I rolled these scores [STR 12, DEX 11, CON 15, INT 14, WIS 15, CHA 16] for a war wizard (Guild of the Sun), and sacrificed 2 from STR and 2 from CON to get CHA to an 18, for final scores of [STR 10 (+0), DEX 11 (+0), CON 13 (+1), INT 14 (+1), WIS 15 (+1), CHA 18 (+3)].
Sinnéad the war wizard has 5 hit points and AC 0. She rolls 160 gold, and decides to get a dagger, sword, and longbow (quality +1 to hit) for 130 gold, and a small assortment of other goods with the remainder.
Fighting with a sword and dagger, she hits AC 0 with an attack throw of 9; and deals 1d6+1 damage. With the longbow, she also hits AC 0 with a 9 due to its quality, and also deals 1d6+1 damage.
Once each hour (usually this means once per encounter), she can shoot of a line of fire dealing 1d6 damage (save for half) to a 60-foot line. Also once each hour, she can cast shield for AC 5/7.
She’s marginally more useful than the mage in combat, but would fare poorly against a pure fighter (who wears armor and has more lasting power).
At second level, she has 8 hp and can turn undead. Her fan of fire now deals 2d6 damage.
At third level, as long as the party can keep the total encounters at three or below, she can become a monstrously powerful rock-hurler (3d6), deal 2d6 with her bow … and crush dungeon doors to death. War strength lasts long enough that a few combats one after another can benefit from the same casting, as well.
She also has the war aura, although it’s only really useful if she needs a weapon in a pinch, or doesn’t have a magical weapon.
Unfortunately, she only has 12 hp to the fighter’s 21, which means any time she wades into battle could be her last time. In addition, if she wants any AC at all, that’s two rounds of prep before she can start stomping things.
Advantage still definitely the fighter’s.
At fourth level, she has 14 hp (fighter has 24, and will level to 29 while Sinnéad is still fourth) and gains command of voice and fearless.
Her chances of talking her way out of an encounter are pretty damned good, though.
At fifth level, battle prowess for bodyguards and fireball mean she can start to hold her own in combat. The wizard, it should be noted, has shot way past her in spell variety … but when night falls, the war wizard is still reasonably likely to have some tricks up her sleeve. And with fan of fire and fireball, Sinnéad can deal 5d6 twice per encounter, then throw up a shield and war strength and start pounding the enemy with rocks.
Those henchmen better be good guards, though, because she only has 17 hp.
Skipping to 9th level:
War aura is now good enough to replace her sword (1d6, no penalty to hit). She can expend two war strength uses for the improved benefit. Her AC is now 2 (shield raises it to 9/7). Spell damage is now reduced against her and she can fly … and once per week, she can remove curse, which can be handy.
This is also the time to start building a castle. Between her fanatical henchmen, commanding voice, and fantastic people skills … she’s going to be an excellent leader.
Finally, she can turn into a sun falcon three times per day, which is pretty keen.
Skipping to 13th level:
Her war aura deals 1d10+5 damage, can hit the second rank, can be thrown 60 feet, and grants +2 on disarms and knockdowns … and she can do these things while in the form of a sun falcon. She can also augment her sun falcon attacks to 2d6+8/1d4+9/1d4+9 (or 1d10+8/1d10+8 on a swoop).
If she has time to really juice all the buttons before engaging in combat, she can do 2d10+11/2d10+11 on a swoop or 4d6+11/2d4+12/2d4+12 the rest of the time, and bump her AC to 19/17.
It is also worth noting that while in sun falcon form, she can drop a 14d6 fireball from the sky, or swoop in and fan of flame a line of infantry for the same damage.
She can also summon a sun falcon once per day; and 1d4+1 sun falcons plus a champion once per week.
Sadly, she only has 40 hp (the fighter has 78).