Reviving the Eldritch Knight with the PS- what spells to pick?


Advice


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I've been playing with ideas on how to make the Eldritch Knight competitive in light of the Magus, synthesist, inquisitor and bard. Recently, I've begun to consider using the Pathfinder Savant prestige class, specifically for the esoteric magic class feature. It allows you to add any spell from another class to your spellbook/spells known, but it will be at 1 level higher (e.g. cure light wounds will be a level 2 spell for you). The theory here is that if we pick the best buffs from other classes and make them available to the ElK at a lower level, we make him a more viable alternative to the other single-class warrior-casters.

If I go with a Sorc4/Fighter1/PS3 as a base for the eldritch knight, with more PS levels being taken intermittently to obtain new spells at the appropriate levels, I can finish with a fighter 2/sorc4/PS4/ElK 10 at level 20 for 16 BAB and 16 caster level.(I'm admittedly a fan of the 4th iterative attack.)

The question now is, what spells are there that make this worthwhile? I can already think of 3:

Eaglesoul (Paladin 4th level)
http://www.d20pfsrd.com/magic/all-spells/e/eaglesoul

Dance of a hundred cuts(bard 4th level)
http://www.d20pfsrd.com/magic/all-spells/d/dance-of-a-hundred-cuts

bestow grace (paladin 2nd level) or bestow grace of the champion (4th level) depending on alignment, for sorc ElK only
http://www.d20pfsrd.com/magic/all-spells/b/bestow-grace
http://www.d20pfsrd.com/magic/all-spells/b/bestow-grace-of-the-champion

However, since my present group lacks a healer, I am also contemplating pulling emergency healing duty, and so I may be taking heal.

Thus there are 2 questions:
1. (personal) Which 2 of these spells would you consider the best for my melee ElK?
2. (General)In the interests of building the amount of knowledge on this boards on how to optimise an ElK with the PS, are there any other spells you can think of that would be good options for the ElK?


I'm a fan of good hope and bard's escape.


galahad2112 wrote:
I'm a fan of good hope and bard's escape.

They're both fine bard spells, but good hope offers little over heroism (extra +2 damage on damge rolls but 1/10th of the duration and cast as a level 4 spell by the PS), and the extra spells are too precious a resource to be spent on a marginal advantage. =(

Bard's excape does not seem to benefit combat abilities either. =(

Not that either spell is bad, but I'm thinking more combat-oriented and more substantial advantage over what wiz/sorc spells already offer.


What? Good hope is amazing! It's an entire party buff for the whole combat condensed into 1 standard action! Not to mention that it stacks with the bard's iconic Inspire courage ability.

And really, you think that dance of 100 cuts is worthwhile (self only, rounds/level, 5th level spell)?

The reason that I like bard's escape is because it doesn't require me to touch anyone (and battlefield placement is ALWAYS a good option).

The Exchange

I play low level adventures(Highest I have ever gotten was 6th level) and I found that Knight's Calling worked well for my melee Pally. It's 1st level spell, which means it would be 2nd for you.


Galahad:
Ooo good call, I didn't realise good hope was a mass spell. I take it back, decent choice. However, my dude already rocks around with a heroism spell maintained on himself almost all day, though, and we have a bard in the party, so not for my particular setup. But I'm happy to note it as a good choice nonetheless if there is no bard in the party! =)

Dance of a hundred cuts appeals to me for the AC boost and scalable benefits (it's a mid-high level game). But it was already lower on the priority list than eaglesoul (which is a 'hell-yeah' option due to the auto-confirm of critical hits, swift action activation and other gravy bonuses).

Bard's escape, however, still does not strike me as a front-liner melee combatant spell. A powerful support-caster spell, though.

Tirq:
Interesting choice, to be sure! It largely depends on the role of the ElK though. The PS-ElK may be able to steal the pally's spells, but he's still does not have the defensive potential of a Pally. BUT, if the ElK is the main tank of the group, I reckon it'd be a decent choice for first esoteric magic spell.

If I were to rate the spells:

Top tier:
Eaglesoul
bestow grace of the champion (only if LG, best if LG sorc)
bestow grace (only if sorc)

Good depending on party setup:
Knight's calling
Good hope

Decent:
Dance of a hundred cuts


Why Sorcerer instead of Wizard? I'm just curious. Wizard gets you to certain spell levels earlier, making this whole shtick function faster, and you get more skills due to Int. With a specialist, you're not even down that many spells per day.

Also, if you do go Sorcerer, why not Paladin 2? You lose two feats, I guess, but gain some nice stuff and access to any Paladin spells via item since they are class spells for you.


Sylvanite wrote:
Why Sorcerer instead of Wizard? I'm just curious. Wizard gets you to certain spell levels earlier, making this whole shtick function faster, and you get more skills due to Int. With a specialist, you're not even down that many spells per day.

It's a choice thing, I suppose. Sorcs and Wizs are versatile in different ways, and I prefer the manner in which Sorcs are versatile, particularly since I'm playing a buff-self-wade-into-fight type, I mostly use the same spells regularly. My other spells known are spells that I may require under certain circumstances, but may never need to use in any given day. From this perspective, a sorcerer's version of versatility better-suits my playstyle.

As for Paladin, I know my current GM to have wierd ideas about how paladins should function. I would usually consider it a top-tier choice. That being said, judicious use of bestow grace/bestow grace of the champion goes quite some way to mitigate the choice of fighter, and saves me a non-caster level up till really late in the game.

Oh and fighter-feats are nice. XD


Sylvanite has the right idea!

So, how are you getting the heroism to last that long?

Also, I find that it's handy to have 2 casters with good hope and/or haste, that way your party gets all the goodies at once, not to mention it would free up the bard to take another spell (at regular level). Of course, if the bard already has good hope, just get haste, and snag Eaglesoul. Those sacred bonuses are TASTY!


The only issue that I have with BGotC is the fact that you're using a 5th level spell to get one smite. I'd rather just have a really nice 5th level spell.


Fair 'nuff.

I hadn't looked at the PF Savant before...it's pretty cool. 4 Levels in it is fantastic for 3 new spells. Activating scrolls and such at your CL is fantastic.


Galahad:
Heroism lasts that long....with rods of extend and multiple castings. Only really achievable at higher levels, when you have enough other spells to cast and extended heroisms last 4 hours or more.

Also, I don't doubt that Wizard is a good way to go. However, I am also a fan of being able to capitalise on BGotC and BG for the massive boost to saves, in lieu of playing a paladin due to DM quirks. At higher levels especially, I tend to regard high saves as more important than high AC.

As for the smite, yes it is only one smite, but a sorcerer being able to add his CHA bonus to attack rolls and AC is nothing to be sniffed at for a front-liner, especially since the AC bonus is a deflection bonus (and touch spells can be dangerous-enervation and ray of exhaustion, I am looking at you).

That said, I should probably make a seperate category called "top-tier depending on build".

Glad we both agree that Eaglesoul is a quite the winner! XD

Current list of spells:

Top tier:
Eaglesoul

Good depending on personal build:
bestow grace of the champion (only if LG sorc)
bestow grace (only if sorc)

Good depending on party setup:
Knight's calling
Good hope

Decent:
Dance of a hundred cuts


You're having the bard cast heroism, right (I hope)?
I guess that The save bonus is nice for the BBEG fights...Really, it's just the rounds/level that I have issue with. But, when you KNOW that you need saves, it certainly does the trick, with some extra perks.

As an aside, what sort of "quirks" does your DM have about Paladins?


Someone needs to write a guide to EKs, but it isn't going to be me. :P


Pathfinder Savant has some interesting class features but I'd hesitate to use it because of its low BAB and Hit Die, especially with a melee-centric eldritch knight. Also, building from 1st level looks to be a bit painful. You'd also have to wait a while for your second iterative attack.

Grand Lodge

Yeah, I'm not so sure I like it for an EK either. Cleric, on the other hand... that could be interesting.


I'm not sure you can go into ElK with a cleric, but I could be wrong.

The thing about the savant is that whilst you take an extra hit to BAB and caster level, you potentially gain spells that are more than powerful enough for their level to make up for it. Eaglesoul is a very good example, since it is practically a quickened spell if you know a battle is coming in the near future (at later levels you can safely cast it at the start of the day)-a quickened buff of that magnitude at level 5? Hell yeah! I'm interested though in looking at what other spells there are to make the dip worth it, and I reckon for a sorcerer/non-paladin ElK, BG and BGotC make it quite worthwhile too.

As for an ElK at lower levels, there are enough spells to make it worthwhile, I reckon. With shield and mage armour, you have top-of-the-line AC at lower levels, and true strike+power attack at lower levels 1-shots most mooks. As you progress, I like Dazzling Blade, Mirror Image, and then Blacklight from the Golarion Campaign Setting, and Circle against alignment/heroism can last you for quite a few levels.

As for my DM...let's just say he's been known to be a little capricious, and has this idea that paladins should be lawful-stupid, with a standard-issue stick up certain anatomical orifices to boot. And I'm concerned about becoming a fighter-with-no-feats if I don't play to that. But apart from that idiosyncracy, he's a decent enough DM, so I roll with it, just not as a pally.


Oterisk wrote:
Someone needs to write a guide to EKs, but it isn't going to be me. :P

It's going to be quite an endeavour, since it will have to cover entry into the PRC too (which I reckon in some ways is more critical and can make or break your ElK). The focus you choose to have is also going to be a factor, since you will work towards ElK entry potentially a little differently depending on whether you want to make a melee ElK, ranged weapon ElK or caster ElK, or to what extent you want to balance these elements.

I've discussed with Treantmonk somewhere on these boards before about a dragon disciple entry-route, and I think we concluded that it would be pretty darn good too.

One day, if I manage to get loads of time, I may try to do a guide, but till then, I mostly discuss ideas like these with whoever seems to take an interest.


FiddlersGreen wrote:
Oterisk wrote:
Someone needs to write a guide to EKs, but it isn't going to be me. :P

It's going to be quite an endeavour, since it will have to cover entry into the PRC too (which I reckon in some ways is more critical and can make or break your ElK). The focus you choose to have is also going to be a factor, since you will work towards ElK entry potentially a little differently depending on whether you want to make a melee ElK, ranged weapon ElK or caster ElK, or to what extent you want to balance these elements.

I've discussed with Treantmonk somewhere on these boards before about a dragon disciple entry-route, and I think we concluded that it would be pretty darn good too.

One day, if I manage to get loads of time, I may try to do a guide, but till then, I mostly discuss ideas like these with whoever seems to take an interest.

Oh, believe me, it takes one a lot of time to make a guide for the PRC classes. I'm the only one who has done it. I chipped away at it for several months before I posted it, and then found things I didn't put in there.

I am currently working on another, but it isn't EK, and I have seen you post on this quite a bit and you are pretty knowledgeable about it. You would be the best candidate to make it. But that is just my opinion, take it for what it's worth.


Oterisk wrote:
FiddlersGreen wrote:
Oterisk wrote:
Someone needs to write a guide to EKs, but it isn't going to be me. :P

It's going to be quite an endeavour, since it will have to cover entry into the PRC too (which I reckon in some ways is more critical and can make or break your ElK). The focus you choose to have is also going to be a factor, since you will work towards ElK entry potentially a little differently depending on whether you want to make a melee ElK, ranged weapon ElK or caster ElK, or to what extent you want to balance these elements.

I've discussed with Treantmonk somewhere on these boards before about a dragon disciple entry-route, and I think we concluded that it would be pretty darn good too.

One day, if I manage to get loads of time, I may try to do a guide, but till then, I mostly discuss ideas like these with whoever seems to take an interest.

Oh, believe me, it takes one a lot of time to make a guide for the PRC classes. I'm the only one who has done it. I chipped away at it for several months before I posted it, and then found things I didn't put in there.

I am currently working on another, but it isn't EK, and I have seen you post on this quite a bit and you are pretty knowledgeable about it. You would be the best candidate to make it. But that is just my opinion, take it for what it's worth.

I appreciate the compliment, though I don't think I've looked enough into all the options to consider myself any kind of expert. I've certainly yet to consider the viability of a witch, for instance, or a magus ElK. I've thought up a few tricks in my spare time is all. XD Also, I'm not sure my present commitments in life will permit me time to write a guide with what I know at the moment, but if that changes, I might take a crack.

I'm happy to help build the knowledge base on these boards on some directions in which ElKs can be taken. To that end, I've also been wondering about the viability of taking the experimental spellcaster feat, specifically for the accelerate and bestial form effect words, and the option of rolling them both into one 5th level spell. Accelerate is a more versatile (but self-only) version of haste at second level, and bestial form gives access to pounce. Technically, so does Monstrous physique II, but I have yet to find a monstrous humanoid that actually *has* pounce. Bestial form circumvents this by not requiring you to specify a form you are taking. However, you'd need to take 2 feats to get both effect words. And of course, your GM has to approve it.


Words of power... that and skill points are still two things I need to add to my DD Guide. That sure is going to take a bit more work. Well, I'm going to quit de-railing your thread now. Enjoy your tricks!


Adding one more spell that is so 'core' that I completely overlooked it!

Divine Favor: duration could be better, but still a decent buff as a second level spell. Compared to dance of a hundred cuts, it lacks the AC bonus, but the attack bonus stacks with heroism and all bonuses stack with bard song. And it's 3 levels lower. All in all, not a bad trade-off, and outclasses Dance of a hundred cuts if there's a bard in the party. The higher-level divine power however... depends on your access to haste effects.

Top tier:
Eaglesoul

Good depending on personal build:
bestow grace of the champion (only if LG sorc)
bestow grace (only if sorc)

Good depending on party setup:
Knight's calling
Good hope

Decent:
Dance of a hundred cuts
Divine Favour
Divine power

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I can't remember if you participated in the thread or not, but I've recently been working on an EK for PFS.

He's currently level 2, unplayed (GM credits only) and looks like this:

Human (Tien)
STR 17 (15+2)
DEX 16
CON 12
INT 14
WIS 10
CHA 07

Traits: Reactionary (+2 Init) and something for +1 Will.
Fighter1[No archetype]/Wizard1[Foresight School]
HP 20 (d10+d6+2CON+3Toughness+1FCB)
AC 18 (10+3DEX+1Dodge+4armormithril chain shirt)
Fort +3
Ref +3
Will +3
Melee: mwk longsword +5 (1d8+3/19-20)
Initiative: +10 (3DEX+2Reactionary+4ImprovedInit+1Forewarned]
Acts in every surprise round, even if unaware of enemies.
He keeps a wand of shield in a spring-loaded wrist sheath. When he acts in the surprise round, he'll cast a spell if appropriate, or if there's no good offensive/tactical option, he pulls the wand as a swift action and activates it, bringing his AC to 22.

He currently has 10% ASF, but that will be eliminated at 5th level via Arcane Armor Training. At 3rd I'm taking Arcane Strike for some extra damage.

Might not be 100% optimal, but looks fun to play. :D


Jiggy wrote:

I can't remember if you participated in the thread or not, but I've recently been working on an EK for PFS.

He's currently level 2, unplayed (GM credits only) and looks like this:

Human (Tien)
STR 17 (15+2)
DEX 16
CON 12
INT 14
WIS 10
CHA 07

Traits: Reactionary (+2 Init) and something for +1 Will.
Fighter1[No archetype]/Wizard1[Foresight School]
HP 20 (d10+d6+2CON+3Toughness+1FCB)
AC 18 (10+3DEX+1Dodge+4armormithril chain shirt)
Fort +3
Ref +3
Will +3
Melee: mwk longsword +5 (1d8+3/19-20)
Initiative: +10 (3DEX+2Reactionary+4ImprovedInit+1Forewarned]
Acts in every surprise round, even if unaware of enemies.
He keeps a wand of shield in a spring-loaded wrist sheath. When he acts in the surprise round, he'll cast a spell if appropriate, or if there's no good offensive/tactical option, he pulls the wand as a swift action and activates it, bringing his AC to 22.

He currently has 10% ASF, but that will be eliminated at 5th level via Arcane Armor Training. At 3rd I'm taking Arcane Strike for some extra damage.

Might not be 100% optimal, but looks fun to play. :D

Looks fine so far. I've found true strike and power attack to be my bread and butter at lower levels. I'm actually not a fan of Arcane Armor training since it chews up your swift action, but it's a preference thing, and swift actions really only become very precious at higher levels, which you don't really see till the end of your PFS career. As an ElK, you don't start quickening spells until level 11 anyway. If you are going the PS route, you don't start quickening until level 12 (though I reckon that's the sweet spot since that's when you get eaglesoul).

Some rules of thumb I like to follow when playing an ElK:

1. Never spend more than 2 rounds buffing, and not more than 1 if you can help it. Swift action buffs are an exception, since you can use them and still full-attack, contributing to the fight.

2. Try to have a good mix of buffs of varying durations. Generally: 10min/lvl buffs (e.g. heroism)are good for when you enter a dangerous area and know that combat will arise at some point. 1min/lvl buffs are for when you know that battle is imminent. rd/lvl buffs are what you cast in the first round of combat just before you wade in, or when you are about to spring an ambush/kick the door down, and should generally be avoided before level 5. YMMV.

--------------------------------------------------------------
On another note, wanted to pop in and add another decent spell to the list: Chennel vigor from Gods and magic. Good range of bonuses to pick from, but the one that stands out for me is +6 to fort saves and concentration checks. Front-liner ElKs cast defensively rather often, and fort saves are often the worst ones to fail. Tempted to put this under top-tier, but it's not for everyone, so I'll put it under 'decent'.

Updated list for PS's esoteric spells:
(numbers in parenthesis are the levels of the spells for the PS)

Top tier:
Eaglesoul (5)

Good depending on personal build:
bestow grace of the champion (only if LG sorc) (5)
bestow grace (only if sorc) (3)

Good depending on party setup:
Knight's calling (2)
Good hope (4)

Decent:
Chennel vigor (4)
Dance of a hundred cuts (5)
Divine Favour (2)
Divine power (5)

Incidentally, still looking for suggestions and critiques of my ratings!

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FiddlersGreen wrote:
Looks fine so far. I've found true strike and power attack to be my bread and butter at lower levels. I'm actually not a fan of Arcane Armor training since it chews up your swift action, but it's a preference thing, and swift actions really only become very precious at higher levels, which you don't really see till the end of your PFS career. As an Elk, you don't start quickening spells until level 11 anyway.

Yeah, for a PFS EK, the only things I'll be using swift actions for are Arcane Strike, Arcane Armor Training, or popping that wand out of my wrist sheath; and I won't be trying to do any two of those in the same round.


Some I like are:

Knight's Calling - if you are in a campaign where you often find yourself unable to get into melee with the bad guys.

Force Hook Charge - as above.

Restoration - if no other healer in group. Some groups buy wands of CLW in bulk. But restoration seems harder to come across.

Litany of Defense - swift action to increase your AC for a round.

Reprobation - some campaigns have corrupt churchmen all over the place and this becomes fun.

Darkvision, Greater - if human

Leadblades - depends on what weapon you use, could be great could be hohum.

Versitile Weapon - depends on the campaign, could be useful, usually not.

Effortless Armor - if you are a platemail guy could be very helpful

Locate Weakness - if you are doing a critial hit build

Glibness - if you don't have a party face and need/want to lie alot.

Beguiling Gift - a blast if you find many cursed items.

Arcane Concordance - especially if other arcane casters in your group.

Most of these depend on your build and/or the particular campaign you are in. They can be great or a complete waste depending...


Adding armor of darkness (5), since it adds a scaling deflection bonus to AC, up to +8. Deflection bonus is the one that works against everything, even touch attacks. 10min/lvl duration works in its favour too. With this spell, PS ElKs can hope to obtain decent ACs, with the right builds and equipment. However, the number of good options for level 5 may leave this overlooked.

Also adding bloodsword retribution...and I reckon this actually has a chance of being a top-tier! An ElK is likely to be able to sustain the blow to his HP, and getting a +5 on potentially a vast majority of your rolls is pretty darn good, especially since it can apply to saving throws too.

Updated list for PS's esoteric spells:
(numbers in parenthesis are the levels of the spells for the PS)

Top tier:
Eaglesoul (5)
Bloodsworn Retribution (5)

Good:
Chennel vigor (4)
Dance of a hundred cuts (5)

Good depending on personal build:
bestow grace of the champion (only if LG sorc) (5)
bestow grace (only if sorc) (3)

Good depending on party setup:
Knight's calling (2)
Good hope (4)
Divine power (5) or Divine Favour (2)
Armor of Darkness (5)

Incidentally, still looking for suggestions and critiques of my ratings!


Kydeem de'Morcaine:

Thanks for the contributions, I will review them accordingly.

Knight's Calling - already on the list =)

Force Hook Charge - I wouldn't rate this too high, since its strength lies in its synergy with the magus' spell combat ability to simlulate pounce. It's top-tier for magi, but I'd say not too great for ElKs. I'll add it to 'useful to some', since it has some potential if you quicken it.

Restoration - a sound choice, but we're looking at spells useful to an ElK in particular.

Litany of Defense - seems situational...it's up to +5 AC, but you're burning a 3rd level spell each round to maintain it. I'll put it under decent, but it'd be the lowest on the 'decent' list, just above armor of darkness...actually, i think I'll demote them both to 'sometimes useful'.

Reprobation - in the right campaign, I suppose, but not one for general recommendation.

Darkvision, Greater - again, a useful spell to some, but we're looking for spells specifically useful to an ElK

Leadblades - i'd put this on 'sometimes useful' but really, most of the time it will be outclassed by divine power.

Versitile Weapon - this is already a sorc/wiz spell

Effortless Armor - mostly redundant due to longstrider, unless you expect armor check penalties to be a big issue to you. Even then, i'm reluctant to put it on the list due to the duration. Could you recommend some general builds that would find this substantially useful?

Locate Weakness - already a sorc/wiz spell

Glibness - I LOVE this spell, as well as acute senses but sadly, again, not for this list. That is not to say that an ElK should not take it anyway, but I'm trying to limit the list to combat-related spells.

Beguiling Gift - fun but not directly combat-related, really.

Arcane Concordance - Paydirt! You cast this spell stilled, and every other spell you cast can be stilled too! Makes full-armoured ElKs very viable now! Right to the top-tier since you can base entire concepts and builds around this!


Updated in light of Kydeem's contributions:

Top tier:
Eaglesoul (5)
Bloodsworn Retribution (5)
Arcane concordance (4)

Good:
Chennel vigor (4)
Dance of a hundred cuts (5)
Divine power (5) or Divine Favour (2) (depending on your access to haste effects)
Borrow Fortune (4)

Good depending on personal build:
bestow grace of the champion (only if LG sorc) (5)
bestow grace (only if sorc) (3)

Good depending on party setup:
Knight's calling (2)
Good hope (4)

Useful to some:
Armor of Darkness (5)
Litany of defense (3)
Force hook charge (4)

A further note on bloodsworn retribution that seals its place in the top-tier. There's a delightful cheese with bloodsworn retribution and blood rage. BS retribution states that the bonus you get is based on damage you deal to yourself, and that the damage cannot be healed. B Rage gives you a STR bonus based on how much damage you have taken. The maximum bonus from both spells comes at 25 points of damage. So you can get a +5 to most d20 rolls AND a +10 str...but at the cost of 25 hp and 5 AC. For best results, abandon AC and rely on miss chance. Also, stock up on temp hp options.

Also added Borrow Fortune as a 'good' option. There are some rolls you really can't afford to fail, such as a dominate person, or finger of death. If you are forced to use this, however, you will probably need to back off and use spells for the next 2 rounds.

As always, feel free to discuss/critique my ratings.


I realize several of them are not directly combat useful spells. However, I think a spell caster who only has spells for in combat is missing something. I also think the main reason to go ElK instead of magus is so you have access to more of the non-combat spells.

Oops, I missed that a few of those were already sorc/wiz spells.

Litany of Defense isn't one I would ever try to 'keep up' at all. It is the 'holy s&!t' I don't want to get hit bit by that monstrosity that just jumped out of the water at me!

Effortless Armor is more campaign than build specific. I had a campaign where my full plate gish was trying to fight in elvish tree cities, ship rigging, swamps, etc... The armor check penalties were killing me (literally if I didn't have quick fly). I would have given alot to have this spell. I often found myself fighting without armor just so I could keep up with the rest of the group.

Leadblades can be good if you are already using a d10 or d12 weapon. It also lasts longer than divine power. It is also a lower level spell. And if you already have haste you lose some of the benefit of divine power. But you are probably right, divine power is probably usually a little better. But I LIKE leadblades better. 8)


Kydeem de'Morcaine wrote:

I realize several of them are not directly combat useful spells. However, I think a spell caster who only has spells for in combat is missing something. I also think the main reason to go ElK instead of magus is so you have access to more of the non-combat spells.

Oops, I missed that a few of those were already sorc/wiz spells.

Litany of Defense isn't one I would ever try to 'keep up' at all. It is the 'holy s&!t' I don't want to get hit bit by that monstrosity that just jumped out of the water at me!

Effortless Armor is more campaign than build specific. I had a campaign where my full plate gish was trying to fight in elvish tree cities, ship rigging, swamps, etc... The armor check penalties were killing me (literally if I didn't have quick fly). I would have given alot to have this spell. I often found myself fighting without armor just so I could keep up with the rest of the group.

Leadblades can be good if you are already using a d10 or d12 weapon. It also lasts longer than divine power. It is also a lower level spell. And if you already have haste you lose some of the benefit of divine power. But you are probably right, divine power is probably usually a little better. But I LIKE leadblades better. 8)

My bad I meant to compare it with divine favour, not power. Whilst the duration is short, it's at the same level and grants a far more substantial boost to damage and attack rolls: +1 damage and to hit per 3 levels.

Effortless armor seems like the kind of spell you'd want on a scroll to use with UMD rather than a spell you want to prepare every day or learn as a spell known. Situationally life-saving, but not something you'll always want everyday. Remember that for the purpose of this exercise, the PS is only taking enough levels for 3 esoteric spells before going into ElK. The aim is to use these 3 spells to help the ElK in his day-to-day functioning as a warrior, not cover his every contingent need. =)


DOH!
I looked at that wrong. I thought you were only taking 3 levels of ElK and 10 of PS so would have more. I need to read a little closer.

Effortless Armor - Could be, but if I was going full plate I would seriously consider it and cast it almost every day. Just seems those armor check penalties come up alot in our campaigns.


Kydeem de'Morcaine wrote:

DOH!

I looked at that wrong. I thought you were only taking 3 levels of ElK and 10 of PS so would have more. I need to read a little closer.

Effortless Armor - Could be, but if I was going full plate I would seriously consider it and cast it almost every day. Just seems those armor check penalties come up alot in our campaigns.

Adding wrath, which has a more common bonus type than divine favour, but has a bonus to caster checks to pierce SR, as well as increased crit threat at higher levels. Not bad when all that is rolled into a 2nd level spell.

Current list of good esoteric magic choices for a PS/ElK:

Top tier:
Eaglesoul (5)
Bloodsworn Retribution (5)
Arcane concordance (4) (could be the basis of an armored ElK-cast this spell with still spell at the start of each combat to solve all spell failure issues)

Good:
Chennel vigor (4)
Dance of a hundred cuts (5)
Divine power (5) or Divine Favour (2) (depending on your access to haste effects)
Wrath (2)
Borrow Fortune (4)

Good depending on personal build:
bestow grace of the champion (only if LG sorc) (5)
bestow grace (only if sorc) (3)

Good depending on party setup:
Knight's calling (2)
Good hope (4)

Useful to some:
Armor of Darkness (5)
Litany of defense (3)
Force hook charge (4)
----------------------------------------------------

On a personal note, my own top picks at the moment for my Fighter/Sorc/PS/ElK are Eaglesoul, bestow grace and bloodsworn retribution. Bestow grace will be adding something north of +8 to all saves for a 3rd level spell, eaglesoul is an awesome buff that will in most cases require a *swift* action to activate in combat, and bloodsworn retribution needs to be used judiciously, but in the right circumstances can last you through an entire campaign with a single casting.

Divine power, dance of a hundred cuts and Channel vigor are strong contenders with bloodsworn retribution though.

Still inviting and seeking comments, critiques and recommendations! =)

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