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General Tabletop Discussion
*TTRPGs General
If you wanted to create the classic fighter/mage, what Feats would you take?
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<blockquote data-quote="Squire James" data-source="post: 271640" data-attributes="member: 548"><p>I'd hold off on the Epic-level tangent for now, because the original poster was talking about a 2nd level character... he can post again next year if he actually makes it that far!</p><p></p><p>IMO, the best road for a Fighter/Wizard is to be an Archer type who uses spells and melee as backup. I'd consider a Transmuter specialty, because Transmutation spells tend not to be affected by caster level as much as other spells (VERY important!). You have to drop 3 schools, which is tough. Necromancy and Illusion are easy choices, but the 3rd one is a bear. The "classic Ftr/Wiz" probably doesn't want to drop Evocation either. Lose Divination and lose True Strike (if you can deal with that, go for it). Lose Conjuration and lose Mage Armor (and the possibility of making Bracers of Armor). I suggest Enchantment, but you'll probably lose Sleep over it.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Ability Scores: high Dex and Int, medium Str and Con, low Wis and Cha. There's very little you can do about avoiding the usual two "dump stats". You may make Str a "low" stat if you want to be more "pure archer".</p><p></p><p>Feats: Point Blank Shot, Precise Shot, Rapid Shot. If your DM is insane, and allows all the "Quintessential Elf" feats, select that one that gives you a 20' threat range with your bow instead of Rapid Shot.</p><p></p><p>As you gain fighter levels, finish the series off with Wpn Focus and Wpn Spec with Composite Longbow. The idea here is to make your Attack Bonus with the bow insanely high, because that will be your "schtick".</p><p></p><p>Later on, when you have 3 Wizard levels, you may want to choose Craft Wondrous Item, because a lot of Transmutation spells happen to be the spells you want in your magic items!</p><p></p><p>Spell Selection: True Strike, Expeditious Retreat, Jump, Spider Climb, Mage Armor, and Shield are all good. If you got Int all the way to 18, add Magic Missile (or Sleep if you didn't follow my specialization advice). A good general idea is to go for spells that don't rely on caster level too much, and don't involve saving throws (or if they do, make them take-out spells like Sleep). Magic Missile is a backup for when you run out of arrows, or against monsters with DR (or Protection from Arrows).</p></blockquote><p></p>
[QUOTE="Squire James, post: 271640, member: 548"] I'd hold off on the Epic-level tangent for now, because the original poster was talking about a 2nd level character... he can post again next year if he actually makes it that far! IMO, the best road for a Fighter/Wizard is to be an Archer type who uses spells and melee as backup. I'd consider a Transmuter specialty, because Transmutation spells tend not to be affected by caster level as much as other spells (VERY important!). You have to drop 3 schools, which is tough. Necromancy and Illusion are easy choices, but the 3rd one is a bear. The "classic Ftr/Wiz" probably doesn't want to drop Evocation either. Lose Divination and lose True Strike (if you can deal with that, go for it). Lose Conjuration and lose Mage Armor (and the possibility of making Bracers of Armor). I suggest Enchantment, but you'll probably lose Sleep over it.:) Ability Scores: high Dex and Int, medium Str and Con, low Wis and Cha. There's very little you can do about avoiding the usual two "dump stats". You may make Str a "low" stat if you want to be more "pure archer". Feats: Point Blank Shot, Precise Shot, Rapid Shot. If your DM is insane, and allows all the "Quintessential Elf" feats, select that one that gives you a 20' threat range with your bow instead of Rapid Shot. As you gain fighter levels, finish the series off with Wpn Focus and Wpn Spec with Composite Longbow. The idea here is to make your Attack Bonus with the bow insanely high, because that will be your "schtick". Later on, when you have 3 Wizard levels, you may want to choose Craft Wondrous Item, because a lot of Transmutation spells happen to be the spells you want in your magic items! Spell Selection: True Strike, Expeditious Retreat, Jump, Spider Climb, Mage Armor, and Shield are all good. If you got Int all the way to 18, add Magic Missile (or Sleep if you didn't follow my specialization advice). A good general idea is to go for spells that don't rely on caster level too much, and don't involve saving throws (or if they do, make them take-out spells like Sleep). Magic Missile is a backup for when you run out of arrows, or against monsters with DR (or Protection from Arrows). [/QUOTE]
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If you wanted to create the classic fighter/mage, what Feats would you take?
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