Question about fighter/magic-using builds

CCamfield

First Post
I was hoping to play a battle sorcerer in an online PbP game (not here), but the DM nixed that idea.

I just looked over the eldritch knight, and while I doubt my character will ever reach that level, that seems to be the way to go when restricted to core books only. They don't get any ability to wear armour, though. Is there any (core) way to produce an armour-using wizard who doesn't suffer from spell failure?

I presume it's better to begin with the spellcaster to get bonus skills... and wizards would get 3rd level spells before sorcerers would. Specialist wizard?

I was (perhaps oddly) thinking of focussing on weapon-related and buff spells as a theme, like True Strike and Magic Weapon at first level. Maybe a transmuter...
 

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Well, if you use the three core books only, the only armor that would work is Mage Armor. :D

Beyond core rules, there is the Spellsword PrC in Complete Warrior or the Twilight armor enchantment in Book of Exalted Deeds. If you can use these sources, Arcane Strike from Complete Warrior is great at mid to high levels.

With only core rules, you have to rely on protective spells (Mage Armor, Shield, etc).

Yes, a specialist wizard is the most effective choice, especially at the lower levels, they beat sorcerers by far.

I wouldn't use True Strike, it's just a wasted action and spell in most cases, as you have to give up an attack to cast it.

Enlarge Person is a decent spell to enhance your fighting capabilities (pick up Combat Expertise and Improved Trip and put a high value in Strength, then it'll be very useful to complement this fighting style).

Bye
Thanee
 
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I'd be inclined to suggest sorcerer instead of wizard. Yes, you get higher-level spells one level later, but the flexibility you get from spontaneous casting is hard to overestimate. Also, unlike a normal wizard, you will probably settle for just a handful of spells you use all the time (enlarge, mage armor, shield, alter self). The spells you'll use rarely can be kept on scrolls (hopefully you have a source for these in the campaign world).

As for armor, if you can get it, go for mithril masterwork chain shirt (or better yet, magical). A mithril MW chain shirt has a spell failure of 10% which isn't too bad. The armor bonus is no better than mage armor, though, so you might only use it when you're trying to save a spell slot for the day, or if you can get it enchanted. Alternately, count on mage armor, shield, and an amulet of natural armor (or alter self).
 



Unfortunately I don't think so. It's a Scarred Lands game, but my only SL books are the Gazetteer and the booklet that came with the DM Screen. :)

Thanee, SirWhiskers, you both make good points. Dunno what to do at the moment.

Of course, I could play a cleric... on looking at the pantheon, the good "champion" god can grant the War and Fire domains (as well as Law, Good, and Protection) which look interesting... (edit) but, pessimistically, I'd spend most of my time casting healing spells instead.
 
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Also you will want to look at the Arcane Strike Feat from the Complete Warrior. It basically allows you to convert a spell slot into a attack and damage bonus. I have a character built around those.

Half Ogre - Wizard/Fighter/Eldritch Knight with Arcane Strike
Basically he uses buff spells and then uses the remaining spells for powering Arcane Strike. Hasted and dumping a 9th level spell into Arcane Strike gives you a +9 to hit, and +9d4 damage.
 

I'm a big fan of the Fighter-Mage (FM from here on out). Cancel that, I love the fightermage, especially in melee. I don't do it for powergaming reasons, I like the concept of using magic to augment fighting skill. Specifically I like to play core-only Fighter/Transmuters, and at higher levels Eldrich Knight.

A fightermage sacrifices hitpoints and BaB for combat bonuses via magic. Choosing the right spells and tactics is important, because it is hard make up for the lost hit point and attacks per round.

I love Spring Attack. It lets the FM get away from melee range to cast new spells, and also closes the gap in attacks per round. e.g. A 6th level Ranger can have up to 4 attacks per round, while most FM's will have 1. But if you Spring Attack into the fight, then spring out, the tactic totally negates the Ranger's extra two attacks. The tactic works best with Exp. Retreat or Haste.

Power Attack + True Strike is the FM's best friend. Combine this with Spring Attack to great effect. It gets even better if you use the 3.0 Rules Shield spell.

3.5 haste is really only useful to the FM once he/she is ready to go into melee full time. Personally, I rely on spring attack until I can cast 4th level spells (Think Fireshield + Stoneskin)

Invisibilty is incredibly useful to the FM. Getting Ambushed when the FM does not have a few of his/her buff spells up is a death sentence. With the shortening of buff durations in 3.5, its even harder to stay alive in an ambush.

Remember that you must keep a hand free when casting spells. Sword n' Board is a dangerous proposition. One handed and two handed weapons are the way to go. Another advantage of keeping a hand free is that you can power attack two-handed when using True Strike (See Above). I sometimes carry a wand in the off hand as well. Stab one round, and blast with a fireball the next.

At the very low levels (2-4) I usually continue to wear a chain shirt, and spend my few level 1st level spells on True Strike or Magic Weapon, and risk the arcane spell failure. When you are a Fighter 1/Transmuter 1, wearing armor for 1 hour of the day just doesn't cut it.
 

Eldragon said:
I love Spring Attack. It lets the FM get away from melee range to cast new spells, and also closes the gap in attacks per round. e.g. A 6th level Ranger can have up to 4 attacks per round, while most FM's will have 1. But if you Spring Attack into the fight, then spring out, the tactic totally negates the Ranger's extra two attacks.

In fact, it negates the Ranger's extra three attacks.

-Hyp.
 

Eldragon, thanks for the detailed post! I like the concept too; I was quite disappointed that the DM wouldn't allow the battle sorcerer, because it seemed like a nice base class for the idea...

Even though I haven't played a FM before, I'd certainly looked at the Power Attack/True Strike combo. Feats permitting, it seems you could get Combat Expertise too and boost both damage and AC, and probably still hit.

At the very low levels (2-4) I usually continue to wear a chain shirt, and spend my few level 1st level spells on True Strike or Magic Weapon, and risk the arcane spell failure.

So, do you start with fighter or with wizard? And you just accept a 20% spell failure chance? That seems... severe...

I don't think I understand your comment about wearing armor for an hour a day, though.
 

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