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Warrior-loremaster viable?
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<blockquote data-quote="Iku Rex" data-source="post: 2634291" data-attributes="member: 752"><p>Don't be so quick to call a character like that "suboptimal". Some thoughts... </p><p></p><p>Classes: </p><p>I'd go Ftr1/Wiz6/Spellsword1 (CW)/LoremasterX ++</p><p></p><p>You don't want to loose more than one spellcaster level. </p><p></p><p>Armor: A Feycraft or Githcraft (DMGII armor templates, +500 and +600 gp respectively, -5% ASF) Twilight (Book of Exalted Deeds, -10% ASF, +1 armor ability) Mithral Full Plate combined with the -10% from spellsword gets you 0% spell failure. </p><p></p><p>Blended quartz from A&EG gives you a -20% ASF, as opposed to mithral's -10%, but it weights double normal.</p><p></p><p>Basically, you can wear armor. If you can afford it you want an animated shield too. (With similar ASF reductions.)</p><p></p><p>Weapon: A skillful (+2, CAr) weapon ability can be used without proficiency and at 3/4 character level BAB. </p><p></p><p>The spellblade ability (Player's Guide to Faerun, +6000) gets you immunity to dispel magic or greater dispel magic. (Get a ring of counterspells for the one you don't pick.) </p><p></p><p>It may not be optimal, but I like the quarterstaff as a weapon. Gives you that "frail mage with staff" look, and if you have a cleric in the party you can add <em>spikes </em> (CD). </p><p></p><p>Optionally, you could focus on natural weapons (polymorph). Beast Claws (Savage Species) are good weapons for a character with claws. </p><p></p><p>Spells: </p><p></p><p>Polymorph! (Especially if the DM lets you use Skip's polymorph rules from "Rules of the Game".) Make that draconic polymorph (Draconomicon) if possible. Trolls, Cave Trolls (MM3) and War Trolls (MM3) are good choices for combat forms.</p><p></p><p>Alter self is a low-level substitute. Tren, from Serpent Kingdoms is the best combat form. From the PH troglodytes and lizardfolk are best. </p><p></p><p>Other non-PH spells you should be especially aware of are <em>dragonskin</em> (Draconomicon, + natural armor) and <em>wraithstrike </em> (CAd, melee attacks become touch attacks). </p><p></p><p>Feats: </p><p>Arcane Strike (CW) isn't all that great IMO unless you go for natural attacks as your main attack form. (Cave Troll...) As written it affects natural weapon<strong>s</strong> (plural). </p><p></p><p>Arcane Disciple (CD) is an interesting one for a religiously inclined character, as it could give you access to cleric spells like <em>divine power, divine favor, magic vestment </em> and <em>righteous might</em>. (Though not all of them, and you need a decent Wis.) </p><p></p><p>Power Attack is a good feat for any melee character. (Buy armbands of might from Complete Adventurer.)</p><p></p><p>If you go with a polymorph-happy char, try aiming for feats that boost combat maneuvers based on size and strength even further (like improved trip). </p><p></p><p>Extend Spell lets your buffs last longer, and it works well with 1 round swift action spells like <em>wraithstrike.</em></p></blockquote><p></p>
[QUOTE="Iku Rex, post: 2634291, member: 752"] Don't be so quick to call a character like that "suboptimal". Some thoughts... Classes: I'd go Ftr1/Wiz6/Spellsword1 (CW)/LoremasterX ++ You don't want to loose more than one spellcaster level. Armor: A Feycraft or Githcraft (DMGII armor templates, +500 and +600 gp respectively, -5% ASF) Twilight (Book of Exalted Deeds, -10% ASF, +1 armor ability) Mithral Full Plate combined with the -10% from spellsword gets you 0% spell failure. Blended quartz from A&EG gives you a -20% ASF, as opposed to mithral's -10%, but it weights double normal. Basically, you can wear armor. If you can afford it you want an animated shield too. (With similar ASF reductions.) Weapon: A skillful (+2, CAr) weapon ability can be used without proficiency and at 3/4 character level BAB. The spellblade ability (Player's Guide to Faerun, +6000) gets you immunity to dispel magic or greater dispel magic. (Get a ring of counterspells for the one you don't pick.) It may not be optimal, but I like the quarterstaff as a weapon. Gives you that "frail mage with staff" look, and if you have a cleric in the party you can add [I]spikes [/I] (CD). Optionally, you could focus on natural weapons (polymorph). Beast Claws (Savage Species) are good weapons for a character with claws. Spells: Polymorph! (Especially if the DM lets you use Skip's polymorph rules from "Rules of the Game".) Make that draconic polymorph (Draconomicon) if possible. Trolls, Cave Trolls (MM3) and War Trolls (MM3) are good choices for combat forms. Alter self is a low-level substitute. Tren, from Serpent Kingdoms is the best combat form. From the PH troglodytes and lizardfolk are best. Other non-PH spells you should be especially aware of are [I]dragonskin[/I] (Draconomicon, + natural armor) and [I]wraithstrike [/I] (CAd, melee attacks become touch attacks). Feats: Arcane Strike (CW) isn't all that great IMO unless you go for natural attacks as your main attack form. (Cave Troll...) As written it affects natural weapon[b]s[/b] (plural). Arcane Disciple (CD) is an interesting one for a religiously inclined character, as it could give you access to cleric spells like [I]divine power, divine favor, magic vestment [/I] and [I]righteous might[/I]. (Though not all of them, and you need a decent Wis.) Power Attack is a good feat for any melee character. (Buy armbands of might from Complete Adventurer.) If you go with a polymorph-happy char, try aiming for feats that boost combat maneuvers based on size and strength even further (like improved trip). Extend Spell lets your buffs last longer, and it works well with 1 round swift action spells like [I]wraithstrike.[/I] [/QUOTE]
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