Eldritch Knight build


Advice


Hello, I am looking for help with an EK build.
Here are the MUST haves:
1. Halfling
2. Good knowledge skills
3. Must use 9 level arcane spell-caster class as entry to EK

That’s it I’m open to anything else, but here are the rules:
1. 20 point buy nothing lower than 8 higher than 20
2. Paizo material only no third party
3. VMC is allowed
4. Currently level 8

Right now I’m thinking fighter 1, wizard 5, EK 2 with VMC bard but could be talked into anything. I have no preference as to blasting, buffing, etc or melee vs. Ranged. Also, I know magus is a way to do this but I am not interested in any answers that say just go magus instead.

Thanks in advance!
- Mr. H


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So I'm guessing 'just go bard instead' isn't any more welcome?

Anyway, halflings get a Cha bonus, it feels a waste to not use it at all. Suppose you went inspired blade swasbuckler 1 / black blade arcanist 6 / EK 1; dex to damage would be easy, and the cost of risky striker would be mitigated by your parry. With limited spell slots you'll prefer buffing to blasting.


I agree about the charisma bonus that’s why I’m struggling a bit. I like the arcanist idea especially when you consider the halfling fcb.

EDIT: if you were to maximize charisma how would you do it?


Some Cha is one thing, maximising it is another. I can't see a good reason to maximise it on an Int-based spellcaster/melee type. Something like Str 10-2=8, Dex 16+2=18, Con 14, Int 14, Wis 8, Cha 12+2=14, with a headband of vast intellect +2 and a belt of incredible dexterity +4 gives you bonus spell slots up to 3rd level, 1d4+12 damage with risky striker and no buffs, 5 panache and 2 uses/day of consume spells or Cha-dependent exploits.

Feats/similar might go
1: fencing grace
IB Swashbuckler 1: weapon finesse (rapier only), weapon focus (rapier)
3: risky striker
5: dilettante or divine obedience (Irori) or celestial guidance or additional traits or similar
Blade Adept Arcanist 5 (L6): spell strike exploit
7: extra exploit (eldritch blade)
Halfling FCB (L7): potent magic exploit? Or dimensional slide, spell tinkerer, whatever.
EK 1 (L8): arcing weapon

(a couple of slight edits since first post of this.)


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If you use VMC oracle and the battle mystery, you can get the proficiency in martial weapons from the skill at arms revelation and not need to dip a martial class.


The Prestigious Spellcaster feat is a must-have for basically any Eldritch Knight. The key reason to take EK over something like a Magus in the first place is for the best possible spellcasting, and taking two feats for essentially an extra level in your spellcasting class is huge.

Probably your best option with a Halfling is Gunslinger (Mysterious Stranger) / Sorcerer 6 / Eldritch Knight. The Mysterious Stranger gets Cha-to-damage with firearms, which has obvious synergy with the Sorcerer. Being Dex/Cha based is obviously ideal for a halfling. This will leave your Intelligence without heavy investment so the Cunning feat can be used to supplement skill ranks.

Ability Scores: 9-2 Str, 16+2 Dex, 12 Con, 12 Int, 10 Wis, 15+2 Cha
Traits: Never Stop Shooting, Magical Knack (Sorcerer)
1 - Gunslinger - Point Blank Shot
2 - Sorcerer
3 - Sorcerer - Precise Shot
4 - Sorcerer - (+1 Cha)
5 - Sorcerer - Cunning
6 - Sorcerer
7 - Sorcerer - Favored Prestige Class (Eldritch Knight)
8 - Eldritch Knight - Deadly Aim, (+1 Dex)
(9 - Eldritch Knight - Prestigious Spellcaster (Eldritch Knight))

At 8th level you will have 34 skill ranks (41 if you invest FCB in it), +5 BAB, CL 8, and 3rd level spellcasting as a Sorcerer. When you hit 9th the build really matures as you hit +6 BAB and 4th level spellcasting. This is great since you get to avoid the valley of suck on this build entirely by starting at 8th and really hit your stride after a single level up.

You will need to find some other means of reloading your weapon (Shadowshooting enhancement is a good option, but a dragoon pistol with the reloading hands spell is another option), and you definitely want to know the Jury Rig spell since you lack access to quick clear to deal with misfires (use Jury Rig to suppress the broken condition in combat, use Mending to fix after combat).

If you want to do blasting, take one of the Primal Elemental Bloodlines and take Blood Havoc. You don't have the feats to support blasting, but Sorcerers can do a good job of it just with bloodlines and alternative class features. Do note that the Spell Cartridges feat chain is not an option for you since the Mysterious Stranger consumes your swift action economy. Otherwise you can pick any bloodlines and they'll work just fine with this build.


I was toying around with a Dirty Trickster EK build just this morning lol :)

Basically it's the most "anti-caster melee" + "anti-melee full caster" ever :)

I realize that you want to play a halfling, but I was making mine as a human. Feel free to re-skin as necessary.

Wizard5/Fighter1/EldKnight10

Human Dirty Trickster Abjuration (Counterspell) Wizard

Abjuration (Counterspell) because:

Disruption wrote:
Disruption (Su): At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

This forces the enemy caster to make at least one absolutely god-awful Conc check per spell for 2 rounds and that's plenty of time for you to Blind or Nauseate him. Blinded casters can't do any of their really scary stuff because most of their scary stuff requires line of sight, they're basically stuck doing Touch Attacks with a 50% miss chance and anything that doesn't require Line of Sight of the target. And if/when you nauseate him, the fight is over. Dirty Tricks Master makes them have to use a Standard Action to clear it, and nauseated targets can only take move actions.

25pt buy:
14 Str
14 Dex
12 Con
20 Int (18+2)
10 Wis
7 Cha

Trait:
Magical Knack (so you don't lose caster levels from taking fighter and EK1)
Heirloom Weapon (+2 Dirty Tricks)

Skills:
Intimidate (Max)

Weapon:
Use a Fauchard for Reach and critical 18-20 and later 15-20. Once you get Spell Critical from EK Capstone, you're going to be casting spells as Swift Actions whenever you critically strike.

Feats:

Level1W: Spell Focus (Whatever, probably Evocation though), Human Bonus Feat: Spell Specialization
Level2W:
Level3W: Empower Spell
Level4W:
Level5W: Dirty Fighting, Wizard Bonus Feat: Heighten Spell
Level6F: Bonus Feat: Power Attack
Level7EK: Imp Dirty Trick, Bonus Feat: Cornugon Smash (Get a +1 Cruel Enchant for Shaken/Sicken)
Level8EK:
Level9EK: Greater Dirty Trick [BAB becomes +6/+1]
Level10EK:
Level11EK: Dirty Tricks Master, EK Bonus Combat Feat: Quick Dirty Trick
Level12EK:
Level13EK: Maximize Spell
Level14EK: [BAB +11/+6/+1]
Level15EK: Spell Perfection (Enervation), EK Bonus Combat Feat: (Improved Critical: Fauchard)
Level16EK: Spell Critical (get +4 Brilliant Energy enchant)

This is an extremely survivable character because of the crazy debuffing potential. Blind/Nauseate from Dirty Tricks is redorkulous because "Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn." and Blinded: "The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks." With a Brilliant Energy Weapon + no dex, the only time you'll miss is on a natural 1.

Also, you can put a -4 to Hit/Saves from Shaken/Sicken and -6 Neg Lvls from lvl6 spell slot Max/Emp Enervation for a total -10 to Hit and Save. Forcing the enemy to take a -10 to your saves makes your offensive spellcasting go right through the roof and makes you a powerhouse caster in the late game.

At level 7, you can start doing Shaken/Sicken (-4 hit/save), and you can start casting Enervation (-1d4 hit/save) at level 9.

At level 11, you get access to Beast Shape III, so you can turn yourself into a Huge Animal with +6 Str plus an additional +4 from Bull's Strength (or belt, if you can afford it). So while Huge size, you'd have 24 Strength, and your 2d4 dmg Fauchard becomes 3d6 dmg with 20 ft Reach. You also pick up Dirty Tricks Master and Quick Dirty Trick at this level, so you could be Blinding/Nauseating with 20ft reach in lieu of one of your attacks per round.


All, Thanks for the help. Lot of good stuff here.

@ avr - nice build and thanks for showing me the dilettante feat.

@ Melkiador - brilliant. Nuff said.

@ Drask - another feat I have never heard of ... two feats to gain a spell casting level ... yes please.

@ Ryze - I never would have thought about dirty tricks. It looks like your build can really stack on some good debuffs with it.

Thanks again every one. I have some direction now.

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