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Elven Fighter-Mage... what do I do???
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<blockquote data-quote="Elder-Basilisk" data-source="post: 942328" data-attributes="member: 3146"><p>3.0 or 3.5?</p><p></p><p>Either way, I'd place the stats:</p><p></p><p>Str 14, Dex 15 [+2 race, +1 level=18], Con 14 (-2 race=12), Int 14, Wis 13, Cha 10.</p><p></p><p>You could also go for a 16 dex and 16 strength by reversing the stat placement and 4th level point.</p><p></p><p>The logic of my choices, however, is this: You'll never be casting spells with saves so you don't need int for DCs; by the time you get access to 3rd and 4th level bladesinger spells, you should have a +2 or +4 int item--the only reason to go higher is the bladesinger AC bonus.</p><p></p><p>Con is good but it's hard to get it higher than 12 as an elf with those stats.</p><p></p><p>Dex helps with AC, initiative (which will be very important for you since you're vulnerable when you don't have defenses running), ranged attacks, and reflex saves. Since AC bonusses are more significant the higher your AC is, dex is better for you in 3.0 than 3.5.</p><p></p><p>Strength is also very important as it determines your attack and damage ratios--and the more damage you do, the better.</p><p></p><p>Wisdom is good for spot checks, sense motives and reflex saves and you can do without charisma--at least mechanically. If you'd rather roleplay the rebel leader followed for his personal magnetism than for his cunning plans and wise decisions, switch wisdom and charisma.</p><p></p><p>In 3.0, I'd recommend Ftr 2/Abjurer 2 (enchantment prohibited); 3.5 Ftr 2; Diviner 2 (necromancy prohibited).</p><p></p><p>In 3.0, a toad familiar is the obvious choice for the hit points (which you will otherwise be short on, combining elven constitution with d4 hit points) but even in 3e, rat (fort saves), weasel (ref saves), owls (good spot scores and scouting), and ravens (good scouts and communicators) are viable choices. In 3.5e, toads are pretty worthless at +3 hp; I'd go with another one from the list.</p><p></p><p>For feats, Weapon Focus: Longsword, Dodge, Still Spell, Combat Casting (Talk to your DM about raising the bonus to +5 if this is a 3.5e game; at +4 in very limited situations it compares unfavorably to skill focus's universal +3).</p><p></p><p>Progression as follows:</p><p>Ftr 2/Wiz 2</p><p>Ftr 3/Wiz 2</p><p>Ftr 4/Wiz 2 (Expertise and Weapon Specialization: Longsword</p><p>Ftr 4/Wiz 2/Bladesinger 1 (make sure to use the T&B web enhancement version)</p><p>...Bladesinger 2 Combat Reflexes</p><p>Ftr 4/Wiz 2/Bladesinger 3 Improved Critical: Longsword </p><p>...Bladesinger 4</p><p>...Bladesinger 5 Mobility, Quickdraw, or Improved Disarm (better in 3.5 than 3e)</p><p>....Bladesinger 6 Expert Tactician (to go with Improved Invisibility)</p><p>After that, keep going with bladesinger and either fighter or Weapon Master (which would be an option if you went with Mobility at level 11, Spring Attack at level 14, and Whirlwind Attack at level 15).</p><p></p><p>Equipment at 4th level: +1 mithral Chain shirt (2100), +1 longsword (2000), +1 cloak of resistance (1000), 2 potions of Cure light wounds, scroll of expeditious retreat, scroll of shield, 2 scrolls of obscuring mist, tanglefoot bag, large wooden shield (at least in 3e), and 35 gp, 50 sp, 30 cp. (If you're in disguise and you have to pay for your drink at the inn with gold, everyone will know you're not a peasant--so always carry copper).</p><p></p><p>If you go the dex route, your walking around AC will be 19 (15 flatfooted) but by the end of round 1, it will be 28 (29 against your dodge target) in 3e (standard action; cast shield; MeA ready large shield) and 23 (24 against your dodge target) in 3.5 (Standard action, cast Shield; MeA draw longsword). Subtract one from both if you go the strength route.</p><p></p><p></p><p>Another way to go about it would be:</p><p>Fighter 2/Bard 2 Dodge, WF: Longsword, Still Spell, Combat Casting</p><p>Fighter 2/Bard 3</p><p>Fighter 2/Bard 4 Expertise</p><p></p><p>(On this build your stats would be: 16 (15+1) str, 16 (14+2) dex, (14-2) 12 con, 13 int (get a headband as soon as you get bladesinger levels), 10 wis, 14 cha)</p><p></p><p>Your AC won't be as high (lower int and no shield spell), you'll have 4 fewer hit points (on average), and you'll do slightly less damage (since you won't have weapon specialization), but you'd have much better reflex saves, would be better in the social skills department and would be able to cast a second level spell at level 6. In the magic items, take four arcane scrolls of cure light wounds instead of potions.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 942328, member: 3146"] 3.0 or 3.5? Either way, I'd place the stats: Str 14, Dex 15 [+2 race, +1 level=18], Con 14 (-2 race=12), Int 14, Wis 13, Cha 10. You could also go for a 16 dex and 16 strength by reversing the stat placement and 4th level point. The logic of my choices, however, is this: You'll never be casting spells with saves so you don't need int for DCs; by the time you get access to 3rd and 4th level bladesinger spells, you should have a +2 or +4 int item--the only reason to go higher is the bladesinger AC bonus. Con is good but it's hard to get it higher than 12 as an elf with those stats. Dex helps with AC, initiative (which will be very important for you since you're vulnerable when you don't have defenses running), ranged attacks, and reflex saves. Since AC bonusses are more significant the higher your AC is, dex is better for you in 3.0 than 3.5. Strength is also very important as it determines your attack and damage ratios--and the more damage you do, the better. Wisdom is good for spot checks, sense motives and reflex saves and you can do without charisma--at least mechanically. If you'd rather roleplay the rebel leader followed for his personal magnetism than for his cunning plans and wise decisions, switch wisdom and charisma. In 3.0, I'd recommend Ftr 2/Abjurer 2 (enchantment prohibited); 3.5 Ftr 2; Diviner 2 (necromancy prohibited). In 3.0, a toad familiar is the obvious choice for the hit points (which you will otherwise be short on, combining elven constitution with d4 hit points) but even in 3e, rat (fort saves), weasel (ref saves), owls (good spot scores and scouting), and ravens (good scouts and communicators) are viable choices. In 3.5e, toads are pretty worthless at +3 hp; I'd go with another one from the list. For feats, Weapon Focus: Longsword, Dodge, Still Spell, Combat Casting (Talk to your DM about raising the bonus to +5 if this is a 3.5e game; at +4 in very limited situations it compares unfavorably to skill focus's universal +3). Progression as follows: Ftr 2/Wiz 2 Ftr 3/Wiz 2 Ftr 4/Wiz 2 (Expertise and Weapon Specialization: Longsword Ftr 4/Wiz 2/Bladesinger 1 (make sure to use the T&B web enhancement version) ...Bladesinger 2 Combat Reflexes Ftr 4/Wiz 2/Bladesinger 3 Improved Critical: Longsword ...Bladesinger 4 ...Bladesinger 5 Mobility, Quickdraw, or Improved Disarm (better in 3.5 than 3e) ....Bladesinger 6 Expert Tactician (to go with Improved Invisibility) After that, keep going with bladesinger and either fighter or Weapon Master (which would be an option if you went with Mobility at level 11, Spring Attack at level 14, and Whirlwind Attack at level 15). Equipment at 4th level: +1 mithral Chain shirt (2100), +1 longsword (2000), +1 cloak of resistance (1000), 2 potions of Cure light wounds, scroll of expeditious retreat, scroll of shield, 2 scrolls of obscuring mist, tanglefoot bag, large wooden shield (at least in 3e), and 35 gp, 50 sp, 30 cp. (If you're in disguise and you have to pay for your drink at the inn with gold, everyone will know you're not a peasant--so always carry copper). If you go the dex route, your walking around AC will be 19 (15 flatfooted) but by the end of round 1, it will be 28 (29 against your dodge target) in 3e (standard action; cast shield; MeA ready large shield) and 23 (24 against your dodge target) in 3.5 (Standard action, cast Shield; MeA draw longsword). Subtract one from both if you go the strength route. Another way to go about it would be: Fighter 2/Bard 2 Dodge, WF: Longsword, Still Spell, Combat Casting Fighter 2/Bard 3 Fighter 2/Bard 4 Expertise (On this build your stats would be: 16 (15+1) str, 16 (14+2) dex, (14-2) 12 con, 13 int (get a headband as soon as you get bladesinger levels), 10 wis, 14 cha) Your AC won't be as high (lower int and no shield spell), you'll have 4 fewer hit points (on average), and you'll do slightly less damage (since you won't have weapon specialization), but you'd have much better reflex saves, would be better in the social skills department and would be able to cast a second level spell at level 6. In the magic items, take four arcane scrolls of cure light wounds instead of potions. [/QUOTE]
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