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<h1 id="building-my-eldritch-knight">Building My Eldritch Knight</h1>
<p>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 <a href="/2020/09/06/pathfinder-druid.html">already touched
on</a>, is a class that
has this built in. This blending of magic and metal is often called a
<a href="https://en.wiktionary.org/wiki/gish">Gish</a>.</p>
<h2 id="concept">Concept</h2>
<p>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 doesnt use any gimmicks or tricks to get into the
prestige class sooner, doesnt rely too heavily on especially unique or strange
equipment, and sticks to a limited set of rule books.</p>
<h2 id="build">Build</h2>
<p>For this build, Ill be limiting myself the these rule books:</p>
<ul>
<li>Core Rulebook</li>
<li>the Ultimate books (Combat, Magic, Intrigue, Wilderness, and Equipment)</li>
<li>the Advanced books (Players Guide, Race, and Class)</li>
</ul>
<p>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:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Fighter 1 / Wizard (Enchantment) 5 / Eldritch Knight X
</code></pre></div></div>
<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 wouldnt 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>
<h2 id="traits">Traits</h2>
<p>In our Pathfinder group, we dont <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 doesnt 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 <code class="language-plaintext highlighter-rouge">Reactionary</code> for a bonus to
initiative; <code class="language-plaintext highlighter-rouge">Deft Dodger</code> for an improved reflex save; <code class="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 <code class="language-plaintext highlighter-rouge">Armor
Expert</code> to reduce all armor check penalties by 1.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Magical Knack (Wizard)
</code></pre></div></div>
<h2 id="race">Race</h2>
<p>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 wont need to worry about puncturing spell resistance, and
because were 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.</p>
<h2 id="skills">Skills</h2>
<p>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 <em>do</em> have a nice
intelligence score, and as a human we get an additional +1. At a minimum, well
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:</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Nature)
Knowledge (Planes)
Knowledge (Religion)
Perception
Sense Motive
Spellcraft
Survival
</code></pre></div></div>
<p>I also like to drop a single point in <code class="language-plaintext highlighter-rouge">Climb</code>, <code class="language-plaintext highlighter-rouge">Swim</code>, <code class="language-plaintext highlighter-rouge">Ride</code>, and <code class="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>
<h2 id="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
characters options were: warrior focused on melee combat; wizard focused on
buffing and crowd control. Being in melee means Ill be wearing armor, and that
brings the <code class="language-plaintext highlighter-rouge">Arcane Armor Training</code> feats into relevance. Theres also the
<code class="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 Ill want to try going first as often as
possible. I also dont have the most hit points, due to those 5 levels of
wizard. <code class="language-plaintext highlighter-rouge">Improved Initiative</code> and <code class="language-plaintext highlighter-rouge">Toughness</code> make sense. Considering the
possibility of being in combat when buffing, <code class="language-plaintext highlighter-rouge">Combat Casting</code> makes sense. Ill
probably focus on a specific weapon, so <code class="language-plaintext highlighter-rouge">Weapon Focus</code> makes sense, and as a
fighter/eldritch knight, those levels will stack for feat requirements. That
means, <code class="language-plaintext highlighter-rouge">Weapon Specialization</code> is a possibility in the future.</p>
<p>While Im 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 weve done is traits, and for this build we can live
without those if absolutely necessary. Again, this limit isnt 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, Im
entering the game with 3: one for level 1, a bonus for human, and a bonus for
fighter. Thats <code class="language-plaintext highlighter-rouge">Improved Initiative</code>, <code class="language-plaintext highlighter-rouge">Toughness</code>, and <code class="language-plaintext highlighter-rouge">Weapon Focus</code>. Any
two-handed weapon will do, though Im partial to the good ol greatsword. Using
a sword-and-board will severely restrict my casting abilities, because both
hands will be full.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>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)
</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
<code class="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: <code class="language-plaintext highlighter-rouge">Extend Spell</code> makes sense for
buffing; <code class="language-plaintext highlighter-rouge">Still Spell</code> makes sense since were in armor; <code class="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 wouldnt work for me.</p>
<p>Wizards at first level also get <code class="language-plaintext highlighter-rouge">Scribe Scroll</code> as a bonus feat. Scrolls are
great for situational spells.</p>
<h2 id="gear">Gear</h2>
<p>Theres only one piece of gear that is unusual here, and its 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 <code class="language-plaintext highlighter-rouge">Climb</code> or <code class="language-plaintext highlighter-rouge">Swim</code> check,
and for when I can <code class="language-plaintext highlighter-rouge">Fly</code>. The 10% arcane spell failure chance is lowered to 0%
by <code class="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 Id 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 wielders hand as a swift action.
Considering our greatsword is our arcane focus, well want that in our
possession at all times, and this greatly increases the chances of that. Keen
wouldnt be too bad; increasing the critical threat range to 17-20. Spell
storing obviously makes a lot of sense, too.</p>
<p>Im a spell caster, so I picked up a few <code class="language-plaintext highlighter-rouge">Pearls of Power</code>, a few wands (<code class="language-plaintext highlighter-rouge">Cure
Light Wounds</code>, <code class="language-plaintext highlighter-rouge">Protection from Evil</code>, and <code class="language-plaintext highlighter-rouge">Expeditious Retreat</code>), and a bunch
of potions of <code class="language-plaintext highlighter-rouge">Lead Blades</code>. The reason for the potions and not scrolls or a
wand is to avoid <code class="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 <code class="language-plaintext highlighter-rouge">Handy Haversack</code>.</p>
<p>Beyond all this, I went with the remainder of the “Big 6”: a <code class="language-plaintext highlighter-rouge">Cloak of
Resistance</code>, a <code class="language-plaintext highlighter-rouge">Ring of Protection</code>, a <code class="language-plaintext highlighter-rouge">Headband of Intellect</code>, and a <code class="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>
<h2 id="spells">Spells</h2>
<p>Im 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 <code class="language-plaintext highlighter-rouge">False Life</code>), I went for every spell that
I even remotely thought I would use. On my sheet, thats 62 spells across levels
1 to 3. I wont mark them all here, but there are some which I wouldnt want to
be without.</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>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
</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 <code class="language-plaintext highlighter-rouge">Acid Pit</code> and <code class="language-plaintext highlighter-rouge">Black Tentacles</code>;
self-buffs like <code class="language-plaintext highlighter-rouge">Stoneskin</code> and <code class="language-plaintext highlighter-rouge">Greater Invisibility</code>; and utility like
<code class="language-plaintext highlighter-rouge">Dimension Door</code>, <code class="language-plaintext highlighter-rouge">Stone Shape</code>, and even <code class="language-plaintext highlighter-rouge">Wall of Fire</code> or <code class="language-plaintext highlighter-rouge">Wall of Ice</code>,
despite them being from an opposed school.</p>
<p>Also, as a wizard I got <code class="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
<code class="language-plaintext highlighter-rouge">Identify</code>, the various ability enhancements (<code class="language-plaintext highlighter-rouge">Cats Grace</code>, etc..), and so on.</p>
<h2 id="gameplay">Gameplay</h2>
<p>Ive 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 Ive 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><code class="language-plaintext highlighter-rouge">Protection from Alignment</code></li>
<li><code class="language-plaintext highlighter-rouge">Shield</code></li>
<li><code class="language-plaintext highlighter-rouge">Resist Energy</code></li>
<li><code class="language-plaintext highlighter-rouge">Mirror Image</code></li>
<li><code class="language-plaintext highlighter-rouge">Ablative Barrier</code></li>
</ul>
<p>For damage, theres a ranger spell called <code class="language-plaintext highlighter-rouge">Lead Blades</code> which is so good it
should almost be considered essential. <code class="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 <code class="language-plaintext highlighter-rouge">Haste</code>.</p>
<p>For crowd-control, Ill tend towards a <code class="language-plaintext highlighter-rouge">Glitterdust</code>, <code class="language-plaintext highlighter-rouge">Pyrotechnics</code>, or <code class="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.
Thats OK! Youre the second line. Use your swift action for <code class="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 <code class="language-plaintext highlighter-rouge">Arcane Strike</code>, and unload with a <code class="language-plaintext highlighter-rouge">Power Attack</code>
greatsword swing! If youve got <code class="language-plaintext highlighter-rouge">Lead Blades</code> up, thats 3d6 + 6 (<code class="language-plaintext highlighter-rouge">Power
Attack</code>) + 2 (<code class="language-plaintext highlighter-rouge">Arcane Strike</code>) + 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) its 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 <code class="language-plaintext highlighter-rouge">Arcane Strike</code> with for 1d8 + strength bonus + 2 (<code class="language-plaintext highlighter-rouge">Arcane Strike</code>),
which isnt as impressive as that big sword, but can still contribute. And, if
weapons wont due, youre a wizard! Keep your prepared spells flexible. <code class="language-plaintext highlighter-rouge">Scribe
Scroll</code> allows you to have certain spells available at all times. <code class="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>Ive 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 its own, though it does require a ramp-up time.</p>
<h1 id="sources">Sources</h1>
<ul>
<li><a href="https://www.d20pfsrd.com/">Pathfinder SRD</a></li>
<li><a href="https://docs.google.com/document/d/10x042PGSyqX4JqHbYFf7vDsK1NCnhBT2ck8i1eG6kpc/edit">The Muscle Wizard Guide</a></li>
</ul>
<div class="author_info">
Bill Niblock
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2020-09-27
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