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ExemplarofAvg
2012-09-18, 08:51 AM
I'd first like to start by saying, that this is probably a sub-optimal choice.
I'd like to follow up that first saying with, oh well, it's a flavour based character.
Half-Orc (http://www.d20pfsrd.com/races/core-races/half-orc) Urban (http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/urban-barbarian) Barbarian 1 (http://www.d20pfsrd.com/classes/core-classes/barbarian)/Transmutation (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/transmutation) (Enhancement (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/transmutation/enhancement)) Wizard 5 (http://www.d20pfsrd.com/classes/core-classes/wizard)/ Eldritch Knight n (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/eldritch-knight)
Currently only Level 3 (Barbarian 1/Wizard 2)
[Have yet to roll for stats, Campaign starts at third level]Splee
Half-Orc Urban Barbarian 1/Wizard 2
(Urban Barbarian 1/Transmuter 5/Eldritch Knight 1)
Neutral Medium
Init +3, Senses: Darkvision 60ft ; Perception +7

Defense
AC 16, Touch 13, Flat-Footed 13 (+3 Dex, +3 Armour)
Hp 30 (1d12+2d6+6),
Fort +4, Ref +3, Will +4
Defensive Abilities: Squallid

Offence
Speed: 30ft,
Melee: Falchion +6 (2d4+6, 20/x4, Slashing, Two-Handed)
Ranged: Composite Longbow +5 (1d8+4, 20/x3, Piercing 110ft)
Special Attacks:
Power Attack: Melee −1 to hit, +3 Damage
Deadly Aim: Ranged −1 to hit, +2 Damage
Spells
4 Lv 0
2 Lv 1

Statistics
Str 16+2, Dex 17, Con 14, Int 15, Wis 12, Cha 8
Base Attack +2, CMB +7, CMD 19
Feats: Power Attack, Deadly Aim, (B) Extra Rage
Skills: Sleight of Hand +7, Perception +7, Knowledge(Local) +10, Spellcraft +7
Racial Modifiers: Scavenger
Languages: Common, Orc, Draconic
Special Qualities: Scavenger, Squallid, City-Raised, Orc-Blood
Combat Gear: Falchion, Composite Longbow (+4) Haramaki, Armored Kilt, Silken Ceremonial Armour, Spellbook
Special Abilities: Crowd Control, Controlled Rage, Arcane Bond (Familiar), Arcane School (Transmutation, Opposition Schools: Illusion and Enchantment), Spells+Cantrips

Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Squalid: Some half-orcs exist in surroundings so filthy and pestilent that even orcs would have difficulty living in them. Halforcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease.

City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.

Crowd Control:
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

Controlled Rage:
When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Fingers
Raccoon
N Tiny Magical Beast
Init +2; Senses low-light vision, scent; Perception +3

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp ? (3d8)
Fort +2, Ref +4, Will +3

OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +6 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 11, Int 6, Wis 16, Cha 5
Base Atk +2; CMB +0; CMD 9 (13 vs. trip)
Feats Weapon Finesse,
Skills Climb +7, Sleight of Hand +3

SPECIAL ABILITIES
Familiar
The master of a raccoon familiar gains a +3 bonus on Sleight of Hand checks.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.The Fluff is thus:When Splee was found he was young and angry, living on the streets amongst all manner of filth and vermin, but then, he wasn’t known as Splee then he was only given that name after entering the academy after some Half-Orc hero from ages long past (an old-old character of mine. He was mistrustful of everyone at first, and to be fair all the other first years were a little distrustful of him and his pet or “Fingers (http://www.d20pfsrd.com/bestiary/monster-listings/animals/raccoon)” as he called the Raccoon.

No one was really sure why the Arch-Magi had taken him in, perhaps solely out of pity for him, or perhaps his stealing was starting to annoy the local folk, and there was the one town guard who had beat him that was found dead, cut and slashed to bit with limbs bent at awkward angles.

It took some time before he was allowed to join the regular class of first years and was instead given special private lessons to teach him how to better control his anger. He still has had some difficulty acclimatizing to his new role, being a little less polished than some of the other students at the school, especially the high-born sons. Although, he has made fast friends with the students who came from nothing but were sought out for their talent.So some questions I have
1. It's not as sub-optimal as I imagine it, is it?
2. Is there any need to boost the Familiar further? 5 levels of wizard gets me all the nice abilities, missing out on the scrying and the "speak with others of it's kind" abilities of note, and yes Spell Resistance is missed as well.
3. Weapon? Armour?

kitcik
2012-09-18, 08:53 AM
Take Abjurant Champion before Eldritch Knight. That will solve your armor problems (Luminous Armor) while giviing full BAB and spell progression.

ExemplarofAvg
2012-09-18, 09:01 AM
Take Abjurant Champion before Eldritch Knight. That will solve your armor problems (Luminous Armor) while giviing full BAB and spell progression.

PF = Pathfinder
AC = American Cheddar

Pathfinder doesn't carry that brand.

watchwood
2012-09-18, 10:16 AM
You won't have the straight spellcaster power of a normal wizard, but your touch and ray spells will be more accurate. I suggest using them as your main means of offense. There's a lot of nice touch spells that wizards don't normally use, because they have to get close. Most Magus guides will give you a decent run through of these.

With D10 HD from the EK you'll also last longer up close then a regular wizard. Look into a mithral chain shirt, or find some other form of cheese to reduce a set of armours spell failure chance to 0%. Even 5-10% you may find tolerable, if you're badly in need of armour. If need be, dip a level of Bard or Magus for the arcane armour usage. 2 levels of magus also gets you spellstrike for a number of your spells, which is a handy perk too.

EDIT: Actually, just go and run a comparison between this and a straight magus. You may find that it'sa lot simpler for a gish build, and comes with a ton of extra nice features.

ExemplarofAvg
2012-09-18, 10:25 AM
You won't have the straight spellcaster power of a normal wizard, but your touch and ray spells will be more accurate. I suggest using them as your main means of offense. There's a lot of nice touch spells that wizards don't normally use, because they have to get close. Most Magus guides will give you a decent run through of these.

With D10 HD from the EK you'll also last longer up close then a regular wizard. Look into a mithral chain shirt, or find some other form of cheese to reduce a set of armours spell failure chance to 0%. Even 5-10% you may find tolerable, if you're badly in need of armour. If need be, dip a level of Bard or Magus for the arcane armour usage. 2 levels of magus also gets you spellstrike for a number of your spells, which is a handy perk too.

EDIT: Actually, just go and run a comparison between this and a straight magus. You may find that it'sa lot simpler for a gish build, and comes with a ton of extra nice features.

See the build is based on the plot, and flavour of the character itself.
Half-Orc kid, left to eke out his own existence in the gutter, angry and bitter.
Adopted into a Wizard school to "fix" him.
His familiar represents the connection he feels to where he came from.
He tries it for a time but he doesn't quite fit, looking for a way to blend magic with his want for physical violence.

Ravens_cry
2012-09-18, 12:38 PM
Arcane Armour usage tends to only work with the class in question, so a dip doesn't work.

ExemplarofAvg
2012-09-19, 10:19 AM
Arcane Armour usage tends to only work with the class in question, so a dip doesn't work.

That and the class doesn't exist in Pathfinder, the closest item is this (http://www.obsidianportal.com/campaigns/metzger/items/ring-of-the-abjurant-champion) which I will try to get for armour purposes, although this (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/robe-of-the-archmagi) might be better once I am able to afford it.

Any other advice?
Maybe about what weapon should be used?
Preferably something two-handed, only because I want to put Rage to good use with Power Attack.

grarrrg
2012-09-19, 07:09 PM
That and the class doesn't exist in Pathfinder, the closest item is this (http://www.obsidianportal.com/campaigns/metzger/items/ring-of-the-abjurant-champion) which I will try to get for armour purposes, although this (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/robe-of-the-archmagi) might be better once I am able to afford it.

Any other advice?
Maybe about what weapon should be used?

Or, you know, Silken Ceremonial Armor (http://www.d20pfsrd.com/equipment---final/armor/eastern-armor-and-shields).

ExemplarofAvg
2012-09-19, 08:48 PM
Or, you know, Silken Ceremonial Armor (http://www.d20pfsrd.com/equipment---final/armor/eastern-armor-and-shields).

Both? +1 doesn't get very far.

grarrrg
2012-09-19, 09:51 PM
Both? +1 doesn't get very far.

That's what enchantments are for :smallwink:

ExemplarofAvg
2012-09-20, 06:08 AM
That's what enchantments are for :smallwink:

True, hmm, +6 with no ACF, or Penalty..... If I'm correct.

Tokuhara
2012-09-20, 07:45 AM
I personally like a Haramaki (same as the Armored Robes mentioned, but cheaper: 3 gold for Haramaki) with an Armored Kilt (additional +1 to AC with no ASF/ACP, and can be added to any armor, but increases the armor category one step) to get two enchantable pieces of armor, beating either alone (total of +12 if you only go for +'s)

ExemplarofAvg
2012-09-20, 08:27 AM
I personally like a Haramaki (same as the Armored Robes mentioned, but cheaper: 3 gold for Haramaki) with an Armored Kilt (additional +1 to AC with no ASF/ACP, and can be added to any armor, but increases the armor category one step) to get two enchantable pieces of armor, beating either alone (total of +12 if you only go for +'s)

Ooh, so 15 AC as a Wizard (19 with Mage Armour), not bad for level three, could be better as a level three Barbarian, but eh, I'll take what I can get.
25 AC once everything is maxed (with the same Dex and no Mage Armour)

Dusk Eclipse
2012-09-20, 08:45 AM
Does Mage Armour stack with normal Armour in PF? Because AFAIK they don't since they both offer Armor bonus.

ExemplarofAvg
2012-09-20, 10:51 AM
Does Mage Armour stack with normal Armour in PF? Because AFAIK they don't since they both offer Armor bonus.

The awkward moment when you and your friends have been playing DnD wrong for years...

watchwood
2012-09-20, 11:43 AM
Does Mage Armour stack with normal Armour in PF? Because AFAIK they don't since they both offer Armor bonus.

Generally speaking, no. I've seen some groups house rule it as yes, since it's a force effect.

ExemplarofAvg
2012-09-20, 12:16 PM
Generally speaking, no. I've seen some groups house rule it as yes, since it's a force effect.

*cough* :smallredface: *cough*

WAIT, for complete silliness
Haramaki+Armored Kilt with a Silken Ceremonial Armour overtop.
+3 to AC?

Also adding another silly Item "Lute of Learning" Gives you perform as a class skill and if you have no ranks in perform you gain a bonus to perform checks with the lute equal to your level.