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<blockquote data-quote="Plane Sailing" data-source="post: 3502535" data-attributes="member: 114"><p>As a straight wizard fighter, I'd take a slightly different route to others' suggestions. Probably something like:</p><p></p><p>Human wizard, </p><p>human feat: martial weapon (guisarme or glaive or ranseur) or spiked chain.</p><p>1st feat: combat reflexes</p><p>3rd feat: combat expertise</p><p>6th feat: improved trip (if guisarm), improved disarm (if ranseur)</p><p></p><p>Abilities? Ideally Aim for Str 14+, Dex 14, Con 16, Int 13+, Wis & Cha whatever.</p><p></p><p>The following spells* have no S component, so you can cast them in armour with no chance of spell failure:</p><p></p><p>Cantrips (2): light, flare </p><p>1st level (4): feather fall, hold portal, true strike, ventriloquism </p><p>2nd level (4): blindness/deafness, blur, darkness, knock </p><p>3rd level (3): displacement, suggestion, tongues </p><p>4th level (4): dimension door, lesser geas, polymorph self, shout </p><p>5th level (2): teleport, contact other plane </p><p>6th level (2): geas, mass suggestion </p><p>7th level (4): phase door, power word (stun), teleport without error, vanish</p><p>8th level (3): mass charm, power word (blind), Otto's irresistable dance </p><p>9th level (6): Mord's disjunction, power word (kill), prismatic sphere,</p><p>teleportation cricle, wail of the banshee, wish</p><p></p><p>(* this was my 3.0e list, there may have been some changes in 3.5e)</p><p></p><p>A masterwork/mithral chain shirt has no armour check penalty, and can be enhanced by friendly clerics, and you can rely upon mage armour and shield spell up until the time when those become available.</p><p></p><p>This kind of melee wizard has the benefit of being able to legitimately fight at reach (helps protect those hp), has area control and the potential for multiple attacks via combat reflexes.</p><p></p><p>False Life is another great 2nd level spell (think of it as 'pre-healing), and vampiric touch could be a useful one too (again, the pre-healing angle of the temp hp). Alter Self is another great 2nd level spell for bumping up your natural armour (if troglodyte form is allowed).</p><p></p><p>At 7th level the possibilities of stoneskin to protect yourself, and fire shield (aka 'dont hit me) to discourage attacks on you both become available.</p><p></p><p>All in all, there are some interesting and pretty survivable combinations available.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 3502535, member: 114"] As a straight wizard fighter, I'd take a slightly different route to others' suggestions. Probably something like: Human wizard, human feat: martial weapon (guisarme or glaive or ranseur) or spiked chain. 1st feat: combat reflexes 3rd feat: combat expertise 6th feat: improved trip (if guisarm), improved disarm (if ranseur) Abilities? Ideally Aim for Str 14+, Dex 14, Con 16, Int 13+, Wis & Cha whatever. The following spells* have no S component, so you can cast them in armour with no chance of spell failure: Cantrips (2): light, flare 1st level (4): feather fall, hold portal, true strike, ventriloquism 2nd level (4): blindness/deafness, blur, darkness, knock 3rd level (3): displacement, suggestion, tongues 4th level (4): dimension door, lesser geas, polymorph self, shout 5th level (2): teleport, contact other plane 6th level (2): geas, mass suggestion 7th level (4): phase door, power word (stun), teleport without error, vanish 8th level (3): mass charm, power word (blind), Otto's irresistable dance 9th level (6): Mord's disjunction, power word (kill), prismatic sphere, teleportation cricle, wail of the banshee, wish (* this was my 3.0e list, there may have been some changes in 3.5e) A masterwork/mithral chain shirt has no armour check penalty, and can be enhanced by friendly clerics, and you can rely upon mage armour and shield spell up until the time when those become available. This kind of melee wizard has the benefit of being able to legitimately fight at reach (helps protect those hp), has area control and the potential for multiple attacks via combat reflexes. False Life is another great 2nd level spell (think of it as 'pre-healing), and vampiric touch could be a useful one too (again, the pre-healing angle of the temp hp). Alter Self is another great 2nd level spell for bumping up your natural armour (if troglodyte form is allowed). At 7th level the possibilities of stoneskin to protect yourself, and fire shield (aka 'dont hit me) to discourage attacks on you both become available. All in all, there are some interesting and pretty survivable combinations available. Cheers [/QUOTE]
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