Assimar EK / AA Theory Build


Advice

Scarab Sages

Since the FAQ came out that allowed spell-like abilities to be used to qualify for arcane casting requirements, an assimar Eldritch Knight build has been bubbling in my head. Then to round out to level 20, take levels of Arcane Archer.

So, this build isn't finished by any means, but I'm currently playing around with a Ftr 1/Wiz 1/EK 10/AA 8. It gives me +19 BAB, lvl 8 spells (caster lvl 16) and 19d10+1d6 HD.

Stats:

A core assimar doesn't do an archer build any favors with +2 Wis/Cha (the two dump stats). Since you need the daylight spell-like ability to make this combo work you are pretty much stuck.

20pt build
Str 14, Dex 15, Con 13, Int 17, Wis 9, Cha 9

Level increases: +1 Dex (4th), +1 Con (8th), +1 Int (12th), +1 Dex (16th), +1 Dex (20)
Final
Str 14, Dex 18, Con 14, Int 18, Wis 9, Cha 9

Feats to consider:

Required Feats (for AA): Point Blank Shot, Precise Shot and Wpn Focus (Longbow or Shortbow)

Useful feats:
Arcane Strike (using your spell-like ability's caster level) gives you +5 dmg at level 20, uses a swift action (interferes with Spell Critical of the EK)
Rapid Shot
Deadly Aim (maxes at -5/+10 with BAB +19)
Arcane Armor Training or Still Spell or give up armor with spell failure (you could wear Silken Ceremonial Armor)
Wpn Spec
Rapid Shot
Manyshot
Clustered Shot
Point Blank Master
Snap Shot/Combat Reflexes - Improved Snap Shot (threatening with a bow could be useful... the question is how often will it come into play. If you decide to go this route then Improved Snap Shot & Combat Reflexes make this useful, bad guys charge you, hit them as they move thru your 15' threatened range).

Right now my feat tree looks like
1st: Point Blank Shot, Wpn Focus (Longbow)
3rd: Precise Shot, Rapid Shot
5th: Wpn Spec (Longbow)
7th: Arcane Strike, Point Blank Master
9th: Deadly Aim
11th: Snap Shot, Combat Reflexes
13th: Still Spell (not sold on this)
15th: Clustered Shots
17th: Improved Critical (not sold on this)
19th: ??

Wizard:

Arcane Bond vs Familiar - enchant your bow or get a familiar that gives you some slight boosts (Greensting Scorpion for +4 Init would be decent)

Wizard School: needs to be a bonus that doesn't matter if it doesn't scale up, possible choices are:
Abjuration: Fire Resist 5 (with your Assimar resists this is decent)
Divination: Always acting in the surprise round and +1 to Init checks
Transmutaion: +1 enhancement to a physical stat (useful early to boost Dex/Con, limited use later on)
Admixture: swap energy damage
Foresight: extra d20 for the round
Wood: +1 enhancement to Dex, Con or Wis. (useful early to boost a save/stat)

Spells:

Some spells to definitely look at taking: Gravity Bow, Greater Magic Weapon, Haste.
As it is very likely that since Spell Critical (EK) won't come into play due to Arcane Strike using up your swift action, most spells will be less blasty and more buff/battlefield control.

As with any martial build, feats always seem to be at a premium, not to mention trying to squeeze in any caster feats.
Does Snap Shot/Improved Snap Shot work well? It seems like it should.
I'm not 100% sold on the Improved Crit for a bow, should it go into the build or is it not worth it for an archer?

Scarab Sages

Hmm, I suppose if I wanted to reduce some of the MAD, taking the Assimar racial: Scion of Humanity for Racial Heritage (Orc) to do a Scarred Witch Doctor so only Str/Dex/Con are required. The down side is that I lose access to Gravity Bow.


W. John Hare wrote:
Since the FAQ came out that allowed spell-like abilities to be used to qualify for arcane casting requirements, an assimar Eldritch Knight build has been bubbling in my head. Then to round out to level 20, take levels of Arcane Archer.

If this weren't a theory build, then I would suggest taking five levels of EK to qualify for AA, then two to four of AA. For the rest, finish EK and either go back to AA or mix in some Wizard levels if you want to get to ninth level spells. I guess you don't have the pain points before you get to be able to do anything "Arcane Archery" like you would in a real game, though. And I know it's like the rouge/rogue thing, but it's aasimar, not assimar.

Scarab Sages

Evil Dave is Evil wrote:

aasimar, not assimar.

You know, I don't think I ever noticed that before. I'll blame that on my dyslexia. :)


W. John Hare wrote:

Since the FAQ came out that allowed spell-like abilities to be used to qualify for arcane casting requirements, an assimar Eldritch Knight build has been bubbling in my head. Then to round out to level 20, take levels of Arcane Archer.

So, this build isn't finished by any means, but I'm currently playing around with a Ftr 1/Wiz 1/EK 10/AA 8. It gives me +19 BAB, lvl 8 spells (caster lvl 16) and 19d10+1d6 HD.

** spoiler omitted **

** spoiler omitted **...

FYI at caster level 16, you would not gain full Arcane Strike bonus of +5, but rather be limited to a bonus of +4. There is a mythic feat that makes it a one minute buff, and would no longer conflict with other swift actions for the round.


W. John Hare wrote:

Since the FAQ came out that allowed spell-like abilities to be used to qualify for arcane casting requirements, an assimar Eldritch Knight build has been bubbling in my head. Then to round out to level 20, take levels of Arcane Archer.

So, this build isn't finished by any means, but I'm currently playing around with a Ftr 1/Wiz 1/EK 10/AA 8. It gives me +19 BAB, lvl 8 spells (caster lvl 16) and 19d10+1d6 HD.

** spoiler omitted **

** spoiler omitted **...

In addition, you may want to consider a variant Aasimar heritage if you DM allows it, preferably one that provides racial bonus to Int or Dex.

I also love Divination/Foresight as the arcane school for a "Gish" (fighter/mage), mainly for Prescience ability! The drawback is that divination has some poor spell choices, but that can be mitigated with true strike and quickened true strikes filling up any higher slot with poor options.

Transmutation enhancement bonus does not stack with wondrous belt item. This makes it a poor choice unless you really want this school for the spell slots.

Scarab Sages

Khalel wrote:
W. John Hare wrote:

Since the FAQ came out that allowed spell-like abilities to be used to qualify for arcane casting requirements, an assimar Eldritch Knight build has been bubbling in my head. Then to round out to level 20, take levels of Arcane Archer.

So, this build isn't finished by any means, but I'm currently playing around with a Ftr 1/Wiz 1/EK 10/AA 8. It gives me +19 BAB, lvl 8 spells (caster lvl 16) and 19d10+1d6 HD.

** spoiler omitted **

** spoiler omitted **...

FYI at caster level 16, you would not gain full Arcane Strike bonus of +5, but rather be limited to a bonus of +4. There is a mythic feat that makes it a one minute buff, and would no longer conflict with other swift actions for the round.

The Arcane Strike spools off of the level 20 caster for your daylight ability. :)

Scarab Sages

Khalel wrote:


In addition, you may want to consider a variant Aasimar heritage if you DM allows it, preferably one that provides racial bonus to Int or Dex.

I also love Divination/Foresight as the arcane school for a "Gish" (fighter/mage), mainly for Prescience ability! The drawback is that divination has some poor spell choices, but that can be mitigated with true strike and quickened true strikes filling up any higher slot with poor options.

Transmutation enhancement bonus does not stack with wondrous belt item. This makes it a poor choice unless you really want this school for the spell slots.

The problem with taking a variant heritage is that they have different spell-like abilities as well and you need a lvl 3 arcane to get early access to EK.

The transmutation is only of real value early in your career before you get a stat boosting item. In this case you could pop up your Dex or Con for either bonus to hit or bonus hitpoints. At later levels it loses its usefulness.

Shadow Lodge

Are you sold on wizard for your theory build? Its much cheaper to be a sorcerer (and not have to pay for all your spells past 1st level). Also, for armor, Darkleaf Lamellar Leather is +4 AC for a 5% ASF, which is so laughable, a lot of wizards and sorcerers use it. And Transmutation is actually quite nice if you put it into con, because it means you don't need a Con/Str/Dex belt and can settle for a Str/Dex belt for more damage.

Scarab Sages

@ArmouredMonk13
Nope, I'm not sold on wizard but I would lean very heavily towards it for sheer versatility. While the Sorc wouldn't need to buy spells, he can't swap any spells out as he only has one level of Sorc. He would have to retrain them (assuming the DM uses those rules).

A Sorc does bring some good synergy together with an aasimar, specifically with the Cha bonus being useful for your casting stat. Of course the trade off is a lack of skill points then.

And having a good Cha opens up the possibility of using Eldritch Heritage to find some synergy or at least boosts. It then becomes a matter of prioritizing what feats to take in what order.

Technically bard and witch are still possibilities for the arcane side, the biggest drawback of the bard is lvl 6 spells, and witch also is a different spell selection. In the bard's favor he can cast in light armor.

Scarab Sages

@Khalel, with regards to Arcane Strike, from the PRD:

Arcane Strike:

Arcane Strike (Combat)
You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

So if you can qualify for EK by using the aasimar's daylight spell like ability, then you can also qualify for this. As the caster level for daylight is equal to the aasimar's class level then you would get the full benefit from arcane strike.

Consider an aasimar ftr 20, he would get full benefit of being a level 20 caster (of daylight) so he would get the full +5 dmg. So if you decide to mix in actual arcane caster the daylight would still work as a level 20 caster.

Btw, my apologies for not putting this in my previous answer.


W. John Hare wrote:

@Khalel, with regards to Arcane Strike, from the PRD:

** spoiler omitted **

So if you can qualify for EK by using the aasimar's daylight spell like ability, then you can also qualify for this. As the caster level for daylight is equal to the aasimar's class level then you would get the full benefit from arcane strike.

Consider an aasimar ftr 20, he would get full benefit of being a level 20 caster (of daylight) so he would get the full +5 dmg. So if you decide to mix in actual arcane caster the daylight would still work as a level 20 caster.

Btw, my apologies for not putting this in my previous answer.

Thanks for the clarification. I had heard of this new ruling for early PrC qualification, but wasn't aware that it affected Arcane Strike caster level requirement. Very peculiar ruling indeed.


ArmouredMonk13 wrote:

Are you sold on wizard for your theory build? Its much cheaper to be a sorcerer (and not have to pay for all your spells past 1st level). Also, for armor, Darkleaf Lamellar Leather is +4 AC for a 5% ASF, which is so laughable, a lot of wizards and sorcerers use it. And Transmutation is actually quite nice if you put it into con, because it means you don't need a Con/Str/Dex belt and can settle for a Str/Dex belt for more damage.

He would still only qualify for a +1 enhancement bonus, because his wizard level never progresses past first. Wizard level does not equal caster level or spell level. And naturally, this +1 does not stack with other enhancement scores, as you always take the highest enhancement.

"At the indicated levels, an arcane archer gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting."

Scarab Sages

Khalel wrote:


Thanks for the clarification. I had heard of this new ruling for early PrC qualification, but wasn't aware that it affected Arcane Strike caster level requirement. Very peculiar ruling indeed.

I couldn't find the specific indication in the FAQ (I thought I had seen something... or my memory is playing tricks on me... :) that it says spell-like abilities also apply to feats, but when you read the prereq for Arcane Strike and Eldritch Knight the only difference is the EK needs 3rd level arcane.


W. John Hare wrote:


The problem with taking a variant heritage is that they have different spell-like abilities as well and you need a lvl 3 arcane to get early access to EK.

You do have ONE other option. Plumekith (Dex/Wis, slightly more helpful to you) get See Invisibility, which is a 3rd level Bard spell, so technically qualifies.

Scarab Sages

Khalel wrote:
ArmouredMonk13 wrote:

Are you sold on wizard for your theory build? Its much cheaper to be a sorcerer (and not have to pay for all your spells past 1st level). Also, for armor, Darkleaf Lamellar Leather is +4 AC for a 5% ASF, which is so laughable, a lot of wizards and sorcerers use it. And Transmutation is actually quite nice if you put it into con, because it means you don't need a Con/Str/Dex belt and can settle for a Str/Dex belt for more damage.

He would still only qualify for a +1 enhancement bonus, because his wizard level never progresses past first. Wizard level does not equal caster level or spell level. And naturally, this +1 does not stack with other enhancement scores, as you always take the highest enhancement.

"At the indicated levels, an arcane archer gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting."

Yes and with a Str 14, Dex 15, Con 13 initial points, at level 2 being able to boost your Dex or Con by 1 point is useful. As soon as you get a +2 Dex/Con item, the ability is useless.

I tend to favor the abjuration (resist 5 fire) or more the divination one, acting in the surprise round and an initiative bonus are always useful in combat.

Scarab Sages

Rynjin wrote:
W. John Hare wrote:


The problem with taking a variant heritage is that they have different spell-like abilities as well and you need a lvl 3 arcane to get early access to EK.
You do have ONE other option. Plumekith (Dex/Wis, slightly more helpful to you) get See Invisibility, which is a 3rd level Bard spell, so technically qualifies.

Unfortunately when you read the FAQ, if the spell is arcane it takes wizard level over bard level. :(


*Snaps fingers*

Rats!

Scarab Sages

Here is the FAQ that determines the whether the spell is arcane/divine and at what level.


There has been another thread where the same was done with a human diviner who has a certain spell-like ability that duplicates a 3rd-level spell. Of course, that could be any other race you'd like (elf comes to mind for your archer idea).


I do remember seeing a dynamite arcane duelist ek build somewhere around here.

Scarab Sages

The diviner(scryer) is the one you are thinking of Turgan.
The problem with that is the its caster level is equal to your wizard level which means it does not synergize with Arcane Strike for the +5 (instead you would get +4 for being a lvl 15+ caster).


Ok, is it really going to make a difference? One point of damage?

If you take elf you'll be a better archer and a better caster...

Scarab Sages

Sure an elf will have the better stats (Dex/Int), but the Scryer ability is only a 1 rd duration since it is based off your wizard level.
Maybe it is me, but I would prefer that my abilities are useful regardless of level.
So my preferred wizard would be diviner(foresight) for both the act in surprise round & +1 Init and the free action to have a d20 to swap in as neither one depends on your wizard level.

Scarab Sages

Eron the Archer - Level 1

Spoiler:

Male aasimar, Ftr 1
Init +2, Darkvision 60' Perception +2

Defense
AC 13, FF 11, Touch 12 (+1 Armor, +2 Dex)
HP 12 (1d10+2) [fav. class ftr +1 hp]
Fort +3, Ref +2, Will -1
Resist Acid/Cold/Electricity 5

Offense
Speed 30'
Ranged: Longbow +4 (1d8, x3)
if w/in 30': Longbow +5 (1d8+1, x3)
Spell Abilities (CL 1)
1/day daylight

Stats
Str 14, Dex 15, Con 13, Int 17, Wis 9, Cha 9
BAB +1, CMB +3, CMD +15
Feats: Wpn Focus (Longbow), Point Blank Shot
Traits: Magical Knack, Highlander
Skills: Perception +2, Craft (Bows) +7, Swim +6, Stealth +6, Diplomacy +2
Languages: Common, Celestial, Draconic, Elven Sylvan

Gear: Silken Ceremonial Armor, Longbow, Arrows

Scarab Sages

Eron the Archer - Level 5

Spoiler:

Male aasimar Ftr 1/Wiz 1(Diviner/Foresight)/Eldritch Knight 3
Init +4, Darkvision 60', Perception +6

Defense
AC 16, FF 13, Touch 14 (+2 Armor, +3 Dex, +1 Deflection)
HP 36 (4d10+1d6+6)
Fort +5, Ref +4, Will +2
Resist Acid/Cold/Electricity 5

Offense
Speed 30'
Ranged: +1 Comp Longbow (+2 Str) +10 (1d8+5,x3)
Rapid Shot: +8/+8 (1d8+5, x3)
W/in 30': +1 hit/dmg
Spell Abilities
1/day Daylight
Diviner/Foresight
Forewarned (Act in the surprise round, +1 Init)
6/day Prescience (free action, roll a d20, use it by the end of turn or lose it)
Spells Prepared (CL 3)
0th (4) Det. Magic, Resistance, Ray of Frost, Disrupt Undead
1st (3) Gravity Bow, Shield, True Strike
2nd (2) Darkness, Cat’s Grace

Stats
Str 14, Dex 16, Con 13, Int 17, Wis 9, Cha 9
BAB: +4; CMB +6; CMD 19
Class: Arcane Bond (MW Comp Longbow, +2 Str), Diverse Training
Feats: Weapon Focus (Longbow), Point Blank Shot, Scribe Scroll, Precise Shot, Rapid Shot, Weapon Specialization (Longbow)
Traits: Magical Knack, Highlander
Skills: Perception +6, Craft (Bows) +11, Swim +6, Stealth +11, Diplomacy +2, Spellcraft +8, Know (Arcana) +8, Know (Dungeoneering/Religion/Nature/Planes) +7
Languages: Common, Celestial, Draconic, Elven, Sylvan

Gear: +1 Silken Ceremonial, +1 Comp Longbow (+2 Str), Efficient Quiver, Ring +1, @ 1500gp in disposable items, @ 1000gp in normal gear & coin

Hmm, as I crunch all this stuff I think it might be really useful to have something like HeroLabs... :)


W. John Hare wrote:

Since the FAQ came out that allowed spell-like abilities to be used to qualify for arcane casting requirements, an assimar Eldritch Knight build has been bubbling in my head. Then to round out to level 20, take levels of Arcane Archer.

So, this build isn't finished by any means, but I'm currently playing around with a Ftr 1/Wiz 1/EK 10/AA 8. It gives me +19 BAB, lvl 8 spells (caster lvl 16) and 19d10+1d6 HD.

** spoiler omitted **

** spoiler omitted **...

Thats a build worth going prestige classes for!

I wish we had something like this in the serpent scull adventure path! Daylight would have been VERY useful !!

I think avoid archery at the early levels - you're better of with a reach weapon. A glaive is likely 2 attacks (your not suprised so get attack of opportunity) and d10+3 damage. Also early levels fighting past people or in doorways is often a good way to achieve painless victories.

Further at low levels GPs are tight and supply can be an issue so arrows are a needless hassle.

At 3rd you will have point blank and precise, arrows up the wazoo and a str bow so its a good time to 'discover' archery and get some role playing cred in while you do it!

Also I would look into Oracle! Battle and Metal gives martial weapons.

With fractional BAB you will still have +1 BAB at 2nd though you do loose a hit point (or 2 if you play full HPs 1st level).

However you gain-
better skills (Perception and Diplomacy) so can be a party face AND spot those things you will be shooting at.

low level curing (where its a life saver) and wand use

access to other great revalations with feats (reroll initiative or a bad save, move as an immediate action etc)

a curse for some handy abilities (it goes up at 1/2 your level) and role playing fodder

AND

the oracle spell list!! Some of the best warrior buffs and defenses available are all yours. As you chose wizard (your right divination is best for a warrior type) you have scribe scroll(the greatest thing wizards get over witches). For just +5 on the spellcraft roll you can make scrolls of anything from the oracle list for pitiful cost.

Personally I would get UMD as a trait to use some of that non-negative charisma.

Neverming Righteous Might or Divine Vessel the real bonus is when you know a big fights comming (divine favour etc) or when those 'one off' situations will catch your party pantsless thats when that scroll of water breathing/remove blindness/restoration etc etc will save the day.

Its a great way to spend that money you save from being an arcane archer !

Another thoght: Scion of Humanity for Racial Heritage might be well woth it for (dwarf).. there is nothing sexier being able to:

Shatterspell (Combat)
Your mighty blows shatter your enemy's magic.
Prerequisites: Disruptive, Spellbreaker, dwarf, 10th-level fighter.
Benefit: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.

Scarab Sages

insaneogeddon wrote:


I think avoid archery at the early levels - you're better of with a reach weapon. A glaive is likely 2 attacks (your not suprised so get attack of opportunity) and d10+3 damage. Also early levels fighting past people or in doorways is often a good way to achieve painless victories.

Actually during the surprise round you are still flat footed until you act. So if someone runs up you don't get an AoO until after your action. (of course this changes after you get combat reflexes)

You make a good point about being more useful as a reach melee at low level, but depending on the group, it might be better to establish that you are going to be the party archer early.

insaneogeddon wrote:


Further at low levels GPs are tight and supply can be an issue so arrows are a needless hassle.

At 3rd you will have point blank and precise, arrows up the wazoo and a str bow so its a good time to 'discover' archery and get some role playing cred in while you do it!

Craft (Bow) lets you make your own arrows if you have downtime. I would prefer to use my feats all the way thru, otherwise they are just wasted.

insaneogeddon wrote:


Also I would look into Oracle! Battle and Metal gives martial weapons.

With fractional BAB you will still have +1 BAB at 2nd though you do loose a hit point (or 2 if you play full HPs 1st level).

However you gain-
better skills (Perception and Diplomacy) so can be a party face AND spot those things you will be shooting at.

low level curing (where its a life saver) and wand use

access to other great revalations with feats (reroll initiative or a bad save, move as an immediate action etc)

a curse for some handy abilities (it goes up at 1/2 your level) and role playing fodder

I haven't played around much with the other classes that give martial weapons at this point. In part because it would push back when you can take Weapon Specialization.

Taking Oracle instead of fighter makes this build a bit more Mad than I would like, as you need some Cha to make use of some Oracle spells.
Wands of Cure Light Wounds are good out of combat heals.
The revelations are adding more feat possibilities to a very tight list already. Plus the really good ones you need to be X level oracle to take them.

Your curse will be capped at lvl 10 (1 for oracle + 9 (19/2) for 10)

insaneogeddon wrote:


the oracle spell list!! Some of the best warrior buffs and defenses available are all yours. As you chose wizard (your right divination is best for a warrior type) you have scribe scroll(the greatest thing wizards get over witches). For just +5 on the spellcraft roll you can make scrolls of anything from the oracle list for pitiful cost.

Personally I would get UMD as a trait to use some of that non-negative charisma.

Neverming Righteous Might or Divine Vessel the real bonus is when you know a big fights comming (divine favour etc) or when those 'one off' situations will catch your party pantsless thats when that scroll of water breathing/remove blindness/restoration etc etc will save the day.

Its a great way to spend that money you save from being an arcane archer !

I'm not quite sure where you are going with this. You will only have access to whichever level 1 oracle spells you picked.

As for scribe scroll, you CANNOT make a scroll of a spell that you don't have access to (ie spellbook, known, etc)[scrolls, wands & potions all have that requirement that cannot be changed for a +5 DC to spellcraft]

Overall while you could pick Oracle to provide your martial weapons, it seems to be a subpar choice in that you now need Int, Dex, Str, Con and Cha.

I'm not quite sure why you are looking to save money from being an arcane archer... taking levels of arcane archer is helps your BAB and wizard caster level, which is the intent.

If you are recommending swapping Ftr & AA for Oracle... that seems to make a somewhat supbar build.
Oracle 9/Wiz 1/EK 10
BAB +16, casts as wiz 10 (so 5th lvl spells), casts as oracle 9 (so 4th lvl spells) HD 9d8+10d10+1d6

Having said that, a one level dip instead of fighter does give you access to cure light and 2 other lvl 1 divine spells... you would just need to make sure that which ever ones you took remain viable throughout your career.

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