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[D&D 3.0] How to build a Fighter-Mage?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6385801" data-attributes="member: 1165"><p>I've played 7 years of 2e and that trope never really made sense to me. You would need to have spells that make you good in melee and spells that blast/control and weapons skills. Or perhaps you're looking to use spells first, then when you run out use a weapon. That seems a good idea at low levels, but it only really works out when you've got a few levels under your belt, by which point you're not really running out of spells.</p><p></p><p></p><p></p><p>I looked that up already, but it seemed confusing in 3.0. Apparently you need two levels before you even get +1 Strength out of it. (The 3.5 version immediately gave you a size bonus, for extra damage, and the penalty to hit was canceled out by the bonus to Strength.)</p><p></p><p></p><p></p><p>Be sure to take Craft Wondrous Item. Available at 3rd-level. If you have a cleric they'll be happy too, as they can cooperate with you to make cleric-only items.</p><p></p><p>Also, an AC of about 17 isn't impressive, not when a 1st-level fighter can have more, all day. You're still going to need those short-term non-AC-boosting defensive buffs.</p><p></p><p></p><p></p><p>Even big fights don't last long (in terms of rounds), so you should probably focus on very short-term powerful buffs or attack spells after a few levels rather than longer-term buffs. (Simply put, those are worth more than sword swings.)</p><p></p><p></p><p></p><p>Were you talking ability score buffs, or defensive buffs?</p><p></p><p></p><p></p><p>No, that's not possible in the rules. A katana is actually a pretty big and heavy weapon anyway.</p><p></p><p></p><p></p><p>They can still deliver touch spells on you. Too bad True Strike isn't a touch spell, because ... <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6385801, member: 1165"] I've played 7 years of 2e and that trope never really made sense to me. You would need to have spells that make you good in melee and spells that blast/control and weapons skills. Or perhaps you're looking to use spells first, then when you run out use a weapon. That seems a good idea at low levels, but it only really works out when you've got a few levels under your belt, by which point you're not really running out of spells. I looked that up already, but it seemed confusing in 3.0. Apparently you need two levels before you even get +1 Strength out of it. (The 3.5 version immediately gave you a size bonus, for extra damage, and the penalty to hit was canceled out by the bonus to Strength.) Be sure to take Craft Wondrous Item. Available at 3rd-level. If you have a cleric they'll be happy too, as they can cooperate with you to make cleric-only items. Also, an AC of about 17 isn't impressive, not when a 1st-level fighter can have more, all day. You're still going to need those short-term non-AC-boosting defensive buffs. Even big fights don't last long (in terms of rounds), so you should probably focus on very short-term powerful buffs or attack spells after a few levels rather than longer-term buffs. (Simply put, those are worth more than sword swings.) Were you talking ability score buffs, or defensive buffs? No, that's not possible in the rules. A katana is actually a pretty big and heavy weapon anyway. They can still deliver touch spells on you. Too bad True Strike isn't a touch spell, because ... :lol: [/QUOTE]
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[D&D 3.0] How to build a Fighter-Mage?
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