[PFS] Critique my Eldritch Knight build


Advice

1 to 50 of 83 << first < prev | 1 | 2 | next > last >>
Grand Lodge RPG Superstar 2012 Top 32

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Hey all,
Revisiting an idea I had for an EK build for PFS, and I'd like some feedback.

This'll be a human Warpriest1/Wizard2/EK8.

Warpriest replaces the traditional fighter level, as it gets to be full-BAB with my primary weapon, gets me a couple of extra cantrips (and the ability to use cleric wands), boosts my will save, gets Weapon Focus for free (which I'd have ended up taking anyway), gets a couple of supernatural abilities 3/day, and gets proficiency with my deity's favored weapon (deity is Shizuru, favored weapon katana).

The wizard levels are Diviner, with the Scryer subschool for early entry into EK via the SLA ruling. I could go with only 1 wizard level, but a 2nd level gets me an additional spell slot sooner, along with +1 Will and a more usable duration for send senses, without disrupting BAB.

So here we go:
The Man with the Silver Katana (name pending)
Human (dual-talented) warpriest of Shizuru and eldritch knight.

STR 17
DEX 14
CON 14
INT 17
WIS 10
CHA 07

Level bumps go in STR and INT.

Traits: Magical Knack, Clever Wordplay (Diplomacy)
Warpriest Blessings: Good, Repose
Diviner opposition schools: enchantment, necromancy
Arcane Bond: Bonded item (ring? amulet?)

Feats:
HD1: Toughness
Wrp1: EWP (katana), Weapon Focus (katana)
Wiz1: Spell Focus (PFS houserule)
HD3: Power Attack
EK1: Improved Initiative
HD5: Arcane Strike
HD7: Empower Spell
EK5: Weapon Spec (katana)
HD9: Improved Critical (katana)
HD11: Quicken Spell

At early levels, I'll be using a scroll of mage armor if I think there's danger possible within the next hour, and then cast shield on the first round of combat if I think I need higher AC.

Once I hit 5th, mage armor comes from spell slots and my round 1 buff is a defensive illusion like mirror image or blur instead of shield.

Offensively, at low levels all that matters is having a STR bonus. ;) Power Attack keeps my melee damage up, and the Good blessing from warpriest effectively gives me half-holy 3/day for 1min at a time.

Later, once I have more spells available, I can spare slots for some key offensive spells, giving me the flexibility to pick and choose my party role (melee, range, support, etc.) according to the situation at hand.

I think I've got it pretty well refined already, but I wanted to submit it to public scrutiny anyway; feedback never hurts. :D

Thanks!


It is a great build indeed. Warpriest makes for a great entry for a melee EK.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'd recommend replaceing Improved Initiative with Furious Focus, so you can mitigate that Power Attack penalty.

Also, replace Clever Wordplay with Student of Philosophy, so you can use Int for Diplomacy and Bluff (at least, for the most important and common uses of them).


RDN ninja's my Student of Philosophy recommendation.. It is an excellent trait and covers pretty much anything you are likely to do with either skill as a wizard. You wont ever be likely to feint in combat and gather information can often be replaced by Knowledge: Local.

For feats you have fewer spell slots available having dropped some caster levels. I might be inclined to take Intensified Spell rather than Empower for use on things like Burning Hands, Snowball etc.

I would be very tempted to go down the Teleportation School route. It lets you get out of grapples and greatly improves mobility. You are also more likely to get use out of the bonus spell slots.

Grand Lodge RPG Superstar 2012 Top 32

andreww wrote:
RDN ninja's my Student of Philosophy recommendation.. It is an excellent trait and covers pretty much anything you are likely to do with either skill as a wizard. You wont ever be likely to feint in combat and gather information can often be replaced by Knowledge: Local.

Where's that trait from, and what exactly does it do?

Quote:
For feats you have fewer spell slots available having dropped some caster levels. I might be inclined to take Intensified Spell rather than Empower for use on things like Burning Hands, Snowball etc.

So, your solution to my having fewer spell slots is to make my weakest spells take up higher-level slots? Huh?

Quote:
I would be very tempted to go down the Teleportation School route. It lets you get out of grapples and greatly improves mobility. You are also more likely to get use out of the bonus spell slots.

True, but then I don't get into EK early, which means I lose 2 points of BAB and several hit points. Also, grapples are less of a big deal for an EK than for a "pure" wizard, as I can just full-attack the grappler if I want.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Jiggy wrote:
andreww wrote:
RDN ninja's my Student of Philosophy recommendation.. It is an excellent trait and covers pretty much anything you are likely to do with either skill as a wizard. You wont ever be likely to feint in combat and gather information can often be replaced by Knowledge: Local.

Where's that trait from, and what exactly does it do?

It's a social trait from Pathfinder Player Companion: Quests & Campaigns. (Huh. Until I checked, I thought it was in the PFS Primer.)

Student of Philosphy wrote:
Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Grand Lodge RPG Superstar 2012 Top 32

Alright, then unless someone's feeling generous, I guess it's Clever Wordplay for this character. ;)

Any other thoughts?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

What about the Furious Focus idea?

Grand Lodge RPG Superstar 2012 Top 32

Hm, maybe. Do you really think my to-hit will be too low?


Jiggy wrote:
So, your solution to my having fewer spell slots is to make my weakest spells take up higher-level slots? Huh?

You have Empower at the moment but what are you planning to use it on? With two lost caster levels you end the campaign casting level 5 spells for Empowered Fireball at level 11 for 15d6 but only a handful available. With Intensified Spells you can be throwing Intensified Burning Hands for 10d4 or Intensified Snowball/Shocking Grasp for 10d6 with a level 2 spell slot which wil be plentiful.

Taking Empower at Character Level 7 means you only have level 3 spells. You could Empower Burning Hands for 5d4*0.5 (avergae 18) with a level 3 slot or Intensify it for 7d4 (average 18) for a level 2 slot.

For Arcane Bond I would always be tempted to take the familiar for an extra +4 Initiative. That might allow you to consider replacing Improved Initiative or keeping it to near guarantee going first.

Grand Lodge RPG Superstar 2012 Top 32

I'm taking Empower a little earlier than I'd actually use it, just because the HD9 and HD11 slots are taken. I wouldn't actually start Empowering until around 9th when I can cast an Empowered scorching ray. So if it weren't for having to wait until 9th for Improved Critical, that's when I'd be taking Empower Spell.

Also, lots of 2nd-level slots are going to defensive illusions.

Oh, and an Intensify Rod is way cheaper than an Empower Rod.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Jiggy wrote:

I'm taking Empower a little earlier than I'd actually use it, just because the HD9 and HD11 slots are taken. I wouldn't actually start Empowering until around 9th when I can cast an Empowered scorching ray. So if it weren't for having to wait until 9th for Improved Critical, that's when I'd be taking Empower Spell.

Also, lots of 2nd-level slots are going to defensive illusions.

Oh, and an Intensify Rod is way cheaper than an Empower Rod.

Empowered scorching ray? That's where you want to spend your 4th-level spell slots? Not things like black tentacles, stoneskin, or wall of fire?

Grand Lodge RPG Superstar 2012 Top 32

...You make a good point. Maybe I should just skip metamagic altogether (well, except Quicken at 11th) and take a completely different feat at 7th.

Maybe that's where Furious Focus comes in, and I keep Improved Initiative?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Jiggy wrote:

...You make a good point. Maybe I should just skip metamagic altogether (well, except Quicken at 11th) and take a completely different feat at 7th.

Maybe that's where Furious Focus comes in, and I keep Improved Initiative?

Sounds like a plan to me.


Is quicken really going to help you much either? Capping at level 5 spells and not many of them pretty much limits you to Quickened Shield or similar. Compared to something like a Hungry Pit or Wall of Force it probably isn't going to have a huge impact.

Grand Lodge RPG Superstar 2012 Top 32

andreww wrote:
Is quicken really going to help you much either? Capping at level 5 spells and not many of them pretty much limits you to Quickened Shield or similar. Compared to something like a Hungry Pit or Wall of Force it probably isn't going to have a huge impact.

I was thinking of things like vanish or true strike or maybe even sure casting.

Scarab Sages

If you had a way to boost Wis to 11, then you can use Warpriest for some divine buffing as well. Divine Favor or Bless would be very useful to you in addition to your wizard spells.

Grand Lodge RPG Superstar 2012 Top 32

Imbicatus wrote:
If you had a way to boost Wis to 11, then you can use Warpriest for some divine buffing as well. Divine Favor or Bless would be very useful to you in addition to your wizard spells.

I thought of that, but that only gets me a single 1st-level spell at CL1. Which stat is worth lowering for that?


Use wands. As far as I can see, there is no requirement for a casting stat to activate wands.

Scarab Sages

Jiggy wrote:
Imbicatus wrote:
If you had a way to boost Wis to 11, then you can use Warpriest for some divine buffing as well. Divine Favor or Bless would be very useful to you in addition to your wizard spells.
I thought of that, but that only gets me a single 1st-level spell at CL1. Which stat is worth lowering for that?

If anything, intelligence, but then you loose out on your level 8 bump to it. Probably best to leave it at 10 and then get a Wis boosting headband or ioun stone when you can afford it.

Grand Lodge RPG Superstar 2012 Top 32

8,000gp for a 2/day 1st-level cleric spell at CL1/DC12 doesn't really seem worth it.

Dark Archive

I would say bonded item: the Katana. Seriously, nothing has more potential to be expensive, and half-price upgrading is nice; at level 6 it's 4000 instead of 8000 for the +2, and you keep getting that price bonus.

Wis 10 = no spells right? If I were to stat this, I'd go:

Str: 18
Int: 16
Wis: 12
Dex: 12
Con: 14
Chr: 7

Flows a little better; and from 8 on your strength is 20.

Grand Lodge RPG Superstar 2012 Top 32

Thalin wrote:
I would say bonded item: the Katana. Seriously, nothing has more potential to be expensive, and half-price upgrading is nice; at level 6 it's 4000 instead of 8000 for the +2, and you keep getting that price bonus.

The plan is to have a mundane katana and use greater magic weapon on it (prior to that, I'm using scrolls of magic weapon or just Arcane Strike to deal with DR/magic). So your suggestion actually increases my weapon cost by a factor of like a bajillion. ;D

Quote:

Wis 10 = no spells right? If I were to stat this, I'd go:

Str: 18
Int: 16
Wis: 12
Dex: 12
Con: 14
Chr: 7

Flows a little better; and from 8 on your strength is 20.

Except that now I can't have 18 INT at 8th (pre-enhancement), plus at 2nd level I've only got 15 AC with mage armor.


Katana Arcane Bond

4300gp +1 Keen Katana of Spell Storing

Is it worth 4000gp to save a feat, double your crit range 3 to 4 levels earlier, and add an extra 3rd level spell slot?

You can still cast Greater Magic Weapon on your Katana if desired. You won't need to do so until level 8 at the earliest. And especially important, you won't have to spend an action at the start of combat to use a scroll of Lesser Magic Weapon.

And then...

9300gp +1 Keen Katana of Spell Storing

Is it worth 5000gp to have your first strike of every combat do an extra 8-20 pts of damage at around level 7? That is assuming a simple Magic Missile spell.

(The above questions are rhetorical as there isn't a right or wrong answer. They are just meant to invoke thought potentials.)

Grand Lodge RPG Superstar 2012 Top 32

For this character, no, the money's not worth it. Part of the build is an experiment in what happens if you don't invest cash in weapons or armor. Since that's the point (or part of the point), it's pretty much set in stone. :)


I agree with the 'forget about empower' advice. In general, I don't think blasting will be very worthwhile for this character - your melee damage should be better, and you don't have the feats to spare to make the DCs and damage high enough.

To me, quicken spell would only be worth it if you can get a metamagic cost reducing trait (I forget whether those are allowed in PFS) for mirror image. True strike only applies to one single attack, so is only really worthwhile if you're trying to pull of a combat maneuver. When you need vanish you probably don't desperately need it quickened, because you're probably retreating anyway, so might as well use a standard action. Sure casting? Why not just hit the thing with SR over the head with your katana? Giving up one of your few 5th level spells (and a feat) for any of these effects seems like a bad deal.

Finally, I'm not sure I agree with your opposed schools. This is tricky, because the only school I'd immediately be prepared to give up as an Eldritch Knight is divination, which is your specialization for prestige class entry reasons. The next school I'd give up is evocation, before necromancy. Basically, evocation has a few walls, whereas necromancy has false life and enervation. False life might not seem like that much, but once you have 3rd and 4th level slots you may well want to use some of your 2nd level slots to cast false life twice a day, every day. The better evocation walls on the other hand take up some of your highest slots, and can also be replaced in terms of function by conjuration and/or illusion spells. And enervation is very useful against single powerful enemies. In the end though, you can live without both, although I'd consider getting toughness as a feat if you're going without necromancy. Enchantment is a school I wouldn't be prepared to give up just because of heroism. Unless you have a bard with good hope in your party, heroism is simply the single best buff spell you can get for a front-line melee type. The other schools (abjuration, conjuration, illusion, transmutation) are also much too important to lose. So in the end, I'd probably give up evocation and necromancy, but I'd be very tempted to find another early PrC entry trick and be able to give up divination. Also because having to have one of your daily spells of each level be a divination one is almost like throwing the spell slots away. Or is that impossible in PFS?


Jiggy wrote:
The wizard levels are Diviner, with the Scryer subschool for early entry into EK via the SLA ruling.

This embodies the entirety of my critique.

Don't do it - it's stupid.


Jiggy wrote:
For this character, no, the money's not worth it. Part of the build is an experiment in what happens if you don't invest cash in weapons or armor. Since that's the point (or part of the point), it's pretty much set in stone. :)

Interesting experiment...

Is the experiment to simply never spend money on those two item slots? Or is it not to spend money for the "BIG 6" effects of those two item slots?

Part of the original post was a question asking about the arcane bond. Have you figured out yet which ring or amulet you plan to choose?

I've never found a satisfactory potential for a ring or amulet arcane bond, besides the "boring" AC ring/amulet. So, I'm curious...


Majuba wrote:
Jiggy wrote:
The wizard levels are Diviner, with the Scryer subschool for early entry into EK via the SLA ruling.

This embodies the entirety of my critique.

Don't do it - it's stupid.

The fact that you dont like an option dosn't make someone's decision to use it a stupid one. In other words if you cant be helpful why bother to post at all.


I have an eldritch knight myself, and while the occasional blast is nice, I find myself using self-buff and utility spells far more often.

Being able to swing a sword and cast, say, see invisibility or fly, puts you at an advantage over the typical sword swinger.

Metamagic is iffy. You're not a spontaneous caster, and you're low on caster levels. In general, I say not worth it.

But, it's testable. Pay attention as you climb your way to mid-levels. How often do you finish things off with the sword, and how often with a spell?

Scarab Sages

Since this is for PFS, it is in fact the best place to play a build like this. As the Crane Wing nerf showed, PFS is by far the largest source of play feedback that game gets, and if anything is going to convince the devs to close the early entry loophole for SLAs, it is play at PFS events.


Imbicatus wrote:
Since this is for PFS, it is in fact the best place to play a build like this. As the Crane Wing nerf showed, PFS is by far the largest source of play feedback that game gets, and if anything is going to convince the devs to close the early entry loophole for SLAs, it is play at PFS events.

It isn't a loophole, it is explicitly referenced by the design team as being an option which they are well aware of and apparently happy with as it makes various otherwise fairly poor PrC's potentially useful.

Scarab Sages

It's a loophole. The faq in question states that it isn't an issue that those classes are allowed early entry as they are generally weak, but if it becomes an imbalance issue it will be addressed.

Quote:
Edit 7/12/13: The design team is aware that the above answer means that certain races can gain access to some spellcaster prestige classes earlier than the default minimum (character level 6). Given that prestige classes are usually a sub-optimal character choice (especially for spellcasters), the design team is allowing this FAQ ruling for prestige classes. If there is in-play evidence that this ruling is creating characters that are too powerful, the design team may revisit whether or not to allow spell-like abilities to count for prestige class requirements.

RPG Superstar Season 9 Top 16

How does warpriest give you EWP? When I read the packet, it says it only gives you martial and simple weapons.

Scarab Sages

Cyrad wrote:
How does warpriest give you EWP? When I read the packet, it says it only gives you martial and simple weapons.

It also gives you prof in your deities favored weapon. Shizuru has Katana as a favored weapon.

RPG Superstar Season 9 Top 16

Imbicatus wrote:
Cyrad wrote:
How does warpriest give you EWP? When I read the packet, it says it only gives you martial and simple weapons.
It also gives you prof in your deities favored weapon. Shizuru has Katana as a favored weapon.

Hrm, it doesn't say that on my test packet.

Scarab Sages

There was an update during the Playtest. If you check the additional resources page, it states the warpriest gains proficiency with his deity’s favored weapon.

Grand Lodge RPG Superstar 2012 Top 32

Cyrad wrote:
Imbicatus wrote:
Cyrad wrote:
How does warpriest give you EWP? When I read the packet, it says it only gives you martial and simple weapons.
It also gives you prof in your deities favored weapon. Shizuru has Katana as a favored weapon.
Hrm, it doesn't say that on my test packet.

Jason Bulmahn (lead designer) commented as an official update that warpriests get proficiency with their deity's favored weapon.

He said it twice, in fact, as even after the first time he forgot to add it to the revised version of the document halfway through. ;)

RPG Superstar Season 9 Top 16

Oh nice! makes me want to make a warpriest now. I'm joining PFS for the first time pretty soon.

Grand Lodge RPG Superstar 2012 Top 32

Cyrad wrote:
I'm joining PFS for the first time pretty soon.

Cool! Remember to read the free Guide to Organized Play and check out the Additional Resources page so you can get your character all kosher-like. Oh, and remember that you can completely rebuild your character before he hits the table beyond 1st level, so don't fret too much over getting the details just right for your very first game; you'll be able to make some tweaks (or even complete overhauls) after the first couple of sessions. :)


Unless you aren't actually going to play your character at first level (using gm sessions to level the character). I would do 12 WIS. Drop con or dex or something so you can cast 2 1st level spells at first level. Long term builds like this don't always take into account what happens at 1st level when those 2 spells per day would really count.

RPG Superstar Season 9 Top 16

Jiggy wrote:
Cyrad wrote:
I'm joining PFS for the first time pretty soon.
Cool! Remember to read the free Guide to Organized Play and check out the Additional Resources page so you can get your character all kosher-like. Oh, and remember that you can completely rebuild your character before he hits the table beyond 1st level, so don't fret too much over getting the details just right for your very first game; you'll be able to make some tweaks (or even complete overhauls) after the first couple of sessions. :)

Oh, nice! Now I just need to think of a character that DOESN'T use material from books I don't own, which makes Advanced Class Guide material appealing.

For some reason, when I see your character, I picture him having a side-kick animal for his arcane bond. Like him wearing a large Japanese sun hat with a raven perched on it.

Grand Lodge RPG Superstar 2012 Top 32

I guess I should have specified, I am indeed starting at 2nd level due to GM credits. :)

Grand Lodge RPG Superstar 2012 Top 32

Someone mentioned keeping Necromancy, partly for enervation. I don't see the value.

As a 4th-level spell, I can inflict 1d4 negative levels. Keeping in mind that in Pathfinder you don't actually lose levels (heck, you don't even lose existing spell slots!), let's look at what this 4th-level spell actually accomplishes:

5-20 "damage".
Between –1 and –4 penalty to most d20 rolls and CMD.
Loss of between 1 and 4 caster levels (so less damage from the target's blasting spells).

That's it. So on average, we're looking at a 4th-level ray that effectively deals 10 damage and makes them shaken.

Yay?

Scorching ray instead deals over double that average damage, as a 2nd-level spell. If you empower it (to put it at the same spell level as enervation), you're averaging 40 damage—double the maximum hurt from enervation. Is the 1d4 penalty to rolls really that painful to lose?

What's so great about enervation? Am I missing something?

Scarab Sages

False life is great for the free HPs, and Chill Touch is nice to keep on hand for a poor mans turn undead. Other than that, Necromancy isn't that bad to loose.

Enervation is good for killing CL for enemy spell-casters, but on the whole, the best debuff is death.


The main benefit to Enervation is the lack of any save and that you can actually kill things with multiple negative levels. Also imposing a save penalty makes other spells more likely to land.


Jiggy wrote:

Someone mentioned keeping Necromancy, partly for enervation. I don't see the value.

As a 4th-level spell, I can inflict 1d4 negative levels. Keeping in mind that in Pathfinder you don't actually lose levels (heck, you don't even lose existing spell slots!), let's look at what this 4th-level spell actually accomplishes:

5-20 "damage".
Between –1 and –4 penalty to most d20 rolls and CMD.
Loss of between 1 and 4 caster levels (so less damage from the target's blasting spells).

That's it. So on average, we're looking at a 4th-level ray that effectively deals 10 damage and makes them shaken.

Yay?

Scorching ray instead deals over double that average damage, as a 2nd-level spell. If you empower it (to put it at the same spell level as enervation), you're averaging 40 damage—double the maximum hurt from enervation. Is the 1d4 penalty to rolls really that painful to lose?

What's so great about enervation? Am I missing something?

The ability to stack up on metamagic cheapeners, and pile Twin Spell and Split Ray on top of Empower and Maximize for 20-24 negative levels per cast. Remember, PF is backwards compatible. Pathfinder even has Thanatopic Spell, which you can add on top of all that to destroy undead or pierce Death Ward.

Grand Lodge RPG Superstar 2012 Top 32

...But for an Organized Play character, where 3.5 material isn't allowed, it's looking like the best it does is expend a 4th-level spell slot for minor HP loss and a minor debuff.

Seems like one of those things that's nasty against PCs (who will have to suffer that penalty for multiple encounters/days) than against NPCs (who mostly just exist for that one encounter). Sort of like most poisons.

Overall, I feel like the only thing I lose with Necro is false life and the only thing I lose with Ench is heroism. The latter is somewhat painful, but I can still carry scrolls of it if I expect back-to-back(ish) encounters.

Sovereign Court

Warpriests use the Cleric spell list. Does that mean that they can take weaponwand?

Shadow Lodge

Just pointing out that I believe Vampiric Touch is a necromancy spell, which I think is a pretty heavy loss.

Majuba wrote:

This embodies the entirety of my critique.

Don't do it - it's stupid.

Out of curiosity, why? I mean, the way I see it, it might be a tad cheesy but you wind up getting to play a broader array of character concepts at lower levels, making them more viable in PFS. For instance, you can play a gish with a 2-handed weapon much more easily with the SLA ruling then you can normally. And its better than a lot of cheesy options, since the FAQ explicitly states you can do this.

1 to 50 of 83 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / [PFS] Critique my Eldritch Knight build All Messageboards

Want to post a reply? Sign in.