Sitara said:
Not sure why this is so hard to understand but I will try to explain. What I want is someone who can fight with a big sword and cast spells also. Not sure what you mean by 'full powered'. If you are referring to game balance, With 4e, it is totally viable without any game balance issues.
For example;
Say a single class fighter and a single class mage each get 5 martial powers
A warrior mage would get 2 of the fighter powers, 2 of the wizard powers and maybe 1 unique power for his own class.
Not sure where the problem is. The WM cannot outdamage a fighter or out blast a (they will be roughly equal), but the fighter will have greater flexibility in martial powers, the wizard will have greater flexibility in spells while the WM will have greater flexibiliy in terms of power types. They will all do comparable damage.
I do not think thats an unfair request, and it will satisfy all WM fans out there without any 'game balance' issues.
I see no reason why this can not be done with a fighter/wizard multi-class. Yes you will "lose" some feats, but lets face it, they aren't exactly overpowered. You won't have a unique spell either, but is that the end of the world?
As some have pointed out, the synergy between heavy armor and high int is pretty crappy. Well the easiest solution would probably be to wear light armor, to benefit from the int.
Below is a fairly quickly made fighter, who hits with a big sword and uses uses magic to blast at a distance. Yes, he doesn't excel at either, but he does have more options in combat, than just standing around and hitting.
Eladrin Fighter level 10
Str 18 Con 13 Dex 13 Int 18 Wis 12 Cha 10
HP 87
AC 24; Fort 23 Reflex 21 Will 18
feats: Arcane Initiate (1), Weapon focus (Greatsword) (2) Toughness (4) Novice Power (6), Acolyte Power (8), Adept Power (10)
Class features: combat challenge, combat superiority, fighter weapon talent (two-handed)
Powers:
1: Cleave (at will) +16 vs AC 1d10+8 (crit 18+3d6) damage, an adjacent enemy takes 4 damage
1: Reaping Strike (at will) +16 vs AC (crit 18+3d6) damage, 4 damage on a miss
1: Scorching Burst (encounter) 1d6+4 fire damage, range 10, burst 1
1: Steel Serpent Strike (encounter) +16 vs AC, 2d10+8 (crit 28+3d6) damage, target is slowed and can not shift
1: Brute Strike (daily) +16 vs AC 3d10+8 (crit 38+3d6) damage
2:
Get over here (utility, encounter) slide two squares as a move action Shield (utility, imm. interrupt) +4 power bonus to AC until the end of your next turn
3:
Dance of Steel (encounter) +13 vs AC, 2d10+4, target is slowed until the end of your next turn Shock Sphere +9 vs Reflex, 2d6+4 lightning damage, range 10, burst 2
5:
Dizzying Blow (daily) +13 vs AC, 3d10+4 damage, target is immobilized Fireball +9 vs Reflex, 3d6+4 damage, half on miss, range 20, burst 3
6: Battle Awareness (utility, daily) +10 to initiative
7: Reckless Strike (encounter) +14 vs AC, 3d10+8 (crit 38+3d6) damage
9: Victorious Surge (daily) +16 vs AC, 3d10+8 (crit 38+3d6) damage, and regain hps as if you had spend a healing surge
10: Stalwart Guard (utility, daily) +1 Power ac to all allies, burst 1
Items: Bloodcut Hide +2, Greatsword +3, Amulet of false life +2, +4200 gp
Cheers