This one will work out I have borne the badge of sleepless idiocy (yes, I feel for you too Cin Din) and I don't like it (but constant public humiliation forces you to grow a thicker hide). I will present this spellsword instead

Race: Half-Elf
Alignment: any
1-40 PvM

Probably most suited for lower-magic environments.

STR: 15(30)
DEX: 14
CON: 14
INT: 16(17)
WIS: 8
CHA: 8

01: Fighter(1): Knockdown, Weapon Focus: Scimitar
02: Fighter(2): Weapon Focus: Longbow
03: Illusionist(1): Extend Spell, W: (Scribe Scroll)
04: Illusionist(2): STR+1, (STR=16)
05: Illusionist(3)
06: Fighter(3): Point Blank Shot
07: Fighter(4): Weapon Specialization: Scimitar
08: Fighter(5): STR+1, (STR=17) <- BA=6
09: Arcane Archer(1): Blind Fight
10: Arcane Archer(2)
11: Arcane Archer(3)
12: Arcane Archer(4): STR+1, Improved Critical: Scimitar, (STR=18)
13: Arcane Archer(5)
14: Fighter(6): Improved Knockdown
15: Illusionist(4): Toughness
16: Arcane Archer(6): STR+1, (STR=19)
17: Arcane Archer(7)
18: Arcane Archer(8): Rapid Shot
19: Arcane Archer(9)
20: Arcane Archer(10): STR+1, (STR=20)

21: Illusionist(5): Epic Weapon Focus: Scimitar, Still Spell
22: Fighter(7)
23: Fighter(8): Epic Weapon Specialization: Scimitar
24: Arcane Archer(11): STR+1, Great Strength I, (STR=22)
25: Fighter(9)
26: Fighter(10): Epic Weapon Focus: Longbow
27: Illusionist(6): Great Strength II, (STR=23)
28: Illusionist(7): STR+1, (STR=24)
29: Illusionist(8)
30: Illusionist(9): Great Strength III, (STR=25)
31: Illusionist(10): Empower Spell (optional, maybe take Craft Wand instead)
32: Illusionist(11): STR+1, (STR=26)
33: Fighter(11): Great Strength IV, (STR=27)
34: Arcane Archer(12)
35: Arcane Archer(13)
36: Arcane Archer(14): INT+1, Great Strength V, Epic Prowess, (STR=28), (INT=17)
37: Illusionist(12)
38: Arcane Archer(15)
39: Illusionist(13): Great Strength VI, (STR=29)
40: Fighter(12): STR+1, Armor Skin, (STR=30)

I haven't taken Imp Crit: Longbow nor WS/EWS in longbow. I felt the HPs from Toughness were more important and that you wouldn't be using the bow most of the time but as a backup weapon. Personally, I like fighting both in melee and ranged combat.

Max HP: 412 (darned wizard levels!)
BAB: 28
AB (mundane scimitar): 1d6 +16(STR bonus 10 + EWS), +42/37/32/27, (Crit. 15-20/x2);
AB (mundane longbow, Rapid Shot): 1d8 +8(Enchant Arrow VIII), +40/35/20/25/40, (Crit. 20/x3);
AC (naked/full plate + tower shield): 18/28

Saves:
Fort: 25
Ref: 22
Will: 18

+9 vs. spells

Skills (245 points):
Discipline: 43(53)
Concentration: 43(45) <- you may want to ditch this
Spellcraft: 42(45)
Tumble: 20(22)

Heal: 36(35)
Spot: 41(41) <- half-elf partial skill-affinity

7 levels of wizzy spellcasting, cantrips -> VII: 5/6/6/6/5/4/3/2 for an Illusion specialist.

Comments/Suggestions highly appreciated. I'd especially like to know what you think is a better leveling order and whether going for level 8 spells are worth it (IMO, since this character is a buffer, they didn't seem all THAT useful that late except for possibly Premonition which would most likely be useless by that time anyway. Most 8th level spells seemed to be direct-damage types).
_________________
.:\_/:. Only those who have known darkness in
(OvO) their hearts will see the shadows in life...
(|__|)
..".."..

Edited By Jennalee on 11/07/05 01:32

Divided Heritage (wizzy-heavier) - Fighter 8/ Wizard 17/ AA 15

Level 9 spells, slightly lower AB and AC, but most likely worth the trade-off. There's always the road in the middle between these two as well (Fighter 10/ Wiz 15/ AA 15 - end with 18 INT).

STR: 15(28)
DEX: 14
CON: 14
INT: 16(20)
WIS: 8
CHA: 8

01: Fighter(1): Knockdown, Weapon Focus: Scimitar
02: Fighter(2): Weapon Focus: Longbow
03: Illusionist(1): Extend Spell, W: (Scribe Scroll)
04: Illusionist(2): STR+1, (STR=16)
05: Illusionist(3)
06: Fighter(3): Point Blank Shot
07: Fighter(4): Weapon Specialization: Scimitar
08: Fighter(5): STR+1, (STR=17)
09: Arcane Archer(1): Blind Fight
10: Arcane Archer(2)
11: Arcane Archer(3)
12: Arcane Archer(4): STR+1, Improved Critical: Scimitar, (STR=18)
13: Arcane Archer(5)
14: Fighter(6): Improved Knockdown
15: Illusionist(4): Toughness
16: Arcane Archer(6): STR+1, (STR=19)
17: Arcane Archer(7)
18: Arcane Archer(8): Rapid Shot
19: Arcane Archer(9)
20: Arcane Archer(10): STR+1, (STR=20)

21: Illusionist(5): Epic Weapon Focus: Scimitar, Still Spell
22: Illusionist(6)
23: Illusionist(7)
24: Arcane Archer(11): STR+1, Great Strength I, (STR=22)
25: Illusionist(8)
26: Illusionist(9)
27: Fighter(7): Epic Weapon Specialization: Scimitar
28: Illusionist(10): STR+1, Great Intelligence I, (STR=23), (INT=17)
29: Illusionist(11)
30: Illusionist(12): Great Intelligence II, (INT=18)
31: Illusionist(13)
32: Arcane Archer(12): STR+1, (STR=24)
33: Arcane Archer(13): Great Strength II, (STR=25)
34: Arcane Archer(14): Epic Weapon Focus: Longbow
35: Illusionist(14)
36: Illusionist(15): INT+1, Great Strength III, Great Intelligence III, (STR=26), (INT=20)
37: Illusionist(16)
38: Illusionist(17)
39: Arcane Archer(15): Great Strength IV, (STR=27)
40: Fighter(8): STR+1, Epic Prowess, (STR=28)

Max HP: 388 <- (damnable spellsword HP!)
BAB: 28
AB (mundane scimitar): 1d6 +15, +41/36/32/26, (Crit. 15-20/x2);
AB (mundane longbow, rapid shot): 1d8 +8, +40/35/30/25/40, (Crit. 20/x3);
AC (naked/full plate + tower shield): 16/26 <- probably want to wear lighter armor and use DEX boosting EQ to get lower ASF or use no armor or just still everything needed to be cast in combat.

Saves:
Fort: 25
Ref: 18
Will: 22

+9 vs. spells

Skills (259 points):
Discipline: 43(52)
Concentration: 43(45)
Spellcraft: 40(45)
Tumble: 20(22)
Heal: 43(42)
Spot: 42(42)

+8 left-over (extras were from the INT increases - I suppose it'll be higher if I take the Great INTs earlier).

Spells (Illusion Specialist, Cantrips -> Level 9): 5/7/6/6/6/6/5/4/3/2

If only you aren't going to get dispelled...
_________________
.:\_/:. Only those who have known darkness in
(OvO) their hearts will see the shadows in life...
(|__|)
..".."..

Edited By Jennalee on 11/07/05 03:24

Interesting... definitely be best off in low-magic world where the arcane buffs won't be eclipsed by permanent items. Pretty useful regardless since being able to buff lets you be flexible with your gear selection... but it depends on personal taste.

I agree with you on 8th level spells being kinda useless to you, I'd go as far as to say the only reason to bother with 7th level spells is Shadow Shield (which is a great spell for fighting against casters and undead). However since you're under the dispel cap, for PvP it still might not be worth it

There are a couple pretty useful level 6 buff spells though - globe of invulnerability, true seeing, greater spell breach, and greater stoneskin. So there's a strong justification for 11 to 13 wizard levels even in a medium or med-high magic environment. Particularly if it's balanced so that there aren't true seeing items.

So, solid build, very capable. The ranged AB isn't that great for an AA but being able to melee almost as well as a front-liner when it comes down to it is a good capability.
_________________
Experience is the mother of good judgement; bad judgement is the father of experience. Well, going for 7th level spells allows you to extend the level 6 ones, eventually and to top up spellcraft later without missing out on level 6 spells ealier and to get a few more spell slots. Shadow shield is a very nice spell too

But the level 9 spells... You only get a 2 casts with 17 caster levels and 20 INT. If I left INT at 19, I could have gotten maximize spell and cast max IGMS. Hmm...
_________________
.:\_/:. Only those who have known darkness in
(OvO) their hearts will see the shadows in life...
(|__|)
.."..".. I don't think memorizing a maxed IGMS is worth it compared to a time stop or a disjunction, if you're dealing with 9th level spells.
_________________
Experience is the mother of good judgement; bad judgement is the father of experience.