Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
Good build and Items for Human Half Celestial Fighter Lv 5 (ECL 9)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Grogg of the North" data-source="post: 8708800" data-attributes="member: 6682960"><p>My thought regarding Improved Buckler Defense is that it's an easy way to boost your armor class (AC). Normally, when you use your arm that has a buckler to wield a weapon, the buckler's shield bonus to your AC goes away. If you're going to be a front line fighter, then it's an easy way to boost your armor class. You do take a -1 to attack because of the buckler's weight. </p><p></p><p>For Improved Sunder, I'm generally not a fan of it. First, you are using it to destroy to destroy an enemy's shield or weapon. Doing that also destroys the items that you could be using yourself or selling for cash. The use of Sunder can also be very campaign dependent because of how the rolls work. Is your GM using lots of humanoid foes? Then you'll be at an advantage. But if the GM is throwing lots of large creatures, their size works in their favor. Also, if the monsters are fighting with claws and teeth, then you can't really sunder those. </p><p></p><p>Combat Brute is something you could work towards. It requires a lot of set up to use effectively. Advancing Blows really requires you to have Improved Bull Rush to use it effectively. Sundering Cleave requires you to destroy an item in order for it to work. See my thoughts about sunder above. And Momentum Swing requires a large penalty to hit on your second round, -5. Assuming you get Combat Brute at level 6, you're sacrificing a large portion of your accuracy. Basically, Momentum Swing is you swinging for the fences. If you hit, you'll do a lot of damage but you're more likely to miss.</p><p></p><p>Your caster level is important for your spell like abilities. While you currently aren't throwing a lot of damage dice it does affect the duration of your buff spells (Protection from Evil, Bless, and Aid) and it reduces how much healing you're getting from Cure Serious Wounds (3d8+5 vs 3d8+1). As you level up, more and more of your spell like abilities will require your caster level to be higher. Holy Smite deals more damage the higher your caster level; Holy Word's power is directly related to your caster level vs the enemy's hit dice. </p><p></p><p>For other magical gear, I would highly recommend a Handy Haversack to keep your stuff in. Remember, you need to be carrying a light load in order to fly. I generally like to carry around potions of spells that are situational. Things like Remove Curse, Remove Deafness/Blindness, and Remove Paralysis. Buy stat boosting items for your strength, constitution, and dexterity. A cloak of resistance will boost your saves but so will your Protection From Evil spell like ability. Are you only allowed the DMG for magic gear? </p><p></p><p>Get a backup weapon, a dagger at the very least. If you get swallowed by a T-Rex, or anything big, you'll need to be able to free yourself from it's gut. And a dagger is the way to do that. Also get a ranged weapon. Even though you can fly, sometimes you just need one. </p><p></p><p>In the end, the best advice I can give you is to go with your gut and how YOU envision the character being. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I hope this helps.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 8708800, member: 6682960"] My thought regarding Improved Buckler Defense is that it's an easy way to boost your armor class (AC). Normally, when you use your arm that has a buckler to wield a weapon, the buckler's shield bonus to your AC goes away. If you're going to be a front line fighter, then it's an easy way to boost your armor class. You do take a -1 to attack because of the buckler's weight. For Improved Sunder, I'm generally not a fan of it. First, you are using it to destroy to destroy an enemy's shield or weapon. Doing that also destroys the items that you could be using yourself or selling for cash. The use of Sunder can also be very campaign dependent because of how the rolls work. Is your GM using lots of humanoid foes? Then you'll be at an advantage. But if the GM is throwing lots of large creatures, their size works in their favor. Also, if the monsters are fighting with claws and teeth, then you can't really sunder those. Combat Brute is something you could work towards. It requires a lot of set up to use effectively. Advancing Blows really requires you to have Improved Bull Rush to use it effectively. Sundering Cleave requires you to destroy an item in order for it to work. See my thoughts about sunder above. And Momentum Swing requires a large penalty to hit on your second round, -5. Assuming you get Combat Brute at level 6, you're sacrificing a large portion of your accuracy. Basically, Momentum Swing is you swinging for the fences. If you hit, you'll do a lot of damage but you're more likely to miss. Your caster level is important for your spell like abilities. While you currently aren't throwing a lot of damage dice it does affect the duration of your buff spells (Protection from Evil, Bless, and Aid) and it reduces how much healing you're getting from Cure Serious Wounds (3d8+5 vs 3d8+1). As you level up, more and more of your spell like abilities will require your caster level to be higher. Holy Smite deals more damage the higher your caster level; Holy Word's power is directly related to your caster level vs the enemy's hit dice. For other magical gear, I would highly recommend a Handy Haversack to keep your stuff in. Remember, you need to be carrying a light load in order to fly. I generally like to carry around potions of spells that are situational. Things like Remove Curse, Remove Deafness/Blindness, and Remove Paralysis. Buy stat boosting items for your strength, constitution, and dexterity. A cloak of resistance will boost your saves but so will your Protection From Evil spell like ability. Are you only allowed the DMG for magic gear? Get a backup weapon, a dagger at the very least. If you get swallowed by a T-Rex, or anything big, you'll need to be able to free yourself from it's gut. And a dagger is the way to do that. Also get a ranged weapon. Even though you can fly, sometimes you just need one. In the end, the best advice I can give you is to go with your gut and how YOU envision the character being. :) I hope this helps. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Good build and Items for Human Half Celestial Fighter Lv 5 (ECL 9)
Top