RangerWickett said:
I ended up going with a fairly solid Fighter 1/Conjurer 5/Eldritch Knight 7/Spellsword 1.
Looks solid. (Just don't take any more spellsword levels.)
I trust you have the abrupt jaunt ability from the PHBII?
RangerWickett said:
AC 24 (+7 +3 mithril chain shirt, +3 Dex, +1 natural armor, +2 deflection, +1 luck)
I'm considering getting +2 twilight mithril full-plate instead. I'd end up with a 15% spell failure chance, and I could ignore 10% of that with Spellsword, so I'd only have a 5% spell failure chance. A difference of 3 points of AC, and reducing my speed by 10. Plus 9000 gp or so because mithril fullplate costs more than mithril chain shirt. I don't know if it's worth it.
Your AC
is too low. A full plate would reduce your speed and prevent you from tumbling though. You could make it "feycraft" (DMGII) to get rid of the ASF.
RangerWickett said:
Feats - Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack, Power Attack, Arcane Strike (Complete Warrior), Arcane Thesis (dimension leap - PHB 2), Scribe Scroll, Quicken Spell
Yes, the teleport-whirlwind trick is neat.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
But IMO it's too great an investment for too little return. You're not going to see a lot of opportunities for its use where your regular three (or four, with
haste) attacks won't be at least as good. I'd replace those
five feats.
Extend Spell for extended
wraithstrikes (!), all day+ 1 hour/level spells and all-round utility. (Though a cheap rod can do much of the same job.)
Cleave for the occasional extra attack.
Improved Toughness (CW) for extra HP. You really need it, especially if you insist on keeping a low AC and so-so saves.
Practiced Spellcaster (CD) for better caster level.
Improved Buckler Defense (CW) for extra AC. (Unless you want a floaty shield, or load up on more
shield spells.)
I'd consider a chain (spiked or not) weapon for the reach. And I'd consider dropping Arcane Strike, as you can use your spell slots for better things.
RangerWickett said:
Items: Boots of Striding and Springing, +3 mithril shirt, +4 greatsword, ring of freedom of movement, handy haversack, ring of protection +2, amulet of natural armor +1, ioun stone of +1 Luck AC, gloves of dexterity +2, belt of strength +4, goggles of night, cloak of resistance +2
I'd scale down the +4 greatsword. Greater magic weapon can get you a +3 weapon right now, on top of any special abilities. I'd drop the ring of freedom of movement. The amulet of natural armor can be replaced with a spell. The last +2 on the belt of strength is too expensive when you don't have a Con or Int item. (And the ioun stone +1 is an insight bonus.)
I'd want to buy:
Boots of speed if you're not going to cast
haste regularly. Haste=good. Speed, extra attack - what's not to love?
Magic buckler or floaty shield (animated shield). More AC.
Cloak (or vest) of resistance +5. Trust me on this. (Unless you'll be casting
superior resistance [SC] for the +6 bonus.)
+2 Con and +2 Int. Why not?
Mantle of second chances (DMGII, 6000 gp). Reroll=good. You can probably add it to the cloak of resistance for +50% cost. (Same item slot, roughly same purpose.) Without it I'd be buying a
luck blade from the DMG. Pricey, but oh so handy.
Armbands of might (CAdv, 5400 gp). Nice item, though admittedly not as useful for a two-handed fighter as for a dual wielder or natural weapons fighter.
RangerWickett said:
My typical spells prepared list will look something like this:
6th - True Seeing, Acid Fog, Summon Monster 6
5th - Storm Touch (Magic of Eberron), Dimension Shuffle, quickened dimension leap x2
4th - Greater Invisibility, Evard's Black Tentacles, Orb of Electricity (SC), Flame Whips (SC)
3rd - Melf's Unicorn Arrow x2 (PHB 2), Lightning Bolt, Regroup (PHB2), Dimension Step (SC) x2
2nd - Wraithstrike (SC) x3*, Rope Trick, Baleful Transposition (SC), Dimension Leap (Magic of Eberron)
1st - True Strike x1, Shield, Benign Transposition (SC) x3, Weapon Shift (SC)
*Yes, he's actually allowing Wraithstrike.
You have necromancy and enchantment as banned schools, yes?
My version:
6th -
Stone Body (SC) x2, Summon Monster 6 (?)
5th -
Transmute Mud to Rock, Greater Dimension Door (SC), Quickened Dimension Leap x2
4th - Greater Invisibility, Evard's Black Tentacles,
Flight of the Dragon (SC), Fire Shield
3rd - Melf's Unicorn Arrow (PHB 2),
Dragonskin (SC), Regroup (PHB2), Dimension Step (PHBII) 2x,
Blink
2nd -
Wraithstrike (SC) x4*, Rope Trick, Dimension Leap (Magic of Eberron)
1st - True Strike x1, Shield, Benign Transposition (SC) x3, Weapon Shift (SC)
I've removd most of the attack spells. You have a weapon. Use it.
Stone body provides much needed defense. With transmute mud to rock it even provides healing. Greater dimension door lets you teleport as a move action for several rounds. Move in with quickened/immediate teleport, attack, move out. Nifty. Fire shield discourages monsters from attacking you. Flight of the dragon gets you flight and mobility. Dragonskin gives you AC and elemental resistance. Greater invisibility and blink both keep you from getting attacked with spells or weapons.
Alter self or polymorph (or draconic polymorph) would be
really helpful, but I know a lot of players consider it bad role-playing for their characters to be more concerned about avoiding pain and death than looking pretty for the monsters, so I left them out.
![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
If you did go with polymorph you should consider dropping the armor in favor of a monk belt, a +2 Wis item and
greater mage armor (SC). (Unless you believe Skip Williams, in which case the armor will be resized by the spell.)