| Jezred |
I am making a 3rd level character for a new campaign. I wanted to make a 'classic' fighter-mage. As I want to make a character with only the materials I own (Core + APG), I will steer away from a magus for now.
I am thinking of an elf ftr-1/wiz-2. With a 20-point stat buy:
Str 16
Dex 13+2
Con 12-2
Int 14+2
Wis 10
Cha 10
Favored class will be Wizard. Primary weapon will be a longsword so he can have one hand free as needed to cast spells. He will also make his sword his bonded item.
My two areas of concern are school specialization and feats. For school, here are my thoughts:
Universal: No spell penalties. Throw his weapon 6/day.
Enhancement (Transmutation): Physical enhancement. Augment. Perfection of self. +1 transmutation spell per spell level.
Enhancement seems to be a likely choice, though throwing his weapon at short range (and not being limited in spell selection) does have its perks. Anyone have recommendations?
For feat selection, obtaining Arcane Armor Training is a no brainer for higher levels. For now, he has 2 feats plus 1 bonus fighter feat. My thoughts are:
Weapon Focus (Longsword)
Combat Casting
Dodge
As his HP will be low, anything that increases avoidance is a plus. Can anyone recommend different feats?
Related to feats are traits. While these will be primary based role-playing preferences, does anyone have traits to suggest?
| Lightbulb |
Firstly your stats are written out wrong. Elf is dex and int not strength.
Half elf can get a second favoured class.
I assume you're going into arcane knight?
Are you planning on going more wizard thanw fighter?
What are you using spells for?
Imo use the prd and play a magus. Or a bard. Or s cleric. Or a druid...
| Jezred |
Firstly your stats are written out wrong. Elf is dex and int not strength.
Half elf can get a second favoured class.
I assume you're going into arcane knight?
Are you planning on going more wizard thanw fighter?
What are you using spells for?
Imo use the prd and play a magus. Or a bard. Or s cleric. Or a druid...
Fixed the stats issue.
Of note, the other party members are a Fighter (one-handed specialist), a Cleric (healing/sun), a Sorcerer (fey bloodline), and a Gunslinger.
Eldritch Knight would be a good prestige class if I go Universalist, as I only care about the weapon throwing shtick. That would be Ftr1/Wiz9/EK10. If I go with Transmutation, it would be Ftr1/Wiz19 or Ftr4/Wiz16 (depending how much I care about bonus feats and weapon spec).
Spell-wise, about half of my daily spell allotment would be buffs for melee combat, with the rest either utility spells or ranged support.
I made an arcane duelist bard. Their spell list isn't as robust, but it works. But I want to try out a Pathfinder wizard. I have played many bards and clerics in my life and want to go with something different.
| Marius Castille |
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I've played a human fighter-wizard (universalist) from 1st level (currently f1/wiz 6) with a similar (less dex, more wis) point array and build. I'll relate some of my assessments.
Arcane bond (sword): Being able to cast any spell from your book once/day is a great ability. It's saved my butt several times, even if you use scrolls and pearls of power.
Hand of the apprentice: I like this ability and I used it frequently at lower level but it's use dropped off significantly when my character got access to haste (and more than one swing per round). Also, my group has a lot of melee, so if they charged in before me, I was at a significant penalty to hit (-8 to hit: soft cover from my allies and no precise shot).
Universalist: Had I to do it again, I probably would have have specialized in transmutation (dumping necromancy and enchantment) instead of going universal. The stat bonus plus extra spell slot are probably more useful in the long run. My recommendation: Look at the spell lists. Figure out what kinds of spells you want to cast most often. Our group has a few high charisma characters so I've never needed charm and necromancy doesn't come up often (beyond disrupt undead at low level).
Arcane Armor Training: I picked this up (and eventually Mastery). The failure chance isn't horrible for lighter armors and botching a spell usually isn't the end of the world. I also liked that I could jump into fights more quickly (no waiting 2 or 3 rounds while I buff).
Traits: Magical Knack and Reactionary. Keeping your caster level up is crucial, even for a split class. Every point of initiative helps, especially when you are relied upon to buff the party and control the battlefield.
| Kydeem de'Morcaine |
Traits:
Magical Knack
Warrior of Old
Feats:
Combat Expertise
Mithral light armor and light shield (low failure chance until you get the arcane armor training)
You will probably want to use the shield spell often.
You may want to use bow or thrown weapon until you get the arcane armor training.
But I also think a Magus will work out better.
nosig
|
not sure how much you are looking for in advice.
what parts are you fixed on, and what would u consider changing?
Would you consider a different Wizard school?, I would suggest Divination - as the True strike spell can be cast in any armor (no Somatic Component), and the ability to go in the surprize round is very strong.
If you are fixed on the feats that is fine - but I strongly would recogmend others. Check out the archer tree feats - Pointblank, Percise, Deadly Aim. This would let you hang back out of combat slightly (you have less melee staying power than a full fighter character). It gives the added bonus that they can be used with Acid Splash to do 1d3+3 with a ranged touch attack.
Traits: Warrior of Old, and Eyes and Ears of the City.
| Jezred |
If you are fixed on the feats that is fine - but I strongly would recogmend others. Check out the archer tree feats - Pointblank, Percise, Deadly Aim. This would let you hang back out of combat slightly (you have less melee staying power than a full fighter character). It gives the added bonus that they can be used with Acid Splash to do 1d3+3 with a ranged touch attack.
I also considered going the Arcane Archer route, which would also suit my tastes. We have 2 melee and 2 short-range characters in the party, so going with a longbow as a primary weapon would be useful. Then I can focus on Dex instead of Str, which would give me better AC. Maybe this is the way to go.
However, keep the ideas coming. I like the traits and feats suggested. Divination school has merit as well.
| gabrias |
I played a similar sort of character in a two session one shot adventure. I used a glaive so that I could fight with reach and get pummelled less. It worked out pretty well.
Have you thought about making a sorcerer with the Arcane bloodline? You'd still get the arcane bond and if you're likely to focus on a relatively limited number of spells, it might work out better.
nosig
|
nosig wrote:If you are fixed on the feats that is fine - but I strongly would recogmend others. Check out the archer tree feats - Pointblank, Percise, Deadly Aim. This would let you hang back out of combat slightly (you have less melee staying power than a full fighter character). It gives the added bonus that they can be used with Acid Splash to do 1d3+3 with a ranged touch attack.I also considered going the Arcane Archer route, which would also suit my tastes. We have 2 melee and 2 short-range characters in the party, so going with a longbow as a primary weapon would be useful. Then I can focus on Dex instead of Str, which would give me better AC. Maybe this is the way to go.
However, keep the ideas coming. I like the traits and feats suggested. Divination school has merit as well.
Looks like you are going Elf, which gives bonus points to Dex and Int, so I figured you'd want to go shooter type.
another concept, esp. if you are planing to keep the wiz level lower, is to look into Wands for your spell casting. A 5th level wand of Shocking Grasp will git someones attention fast. Touch AC, with a bonus to hit if the target has metal stuff (weapons/armor). Which might make it a good idea to take weapon finesse to use your Dex to hit in melee. Wands can be used in armor (good wands for fighting - wand of shocking grasp (up to 5th level), wand of disrupt undead, wand of Scorching Ray.) and at low level you might even look into a wand of color spray - the DC sucks (DC11), but if you target more than one Mook - they are likely to only have a +2 or +3 will save and a missed save puts them out of the fight.
Cutlass
|
I am probably in a very small minority here, but I'll go ahead and have my say anyway. A one level dip into fighter does not make you a fighter when the rest of your levels are all in wizard. What it has the potential to make you is hamburger because you think you are a fighter when you're really not.
This is not to say that I have never done fighter/wizard multiclass characters, it's just that when I do them I keep the levels "balanced". Yep, keeping the fighter level within 1 level of the wizard level means that you aren't as effective as a wizard. But it also means that you won't be instantly turned into ground round if something nasty gets close to you and you find yourself without the armor class to bounce the damage, the hit points to absorb the damage and the BAB necessary to hit whatever it is with a melee weapon.
To my way of thinking the fighter/wizard balanced multiclass character is arguably neither a true fighter nor a true wizard. It is its own "class" and needs to be handled in such a way that you're getting a synergistic benefit out of what you're doing with your levels in both classes. Not as just a one level dip to get you into a "prestige" class later that may or may not be worth all the trouble compared to what the "balanced" multiclass could do if you just let it run it course.
That's my two copper pieces, your mileage may vary.
| Gambit |
I would recommend Transmuter with the Enhancement subschool. You wont lose the greatest benefit of being a specialist, the extra spell per level per day, by taking Eldritch Knight, and if you enter EK using Ftr1/Wiz5 then you will get the increase to +2 daily physical ability score everyday.
You said you intended to take Arcane Armor Training, it needs to be noted that this feat, Arcane Strike, and the 10th level ability of the EK are all swift actions, and being that you can only use one in a round that could prove problematic. A popular houserule is to remove the swift action cost of arcane armor training and its upgrade, therefore taking the feat provides its benefits constantly, talk with your DM and see if this is a viable option.
I have been a Fighter/Mage lover since AD&D, enjoy!
Helaman
|
You said you intended to take Arcane Armor Training, it needs to be noted that this feat, Arcane Strike, and the 10th level ability of the EK are all swift actions, and being that you can only use one in a round that could prove problematic. A popular houserule is to remove the swift action cost of arcane armor training and its upgrade, therefore taking the feat provides its benefits constantly, talk with your DM and see if this is a viable option.
Or make it a bonus for Arcane Knights... bit of a fail on this from Paizo.
They could have made no swift action on Arcane Armor Training/Mastery a class feature (would have been a good one) but it wasn't thought through.
Helaman
|
Still spell is much better in my opinion than arcane armor training.
Its cheaper featwise, thats for one thing... without the need for a swift as a house rule the two are better aligned as still casting increases casting level and armour training gives you armoured spell casting as if a bard/magus etc
| Lightbulb |
When I was playing 3.5 I read a guide to the GISH characters and someone said that it is a Free Action to take you hand of a weapon (and a free action to return it).
Is this the case in Pathfinder?
Is it a free action to change an item from left to right hand? If so taking a hand off is even easier.
-------
If it IS a free action you can use a weapon in two hands and still cast.
Cutlass
|
When I was playing 3.5 I read a guide to the GISH characters and someone said that it is a Free Action to take you hand of a weapon (and a free action to return it).
Is this the case in Pathfinder?
Is it a free action to change an item from left to right hand? If so taking a hand off is even easier.
-------
If it IS a free action you can use a weapon in two hands and still cast.
You are correct, changing a weapon from one hand to another, or switching one's grip on a two handed weapon so that you may merely hold it one hand is a free action.
However, there was a thread elsewhere on the board where Developer's Notes or some such thing was quoted to say that a two handed weapon merely being *held* in one hand was not being *wielded*, and therefore would not be able to be used as a bonded item for purposes of casting. So, if that is your intention you may be better served by going with a ring or an amulet as your bonded item.
Also, a two handed melee weapon merely being held in one hand could not then be used to make attacks of opportunity. Check with your GM to see if he would allow you another free action to switch your grip on the two handed weapon back to a standard two handed hold after you did whatever it was you were doing to need a one handed hold on it as part of your actions for a single turn.
| Corlindale |
I would suggest going into Eldritch Knight if you truly want to be a fighter/wizard. Depending on how high-level you expect the game to be, you should consider building a high-crit build, where you end up using an 18-20 crit weapon with Improved Critical or Keen, to take full advantage of the capstone ability of the EK.
I will also suggest that you specialize in Divination and choose the Foresight subschool. The Prescience power that let's you get a "pre-roll" before your turn is going to be great for a melee fighter, and will significantly increase your chance of critical hits. You can adapt your actions to whatever you roll, so in the rounds where you roll a critical threat (or just roll high) you can decide to attack, and in rounds where you don't you can decide to cast.
If you do this, definetely also choose the alternate favoured class option for elves that gives you extra daily uses of Prescience each day.
The drawback of Divination is of course that the spells tend to be less useful, so Transmutation is still a strong choice too.