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<blockquote data-quote="Jack99" data-source="post: 4260458" data-attributes="member: 53135"><p>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?</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p><strong>Eladrin Fighter level 10</strong></p><p>Str 18 Con 13 Dex 13 Int 18 Wis 12 Cha 10</p><p>HP 87</p><p>AC 24; Fort 23 Reflex 21 Will 18</p><p>feats: Arcane Initiate (1), Weapon focus (Greatsword) (2) Toughness (4) Novice Power (6), Acolyte Power (8), Adept Power (10)</p><p></p><p>Class features: combat challenge, combat superiority, fighter weapon talent (two-handed)</p><p></p><p><strong>Powers:</strong> </p><p>1: Cleave (at will) +16 vs AC 1d10+8 (crit 18+3d6) damage, an adjacent enemy takes 4 damage</p><p>1: Reaping Strike (at will) +16 vs AC (crit 18+3d6) damage, 4 damage on a miss</p><p>1: Scorching Burst (encounter) 1d6+4 fire damage, range 10, burst 1</p><p>1: Steel Serpent Strike (encounter) +16 vs AC, 2d10+8 (crit 28+3d6) damage, target is slowed and can not shift</p><p>1: Brute Strike (daily) +16 vs AC 3d10+8 (crit 38+3d6) damage</p><p>2: <s>Get over here (utility, encounter) slide two squares as a move action</s> Shield (utility, imm. interrupt) +4 power bonus to AC until the end of your next turn</p><p>3: <s>Dance of Steel (encounter) +13 vs AC, 2d10+4, target is slowed until the end of your next turn</s> Shock Sphere +9 vs Reflex, 2d6+4 lightning damage, range 10, burst 2</p><p>5: <s>Dizzying Blow (daily) +13 vs AC, 3d10+4 damage, target is immobilized</s> Fireball +9 vs Reflex, 3d6+4 damage, half on miss, range 20, burst 3</p><p>6: Battle Awareness (utility, daily) +10 to initiative</p><p>7: Reckless Strike (encounter) +14 vs AC, 3d10+8 (crit 38+3d6) damage</p><p>9: Victorious Surge (daily) +16 vs AC, 3d10+8 (crit 38+3d6) damage, and regain hps as if you had spend a healing surge</p><p>10: Stalwart Guard (utility, daily) +1 Power ac to all allies, burst 1</p><p></p><p>Items: Bloodcut Hide +2, Greatsword +3, Amulet of false life +2, +4200 gp</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Jack99, post: 4260458, member: 53135"] 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. [B]Eladrin Fighter level 10[/B] 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) [B]Powers:[/B] 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: [S]Get over here (utility, encounter) slide two squares as a move action[/S] Shield (utility, imm. interrupt) +4 power bonus to AC until the end of your next turn 3: [S]Dance of Steel (encounter) +13 vs AC, 2d10+4, target is slowed until the end of your next turn[/S] Shock Sphere +9 vs Reflex, 2d6+4 lightning damage, range 10, burst 2 5: [S]Dizzying Blow (daily) +13 vs AC, 3d10+4 damage, target is immobilized[/S] 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 [/QUOTE]
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