Abjurant Champion + Swiftblade: An alternate optimization path

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#1

WTFsenseiLOL

Sep 10, 2012 13:05:03
Abjurant Champion + Swiftblade
An alternate optimization path

(or tanking, casting, and prancing all night long)



You have been there.

You have wished to charge into battle with your greatsword and smite evildoers with your migthy combat oriented spells, or roleplay a grim sage of sword and spell that talks in riddles. The problem I've always faced while trying to do this is that the average optimization attempt focuses on gaining a full or close to full spellcasting progression. The problem with those builds is that I think they dont really feel like a character that mixes swordfighting and spellcasting... there is no real cohesion.

The main reasons for this is that Spellcasters are way stronger than melee classes, so spellcasting renders your melee abilities obsolete. Let's face it. You are better off going full wizard, casting tenser transformation on yourself everytime and Voilá! now you have a caster who excels at melee.

I don't want that. 

I want to be a an arcane paladin, fighter, or scout! I want to feel the thrill of combat! I don't want to be a nerdy schollar taking revenge on his bullies through spellcasting! I want a full or next to full progression on my BAB! I want signature abilities from my main class! Is there a way for achieving that?

YES! There is! It involves having 4 levels on your core fighting class, 2 levels on sorcerer and then going full Abjurant Champion (CM) plus 9 levels of Swiftblade (Free PrC). You just have to invest a feat in combat casting and voilá! You can start leveling up as an Abjurant Champion starting level 7!

Abjurant Champion is the only class out there that offers a full BAB progression and a full spellcasting progression. It's easy to qualify and its signature abilities are incredibly good.

The entry path I like the most is the fighter because of the additional bonus feats and the armored mage class feature, but every single class with a full base attack bonus can follow this path, albeit sacrificing the armored mage class feature and the costumization opportunities from bonus feats.

Ranger? Sounds like an arcane defender of nature! 
Scout? "Let my arrows rain death among my enemies!" (Quite litteral when you cast fly on yourself)
Hexblade? "I've been cursed with magic so I could learn how to fight it"
Duskblade? Redundant class is redundant...


As for the spellcasting entry path, i advocate for sorcerer. Why sorcerer? Because you dont need the added customization of the wizard. You need to sacrifice variety for flexibility, besides you need the extra spells in order to get the most from the Arcane boost ability and the Arcane Strike feat. But the most important reason for picking sorcerer over wizard is an alternate class feature from Complete Champion: 

DIVINE COMPANION.

This lovely fella substitutes your familiar but lets you heal yourself or add a bonus to AC and saves for an ammount lower than or equal to your caster level for a number of rounds equal to your caster level. In conjunction with the Martial Arcanist class feature from the Abjurant Champion this class feature will greatly increase your frontline survivability



BUILD STRENGTHS



  • It has a close to full BAB progression, maxing at 19 BAB at level 20 and a +2 to all attack rolls thanks to the Swiftblade PrC

  • Good HP

  • Good Saves

  • It can sacrifice spells to boost your AC and saving throws up to a ridiculous ammount

  • It can sacrifice spells to cure yourself.

  • Its class features have a strong synergy with most fighting classes. They add bonus damage, mobility, defense and utility.

  • It offers reasonably good spellcasting capabilities. Martial arcanist lets you use your BAB as your caster level, Swift abjuration lets you quicken your abjuration spells without increasing their level, and Extended Abjuration extends all your abjuration spells at no additional cost.

  • It has an awesome level 20 ability: While under the effects of haste you gain an additional standard action. A world of possibilities will ope



BUILD WEAKNESSES



  • It doesn't have access to the strongest spellcasting effects

  • It has limited spellcasting flexibility

  • It is VERY vulnerable to dispelling effects



 Now it's time for a build breakdown. For this example I chose a tripping fighter because, you know, tripping fighters are tonz of fun.

SAMPLE BUILD BREAKDOWN



Fighter 1 / Sorcerer 2 / Fighter 3/ Abjurant Champion 4 / Swiftblade 1 / Abjurant Champion 1 /  Swiftblade 8



  1. Armored mage (CM), EWP spiked chain, Combat Expertise, Improved Trip 

  2. Divine Companion (CC)

  3. Combat Casting

  4. Dodge

  5.  

  6. Mobility, Knockdown (Sword&Fist)

  7. Abjurant Armor, Extended Abjuration

  8. Swift Abjuration

  9. Combat Reflexes

  10. Arcane Boost

  11. Spring Attack, Swift Surge +1 / 0ft

  12. Martial ArcanistWhirlwind Attack

  13. Blurred Alacrity

  14. Sudden Casting

  15. Arcane Reflexes, Swift Surge +1/10ft, Power Attack

  16. Evasive Celerity

  17. Fortified Hustle

  18. Bounding Assault, Swift Surge +2/10ft, Arcane Strike (CW)

  19. Diligent Rapidity

  20. Perpetual Options


The abilities in black are meh abilities, mostly because they are forced aquisitions in order to qualify for the prestige classes.

The underlined feats are up for costumization. As stated before, I chose to follow a spiked chain build.

The abilities in blue are the ones that make me giggle, scream, and blush like a 15y/o girl on a Jonas' Brothers concert. 

But the nuts and bolts of this build are the following two abilities: Divine Companion and Martial arcanist

Divine companion trades your familiar for a spirit that follows you. You can empower the spirit by casting arcane spells unto it. The amount of spell levels it can store is equal to your caster level. You can use the charges to heal yourself or gain, as a swift action, a deflection bonus on AC and a boos to saving throws equal to the charges spent. That can easily boost your AC and saves to the roof.


Now lets analize the sources of bonus armor innate to this class:
1) Abjurant Armor: Boosts your shield bonus to AC to +9 when your shield spell is active. Sound good doesnt it?
2) Armored mage: Lets you wear light armor. If you wear a mithril chain shirt, your Armor bonus goes up to +4 and your maximum dex bonus to +5
3) Dodge bonus to AC (thanks to swift surge) +2
4) Dodge bonus from dodge feat +1
6) Dodge bonus from haste +1
8) Let's be modest and assume a +3 dodge from dexterity

Let's add those up:
AC =  10 + 9 + 4 + 2 +1 +1 +5 +3 = 30

Investing in a necklace of natural armor +6

AC = 36

Aaaaaaaaaand once per day, thanks to divine companion, you can add yourself a bonus to saving throws and deflection bonus to AC up to your caster level. Lets say... a whopping 19 on level 20 thanks to the martial arcanist class feature

AC = 55

That's just... 55 armor class without factoring in combat expertise... whoa. Im not  sure there are a lot of monsters out there that can hit you easily, not even on level 20. And that's not taking into account the 50% miss chance from blurred alacrity.

ABILITIES

Str and Dex: Depending on your base class and build, one these stats will be your main source of damage. Prioritize them accordingly.
Con: Because HP is ALWAYS important, and you are a frontliner.
Cha: Let me tell you a shocking truth: Charisma isn't your most important ability. You only need 16 charisma at level 19 and that can be reached with an starting score of 13.
Wis & Int are dump stats. Remember, though, that many builds ask for 13 Int because of combat expertise

SPELLS

Your spellcasting progression is pretty impaired. The maximum level of spells you can aspire to cast is six. You need to make every single spell count. When choosing spells remember that Abjurant champion lets you cast quickened versions of abjuration spells of level 3 or lower.

Level 1 Spells:



  • Enlarge Person: Great if you are going to use the spiked chain tripper variant. Doing a whirlwind attack to everyone within 20 feet and then having  a free trip attempt against all of them is quite a sight.

  • Stand (PH2): Sometimes tripping goes wrong.

  • Protection from Evil: So you are a killing machine, arent you? This spell makes sure you can't be mindcontrolled. Trust me, you don't want to unleash murder and rampage among your party.

  • Shield: This spell is your main source of armor. This is a MUST for every single build.

  • Mage armor: Take this only if you arent a fighter with the armored mage alternate class feature.

  • Nerveskitter (SC): a +4 bonus to Initiative rolls ain't nothing to frown at.

  • True strike: Sounds good for an awesome power attack, but the fact that you trade a standard action in order to cast this makes it less desirable


Level 2 Spells:



  • Heroics (SC): I strongly suggest this spell too. The added versatility is waaaay to sweet to ignore. This spell will compensate for all the bonus feats you dont win as a fighter.

  • Arcane Turmoil (CM): Targeted dispells always come in handy. Thanks to the Abjurant Champion Swift Abjuration class feature you will be able to dispell each round as a swift action if that is your wish. Leave those casters helpless against your wrath!

  • Resist Energy: Remember that you can cast every single abjuration spell from level 3 or less as a swift action. This spell will add you survibability against casters.

  • Bull's Strength, Cat's Grace, etc. I would recommend these spells early on, but remember that enhancement bonuses don't stack. If you can invest on items that enhance your attributes go for it and leave room for other utility spells.


Level 3 Spells:



  • Haste: This spell is a MUST if you want to progress into the Swiftblade PrC.

  • Magic Weapon, Greater: I'm really fond of this spell in this build. You just cast it once in the morning for an added bonus on all attack and damage rolls. Sounds like a good deal! I'm in!

  • Dispel Magic: For more added utility and action economy!

  • Battle magic Perception (HoB): If you find that there is no one else in counterspell duty. This will also stop your enemies from taking away your buffs.

  • Fly: So, you are a ranged fighter arent you? What could be better than raining death from above while having an obscene amount of AC and saving throws? There will be blood.


Level 4 Spells:



  • Ray deflection: Awww more caster hate! Make them feel powerless!

  • Stoneskin: Damage Redux is nothing to scoff at! This spell will further enhance your tanking capabilities.

  • Invisibility, Greater: This spell is self-explanatory. All i can say is OUCH.



Level 5 Spells:
 



  • Arcane Fusion (CM): This spell is that it lets you break action economy even further. 

  • Fireburst, Greater (SC):  Lot's of 1d10 in a 20ft burst around you. It may come in handful if you find yourself surrounded by enemies. And trust me, if you are the one tanking, you will be surrounded by enemies.

  • Break Enchantment: Remember that you will use your spellslots mostly to add some damage with the arcane strike ability, so having room for some extra utility is fine in my book.

  • Recyprocal Gyre (SC): This is another situational spell that has a huge bursting potential. 

  • Nightstalker Transformation (SC): +3 AC, +5 Reflex and evasion....

  • Transform rock to mud: Useful when one of your party nemesis gets turned to stone. "Don't worry guys! Ill turn him back to normal!... Ooops"


Level 6 Spells:

Coming soon (Im open to suggestions, i thought of greater dispel magic and true sight for this build, but I'm not sure how they play on high level adventures)




Feel free to comment and add your suggestions. This guide is the first one I've ever posted and it is far from complete. I hope you find it useful.

Edit 1: Added a handful of 5 level spells and improved the format and overall presentation

#2

WTFsenseiLOL

Sep 10, 2012 13:05:20
I need some serious help here. This is my first guide and I need tips in order to improve. If you have any style correction suggestions, if you think that something is missing or if you just found this guide plain boring please comment. I wish to improve in any way i can.
#3

WTFsenseiLOL

Sep 10, 2012 13:05:32
(Reserving)
#4

Andarious-Rosethorn

Sep 10, 2012 14:11:26
Opening comment, I've played a really similar build, it was a lot of fun but there are some hangups I have about it.

Swiftblade 9's a solid choice weather you want to go gish (like your build) or just get action economy as an otherwise straight arcane caster. As many as three spells per round is hard to come up with any other way (more via spell matrix and other similar tricks).

Now... I want to get into the flaw that's inherant in any Gish. You're MAD, or you're polymorphing, you could use your spells to actually take an opponent out of the fight (potentially), or you can use them to make yourself into something your opponnent shouldn't be able to handle.

My personal favorite Leadin to Swiftblade is Wizard 6 . This allows you to take 9 swiftblade by 15, and another 5 in something equally awesome (like say Abjurant Champion).

Now, let's get into why these two PRCs work so damned well together. It's plain, it's simple, it's the most important thing in D&D. Action economy. You can cast Haste on round one as a swift action and GAIN a standard action each round for the rest of the combat (and improve your allies combat abilities immensely).

Rounds proceeding round 1? You can now cast two standard action spells, or one and perform a full round action, as well as a swift action abjuration each round (even if it's a low level spell, like shield).

If you want to Gish, go ahead, but the key thing here is, you really don't NEED to. You can be an Arcane Knight (you're tough as nails with 50% miss chance and an AC to die for), cast the spells that make the bad guys fall down. Use Practiced Spellcaster to make up your few (3) lost caster levels , and get some feats that make takeout spells even more devistating (like spell focus), rather than wasting your time in combat buffing into a god, only to get to participate in the final round or two of combat.
#5

Maat_Mons

Sep 10, 2012 16:29:39

Armored mage only applies to spells of a level up to your fighter level + 1. Since you're taking 4 levels of fighter, you can apply it to spells up to 5th level. At character level 19, this build gets the ability to cast 6th-level spells. You can, of course, use those slots to cast 5th-level spells or fuel arcane strike, but it's worth noting.


Personally, I'm a fan of battle sorcerer (Unearthed Arcana) for gishes. Paladin's divine grace pairs excellently with charisma-based casting. I prefer paladin of freedom (Unearthed Arcana) to the regular version.

#6

Andarious-Rosethorn

Sep 10, 2012 22:27:24
Looking on the build I propose. Here's what you lose over a 20/20 caster build, 3 9th level spells, 2 8th level spells, 1 7th level spell per day.

If we're looking at Wizard 20 you'd get 4 feats, as a Swiftblade 9, Abjurant Champion 5, you've given up 3 of those feats and had to spend another 3  in order to qualify.

Cons: a net of -6 Feats (meaning flexible feats you could do almost anything wizardy with), - 32 spell levels at 20

Pro's, this is a real laundry list, and I've listed only the abilities that ar ein any way relevant
Action economy: swift action Haste, Swift action abjurations (3rd or less), Perpetual Options
Defensive abilities: 50% avoidance, incresed haste AC and reflex save, superior reflex save to wizard, improved shield ac bonus, freedom of movement, extroardinary haste (can't be dispelled), Arcane Boost
Offensive Abilities: +1d6 damage when moving 10'+ (note this is not subject to crit immunity like skirmish damage), Arcane Boost
Misc: Init bonus, Spring Attack, Bounding Assault, +10' movement, Extended Abjuration

So, all said and done the benefits are action economy and a pile of strong defensive abilities, in trade you slow down your progression to your best offense, and innevitably have less boom per day than a straight 20/20 caster. The loss of feat flexibility though may be a bigger deal still. Those are feats that can be spent customizing some potent save or lose tricks.

DMs perspective: Although this looks godawful to deal with, more than anything it just means this player's less likely to die than most. They are not going to be too big of a problem offensively, not compared to many other wizard builds anyway.

 
#7

Omen_of_Peace

Sep 10, 2012 22:44:31
As usual I broadly agree with A-R: Wizard 6 is also my favourite entry, because flexibility is actually quite nice in a gish as well (being able to cast, e.g., Heart of Water once par day can be a tremendous asset; I'm not sure I'd take it as a Sorcerer spell known).
For that reason I'm not a fan of Battle Sorcerer: even fewer spells known is a dealbreaker for me. The power of the Paladin dip can't be underestimated for defensive builds, however.

Be an elf (a Fire Elf is best, if at all possible) to get the martial weapon proficiency needed.
Be a martial wizard (UA), with fighter feats instead of Scribe Scroll and your level 5 feat to make entry easier and conserve your general feat slots.
Be a Transmuter or even a focused Transmuter: most of the good gish spells are in that school. (But if you obsess over Abrupt Jaunt feel free to be a Conjurer!)

Perpetual Options is indeed the Swiftblade's capstone. I do think Swiftblades are best as gishes, because if extra actions are what you want a straight wizard can Shapechange into a (cheesy) Chronotyryn and get those extra actions a mere two levels later, with lots of other tricks to bring to bear.

Battlemagic Perception is not a gish's spell.
I do like Arcane Turmoil for your build, because you get to quicken it at level 10, much earlier than most other AbjC builds. I would like to see Practiced Spellcaster in there though if you're going to use that trick, rather than relying on Martial Arcanist.
Luminous Armor (and the Greater version) (BoED) are abjuration spells that grant an armour bonus: profit!
#8

Andarious-Rosethorn

Sep 10, 2012 23:25:30
I realize I mave have come off as saying "Gish is bad, don't do it" and I'm not, not entirely. Gish are good fun, but you need to remember not to be TOO reliant on buffs that eat rounds. Time spent killing the other guy is way more important than being REALLY good at killing the other guy.

Jade Phoenix mage is one of my favorite Prcs, as is Swiftblade. JPM I feel is the more "gish" focused of the two though, tbh. Mostly though, that's because JPM gets martial progression  as well as some abilities that boost your "blasting" spells if you hit someone with a martial strike. It's got the feel of a spell casting blade master hybrid, mostly because it forces you into a position of taking offense.

Many of the Gish Prcs are either bland (eldritch knight, but Pathfinder fixed this well), and or underpowered for the most part (rage mage). In order to make a gish work, first you have to overcome MAD. Might I reccomend Illumian as a better race option than almost any other if you want to be a wizard or sorceror that goes around hitting people with a sword for some reason you're going to need an adequite strength score without spending too much time buffing, but still need a good Int score so you can get access to your spells you want. Aesh-Krau runeword allows you to do both, and to get a lot of bonus spells for having such a high Str bonus.

Illumian
Sorceror (C.Mage Stalward Sorceror) 6
This loses some BAB on Battle sorceror, effectively has the same HP, keeps Bluff instead of intimidate and most importantly doesn't lose spells per day and only loses 1 of the highest level spells known. It's also not UA, which in my books is a plus.
Swiftblade 9 as your more important follow through
Just get that outa the way, I don't care how important you think Abjurant champion is, the swiftblade abilities are FANTASTIC
Abjurant Champion 5

Feats:  Combat Casting, Expeditious Dodge (or just regular dodge if later you want Elusive Target), Mobility, Combat Casting by 15, this levels 9, 12, and 18 as free feats to do useful things with you also don't need Practiced Spellcaster this way as the Krau Sigil covers that, and if you REALLY for some reason want that last caster level back take Enhanced Power Sigils and get a +1 to Str checks and Str based Skill checks.

Ask your GM how bonus spells and spontanious casting with a Str score that goes up and down through the day works. It's important, some of your buffs might actually give you more slots/day! 
#9

WTFsenseiLOL

Sep 11, 2012 10:52:01
The goal I had in mind while creating this build was to have a fighter that excels at combat, but with some added flexibility in order to adapt to the challenges at hand. The plan is not to buff yourself up. Most of the spells i suggest can be cast as a swift action thanks to the abjurant champion class feature. The other spells are situational and are meant to add utility, like immunity to ray spells, invisibility, invisibility detection, etc.

I'm thankful for your comments, I hope you could give me some more suggestions. I'm not sure of which level 5 or six spells i should get. Also, if you can suggest any other spells that you think fit with the intented purpose of this build then I'll be thankful.