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General Tabletop Discussion
*Dungeons & Dragons
Any ideas for a 4th Edition fighter / thief / magic-user?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4626766" data-attributes="member: 710"><p>In a one-shot, I played a Fighter/Wizard (with Paragon Multiclassing). I am not sure which feats I took at the moment, but I suppose there is room for Skill Training (Stealth) and Skill Training (Thievery), plus Ritual Caster. This gives you a more "fighting" type of Fighter/Mage/Thief. I am not sure what would be the most appropriate for the archetype, I am not familiar with the edition that class combination was possible (or at least viable <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>The hardest part is handling the implement (since you want to carry both weapon and implement at the time - the Swordmage nicely circumvents that). I picked up a feat from Dragon that turned a Quarterstaff into a Double Weapon for me, but I am still not convinced everything was 100 % legal (does the enhancement bonus of the weapon also apply for its use as an implement?). Well, I'd consider it a <em>fine</em> house rule if it's not RAW. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The nice synergy of Fighter/Wizard is that you can mark multiple enemies at range (Retrain an Fighter At-Will power at 11th level for Scorching Burst or Thunderwave thanks to paragon multiclassing.) </p><p></p><p>Side Note: I think you posted this question in the wrong forum - it belongs into the D&D 4 Rules forum, maybe the General RPG Discussion (depending on whether you want more thematically or more mechanically advice.)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4626766, member: 710"] In a one-shot, I played a Fighter/Wizard (with Paragon Multiclassing). I am not sure which feats I took at the moment, but I suppose there is room for Skill Training (Stealth) and Skill Training (Thievery), plus Ritual Caster. This gives you a more "fighting" type of Fighter/Mage/Thief. I am not sure what would be the most appropriate for the archetype, I am not familiar with the edition that class combination was possible (or at least viable ;) ). The hardest part is handling the implement (since you want to carry both weapon and implement at the time - the Swordmage nicely circumvents that). I picked up a feat from Dragon that turned a Quarterstaff into a Double Weapon for me, but I am still not convinced everything was 100 % legal (does the enhancement bonus of the weapon also apply for its use as an implement?). Well, I'd consider it a [I]fine[/I] house rule if it's not RAW. ;) The nice synergy of Fighter/Wizard is that you can mark multiple enemies at range (Retrain an Fighter At-Will power at 11th level for Scorching Burst or Thunderwave thanks to paragon multiclassing.) Side Note: I think you posted this question in the wrong forum - it belongs into the D&D 4 Rules forum, maybe the General RPG Discussion (depending on whether you want more thematically or more mechanically advice.) [/QUOTE]
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Any ideas for a 4th Edition fighter / thief / magic-user?
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