Some don't like the 'spellsword' build and others do (I love them). This is a variant of one I played for some time on a server and I found it was fun and effective. Just another spellsword build? Yes, and no.
FTR 10/WIZ** 20/CoT 10
**I chose to go with Illusion specialization with this build for the extra spell per level. I don't miss the Enchantment spells at all.
This is basically a melee build that has spells of all levels to help in buffing, defense, and some offense. He's got decent HPs for a hybrid spellchucker/tank and very good saves vs spells. He can be dispelled, but if he is he has a number of things in his favor:
1) He still has all his magic gear, so he's basically in the same boat as a regular warrior build in that case. 2) He has Autostill III, so he can toss up a Grtr Sanc and slip away to rebuff. 3) He can also Mord's his opponents to make their lives unpleasant as well.
The disadvantage from a spellchucking point of view is low DCs and low caster level. However, there are a number of no-save offensive spells in the arcane spellbook, so he can always use those. As well, he has the Breach/Mord's spells to lower SR if it looks like he really needs to. But, the second he notices SR problems, is when he should give up on offensive spells and take to the blade.
Note: This is similar to Mithdradates' Magical Marauder V.2 build*. Major differences in this build are:
-Different race. -2 less WIZ levels, so no epic spells. -No Dev Crit. -Different levelling scheme (I like to get a few more WIZ levels pre-epic for some extra spell availablility early on). -1 less AB at level 40, due to the above-mentioned differences in levelling.
*No, it's not a rip-off. I actually had this worked out a while back and just pulled it out to tweak it, and discovered it was similar to Mith's build after I finished (this build actually started out as FTR 14/WIZ 16/CoT 10, but adjustments and tweaks brought it to its final format) _________________ This signature will self-destruct in 5 seconds...
Edited By Cinnabar Din on 07/22/06 20:09
Great work. i like to spellsword sometimes meself. I love the fact that CoT gets autostill as bonus feats, but this char gets autostill a bit late, no? When I saw your level-split I was sure that you had picked Auto still earlier. A pain with lvl 9 spells rule though.
Okay AB, moreso for a spellsword, full spell repertoire, decent saves. all this should give you a versatile and powerful eneough build. Only thing i would strive for is earlier autostill. But then you'd belate other abilities/feats, so it's as usual, choice choices. _________________ Dragonlance ROH is back, better than before! and I spend a little time here WoG
I would suggest tweaking, but it looks like you already got what you wanted when you wanted it.
I love a good spellsword but have yet to create one that I was truly satisfied with. Perhaps it is just my playstyle though.
On that note, in what way do you find (in general) that you handle situations? Buff up, charge in and pull out a Greater Sanc if you are overwhelmed? Or is there another way to do it with this sort of build? I usually find that I get hammered far too often and my spells cannot compensate. I can try to soften enemies with offensive spells a bit, but its never enough for my liking. Any advice?
Oh, and the build is great.
-cs _________________ Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup.
Grimnir: yeah, the Autostills are late. Price I was willing to pay to get other feats earlier. As well, you can Still all spells up to level 9 before that (and some of the good level 9 spells are verbal only anyway).
Christian:
I generally play it in this manner: buff, then lay out AoE spells that will provide annoyances to the enemy (grease, web, Darkness, etc.) between me and them (try to get that done without engaging) Then try to hit them with a couple offensive spells to soften them up. If they get slowed or caught in your 'annoyance' field, then hit them with some more spells. Engage them with weapons when they close. Don't forgety Extended reciprocal damage shields.
This works suprisingly well even with the low DC and caster levels (and with the 1.67 version of Evard's, you should be able to really make some of the mobs' lives miserable).
If things look bad, Greater Sanc and retreat. _________________ This signature will self-destruct in 5 seconds...
I feel like such a dork. I rarely make good use of AoE spells. Now its seems much more clear.
I will have to experiment with this a bit.
Thanks Cin.
-cs
Post a build like this and you know I have to comment. I like it. It's well made, like all of Cin's builds. It's a shame you couldn't fit an epic spell in there, but it still works well. It's also unfortunate that you can't get the autostills earlier. I guess this is the problem with spellswords, particularly armored ones, you really need 40 levels to get them to work and they don't really mature until level 40. _________________ Two wrongs don't make a right but three lefts do.
I like spellswords too, and this is one of the better ones. However, since you have feats like Power Attack and Cleave, you obviously have feats to spare. This is why I'd take a few less Ftr levels and more Wiz in order to get at least Epic Warding. Sure, PA & Cleave make it more playable early on but frankly, EW is one of the best things about arcane casters IMO. _________________ "With Europe liberated, the people of the world turned their attention to that old devil, the United States of America [...] We taught that monster of old the true meaning of freedom." Star Wreck
I'm not a big fan of the epic spells, to be honest. Even Epic Warding. It's only one use per day, it doesn't stop elemental damages or Dev Crit, and if I'm in a battle where I absolutely need EW to survive, I'd probably just GS, run and regroup. It's a good feat, but I personally don't feel the investment is of paramount importance. _________________ This signature will self-destruct in 5 seconds...
I likes it, too: looks oh so very playable/versatile, with some oh so very cool twix, and just plain fun, fun, fun! (Cool build, Cinn - as usual )
Edited By TyrTemplar on 07/25/06 06:00
Weird that you chose Lightning Reflexes / Iron Will instead of Experitse / Improved Expertise or Empowered / Maximized spell... the saves boost is not that big, I'd suggest a change.
It is very good... all these spellswords are taking over the guild...
Weird that you chose Lightning Reflexes / Iron Will instead of Experitse / Improved Expertise or Empowered / Maximized spell... the saves boost is not that big, I'd suggest a change.
The save boosters get the saves vs spells into a respectable mid-30s range. I don't use Expertise/Imp Expertise wehn casting (just a personal bias), though if you're comfortable with it, by all means switch it out. As to Empowered/Maximize, for a caster build I'd definitely choose at lesat one of the, However this is meant to be primarily a melee build with casting capability, so I concentrated on other feats instead.
Quote: It is very good... all these spellswords are taking over the guild...
Thanks. Yeah, I'm thinking I need to whip up a basic melee build to get the casting taint off the boards! _________________ This signature will self-destruct in 5 seconds...
Weird that you chose Lightning Reflexes / Iron Will instead of Experitse / Improved Expertise or Empowered / Maximized spell... the saves boost is not that big, I'd suggest a change.
It is very good... all these spellswords are taking over the guild...
Spellswords = creative cleric. People are trying to reinvent the cleric. Caster with good melee ablity. I am no expert but the only thing that the spell sword does better is true strike and MD. Implosion is probably the best death spell, harm, Divine Power, lvl drain, WOF, ect.
They are similar in some respects, but the spellsword has better damage reduction, damage shields and spells like the bigby's hands, IGMS and timestop which don't require high DCs to ruin an opponent's day. Basically the cleric is a better buffer, while the spellsword is a better offensive caster. Both can be lethal in the hands of a skilled player. _________________ Two wrongs don't make a right but three lefts do.