
Marius Castille |

I started this thread to share my impressions as I build toward the Eldritch Knight prestige class. Any input is welcome. Couple of things about our game: Books are limited to Pathfinder Core and the APG. We started at 1st level. DM has ruled no heavy armors or two-handed weapons (yet, for flavor reasons) and our group rolls initiative at the beginning of each round (slows combat but gives it a more chaotic feel). My concept is melee fighter with some casting to lay down the occasional magical smack.
We just hit 2nd level. The group is comprised of a half elf summoner 2, half elf zen archer 1/wizard 1, half orc cleric 2, half elf ranger, human rogue, and my wizard/fighter. The ranger and rogue missed the last couple of sessions so I don't know if they're sticking with their classes or if they're branching out. I do know they're both thinking about two-weapon melee.
Here's my character's build for reference
Auric
Male human wizard 1/fighter 1
Init +1; Senses Perception +3
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 21
Fort +4, Ref +1, Will +3
OFFENSE
Speed 20 ft.
Melee mwk longsword +5 (1d8+3/19-20; two-handed)
Ranged longbow +2 (1d8/x3)
Special Attacks hand of the apprentice (5/day)
Spellbook (CL 2nd; ASF 20%)
1st---color spray, magic weapon, obscuring mist, ray of enfeeblement, shield
0---all
STATISTICS
Str 15, Dex 13, Con 14, Int 15, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Combat Casting, Toughness, Weapon Focus (longsword), Scribe Scroll
Skills Climb +6, Knowledge (arcana) +6, Knowledge (engineering) +6, Knowledge (history) +6, Perception +3, Spellcraft +7, Survival +5, Swim +6
Traits Fencer, Magical Knack
SQ arcane bond (masterwork sword)
Combat Gear
Other Gear masterwork longsword, warhammer, longbow, 20 arrows, armored coat, spellbook, spell component pouch, standard adventuring gear
My first level was wizard. My character wore leather armor and cast shield for defense. Between the ranger, rogue, and the summoner's eidolon, melee was covered, though I got the chance to step up and swing the longsword a couple of times (not proficient yet--ick). The 10% spell failure from the armor kicked in a few times (twice with color spray and once with shield) but it wasn't as off-putting as I expected. Our enemies have mostly been kobolds and skeletons (disrupt undead got a lot of use and it never once fizzled). Also used hand of the apprentice a few times. Neat ability, even if my attack bonus stinks.
Added fighter at second level. Massive difference. Proficient + weapon focus = my character's now a credible melee threat. Hand of the apprentice gives me some decent short range effectiveness. The ranger and rogue aren't around for these sessions so our front line isn't clogged. My character picks up an armored coat (re: badass longcoat). 20% spell failure is noticeable but I'm determined to minimize the amount of time buffing when a fight starts. Next level i'm definitely picking up arcane armor training. Haven't had a chance to use obscuring mist or ray of enfeeblement. Also haven't been put in a position where i'm casting and provoking an AoO.
And that's where I'm at right now. I knew going in there would be some compatability issues between fighter and wizard levels but aside from the ASF, there aren't any glaring need-to-fix-this-now elements.

Sylvanite |

It doesn't seem like you guys are playing a heavily optimized sort of campaign, so the Eldritch Knight style may work very well for you. (It has some serious issues down the line with Swift action economy, but if the combat isn't suited towards a heavily optimized party those issues aren't nearly as big of a deal.)
Are you looking for advice/critique or just posting this because you really like your character and want to share it? I didn't see any questions or requests in the OP, so I don't really know what else to respond with.
Aside from....Have fun! I also love playing builds like this!

Marius Castille |

I was mainly sharing but I figured I would also be soliciting advice as the character advances. I'll throw out a couple of questions:
What are people's experiences with casting defensively in melee combat? The check looks pretty tough. Is it doable? Not usually worth the risk? I'll be focusing on melee so I figured this will come up fairly often.
The build I'm leaning toward is:
1) Wiz1 combat casting, toughness
2) Ftr1 weapon focus (longsword)
3) Wiz2 arcane armor training
4) Ftr2 dodge; Str +1; -bravery 1-
5) Wiz3 mobility
6) Wiz4
7) Wiz5 arcane armor master, wizard feat
8) EK1 spring attack, Dex +1
9) EK2 weapon specialization (longsword)
10)EK3
11)Ftr3 improved critical; -armor training 1-
12)Ftr4 critical focus, Int +1
13)EK 4 combat expertise
14)EK 5 whirlwind attack
15)Ftr5 lunge; -weapon training 1: heavy blades
16)EK6 Int +1
17)EK7 staggering critical
18)EK8
19)EK9 tiring critical, critical mastery
20)EK10 -spell critical-
Thoughts? I really like Ftr 3 for armor training, which is part of the reason for continuing fighter levels. Would I be better off ignoring fighter levels once I start with eldritch knight?

![]() |

My recommendation? Don't cast in melee. Your spells give you plenty of ways to avoid melee/get out of there, and you shouldn't really be casting Fireballs and whatnot when an Ogre is standing right in front of you.
Eldritch Knight only really works in melee when you have the time to buff yourself via spells like Haste, Stoneskin, Mirror Image, Enlarge Person, etc. At least, that's to be viable. Without those buffs you won't be much of a threat at later levels.
Basically, if you wanna go for a full caster, you CAN do it as an eldritch knight (you only lose 2 spell levels if you go bare minimum fighter, and even then it doesn't hurt THAT much), but you just need to remember that you're gonna be squishy and not do much damage unless you prep your spells for improving your melee combat, which you may or may not like.

Sylvanite |

+1 to not casting in melee. It is better to avoid attempting it if you can.
Are you a specialist wizard? Transmutation is a good specialty as it allows you a free enhancement at lower levels and also the spells are pretty good through for you. Conjuration and Abjuration are also nice. Divination has an awesome ability tied to it, but has weaker spell selection.
I prefer to make Necromancy and Evocation my opposed schools, but that's up to you. (I like Heroism too much to lose it, and going invisible is a life saver many times)
I'd suggest scimitar over longsword. It'll crit more.
I'd drop combat casting and simply try not to do it. Rely on your long term buffs/buff before you're threatened in combat.
The level 5 wizard bonus feat is a great place to take Craft Magic Arms and Armor or Craft Wondrous Item. Your group will thank you...and you'll thank yourself. Just check with the DM that you'll be given some down time to craft, or it is a wasted feat.
All that said...be careful. The end result of your build is really a caster who's not great at casting and an OK fighter. The lack of something aside from EK to finish off with good BAB and casting advancement makes the end result of this build tough to handle. This is why I prefer using EK to make archers instead of melee fighters, because you can supplement with 4 levels in Arcane Archer and still end up with 9th level spells and 17 BAB. It also keeps you out of melee where you have to risk a ton to cast and your AC probably isn't even that great.
Have fun, but if you're worried about numbers I highly recommend you build out and choose your spells and see what it will actually play like down the line.