Destil
Explorer
Well, let's look at an example. 11th Wiz / 9th Fighter, 32 Point Buy Dwarf. NPC Wealth (220,000GP)
14 Str, 12 Dex, 18 Con, 16 Int, 10 Wis, 6 Cha initial +2 Str, +1 Con, +2 Int over 20 levels.
16 Str, 14 Dex, 19 Con, 20 Int, 10 Wis, 6 Cha (items)
19-22 Str, 14 Dex, 22-26 Con, 20 Int, 10 Wis, 6 Cha (Empowered Bull's Strength & Endurance)
BAB = +14/+9/+4
Base Saves = +9 Fort, +6 Ref, +10 Will
5 Bonus Fighter Feats, Scribe Scroll, Summon Familiar, 2 Wizard Bonus Feats. 7 Feats for char level
Weapon Focus, Specialization, Improved Critical (Greataxe), Power Attack, Cleave, Scribe Scroll, Extend Spell, Empower Spell, Great Cleave, Craft Magic Arms & Armor, Expertise, Sunder, Spell Focus (Enchantment), Lightning Reflexes, Improved Initiative
9d10 + 11d4 + 80 HP
Skill Ranks:
23 Concentration, 23 Spellcraft, 20 Knowledge (Arcana), 23 Craft (weapon smiting), 23 Craft (armor smiting), 15 Scry
Equipment: Spell Storing Greataxe +3 (32000), Ring of Protection +3 (18000), Cloak of Resistance +4 (16000), Amulet of Natural Armor +2 (8000), Mighty(+4) Comp Longbow +2(2800), Headband of Intellect +2 (16000), Gloves of Dexterity +2(4000) (12200 GP in Misc. Gear), Spellbook.
Spells Known -
DC 15, Cantrips: All
DC 16, 1st: Shield, Mage Armor, True Strike, Enlarge, Jump, Spider Climb, Expedites Retreat, Magic Missile, Jump, Spider Climb, Charm Person
DC 17, 2nd: Mirror Image, Levitate, Bull's Strength, Endurance, Rope Trick, Invisibility, See Invisible, Resist Elements
DC 18, 3rd: Dispel Magic, Haste, Hold Person, Displacement, Fly, Flame Arrow, Fireball, Suggestion, Blink, Keen Edge, Greater Magic Weapon
DC 19, 4th: Fire Shield, Ice Storm, Polymorph Self, Stone Skin, Charm Monster, Scrying, Evard's Black Tenticles
DC 20, 5th: Dominate Person, Wall of Force, Hold Monster, Prying Eyes, Summon Monster V, Bigby's Interposing Hand
DC 21, 6th: Mass Haste, Tenser's Transformation, Mass Suggestion, True Seeing, Mislead
(Italic Spells have been scribed at a cost of 200 GP / Spell level, for a total of 11,000 GP)
Spells / Day + Bonus:
4 / 4+2 / 4+1 / 3+1 / 2+1 / 1+1
Spells:
0 - Daze, Read Magic, Read Magic, (free)
1st - Shield, Shield, Magic Missile, True Strike, Charm Person, (free)
2nd - Mirror Image, Rope Trick, Mage Armor (Extended), Mage Armor (Extended)
3rd - Dispel Magic, Suggestion, Displacement, Hold Person
4th - Fire Shield, Polymorph Self, Stone Skin
5th - Bull's Strength (Empowered), Endurance (Empowered), Dominate Person
6th- Tenser's Transformation, Mass Haste
This is just one setup. He can vary his spells as much as he likes from day to day. Take some Greater Magic Weapons and he's an Okay Archer. Take lots of buffs and enhance the entire party. Take Fireballs, Ice Storms and Summon Monsters and fill in the role of a weak wizard. He's weak if a Dispel Magic hits him, but the versatility helps make up for this immensely. He can make his own gear, at ½ price (I counted everything as being bought at full price). His con bonus gives him 100 to 180 HP, depending on the roll on the empowered Endurance, and with a toad familiar that's 120-200! Even after you boost the ability scores on the NPC Fighter or Wizard in the DMG to a 32 point buy, this guy is still a valuable asset. His save DC's for his 6th level Mass Suggestions are 23, not bad against a fighter. His first attack is at +22 on an okay bull's strength roll. And this can have true strike + power attack (+6 to hit, +14 damage), which is great when you're only getting one attack anyway. The spell-storing greataxe can hold a Dispel Magic that's cast as a free action on anyone he hits.
The downside to this sort of multiclass is that they're less valuable in a large party, because their self buffs are somewhat redundant… but there's still self only spells like Mirror Image, Shield, Fire Shield, and Tenser's Transformation. Also they're harder to play on a lower point buy. With a 16 point buy you're hurt a bit more for spreading bonuses out among abilities and single-class or multi-class PCs who have ability score overlap (Cleric/Monk, Sorcerer Paladin, Rogue / Wizard) are at an advantage.
14 Str, 12 Dex, 18 Con, 16 Int, 10 Wis, 6 Cha initial +2 Str, +1 Con, +2 Int over 20 levels.
16 Str, 14 Dex, 19 Con, 20 Int, 10 Wis, 6 Cha (items)
19-22 Str, 14 Dex, 22-26 Con, 20 Int, 10 Wis, 6 Cha (Empowered Bull's Strength & Endurance)
BAB = +14/+9/+4
Base Saves = +9 Fort, +6 Ref, +10 Will
5 Bonus Fighter Feats, Scribe Scroll, Summon Familiar, 2 Wizard Bonus Feats. 7 Feats for char level
Weapon Focus, Specialization, Improved Critical (Greataxe), Power Attack, Cleave, Scribe Scroll, Extend Spell, Empower Spell, Great Cleave, Craft Magic Arms & Armor, Expertise, Sunder, Spell Focus (Enchantment), Lightning Reflexes, Improved Initiative
9d10 + 11d4 + 80 HP
Skill Ranks:
23 Concentration, 23 Spellcraft, 20 Knowledge (Arcana), 23 Craft (weapon smiting), 23 Craft (armor smiting), 15 Scry
Equipment: Spell Storing Greataxe +3 (32000), Ring of Protection +3 (18000), Cloak of Resistance +4 (16000), Amulet of Natural Armor +2 (8000), Mighty(+4) Comp Longbow +2(2800), Headband of Intellect +2 (16000), Gloves of Dexterity +2(4000) (12200 GP in Misc. Gear), Spellbook.
Spells Known -
DC 15, Cantrips: All
DC 16, 1st: Shield, Mage Armor, True Strike, Enlarge, Jump, Spider Climb, Expedites Retreat, Magic Missile, Jump, Spider Climb, Charm Person
DC 17, 2nd: Mirror Image, Levitate, Bull's Strength, Endurance, Rope Trick, Invisibility, See Invisible, Resist Elements
DC 18, 3rd: Dispel Magic, Haste, Hold Person, Displacement, Fly, Flame Arrow, Fireball, Suggestion, Blink, Keen Edge, Greater Magic Weapon
DC 19, 4th: Fire Shield, Ice Storm, Polymorph Self, Stone Skin, Charm Monster, Scrying, Evard's Black Tenticles
DC 20, 5th: Dominate Person, Wall of Force, Hold Monster, Prying Eyes, Summon Monster V, Bigby's Interposing Hand
DC 21, 6th: Mass Haste, Tenser's Transformation, Mass Suggestion, True Seeing, Mislead
(Italic Spells have been scribed at a cost of 200 GP / Spell level, for a total of 11,000 GP)
Spells / Day + Bonus:
4 / 4+2 / 4+1 / 3+1 / 2+1 / 1+1
Spells:
0 - Daze, Read Magic, Read Magic, (free)
1st - Shield, Shield, Magic Missile, True Strike, Charm Person, (free)
2nd - Mirror Image, Rope Trick, Mage Armor (Extended), Mage Armor (Extended)
3rd - Dispel Magic, Suggestion, Displacement, Hold Person
4th - Fire Shield, Polymorph Self, Stone Skin
5th - Bull's Strength (Empowered), Endurance (Empowered), Dominate Person
6th- Tenser's Transformation, Mass Haste
This is just one setup. He can vary his spells as much as he likes from day to day. Take some Greater Magic Weapons and he's an Okay Archer. Take lots of buffs and enhance the entire party. Take Fireballs, Ice Storms and Summon Monsters and fill in the role of a weak wizard. He's weak if a Dispel Magic hits him, but the versatility helps make up for this immensely. He can make his own gear, at ½ price (I counted everything as being bought at full price). His con bonus gives him 100 to 180 HP, depending on the roll on the empowered Endurance, and with a toad familiar that's 120-200! Even after you boost the ability scores on the NPC Fighter or Wizard in the DMG to a 32 point buy, this guy is still a valuable asset. His save DC's for his 6th level Mass Suggestions are 23, not bad against a fighter. His first attack is at +22 on an okay bull's strength roll. And this can have true strike + power attack (+6 to hit, +14 damage), which is great when you're only getting one attack anyway. The spell-storing greataxe can hold a Dispel Magic that's cast as a free action on anyone he hits.
The downside to this sort of multiclass is that they're less valuable in a large party, because their self buffs are somewhat redundant… but there's still self only spells like Mirror Image, Shield, Fire Shield, and Tenser's Transformation. Also they're harder to play on a lower point buy. With a 16 point buy you're hurt a bit more for spreading bonuses out among abilities and single-class or multi-class PCs who have ability score overlap (Cleric/Monk, Sorcerer Paladin, Rogue / Wizard) are at an advantage.