best feats for fighter/sorcerer? [Archive] - Wizards Community

Post/Author/DateTimePost
johniemi

11-27-03, 03:31 AM
Regarding D&D 3.5... Do any of you have suggestion about choosing the best feats for a COMBAT-ONLY oriented fighter-sorcerer. I will be in the frontline for 90% of the combat time.

I have access to all books, and I have a fan-made feat compilation where I think is listed all the D&D feats known to man :)
DigitalSoul

11-27-03, 03:46 AM
Combat Casting- it's a total no-brainer for that kind of character.

Still Spell- Casting with somatic components only to have them fail on you is a total pain and a still mage hand can be useful when your bound and have to cut yourself out or retrieve a weapon.

Arcane Strike- Don't need a spell? Ditch it for a potent attack!

Eschew Materials- One thing your enemy can't relieve you of in the middle of melee, and it just looks stupid digging around in your pouch for that displacer beast hide piece.

Improved Initiative- Less worrying about readied actions against your spells.

Skill Focus (Concentration)- Every bit helps.

Improved Counterspell- Doubtful that you will have a fireball ready forr melee combat.

That's all I can think of off the top of my head.
Prism

11-27-03, 04:18 AM
Persoanlly I'd go for the spring attack feat tree. Your fighter/soc will generally have a lower AC, lower hits and a lower BAB than a straight fighter type and you don't really want to be trading full attacks unless you are really well prepared
Zahrim

11-27-03, 05:04 AM
Originally posted by Prism
Persoanlly I'd go for the spring attack feat tree. Your fighter/soc will generally have a lower AC, lower hits and a lower BAB than a straight fighter type and you don't really want to be trading full attacks unless you are really well prepared

Why would the AC be Lower? With Still Spell you can hand him a weapon, a tower shield and full plate, and let him wade in not worrying about Spell Failure. The Problem I have with Sorcerers in this role is that using Metamagic turns every spell into at least a full round action. (Quicken Spell is useless for Sorcerers and Bards)

My thoughts on progression, note my book list is exceedingly limited (Both Versions of the DMG, MM, PHB. Tome and Blood is my only Splat book), Run fighter until 4th level. Catch Sorcerer until you qualify for Eldritch Knight. Why? It gives you the ability to be a fair combatant at levels 1-6 before your spells kick in and your hit points drop off. The end Result comes out to 4 Fighter/6 Sorcerer/10 Eldritch Knight with a Caster Level of 15 (Not Great but you said this was going to be a front line fighter) and a BAB of +17…. But this post is about Feats, I agree with DigitalSoul’s Post.
Galahad the Pure

11-27-03, 05:05 AM
Good suggestions so far...

I wouldn't advise in favor of combat casting, for two reasons. First off, it's widely accepted that this feat does not help you as much in the long run. Secondly, due to the revision on skill focus, I would rather take that than combat casting. +3 to all concentration checks is a fair trade for +4 to a certain type (though the most common type) of concentration checks.

Also, weapon finesse, since you probably aren't going to have a lot in the order of armor and this will allow you to capitalize on your high dexterity.

Spring attack is a good idea.

Weapon Focus/Specialization too if you can spare the caster levels.
goblinhero

11-27-03, 05:16 AM
go check out JosephKell's Gish Thread (http://boards1.wizards.com/showthread.php?s=&threadid=119839)
all the suggestions and tips you could need or want
johniemi

11-27-03, 05:25 AM
Ok, thanks for all the replies, but here's what I have been thinking:

Someday I will take this PrC just because I like flames and a flaming weapon is cool :D : (Flamecaster) http://boards1.wizards.com/showthread.php?s=&threadid=88596&highlight=flamecaster


I also like to point out that I play a minotaur fighter (level 1, first adventure next sunday) with these abilities:
STR 20
CON 16
DEX 15
INT 11
WIS 11
CHA 15
And to recap, I will take few levels as a sorcerer later to make the FlameCaster reqirements.


I really don't know much about spellcasting yet, it's not that I haven't read the PHB & DMG, it's just that I'm not a native english speaker so it takes a while before I can assimilate all the rules.

So, what I am looking at is this:
I could cast fireballs from a distance before a melee as a sorcerer. Then as melee ensues, I will hit hard and fast.

I have read some about two-weapon fighting, is it worth it? I would probably use a 2-handed greatsword but then I thought that if I fought with two swords as a FlameCaster I could probably make both the blades flame, thus inflicting much more damage than 1 flaming 2-handed greatsword. But maybe that's just a loophole in the PrC... I have to talk with my DM about whether he will allow the Flamecaster to flame up both weapons.

Opinions...

Thanks!

-John