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Character Builds & Optimization
Challenge: Build a Fighter 2 / Wizard X!
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<blockquote data-quote="DM with a vengence" data-source="post: 660935" data-attributes="member: 1679"><p>A Fighter/Wizard has two main weak points in fighting ability, low hitpoints and low BAB, so you'll need a combat style that offset those weaknesses. The best way is to keep people away from you (reach) and use combat options that don't depend on high attack bonuses. Trip attacks are simple touch attacks followed by an opposed Strength check, so your best weapons are the Guisarm and the Spiked Chain. For spells, look for ones that don't require somatic components, or have long durations so you can cast them before putting on your armor. For those spells you simply need to cast, get Still Spell or wands. Wands don't require spell failure checks, so you can still bust out the Summon Monster IVs and Fireballs, althouhg Lightning Bolt may be slightly more useful for you. At high levels Quickened Spell can also be useful. Here's a list of non-Somatic spells. <a href="http://www.geocities.com/dragar.geo/Grim/nocomponents.html" target="_blank">http://www.geocities.com/dragar.geo/Grim/nocomponents.html</a> </p><p>Unfortunately there's not much on there with much pure power, but you can probably find several good spells in non-core books like Relics and Rituals. I remeber this one called Dragon's Breath that could be useful for frontline fighters.</p><p></p><p>As for items, get your usual bunch of Con and Str boosters, as well as several weapons, because you may be dropping them quite often with failed Trips. You can choose what armor you like, but I recommend either Chain Shirts if you want to use spells on the go, or Full Plate for protection, of course Mithril versions of either are better.</p><p></p><p>Feats:</p><p>EWP: Spiked Chain (optional)</p><p>Expertise</p><p>Trip</p><p>Weapon Focus</p><p>Quickdraw</p><p>Combat Casting</p><p>Still Spell</p></blockquote><p></p>
[QUOTE="DM with a vengence, post: 660935, member: 1679"] A Fighter/Wizard has two main weak points in fighting ability, low hitpoints and low BAB, so you'll need a combat style that offset those weaknesses. The best way is to keep people away from you (reach) and use combat options that don't depend on high attack bonuses. Trip attacks are simple touch attacks followed by an opposed Strength check, so your best weapons are the Guisarm and the Spiked Chain. For spells, look for ones that don't require somatic components, or have long durations so you can cast them before putting on your armor. For those spells you simply need to cast, get Still Spell or wands. Wands don't require spell failure checks, so you can still bust out the Summon Monster IVs and Fireballs, althouhg Lightning Bolt may be slightly more useful for you. At high levels Quickened Spell can also be useful. Here's a list of non-Somatic spells. [URL=http://www.geocities.com/dragar.geo/Grim/nocomponents.html]http://www.geocities.com/dragar.geo/Grim/nocomponents.html[/URL] Unfortunately there's not much on there with much pure power, but you can probably find several good spells in non-core books like Relics and Rituals. I remeber this one called Dragon's Breath that could be useful for frontline fighters. As for items, get your usual bunch of Con and Str boosters, as well as several weapons, because you may be dropping them quite often with failed Trips. You can choose what armor you like, but I recommend either Chain Shirts if you want to use spells on the go, or Full Plate for protection, of course Mithril versions of either are better. Feats: EWP: Spiked Chain (optional) Expertise Trip Weapon Focus Quickdraw Combat Casting Still Spell [/QUOTE]
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