
Khalel |

Hello Paizo community,
This is my first post on these message boards, and I am requesting any advice or criticism for my Eldritch Knight build that I plan on using in my next campaign. This will start at level 1 and play until max level and max mythic tier. This build is intended to optimize for mid to end game and will use mythic rules. Low levels should progress fairly quick, and I am okay with weak points in the build progression. The character concept vision is that of a classical Gish wizard that can chop 'em up in melee also. For arcane flavor, I am aiming for more control and buffing, and am not interested in being a blaster. 9th level wizard spells are mandatory (TIME STOP!), and the character must cast in full plate. Based on these principles, the Magus does not interest me much with limited spell progression.
I have discussed this concept with my DM, and he is allowing the Magical Knack trait (+2 caster level) and Celestial Plate armor eventually which only has a 20% arcane spell failure chance. This armor coupled with Arcane Armor Training & Arcane Armor Mastery will take spell failure to 0%. In addition, the mythic feat Arcane Armor Training eliminates the swift action to activate spell failure reduction. It ends up being quite a feat tax, but rightly so in my opinion, because it should be hard to cast in plate!
Another point of discussion is the limitations that Eldritch Knights receive with Arcane Strike and Spell Critical class ability both requiring swift actions. There is a mythic Arcane Strike feat that makes it a 1 minute buff and no longer requires activation every round, effectively fixing the broken synergy. At caster level 19, this makes a +4 damage boost for the cost of 1 standard + 1 mythic feat. For this build, I have chosen to skip Arcane Strike feats and use Weapon Specialization, Greater Weapon Specialization, and Weapon Specialization (Mythic) instead. That sums to +9 damage at end game for the cost of 3 feats, with the only drawback being no bonus melee damage for low levels.
Wizard arcane school choice was a difficult decision, but after weighing pros and cons, I am leaning Divination/Foresight. Transmutation enhancement bonus does not stack with wondrous belt enhancement, and conjuration dimension shift ability ends your turn after the port (wish that wasn't so!). Divination increase to initiative and prescience ability to bank an extra d20 roll pre-turn seems like the best choice for the Gish from what I can gather. That leaves me with some sub-par divination spell slots to fill, and for those I say --> True Strike and/or Quickened True Strike.
Standard Levels:
- Fighter 2, @ levels 1 & 20
- Wizard 8, @ levels 2-6 & 17-19
- Eldritch Knight 10, @ levels 7-16
- BAB +16/+11/+6/+1
- Caster level 19 (with Magical Knack) and 9th level arcane spells
Feats:
1-Power attack, Weapon focus Falchion (F)
3-Furious focus
5-Arcane armor training
6-Quicken spell (W)
7-Arcane armor mastery (EK), Improved familiar
9-Improved initiative
11-Improved critical (EK), Weapon specialization Falchion
13-Greater weapon focus Falchion
15-Critical focus (EK), Toughness
17-Tiring critical
19-Exhausting critical
20-Greater weapon specialization Falchion(F)
Wizard arcane school: Divination/Foresight
Opposed schools: Enchantment, Necromancy
Mythic Progression:
1-Archmage arcana (arcane surge), Mythic spellcasting, Feat: Arcane armor training
2-Extra mythic feat: Power attack
3-Feat: Dual Path, Champion's strike (sudden attack), Precision
4-Extra mythic feat: Improved critical
5-Feat: Weapon focus Falchion, Precision (2)
6-Enhanced ability score (+2 int)
7-Feat: Improved initiative, Longevity
8-Mirror dodge
9-Feat: Weapon specialization, Competent caster
10-True archmage, Enhanced ability score (+2 Str)
Thanks in advance for any responses!

Detect Magic |

Oddly enough, I think I've found a 3rd-Tier Archmage ability that could eliminate the need for the Arcane Armor Training feat chain. It's called "Component Freedom" and, basically, it allows you to ignore one of the following components, whenever you cast an arcane spell: focus, material, somatic, or verbal.
Thus, if your character takes this path ability, he no longer suffers from arcane spell failure chance and can effectively cast in whatever armor he chooses (by selecting to ignore the somatic components of spells he casts).
Seems strange, though, that a single path ability would completely invalidate an entire feat chain (including a mythic feat, no less).
Perhaps this in an oversight? Or maybe I'm just missing something...

Khalel |

Oddly enough, I think I've found a 3rd-Tier Archmage ability that could eliminate the need for the Arcane Armor Training feat chain. It's called "Component Freedom" and, basically, it allows you to ignore one of the following components, whenever you cast an arcane spell: focus, material, somatic, or verbal.
Thus, if your character takes this path ability, he no longer suffers from arcane spell failure chance and can effectively cast in whatever armor he chooses (by selecting to ignore the somatic components of spells he casts).
Seems strange, though, that a single path ability would completely invalidate an entire feat chain (including a mythic feat, no less).
Perhaps this in an oversight? Or maybe I'm just missing something...
Bazinga! Since WotR gives Mythic 3rd Tier at approximately level 9, that is definitely a better option.
By RAW, that ability absolutely replaces the Arcane Armor feat chains.
"Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure."

Detect Magic |

By RAW, that ability absolutely replaces the Arcane Armor feat chains.
I suppose these sort of oversights (as I imagine this one must have been) tend to happen with projects of this magnitude. There had to be a ton of authors/designers involved in the production of Mythic Adventures.
My RAI senses are tingling, but by RAW, that's the way it works.

ecw1701 |

Agreed. RAW yes, RAI no.
Although in extremely broad strokes and select situations, I could see needing both, as in if you needed to ignore a pricey component instead, or need to cast it silently. Not that I'd ever build around such contingencies, of course.
Heck I see how my mythic Mystic Theurge can viably be rolling around in heavy armor now...nice.

Khalel |

Hello Paizo community,
This is my first post on these message boards, and I am requesting any advice or criticism for my Eldritch Knight build that I plan on using in my next campaign. This will start at level 1 and play until max level and max mythic tier. This build is intended to optimize for mid to end game and will use mythic rules. Low levels should progress fairly quick, and I am okay with weak points in the build progression. The character concept vision is that of a classical Gish wizard that can chop 'em up in melee also. For arcane flavor, I am aiming for more control and buffing, and am not interested in being a blaster. 9th level wizard spells are mandatory (TIME STOP!), and the character must cast in full plate. Based on these principles, the Magus does not interest me much with limited spell progression.
I have discussed this concept with my DM, and he is allowing the Magical Knack trait (+2 caster level) and Celestial Plate armor eventually which only has a 20% arcane spell failure chance. This armor coupled with Arcane Armor Training & Arcane Armor Mastery will take spell failure to 0%. In addition, the mythic feat Arcane Armor Training eliminates the swift action to activate spell failure reduction. It ends up being quite a feat tax, but rightly so in my opinion, because it should be hard to cast in plate!
Another point of discussion is the limitations that Eldritch Knights receive with Arcane Strike and Spell Critical class ability both requiring swift actions. There is a mythic Arcane Strike feat that makes it a 1 minute buff and no longer requires activation every round, effectively fixing the broken synergy. At caster level 19, this makes a +4 damage boost for the cost of 1 standard + 1 mythic feat. For this build, I have chosen to skip Arcane Strike feats and use Weapon Specialization, Greater Weapon Specialization, and Weapon Specialization (Mythic) instead. That sums to +9 damage at end game for the cost of 3 feats, with the only drawback being no bonus melee...
Version 2.0 --> trading Arcane Armor feat chain for Component Freedom mythic ability. This reorders several feats/abilities in the progression, and effectively opens up two extra normal feats. I chose Iron Will and Dodge, but am open to suggestion on improvements.
Other options that I can think of: another metamagic feat, spell focus, spell penetration, improved iron will, bleeding critical, combat reflexes, arcane strike (I only like this feat if I also take the mythic version, however mythic feats are worth a higher premium in my eyes). I considered magic item crafting feats, but my DM is leaning towards not allowing them in this setting.
Feats:
1-Power attack, Weapon focus Falchion (F)
3-Furious focus
5-Toughness
6-Quicken spell (W)
7-Improved initiative (EK), Improved familiar
9-Weapon specialization Falchion
11-Improved critical (EK), Iron will
13-Greater weapon focus Falchion
15-Critical focus (EK), Dodge
17-Tiring critical
19-Exhausting critical
20-Greater weapon specialization Falchion(F)
Wizard arcane school: Divination/Foresight
Opposed schools: Enchantment, Necromancy
Mythic Progression:
1-Archmage arcana (arcane surge), Mythic spellcasting, Feat: Power attack
2-Extra mythic feat: Weapon focus
3-Feat: Dual Path, Champion's strike (sudden attack), Component freedom
4-Precision
5-Feat: Improved critical, Precision (2)
6-Enhanced ability score (+2 int)
7-Feat: Improved initiative, Longevity
8-Mirror dodge
9-Feat: Weapon specialization, Competent caster
10-True archmage, Enhanced ability score (+2 Str)

ecw1701 |

Did I miss what race you are selecting?
If you take one with an appropriate SLA you can qualify for EK at level 3 and make your life a bit easier.
Other than that, my only build advice is get improved initiative as soon as possible. Action economy is the holy grail of the game, and it's hard to put too much value on going first. It doesn't really matter how sweet your power attack would have been if the BBEG gets you first.
I also think you're taking Dual Path way too late. For you, I'd take it even before mythic spellcasting, simply because word is you are some sort of crazy melee/hybrid caster. ;)
*Edit:
You may have already seen all of this, but the D20 SRD had feat progression advice pending what you want your character to do; you can kind of blend them:
Archmage Builds
And, this might be a little dated but it might give you some insight into what feats are and are not worth investing in:
Zolthux guide to the gish.
Hope that helps!

Khalel |

Did I miss what race you are selecting?
If you take one with an appropriate SLA you can qualify for EK at level 3 and make your life a bit easier.Other than that, my only build advice is get improved initiative as soon as possible. Action economy is the holy grail of the game, and it's hard to put too much value on going first. It doesn't really matter how sweet your power attack would have been if the BBEG gets you first.
I also think you're taking Dual Path way too late. For you, I'd take it even before mythic spellcasting, simply because word is you are some sort of crazy melee/hybrid caster. ;)
I am taking human with the dual talent alternative racial trait. My DM is not recognizing the racial SLA ruling. It's all for the better, since I prefer to play a human usually, and I can have a more advantageous stat buy that way (at the expense of tougher EK road for levels 1-10).
With our 25 point buy (not allowed to dump stat to 7), I start at:
STR 16+2=18
DEX 12
CON 14
INT 16+2=18
WIS 10
CHA 8
Traits:
Either reactionary or adopted/warrior of old if allowed, magical knack, riftwarden orphan (cannot be changed since I want to go mythic archmage)
If I use Adopted/Warrior of Old, that would leave a combat trait slot open to select Additional Traits as a feat later. Perhaps I could replace Iron Will with this for Defender of the Society + Indomitable Faith. This will depend on negotiation and DM approval.

ecw1701 |

ecw1701 wrote:Did I miss what race you are selecting?
If you take one with an appropriate SLA you can qualify for EK at level 3 and make your life a bit easier.Other than that, my only build advice is get improved initiative as soon as possible. Action economy is the holy grail of the game, and it's hard to put too much value on going first. It doesn't really matter how sweet your power attack would have been if the BBEG gets you first.
I also think you're taking Dual Path way too late. For you, I'd take it even before mythic spellcasting, simply because word is you are some sort of crazy melee/hybrid caster. ;)
I am taking human with the dual talent alternative racial trait. My DM is not recognizing the racial SLA ruling. It's all for the better, since I prefer to play a human usually, and I can have a more advantageous stat buy that way (at the expense of tougher EK road for levels 1-10).
With our 25 point buy (not allowed to dump stat to 7), I start at:
STR 16+2=18
DEX 12
CON 14
INT 16+2=18
WIS 10
CHA 8Traits:
Either reactionary or adopted/warrior of old if allowed, magical knack, riftwarden orphan (cannot be changed since I want to go mythic archmage)If I use Adopted/Warrior of Old, that would leave a combat trait slot open to select Additional Traits as a feat later. Perhaps I could replace Iron Will with this for Defender of the Society + Indomitable Faith. This will depend on negotiation and DM approval.
I edited my previous post to add:
You may have already seen all of this, but the D20 SRD had feat progression advice pending what you want your character to do; you can kind of blend them:Archmage Builds
And, this might be a little dated but it might give you some insight into what feats are and are not worth investing in:
Zolthux guide to the gish.
Hope that helps!

Khalel |

Did I miss what race you are selecting?
If you take one with an appropriate SLA you can qualify for EK at level 3 and make your life a bit easier.Other than that, my only build advice is get improved initiative as soon as possible. Action economy is the holy grail of the game, and it's hard to put too much value on going first. It doesn't really matter how sweet your power attack would have been if the BBEG gets you first.
I also think you're taking Dual Path way too late. For you, I'd take it even before mythic spellcasting, simply because word is you are some sort of crazy melee/hybrid caster. ;)
I will consider Dual Path (Champion) earlier, however I am most excited about this for the Precision mythic ability which increases all iterative attacks by +5. This is a tier 3 ability that I cannot use until mid level, and I plan on taking it twice to make base BAB +16/+16/+16/+11 eventually. The Champion's Strike/Sudden Attack is nice, but it is a swift action that can also be used to cast Archmage Arcana/Arcane Surge spell that does not take a spell slot. I can true strike to auto hit, debuff, haste, etc. and still contribute with my mythic swift action economy (which is more limited at lower mythic tiers with less points to spend). By 10th level I should be mythic tier 3 and have ultimate melee/caster versatility with champion/archmage options.
I would love to squeeze improved initiative in earlier, and I recognize the power of acting first (note: I will take the +4 initiative familiar and a trait for +2 more, plus divination class bonuses), but its a tough balancing act. I chose level 7 for improved initiative as my EK bonus combat feat, and I would also like to get an Improved Familiar as soon as I qualify at this level. In addition, I will not qualify for the other combat feats I would like to take yet at level 7 such as Weapon Specialization (needs 4 levels fighter/EK), Greater Weapon Focus, Improved Critical, Critical Focus, etc. Toughness is not a combat feat so I cannot choose it there. I could delay Weapon Focus and Furious Focus, however I need some way to overcome poor Wizard BAB for some of my infancy levels.

Khalel |

Khalel wrote:ecw1701 wrote:Did I miss what race you are selecting?
If you take one with an appropriate SLA you can qualify for EK at level 3 and make your life a bit easier.Other than that, my only build advice is get improved initiative as soon as possible. Action economy is the holy grail of the game, and it's hard to put too much value on going first. It doesn't really matter how sweet your power attack would have been if the BBEG gets you first.
I also think you're taking Dual Path way too late. For you, I'd take it even before mythic spellcasting, simply because word is you are some sort of crazy melee/hybrid caster. ;)
I am taking human with the dual talent alternative racial trait. My DM is not recognizing the racial SLA ruling. It's all for the better, since I prefer to play a human usually, and I can have a more advantageous stat buy that way (at the expense of tougher EK road for levels 1-10).
With our 25 point buy (not allowed to dump stat to 7), I start at:
STR 16+2=18
DEX 12
CON 14
INT 16+2=18
WIS 10
CHA 8Traits:
Either reactionary or adopted/warrior of old if allowed, magical knack, riftwarden orphan (cannot be changed since I want to go mythic archmage)If I use Adopted/Warrior of Old, that would leave a combat trait slot open to select Additional Traits as a feat later. Perhaps I could replace Iron Will with this for Defender of the Society + Indomitable Faith. This will depend on negotiation and DM approval.
I edited my previous post to add:
You may have already seen all of this, but the D20 SRD had feat progression advice pending what you want your character to do; you can kind of blend them:
Archmage BuildsAnd, this might be a little dated but it might give you some insight into what feats are...
Thanks for the information. I had not stumbled on those sample builds yet, and I will give them a gander tonight.
I previously read Zolthux's guide which is nice starting point, however it is lacking in mythic consideration --> hence my post here to gain some insight from the community which I know is starting to digest mythic epicness!

Khalel |

Also, if your DM allows Eclectic/Esoteric Training from Inner Sea Magic you could end up with 20th level casting rather than 17. However, based on your previous comments I'm going to assume he'll shoot that down. ;)
I can't find any details about these. Are they feats or traits? Can you link or provide any details?

ecw1701 |

Your logic is sound, just not quite how I'd play it. I don't think there is anything wrong with going how you have it laid out.
Do note that you'll lose the +4 initiative from your familiar once you get an improved one, so picking up the feat then will be a wash, but ymmv.
And you get around that poor BAB by remembering the Wizard side of your Fighter/Wizard. True Strike, Hypnotize, Color Spray, Magic Missile, Unprepared Combatant, are great and Enlarge Person is super sexy. Drop Grease or something terrible on them before you wade in and clean up.
Bulls Strength, Cat's Grace and the backup you summon for yourself all help a lot. Not only offset your weaknesses, but take away their strength. If you try to hang with the Barbarian, you can't. If you try to hang with the straight Wiz, you can't. But if you play your cards right, neither of them can hang with *you*. Drop an Ennervation on an unsuspecting friend just to strike a little fear in their hearts from time to time. ;)

Khalel |
1 person marked this as a favorite. |

Your logic is sound, just not quite how I'd play it. I don't think there is anything wrong with going how you have it laid out.
Do note that you'll lose the +4 initiative from your familiar once you get an improved one, so picking up the feat then will be a wash, but ymmv.
And you get around that poor BAB by remembering the Wizard side of your Fighter/Wizard. True Strike, Hypnotize, Color Spray, Magic Missile, Unprepared Combatant, are great and Enlarge Person is super sexy. Drop Grease or something terrible on them before you wade in and clean up.
Bulls Strength, Cat's Grace and the backup you summon for yourself all help a lot. Not only offset your weaknesses, but take away their strength. If you try to hang with the Barbarian, you can't. If you try to hang with the straight Wiz, you can't. But if you play your cards right, neither of them can hang with *you*. Drop an Ennervation on an unsuspecting friend just to strike a little fear in their hearts from time to time. ;)
Now that you put it that way, I may just bump Improved Initiative to level 3. At that level, I may be more wizard than fighter, and that would make it near certain that I always go first. Luckily my party has a sword and board tank that I can flank off of when I go melee style.

ecw1701 |

ecw1701 wrote:Also, if your DM allows Eclectic/Esoteric Training from Inner Sea Magic you could end up with 20th level casting rather than 17. However, based on your previous comments I'm going to assume he'll shoot that down. ;)I can't find any details about these. Are they feats or traits? Can you link or provide any details?
It's from Inner Sea Magic page 22. Basically you can get +1 bonus to your caster level essentially effortlessly, and +3 to 1 class / +1 to another with some leg work. You gain fame by passing knowledge checks, deeds, or whatever your DM throws at you:
Eclectic Training (5 Fame): Guilds often require members to master and train in different subjects. When your Fame score in a guild reaches
5, choose one spellcasting class you have at least 1 level in—you increase
your effective caster level in that class (including the number of spells you know and can cast per day) by +1, to a maximum caster level equal to
your total Hit Dice. Single-classed spellcasters should still pick a class to which this bonus applies, since this bonus is retroactive.
Esoteric Training (35 Fame): The bonus to caster level you gain from Eclectic Training increases to +3 (but is still limited by your total Hit Dice). You may select a second spellcasting class to gain a +1 bonus to effective caster level.
Not too bad, and surely someone who has earned the right to become a mythic hero would already be turning heads at their social club. ;)

Khalel |

Khalel wrote:ecw1701 wrote:Also, if your DM allows Eclectic/Esoteric Training from Inner Sea Magic you could end up with 20th level casting rather than 17. However, based on your previous comments I'm going to assume he'll shoot that down. ;)I can't find any details about these. Are they feats or traits? Can you link or provide any details?It's from Inner Sea Magic page 22. Basically you can get +1 bonus to your caster level essentially effortlessly, and +3 to 1 class / +1 to another with some leg work. You gain fame by passing knowledge checks, deeds, or whatever your DM throws at you:
Eclectic Training (5 Fame): Guilds often require members to master and train in different subjects. When your Fame score in a guild reaches
5, choose one spellcasting class you have at least 1 level in—you increase
your effective caster level in that class (including the number of spells you know and can cast per day) by +1, to a maximum caster level equal to
your total Hit Dice. Single-classed spellcasters should still pick a class to which this bonus applies, since this bonus is retroactive.Esoteric Training (35 Fame): The bonus to caster level you gain from Eclectic Training increases to +3 (but is still limited by your total Hit Dice). You may select a second spellcasting class to gain a +1 bonus to effective caster level.
Not too bad, and surely someone who has earned the right to become a mythic hero would already be turning heads at their social club. ;)
Thanks for the information. I will share it with my DM and ask his thoughts.

Khalel |

Khalel wrote:...Hello Paizo community,
This is my first post on these message boards, and I am requesting any advice or criticism for my Eldritch Knight build that I plan on using in my next campaign. This will start at level 1 and play until max level and max mythic tier. This build is intended to optimize for mid to end game and will use mythic rules. Low levels should progress fairly quick, and I am okay with weak points in the build progression. The character concept vision is that of a classical Gish wizard that can chop 'em up in melee also. For arcane flavor, I am aiming for more control and buffing, and am not interested in being a blaster. 9th level wizard spells are mandatory (TIME STOP!), and the character must cast in full plate. Based on these principles, the Magus does not interest me much with limited spell progression.
I have discussed this concept with my DM, and he is allowing the Magical Knack trait (+2 caster level) and Celestial Plate armor eventually which only has a 20% arcane spell failure chance. This armor coupled with Arcane Armor Training & Arcane Armor Mastery will take spell failure to 0%. In addition, the mythic feat Arcane Armor Training eliminates the swift action to activate spell failure reduction. It ends up being quite a feat tax, but rightly so in my opinion, because it should be hard to cast in plate!
Another point of discussion is the limitations that Eldritch Knights receive with Arcane Strike and Spell Critical class ability both requiring swift actions. There is a mythic Arcane Strike feat that makes it a 1 minute buff and no longer requires activation every round, effectively fixing the broken synergy. At caster level 19, this makes a +4 damage boost for the cost of 1 standard + 1 mythic feat. For this build, I have chosen to skip Arcane Strike feats and use Weapon Specialization, Greater Weapon Specialization, and Weapon Specialization (Mythic) instead. That sums to +9 damage at end game for the cost of 3 feats, with the only drawback
Version 3.0 -->
Change points:-Swapped Competent Caster for Channel Power mythic ability. My theory is that defensive casting will be rare (I usually play either wizard or fighter and not both at once like a magus), with most combat casting being from quickened or spell critical (no attack of opportunity). Channel Power can reduce opponents save, increase spell power, increase duration, and bypass spell reduction for the low price of one mythic power point.
-Swapped Iron Will for Additional Traits feat, and with that I select Defender of the Society (+1 AC), and Indomitable Faith (+1 will).
Human with dual talent alternative racial trait.
25 point buy:
STR 16+2=18
DEX 12
CON 14
INT 16+2=18
WIS 10
CHA 8
Traits (3):
Adopted/Warrior of Old or Paragon of Speed (+2 initiative), Magical Knack (+2 caster level), Riftwarden Orphan (required WotR campaign trait)
Feats (16):
1-Power attack, Weapon focus Falchion (F)
3-Improved initiative
5-Toughness
6-Quicken spell (W)
7-Furious focus (EK), Improved familiar
9-Weapon specialization Falchion
11-Improved critical (EK), Additional traits (Defender of the society, Indomitable faith)
13-Greater weapon focus Falchion
15-Critical focus(EK), Dodge
17-Tiring critical
19-Exhausting critical
20-Greater weapon specialization Falchion (F)
Wizard arcane school: Divination/Foresight
Opposed schools: Enchantment, Necromancy
Mythic Progression:
1-Archmage arcana (arcane surge), Mythic spellcasting, Feat: Power attack
2-Extra mythic feat: Weapon focus
3-Feat: Dual Path, Champion's strike (sudden attack), Component freedom
4-Precision
5-Feat: Improved critical, Precision (2)
6-Enhanced ability score (+2 int)
7-Feat: Improved initiative, Longevity
8-Mirror dodge
9-Feat: Weapon specialization, Channel power
10-True archmage, Enhanced ability score (+2 Str)

ecw1701 |

Maintaining my objection that Improved Initiative > Power Attack, it looks good to me. You have an odd mix of emphasizing the fighter side in your feat selection, and the wizard side in your mythic progression, but I guess it all balances out in the end. I agree about the combat casting. 5 foot step and bang, problem solved.
Also, I'm not too sure about the value of Toughness, especially that late unless your DM is allowing for retraining. That's a total of 20 hitpoints by level 20, going up against things like CR 17 Mythic Blue Dragons that are hitting for Melee bite +26 (2d8+12/19–20), 2 claws +24 (2d6+8), tail slap +22 (2d6+12), 2 wings +22 (1d8+4). Better to spend that feat elsewhere, IMHO.
Things like Reach Spell, Empower Spell, and especially True Name (Planetar Pet FTW) will all get you much more mileage. Dead mobs deal no damage. Craft Rod is also good since it kind of backdoors you into all the other metamagic feats whether you know them or not.

Khalel |

Maintaining my objection that Improved Initiative > Power Attack, it looks good to me. You have an odd mix of emphasizing the fighter side in your feat selection, and the wizard side in your mythic progression, but I guess it all balances out in the end. I agree about the combat casting. 5 foot step and bang, problem solved.
Also, I'm not too sure about the value of Toughness, especially that late unless your DM is allowing for retraining. That's a total of 20 hitpoints by level 20, going up against things like CR 17 Mythic Blue Dragons that are hitting for Melee bite +26 (2d8+12/19–20), 2 claws +24 (2d6+8), tail slap +22 (2d6+12), 2 wings +22 (1d8+4). Better to spend that feat elsewhere, IMHO.
Things like Reach Spell, Empower Spell, and especially True Name (Planetar Pet FTW) will all get you much more mileage. Dead mobs deal no damage. Craft Rod is also good since it kind of backdoors you into all the other metamagic feats whether you know them or not.
Thanks again for your honest evaluation.
My final end hit points estimate:
+108 base (using max HP at 1st and 1/2 + 1 each subsequent level)
+8 favored class
+140 CON bonus (assuming 24 CON at very end game, as it will be much lower until wealth explodes later)
+30 mythic bonus
=TOTAL 286 without Toughness; 316 with Toughness (about 9% higher)
Based on this it is tough to judge whether I should use Toughness! Mirror Image & Mirror Dodge >>> Hit Points every time; however not dying is always better than dying if damage does get through from some mythic beasts.
As for True Name, I would love to have it, but unfortunately cannot meet the 11th wizard level prerequisite. For metamagic, I plan on only taking Quicken, and I will potentially use rods for others. The Channel Power mythic ability seems like a better option for certain metamagics (empower & extend), however it has the drawback of being a 6th tier requirement not available until somewhat later.
Channel Power (Su):
You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.

Detect Magic |

An eldritch knight's diverse training adds to your wizard level for purposes of meeting feat pre-reqs (arcane discoveries can be taken in place of feats). However, I doubt a good character would bind a celestial with truename magic (it specifically states in the ability's description that creatures don't like being bound and should be called upon sparingly).
Edit: A celestial may allow itself to be summoned by a virtuous character, but exercising control over it, via truename, to cause it to become sickened/staggered, would no doubt end such an alliance. It would be forced to serve you, but only reluctantly. Also, consider that it probably has other duties and responsibilities--calling it away, when it might be needed elsewhere, would also cause tension.

Khalel |

An eldritch knight's diverse training adds to your wizard level for purposes of meeting feat pre-reqs (arcane discoveries can be taken in place of feats). However, I doubt a good character would bind a celestial with truename magic (it specifically states in the ability's description that creatures don't like being bound and should be called upon sparingly).
Edit: A celestial may allow itself to be summoned by a virtuous character, but exercising control over it, via truename, to cause it to become sickened/staggered, would no doubt end such an alliance. It would be forced to serve you, but only reluctantly. Also, consider that it probably has other duties and responsibilities--calling it away, when it might be needed elsewhere, would also cause tension.
It looks I misread that before. This character would be effective wizard level of 18 (for feats only), caster level of 19, and fighter level of 12 (again for feats only).

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My advice is to not play an Eldritch Knight.
The archmage path essentially gives you full BAB for one path ability: Shapeshifting Mastery.
Because you can get the BAB so cheaply, I wouldn't spend levels on it.
Likewise, as noted above, avoiding arcane spell failure is very cheap because component freedom allows you to ignore somatic components.
Because you can get BAB and armor on the cheap, I would look for more attractive options for class levels. If you like class mashups, mythic arcane trickster is nasty.

Khalel |

My advice is to not play an Eldritch Knight.
The archmage path essentially gives you full BAB for one path ability: Shapeshifting Mastery.
Because you can get the BAB so cheaply, I wouldn't spend levels on it.
Likewise, as noted above, avoiding arcane spell failure is very cheap because component freedom allows you to ignore somatic components.
Because you can get BAB and armor on the cheap, I would look for more attractive options for class levels. If you like class mashups, mythic arcane trickster is nasty.
That ability is for natural attacks only, not for Falchion with 15-20/x3 crit and 4 normal attacks in a full round, synergizing with mythic improved critical and mythic power attack that doubles power attack damage on crit BEFORE damage multiplier. Not to mention other mythic melee goodies like Champion's Strike and Precision! Hardly the same thing in my estimation.
For the cost of 3 mythic points at end game with only haste buffed ->
+40/+40/+40/+40/+40/+40/+35 [2d4+58, 15-20/(d+22)x3]
(with 40 STR end game, +5 weapon; extra free action attack (amazing initiative), extra swift action attack (champion's strike), extra attack by haste (I am 90% sure I read that haste stacks with extra mythic attacks); cost of 3 mythic points (ignore power attack penalty, amazing initiative free attack, champion's strike)
In addition, I can mythic TIME STOP to set the table before I rack in the mayhem with my sword! In addition I should always have tops initiative order and Prescience Divination ability to bank an extra roll. BOOM! (I apologize for the over excitement, I am dying to play this character against mythic demons and balors).
And finally, I can do all this wearing epic plate armor and do not have to resort to being a furry!

Khalel |

note that shapeshifting only takes things into 'furry' territory if someone fetishizes it. turning into a dire bear for a few minutes to maul someone doesnt have to be a weird thing unless someone takes it to that territory themselves.
I apologize if my "furry" comment could be interpreted as offensive. What I meant to communicate was that my image for this character is that of a classical/iconic knight-mage, who casts arcane spells in full plate and can hang with the melee hitters. This was stated in my thread introduction. I know there are alternative build concepts, but shapeshifting is not what I am aiming for.
That said, I also believe Shapeshifting Mastery provides inferior damage potential vs. a two-handed power attacking mythic hero (despite having sufficient BAB).

Khalel |

oh i get you completely (im not part of that group myself either), just thought it worth saying that things are only as bad as the players make them--i tend to pop in as a devils advocate in threads, so don't feel like im jumping down your neck about it.
No offense taken. I just wanted to clarify my intention, because we all know how ineffective written communication can be to express emotion/mood/sense of humor/etc :)

Khalel |

My advice is to not play an Eldritch Knight.
The archmage path essentially gives you full BAB for one path ability: Shapeshifting Mastery.
Because you can get the BAB so cheaply, I wouldn't spend levels on it.
Likewise, as noted above, avoiding arcane spell failure is very cheap because component freedom allows you to ignore somatic components.
Because you can get BAB and armor on the cheap, I would look for more attractive options for class levels. If you like class mashups, mythic arcane trickster is nasty.
I haven't seen a mythic arcane trickster yet, but I imagine you could make a mean one that synergizes Shapeshifting Mastery and Magical Knack.

Khalel |

An eldritch knight's diverse training adds to your wizard level for purposes of meeting feat pre-reqs (arcane discoveries can be taken in place of feats). However, I doubt a good character would bind a celestial with truename magic (it specifically states in the ability's description that creatures don't like being bound and should be called upon sparingly).
Edit: A celestial may allow itself to be summoned by a virtuous character, but exercising control over it, via truename, to cause it to become sickened/staggered, would no doubt end such an alliance. It would be forced to serve you, but only reluctantly. Also, consider that it probably has other duties and responsibilities--calling it away, when it might be needed elsewhere, would also cause tension.
Having a true name efreeti genie (with wish!) could come in handy when in a bind. Unfortunately a lawful good Paladin might morally oppose dealing with a lawful evil creature described as:
This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh.It certainly is an interesting option! Hmmm, corrupted wishes...

ecw1701 |

Detect Magic wrote:It looks I misread that before. This character would be effective wizard level of 18 (for feats only), caster level of 19, and fighter level of 12 (again for feats only).An eldritch knight's diverse training adds to your wizard level for purposes of meeting feat pre-reqs (arcane discoveries can be taken in place of feats). However, I doubt a good character would bind a celestial with truename magic (it specifically states in the ability's description that creatures don't like being bound and should be called upon sparingly).
Edit: A celestial may allow itself to be summoned by a virtuous character, but exercising control over it, via truename, to cause it to become sickened/staggered, would no doubt end such an alliance. It would be forced to serve you, but only reluctantly. Also, consider that it probably has other duties and responsibilities--calling it away, when it might be needed elsewhere, would also cause tension.
Yes, you'd need to be *nice* to the Planetar, but that's just good advice all around. If you summon it to help you destroy a town, it might be pissed at you. If you summon it to help you destroy a demon infested town, it would be all good. Personally I'm planning to adjudicate it in my game just like Charm Person/Monster; the closer your request is to it's nature, the more likely it is to obey. The further away it is, the more likely you are to catch a lightening bolt in the face.
Side note: Your previous build listed 30 hit points from Toughness instead of 20...how is that?
286 without Toughness; 316 with Toughness (about 9% higher)

Detect Magic |

Whether or not your interest align with it, strong-arming a celestial by use of it's truename seems, well, non-good. Even if you don't use it, the looming threat that you might deliberately mispronounce it's truename, or worse, spread knowledge of it's truename, is implied. That can't help the relationship any.
Then again, I've always considered truename magic more appropriate to evil characters, as it's essentially blackmail.

Khalel |

Khalel wrote:Detect Magic wrote:It looks I misread that before. This character would be effective wizard level of 18 (for feats only), caster level of 19, and fighter level of 12 (again for feats only).An eldritch knight's diverse training adds to your wizard level for purposes of meeting feat pre-reqs (arcane discoveries can be taken in place of feats). However, I doubt a good character would bind a celestial with truename magic (it specifically states in the ability's description that creatures don't like being bound and should be called upon sparingly).
Edit: A celestial may allow itself to be summoned by a virtuous character, but exercising control over it, via truename, to cause it to become sickened/staggered, would no doubt end such an alliance. It would be forced to serve you, but only reluctantly. Also, consider that it probably has other duties and responsibilities--calling it away, when it might be needed elsewhere, would also cause tension.
Yes, you'd need to be *nice* to the Planetar, but that's just good advice all around. If you summon it to help you destroy a town, it might be pissed at you. If you summon it to help you destroy a demon infested town, it would be all good. Personally I'm planning to adjudicate it in my game just like Charm Person/Monster; the closer your request is to it's nature, the more likely it is to obey. The further away it is, the more likely you are to catch a lightening bolt in the face.
Side note: Your previous build listed 30 hit points from Toughness instead of 20...how is that?
286 without Toughness; 316 with Toughness (about 9% higher)
Ooops on the numbers. Make that 286 vs. 306 for +6.5% hit points for Toughness. I may be able to sacrifice that for a better option. Pending DM discussion, True Name is on a short list. Thanks again for the input ECW.

Khalel |

Whether or not your interest align with it, strong-arming a celestial by use of it's truename seems, well, non-good. Even if you don't use it, the looming threat that you might deliberately mispronounce it's truename, or worse, spread knowledge of it's truename, is implied. That can't help the relationship any.
Then again, I've always considered truename magic more appropriate to evil characters, as it's essentially blackmail.
I agree 100% that it would be non-good to use on a celestial or good outsider. However, using True Name on an evil outsider is alike using a criminal informant to fight organized crime. You are using a lesser evil person to aid you in combating a greater evil. Again, this might conflict with certain moral codes (*cough* paladin), but is not necessary an evil act. It's depriving personal freedom, but that is more non-chaotic than non-good in my eyes.

ecw1701 |

Detect Magic wrote:I agree 100% that it would be non-good to use on a celestial or good outsider. However, using True Name on an evil outsider is alike using a criminal informant to fight organized crime. You are using a lesser evil person to aid you in combating a greater evil. Again, this might conflict with certain moral codes (*cough* paladin), but is not necessary an evil act. It's depriving personal freedom, but that is more non-chaotic than non-good in my eyes.Whether or not your interest align with it, strong-arming a celestial by use of it's truename seems, well, non-good. Even if you don't use it, the looming threat that you might deliberately mispronounce it's truename, or worse, spread knowledge of it's truename, is implied. That can't help the relationship any.
Then again, I've always considered truename magic more appropriate to evil characters, as it's essentially blackmail.
See, I disagree. I think the terms of how you interact is the deciding factor rather than the method by which it happens. I think it's actually *more* respectful to know you could subjugate it and choose not to, and to respect it's wishes if it tells you no. And to only call when you REALLY need it. You could have the DM work it into the game where they earn the name rather you researching it, like Superman giving Jimmy his signal watch. After all, the Planetar don't get too fussy when a level 8 cleric casts Greater Planar Ally.
Since to me, the entire Paladin, Cleric, and Oracle classes are built upon a mutual exchange between mortals and powerful outsiders. But I will say the moment my group starts asking the Planetar for piggy back rides, it's time for the sky to turn black and the earthquakes to begin.
And it's my pleasure to lend a hand. You can repay me with various tales of your group's glorious exploits.

GhanjRho |

Eldritch Heritage: Orc for Mythic is great.
While Touch of Rage is decidedly meh (especially in a Mythic game, as it's saving grace (Quicken SLA) loses a lot of luster due to swift action economies) every other ability in the bloodline is pretty awesome. +2 natural armor (that stacks with barkskin/Amulet of Natural Armor) +4 on saves vs. fear, +6 inherent bonus to strength, and a better enlarge person for 1 minute/level.