
aberrant_man |
So I want to thank you everyone for your replies to my previous threads on sorcerers. I was creating that character for a party member that like the wizard but his play style and understanding of the rules thus far didn't fit the mold to play a wizard so we made him a sorcerer.
So know I am working on a character for my self: and with all of the research I have been doing, I was thinking of making a half-elf: fighter/sorcerer that i will alternate classes as I level up, though i will favor the fighter side more so. would this sound like a decent build or would you advise against it. The character would be kind of a paladin but casting arcane instead of divine spells; and he wouldn't be all lawful and holy like he has a 'stick suck up his ass'.
I would probably favor a two handed weapon (sword) and have archery as backup. And then have a few arcane spells and bloodline powers to back me up.
Also in this line of thinking when I hit level twenty is that truely it or since i have two favored classes would the combination have to level to twenty or could I say level to 22 and have 15 lvls in fighter and 7 lvls in sorcerer and such?
Please let me know I am trying to create an universal combat character here. If i can't defeat it in melee i fall back to range, if I run out of ammunition, I can cast spells. that kind of thing.
Your advice and opinions would be most welcoming.

ub3r_n3rd |

Why don't you just go with a Magus? This way, you have some spells and great martial ability w/o trying to multi-class into it. The Magus can produce a total bad-@$$ character and there are quite a few archetypes out there that might suite your flavor.
I'd think about going with the Kensai using a Falchion or Greatsword as my weapon or the Myrmidarch if I wanted more fighter flavor.
If I wanted more spell caster flavor I'd go with the normal magus or the Spell Dancer (elf only) archetype.
Just something to think about unless your DM allows Gestalt characters and then you could truly multi-class and level up your warrior/wizard.

Sinatar |

You would be happier taking the Magus class, I think. This is a single class that combines the fighter and an arcane spellcaster into one. They can do lots of cool stuff that, judging by your post, I think you would like. Check it out.
If you would rather just do fighter/sorcerer, that's fine, but I don't recommend it. Here are the reasons:
* If you just take Magus, You can just use it for your Favored Class bonus. If you do fighter/sorcerer, you will need to choose 1.
* If you do fighter/sorcerer, you wouldn't be able to cast as many or as powerful spells as a Magus of the same level can cast.
* The Magus can imbue his magic into his fighting, which is just cool. This works differently (and not as well) with fighter/sorcerer.
* A Magus can save himself a LOT of money with his Arcane Pool. A fighter/sorcerer would have to pay for that stuff with GP.
* At level 13 a Magus can wear heavy armor without worrying about Arcane Spell Failure. I think this is impossible to do with fighter/sorcerer.
And there are probably other reasons, but these are the ones off the top of my head. In short: be a magus!
EDIT: Ninja'd!

Eben TheQuiet |

The flavor's all wrong, but a Dragon Disciple may help you mechanically meet your desires. Alternately (though I'm not a huge fan of the class), the Eldritch Knight could help you out. Both are caster/martial hybrid Prestige Classes in the Core book.
The problem you'll face (if you want to stick with the two primary classes) is that your spell-cating will suffer heavily unless you stay full caster. Low DC's often mean that your spells just don't have much kick or staying power as you go up in levels.

ub3r_n3rd |

Ouch, Core only... Well that really limits your options for the flavor you want. My mind went to Eldritch Heritage, but then looked it up and that's from Ultimate Magic. I'm not sure what I'd do to get the type of character you want with that restriction.
I'd probably end up going with a Ranger because then you'd get some spells, good melee, and good range - which sounds like what you want to be able to do. This gives you the options you want, but you just don't have the arcane spell-casting ability. *shrugs*
Edit: Oh just thought of something else if you are Core-only.
You could go with a bard! Not sure if the Pathfinder Campaign Setting: Inner Sea Magic is open to you or not, but you might want to look at the Dawnflower Dervish if it is. If you can, then you get some arcane spells from being a bard and are pretty dang good with a sword. Otherwise a normal bard who hangs out in back to buff the party, debuff the enemies, and uses a bow is the way I'd seriously think about going.

Eben TheQuiet |

Edit: Oh just thought of something else if you are Core-only.
You could go with a bard! Not sure if the Pathfinder Campaign Setting: Inner Sea Magic is open to you or not, but you might want to look at the Dawnflower Dervish if it is. If you can, then you get some arcane spells from being a bard and are pretty dang good with a sword. Otherwise a normal bard who hangs out in back to buff the party, debuff the enemies, and uses a is the way I'd seriously think about going.
This is actually a pretty decent suggestion, but again -- not in the Core Rulebook.

ub3r_n3rd |

ub3r_n3rd wrote:This is actually a pretty decent suggestion, but again -- not in the Core Rulebook.Edit: Oh just thought of something else if you are Core-only.
You could go with a bard! Not sure if the Pathfinder Campaign Setting: Inner Sea Magic is open to you or not, but you might want to look at the Dawnflower Dervish if it is. If you can, then you get some arcane spells from being a bard and are pretty dang good with a sword. Otherwise a normal bard who hangs out in back to buff the party, debuff the enemies, and uses a bow is the way I'd seriously think about going.
Yeah, that's why I said if the campaign book isn't open to them to just be a normal bard.

Gignere |
Also nominate Bard. Depending on what you want out of your fighter/sorcerer, a core bard probably satisfies the majority of a caster/fighter schtick. The only thing it doesn't do is blast well, but if you are looking to buff then fight (like most gishes) than the core bard can scratch that itch very nicely.

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The build is backward from what you're proposing, but fighter 1 / sorcerer 6 / eldritch knight 10 / arcane archer 3 isn't a bad approach from the kind of concept you're describing. You end with a CL and a BAB both at 17, a decent mix of fighter feats and strong spell accessibility, and so on. I recommend a one-handed sword (longsword, scimitar if you like crits, bastard sword if you don't mind the feat cost) so you can easily switch between 1-handed and 2-handed use as needed for spellcasting or damage output.

Zolthux |

I made a core-only EK for my friend's son a few months ago. I don't have my computer on me at the moment, so I can't give you specifics. But here is a quick attempt off the top of my head. I'm suggesting this character based on the assumption you favor your fighting skills over your casting
Half Elf Fighter 1/Sorcerer (Arcane Bloodline) 9/Eldritch Knight 10
BAB: 15/10/5 (1+4+10)
Base Saves:
Fort 10 (2+3+5)
Reflex 6 (0+3+3)
Will 9 (0+6+3)
Caster Level: 18
Effective Sorcerer level (for purpose of powers): 9
Effective Fighter level (for purpose of feat prereqs): 11
Stat Array: Str > Cha > Con > Dex > Int > Wis
Feats by level: (* = bonus feat)
1/F1 - Power Attack*, Weapon Focus (Falchion)
2/S1 - Eschew Materials*
3/S2 - Arcane Armor Training [make sure to get a mithril chainshirt]
5/S4 - Toughness
7/S5 - Iron Will
9/EK1 - Improved Familiar, Improved Initiative*
11/EK3 - Weapon Specialization (Falchion)
13/EK5 - Improved Iron Will, Arcane Strike (At this point it's +3 damage that can stack with your weapon spec)
15/EK7 - Quicken Spell (At this point you can use quickened true strike and quickened mirror image in battle)
17/EK9 - bleeding Critical
18/EK20 - EK gives you Spell Critical
19/S7 - Spell Focus Necromancy or Enchantment* (simply because they have the debuffs, you can also go evocation), Greater Weapon Focus
20/S8
So by level 20 you still have access to a level 9 spell, you have decent bonuses to hit with Weapon Focus + Improved Weapon focus and your 3/4 BAB. You can also cast Greater Magic Weapon to have a +4 weapon, opening up your gold for other stuff (I still suggest you invest 8000 gold on making a keen falchion)
Armor-wise, you have a mithril chainshirt which you can enchant to +5 for a total of +9 armor, and mix it up with a ring of protection, amulet of nat armor, and stuff like mirror image or displacement spells (these 2 spells can be cast without any arcane spell failure, as they have no somatic components)
Your Swift action can be made up of 3 different options depending on your playstyle:
- Arcane strike for up to +4 damage to each attack (and I'm assuming you will have your 3 attacks + haste attack)
- Quickened True Strike to make sure that third attack hits (again, no somatic components to cast this spell)
- Spell Critical on a critical confirmation (which also has the bleeding critical effect). I suggest a power word or something like that that, again, has no S components (and a lot of high level spells fall under this category for some reason)

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Hmm id ask ur dm if he will allow the feats Weapon Focus and Weapon Specialization Ray Spell. If so u just got a +1 attack and +2 damage with all ur ray spells. Meaning crappy d3 lv 0 ray spells that only do 1-3 damage now do 3-5. It does not look major but it will allow u to do some thing every round when a target is to far to hit with a melee weapon or u have ran out of spells and ammunition. With that said a sorcerer fighter would be effective.

Zolthux |

oh and since you want to have some ranged fighting capabilities, thanks to the spell greater magic weapon all you need is a composite longbow (with appropriate strength rating, of course) for a magical weapon.
Alternatively, you can use rays (of the scorching kind...hint hint)
Finally, you can drop a bonus combat feat up there somewhere and take deadly aim.

Rycaut |
Worth noting that Half Elves do multiclassing better than most other races since they can pick two favored classes (unless you swap that out - but if you are playing Core Rule Book only you won't have the alternative favored class stuff from ARG etc anyway)
Dragon Disciple might be a really good option to consider - it is in the core book and is very well set up for a fighter/sorcerer (forces you to pick a Draconic bloodline but that's not horrible in the least). You could alternatively take levels in paladin (which works well with sorcerer since it also benefits from a high CHA and from the boosts to STR from Dragon Disciple)
see https://docs.google.com/document/d/1cmswe4jHDb1Vcm3oQME3mxUelX_WzKbQ8r9_1mw QS6M/edit though note that Oterisk's guide is very much written assuming that all of pathfinder rules are available to you - and many of his suggestions are based on using Eldritch Heritages and/or specific archetypes of different classes.

Zolthux |

Draconic Disciple is another good alternative, if you don't mind sacrificing spellcasting for melee combat.
Core-wise, Paladin 2/Sorcerer 4/Draconic Disciple 4/Eldritch Knight 10 is the way to go.
you lose 4 casting levels (Meaning that you cap at level 8 spells, and your CL drops by 4, but you do have a BAB of 17 and a +4 to str.

Tom S 820 |

Look at this 3 Prestige Classes Arcane Archer, Dragon Disciple,
Eldritch Knight.
Arcane Archer
Base Attack Bonus: +6.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells: Ability to cast 1st-level arcane spells.
Dragon Disciple
Race: Any nondragon.
Skills: Knowledge (arcana) 5 ranks.
Languages: Draconic.
Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline
Eldritch Knight
Requirements
To qualify to become an eldritch knight, a character must fulfill all the following criteria.
Weapon Proficiency: Must be proficient with all martial weapons.
Spells: Able to cast 3rd-level arcane spells.
To get them all you need BaB +6, 3rd spell as Sorcer and Knowledge arcene 5 ranks, 3 feats Point Blank Shot, Precise Shot, Weapon Focus (longbow)
If it was me I go
level 1 Fighter 1 Feats Skill focus, Weapon Focus long bow, Extra rait
Level 2 Sorcerer 1 Dragon Blood line Tattooed type Alertness (Scorpion)
Level 3 Sorcerer 2 Eldritch Heritage (Ork)
Level 4 Sorcerer 3
Level 5 Sorcerer 4 Point blank
Level 6 Dragon Disciple 1
Level 7 Dragon Disciple 2 Craft Wondrous item, Power Attack
Level 8 Eldritch Knight 1 Precise Shot
Level 9 Eldritch Knight 2 Craft Arms / Armor
Level 10 Arcane Archer 1
Level 11 Arcane Archer 2 Improved Eldritch Heritage(Ork)
Level 12 Arcane Archer 3
Level 13 Arcane Archer 4 Improved Familiar Fairy Dragon
Level 14 Dragon Disciple 3
Level 15 Dragon Disciple 4 Quick Spell likeability(Ork Ability)
Level 16 Dragon Disciple 5 Quicken Spell
Level 17 Dragon Disciple 6 Greater Eldritch Heritage (Ork)
Level 18 Dragon Disciple 7
Level 19 Dragon Disciple 8* Combat Casting, Improved INT
Level 20 Eldritch Knight 3
At Level 20 you have
BaB +16, Caster level 17 Casting 8th level Spells, +16 STR, +6 CON, +2 INT, +9 Natural Armor, Breath Weapon, 5 Bonus Feat form class, resist some type of energy 10, Make your own Magic Stat items, Robe, Weapons, and Armor. And you +6 to your Initiative
Trait
Magical Knack, Optimistic Gambler, Warrior of Old (Elf)and your pick.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This gets Quickened at level 15 and last 1d3 Rounds due to Optimistic Gambler and MAX at +9

aberrant_man |
Although the eldritch knight would be a cool character to bring to the table it will take too long to develop. I am starting at level one. Our GM has sanction ability scores generated by 4d6 - lowest roll for each ability during generation. So my character is an epic non standard ability point wise, and I would like to focus on the fighter half of the two favor classes. At serveral sugestion I took a look at bard and it wouldn't be a bad suggestion to take the bard instead of sorcerer in my opinion. be a bard will give me access to spells, and negate light armor spell failure penatly, Since there aren't many skills that the fight can utilize the bards skills can give my fighter more worth to a specialized party. And as a fighter I can stand on the front lines where most bards would try to avoid.
besides a fighter that entertains the lodge and party members with his performances can always make interesting story fillers.
For seen cons: will take time a couple levels each for character to take shape but around level five the character should really come into form i think if I build it right.
For seen pros (if built right): a light armored fighter that can cast buffing spells to while wielding a weapon and shield on the front line, and and have bolstered skills that will make him more functional on quests.
Opinions?

Rycaut |
Personally I think I'd stick to Dragon Disciple over adding the Eldritch Knight levels - I think the higher level Dragon Disciple features are really nice (permanent flight in particular) and a Paladin 2/ Sorcerer 4/ Dragon Disciple 8-10/ [your choice for the last few levels] could be really effective - either stay sorcerer and focus on casting or add a few additional levels of Paladin (or I guess Eldritch Knight if you want a mix of both)
If you don't want the alignment restrictions of Paladin (though divine grace is pretty nice) then I'd consider Ranger as another great option - though if you are core only you won't get to use the very appropriare Natural Weapons combat style that would fit the Dragon Disciple perfectly.

aberrant_man |
In order to take full advantage of the fighter feats ability I would level like this:
LV 1: Fighter (normal feat, combat feat, skill feat)
Lv 2: Fighter (combat feat)
Lv 3: Bard (normal feat)
lv 4: Fighter(combat feat)
lv 5: Bard (normal feat)
lv 6: fighter (yadda yadda yadda)
or is the binus feats based on Fighter level?

Rycaut |
You get feats in one of two primary ways:
1. At every odd level (odd total character level - no matter how many classes you have) you get a feat. Every one gets these feats at character level 1, 3, 5, 7, 9, 11, 13, 15, 17, 19
2. As class or race features either as bonus feats for your race (at character creation mostly) or for your class as a specific CLASS level. i.e. fighter's get a bonus feat at fighter level 1, 2, 4 etc. Many classes get specific feats a specific class levels (monks get stunning fist and improved unarmed strike at level 1 for example). Certain archetypes of classes may give additional bonus feats. Some class specific features - such as Domains for Clerics may give feats at specific levels as well (generally at specific CLASS levels of that class.
A few things like an Oracle's curse may be based on the CHARACTER level but generally most class features (such as bonus feats) are based on your level in THAT specific class.
i.e.
Lv 1: Half-elf fighter - you get level 1 feat, fighter combat bonus feat, half-elf racial Skill focus feat.
Lv 2: Fighter - you get the fighter bonus combat feat
Lv 3: Bard - you get the bard's abilities plus a level 3 feat (of any type)
Lv 4: Fighter - level 3 / bard 1 : you get NO feats at this level (but do get a +1 to an ability)
Lv 5: Fighter 3/ Bard 2 : you get the 2nd level bardic abilities but only the regular 5th level feat
lv 6 : fighter 4 / Bard 2: you get the fighter 4th level bonus combat feat - and note you ALSO get to do the 4th level fighter RETRAIN of a previous BONUS FIGHTER COMBAT feat - so if you previous took a feat you don't use you can retrain it AS LONG AS IT ISN"T A PREREQUISITE for something else you have. i.e. you can't retrain a feat in a feat tree you have gone down, but you could retrain a standalone feat. But as I noted, it has to be a feat you took as a fighter bonus feat - you can't retrain a feat you took as a regular class level.
A fighter/bard is certainly viable but I would encourage you to consider what you want to do with this character - if you truly want to do some melee, ranged and spell casting you will be a very multiple ability dependent character (i.e. MAD) - taking a class like Paladin that is also CHA based might help - as would choosing if your focus will be melee, spells, or ranged. You should also then pick your preferred weapon(s) and style and pick feats that compliment that. You will also want to look carefully at the armor restrictions of your class choices (bards don't work so well in full plate)

Gignere |
In order to take full advantage of the fighter feats ability I would level like this:
LV 1: Fighter (normal feat, combat feat, skill feat)
Lv 2: Fighter (combat feat)
Lv 3: Bard (normal feat)
lv 4: Fighter(combat feat)
lv 5: Bard (normal feat)
lv 6: fighter (yadda yadda yadda)or is the binus feats based on Fighter level?
I think you can achieve what you need by devoting combat feats to a pure bard. Maybe at most grab 2 - 4 levels of fighter if you insist on having fighter levels. However, any more than 4 levels of fighter will be wasted, since you don't have access to Gloves of Dueling anyway nor any cool archetypes.

Tom S 820 |

The wings power is overrated imo
Yeah you get to permanently fly, but you're gonna have a bad Fly check unless you invest ranks in it (Sorcerer and fighter get 2 per level)
At least with overland flight you add half your CL to your bonus.
Anyone with Fly Speed or Swim speed speed get + 8 to Skill due fact you have it natural Mode of movement.

Jackissocool |

Zolthux wrote:Anyone with Fly Speed or Swim speed speed get + 8 to Skill due fact you have it natural Mode of movement.The wings power is overrated imo
Yeah you get to permanently fly, but you're gonna have a bad Fly check unless you invest ranks in it (Sorcerer and fighter get 2 per level)
At least with overland flight you add half your CL to your bonus.
That's true with climb and swim speeds, but not fly speeds. The bonus (or penalty) you get is based on your maneuverability.

Hector Gwath |

Look... half and half (fighter/sorcerer) is bad. you have a few options here.
Eldritch Knight: Fighter 1/ Sorcerer 6? Ek X. Most powerful in endgame, takes a long time to develop, as you have already noted. They basically play like a beefy wizard with high BAB near high levels... very effective, but takes some time getting to. a great, versatile build that matures around level 9-12.
Dragon Disciple: Interesting, but I haven't much advice on them... They are definitely decent if built right... I just never liked the flavor.
Arcane Archer: Fighter (or ranger, barbarian, paladin) 4/Sorcerer 4... OR Fighter (or whatever) 5/Sorcerer 2 OR Fighter (or whatever)6/Sorcerer 1. The build variations are many here, and with different strengths: some emphasize caster level over BAB or feats. the basic idea here is a martial character with a dabbling of magic. Many people will tell you how bad an Arcane Archer is, etc. the reality, is, an arcane archer is better off than an equivalent level martial archer. Spells add A LOT of versatility that a martial character will just never match. Arcane Archers still clock in around tier 4 (or very low 3, possibly the lowest tier 3 class combo) if you care about such things.
it sounds like you want an Arcane Archer. Don't let people telling you had bad they are discourage you, they are more viable than people will lead you to believe.
I would do (core only, right??):
Fighter 5/Sorcerer 2/Arcane Archer X. ( i would actually choose wizard over sorcerer, but thats jsut me.)
Fighter 5 gets you 3 feats and Weapon training: With Gloves of Dueling, you can milk another 2 att./damage out of it. IF Gloves of Dueling aren't available, I would go fighter 4/Sorcerer 4. Gets you a feat, and access to weapon specialization... But still gives you a semi-decent caster level and slightly higher spells.
At this point i would try to convince you to use wizard to get an extra spell level out of the build, and more access to scrolls and spells known... but thats up to you.
Use spells for utility: Act like an assassin. use spells that get you into places, spells that give you an edge over martial types. Dont try to blast things. Its counter intuitive to the Imbue Arrow ability, I know. Keep a couple area spells for mooks if things get hairy, but focus on more useful, more difficult to replicate abilities:
spider climb, fly, invisibility, Knock, various minor illusions (ghost sounds, silent image, etc.) Mirror Image, Infernal Healing (just in case), Vanish, Disguise self, Expeditious Retreat, Protection from X spells, Protection from Arrows/ windwall (I know my Gm likes to pit me in ranged combat when he realizes melee types rarely hit me), See Invisibility, Blur... I think you get the idea.
Let your primary caster deal damage and save or dies. You deal in utility.
I doubt you will need more than 14 CHA or INT, depending on whether you go Sorcerer or Wizard. More is better, sure, but don't start with more than a 14 in your casting stat, and don't add any more into it. If you get an item that boosts it, fine, but it won't make or break your build. Use your stat boosts for STR or DEX.
Get the usual feats: Point Blank Shot, Rapid Shot, Deadly Aim, Manyshot, Weapon Focus: longbow (required) Weapon Specialization (since you might as well, being forced to get the requirement, and its one of the perks of being a fighter), Clustered Shots (or use different types of arrows: cold iron, silver, etc). Arcane Strike will be a good idea at some point. You are probably not going to wear armor: casting spells is better than eating the spell failure chance, and the feats for Arcane Armor training etc. is better spent. Stay in the back if possible ,and not use armor. If the action gets too close, use a spell, wand, or scroll of mage armor and/or shield, Mirror Image, Blur, etc. If you REALLY want to wear armor... Wear Studded Leather Darkleaf armor. 5% spell failure isn't too bad, and may be worth the gamble.
Remember, Having a spellcasting class means you can use wands and scrolls from your spell list without UMD. This lends a lot of versatility to your character if you use it properly. Even during low levels when you can barely cast spells... you can still contribute via wands and scrolls.
Most of all, be creative, think outside of the box. Its a pen and paper game, you are permitted to think, its not real time. Just a bit of creativity and thought can make even low level spells shockingly useful. Your niche is utility, not blasting.