<p>Wizards have the option of taking a school, and it makes a lot of sense for
a melee combatant to focus on buffing itself. Thus, I went for a Transmutation
school, and specifically for the Enchantment school. For opposed schools, I
opted for Evocation and Necromancy. I lose out on some nice spells, certainly,
but considering our focus, we wouldn’t be using many blasting spells. Not to
mention, our spell penetration will be relatively weak by comparison to more
spell-focused builds. Obviously, open to alternatives, but I would advise
against choosing Illusion, since it has some of the better non-transmutation
buffs in the game.</p>
<p>Wizards also have to choose an arcane bond, which is either a familiar or an
item. Familiars are incredibly useful, but for this build I really liked the
idea of having my arcane bond be my weapon. This can be <strong>very dangerous!</strong> If
your bonded item is taken from you, or destroyed, you will have a <em>very
difficult time</em> casting spells.</p>
<h2id="traits">Traits</h2>
<p>In our Pathfinder group, we don’t <em>really</em> use traits, but I use traits.
Specifically, I always use 1 trait when it is applicable, because I believe
without this trait, any Gish build that relies on multiple classes is severely
penalized: Magical Knack. This trait will allow me to up my caster level for
Wizard by up to +2, up to my maximum hit dice. This doesn’t give me more spells
per day, but it does affect spell details such as duration, or saving throw DC,
that rely on caster level. Conveniently, for this build, we have exactly two
levels that do not give a bonus to wizard caster level: the 1 level of fighter
we take, and the first level of eldritch knight.</p>
<p>If two traits are allowed, solid choices are <codeclass="language-plaintext highlighter-rouge">Reactionary</code> for a bonus to
initiative; <codeclass="language-plaintext highlighter-rouge">Deft Dodger</code> for an improved reflex save; <codeclass="language-plaintext highlighter-rouge">Eyes and Ears of the
City</code> for a bonus on perception and to add it as a class skill; or <codeclass="language-plaintext highlighter-rouge">Armor
Expert</code> to reduce all armor check penalties by 1.</p>
<p>I also like to drop a single point in <codeclass="language-plaintext highlighter-rouge">Climb</code>, <codeclass="language-plaintext highlighter-rouge">Swim</code>, <codeclass="language-plaintext highlighter-rouge">Ride</code>, and <codeclass="language-plaintext highlighter-rouge">Fly</code>, if I
can afford to. Getting the trained bonus, combined with our generally good
strength and dexterity, means we can accomplish the basics. As a wizard, we can
further supplement these with spells. Unfortunately, we do not get perception as
a class skill, and so using a trait for that would make sense.</p>
<h2id="feats">Feats</h2>
<p>It is very easy to get lost in feats. Like most aspects of Pathfinder, there are
an excess of options. To narrow down my focus, I tried to consider what the
character’s options were: warrior focused on melee combat; wizard focused on
buffing and crowd control. Being in melee means I’ll be wearing armor, and that
brings the <codeclass="language-plaintext highlighter-rouge">Arcane Armor Training</code> feats into relevance. There’s also the
<codeclass="language-plaintext highlighter-rouge">Arcane Strike</code> feat, which is perfect for arcane gish builds. Initiative is the
king of combat, and as a wizard I’ll want to try going first as often as
possible. I also don’t have the most hit points, due to those 5 levels of
wizard. <codeclass="language-plaintext highlighter-rouge">Improved Initiative</code> and <codeclass="language-plaintext highlighter-rouge">Toughness</code> make sense. Considering the
possibility of being in combat when buffing, <codeclass="language-plaintext highlighter-rouge">Combat Casting</code> makes sense. I’ll
probably focus on a specific weapon, so <codeclass="language-plaintext highlighter-rouge">Weapon Focus</code> makes sense, and as a
fighter/eldritch knight, those levels will stack for feat requirements. That
means, <codeclass="language-plaintext highlighter-rouge">Weapon Specialization</code> is a possibility in the future.</p>
<p>While I’m sure there are some crazy feats in other books, all these feats come
from the Core Rulebook. That excites me for some reason. Thus far, the only
non-core rulebook thing we’ve done is traits, and for this build we can live
without those if absolutely necessary. Again, this limit isn’t necessary, but it
was something I wanted to adhere to for this build.</p>
<p>The number of feats laid out above is very quickly growing. Conveniently, I’m
entering the game with 3: one for level 1, a bonus for human, and a bonus for
fighter. That’s <codeclass="language-plaintext highlighter-rouge">Improved Initiative</code>, <codeclass="language-plaintext highlighter-rouge">Toughness</code>, and <codeclass="language-plaintext highlighter-rouge">Weapon Focus</code>. Any
two-handed weapon will do, though I’m partial to the good ol’ greatsword. Using
a sword-and-board will severely restrict my casting abilities, because both
Arcane Armor Training (Eldritch Knight bonus combat feat)
Power Attack (Level 7)
</code></pre></div></div>
<p>The wizard gets a bonus feat at level 5, which is limited to an arcane crafting
feat, a metamagic feat, Spell Mastery, or an arcane discovery. I opted for
<codeclass="language-plaintext highlighter-rouge">Craft Wonderous Items</code> because I like the options it opens up. There are some
good metamagic options I considered though: <codeclass="language-plaintext highlighter-rouge">Extend Spell</code> makes sense for
buffing; <codeclass="language-plaintext highlighter-rouge">Still Spell</code> makes sense since we’re in armor; <codeclass="language-plaintext highlighter-rouge">Toppling Spell</code> can
give Magic Missile and other force damage spells some crowd-control. Since
evocation is one of my opposed schools, though, it wouldn’t work for me.</p>
<p>Wizards at first level also get <codeclass="language-plaintext highlighter-rouge">Scribe Scroll</code> as a bonus feat. Scrolls are
great for situational spells.</p>
<h2id="gear">Gear</h2>
<p>There’s only one piece of gear that is unusual here, and it’s the armor. Kikko
armor is from Ultimate Equipment, and specifically is a type of eastern setting
armor. It provides a +5 armor bonus, allows for a dexterity bonus of +4, incurs
a -3 armor check penalty, and has 20% arcane spell failure. However, it is
primarily made of metal, and thus can be made from mithral. A mithral suit of
kikko armor provides +5 armor bonus, allows for a dexterity bonus of 6, incurs
no armor check penalty, and has a 10% arcane spell failure. Those numbers are
fantastic. No armor check penalty is great for the odd <codeclass="language-plaintext highlighter-rouge">Climb</code> or <codeclass="language-plaintext highlighter-rouge">Swim</code> check,
and for when I can <codeclass="language-plaintext highlighter-rouge">Fly</code>. The 10% arcane spell failure chance is lowered to 0%
by <codeclass="language-plaintext highlighter-rouge">Arcane Armor Training</code>, allowing me to safely cast in armor when I so
choose. If limited to the core rule book, the next best bet will be either a
breastplate, or hide armor.</p>
<p>As for the weapon, I went with a greatsword. You could go with a falchion, and
“crit-fish,” but I’d rather have the raw damage. Numbered enchantment bonuses
are good, but there is one specific enchantment I would highly suggest: called.
A called weapon can be teleported to the wielder’s hand as a swift action.
Considering our greatsword is our arcane focus, we’ll want that in our
possession at all times, and this greatly increases the chances of that. Keen
wouldn’t be too bad; increasing the critical threat range to 17-20. Spell
storing obviously makes a lot of sense, too.</p>
<p>I’m a spell caster, so I picked up a few <codeclass="language-plaintext highlighter-rouge">Pearls of Power</code>, a few wands (<codeclass="language-plaintext highlighter-rouge">Cure
Light Wounds</code>, <codeclass="language-plaintext highlighter-rouge">Protection from Evil</code>, and <codeclass="language-plaintext highlighter-rouge">Expeditious Retreat</code>), and a bunch
of potions of <codeclass="language-plaintext highlighter-rouge">Lead Blades</code>. The reason for the potions and not scrolls or a
wand is to avoid <codeclass="language-plaintext highlighter-rouge">Use Magic Device</code> checks.</p>
<p>I have a collection of mundane items, including things like a bedroll, rope,
sewing needles, chalk, and a handful of alchemical items, that I like to carry
in a <codeclass="language-plaintext highlighter-rouge">Handy Haversack</code>.</p>
<p>Beyond all this, I went with the remainder of the “Big 6”: a <codeclass="language-plaintext highlighter-rouge">Cloak of
Resistance</code>, a <codeclass="language-plaintext highlighter-rouge">Ring of Protection</code>, a <codeclass="language-plaintext highlighter-rouge">Headband of Intellect</code>, and a <codeclass="language-plaintext highlighter-rouge">Belt of
Strength</code>.</p>
<p>With any left over funds, investing in additional spells known, scrolls, copies
of your spellbook, and cheaper wonderous items is always nice.</p>
<h2id="spells">Spells</h2>
<p>I’m a wizard (Harry), with the most versatile spell list in the game, and a book
(or books) that can get them all! Aside from the opposed school (but even then,
there are some worth getting, such as <codeclass="language-plaintext highlighter-rouge">False Life</code>), I went for every spell that
I even remotely thought I would use. On my sheet, that’s 62 spells across levels
1 to 3. I won’t mark them all here, but there are some which I wouldn’t want to
- Magic Missile (despite being opposed, a solid fall-back)
- Mount
- Protection from Alignment (generally, evil and chaos make the most sense)
- Shield
- Vanish
Level 2
- False Life
- Glitterdust
- Invisibility
- Mirror Image
- Resist Energy
- Rope Trick
Level 3
- Ablative Barrier
- Fly
- Haste
- Phantom Steed
- Sleet Storm
- Versatile Weapon
</code></pre></div></div>
<p>At character level 9, we get access to 4th level wizard spells. Some spells on
my wishlist include great crowd-control like <codeclass="language-plaintext highlighter-rouge">Acid Pit</code> and <codeclass="language-plaintext highlighter-rouge">Black Tentacles</code>;
self-buffs like <codeclass="language-plaintext highlighter-rouge">Stoneskin</code> and <codeclass="language-plaintext highlighter-rouge">Greater Invisibility</code>; and utility like
<codeclass="language-plaintext highlighter-rouge">Dimension Door</code>, <codeclass="language-plaintext highlighter-rouge">Stone Shape</code>, and even <codeclass="language-plaintext highlighter-rouge">Wall of Fire</code> or <codeclass="language-plaintext highlighter-rouge">Wall of Ice</code>,
despite them being from an opposed school.</p>
<p>Also, as a wizard I got <codeclass="language-plaintext highlighter-rouge">Scribe Scroll</code> at first level. Many spells in my
spellbook are almost only there so I can make scrolls of them. Examples include
<codeclass="language-plaintext highlighter-rouge">Identify</code>, the various ability enhancements (<codeclass="language-plaintext highlighter-rouge">Cats Grace</code>, etc..), and so on.</p>
<h2id="gameplay">Gameplay</h2>
<p>I’ve actually played this build 3 times. The first time, as the human shown
here. The second time, as this build but with the zombie lord template added.
And a third time, but with the skeleton champion template added. Needless to
say, those templates make this build <em>incredibly powerful</em>. However, I made some
poor play decisions, thinking I was a bit more resistant that I actually was,
and so all of these characters died rather unfortunate and avoidable deaths.</p>
<p>What I’ve learned through all three characters is to be patient! This build is
very capable, with many options. It can wade into combat and deal some
significant damage, even before buffs. Out of combat, it has the flexibility
that a well-filled spell book can provide, and a good coverage of knowledge
skills.</p>
<p>When engaging in combat, I always try to make sure I have the following
self-buffs up, or ready to be up:</p>
<ul>
<li><codeclass="language-plaintext highlighter-rouge">Protection from Alignment</code></li>
<p>For damage, there’s a ranger spell called <codeclass="language-plaintext highlighter-rouge">Lead Blades</code> which is so good it
should almost be considered essential. <codeclass="language-plaintext highlighter-rouge">Versatile Weapon</code> can help with damage
resistance which is overcome with special materials.</p>
<p>As for party buffs, few options beat <codeclass="language-plaintext highlighter-rouge">Haste</code>.</p>
<p>For crowd-control, I’ll tend towards a <codeclass="language-plaintext highlighter-rouge">Glitterdust</code>, <codeclass="language-plaintext highlighter-rouge">Pyrotechnics</code>, or <codeclass="language-plaintext highlighter-rouge">Sleet
Storm</code>.</p>
<p>In combat, get buffed to a point you feel capable. This may take 2 or 3 rounds.
That’s OK! You’re the second line. Use your swift action for <codeclass="language-plaintext highlighter-rouge">Arcane Armor
Training</code>, buff yourself, move in. Do that again, maybe moving in for a flank.
Third round, swift action for <codeclass="language-plaintext highlighter-rouge">Arcane Strike</code>, and unload with a <codeclass="language-plaintext highlighter-rouge">Power Attack</code>
Eldritch Knights lag behind for base-attack bonus, so at level 8 (which is the
level for all my builds) it’s only 1 attack a round. At level 9, you get two
attacks a round. You can also fall back on a composite longbow, which you can
also use <codeclass="language-plaintext highlighter-rouge">Arcane Strike</code> with for 1d8 + strength bonus + 2 (<codeclass="language-plaintext highlighter-rouge">Arcane Strike</code>),
which isn’t as impressive as that big sword, but can still contribute. And, if
weapons won’t due, you’re a wizard! Keep your prepared spells flexible. <codeclass="language-plaintext highlighter-rouge">Scribe
Scroll</code> allows you to have certain spells available at all times. <codeclass="language-plaintext highlighter-rouge">Craft
Wonderous Items</code> can allow you to create plenty of gizmos and gadgets that give
you once-per-day options. Crafting is powerful; use it!</p>
<p>I’ve always had fun with this build. I have, no joke, lost sleep just figuring
out cool spells to add to the spell book, worthwhile scrolls, and just imagining
scenarios. Despite the apparent short-comings, the Eldritch Knight can
definitely hold it’s own, though it does require a ramp-up time.</p>