Perseus
2014-11-11, 11:26 AM
So one of the problems with the EK is that it is a little MAD and you typically won't have the Int to pull off the save spells which leaves you with buffs... Nah I think I know what to do. Strength and Intelligence based "lightning rod".
I'm building a Fighter EK Jujitsu master type (except a shield will be used). If you have the grapple condition then you take disadvantage on Dex saves after all :D.
Fighter 1/Rogue 2/Fighter 17 is my current build.
Stats:
Str: Priority but with x2 prof to athletics it doesn't need to be maxed.
Dex: No penalties unless necessary.
Con: 12+, I love me some HP but the fighter levels should do nicely.
Int: high as possible.
Wis: no penalty but if you must...
Cha: Dump stat for this build.
Feats: I won't take all of these and most of them can be switched out depending on player preference.
Tavern Brawler (need!)
Shield Master (need!)
Grappler (with RAI reading, obviously)
War caster (need!)
Mobile (want, not needed)
Athletic (want, not needed)
Ritual Casting/Magic Initiate/Martial Adept: (want, not needed)
Tactics versus big baddie... Or really anyone.
Round 1 (Lock): Move in, shield attack (1d4+Str), BA grab.
Round 2 (Drop): BA trip, Action Restrain, action surge Dex based spell.
Round 3 (Leave us alone): Cast darkness or have ally do it (saves you a round)... You are blasting area spells so no disadvantage for you... To bad disadvantage doesn't stack lol. The mooks might just be all like "yo man we don't even need this job" after they see the Fighter grapple-tackle the boss and go to town on him. The screams from the darkness might be worth advantage on a intimidation check...
Rolled stats for this PC in front of the next DM I'll have for a one shot... Should be fun ;).
Str: 17 (15+1 human, +1 Tavern Brawler)
Dex: 10
Con: 14
Int: 16
Wis: 12 (11+1 human)
Cha: 9
Basic Feats...
Human: Tavern Brawler
Fighter: Grappler, War caster, Shield Master, Athletic (+1 Strength) ,+2 Int, +2 Int
Hmmm enlarge person will allow me to grapple more creatures...
So what am I missing? I'm thinking this might make a better Rogue/Cleric build...
Edit:
Material Components could be troublesome, I'll need to see how they interact with war caster...
Edit 2: Lightning Bolt will be a fun spell to use for this build. Might need to MC one more time for more spells... Which is where Tempest Cleric comes in...hmmm.... Actually a fun thing to do would be to roleplay as if I'm using the grappled creature as a energy source for my spells... Hmm...
Edit 3:
Fighter 1/Rogue 2/Fighter 17 gets me pretty much all I want. 6 feats/ASI and cunning action isn't to bad. I'll get every EK martial archetype feature too.
When grappling (advantage) my damage will be 1d4+2 (deulist)+Str (3 - 5)+1d6(sneak attack) which averages out to something like... 11 damage with +3 strength. That's when I don't have a shield. Wonder if I can convince the DM a buckler is a finesse weapon?
High level...
I end up with 18 strength and 20 Int...
Athletics: 12 (expertise) + 4 (strength) = +17 to grapple/pin/shove...
DC: 8 + 6 + 5 = 19
Oh yeah, I should probably take shocking grasp as a cantrip... Lol
I'm building a Fighter EK Jujitsu master type (except a shield will be used). If you have the grapple condition then you take disadvantage on Dex saves after all :D.
Fighter 1/Rogue 2/Fighter 17 is my current build.
Stats:
Str: Priority but with x2 prof to athletics it doesn't need to be maxed.
Dex: No penalties unless necessary.
Con: 12+, I love me some HP but the fighter levels should do nicely.
Int: high as possible.
Wis: no penalty but if you must...
Cha: Dump stat for this build.
Feats: I won't take all of these and most of them can be switched out depending on player preference.
Tavern Brawler (need!)
Shield Master (need!)
Grappler (with RAI reading, obviously)
War caster (need!)
Mobile (want, not needed)
Athletic (want, not needed)
Ritual Casting/Magic Initiate/Martial Adept: (want, not needed)
Tactics versus big baddie... Or really anyone.
Round 1 (Lock): Move in, shield attack (1d4+Str), BA grab.
Round 2 (Drop): BA trip, Action Restrain, action surge Dex based spell.
Round 3 (Leave us alone): Cast darkness or have ally do it (saves you a round)... You are blasting area spells so no disadvantage for you... To bad disadvantage doesn't stack lol. The mooks might just be all like "yo man we don't even need this job" after they see the Fighter grapple-tackle the boss and go to town on him. The screams from the darkness might be worth advantage on a intimidation check...
Rolled stats for this PC in front of the next DM I'll have for a one shot... Should be fun ;).
Str: 17 (15+1 human, +1 Tavern Brawler)
Dex: 10
Con: 14
Int: 16
Wis: 12 (11+1 human)
Cha: 9
Basic Feats...
Human: Tavern Brawler
Fighter: Grappler, War caster, Shield Master, Athletic (+1 Strength) ,+2 Int, +2 Int
Hmmm enlarge person will allow me to grapple more creatures...
So what am I missing? I'm thinking this might make a better Rogue/Cleric build...
Edit:
Material Components could be troublesome, I'll need to see how they interact with war caster...
Edit 2: Lightning Bolt will be a fun spell to use for this build. Might need to MC one more time for more spells... Which is where Tempest Cleric comes in...hmmm.... Actually a fun thing to do would be to roleplay as if I'm using the grappled creature as a energy source for my spells... Hmm...
Edit 3:
Fighter 1/Rogue 2/Fighter 17 gets me pretty much all I want. 6 feats/ASI and cunning action isn't to bad. I'll get every EK martial archetype feature too.
When grappling (advantage) my damage will be 1d4+2 (deulist)+Str (3 - 5)+1d6(sneak attack) which averages out to something like... 11 damage with +3 strength. That's when I don't have a shield. Wonder if I can convince the DM a buckler is a finesse weapon?
High level...
I end up with 18 strength and 20 Int...
Athletics: 12 (expertise) + 4 (strength) = +17 to grapple/pin/shove...
DC: 8 + 6 + 5 = 19
Oh yeah, I should probably take shocking grasp as a cantrip... Lol