Warforged Bladecaster

This build is based on the Elven Bladesinger concept, but redesigned for Warforged using two-handed fighting techniques. This builds' main strengths are combining the warforged's innate hardiness with the ability to handle a good deal of self-buffing and self-repairing. It can be based on either a 28-point or 32-point build, and while there is some specific equipment you'll want to bring out its full potential, shouldn't require any super-specialized gear to get alot of mileage.

Level 20 Fighter 12/Wizard 8 Lawful Good Warforged Hit Points: Spell Points: BAB: 16\16\21\25\26 Fortitude: Reflex: Will:

= Spells = By 20th level you'll have up to fourth level spells (5/4/4/3 slots) Although as a wizard you can potentially have every spell of those levels, you'll mostly want repair and buff spells loaded, with a few exceptions you simply won't be able to generate high enough DCs or spell penetration on offensive spells for them to have any real use at higher levels, plus you'll be missing out on the damage enhancements. Here are some of the most valuable ones you'll probably want to keep ready. Keep in mind that with a maxiumum caster level of 8, many spells won't reach maximum effectiveness (but many will be close) and with Extend Spell active the usual buff duration will be 16 minutes. You may want to consider the Maximize Spell feat to get the most out of your repair spells and any offensives you cast.
 * First Level (5 slots max)
 * Shield
 * Nightshield (+2)
 * Jump (+20)
 * Repair Light Damage (1d8+8)
 * A few others worth mentioning, as useful secondary spells
 * Detect Secret Doors (DSD wands are fairly cheap and just as useful)
 * Expeditious Retreat (handy until you get a permanent Striding item)
 * Feather Fall (handy until you get a permanent FF item)


 * Second Level (4 slots max)
 * Resist Energy (20)
 * Blur
 * Invisibility
 * False Life (+18)
 * Repair Moderate Damage (2d8+8)
 * Some other handy spells
 * Bear's Endurance, Bulls's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom (useful until you get permanent items)
 * Knock (limited usefulness at higher levels, but handy to have access to)
 * Scorching Ray (2x4d6 rays; gives no saving throw)
 * See Invisibility


 * Third Level (4 slots max)
 * Rage
 * Displacement
 * Haste
 * Protection from Energy (96)
 * Repair Serious Damage (3d8+8)
 * Others worth keeping in mind
 * Dispel Magic (1d20 + 8 vs 11 + spell's caster level)
 * Magic Circle against Evil
 * Heroism


 * Fourth Level (3 slots max)
 * Stoneskin (80) (you can get the 70 point version as a wand, might be better since the cast version has expensive mats)
 * Fire Shield (1d6+8)
 * Wall of Fire
 * Repair Critical Damage (4d8+8)
 * There are a few other useful ones at this level
 * Enervation
 * Ice Storm
 * Dimension Door
 * Lesser Globe of Invulnerability
 * Remove Curse (available as a wand)

= Skills = The limited skill points from Fighter/Wizard levels will be supplemented by your respectable intelligence score. You'll probably have enough to keep 3-4 skills maxed out. You can ignore Concentration since most of your spells will be buffs and repairs applied before and after combat. Some good skills to consider investing in (Jump, Spot and Balance would be my priorities)...
 * Jump - You'll be able to add +20 from the Jump spell, keep this skill maxed to reach the treasure chest on the top shelf!
 * Diplomacy - although you are a melee combatant with some decent defenses, sometimes being on the front lines means you need to dump aggro so you can fall back and heal up.
 * Balance - invest a few points here, your Reflex save won't be spectacular and you'll get knocked down now and then
 * Use Magic Device - although normally considered one of the most important skills to keep maxed out, most people take it to be able to use wand and scroll heals and buffs, but as a warforged you rely on arcane power for repairs, and you already have access to all arcane wands, and can cast the most useful buffs. Combined with a poor charisma, it may not be worth investing in this skill (without skill boost and charisma boost items you probably won't get it above a 10). Max it out or ignore it, but don't bother with middle ground.
 * Spot - its always handy to be able to see your opponents coming, and get a little early warning on traps.
 * Move Silently - this is worth mentioning since you will have the ability to cast Invisibility, some points in here combined with a skill boost item can make you effective at sneaking around (although I would make this a low priority, only if you have some extra points to spare)
 * Haggle - never a bad choice if you don't know where else to put your skill points, its always nice to get a little extra platinum for your troubles!