Pathfinder: Kingmaker

Pathfinder: Kingmaker

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A copied Aasimar Divine Dragonknight
By manlyman
Just copied a Build Guide from the Internet so I'd have easier access from the overlay
   
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Divine Dragonknight
Role: Tank / Spellcaster
Race: Aasimar (Angelkin)
Alignment: Lawful Good
Final Build: Divine Guardian 3 / Sorcerer 3 / Dragon Disciple 4 / Eldritch Knight 10

Build Notes: Eldritch Knight is a Prestige Class that almost no one uses or bothers building for anymore. And why would you? Magus does functionally the same thing only better. The few builds that do exist out there tend to be ranged ones since Eldritch Knights aren't bound to melee weapons the same way that the Magus class is, after all you need to blow two feats just to be able to cast in Medium armor. But the Magus can't cast with shields, even when he gets heavy armor use, he also is limited to 6th level spells maximum, and his attack bonus never rises beyond so-so. So if the Eldritch Knight can wield shields and attain a better attack bonus, that says 'tank' to me. This build should be able to spellcast in armor just as the best spellcasting armor becomes available.
I normally detest using the Aasimar race. They're overpowered on racials and leaning on them is a crutch. But the concept here really worked for me, and I didn't have an Aasimar build posted yet, so...

Starting Stats
Divine Guardian-1
16 Strength
14 Dexterity
14 Constitution
10 Intelligence
10 Wisdom
18 Charisma
Skills: Mobility +1, Knowledge (Arcana) +1
Feats: Dodge
Notes: Dodge and Mobility ranks are going to feed into Crane Style down the road.

Leveling Stats
Level 2 - Divine Guardian 2
Skills: Mobility +1, Knowledge (Arcana) +1

Level 3 - Divine Guardian 3
Skills: Mobility +1, Knowledge (Arcana) +1
Feats: Improved Unarmed Strike, Mercy (Fatigued)
Notes: Sickened and Shakened don't occur the tiniest fraction as often as Fatigue does. Also, even though we don't have Crane Style yet, it's okay to begin Fighting Defensively since we have the Mobility synergy. Remember to Divine Troth any other frontliner with you to redirect damage toward your Divine Dragonknight.

Level 4 - Sorcerer 1
Attribute: Charisma +1
Bloodline: Gold Dragon
Skills: Knowledge (Arcana) +1, Persuasion +1
Feats: Combat Casting
Spells: (1) Magic Missile, Grease
Notes: You're probably in heavy armor with a shield right now, and that's fine. Don't bother with your spellcasting just yet.

Level 5 - Sorcerer 2
Skills: Knowledge (Arcana) +1, Persuasion +1
Feats: Crane Style
Notes: You're probably still playing the Dragonknight as a Paladin without any spellcasting. That's fine for now, keep on tanking. These Sorcerer levels will be paying dividends soon.

Level 6 - Dragon Disciple 1
Skills: Persuasion +2
Feats: Natural Armor +1
Spells: (1) Mage Armor(Free)

Level 7 - Dragon Disciple 2
Attribute: Strength +2
Skills: Persuasion +2
Feats: Arcane Armor Training, Blind Fight
Spells: (1) Shield
Notes: The Staglord's Armor which is not half-bad this early on is only at a 5% Spell Failure now. I'd recommend sticking with Full Plate until you get Arcane Armor Mastery, but if you're just DYING to have access to the three or four first level spells you've accumulated, you can switch your armor out.

Level 8 - Dragon Disciple 3
Attribute: Charisma +1
Skills: Persuasion +2
Feats: Natural Armor +2
Spells: (2) Mirror Image

Level 9 - Dragon Disciple 4
Attributes: Strength +2
Skills: Persuasion +1, Use Magic Device +1
Feats: Arcane Armor Mastery, Natural Armor +3
Spells: (1) Enlarge Person, (2) Sense Vitals
Notes: If you have Heart of Valor already (I'm usually at the Troll Lair at or around now myself), go ahead and make the switch. Enjoy being a tank with Mirror Image who's every attack is also a Sneak Attack.

Level 10 - Sorcerer 3
Skills: Persuasion +1, Use Magic Device +1
Spells: (3) Fireball, Dispel Magic(Free)

Level 11 - Eldritch Knight 1
Skills: Persuasion +1, Use Magic Device +1
Feats: Armor Focus (Medium), Wings
Notes: If against all odds you don't have Heart of Valor yet and are using Light or Heavy Armor, take Shield Focus instead and Armor Focus at 13. Your AC should be around the mid-40's by now and steadily climbing.

Level 12 - Eldritch Knight 2
Attribute: Charisma +1
Skills: Persuasion +1, Use Magic Device +1
Spells: (1) True Strike, (2) Blur, (3) Displacement

Level 13 - Eldritch Knight 3
Skills: Persuasion +1, Use Magic Device +1
Feats: Shield Focus
Spells: (4) Dragon's Breath

Level 14 - Eldritch Knight 4
Skills: Persuasion +1, Use Magic Device +1
Spells: (2) Burning Arc, (3) Haste, (4) Controlled Fireball

Level 15 - Eldritch Knight 5
Skills: Persuasion +1, Use Magic Device +1
Feats: Weapon Focus (Longsword), Weapon Specialization (Longsword)
Spells: (5) Vampiric Shadow Shield
Notes: I don't normally endorse these kinds of feats unless the build specifically requires you to pick one. But this game hemorrhages Holy Longswords at you late-game to where I have a hard time envisioning a non-Divine Hunter Paladin using anything else. If your preferences run a different way, Scimitars for Saranae worshipers, for example, feel free to make the necessary substitutions.

Level 16 - Eldritch Knight 6
Attribute: Charisma +1
Skills: Persuasion +1, Use Magic Device +1
Spells: (2) False Life, (3) Heroism, (4) Dimension Door, (5) Angelic Aspect

Level 17 - Eldritch Knight 7
Skills: Persuasion +1, Use Magic Device +1
Feats: Improved Critical (Longsword)
Spells: (6) Transformation

Level 18 - Eldritch Knight 8
Skills: Persuasion +1, Use Magic Device +1
Spells: (4) Obsidian Flow, (5) Fire Snake, (6) Sirocco

Level 19 - Eldritch Knight 9
Skills: Persuasion +1, Use Magic Device +1
Feats: Greater Weapon Focus (Longsword), Greater Shield Focus
Spells: (7) Legendary Proportions

Level 20 - Eldritch Knight 10
Skills: Persuasion +1, Use Magic Device +1
Spells: (5) Cloudkill, (6)Cloak of Dreams, (7) Cloudkill

The final result is a tank with a Base Attack of 17, all four attacks per round, 7th level spellcasting, all saves in the +30's, AC in the 60's, and the ability to redirect damage to himself (especially useful late game when those damn Wild Hunt Archers target your friends over the tank).

A word on armor...
There aren't a lot of good options that are at 20% spell failure and below. The one you're going to be using the most is the Heart of Valor in Act 2. It remains the strongest available right up until you get Irovetti's Singing Steel Breastplate which will be the last upgrade through the rest of the game. There are a number of light armor alternatives, but almost none of them are as strong as Heart of Valor or the Singing Steel.
Exception 1: The Heavenly Vest, but that's literally at the end of the game after you defeat Nyrissa.
Exception 2: The Royal Guardian, armor crafted by Tirval, it's +5 Studded Leather with a +15 Max Dex. Pound for pound it's the strongest armor in the game IF you can pull a 40 Dexterity to make use of it to it's fullest extent. Even with a +6 Dex belt, you're only going to have a +5 bonus which makes this armor only AS strong as Heart of Valor and found substantially later on.
Frustratingly there are a LOT of Mithral heavy armors out there, most very powerful (Battlemaster's Plate +4, Crusader's Full Plate +3, Onslaught +5, etc.) but it should be noted that the Spell Failure on these are at 5%. Now that might be acceptable for you in your playthrough, but for me it's not. Onslaught ultimately only has 2 more points of potential AC than Singing Steel.