My warrior-mage has 4 Fighter levels--let's make them count!

Elder-Basilisk said:
If you've already decided that you want to play a fighter/warmage, say so then go ahead and do it. But if you post asking about whether to play a fighter/warmage or fighter/sorcerer, then you shouldn't be surprised if you actually get advice rather than affirmation of what you want to do anyway.

It appears we are at an impasse. I am creating a character than can fight with a sword and toss fireballs, while you've invested yourself in the notion that that's an inherently weak concept because; characters should focus on one form of offense or the other. While I don't need blind affirmation, I do need constructive input. Even if I make a fighter/sorcerer, he's not going to be a sorcerer just to cast buffs. If you simply can't accept a fighter has any use for offensive spells--and indead, believe that such a character just "sucks"--then it definitely seems that we have no common ground on this topic. Thanks for your input.
 
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Hypersmurf said:
No, it doesn't. Oversized TWF lets you use a one-handed weapon in your off hand while taking penalties as if it were light. It doesn't let you treat a light weapon as if it were one-handed for purposes of Power Attack. The off-end of your two-bladed sword is considered a light weapon, so Oversized TWF has no effect on it, and Power Attack gives no bonus to it.

I'll clarify. My group has played double-weapons as providing the option of using one end as a light weapon or to use both ends as one-handed weapons. Obviously, the rules don't allow for the latter options, but then again according to RAW character should get 1.5 x Str modifier on each attack since it's a two-handed weapon.

Read Monkey Grip again.-Hyp.

Yes, I caught that needless nerf yesterday--another reason I'm dropping the double-weapon for a falchion.
 

Rassilon said:
For example: I know that this isn't exacty what you want, but if you have access the Complete Warrior and Complete Arcane, it is possible to create a very proficient:
Swashbuckler 3 / Evoker X / Spellword 1 that allows you fight as a fighter when appropriate, and still be a potent enough 'blaster' type arcanist.
. The level of Spellsword allows your to wear light armour
. The Swashbuckler gets his Int bonus to damage with a variety of weapons, which synergises well the Evoker, and removes the need for weapon spec.
. The whole thing leads perfectly well into Eldrtich Knight (full BAB + Spell Progression).

Clever. Constructive. Cool.
 

The level of Spellsword allows your to wear light armour

Careful- as I recall, spellsword allows you to ignore a certain amount of arcane spell failure, which increases as you progress in the PrCl. I don't have it with me to examine right now, but I believe a single level may only let the PC ignore something like 5%.
 

1st level in Spellsword gives +1 caster level and 10% reduction in arcane spell failure. It's a nice front-loading, but you had to get martial weapon proficiency from somewhere to get into the class if I recall the prerequisites.
 

Dannyalcatraz said:
Careful- as I recall, spellsword allows you to ignore a certain amount of arcane spell failure, which increases as you progress in the PrCl. I don't have it with me to examine right now, but I believe a single level may only let the PC ignore something like 5%.

It's 10% IIRC, which makes mithral chain shirt a good choice. The really good thing about spellsword is that it provides both good BAB and spellcasting at first level.

OTOH, I"m genuinely confused about what the Channel Spell ability is supposed to be good for.
 

That's like the Warlock's Hideous Blow, isn't it? Allows you to attack with the weapon and a spell at the same time.

Swashbuckler/Evoker is cool, but you still need a level of Fighter then, I think, because of the armor requirement (or waste feats on armor proficiency).

As said above, I believe, that Wizard is the arcane spellcasting class best suited for multiclassing.

Bye
Thanee
 

1st level in Spellsword gives +1 caster level and 10% reduction in arcane spell failure. It's a nice front-loading, but you had to get martial weapon proficiency from somewhere to get into the class if I recall the prerequisites.

In the original version, you didn't need MWP at all. Any weapon is sufficient...but you had to defeat an opponent in battle without using your spells. I don't recall if that carried over into the CW reprint.

And, either way, that requirement gets taken care of rather quickly if the PC starts off as a warrior type.
 

Felon said:
It appears we are at an impasse. I am creating a character than can fight with a sword and toss fireballs, while you've invested yourself in the notion that that's an inherently weak concept because; characters should focus on one form of offense or the other. While I don't need blind affirmation, I do need constructive input. Even if I make a fighter/sorcerer, he's not going to be a sorcerer just to cast buffs.

I never said "just" to cast buffs. My point is simply that, after giving up three points of BAB and a lot of hit points, you won't be competitive with second rank fighters like rogues unless you use buffs (or debuffs like ray of enfeeblement and enervation on your enemies). Warmages have a few buffs but the lion's share of the best buffs are not on their list. (And neither are the best utility spells like see invisibility and false life).

If you simply can't accept a fighter has any use for offensive spells--and indead, believe that such a character just "sucks"--then it definitely seems that we have no common ground on this topic. Thanks for your input.

I think you're reading too much into my argument. Yes, fireball is a weak spell in most D&D games (ref 1/2 and d6 vs. monsters with a d8 or d10+con bonus in most cases isn't nearly as good as save vs. spells for d6/lvl vs. unmodified d8 was in 1e and 2e) and is weaker than normal for a mage with a lot of levels invested in noncasting classes (because he's just getting fireball when the bad guys fear empowered fireballs and can empower fireballs when his straight-classed cousin is empowering cones of cold). Worse yet, a fighter/mage typically has to spread his feat and equipment choices around so that he doesn't have Spell Focus and Spell Penetration and has magic weapons and armor instead of the best headband he can afford. So, a straight-class mage's DCs will be higher as well. So, saving throw based area effect blasting and save or die spells are the point of least synergy between a fighter and a mage.

That's not to say that all offensive spells are useless.
Whirling blade, for instance is a great spell since it lets you use melee feats like Arcane Strike and Power Attack as well as melee effects like wraithstrike. While it's a weak spell for most straignt class mages and warmages, it is amazing for a fighter/wizard or fighter/sorcerer (and would be amazing for a fighter/warmage if he had access to wraithstrike).
Similarly, scorching ray is a good spell for a fighter/mage--especially at higher levels because it is low enough level to metamagic (quicken and empower are very good with it), benefits from a higher BAB (as well as a lot of buffs that a melee focused fighter mage might use such as greater blink and heroism). Best yet, it has no save which means that the (typically) lower int and lack of Spell Focus are irrelevant. Scorching ray is useful as an alternative to bows that enables a fighter/mage to keep a weapon in hand ready to full attack but still make a very effective ranged attack. (A normal fighter needs Quickdraw to do this and either suffers the limited range of a javalin or tends to drop weapons all over the field as he switches styles).
If you pick up a spell storing weapon, spells like shocking grasp (empowered) and touch of idiocy are useful.
Similarly, hybrid battlefield control/blasting spells like Freezing Fog and Acid Fog are very useful to a fighter/mage. No save=good. No SR either=better.

The Spellsword's Channel spell ability is also very useful in this regard as well since it lets you attack and use a spell in the same round. (Ordinarily, you have to choose one or the other each round).

If you really want to be a fighter/warmage, I would suggest Ftr 1/Warmage 6/Spellsword 1/Eldritch Knight the rest of the way. That way, you get 4th level spells and you'll be a lot more effective in spellcasting department without sacrificing any further BAB (you sacrifice two feats (eventually--one at lvl 10 since you get the spellsword bonus feat) including weapon specialization, and a few hit points). If you really want to be more martially inclined, I'd recommend Ftr 2/Warmage 4/Spellsword 4 which will give you the channel spell ability a better BAB, and the same hit points as your Ftr 4/Warmage 6.

If, on the other hand, you want to be a badass fighter who can toss a scorching ray (or a fireball though it won't be nearly as good) when the situation calls for it, I'd recommend Ftr 1/Wizard 6/Spellsword 1/Eldritch Knight 2. The same caster level 8, +7 BAB, and the ability to wear a mithral chain shirt without arcane spell failure. That gives you more of the key buffs (shield, false life, wraithstrike, greater magic weapon, blink, etc) and you're still able to cast fireball, scorching ray, etc. if you really want to. A more combat focussed build would be Ftr 2/Wiz 4/Spellsword 4.

If you want to stay charisma centered, sorcerer works too and gives you new ways to use what you've got (what, we just fought a battle? I cast false life again) but you sacrifice the ability of a wizard to pull a scorching ray out one day, a whirling blade out the next, and on the third to go to fog cloud.
 

The CW version requires you to defeat a foe in battle without using spells... and to have proficiency with all types of armor. So, you need fighter, paladin, or some funky p-class levels to qualify or you need to spend a feat or two to pick up heavy armor proficiency.

Dannyalcatraz said:
In the original version, you didn't need MWP at all. Any weapon is sufficient...but you had to defeat an opponent in battle without using your spells. I don't recall if that carried over into the CW reprint.

And, either way, that requirement gets taken care of rather quickly if the PC starts off as a warrior type.
 

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