Never built an Eldritch Knight before


Advice

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Jiggy wrote:

NECRO!

Thoughts?

Okay, my suggestion would be large and in charge.

Go to get enlarged and have reach quickly. Use a high STR and size to do well on combat maneuvers. Maybe go with a flail.

I'd go with the following:

STR 19 (13) (17+2)
INT 14 (5)
WIS 07 (-4)
DEX 14 (5)
CON 14 (5)
CHA 07 (-4)

bumps to STR.

What are you wanting this character to do?

-James

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Mike Schneider wrote:

I didn't bring it up earlier, but I really hate seeing casters -- especially those who have a built-in sure drop on the enemy nearly all the time -- wasting (yes, that's the word, and I'm sticking to it) their favorable initiative to pop off a self-only defensive buff.

It's literally the least productive cooperative thing such a class can do, aside from nothing at all.

Just because I have a defensive plan doesn't mean I'm gonna play stupidly. ;)

If the situation obviously calls for AoE ASAP, I'll go with that. But if it looks like a situation where it'll be more efficient to go the melee route, or if the enemy making his save means I die, or most importantly:

If I don't even know why I rolled initiative, I have something I can do.

Basically, I always have something useful to do, even if I'm not handed a squad of mooks in fireball formation or a weak-willed fatty saying "please dominate me". Wait, that came out wrong...

Shadow Lodge

Jiggy wrote:
Foresight

I love the foresight school for Eldritch Knight builds. It's so cool to have that little preview to know if it's worth attacking or if you should maybe just cast a spell. Also, knowing in advance that you will be able to cast defensively is awesome.

Shadow Lodge

Jiggy wrote:
That would mean no Toughness (I'd have ImpInit, Finesse, and DDance by level 2)

I don't think you can get DDance until 3rd level, doesn't it require 3 ranks of dance?

You are already going to have a +2 initiative due to the diviner bonus and another +3-+4 for high dexterity. I would skip Improved Init and keep toughness, maybe take reactionary?


Jiggy wrote:

Hmm... Some good thoughts on the low INT...

Okay, here's my thinking. I've not actually played a wizard or sorcerer before, but I know with druids and clerics you can get by as a no-save offensive caster. For instance, my druid (14 WIS) uses frostbite, produce flame, flame blade, stone call, etc.

I guess I just assumed I'd be able to do the same here, but I'm not actually that familiar with the spell list.

What are some good offensive sorc/wizard spells that don't grant saves? I know there's magic missile and scorching ray, so surely there are others... right?

Right?

Just got around to checking that. Using the spells DB at d20pfsrd.com, I get

- a total of 1464 spells
- 731 wizard spells in Core, APG, UC, UM
- 436 of the above definitely have a saving throw
- 179 are explicitely listed as "none" and not "none and xxx partial/disbelieve" etc.

So there are quite a a few spells you can pick. Note that many of them are in the style of "alarm" or "rope trick". Most of the attack spells without saves are rays which require attack rolls and often may fail due to concealment, spell or energy resistance.

If you choose eldritch knight you choose to become a caster who can fight IMO, not a fighter who can cast (DD/AA route). So you should be viable as a *caster*, thus having decent DCs on your spells :-)


Jiggy wrote:
Atarlost wrote:
Lower reflex and initiative

Part of my schtick is that, as a Foresight Diviner, I act in every surprise round, and thereby use my high Init to activate a wand of shield ASAP.

...

I wonder how you will do that. Because in the surprise round you have a standard and a swift action. You would at least require a move and thus the standard action to pull the wand assuming a handy haversack. How will you then cast it?

Or will you *always* be walking around with the wand in your hand just in case? ;-P

I think this is a bad tactic. You need static defenses such as bracers or custom items, or be able to put them up quickly without extra items.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Sangalor wrote:
Jiggy wrote:
Atarlost wrote:
Lower reflex and initiative

Part of my schtick is that, as a Foresight Diviner, I act in every surprise round, and thereby use my high Init to activate a wand of shield ASAP.

...

I wonder how you will do that. Because in the surprise round you have a standard and a swift action. You would at least require a move and thus the standard action to pull the wand assuming a handy haversack. How will you then cast it?

Or will you *always* be walking around with the wand in your hand just in case? ;-P

I think this is a bad tactic. You need static defenses such as bracers or custom items, or be able to put them up quickly without extra items.

Spring loaded wrist sheath, for something like 5gp. Stick a wand in it, and when the spider sense tingles I pop it into my hand as a swift action, then activate as a standard. :D

@0gre: DDance requires 2 ranks of Perform. This normally delays gaining the feat until 3rd just because you don't get feats on even levels. But in any case, the DDance route is indeed done to death, so I'll be going the strong route.


It's the balance between "Caster" and "Melee Specialist" that guided my build earlier in this thread.

High Points:

Fighter 1/Arcane Bloodline Sorcerer 6/EK 5.
Bonded Item is a ring.
Ring will get enchanted with Minor Spell Storing when my PA lets me invest 9,000 GP. This lets me filter my 1st level spells into the ring when out of armor for a bit. I'd expect to put Expeditious Retreat and Shield in the Ring, and rely on True Strike for my "innate" castings.
Build uses Still Spell to cast in armor - including full plate. Build gets +1 on save DCs for using Still Spell, due to Arcane bloodline. Arcane bloodline also lets me pick one Metamagically enhanced spell per day and cast it as a standard action.
Trait is Magical Lineage [Scorching Ray] and at 3rd level, Spontaneous Metafocus [Scorching Ray]
Most other spells are chosen for their ability to be cast outside of armor with substantial durations, or are assumed to be cast IN armor using Still Spell.
Fighty feats include: Power Attack, Toughness, Weapon Focus: Greatsword, Weapon Specialization and Lunge
Castery Feats are Still Spell, Empowered Spell, Spontaneous Metafocus.

Tentative build is here:

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