Choranzanus said:
I have seen some 50/50 fighter/wizard characters and I can safely say that idea about them being underpowered compared to base classes is a complete nonsense. In fact if you want a fighter who just dabbles in magic, then fighter/wizard is probably a best choice (unless you go fighter/duskblade). You must think about arcane spell failure somewhat.
Granted, they are certainly not the most powerful from min/max standpoint, if that is what you are looking for.
Duskblade is mechanically very powerful, and it is a way to go if you want fighter boosted by spells.
Here, Here. I concur.
Here's an example of the duskblade at 20th. I just took my 5th level character and expanded.
Parlee Oakstream
XP 190000+
CG Medium humanoid (human)
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Init +7; Senses Listen -1, Spot -1
Languages Common, Draconic, Elven, Orcish
AC 42 (+13 Armor, +6 Shield, +3 Dex, +5 Deflection, +5 Nat Arm), touch 20, flat 39
HP 195 (20 HD)
Fort +20, Ref +14, Will +16
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Speed 30 ft. (6 squares)
Melee +5 Greatsword [+33]/+33/+28/+23/+18 (2d6+17+1d6+2d6/15-20 x2+1d10)
Ranged MW composite longbow [+30]/+30/+25/+20/+15 (1d8+10 x3)
Base Atk +20/+15/+10/+5; Grp +28
Atk Options Arcane Channeling (full attack), Quick Cast 4/day, Spell Power +5
Combat Gear none
Duskblade Spells Known (CL 20th, DC 12(15) + spell level)
5th (7/day) – Polar Ray, Disintegrate, Sonic Shield, Hold Monster
4th (9/day) - Fire Shield, Phantasmal Killer, Dispel Magic, Toxic Weapon
3rd (11/day) - Vampiric Touch, Dispeling Touch, Protection from Energy, Greater Magic Weapon
2nd (12/day) - Dimension Hop, Scorching Ray, Animalistic Power, Touch of Idiocy
1st (12/day) - Blade of Blood, Kelgore's Fire Bolt, True Strike, Stand, Shocking Grasp
0th (6/day) - Acid Splash, Disrupt Undead, Ray of frost, Touch of Fatigue
Spell-Like Abilities (CL 20th)
5(8)/day (total) – dancing lights, detect magic, flare, ghost sound, read magic
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Abilities Str 20 (26), Dex 14 (16), Con 18, Int 16 (22), Wis 8, Cha 12
SQ Armored Mage (Light, Medium, Heavy Shield)
Action Points 10
Feats Weapon Focus Greatsword, Improved Initiative, Combat Casting, Arcane Strike, Power Attack, Arcane Strike, Improved Critical Greatsword, Improved Toughness, Power Critical Greatsword
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Skills (116 points, ACP -4) Climb (9/+15_11), Concentration (23/+27) (+31 def), Know Arcana (23/+29), Know Local (23/+29), Know Nobility/Royalty (4/+10), Ride (3/+6), Spellcraft (23/+29), Swim (9/+15_11)
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Possessions (76/153/230[153/306/460] – 51) combat gear (–) plus Bedroll, Backpack, 1 large sack and 2 small sacks, flint and steel, 1 water skin, a set of common robes, 1 pair of manacles, 1 pair of boots, 2 Daggers, Quiver w/20 Arrows,
Magic Possessions +5 Mithril Full Platemail of Speed (36k), +5 Mithril Buckler Shield (36K), Composite Longbow +5 w/ +5 Str (25K), Hewards Handy Haversack (5K), +5 Amulet of Nat Armor (25K), +6 Headband of Intellect (36K), Quiver w/20 +5 arrows, +5 Holy Keen Greatsword of Shocking Burst (200K), Belt of Fire Giant Str +6 (36K), Glove of Dexterity +2 (4K), Ring Freedom of Action (25K), +5 Ring of Protection (25K), Manual of Bodily Health +3 (82.5K), Boots of Striding and Springing (5.5K), +5 Cloak of Resistance (25K), Manual of Gainful Exercise +4 (110K)
This is a comparable beatstike with good spell buff and attack.