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<blockquote data-quote="Zaruthustran" data-source="post: 4263298" data-attributes="member: 1457"><p>One of the challenges with caster/melee is that melee attacks and caster attacks tend to be powered by different ability scores (Charisma is the exception, as noted below). I'd give Warlock a serious look, since it gives leather armor, basic weapons (including mace and crossbow), and the same HP as rangers and rogues. </p><p></p><p>Some general build ideas:</p><p></p><p>1. <strong>Paladin multiclassed with Warlock, or Warlock multiclassed with Paladin</strong>. There's only one caster/melee combo that relies on the same ability score, and that's Warlock and Paladin, which both can rely on Charisma. A human, halfling, or ideally half-elf could make this combo work. Probably best to go with Warlock as your primary, using multiclass feats to gain a Paladin attack power and paragon path. If you go with Paladin as your primary, you'll have better defenses and can leave Int at 12 or 14, relying on heavy armor for AC. You can even dump Str if you wish, since you don't need to qualify for Plate's and Heavy Shield's pre-reqs if you get those feats from your class. </p><p></p><p>2. <strong>Melee class, Tiefling or Eladrin race, multiclassed with Wizard or Warlock (choosing Arcane as the skill) and with the Ritual Casting feat.</strong> Those two races give a bonus to Intelligence, allowing high rolls for Arcane checks (and good performance on rituals). The high Int helps with light armor AC. Dabbling in Wizard or Warlock gives access to a ranged arcane attack power, and therefore access to magic implements like wands (which give a daily arcane attack power) and arcane paragon paths.</p><p></p><p>3. <strong>Warlock class, Eladrin race, Dagger Master paragon path, spend feats on multiclass rogue, novice power rogue, TWF, TWD, and ritual casting feat.</strong>. Warlocks start with leather armor, and Eladrin gives proficiency with bows and longsword. After you take Novice Power ditch the longsword in favor or dagger, and once per encounter you can shank a guy with a Dex-based Rogue attack power. Assuming you use the attack power or your Teleport ability to gain combat advantage, you get to add sneak attack damage to the attack. TWF and TWD add to damage and defenses without requiring Str or Con, and can be used with the magic item Pact Blade. At 11th level you'll gain more per-encounter melee attack powers. You're definitely going to rely on your arcane powers most of the time, but at least once per encounter you can hit--hard--with a melee attack.</p><p></p><p>4. <strong>Rogue base class, Wizard of the Spiral Tower paragon path, Eladrin race, multiclassed with Wizard, other feats on Ritual Casting, TWF, and TWD.</strong> Again, this gives free Bow proficiency, arcane skill, and a ranged arcane attack. Fight with longsword and dagger. Use your dagger for your rogue powers, your longsword for your Wizard and Spiral Tower powers. TWF and TWD for a little extra damage and defense without requiring Str or Con.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 4263298, member: 1457"] One of the challenges with caster/melee is that melee attacks and caster attacks tend to be powered by different ability scores (Charisma is the exception, as noted below). I'd give Warlock a serious look, since it gives leather armor, basic weapons (including mace and crossbow), and the same HP as rangers and rogues. Some general build ideas: 1. [b]Paladin multiclassed with Warlock, or Warlock multiclassed with Paladin[/b]. There's only one caster/melee combo that relies on the same ability score, and that's Warlock and Paladin, which both can rely on Charisma. A human, halfling, or ideally half-elf could make this combo work. Probably best to go with Warlock as your primary, using multiclass feats to gain a Paladin attack power and paragon path. If you go with Paladin as your primary, you'll have better defenses and can leave Int at 12 or 14, relying on heavy armor for AC. You can even dump Str if you wish, since you don't need to qualify for Plate's and Heavy Shield's pre-reqs if you get those feats from your class. 2. [b]Melee class, Tiefling or Eladrin race, multiclassed with Wizard or Warlock (choosing Arcane as the skill) and with the Ritual Casting feat.[/b] Those two races give a bonus to Intelligence, allowing high rolls for Arcane checks (and good performance on rituals). The high Int helps with light armor AC. Dabbling in Wizard or Warlock gives access to a ranged arcane attack power, and therefore access to magic implements like wands (which give a daily arcane attack power) and arcane paragon paths. 3. [b]Warlock class, Eladrin race, Dagger Master paragon path, spend feats on multiclass rogue, novice power rogue, TWF, TWD, and ritual casting feat.[/b]. Warlocks start with leather armor, and Eladrin gives proficiency with bows and longsword. After you take Novice Power ditch the longsword in favor or dagger, and once per encounter you can shank a guy with a Dex-based Rogue attack power. Assuming you use the attack power or your Teleport ability to gain combat advantage, you get to add sneak attack damage to the attack. TWF and TWD add to damage and defenses without requiring Str or Con, and can be used with the magic item Pact Blade. At 11th level you'll gain more per-encounter melee attack powers. You're definitely going to rely on your arcane powers most of the time, but at least once per encounter you can hit--hard--with a melee attack. 4. [b]Rogue base class, Wizard of the Spiral Tower paragon path, Eladrin race, multiclassed with Wizard, other feats on Ritual Casting, TWF, and TWD.[/b] Again, this gives free Bow proficiency, arcane skill, and a ranged arcane attack. Fight with longsword and dagger. Use your dagger for your rogue powers, your longsword for your Wizard and Spiral Tower powers. TWF and TWD for a little extra damage and defense without requiring Str or Con. [/QUOTE]
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