From 141dcfea7150ec5c1433302f2abfc58c39ce9b40 Mon Sep 17 00:00:00 2001 From: Bill Niblock Date: Sun, 27 Sep 2020 20:11:26 -0400 Subject: [PATCH] New Post: Building the Eldritch Knight --- .../2020-09-27-pathfinder-eldritch-knight.md | 312 ++++++++++++++++++ 1 file changed, 312 insertions(+) create mode 100644 _posts/2020-09-27-pathfinder-eldritch-knight.md diff --git a/_posts/2020-09-27-pathfinder-eldritch-knight.md b/_posts/2020-09-27-pathfinder-eldritch-knight.md new file mode 100644 index 0000000..f38598b --- /dev/null +++ b/_posts/2020-09-27-pathfinder-eldritch-knight.md @@ -0,0 +1,312 @@ +--- + tabtitle: "Pathfinder: Building My Eldritch Knight" + title: "Pathfinder Characters: Eldritch Knight" + topics: [gaming] + pub: "2020-09-27" + short_desc: "The Eldritch Knight is represents my favorite archetype of a + fantasy character: sword and sorcery. Here's how I build mine." +--- + +# Building My Eldritch Knight + +Pathfinder has been the tabletop game of choice for my longest-running group. +One of my favorite activities is creating characters. I love theory crafting, +pouring through source material, and setting limits. My favorite archetype of +characters are those that take the combat focus of a warrior and supplement it +with magic. The druid, which I [already touched +on](/2020/09/06/pathfinder-druid.html), is a class that +has this built in. This blending of magic and metal is often called a +[Gish](https://en.wiktionary.org/wiki/gish). + +## Concept + +All of my characters come from a concept. This concept is heavily mechanics +focused, and heavily opinionated: I want a "proper" eldricth knight. To me, a +proper eldritch knight doesn't use any gimmicks or tricks to get into the +prestige class sooner, doesn't rely too heavily on especially unique or strange +equipment, and sticks to a limited set of rule books. + +## Build + +For this build, I'll be limiting myself the these rule books: + +- Core Rulebook +- the Ultimate books (Combat, Magic, Intrigue, Wilderness, and Equipment) +- the Advanced books (Player's Guide, Race, and Class) + +Eldritch Knight needs a martial class, and an arcane class. While there are +plenty of options, I wanted to start with the most basic options: + +``` +Fighter 1 / Wizard (Enchantment) 5 / Eldritch Knight X +``` + +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. + +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 **very dangerous!** If +your bonded item is taken from you, or destroyed, you will have a _very +difficult time_ casting spells. + +## Traits + +In our Pathfinder group, we don't _really_ 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. + +If two traits are allowed, solid choices are `Reactionary` for a bonus to +initiative; `Deft Dodger` for an improved reflex save; `Eyes and Ears of the +City` for a bonus on perception and to add it as a class skill; or `Armor +Expert` to reduce all armor check penalties by 1. + +``` +Magical Knack (Wizard) +``` + +## Race + +Human. Elf as a very close second. The bonus for spell penetration, the bonus to +perception and spellcraft skills, and the ability score modifiers are all solid. +But, this build won't need to worry about puncturing spell resistance, and +because we're a melee combatant, we need all the constitution we can get. Human +provides a bonus +1 skill point per level, a bonus feat, and a floating +2 +ability score increase, which we can use for our strength or intelligence. + +## Skills + +None of the three classes in this build provide a significant number of skills; +all three give 2 + INT per level. However, being a wizard, we _do_ have a nice +intelligence score, and as a human we get an additional +1. At a minimum, we'll +probably get 5 skill points per level. There are no skill requirements to get +into eldritch knight, so we can focus on the "important" skills: + +``` +Knowledge (Arcana) +Knowledge (Dungeoneering) +Knowledge (Nature) +Knowledge (Planes) +Knowledge (Religion) +Perception +Sense Motive +Spellcraft +Survival +``` + +I also like to drop a single point in `Climb`, `Swim`, `Ride`, and `Fly`, 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. + +## Feats + +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 `Arcane Armor Training` feats into relevance. There's also the +`Arcane Strike` 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. `Improved Initiative` and `Toughness` make sense. Considering the +possibility of being in combat when buffing, `Combat Casting` makes sense. I'll +probably focus on a specific weapon, so `Weapon Focus` makes sense, and as a +fighter/eldritch knight, those levels will stack for feat requirements. That +means, `Weapon Specialization` is a possibility in the future. + +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. + +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 `Improved Initiative`, `Toughness`, and `Weapon Focus`. 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 +hands will be full. + +``` +Improved Initiative (Level 1) +Toughness (Human bonus feat level 1) +Weapon Focus (Greatsword) (Fighter level 1 bonus combat feat) +Scribe Scroll (Wizard level 1 bonus feat) +Combat Casting (Level 3) +Arcane Strike (Level 5) +Craft Wonderous Items (Wizard level 5 bonus feat; debatable) +Arcane Armor Training (Eldritch Knight bonus combat feat) +Power Attack (Level 7) +``` + +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 +`Craft Wonderous Items` because I like the options it opens up. There are some +good metamagic options I considered though: `Extend Spell` makes sense for +buffing; `Still Spell` makes sense since we're in armor; `Toppling Spell` 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. + +Wizards at first level also get `Scribe Scroll` as a bonus feat. Scrolls are +great for situational spells. + +## Gear + +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 `Climb` or `Swim` check, +and for when I can `Fly`. The 10% arcane spell failure chance is lowered to 0% +by `Arcane Armor Training`, 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. + +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. + +I'm a spell caster, so I picked up a few `Pearls of Power`, a few wands (`Cure +Light Wounds`, `Protection from Evil`, and `Expeditious Retreat`), and a bunch +of potions of `Lead Blades`. The reason for the potions and not scrolls or a +wand is to avoid `Use Magic Device` checks. + +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 `Handy Haversack`. + +Beyond all this, I went with the remainder of the "Big 6": a `Cloak of +Resistance`, a `Ring of Protection`, a `Headband of Intellect`, and a `Belt of +Strength`. + +With any left over funds, investing in additional spells known, scrolls, copies +of your spellbook, and cheaper wonderous items is always nice. + +## Spells + +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 `False Life`), 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 +be without. + +``` +Level 1 +- Comprehend Languages (also a great scroll) +- Enlarge Person +- 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 +``` + +At character level 9, we get access to 4th level wizard spells. Some spells on +my wishlist include great crowd-control like `Acid Pit` and `Black Tentacles`; +self-buffs like `Stoneskin` and `Greater Invisibility`; and utility like +`Dimension Door`, `Stone Shape`, and even `Wall of Fire` or `Wall of Ice`, +despite them being from an opposed school. + +Also, as a wizard I got `Scribe Scroll` at first level. Many spells in my +spellbook are almost only there so I can make scrolls of them. Examples include +`Identify`, the various ability enhancements (`Cats Grace`, etc..), and so on. + +## Gameplay + +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 _incredibly powerful_. 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. + +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. + +When engaging in combat, I always try to make sure I have the following +self-buffs up, or ready to be up: + +- `Protection from Alignment` +- `Shield` +- `Resist Energy` +- `Mirror Image` +- `Ablative Barrier` + +For damage, there's a ranger spell called `Lead Blades` which is so good it +should almost be considered essential. `Versatile Weapon` can help with damage +resistance which is overcome with special materials. + +As for party buffs, few options beat `Haste`. + +For crowd-control, I'll tend towards a `Glitterdust`, `Pyrotechnics`, or `Sleet +Storm`. + +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 `Arcane Armor +Training`, buff yourself, move in. Do that again, maybe moving in for a flank. +Third round, swift action for `Arcane Strike`, and unload with a `Power Attack` +greatsword swing! If you've got `Lead Blades` up, that's 3d6 + 6 (`Power +Attack`) + 2 (`Arcane Strike`) + 1.5x strength bonus. Not bad! Unfortunately, +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 `Arcane Strike` with for 1d8 + strength bonus + 2 (`Arcane Strike`), +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. `Scribe +Scroll` allows you to have certain spells available at all times. `Craft +Wonderous Items` can allow you to create plenty of gizmos and gadgets that give +you once-per-day options. Crafting is powerful; use it! + +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. + +### Sources + +|----| +|[Pathfinder SRD](https://www.d20pfsrd.com/)| +|[The Muscle Wizard Guide](https://docs.google.com/document/d/10x042PGSyqX4JqHbYFf7vDsK1NCnhBT2ck8i1eG6kpc/edit)|