Without warning, a quickcast Solid Fog envelopes the hill giant and both ogres; a blurry figure springs into melee, erupting in a whirlwind of steel that paralyzes them all. Moving at half speed - when able to move at all - the guards are quickly dispatched; the attacker sheathes his paralyzers and begins sizing up the next target as he slips out of sight. "Hmm..." he thinks, drawing dual frost weapons while examining the Fire Giant Captain, "I think an Enervate is in order here, maybe two. Definitely Ray of Exhaustion..."
Code:
Wu-Jen Halfling Ftr-Wiz-Mnk
Level 16 Lawful Neutral Halfling Male
7 Fighter \ 2 Monk \ 7 Wizard (20th level -> 7 \ 2 \ 11)
I've been trying to come up with an effective melee caster for awhile now; I've been down a lot of roads. I wanted to make it a STR build but it just doesn't suit a halfling caster-mixed multiclass. DEX it will have to be.
Here was my wish list for this build:
- Primarily a meleer
- Very survivable at low levels (will be low level a long time)
- Good at two weapon fighting
- At least fourth-level spells
- Must remain effective in endgame (should it ever get there)
- Has to have something fun about it that is different from my other characters
It came down to this build and an assassin12/wiz8. That build looks fun too - but it is feat-starved, and doesn't get greater TWF until the next cap increase.
Please - please - feel encouraged to make comments and suggestions!
Code:
Hit Points: 219
Spell Points: 393
BAB: 11\11\16\21
Fortitude: 14
Reflex: 18
Will: 12
Hit points will be fine until ... the Orchard? Adding CON & GFL items and he's over 300. BAB is a little low, but managable, and this is expected when you take wizard levels. I built up Reflex to maximize Evasion. Spell points are pretty low. He mainly needs it to maintain buffs but still will likely need a magi item.
Code:
AC:
10
1 dodge
1 size
7 dex
1 dex (wind stance)
5 CE
4 boost III
----
4 mage armor
4 shield
1 haste
2 vs. evil (magic circle)
----
3 dex item
3 wis item
2 (+6 armor bracers)
4 deflection (+4 protection)
29 without spells or items, 40 self-buffed, and 52 by adding simple items. Probably won't have CE on very often. Probably will have other AC enhancers by 16th level, I think over 60 is possible?
Code:
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16)
Strength 13 14
Dexterity 18 24
Constitution 14 14
Intelligence 14 16
Wisdom 10 10
Charisma 8 8
Wish I had more STR. And CON. And WIS. 
The character will be played under no-twink rules. He could have these scores for awhile
.
Code:
Starting Ending
Base Skills Base Skills
Skills (Level 1) (Level 16)
Balance 8 11
Concentration 6 16
Hide 8 20
Jump 3 19
Move Silently 8 20
Tumble 8 11
Jump is a no-brainer, and he'll need concentration to cast while in combat. Can't get UMD high enough to matter. The others are mainly because sometimes they are fun. Am definitely looking for suggestions here.
Code:
Feat: (Monk Bonus) Toughness
Feat: (Selected) Two Weapon Fighting
Feat: (Fighter Bonus) Weapon Finesse
Feat: (Selected) Dodge
Feat: (Wizard Bonus) Extend Spell
Feat: (Monk Bonus) Mobility
Feat: (Selected) Combat Expertise
Feat: (Fighter Bonus) Spring Attack
Feat: (Selected) Whirlwind Attack
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Feat: (Wizard Bonus) Quicken Spell
Feat: (Selected) Improved Critical: Piercing Weapons
Feat: (Fighter Bonus) Power Attack
Feat: (Selected) Greater Two Weapon Fighting
This character needed spring attack since BAB is already low and expects to be moving a lot. That made it simple to go the extra couple feats and snag Whirlwind Attack. Extra bonus, none of my characters have ever had WA (yay, fun!).
Not decided on IC
ierce vs IC:slash. Depends probably on what weapons I have by level 12.
Code:
Spell (1): Chill Touch
Spell (1): Expeditious Retreat
Spell (1): Jump
Spell (1): Mage Armor
Spell (1): Shield
Spell (1): Ray of Enfeeblement
Spell (1): Magic Missle
Spell (2): Blur
Spell (2): Glitterdust
Spell (2): Invisibility
Spell (2): Resist Energy
Spell (3): Heroism
Spell (3): Magic Circle Against Evil
Spell (3): Displacement
Spell (3): Haste
Spell (4): Fire Shield
Spell (4): Solid Fog
Spell choice is very important for this build. He simply can't cast anything with a saving throw, and really not much that allows SR either. Self-buffs are good. Everything else requires thought.
Code:
Enhancement: Fighter Armor Class Boost III
Enhancement: Fighter Haste Boost III
Enhancement: Fighter Critical Accuracy III
Enhancement: Halfling Dexterity II
Enhancement: Halfling Guile III
Enhancement: Halfling Luck I (Fortitude)
Enhancement: Halfling Luck III (Reflex)
Enhancement: Halfling Luck I (Will)
Enhancement: Wizard Improved Quickening II
Enhancement: Way of the Patient Tortiose I
Enhancement: Disciple of Breezes
Enhancement: Disciple of Pebbles
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Intelligence II
Enhancement: Fighter Strength I
Enhancement: Fighter Toughness III
Hit points. Ability mods. Some Reflex saves. A dab of extra mana. I will have to get used to using the boosts, I don't use melee boosts on my other chars... will take some adjustment.