Specialist Mages: I think the enemy also has a -1 to their saves against the spell being cast at them if it lies within their specialty (I've never seen it proved with hard data though.)
With a bard...you don't actually need a mage; and I'm nearly done building a Fighter (13)/Mage, and it has been trying here and there--mostly about just changing my tactics a bit. My Cleric/Thief and Bard work as a team to cause trouble or protection the get through until then. Since the Bard levels up fast, they are paramount to keeping the tanks (or archers) at top STR and DEX with Strength and Cat's Grace at all times.
I suggest going for a dagger as the weapon for the fighter/mage...
.
.
.
.
.
Give them either the Mage Dagger +4 (random) or the Fang of the Gloomfrost (+4)--these daggers complement the Mage nicely! With a party of six (with the two usual tanks) you should still keep the mage back to do the spells or twang arrows. They can act as guard for your Bard at the same time well.
|