What's the point of the Eldritch Knight PrC?

philreed said:
Completely agree. Now I want a cool class to go with the cool name. :) I'm greedy like that.
Make an Eldritch Knight variant. There have been other variant (prestige) classes before, so why not?

Btw, I'd love to see it :)
 

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I've got a Ranger 2/Wizard 5/Eldritch Knight 3/Spellsword 1 in my campaign, and he's a great character.

He's gone for the ranged combat route, and has Precise Shot, Point Blank Shot, Rapid Shot, has created his own composite longbow of shocking and also makes very effective use of scorching ray, Melf's acid arrow and similar spells due to his high base attack bonus and ranged feats.

He's just taken his first (and only) level of Spellsword, which allows him to wear his mithril shirt without a spell failure chance. He has a good AC (a very high Dex score!), and really, really good Spot and Listen scores (about +23!).

His weakness is in melee, as you might guess, where his hit points are low (59 hp) and attack bonus and damage likewise. He stays out of it and is effective elsewhere. (In a recent adventure, he was drained for 6 points of Con and was running around with only 25 hp!)

The Practiced Spellcaster feat he has allows him greater damage potential from his spells, but the three levels of spellcasting ability he's lost really hurt him in terms of overcoming diverse challenges. (He has only 4th level spells when he should have 6th level spells).

How does he stack up against the other PCs in the group?

Well, the Dwarf Fighter 6/Dwarven Defender 4 is definitely the tank of the party, dealing a lot of damage in melee and being able to take a lot in return.

The Human Sorcerer (monte) 6/Mindbender 4 is the diplomat and main spellcaster of the group. She definitely has more firepower available than the Eldritch Knight, though the two work well together.

The Human Psychic Warrior 6/Pyrokineticist 3 is a newcomer to the group, as is the Human Paladin 9; both are weaker than the other three, but that might also reflect on the inexperience of their players.

Cheers!
 

It's to make up for the caster multiclass limitations of 3.x. PrC's like this and the Mystic Theurge aren't supposed to have any sort of "uniqueness" about them. They might as well be core classes that just happen to have req's.

As far as mechanics go, I like the Practiced Spellcaster feat.
 
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Wiz 14/Fighter 6:

BAB: 13/8/3
Casts as Wiz 14
4 bonus feats for fighter levels
Avg. hp: 68 (not counting Con bonuses)

Wiz 5/Ftr 5/EldK10

BAB: 17/12/7/2
Casts as Wiz 14
5 bonus feats from fighter/EldK levels
Avg. hp: 75

Not a huge difference, but one worth considering if that's the character build you're looking for. :)

(Assuming I did all my math right, of course.) ;)

I'll agree it's relatively flavorless, but as others have said, that seems common with the PrCs designed to make multiclassing better.
 

Eldritch Knight is about as bland and useless as the Fighter. :)

I think it is a very well done PrC, actually. Maybe not the most flavorful one, but then again flavor can be added by various means, you don't need supercool PrC special abilities to do that.

Practiced Spellcaster is in Complete Divine and Complete Arcane (slightly different wording in the last one).

It basically allows a multiclassed spellcaster to keep the caster level high by giving a +4 to caster level, but the caster level cannot exceed your Hit Dice.

Bye
Thanee
 

I have to admit, its souless compared to something like the Spellsword (which WAS supposed to be in the DMG, check your Dragon 3.5 updates...)

Pretty much the difference:

Fighter10/Wizard10: 10d10 + 10d4 BAB: +15/10/5, Caster Level 10th
Fighter 5/Wizard5/Eldrich Knight10: 5d10 + 5d4 + 10d6 Bab 17/12/7, Caster Level 14th
Fighter1/Wizard9/EK10: 1d10 + 9d4 + 10d6 BAB: 15/10/5, Caster Level 18th

Pretty much, its to tweak out wizards for combat.

BTW: Fighter4/Wizard6/Spellsword10 4d10 + 6d4 + 10d8. BAB 14/9/4, Caster Level 11th, Cast in medium armor, channel spells through sword. Thats my vote for a fighter/mage.
 

philreed said:
What's this feat do and which book is it in?

Complete Arcane.

+4 to your effective spellcaster level (for one class specified per take of the feat), to a maximum of your HD. Increase in effective caster level does not grant additional spell slots or spells known, but is good for increasing level-based spell durations, level-based spell damage, caster level checks and so on.

So a Fighter 4/Wizard 4 with Practiced Spellcaster would have an effective caster level of 8 (wiz/4, +4 from PS, max of his total HD) for various level related things, but he would still have the spell slots of a 4th level wizard.
 
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Mouseferatu said:
I'll agree it's relatively flavorless, but as others have said, that seems common with the PrCs designed to make multiclassing better.

Arcane Trickster and Sublime Chord (a multiclass-enhancing PrC in disguise ;)) both are quite flavorful. :)

Eldritch Knight and Mystic Theurge (and the psionic equivalent) are rather bland.

Are there any other?

Spellsword probably... also quite flavorful.


BTW, I prefer the Eldritch Knight over the Spellsword.

Bye
Thanee
 
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Complete Arcane.

Increase your a spellcaster level by up to 4, to the maximum of your hit dice.

You retain your old spells per day, but cast them more effectively.

For example, a Fighter 4 / Wizard 5 casts Mage Armor. It lasts 1 hour / caster level, so his lasts 5 hours. When he casts Fireball, it does 5d6 points of damage.

The same character has the feat Practiced Spellcaster. When he casts Mage Armor, it lasts for 9 hours, and his Fireballs do 9d6 points of damage.
 

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