A Fighter Mage Feat Chain
Introduction
The Iconic Fighter/Mage could be any sort of multi-class combination that displays not only the ability to cast 9th level arcane spells, but also the capacity to be a front-line fighter. Because there are many different combinations of classes, and I’m limiting my time to spend on this topic, this little write-up will only cover the Feat Chains that a Fighter/Mage character would pick up on their path to 16th level.
The character class used in this example is not a normal character class. Instead, the character class used gains all of the abilities of a wizard, and all of the abilities of a fighter simultaneously. That way, all feats can be covered in relation to their general importance to survival.
This is not a combat-optimized character, or an Iconic feat selection. Instead, this is a write-up based on my experiences from playing bards, clerics, rangers, paladins, sorcerers, wizards, arcane archers, and fighters from 3rd edition. Focus is given to the order that a character would select their feats in order to make it from level to level.
Remember that all of this is opinion, and my experiences as a player will be different from yours. There is no reason that my chain will be any better than another’s, but I will try and give my motivation for my selections.
1st Level (hp 10, +1 base attack, +2 Fort/Will, +0 Ref, 1st level wizard)
Scribe Scroll (Granted for being a Wizard)
Exotic Weapon Proficiency (Bastard Sword or other)
Weapon Focus (Bastard Sword or other)
Improved Initiative (General)
Scribe Scroll is a given. Bastard Sword proficiency isn’t necessarily the path to go for a straight Fighter/Mage, but I think that including the Exotic Weapon Proficiency and Weapon Focus at level 1 gives you complete freedom to choose what your character will use as their primary weapon. In my experience, fighters with improved initiative tend to make it through most 1st level encounters without getting hit.
Also, it gets overlooked in most combat-optimized feat chains: Expertise can be used to give your character a one point higher AC at level one, which is more important that being able to hit the average AC of most 1st level encounters. For instance, a kobold only has a +2 to hit with his crossbow, but his AC is a meager 15. You have a natural 25% chance to hit the kobold (improved by your strength score) and the kobold has a fairly bad attack bonus that should have a 10% chance to hit you if you can get your AC to 21 with cover, expertise, armor, and a decent dexterity bonus.
2nd Level (hp 15, +2 base attack, +3 Fort/Will, +0 Ref, 2nd level wizard)
Dodge or Expertise
The AC bonus you get from either of these skills outweighs any combat feats you can take as a second level fighter, and makes your life a little easier. Low-level encounters feel very safe when you react first because of improved initiative, and all your enemies need a natural 20 to score a hit. Then again, if you encounter creatures with good attack bonuses (+5 or better) you should probably use a ranged weapon. An average orc warrior with a Greataxe has killed more than one fighter of 2nd level in one hit.
3rd Level (hp 20, +3 base attack, +3 Fort/Will, +1 Ref, 3rd level wizard)
Spell Focus (Evocation or Transmutation)
At this point, you can safely say that you’re becoming a potent spell-caster. Normally characters don’t need spell focus till 3rd level, because most 1st and 2nd level encounters can’t resist a Will Save of 15 for any reason. And, because you’re not an all-out spell-caster, you gained quite a bit from your weapon focus at previous levels. Now is the time to take spell focus in one of your favored schools (evocation or transmutation come to mind).
4th Level (hp 25, +4 base attack, +4 Fort/Will, +1 Ref, 4th level wizard)
Weapon Specialization (Bastard Sword or other)
4th level is reserved for Weapon Specialization. There is no other feat I can recommend more than getting the power added to your damage from this feat. Simply, it’s your best bet to get this as early as possible.
5th Level (hp 30, +5 base attack, +4 Fort/Will, +1 Ref, 5th level wizard)
Greater Spell Focus (Evocation or Transmutation) or Craft Wand
As a 5th level wizard you get to select a bonus feat. You could take craft wand if you’re in a low-magic setting; otherwise take Greater Spell Focus (or take spell focus in an additional school). You just earned 3rd level magic, you better be able to end an encounter in one shot when the party needs you, and Spell Focus is a pre-requisite.
6th Level (hp 35, +6 base attack, +5 Fort/Will, +2 Ref, 6th level wizard)
Lightning Reflexes or Combat Reflexes
Spell Penetration or Combat Casting
You might not think about this at first, but a 6th level caster with a wand of fireball or lightning bolt is a 6th level encounter. I didn’t learn until my third death-by-explosion that the weak Reflex saving throw of fighters and mages alike is their downfall. The selection of Spell Penetration over your first Meta-Magic feat is because from 6th-12th level you probably will encounter many creatures with Spell resistance of 25, which is at least difficult to overcome till level 15 unless you have Spell Penetration. Lightning Reflexes isn’t on the Fighter list of feats, but it isn’t that far-off, and most DMs will allow you at least this much leniency. If you can’t get Lightning Reflexes (or your playing a core-specific game) then I would probably take Combat Reflexes, which you have to wait many levels to obtain using my progression as-is. As a Final Note, Combat Casting shouldn’t be overlooked as an option if you find yourself failing Concentration checks (shouldn’t be a problem if you’ve got a fighters constitution score and ranks in the skill, but it’s worth mention).
8th Level (hp 55, +8 base attack, +6 Fort/Will, +2 Ref, 8th level wizard)
Improved Critical (Bastard Sword or other)
I’m not too adamant about taking this feat as soon as possible, but that random chance is a good thing to have the aid of. I wouldn’t take it if it wasn’t important, but in my experience a player with an Improved Critical chance only scores a successful critical slightly more often.
9th Level (hp 60, +9 base attack, +6 Fort/Will, +3 Ref, 9th level wizard)
Greater Spell Penetration
Earlier I told you to take Spell Penetration, and I’ll tell you the same thing now. This is the point where it starts to take precedence over Spell Focus because you must pierce Spell Resistance in order to force them to make that painful Will Save. If Greater Spell Penetration does not tempt you, take either Still Spell or Quicken Spell and wait till your next level to gain Greater Spell Penetration.
10th Level (hp 65, +10 base attack, +7 Fort/Will, +3 Ref, 10th level wizard)
Superior Expertise or Mobility
Still Spell or Quicken Spell
Depending on your selection at 2nd level, either of these two feats adds a little bit of survival (and creativity) to your fighting style. I’m fond of taking a –6 to hit in order to keep my AC as close to 30 as possible. Also, now that you FINALLY have a free feat to spend on Meta-Magic, you should choose one of the above. Either of them will be used with at least 50% of the spells you cast from this point on, depending on your selection. Still Spell is for you if you keep your dexterity down and wear heavier armor. Quicken Spell is a tricky little bastard spell when you combine it with your 1st level spells like true-strike, or later, with Bull’s strength.
12th Level (hp 75, +12 Base Attack, +8 Fort/Will, +4 Ref, 12th level wizard)
Power Critical (Bastard Sword or Other)
Craft Staff, Forge Ring, Empower Spell, or an additional Spell Focus
Your fighter feat can easily be Power Critical, because it is truly dangerous when combined with that quickened True Strike mentioned earlier (something I’ve never done, but it would be battle turning in a well played characters hands). I leave the Normal feat a lot of options… mostly because you know better than me at this point in your characters career. Craft Staff is all-important at 32nd level, when you start to become able to craft Epic Staffs, and it’s just cool to have if you can’t get a staff already. Forge Ring is a good way to augment your abilities, and although Craft Wondrous Item is just as good, rings of Wizardry and Counter-spell can be a big hand. Also, consider any Meta-Magic Feats you would use with at least 10% of your spells (included was Empower spell, because that quickened Bull’s strength is a little bastard when you get 9 points instead of the maximum of 6, and anything empowered is more fun than just using a maximized spell). Then again, if you’re a broad ranged caster, taking an additional Spell Focus or Greater Spell Focus will add a lot to your consistency.
14th Level (hp 85, +14 Base Attack, +9 Fort/Will, +4 Ref, 14th level wizard)
Spring Attack, Improved Disarm, or Power Attack
This isn’t necessarily your best friend, but it has gotten me out of jams before. If you selected dodge at 2nd Level and Mobility at 10th, take Spring Attack. Anyone with Spring Attack can move-kill-move in order to avoid getting mauled by a mob. Mobs aren’t really your problem since you have those 6th level spells backing you up, but I think that it isn’t wise to rely on magic in closed spaces. Also, if you selected Expertise and Improved Expertise, your AC is probably two or three points over 30 with Expertise. You can’t really go farther into Expertise (Improved Trip if you’re fond of it), but you can start taking feats from the Power Attack Chain. Power Attack is a staple of hard-core fighters, but I think that a Fighter/Mage is probably more adept with Improved Disarm.
15th Level (hp 90, +15 Base Attack, +9 Fort/Will, +5 Ref, 15th level wizard)
Item Creation, Meta-Magic, Spell Focus/Penetration, or Combat Casting
Leadership
You’re filling up your Magic related abilities now. Good thing, because as you get above level 21 you become goddamn powerful. I won’t give any more advise on what to choose for your Wizard Feats, since you have a better idea about what you like to do than I would at this point. I say “take leadership” at this point in your career. I know it’s an option at level 6, but I have never known any cohort to hit anything important at 6th level. Now that you’re a 15th level character, you can select a pretty good cohort that could be any number of things (possibly an underling fighter/mage). Cohorts are a fun role-play opportunity, but they need to be tougher than the ones you get at 6th level.
16th Level
Options Options Options…
Ok, this is where the feat chain I’m developing ends. At this point you are either developing your Power Attack chain or getting whirlwind (or any number of other attack-method feats) with your fighter feats while raising your magical prowess with your normal feats and Wizard Bonus feats.
My personal preference would be to get as many pre-requisites for Epic Level feats as I can. There are over 100 Epic Feats, and I’m only well read on about 20% of them right now. Maybe I can be more help later, but for now I’m cutting it off here.