
DeathMetal4tw |

First of all, this is my very first post and I'm glad to be here. I wanted advice on using an eldritch knight, and weather or not to do it in my case. The premise is an elven necromancer type (9 wiz/ 1 fight/ 10 ek) who buffs himself and uses the undead anatomy family of spells to turn himself into powerful undead forms. The benefit of being an EK, or so I believe, is that my BaB will actually be powerful enough to thrive in melee when you consider some of the bonuses I'll have from buffing spells and undead anatomy.
The stats at level 1 (15 point buy) are as follows:
Elf Wizard
STR- 16
DEX- 16
CON- 11
INT- 16
WIS- 7
CHAR- 7
If this character can't work as I plan I'll accept the news. Also, any experience and opinions on the undead anatomy spell would be appreciated.

thomas nelson |
I personally think dump stats are silly and only for desperate silly people, I would suck down strength and con to turn the dump stats to 10s at least.
What traits are you taking? What do you want to do in combat?
A Eldritch Knight does not have the luxury of being a combat dilettante, choose what your combat role is and stick with it. Next choose Craft misc magic items and craft magic arms and armor or arcane armor training and improved armor training. One way you can get neat magic armor so long as its made of Mithril and has a arcane spell failure rate of no better than 20%, still you can stack some neat skill bonuses with armor and bracers take your bracers which hurts if you do the sensible thing and go archery.
Transmuter seems pretty strong for this build for the attribute bonuses but I leave that to the wiser more calculating heads in the room.

Atarlost |
There's no reason, gameplay or roleplay, why a necromancer shouldn't dump charisma. And if you're messing with things mankind is not meant to know I'd say you're less wise than most as well.
That said, consider a magus or alchemist. You get all but the last UA spell, some extra combat buffs, can cast in armor, and for the magus have weapon proficiencies.

sphar |
@Thomas:I personally think people with 15 pt buys are desperate people.
I would down your Dex to a 14 in order to raise your con to a 15.Do whatever your want with an extra point,maybe raise your Wis.
This sounds like a good plan,but we need more details.
What weapon are you using? Are you focusing on any combat manuevers? What feats are you thinking of? Traits?
I might say getting 4 fighter in order to get Weapon Spec,as well as some extra feats.

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Dump stats are fine, but I'd discourage dumping wisdom, as it's responsible for the most important save. I'm not sure if Elf is the best pick for a front-line melee character, because of the low con combine with wizard hitdice for the first few levels. A half-elf would let you put points into INT or STR, while keeping your CON melee-worthy.
I would start at 1st level with a Half-Elf Fighter, to take advantage of the higher beginning hitdice (10 hp+con at first level). This also lets you take two favoured classes, wiz and fighter.
Half-Elf Fighter 1
STR 16 (14+2)
DEX 12
CON 14
INT 15
WIS 10
CHA 7
With this, you've got a capable first level character who can start off with a "MYSTERIOUS SPELLBOOK" that he makes use of at his second level.
If you're set on Necromancy, I would suggest the Life focus, from the APG. You lose the ability to control undead, but you gain the ability to heal yourself or others as you buff them, or damage undead. Be aware however, that you can still use the Undead Anatomy spell as a non-necromancer, and that you may be served better with the Transmutation school, especially the Enhancement Focus. Transmutation wizards get bonuses to a physical stat of their choice, and transmutation generally covers more buffing spells.
Actually, I just noticed that Undead Anatomy is Transmutation. I think you should definitely consider Transmutation (Enhancement).

DeathMetal4tw |

More details? I don't have many more because I'm not very experienced.
I definitely need the arcane armor feats.
I might go for improved knockdown (if the rules allow you to use combat maneuver feats in polymorphed form- do they?)
I'll probably get a scythe for the flavor of death, and also for the 4x critical- 4x critical plus spell critical is no joke.
I may consider rearranging my stats to remove the dump on wis, but I can't guaruntee it. I agree with atarlost that someone who deals with such a terrible thing as necromancy probably is an unwise soul.
I'm open to suggestions but the concept is the following:
A character who's primary role in battle is to buff himself, maybe enter a fight with black tentacles or something, but deal mostly in melee from there in the form of a hulking, buffed up undead monster.

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More details? I don't have many more because I'm not very experienced.
I definitely need the arcane armor feats.
I might go for improved knockdown (if the rules allow you to use combat maneuver feats in polymorphed form- do they?)
I'll probably get a scythe for the flavor of death, and also for the 4x critical- 4x critical plus spell critical is no joke.
I may consider rearranging my stats to remove the dump on wis, but I can't guaruntee it. I agree with atarlost that someone who deals with such a terrible thing as necromancy probably is an unwise soul.
I'm open to suggestions but the concept is the following:
A character who's primary role in battle is to buff himself, maybe enter a fight with black tentacles or something, but deal mostly in melee from there in the form of a hulking, buffed up undead monster.
Undead Anatomy is a Transmutation spell. A lot of the good self buffs are, so I think that's where you would be more successful. By all means, play him as a shady guy anyway, but Transmutation would give you better physical stats, and more access to your buffs.
For metamagic, I would go with Still Spell, which would let you cast whilst wearing full plate. Keep in mind that Arcane Armor Mastery only removes 20% of the arcane spell failure, while Still Spell lets you cast anything in armour for the price of a higher spell slot. YMMV.
I would also definitely get an arcane sword as your bonded object. You just need to find/buy a MWK weapon of choice before you take your first wizard level (or if you start as a wizard and go fighter you get one for free).

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Thanks for all the feedback guys. Now I'm even considering my race. Suggestions?
Elf makes your spells harder to resist but makes you frailer...
If anything I'd look at Human or Half Elf.
Human will give you an additional (needed) HP a level. This stacks with the HP you will get for favoured class.
Half Elf does give you the option for 2 favoured classes... not to be sneezed at.
I may also suggest you look at the Magus as an option... its not for everyone but if you want to play a guy who can zap around magic while being good in a fight, this may be an option.

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DeathMetal4tw wrote:Thanks for all the feedback guys. Now I'm even considering my race. Suggestions?Human will give you an additional (needed) HP a level. This stacks with the HP you will get for favoured class.
Humans get an extra skill point, not an extra HP.
Human would be good if you can think of an extra feat you'd really like. More feats = better at fighting of course.
Half-Elves get skill focus, which you could apply to perception or spellcraft, etc. Alternatively, you could take the alternate racial trait Ancestral Arms, and get yourself a Bastard Sword (Able to wield in one hand to cast with, while still use it as an almost-greatsword, and able to use it with a shield if you need a bit more AC).
Other posters are right though, you should also check out the Magus, who starts off fighting and spell-slinging right from the start.

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More details? I don't have many more because I'm not very experienced.
I definitely need the arcane armor feats.
Not really, or at least not in the long term. Use mage armor, shield, amulet, prot rings etc. and rely on spells like blur and displacement that do a much better job than armor in protection (at the upper levels 50 percent miss chance wins out over armor any time)
I would also bring the Str down from 16 to 14 and free up those points for your weak areas. a -2 to your Will save is something I suggest you avoid. And I'd definitely pump up CON a bit more. And your build is not primarily a fighter it's a wizard with more weapon skills and a bit more survivability. Work along that theme.

thomas nelson |
For traits I recommend Magical Knack and another one as Eldritch Knight requires at least a 2 level dip.
For a spell caster attribute bonuses are pretty much a dime a dozen so I would not try too hard to have allot in the physical department.\
If I was going to be an Eldritch Knight I would focus on rays, take a wand as my bonded object and blast my way to glory.
I'd go Conjurer or Evoker and drop any two of the following: Illusion, Enchantment or Diviner.
Build might look something like this:
Str 10
Dex 16 or 14
Con 10
Int 16 or 18
Wis 10
Cha 10
Race: Human
1 Wiz 1 Point Blank Shot, Improved Initiative
2 Ftr 1 Weapon Focus: Ray
3 Wiz 2 Precise Shot
4 Wiz 3 Int or Dex
5 Wiz 4 Craft Wand
6 Wiz 5 Craft Misc Magic Item
7 E/K 1 Quick draw, Craft Arms and Armor
8 E/K 2 Int or Dex
9 E/K 3 Staff-Like Wand or Weapon Specialization: Ray
There you go, you fill a battlefield with your scary accurate ranged touches but are not that close to the action. Your Bab is respectable and you are not wasting time pretending to be a Meat Shield unless you really really want to.

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There you go, you fill a battlefield with your scary accurate ranged touches but are not that close to the action. Your Bab is respectable and you are not wasting time pretending to be a Meat Shield unless you really really want to.
His concept was a self-buffing melee character. That's not one.

thomas nelson |
thomas nelson wrote:His concept was a self-buffing melee character. That's not one.
There you go, you fill a battlefield with your scary accurate ranged touches but are not that close to the action. Your Bab is respectable and you are not wasting time pretending to be a Meat Shield unless you really really want to.
Sigh, Fine....
For traits I recommend Magical Knack and another one as Eldritch Knight requires at least a 2 level dip.
For a spell caster attribute bonuses are pretty much a dime a dozen so I would not try too hard to have allot in the physical department.
I'd go Transmuter and drop any two of the following: Illusion, Enchantment or Diviner.
Bonded Object: Aldori Dueling Sword
Build might look something like this:
Str 10
Dex 16
Con 10
Int 16
Wis 10
Cha 10
Race: Half Elf
1 Wiz 1 Exotic weapon Proficiency: Aldori Dueling Sword, Improved Initiative
2 Ftr 1 Weapon Finesse
3 Wiz 2 Weapon Focus: Aldori Dueling Sword
4 Wiz 3 Int or Dex
5 Wiz 4 Arcane Armor Training
6 Wiz 5 Craft Arms and Armor
7 E/K 1 Combat Casting, Improved Arcane Armor Training
8 E/K 2 Int or Dex
9 E/K 3 Leadership if you can wrangle a mithiril suit of a breastplate of command, otherwise quick draw.
Or
Race: Half Elf
bonded object: short sword
1 Ftr 1 Weapon Finesse, Two weapon Fighting, Skill Focus: perception
2 Wiz 1 scribe scroll
3 Wiz 2 Arcane Armor Training
4 Wiz 3 Int or Dex
5 Wiz 4 Quick Draw
6 Wiz 5 Craft Arms and Armor
7 E/K 1 Combat Casting, Improved Arcane Armor Training
8 E/K 2 Int or Dex
9 E/K 3 Leadership if you can wrangle a mithiril suit of a breastplate of command, otherwise Improved two weapon fighting.

Banatine |
If you want to be a melee/caster type, you might be just as well off using the Magus class. If you don't mind me ranting for a second...
they get the undead anatomy spells and black tentacles, you can pick up all the necromancy spells you want using spell blending, and you get to be a hybrid from the beginning. the main problem with magus here is that the main class abilities don't work too well with your scythe (unless you want to use the Hexcrafter archetype, and take prehensile hair in order to use the scythe two-handed while still having youd off hand free!)
Now, the EK may be 'better' than the magus at melee and magic SEPARATELY, but he's not as good at using magic and melee TOGETHER, which seems like what your trying to do.
Hope that's helpful!

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If you want to be a melee/caster type, you might be just as well off using the Magus class. If you don't mind me ranting for a second...
they get the undead anatomy spells and black tentacles, you can pick up all the necromancy spells you want using spell blending, and you get to be a hybrid from the beginning. the main problem with magus here is that the main class abilities don't work too well with your scythe (unless you want to use the Hexcrafter archetype, and take prehensile hair in order to use the scythe two-handed while still having youd off hand free!)
Now, the EK may be 'better' than the magus at melee and magic SEPARATELY, but he's not as good at using magic and melee TOGETHER, which seems like what your trying to do.
Hope that's helpful!
There ARE tradeoffs in that approach. First the split class means your caster levels are going down. Spell blending requires I think 6 Magus levels before you get it. Second the OP may not really be that interested in mixing magic and melee the way the Magus does as opposed to being a caster who fights as a secondary approach.

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The magus and the EK represent two different paths. And they both work for different styles.
The magus is the quintessential warmage. His magic is pretty much exclusive to supplementing his fighting style.
The eldritch knight is the dilletante, she has a moderate of sword technique but at the end of the day, she puts on her robe and wizard hat to a degree that the magus never will.
I enjoy them both equally, they do demand different approaches in mind.

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Someone here pointed out that the magus doesn't get the cool spells that a wizard does, and they were right.
First and foremost, this character turns into undead creatures- but I also want him to have some of those cool necromancy spells that a magus would never have access to.
Magus' get up to undead anatomy 3 just like the wizard. they just dont get UA4. UMD scrolls/wands of necro spells.
but to each their own

Master_Crafter |

consider also taking the Metal subschool (Ultimate Magic) for Wizard if you plan on going the Edritch Knight route. the nice thing there is that you get an actual armor AC which stacks with most other enhancements and improves with your level.
the one major drawback is that you have dificulty casting fire spells (easily cured if you take the wizard acarna listed in UM to remove this), but you won't have to select two opposition schools, just Fire, and you will do a small amount of extra damage against metalline creatures or opponents wearing large amounts of metal (such as most armors).
you will also get a small number of equipment buff spells and stone wall which can be used (if I recall correctly) to encase a character in stone, effectively burying them alive if they fail a Ref save, as well as provide a number of other non-combat uses.

Atarlost |
Mergy wrote:I would avoid the finesse trap if I were you. Dex low, Str high.Avoiding harm and being able to strike your opponent is more important for a guy who is going to be hitting with spell storing weapons and personal enhancements, leave strength to your spells and the party barbarian.
Nope, it's definitely a trap for a character that intends to use undead anatomy.
You don't turn into small, tiny, or fine forms for combat. He's going to be shifting into the biggest undead he can and stacking on size bonuses to strength and size penalties to dex. He really doesn't want to be taking dex to his attack bonus. His AC is also going to be garbage. No armor since he doesn't like Magus or Alchemist. Size penalties up the wazoo. There's no salvaging it. Miss chance buffs and temporary hitpoints from vampiric touch are going to have to make up most of his defense.

TaiMaiShu |
You guys seems to forget about the Eldritch heritage feats that gives you +6 inherit bonus to str and temporary claw attacks.
I'll go with half-elf as well since you get your skill focus feat for free and can dual class without losing favor class bonus. Now just pick up eldritch heritage and improve eldritch heritage feat with a robe of arcane heritage for additional +4 str at level 11.
You can start getting the heritage feats at 9th and 11th level.

TaiMaiShu |
You guys seems to forget about the Eldritch heritage feats that gives you +6 inherit bonus to str and temporary claw attacks.
I'll go with half-elf as well since you get your skill focus feat for free and can dual class without losing favor class bonus. Now just pick up eldritch heritage and improve eldritch heritage feat with a robe of arcane heritage for additional +4 str at level 11.
You can start getting the heritage feats at 9th and 11th level.
Going sorcerer does look pretty nice about now...

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thomas nelson wrote:Mergy wrote:I would avoid the finesse trap if I were you. Dex low, Str high.Avoiding harm and being able to strike your opponent is more important for a guy who is going to be hitting with spell storing weapons and personal enhancements, leave strength to your spells and the party barbarian.Nope, it's definitely a trap for a character that intends to use undead anatomy.
You don't turn into small, tiny, or fine forms for combat. He's going to be shifting into the biggest undead he can and stacking on size bonuses to strength and size penalties to dex. He really doesn't want to be taking dex to his attack bonus. His AC is also going to be garbage. No armor since he doesn't like Magus or Alchemist. Size penalties up the wazoo. There's no salvaging it. Miss chance buffs and temporary hitpoints from vampiric touch are going to have to make up most of his defense.
This guy knows what he's talking about. Finesse is for rogues and dervish dancers.

thomas nelson |
Atarlost wrote:This guy knows what he's talking about. Finesse is for rogues and dervish dancers.thomas nelson wrote:Mergy wrote:I would avoid the finesse trap if I were you. Dex low, Str high.Avoiding harm and being able to strike your opponent is more important for a guy who is going to be hitting with spell storing weapons and personal enhancements, leave strength to your spells and the party barbarian.Nope, it's definitely a trap for a character that intends to use undead anatomy.
You don't turn into small, tiny, or fine forms for combat. He's going to be shifting into the biggest undead he can and stacking on size bonuses to strength and size penalties to dex. He really doesn't want to be taking dex to his attack bonus. His AC is also going to be garbage. No armor since he doesn't like Magus or Alchemist. Size penalties up the wazoo. There's no salvaging it. Miss chance buffs and temporary hitpoints from vampiric touch are going to have to make up most of his defense.
OK, how about my blast master build? Nice right?

Morbios |

Humans get an extra skill point, not an extra HP.
Human would be good if you can think of an extra feat you'd really like. More feats = better at fighting of course.
I believe the statement that prompted this was advocating human over elf (the OP's original race choice). When you look at it in terms of opportunity cost, humans do in fact get +1 hp / level and have the same skill point totals, compared to an elf with all other considerations being equal, due to the differences in constitution and intelligence balancing against bonus skill ranks.
I'd agree that human is likely the go-to race for an eldritch knight build - elves are great casters due to the spell penetration equivalent, but that's much less of a draw if your focus is self-buffing for combat ability. Probably not worth taking a hit to con. Plus, EK tends to be rather feat intensive, so human helps. I'd stay away from half-elf unless you're planning to put a roughly equal number of levels in fighter and wizard. Having two favored classes gives you exactly 1 hit point if your end goal is fighter 1 / wizard 9 / EK 10... and even if you balance fighter/wizard, you could just be a human and take Toughness as your bonus feat. You'd pick up far more HP and skill ranks than the extra favored class would give you, and only lose out on Skill Focus and some ancillary benefits.