5 level dip into Wizard or Sorcerer for the ability to cast Contingent Action worth it for a Mobile Fighter?


Advice


Contingent Action

Mobile Fighter

At Mobile Fighter 11, the character can perform a full-attack action whenever they perform a move action. Assuming the campaign goes to at least level 16, would a 5 level dip into Wizard or Sorcerer be worth it to cast Contingent Action on themself before going into battle, in order to get two full attacks on their first turn into a battle?

Say there are guards, and there is no way you could get past them (your group failed to find the secret entrance or there isn’t a secret entrance), and there is two of them, so the likelihood of killing or stopping them both in one turn before they can alert the base to your presence is really low. Cast Contingent Action on yourself with the action being “when I move up there and attack, let me move and thus attack again” and get two full attacks minus two of the attacks, and thus you get to stop both of them and sneak into the base.

Is situations like this worth the 5 level dip?


At character level 16 you can't afford magic items (e.g. a wand of contingent action w/a wand key ring) and the UMD skill? Standard wealth is quite a lot by then. 5 levels in a character class is a hefty investment though.


Not sure I'd consider 5 of my 16 levels to be a "dip". And no unless it is a very unusual party composition I can't say I think sufficient odd edge cases would come up to justify such a choice. If a 16th level party of 4 can't disable or get by 2 (or even 4) guards at the front door then I think they are already waaaaay over their heads with respect to the rest of the dungeon/adventure (or the adventure boss is guarding the front door oO)


In general, I'm of the school of thought that you should avoid multiclassing if you don't take advantage of truly every piece of the other class. You lose so much from just trying to be a fighter and gain so little.

I hate to say it, but in such a specific scenario like that, I'd just rely on a party wizard to fireball them. If you know they're a lot weaker than you, you could one-shot in the surprise round, and then use your (I'm assuming higher initiative) to move in. Or you could do a cool coordinated assault so another team member does a takeout.


scroll\wand umd is a lot better then 5 level dip. as this is not a personal spell your party caster can use it on you and even save the umd ranks.
speaking of party caster..yea. there are sooo many ways they can get by this it's not even funny. witch slumber-chaining them is only one way.


Well, I forgot wands were a thing.

But I thought about the multiclass a bit more, and I was thinking of Mobile Fighter 11/Sorcerer 1/Dragon Disciple 4, with the feat Prestigious Spellcaster so I don’t lose a level of spellcasting and Robe of Arcane Heritage for +4 to effective bloodline level. I will get a bite attack in addition to my other attacks, +4 natural armor, +4 to strength score, two breath weapons per day, 2 claws in case I lose my weapon, and energy resistance 10 of my chosen energy.

That plus casting Contingent Action on myself before I go into a dungeon or fort or whatever with the intention of saving it for the boss. Would this be worth it now?

My total to hit would be the same as if I stayed a straight fighter, and my damage goes up. I also get hit less, and I get an extra attack every turn. I think this might be worth it. Also I can cast Fly on myself, so I can actually get at the flying enemies. You would not believe how much of a hard time my group had against flying enemies.


This could work, you might want to look at two things though to decide.

Are you still planning on wearing armor? because arcane spell failure is a thing. Also, both contingent action and fly are relatively short durations in the grand scheme of things. Unless a spell is at least 10 min/level it's not going to last beyond 1 fight much less be something you can cast as a prep spell for a whole a dungeon. This is because most groups I've seen don't just rush through everything. They "waste" time doing things like, searching for traps, searching for treasure, healing up after combat, interrogating prisoners, etc. As a primary spellcaster you quickly accept that anything that's not 10 min per lvl or longer just doesn't hang around for very long.

So, for your build you would need to either replace whatever armor you're wearing with "wizard armor" (mage armor spell, bracers of armor, etc.), which generally results in an AC that's lower then everyone else in your party, or stick to spells that don't require somatic components, thereby avoiding the arcane spell failure all together.


LordKailas wrote:

This could work, you might want to look at two things though to decide.

Are you still planning on wearing armor? because arcane spell failure is a thing. Also, both contingent action and fly are relatively short durations in the grand scheme of things. Unless a spell is at least 10 min/level it's not going to last beyond 1 fight much less be something you can cast as a prep spell for a whole a dungeon. This is because most groups I've seen don't just rush through everything. They "waste" time doing things like, searching for traps, searching for treasure, healing up after combat, interrogating prisoners, etc. As a primary spellcaster you quickly accept that anything that's not 10 min per lvl or longer just doesn't hang around for very long.

So, for your build you would need to either replace whatever armor you're wearing with "wizard armor" (mage armor spell, bracers of armor, etc.), which generally results in an AC that's lower then everyone else in your party, or stick to spells that don't require somatic components, thereby avoiding the arcane spell failure all together.

I could get Arcane Armor Training, for minus 10% to the Arcane Spell Failure Chance, and make the armor out of Mithral or Darkleaf Cloth for another minus 10%.

If the build goes to at least level 18, I could do Mobile Fighter 11/Sorcerer 1/Dragon Disciple 6, and take Arcane Armor Mastery, for minus 20% in place of the minus 10% of Arcane Armor Training, for a new total of minus 30% to Arcane Spell Failure Chance.

With Mithral Full Plate, it is only a 5% chance of spell failure.

Of course I’d have to do retraining to get it at 18th level, or not take my 10th level of Mobile Fighter until character level 17, but that would mean I wouldn’t have the 11th level ability until character level 18, so I’d probably do retraining for 900gp.

Anyways, thanks for the feedback.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I don't read that as get a full attack when you take a move action. I read that as get movement when you full attack.

I'd check with your GM first because I'm not sure what you want actually works


Sorcerers don't get 3rd level spells until level 6. Though even one level would let you use a wand without a UMD check I guess.


The 5 level dip is probably not worth for a trick you plan on doing once an encounter. Even with Sorc into DD, you're giving up a lot to make this happen. A better option would be full mobile fighter or a full Dragon Disciple or Eldritch Knight Build. Even if you could get two full attacks in, you are only getting six attacks. An impact butchering axe does 4d6 so your potential damage would "only" be 24d6 +(1.5*Str*6). DD would add 2 to attack and 3 to damage but you can only do that once and still get out damaged by builds of equal level. Maybe some spirited charge lancing could get more out of mobile fighter.

I'd be more open to this build if there was a proper concept for it but this is just theory crafting and there are higher damage output 16th level martials out there.

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