New Post: Building the Eldritch Knight
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tabtitle: "Pathfinder: Building My Eldritch Knight"
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title: "Pathfinder Characters: Eldritch Knight"
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topics: [gaming]
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pub: "2020-09-27"
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short_desc: "The Eldritch Knight is represents my favorite archetype of a
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fantasy character: sword and sorcery. Here's how I build mine."
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---
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# Building My Eldritch Knight
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Pathfinder has been the tabletop game of choice for my longest-running group.
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One of my favorite activities is creating characters. I love theory crafting,
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pouring through source material, and setting limits. My favorite archetype of
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characters are those that take the combat focus of a warrior and supplement it
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with magic. The druid, which I [already touched
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on](/2020/09/06/pathfinder-druid.html), is a class that
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has this built in. This blending of magic and metal is often called a
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[Gish](https://en.wiktionary.org/wiki/gish).
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## Concept
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All of my characters come from a concept. This concept is heavily mechanics
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focused, and heavily opinionated: I want a "proper" eldricth knight. To me, a
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proper eldritch knight doesn't use any gimmicks or tricks to get into the
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prestige class sooner, doesn't rely too heavily on especially unique or strange
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equipment, and sticks to a limited set of rule books.
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## Build
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For this build, I'll be limiting myself the these rule books:
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- Core Rulebook
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- the Ultimate books (Combat, Magic, Intrigue, Wilderness, and Equipment)
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- the Advanced books (Player's Guide, Race, and Class)
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Eldritch Knight needs a martial class, and an arcane class. While there are
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plenty of options, I wanted to start with the most basic options:
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```
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Fighter 1 / Wizard (Enchantment) 5 / Eldritch Knight X
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```
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Wizards have the option of taking a school, and it makes a lot of sense for
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a melee combatant to focus on buffing itself. Thus, I went for a Transmutation
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school, and specifically for the Enchantment school. For opposed schools, I
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opted for Evocation and Necromancy. I lose out on some nice spells, certainly,
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but considering our focus, we wouldn't be using many blasting spells. Not to
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mention, our spell penetration will be relatively weak by comparison to more
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spell-focused builds. Obviously, open to alternatives, but I would advise
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against choosing Illusion, since it has some of the better non-transmutation
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buffs in the game.
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Wizards also have to choose an arcane bond, which is either a familiar or an
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item. Familiars are incredibly useful, but for this build I really liked the
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idea of having my arcane bond be my weapon. This can be **very dangerous!** If
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your bonded item is taken from you, or destroyed, you will have a _very
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difficult time_ casting spells.
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## Traits
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In our Pathfinder group, we don't _really_ use traits, but I use traits.
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Specifically, I always use 1 trait when it is applicable, because I believe
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without this trait, any Gish build that relies on multiple classes is severely
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penalized: Magical Knack. This trait will allow me to up my caster level for
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Wizard by up to +2, up to my maximum hit dice. This doesn't give me more spells
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per day, but it does affect spell details such as duration, or saving throw DC,
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that rely on caster level. Conveniently, for this build, we have exactly two
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levels that do not give a bonus to wizard caster level: the 1 level of fighter
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we take, and the first level of eldritch knight.
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If two traits are allowed, solid choices are `Reactionary` for a bonus to
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initiative; `Deft Dodger` for an improved reflex save; `Eyes and Ears of the
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City` for a bonus on perception and to add it as a class skill; or `Armor
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Expert` to reduce all armor check penalties by 1.
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```
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Magical Knack (Wizard)
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```
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## Race
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Human. Elf as a very close second. The bonus for spell penetration, the bonus to
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perception and spellcraft skills, and the ability score modifiers are all solid.
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But, this build won't need to worry about puncturing spell resistance, and
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because we're a melee combatant, we need all the constitution we can get. Human
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provides a bonus +1 skill point per level, a bonus feat, and a floating +2
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ability score increase, which we can use for our strength or intelligence.
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## Skills
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None of the three classes in this build provide a significant number of skills;
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all three give 2 + INT per level. However, being a wizard, we _do_ have a nice
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intelligence score, and as a human we get an additional +1. At a minimum, we'll
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probably get 5 skill points per level. There are no skill requirements to get
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into eldritch knight, so we can focus on the "important" skills:
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```
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Knowledge (Arcana)
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Knowledge (Dungeoneering)
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Knowledge (Nature)
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Knowledge (Planes)
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Knowledge (Religion)
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Perception
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Sense Motive
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Spellcraft
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Survival
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```
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I also like to drop a single point in `Climb`, `Swim`, `Ride`, and `Fly`, if I
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can afford to. Getting the trained bonus, combined with our generally good
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strength and dexterity, means we can accomplish the basics. As a wizard, we can
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further supplement these with spells. Unfortunately, we do not get perception as
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a class skill, and so using a trait for that would make sense.
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## Feats
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It is very easy to get lost in feats. Like most aspects of Pathfinder, there are
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an excess of options. To narrow down my focus, I tried to consider what the
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character's options were: warrior focused on melee combat; wizard focused on
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buffing and crowd control. Being in melee means I'll be wearing armor, and that
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brings the `Arcane Armor Training` feats into relevance. There's also the
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`Arcane Strike` feat, which is perfect for arcane gish builds. Initiative is the
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king of combat, and as a wizard I'll want to try going first as often as
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possible. I also don't have the most hit points, due to those 5 levels of
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wizard. `Improved Initiative` and `Toughness` make sense. Considering the
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possibility of being in combat when buffing, `Combat Casting` makes sense. I'll
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probably focus on a specific weapon, so `Weapon Focus` makes sense, and as a
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fighter/eldritch knight, those levels will stack for feat requirements. That
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means, `Weapon Specialization` is a possibility in the future.
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While I'm sure there are some crazy feats in other books, all these feats come
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from the Core Rulebook. That excites me for some reason. Thus far, the only
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non-core rulebook thing we've done is traits, and for this build we can live
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without those if absolutely necessary. Again, this limit isn't necessary, but it
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was something I wanted to adhere to for this build.
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The number of feats laid out above is very quickly growing. Conveniently, I'm
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entering the game with 3: one for level 1, a bonus for human, and a bonus for
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fighter. That's `Improved Initiative`, `Toughness`, and `Weapon Focus`. Any
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two-handed weapon will do, though I'm partial to the good ol' greatsword. Using
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a sword-and-board will severely restrict my casting abilities, because both
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hands will be full.
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```
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Improved Initiative (Level 1)
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Toughness (Human bonus feat level 1)
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Weapon Focus (Greatsword) (Fighter level 1 bonus combat feat)
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Scribe Scroll (Wizard level 1 bonus feat)
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Combat Casting (Level 3)
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Arcane Strike (Level 5)
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Craft Wonderous Items (Wizard level 5 bonus feat; debatable)
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Arcane Armor Training (Eldritch Knight bonus combat feat)
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Power Attack (Level 7)
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```
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The wizard gets a bonus feat at level 5, which is limited to an arcane crafting
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feat, a metamagic feat, Spell Mastery, or an arcane discovery. I opted for
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`Craft Wonderous Items` because I like the options it opens up. There are some
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good metamagic options I considered though: `Extend Spell` makes sense for
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buffing; `Still Spell` makes sense since we're in armor; `Toppling Spell` can
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give Magic Missile and other force damage spells some crowd-control. Since
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evocation is one of my opposed schools, though, it wouldn't work for me.
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Wizards at first level also get `Scribe Scroll` as a bonus feat. Scrolls are
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great for situational spells.
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## Gear
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There's only one piece of gear that is unusual here, and it's the armor. Kikko
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armor is from Ultimate Equipment, and specifically is a type of eastern setting
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armor. It provides a +5 armor bonus, allows for a dexterity bonus of +4, incurs
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a -3 armor check penalty, and has 20% arcane spell failure. However, it is
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primarily made of metal, and thus can be made from mithral. A mithral suit of
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kikko armor provides +5 armor bonus, allows for a dexterity bonus of 6, incurs
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no armor check penalty, and has a 10% arcane spell failure. Those numbers are
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fantastic. No armor check penalty is great for the odd `Climb` or `Swim` check,
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and for when I can `Fly`. The 10% arcane spell failure chance is lowered to 0%
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by `Arcane Armor Training`, allowing me to safely cast in armor when I so
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choose. If limited to the core rule book, the next best bet will be either a
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breastplate, or hide armor.
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As for the weapon, I went with a greatsword. You could go with a falchion, and
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"crit-fish," but I'd rather have the raw damage. Numbered enchantment bonuses
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are good, but there is one specific enchantment I would highly suggest: called.
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A called weapon can be teleported to the wielder's hand as a swift action.
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Considering our greatsword is our arcane focus, we'll want that in our
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possession at all times, and this greatly increases the chances of that. Keen
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wouldn't be too bad; increasing the critical threat range to 17-20. Spell
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storing obviously makes a lot of sense, too.
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I'm a spell caster, so I picked up a few `Pearls of Power`, a few wands (`Cure
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Light Wounds`, `Protection from Evil`, and `Expeditious Retreat`), and a bunch
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of potions of `Lead Blades`. The reason for the potions and not scrolls or a
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wand is to avoid `Use Magic Device` checks.
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I have a collection of mundane items, including things like a bedroll, rope,
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sewing needles, chalk, and a handful of alchemical items, that I like to carry
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in a `Handy Haversack`.
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Beyond all this, I went with the remainder of the "Big 6": a `Cloak of
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Resistance`, a `Ring of Protection`, a `Headband of Intellect`, and a `Belt of
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Strength`.
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With any left over funds, investing in additional spells known, scrolls, copies
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of your spellbook, and cheaper wonderous items is always nice.
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## Spells
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I'm a wizard (Harry), with the most versatile spell list in the game, and a book
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(or books) that can get them all! Aside from the opposed school (but even then,
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there are some worth getting, such as `False Life`), I went for every spell that
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I even remotely thought I would use. On my sheet, that's 62 spells across levels
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1 to 3. I won't mark them all here, but there are some which I wouldn't want to
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be without.
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```
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Level 1
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- Comprehend Languages (also a great scroll)
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- Enlarge Person
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- Magic Missile (despite being opposed, a solid fall-back)
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- Mount
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- Protection from Alignment (generally, evil and chaos make the most sense)
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- Shield
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- Vanish
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Level 2
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- False Life
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- Glitterdust
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- Invisibility
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- Mirror Image
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- Resist Energy
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- Rope Trick
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Level 3
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- Ablative Barrier
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- Fly
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- Haste
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- Phantom Steed
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- Sleet Storm
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- Versatile Weapon
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```
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At character level 9, we get access to 4th level wizard spells. Some spells on
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my wishlist include great crowd-control like `Acid Pit` and `Black Tentacles`;
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self-buffs like `Stoneskin` and `Greater Invisibility`; and utility like
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`Dimension Door`, `Stone Shape`, and even `Wall of Fire` or `Wall of Ice`,
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despite them being from an opposed school.
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Also, as a wizard I got `Scribe Scroll` at first level. Many spells in my
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spellbook are almost only there so I can make scrolls of them. Examples include
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`Identify`, the various ability enhancements (`Cats Grace`, etc..), and so on.
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## Gameplay
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I've actually played this build 3 times. The first time, as the human shown
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here. The second time, as this build but with the zombie lord template added.
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And a third time, but with the skeleton champion template added. Needless to
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say, those templates make this build _incredibly powerful_. However, I made some
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poor play decisions, thinking I was a bit more resistant that I actually was,
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and so all of these characters died rather unfortunate and avoidable deaths.
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What I've learned through all three characters is to be patient! This build is
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very capable, with many options. It can wade into combat and deal some
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significant damage, even before buffs. Out of combat, it has the flexibility
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that a well-filled spell book can provide, and a good coverage of knowledge
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skills.
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When engaging in combat, I always try to make sure I have the following
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self-buffs up, or ready to be up:
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- `Protection from Alignment`
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- `Shield`
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- `Resist Energy`
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- `Mirror Image`
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- `Ablative Barrier`
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For damage, there's a ranger spell called `Lead Blades` which is so good it
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should almost be considered essential. `Versatile Weapon` can help with damage
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resistance which is overcome with special materials.
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As for party buffs, few options beat `Haste`.
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For crowd-control, I'll tend towards a `Glitterdust`, `Pyrotechnics`, or `Sleet
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Storm`.
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In combat, get buffed to a point you feel capable. This may take 2 or 3 rounds.
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That's OK! You're the second line. Use your swift action for `Arcane Armor
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Training`, buff yourself, move in. Do that again, maybe moving in for a flank.
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Third round, swift action for `Arcane Strike`, and unload with a `Power Attack`
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greatsword swing! If you've got `Lead Blades` up, that's 3d6 + 6 (`Power
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Attack`) + 2 (`Arcane Strike`) + 1.5x strength bonus. Not bad! Unfortunately,
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Eldritch Knights lag behind for base-attack bonus, so at level 8 (which is the
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level for all my builds) it's only 1 attack a round. At level 9, you get two
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attacks a round. You can also fall back on a composite longbow, which you can
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also use `Arcane Strike` with for 1d8 + strength bonus + 2 (`Arcane Strike`),
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which isn't as impressive as that big sword, but can still contribute. And, if
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weapons won't due, you're a wizard! Keep your prepared spells flexible. `Scribe
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Scroll` allows you to have certain spells available at all times. `Craft
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Wonderous Items` can allow you to create plenty of gizmos and gadgets that give
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you once-per-day options. Crafting is powerful; use it!
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I've always had fun with this build. I have, no joke, lost sleep just figuring
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out cool spells to add to the spell book, worthwhile scrolls, and just imagining
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scenarios. Despite the apparent short-comings, the Eldritch Knight can
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definitely hold it's own, though it does require a ramp-up time.
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### Sources
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|----|
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|[Pathfinder SRD](https://www.d20pfsrd.com/)|
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|[The Muscle Wizard Guide](https://docs.google.com/document/d/10x042PGSyqX4JqHbYFf7vDsK1NCnhBT2ck8i1eG6kpc/edit)|
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