lantzkev
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So I've been building quite a few characters, and lately I've been working on a lord sothish type for PFS.
lvl 11 looks roughly like
Tiefling
str 14
dex 14
con 14(18)
int 20(24)
wis 12
cha 5
lvl 1 Unbreakable Fighter
lvl 2 Divination Wizard
lvl 3-5 Eldritch Knight
lvl 6-8 Hellknight Signifier
lvl 9-11 Eldritch Knight.
Feats: Diehard, Endurance, Fast Healing, Combat Expertise, Improved Trip, Greater Trip, Combat Casting, Toppling Spell, Whip Mastery, Arcane armor mastery (-20% ASF as swift), Armor of the pit.
Traits reduce lvl of magic missile meta magics and +1 ac while in med/heavy armor.
AC 35 or so. HP 103 saves 15/10/12
Arcane Spell Failure in mithral full plate with buckerl, 20%
His ranged bread and butter is toppling magic missiles, which each get to trip at a +21 and if succesful they all provoke when they are tripped.
He's lvl 11, but caster lvl 10 so you're a little behind the curve, his spell lvl is also 2 behind a wizard (so at lvl 11, you have only level 5 spells available (still kewl if you ask me and if you took him to 19 somehow he'd have lvl 9s))
| Antariuk |
How do you qualify for Eldritch Knight at 3 rd level? the requirement is that you are able to cast 3rd level arcane spells
It was FAQed a while ago that (Sp) abilities count towards spellcasting prerequisites of PrCs, so a diviner wizard qualifies - you can certainly argue that a single (Sp) ability is not spells as in plural, but that is another debate I guess.
lantzkev
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And I would really think about using the 2nd trait to get Magical Knack for +2 CL as EK, think in the teen levels that is way more useful than +1 AC.
I had considered that, but I'm only one caster level behind and for early levels really want to trip with magic missiles. (btw it's an awesome way to interrupt spell casters at low lvl, because they make two concentration checks one for dmg and the other for violent motion)