Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Building an Eldritch Knight
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Elder-Basilisk" data-source="post: 1135201" data-attributes="member: 3146"><p>Since when? Last time I checked, there's no <em><strong>natural</strong></em> intelligence requirement for casting spells of x level except in Neverwinter Nights (which is not a good source for understanding 3.0 D&D rules--let alone 3.5.) An int 12 wizard with a +6 headband of intellect will be able to cast 8th level spells.</p><p></p><p>A starting int of 14 or 15 is sufficient for an Eldritch Knight. (And that's naturally either int 19 or int 20 by the time he reaches 20th level anyway).</p><p></p><p></p><p></p><p>The higher the con the better however, a well-played character will probably be able to survive on a 14 con. As far as dex goes, 16 is the highest that will benefit an Eldritch Knight (and that's assuming he goes for a mithral chain shirt). 16+6 (gloves)=22 which is the max dex for a mithral chain shirt. If the EK doesn't mind spell failure over 10%, a 14 dex will max out his AC in a mithral breastplate (Dex 20 with the gloves) and a 10 dex will max out his AC in mithral fullplate (which actually amounts to maxing out his AC in absolute terms). For strength, again, the higher the better but 14 is sufficient for a 28 point game.</p><p></p><p>Str 14, Dex 14, Con 14, Int 15, Wis 10, Cha 8 makes an effective 28 point buy Eldritch Knight.</p><p></p><p>That's not stretching stats any thinner than a monk or paladin.</p><p></p><p></p><p></p><p>However, a well-played Eldritch Knight shouldn't get "hit a lot." The abilities gained from the wizard levels (Shield, Alter Self (+6 Nat Armor), Blink, magic circle v. evil, Displacement, Greater Invisibility etc) lend themselves more readily to defense than to offense. The Eldritch Knight ought to take less damage per round than a fighter of equal level.</p><p></p><p></p><p></p><p>Only at 20th level. At mid levels and the low range of high levels, False Life, and the judicious use of Craft Wondrous Item (amulet of health) should be able to somewhat rectify the hit point imbalance.</p><p></p><p>And the fighter's con advantage is not as high as you might think either. A 28 point buy fighter might well have Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 8. The fighter could, naturally, dump his int and dex down a bit to eke out a 16 con but that's still only one hp/level from con and dumping int to 8 really hurts the fighter's feat options and skill progressions (which are very relevant if the fighter wants a prestige class).</p><p></p><p></p><p></p><p>I wouldn't say that. By taking advantage of every option available to you in the rules, you might well end up a little bit above par for a fighter of your level. You won't have the raw damage dealing capacity of a hyper-optimized fighter. But you won't have his vulnerabilities either. And you will probably have a damage capacity equivalent to or slightly better than an "average" fighter.</p><p></p><p></p><p></p><p>The only way you end up with only 3rd level spells is if you take all four fighter levels up front. A Ftr 2/Wiz 6/EK 2 has 4th level spells as does the Ftr 1/Wiz 6/EK 2.</p><p></p><p>The BAB hurts--no question about it--but the EK has means to overcome that difficulty and the attack imbalance. The heroism spell (which lasts a decent amount of time) gives +2 to hit--almost enough to make up for the BAB difference. Crafting boots of speed makes up for the attack difference at 11th level. Using Expert Tactician in combination with Blink or Greater Invisibility makes up for the BAB difference and the attack.</p><p></p><p>Polymorphing into troll form also goes a ways towards making up for the difference in attack bonus.</p><p></p><p><strong></strong></p><p><strong></strong></p><p><strong>I wouldn't say difficult to play. Construction requires care to mitigate the weaknesses you mention and exploit the strengths you don't mention but once you've done that, I don't imagine it will be so difficult to play.</strong></p><p><strong></strong></p><p><strong>Others have contended that the lack of feats makes the EK a one-trick pony. Not in my experience (although this is admittedly 3.0 experience with a character who didn't have the EK prestige class available to him). If you have a human Ftr 1/Wiz 6/EK 3, the character has one human bonus feat, four normal feats, one wizard bonus feat, one fighter bonus feat and one EK bonus feat. If the player wants, that's enough for Power Attack, Cleave, Combat Expertise, Combat Reflexes, Expert Tactician, Improved Trip, Craft Wondrous Item, and Quickdraw. Which is enough feats to be a noticably more flexible combatant than your typical 10th level paladin or barbarian if not as flexible as your typical 10th level fighter. (Although, that said, if the fighter didn't spend enough points on int to have access to combat expertise, it's quite likely that the EK actually has more options open to him).</strong></p><p><strong></strong></p><p><strong>And the contention that the EK is a one-fight wonder. Not really. More like a two or three fight wonder (more if it's a dungeon crawl with lots of successive fights). The tenth level EK's listed above have enough spells to cast Blink or Greater Invisibility in three fights per day and still have a polymorph or stoneskin available for one fight and Heroism, Magic Circle v. evil, and alter self available if they can guess the time of the fight within +/- 35 min, False life if they can guess the fight to within +/- 3.5 hours, and Shield and Protection from evil if the party can guess the fight within +/- 3.5 min. And there's still enough spells left over for a mirror image, scorching ray, glitterdust, and a few rays of enfeeblement or magic missiles (more if he has a few pearls of power to replentish after the fight).</strong></p><p><strong></strong></p><p><strong>Then again, after two or three fights, most spellcasters are beginning to feel their limitations and the fighters are starting to feel the spellcasters' limitations (in terms of healing, etc) too.</strong></p><p><strong></strong></p><p><strong>Sure the Eldritch Knight is a half-back. If you try to shoehorn him into the role of a single-classed character, he won't be optimally effective in that role. However, if you use his abilities to create a new role, he can contribute as much to the party as a single-classed character.</strong></p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1135201, member: 3146"] Since when? Last time I checked, there's no [i][b]natural[/b][/i][b][/b] intelligence requirement for casting spells of x level except in Neverwinter Nights (which is not a good source for understanding 3.0 D&D rules--let alone 3.5.) An int 12 wizard with a +6 headband of intellect will be able to cast 8th level spells. A starting int of 14 or 15 is sufficient for an Eldritch Knight. (And that's naturally either int 19 or int 20 by the time he reaches 20th level anyway). The higher the con the better however, a well-played character will probably be able to survive on a 14 con. As far as dex goes, 16 is the highest that will benefit an Eldritch Knight (and that's assuming he goes for a mithral chain shirt). 16+6 (gloves)=22 which is the max dex for a mithral chain shirt. If the EK doesn't mind spell failure over 10%, a 14 dex will max out his AC in a mithral breastplate (Dex 20 with the gloves) and a 10 dex will max out his AC in mithral fullplate (which actually amounts to maxing out his AC in absolute terms). For strength, again, the higher the better but 14 is sufficient for a 28 point game. Str 14, Dex 14, Con 14, Int 15, Wis 10, Cha 8 makes an effective 28 point buy Eldritch Knight. That's not stretching stats any thinner than a monk or paladin. [b][/b] However, a well-played Eldritch Knight shouldn't get "hit a lot." The abilities gained from the wizard levels (Shield, Alter Self (+6 Nat Armor), Blink, magic circle v. evil, Displacement, Greater Invisibility etc) lend themselves more readily to defense than to offense. The Eldritch Knight ought to take less damage per round than a fighter of equal level. [b][/b] Only at 20th level. At mid levels and the low range of high levels, False Life, and the judicious use of Craft Wondrous Item (amulet of health) should be able to somewhat rectify the hit point imbalance. And the fighter's con advantage is not as high as you might think either. A 28 point buy fighter might well have Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 8. The fighter could, naturally, dump his int and dex down a bit to eke out a 16 con but that's still only one hp/level from con and dumping int to 8 really hurts the fighter's feat options and skill progressions (which are very relevant if the fighter wants a prestige class). I wouldn't say that. By taking advantage of every option available to you in the rules, you might well end up a little bit above par for a fighter of your level. You won't have the raw damage dealing capacity of a hyper-optimized fighter. But you won't have his vulnerabilities either. And you will probably have a damage capacity equivalent to or slightly better than an "average" fighter. The only way you end up with only 3rd level spells is if you take all four fighter levels up front. A Ftr 2/Wiz 6/EK 2 has 4th level spells as does the Ftr 1/Wiz 6/EK 2. The BAB hurts--no question about it--but the EK has means to overcome that difficulty and the attack imbalance. The heroism spell (which lasts a decent amount of time) gives +2 to hit--almost enough to make up for the BAB difference. Crafting boots of speed makes up for the attack difference at 11th level. Using Expert Tactician in combination with Blink or Greater Invisibility makes up for the BAB difference and the attack. Polymorphing into troll form also goes a ways towards making up for the difference in attack bonus. [b] I wouldn't say difficult to play. Construction requires care to mitigate the weaknesses you mention and exploit the strengths you don't mention but once you've done that, I don't imagine it will be so difficult to play. Others have contended that the lack of feats makes the EK a one-trick pony. Not in my experience (although this is admittedly 3.0 experience with a character who didn't have the EK prestige class available to him). If you have a human Ftr 1/Wiz 6/EK 3, the character has one human bonus feat, four normal feats, one wizard bonus feat, one fighter bonus feat and one EK bonus feat. If the player wants, that's enough for Power Attack, Cleave, Combat Expertise, Combat Reflexes, Expert Tactician, Improved Trip, Craft Wondrous Item, and Quickdraw. Which is enough feats to be a noticably more flexible combatant than your typical 10th level paladin or barbarian if not as flexible as your typical 10th level fighter. (Although, that said, if the fighter didn't spend enough points on int to have access to combat expertise, it's quite likely that the EK actually has more options open to him). And the contention that the EK is a one-fight wonder. Not really. More like a two or three fight wonder (more if it's a dungeon crawl with lots of successive fights). The tenth level EK's listed above have enough spells to cast Blink or Greater Invisibility in three fights per day and still have a polymorph or stoneskin available for one fight and Heroism, Magic Circle v. evil, and alter self available if they can guess the time of the fight within +/- 35 min, False life if they can guess the fight to within +/- 3.5 hours, and Shield and Protection from evil if the party can guess the fight within +/- 3.5 min. And there's still enough spells left over for a mirror image, scorching ray, glitterdust, and a few rays of enfeeblement or magic missiles (more if he has a few pearls of power to replentish after the fight). Then again, after two or three fights, most spellcasters are beginning to feel their limitations and the fighters are starting to feel the spellcasters' limitations (in terms of healing, etc) too. Sure the Eldritch Knight is a half-back. If you try to shoehorn him into the role of a single-classed character, he won't be optimally effective in that role. However, if you use his abilities to create a new role, he can contribute as much to the party as a single-classed character.[/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Building an Eldritch Knight
Top