jasin
Explorer
How viable is this build, and what would you do to make it more viable?
I'm aware that it's quite non-optimized... think of it as a challenge.
Comparing a Ftr1/Wiz5/eldritch knight 10 (that's when the eldritch
knight is the strongest) to Ftr2/Wiz5/loremaster 9, the loremaster
trades Fort for Will and is at -5 BAB and -7 hp compared to the eldritch
knight.
However, he also gets lore and greater lore (useless in combat, but kind
of nice anyway) and five secrets: one of those would definitely be
weapon trick, which closes the attack bonus gap to -4 (doesn't help with
iterative attacks, though).
The loremaster also gets 4 skill points and use magic device as a class
skill, allowing you to max out UMD in a level or two, especially if you
take instant mastery as one of your secrets.
As soon as resources allow, the loremaster should get a wand of divine
power. At 10th level, it's about half the recommended wealth, which is a
lot, but not completely out of line if you consider your primary weapon.
So, would this guy be able to hold his own compared to an eldritch
knight, if he tried hard enough? What should he do with his unassigned
feats? If he takes Still Spell at character level 3 and Stills just a
couple of his main combat spells, and relies on Arcane Strike for combat
spell power, preparing most spells to be non-combat utility or long
duration stuff , could he get by wearing a (preferably mithral) full
plate (and taking it off to cast the non-Stilled spells), or would that
be complete ASF-induced suicide? What about if he sneaks a level of
spellsword in there somewhere and/or a twilight armour enhancement?
I'm aware that it's quite non-optimized... think of it as a challenge.
Code:
1 Ftr Weapon F. (greatsword), Skill F. (knowledge [?]), [feat?]
2 Wiz Scribe Scroll
3 Wiz [metamagic or item creation feat?]
4 Wiz
5 Wiz
6 Wiz Craft Magic Arms and Armour, Attune Magic Weapon
7 Ftr [fighter feat?]
8 Lor Secret
9 Lor Lore, Arcane Strike
10 Lor Secret
11 ...
Comparing a Ftr1/Wiz5/eldritch knight 10 (that's when the eldritch
knight is the strongest) to Ftr2/Wiz5/loremaster 9, the loremaster
trades Fort for Will and is at -5 BAB and -7 hp compared to the eldritch
knight.
However, he also gets lore and greater lore (useless in combat, but kind
of nice anyway) and five secrets: one of those would definitely be
weapon trick, which closes the attack bonus gap to -4 (doesn't help with
iterative attacks, though).
The loremaster also gets 4 skill points and use magic device as a class
skill, allowing you to max out UMD in a level or two, especially if you
take instant mastery as one of your secrets.
As soon as resources allow, the loremaster should get a wand of divine
power. At 10th level, it's about half the recommended wealth, which is a
lot, but not completely out of line if you consider your primary weapon.
So, would this guy be able to hold his own compared to an eldritch
knight, if he tried hard enough? What should he do with his unassigned
feats? If he takes Still Spell at character level 3 and Stills just a
couple of his main combat spells, and relies on Arcane Strike for combat
spell power, preparing most spells to be non-combat utility or long
duration stuff , could he get by wearing a (preferably mithral) full
plate (and taking it off to cast the non-Stilled spells), or would that
be complete ASF-induced suicide? What about if he sneaks a level of
spellsword in there somewhere and/or a twilight armour enhancement?