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Advice for Level 16 Fighter Feat/Stat bumb.
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<blockquote data-quote="TallIan" data-source="post: 6916981" data-attributes="member: 6853819"><p>Sentinel is a pretty good option if only to ensure you can use your bonus action more.</p><p></p><p>I would agree with your assessment of Martial Adept though, it's a huge cost for one extra superiority dice. So meh.</p><p></p><p>If you liked the idea of Mounted Combatant though, have you looked at Charger? It can work well with Mobile, depending on how your DM lays out the combats, the extra 10ft of movement is nice, but more importantly you can use Charger to get bonus damage, attack and move away on the second round with Mobile and then charge again on the third round.</p><p></p><p>Finally, your +2 CON and Tough choice is pretty solid, with your repertoire of manoeuvres, not having more stuff to manage is pretty nice. I would probably choose this myself, but I tend towards passive abilities. The main reason not to take this is because you aren't the primary tank, so plus damage choices might be better for the party.</p><p></p><p>I suppose Dungeon Delver benefits from the same argument as Tough, but is more dependant on how much your DM likes traps.</p><p></p><p>Sent from my Nexus 9 using Tapatalk</p></blockquote><p></p>
[QUOTE="TallIan, post: 6916981, member: 6853819"] Sentinel is a pretty good option if only to ensure you can use your bonus action more. I would agree with your assessment of Martial Adept though, it's a huge cost for one extra superiority dice. So meh. If you liked the idea of Mounted Combatant though, have you looked at Charger? It can work well with Mobile, depending on how your DM lays out the combats, the extra 10ft of movement is nice, but more importantly you can use Charger to get bonus damage, attack and move away on the second round with Mobile and then charge again on the third round. Finally, your +2 CON and Tough choice is pretty solid, with your repertoire of manoeuvres, not having more stuff to manage is pretty nice. I would probably choose this myself, but I tend towards passive abilities. The main reason not to take this is because you aren't the primary tank, so plus damage choices might be better for the party. I suppose Dungeon Delver benefits from the same argument as Tough, but is more dependant on how much your DM likes traps. Sent from my Nexus 9 using Tapatalk [/QUOTE]
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Advice for Level 16 Fighter Feat/Stat bumb.
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