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Best Warrior/Mage Combos
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<blockquote data-quote="LokiDR" data-source="post: 2711746" data-attributes="member: 6239"><p>Its not all that powerful, but I like the theme of the "Smart Fighter". Ftr 4, focus on spiked chain. Then wizard/spellsword/EK for the buff spells. At 12th you can have ftr 4, wiz 3, SS 3, EK 1. Thats BAB of 10, CL of 6. Enlarge person, shield, true strike, no penalty to casting in a mithral breastplate. With a high dex you can be a real tripping machine, do decent damage, and have enough arcane umph to do some buffing. Metamagic rod of quicking on a string would be nice, drop it as a free action, get a full attack. You can have combat reflexes, EWP spiked chain, Expertise, Improved Trip, Weapon focus, weapon specialization, power attack, and 4 other feats by that point. Dodge, mobility and spring attack might be a nice addition with a quickened expeditious retreat. Two handed power attack applies, on an enlarged spiked chain it dealing 2d6+2 +str. By being a smarter fighter, you don't need to just charge and hit them, but you still could.</p><p></p><p>The advantage here is that your half-delker will never be able to quicken his own spells, this build will. Trade two spell sword for 1 more wizard and you get less armor (mithral shirt) but more casting power. At 14 you would be able to quicken your own spells and not need the rod. This is also a wizard-based build, so you can always leave slots open for various utility spells as you need them.</p><p></p><p>The disadvantage is MAD, you need strength most of all, along with dex, int, and con. This is really much more fighter than caster, and you will never be able to act as efficient artilery. Depending on your opponents, trip won't work at all, and against a massive ranged combat assult, this guy has issues (like most melee fighters).</p></blockquote><p></p>
[QUOTE="LokiDR, post: 2711746, member: 6239"] Its not all that powerful, but I like the theme of the "Smart Fighter". Ftr 4, focus on spiked chain. Then wizard/spellsword/EK for the buff spells. At 12th you can have ftr 4, wiz 3, SS 3, EK 1. Thats BAB of 10, CL of 6. Enlarge person, shield, true strike, no penalty to casting in a mithral breastplate. With a high dex you can be a real tripping machine, do decent damage, and have enough arcane umph to do some buffing. Metamagic rod of quicking on a string would be nice, drop it as a free action, get a full attack. You can have combat reflexes, EWP spiked chain, Expertise, Improved Trip, Weapon focus, weapon specialization, power attack, and 4 other feats by that point. Dodge, mobility and spring attack might be a nice addition with a quickened expeditious retreat. Two handed power attack applies, on an enlarged spiked chain it dealing 2d6+2 +str. By being a smarter fighter, you don't need to just charge and hit them, but you still could. The advantage here is that your half-delker will never be able to quicken his own spells, this build will. Trade two spell sword for 1 more wizard and you get less armor (mithral shirt) but more casting power. At 14 you would be able to quicken your own spells and not need the rod. This is also a wizard-based build, so you can always leave slots open for various utility spells as you need them. The disadvantage is MAD, you need strength most of all, along with dex, int, and con. This is really much more fighter than caster, and you will never be able to act as efficient artilery. Depending on your opponents, trip won't work at all, and against a massive ranged combat assult, this guy has issues (like most melee fighters). [/QUOTE]
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