Eldritch Knight NPC for S&S


Advice


After a short break (there was no opportunity to play) and some re-compilation of player classes (2x of them were killed by Plugg), I decided to start optimizing my player classes.

The team of players consists of Infiltator investigator, Oath against Chaos Paladin, Barbarian and Cavalier. They were often low on HP and were almost killed by the disease, so they decided to take a paladin

I myself have never had the experience of playing as a wizard or other full caster and I want to get this experience and complement the composition of my players

We are starting Plunder and Peril, so this NPC will be one of the officers on the ship

He will be the fourth level. I am thinking about a build through 1 Inspired blade swascbucler / 3 Blade adept arcanist with transmutation spells, evocation spells and Abjuration spells, like a kind of battle mage. The arcanist has a lower spell progression than the wizard, but I love the idea of ​​having magic weapons with the Eldritch Blade exploit

Str 10
Dex 14
Con 13 ( 14 jn 4th)
Int 18
Wis 10
Cha 12

Toughness and Fencing Grace on 1st level and Arcanist extra exploit (Eldritch Blade or Spellblade) on 3rd

Until the first levels of Eldritch knight, I think it is worth using evocation spells, since it is dangerous to go into melee at such levels and he will focus more on spells

What spells and feats i should take later( except Improved critical rapier, its foe EK Capstone)?

Grand Lodge

Is this a GM-pc?
Be carefull with that - you could end up roleplaying with your self.
If your group lacks some Arcane/divine spells it is better to let them hire a henchman or perhaps let them take leadership.
And if the encounters are too tough, just make them easier instead of optimise all the players.


*Khan* wrote:

Is this a GM-pc?

Be carefull with that - you could end up roleplaying with your self.
If your group lacks some Arcane/divine spells it is better to let them hire a henchman or perhaps let them take leadership.
And if the encounters are too tough, just make them easier instead of optimise all the players.

You are right about optimization. After that crash with the ghoul disease, I decided to remove all sources of stat damage (especially in the final battle in Plunder and Peril)

This NPC can then be done simply as a mercenary, just like the characters. I just want to figure out how to optimize it correctly

Grand Lodge

I think that a magus will be more functional at level 4 if the vibe you want i swashbuckler spellslinger.
Your main problem with the above build id to hit: BAB +2 Dex +2.
Weapon focus would be better than Fencing grace at this point.


*Khan* wrote:

I think that a magus will be more functional at level 4 if the vibe you want i swashbuckler spellslinger.

Your main problem with the above build id to hit: BAB +2 Dex +2.
Weapon focus would be better than Fencing grace at this point.

Magus really would be better suited for the initial levels, but the magus is exactly what a battle mage, using both combat skills (as a warrior) and spells with arcanas (as casters). The team already has sources of damage in the person of the barbarian and the cavalier (the paladin is a tank, but he can take advantage of the Smite the chaos). So I think about who is more focused on magic than combat (melee as an alternative in extreme cases or normal on latter levels). For example, I wanted to add resists to the enemies in the final day and the temple, which could only be pierced by magic, since I dont like that the main damage is only physical


How about arcanist white mage lv3/ hunter feral hunter 1

You will receive arcane magic (arcanist) with spontaneous healing exploit, an a buff from the hunter animal focus on him with unlimited duration an get the druid/ranger spell so more healing spell for the party


Zepheri wrote:

How about arcanist white mage lv3/ hunter feral hunter 1

You will receive arcane magic (arcanist) with spontaneous healing exploit, an a buff from the hunter animal focus on him with unlimited duration an get the druid/ranger spell so more healing spell for the party

Not a bad idea, the White mage needs the spells that EK will provide next, but I think the paladin will be able to handle the heal as well.

I need a caster that casts strong spells and who can fight back in melee if the enemy gets close


the problem of the paladins is their code if the group does not agree with the parameters that the paladin follows then it could stop assisting them or worse leave them

I placed the hunter for being someone who is not subject to such a strict moral code that

Now if you leave the normal hunter without any archetype, you will have a pet that with only 1 hunter level continues to do a lot of damage. More still you use the feat of boon companion It would increase the statistics of this one


Zepheri wrote:

the problem of the paladins is their code if the group does not agree with the parameters that the paladin follows then it could stop assisting them or worse leave them

I placed the hunter for being someone who is not subject to such a strict moral code that

Now if you leave the normal hunter without any archetype, you will have a pet that with only 1 hunter level continues to do a lot of damage. More still you use the feat of boon companion It would increase the statistics of this one

He take oath against chaos and if I understand this code correctly, then it does carry the law, not necessarily aggressively. For this, he came to the Shackles. And as far as I remember, in the original code, he can unite with the evil (in this case, the chaotic) in order to soon show them the power of the law. and if all this does not work like that, we have had the houserule of "reasonable paladin" for a long time


Anyway, can we go back to EK and not discussing about healing in the team of players?


knight of the order of the dragon, would help players keep them alive as he will seek to protect them

Arcanist or exploiter wizard, it would be my options for the Arcana part, since having dimensional slide allows you to pass through enemy lines without worrying about attacks of opportunity and It only consumes 5ft of your movement rate leaving you with 25ft - 15ft depending on whether or not you have movement reduction; still to use.

Another exploit would be arcane weapon which would help to always have an enchanted weapon at hand.

Energy shield will help against elemental damage

potent magic It would increase the level or DC of the spells by two times instead of 1

Spell tinkerer My favorite exploit as it helps make the positive or negative effects last Duration is increased or decreased by 50%

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Eldritch Knight NPC for S&S All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice