Suggestions for a good fighter/sorcerer?

MerakSpielman said:
I'm thinking instead of Ftr/Soc he might go for Brb/Soc for the extra HP and rage.

Thoughts? Suggestions?
Why go fighter at all? An straight arcane caster can be just as good (better, IMNSHO) as a "fighter type".
(Yes, I am serious.)

If you absolutely have to multiclass, there are good reasons to pick one level of almost any class in addition to Sor/Wiz. Any more than that, and you'll regret it later. You really want as many caster levels as you can get.

If you can use the class-books: Don't go spellsword. It gives reduced arcane spell failure in armor, but you loose too many caster levels. And since you need polymorph to be truly competitive, the supernatural channel spell ability is almost useless. Just get the still spell feat if you want to wear armor.

The dragon disciple and bladesinger classes work best if you want a fighter with some minor magical abilities. (Rather than a spellcaster with major melee abilities.) Don't take more than the one Wiz/Sor level you need to qualify.

The class-books have several feats that can be useful. Expert tactician is great for a character that uses improved invisibility in combat. Persistent spell is also nice.


I've made a sample wizard character below, using only the core books. He won't do as well on the lower levels, except as a support character (he needs better Str to do well in melee), but once he gets polymorph he'll be more than a match for any fighter. Fully buffed "Chainsaw" can take on a dragon of equal CR in a straight fight.


Barendd "Chainsaw" Balderk
Dwarven Transmuter 12

(After 12th level it's mainly "more of the same, only better".)

Note: PH, DMG and MM only.

Stats, average results from spells (32 point buy)
Str 32 (11)
Dex 15 (13)
Con 26, 18(Annis) (16)
Int 18 (16)
Wis 12 (12)
Cha 6 (8)

*Level: +2 Con
*Race: +2 Con, -2 Cha
*Toad Familiar: +2 con
*Headband, Periapt: +4 Con, +2 Int
*Bull's Strength: +7 Str (avg.)
*Cat's Grace: +3 Dex (avg.)
*Annis polymorph

Average hit points: 127.5, 4+(11*2.5)+(12*8)


Saves: Fort/Ref/Will

4/4/8 Wizard
2/2/2 Dwarf (spells)
5/5/5 Cloak
1/1/1 Luckstone
4/2/1 Stats

16/14/17 Total

Feats: 1/3/6/9/12 +2 Wizard

Exotic Weapon Proficiency: Spiked Chain, Expertise, Improved Trip, Combat Reflexes
Extend Spell, Empower Spell

Equipment (max 88000):

4000 Headband of Intellect +2
16000 Amulet of Health +4
4000 Ring of Counterspelling (Dispel Magic)
300 Masterwork Spiked Chain
10000 Luckstone
8000 Ring of Protection +2
2000 Boots of Elvenkind
25000 Cloak of Resistance +5
9500 Boccob's Blessed Book
2000 Hat of Disguise

80800 Total (ca. 7000 left for scrolls and expensive spell components)


Typical spells in dangerous area (mostly maxed for melee):

0/1/2/3/4/5/6
5/6/6/6/5/4/3

Cantrips(5): Prestidigitation, Ghost Sound, Dancing Lights, 2x Detect Magic
1st level spells(6): 2x Mage Armor, Expeditious Retreat, 3x Shield
2nd level spells(6): 2x Cat's Grace, Alter Self, Rope Trick, See Invisible,
3rd level spells(6): 3x Haste, 2x Fly, Blink
4th level spells(5): Extended Greater Magic Weapon, Extended Nondetection, 3x Improved Invisibility
5th level spells(4): Extended Stoneskin, Teleport, Extended Polymorph Self
6th level spells(3): Tenser's Transformation, 2x Empowered Empowered Bull's Strength

Spells in bold are in effect at all times. They are cast every evening (and sometimes again later), so that the character has complete redundancy if some of the "permanent" spells are dispelled during the day. (This setup assumes that there is no time for a "buff day".)

(Note that I haven't included true strike. It's a very overrated spell, and usually only useful in very specific situations - even with power attack.)

"Regular" AC: 27 (-1 Size, +2 Dex, +10 Natural, +2 Deflection, +4 Mage Armor)
Can add Haste (+4 AC), Shield (+7 AC) and Expertise (+5 AC) for a total AC of 43.

To hit: +20/+15 (-1 Size, +11 Str, +4 GMW, +6 BAB)
Can add Haste, Improved Invisibility (+2 attack and opponent no dex), Fly (+1 higher "ground") and Tenser's Transformation (+6 BAB) to get +29/+29/+24/+19

Use blink against ethereal creatures and dragons.

Damage: 2d6 + 20 (+16 Str, +4 GMW)

Brief tactics: 20 ft. reach with the chain combined with combat reflexes ensures plenty of AoOs. Use trip attacks to keep opponents away from you. Large size and 32 Str helps on the opposed trip rolls. Use expertise on your haste action (after your regular action) - the penalty only lasts until your next action. When you go invisible the boots of elvenkind makes you almost undetectable, and nondetection can protect you from see invisible. Invisibility and the ring protects you from the main threat - dispel magic. Make sure you get the spellcasters first!
 

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