| Post/Author/DateTime | Post |
|---|---|
| trapspringer01-06-04, 06:11 PM | I like the idea of taking a wooden katana and a wizards with arcane strike. I want to set his intelligence at 10, whcih will mean no casting spells, but ( and this is part of the question) he can still "prepare" them. he could then sacrafice them in an arcane strike. i need help making thisconcept effective. Fighter is the idea, but utalyzing only arcane spellcasting. |
| Snow Savant01-06-04, 06:28 PM | Samurai1 / Pal2 / Ftr2 / Templar8 / NarDemonbinder2 / SacredExorcist5 This build makes you one hell of a martial fighting machine. Use your Nar Demonbinder arcane spells (up to 8th level) as Arcane Strike fodder. All of them! Because you still have up to 4th level divine spells from your Templar. Your HD are amazingly robust; tank-like if you will, for the first 12/13 levels. 13d10 + 2d4 + 5d8. Your BAB is +17. You can enter your arcane spells at level 13 (you start with 4th level spells) by taking your 1st ND level (and taking your Templar-8 level at level 20). If you do not have a bonus 4th level Templar spell at that level, you will have to wait until level 14 to enter ND. Also note, you get the Consecrated Aura class ability of the SE at level 20. Pretty nice capstone to 20 levels. Sadly, you get no arcane spells under 4th level and the whole arcane strike fuel concept does not happen until much later levels. But until then, you freakin' kick serious bootie. I realize this is a little outside your design parameters, but this guy has a ton of Arcane Strike fodder while still being quite the katana expert. CHA does triple duty in the build: 1. Divine Grace for your saves. 2. ND's primary arcane spellcasting attribute. 3. Turning primary attribute. 4. Divine Might Feat Turning Attribute. XO, Snow :) |
| trapspringer01-06-04, 06:44 PM | this is outside my design specs, but still all input is appreciated thanx much |
| Quijin01-06-04, 06:57 PM | if im not mistaken, he needs an INT of 10 + spell level to learn the spells themselves. |