
spalding |

Abe: I think you mean summon monster 6, remember the magician is still limited to a spell of a level he can cast (level 6 for bards).
Actually I meant what I said and said what I meant -- summon monster 9 is on the summoner list -- at sixth level -- and the ability states I can grab any arcane spell off of any arcane list at the level I can cast it. So I'm grabbing it early from the summoner.
Yeah I'm not in love with dweomercraft.
Spell suppression is a great one to start and just let build in a fight against spell casters -- since dispel magic got the caster level boost it doesn't matter what version of the spell you are using -- they both do the same thing at this point for counter spelling, considering I can use this and instant action stop another caster from hitting my party with an insta-lose spell I like it. *I do agree that it is situational.
Magical Talent is useful but again -- not the best in the world.
Fortunately I'm not going to have most of these performances -- I've already traded them away for still/silent spell rods (in effect) greater invisibility as a free action (as opposed to a swift action), sneak attack damage, impromptu sneak attack, and the like.
Now if I was actually going to take a lot of levels in this class then yeah it wouldn't be so hot -- however since I'm skipping town so early and only coming back long enough to get a second spell that I like I don't feel bad -- especially since it's a spell that is normally a ninth spell level spell.
So honestly I'm trading out a bunch of bunk for some nice abilities.
Now I'm not going to blow smoke at you and say it is the best build in the world -- but it is quite servicable and with the supernatural arcane blast you don't have to worry too much about having a damage option -- then adding in the spells for the bard from the APG with 7d6 sneak attack damage stacked on and you aren't in bad shape at all.
EDIT:
As to the pathfinder savant -- yes that second level is needed. Honestly I would prefer 4 levels -- each level past 1 gives another spell from another list (unfortunately it raises the spell level by 1 in the process -- but grab lesser restoration from paladin, and resist energy from ranger which are both spell level 1 for those casters making them spell level 2).
Pathfinder savant 4 lets you use scrolls at your caster level instead of the one they are made at (does nothing for save DC though) and gives some free identifies each day. However since it raises the spell level a bard couldn't get summon monster 9 from the summoner this way -- you need the expanded repeitore(sp) ability for that.
Now I'm only using assassin to keep from eating another caster level loss -- which would really get close to the point of knocking me out of the sixth level spells and would delay them to an unacceptably late point in the game (imo).
Please note that you don't lose class abilities if you become unable to take levels in a prestige class at a later date (say because you had a change of heart and are no longer evil and can't be an assassin anymore) -- so you could start assassin and have left it behind you. Death attack has its uses (though not many) even for the magician bard.
I like the assassin dip more for the wizard or witch however since when they get it the death attack DC will be enough to actually threaten to kill, and will stay in the useful range for quite a while.

gabrias |

Is it possible? I spent some time trying to get something like a Sorc/Fighter/Dragon Disciple, and conversly a Wizard/Fighter/Eldritch Knight, but it seems like you're sacrificing a lot by way of BAB. Is the slight versatility worth the drop? I know they're trying to make this more viable with the Magus class, but in terms of what's currently in place, has anyone ever had a decent build like this?
Human Fighter 1/Wizard (Abjurer)4
Str 16; Dex 13; Con 14; Int 16; Wis 8;Cha 10AC 18; HP 43
Feats
Human: Toughness
1:Quick Draw
FB: Weapon Focus - Glaive
3: Arcane Armour Training
5: Arcane strike
Equipment
Glaive +1, spell storing
Masterwork Battle Axe – Arcane Bond
Breastplate +1
Favoured Spells so far...
Burning Hands, Shield, True Strike
Scorching Ray, Protection from Arrows, Mirror Image
This is the character I'm currently playing when I get a break from GMing. So far it works well, although I don't know if it's optimal. It's definitely a second rank fighter, but that's ok because there's alreay a Paladin and a fighter in the party. The glaive is handy because it makes it a bit easier to stay off the front lines and it's a two handed weapon so it deals quite good damage. If necessary I switch to my battle axe, which I will duly be enchanting when I level up and take Wiz 5 - the joys of a bonded item!
So far I haven't found Arcane Spell failure to be much of a problem. It's an occasional nuisance, but with AAT the chance of failing is only 15%. Having AC 18 is nice too, and Shield is an easy spell have memorised a couple of times a day.
Being a Wizard is also handy because the sheer number of spells I know makes me pretty versatile and I've got at least one rank in every knowledge skill so I know stuff. :) I should mention that I'm the main Arcane spellcaster in the party. So to answer the OP's original question I'm definitely finding that the versatity is well worth the drop in BAB.

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I recommend a Transmuter. Not a transmuter with some prestige class, not a transmuter with levels in other classes (though you could mix in a single level of fighter). The transmuter alone is enough. He has horrible, horrible BAB. But you don't hit things by increasing BAB, as a transmuter. You hit things through having an insanely high strength score.
You could start out with a strength of 22. Enlarge Person and Bull's Strength will increase that to 28. It doesn't matter that you have 2-3 fewer BAB points than a fighter when you have a strength bonus much higher!
Since you have a 19 stat, you can put that into strength. Increase it with the human/half-elf/half-orc bonus, and put the Transmuter +1 into strength as well.
Increase strength at 4th level. Your transmuter bonus increases at 5th level, so you can have a base strength of 24. Even a club does lots of damage when you attack two-handed... 1d6 + 10. It's even better if you pick up greatsword proficiency (or glaive... you might want to have reach) and enlarge yourself to get 3d6 + 12. Bull's Strength brings that up to 3d6 + 15.
Where the transmuter warrior really hurts is action economy. But you never lack for things to do in combat!

Sylvanite |

Bull's Strength doesn't stack with the Transmuter bonus to a score. Just an fyi.
If you want to go melee, go with Paladin 2/Sorcerer 4/Dragon Disciple 4/Eldritch Knight 10. You'll be fine, and you only sacrifice 3 BAB. You get 8th level spells eventually, and plenty per day off of a good spell list.
Or just go straight Arcane Duelist version of Bard.
The versatility of spellcasting is absolutely worth it. Absolutely. You won't be down that much in terms of damage, but what you can do aside from just damage is sooooooo much more.
There is a thread going in Advice somewhere in the first couple pages called "Arcane Warrior: Optimal Ideas" that is a discussion of the different builds and strategies like you are looking for. I started it, but the best ideas have come from some other contributors. You should check it out.

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I was going through that other thread above again, and noticed something weird.
"When you hit EK levels, you'll thank me for picking Witch, since you've chosen either Strength patron(for Divine Power, Righteous Might, Greater Magic Weapon and Giant Form) or Wisdom patron(for Shield of Faith, Magic Vestment, Globe of Invulnerability) and shine in melee. Drop the armor, use a reach weapon and change to Stilled spells that imitate combat maneuvers(assuming the Witch gets any) when someone closes in or pick Transformation patron and maul everyone with beast/dragon/other shape spells and decent BAB."
This doesn't seem right to me...you won't get very many patron spells at all because the advancement in caster level only affects spells known and spells per day, not bonus spells. Or am I wrong about this?
Thanks for digging up that quote, it's mine btw. Now I don't have to repost that.
Honestly, I scrolled through the familiar and patron parts of the class and saw nothing about the patron spells not being gained by advances in other arcane spellcasting classes. However, now that I checked the prestige class write up, I noticed the issue had been faq'd earlier this year. Here is the relevant quote by Buhlman. It seems that you won't gain patron or bloodline bonus spells any longer when entering the Eldritch Knight. Pity really.
Don't know what to say except I was mistaken. However, I bet a DM who's less into rules lawyering could let this pass. It's a pretty perfect fit for the EK and that class needs all the boni it can get. I'm not saying it won't work without some of the bonus spells, since fer instance Divine Favor you'll get anyway, but missing Righteous Might does set the hybrid back quite a notch.
Anyhow, good that the bard is working for you. I'd probably make a full caster instead of a hybrid build for this party, since it is already combat heavy and lacking in utility, but an EK potentially loses only two caster levels and can remedy that with 3.5 Practiced Spellcaster feat so knock yourself out.