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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707800" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Equipment: Reinforcing the Rock</strong></span></p><p></p><p>Here, I'll be talking about what weapon and armor types work best for you. Magic gear is in the next post.</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Weapons: Unleashing the Rock</strong></strong></span></p><p></p><p><span style="color: #0000ff"><strong>Axes</strong></span> - Damage is the name of the game here; most of these weapons pack a big punch, especially on a critical. They also favor Constitution, which has the side effect of making you tougher. As icing, they come in all shapes and sizes, so you have plenty of options available to you.</p><p></p><p><strong>Recommended Axes</strong></p><p> </p><p><strong><span style="color: #0000ff">Battleaxe</span> (PHB)</strong> - Your basic one-handed Axe, it's a pretty good weapon, especially considering it's feat-free.</p><p></p><p><strong><span style="color: #0000ff">Execution Axe</span> (AV)</strong> - Gives some reliability to the normally wild d12.</p><p></p><p><strong><span style="color: #0000ff">Greataxe</span> (PHB)</strong> - 1d12 with high crit is pretty spiffy damage.</p><p></p><p><strong><span style="color: #0000ff">Gouge</span> (DSCS)</strong> - The biggest base weapon damage you'll find, and that's worth something.</p><p><strong></strong></p><p><strong>Handaxe (PHB)</strong> - It's good to not have to resort to a specific weapon enhancement in order to have a Ranged option.</p><p></p><p><strong>Khopesh (AV)</strong> - An Axe + Heavy Blade combination can work if planned out correctly, and the stats are pretty solid.</p><p></p><p><strong><span style="color: #0000ff">Waraxe</span> (AV)</strong> - 1d12 one-handed? I'm game.</p><p> </p><p></p><p><span style="color: #ff0000"><strong>Bows</strong></span> - Don't bother.</p><p></p><p><span style="color: #ff0000"><strong>Crossbows</strong></span> - Same as bows.</p><p></p><p><span style="color: #00ccff"><strong>Flails</strong></span> - A pretty interesting weapon group, it has some rather high Dexterity requirements on some feats (like Weapon Mastery), but it can be a very powerful option thanks to that same feat support, plus the main feats you want are light on the stats.</p><p></p><p><strong>Recommended Flails</strong></p><p> </p><p><strong><span style="color: #00ccff">Alhulak</span> (DSCS)</strong> - Essentially the Flail equivalent of a Longsword, and as such a nice weapon for a Fighter.</p><p></p><p><strong><span style="color: #0000ff">Net</span> (D 368)</strong> - This weapon offers some nice versatility and control options.</p><p></p><p><strong>Scourge (AV)</strong> - This packs quite a bit of punch for an off-hand weapon.</p><p></p><p><strong>Spiked Chain (PHB)</strong> - It has Reach and some decent damage, but not being a Polearm hurts its stock.</p><p></p><p><strong><span style="color: #00ccff">Triple-Headed Flail</span> (AV)</strong> - Costs a feat, but it has Bastard Sword stats, along with Flail support. Nice.</p><p> </p><p></p><p><span style="color: #00ccff"><strong>Hammers</strong></span> - One of the classic Fighter weapon groups, its feat support's Constitution requirements have the secondary effect of making you a tougher character, and the effects of those feats themselves are very worth having.</p><p></p><p><strong>Recommended Hammers</strong></p><p> </p><p><strong><span style="color: #00ccff">Craghammer</span> (AV)</strong> - If you have the feat to spare, a reliability upgrade is great.</p><p></p><p><strong><span style="color: #0000ff">Maul</span> (PHB)</strong> - A big damage weapon with good support sounds like a winning combination to me.</p><p></p><p><strong><span style="color: #00ccff">Mordenkrad</span> (AV)</strong> - How about some reliability to go with that damage?</p><p></p><p><strong><span style="color: #0000ff">Throwing Hammer</span> (PHB)</strong> - Rather unimpressive stats, but it's throwable, which makes up for a lot.</p><p></p><p><strong><span style="color: #00ccff">Warhammer</span> (PHB)</strong> - Decent damage, and feat cost-free. A sweet default weapon to have.</p><p> </p><p></p><p><span style="color: #0000ff"><strong>Heavy Blades</strong></span> - Another classic Fighter weapon group, it offers accuracy and sturdy damage as its main perks, as well as relatively light Dexterity requirements for its pretty neat feat support.</p><p></p><p><strong>Recommended Heavy Blades</strong></p><p> </p><p><strong><span style="color: #0000ff">Bastard Sword</span> (PHB)</strong> - Nice damage and accuracy, but it costs a feat.</p><p></p><p><strong>Drow Long Knife (EPG)</strong> - It costs a feat, but it's a Ranged option for Heavy Blades.</p><p></p><p><strong><span style="color: #0000ff">Fullblade</span> (AV)</strong> - If you're going the two-hander route, you may as well go for broke and pick up the big damage option.</p><p></p><p><strong><span style="color: #0000ff">Longsword</span> (PHB)</strong> - An excellent default weapon, a defensively oriented Shield Fighter is more than good with this.</p><p> </p><p></p><p><span style="color: #0000ff"><strong>Light Blades</strong></span> - While it may seem rather odd to see the stereotypical Fighter favoring a Light Blade, Tempests certainly use this group very well, and certain Brawlers or Shield Fighters (particularly Arena Fighters) could be persuaded to pick it up.</p><p></p><p><strong>Recommended Light Blades</strong></p><p> </p><p><strong>Dagger (PHB)</strong> - The damage is low, but such is the price to pay for a Ranged option.</p><p></p><p><strong><span style="color: #0000ff">Double Sword</span> (AV)</strong> - Though it costs a feat, it offers a Tempest some welcome extra AC.</p><p></p><p><strong><span style="color: #0000ff">Rapier</span> (PHB)</strong> - Longsword stats, only for a different weapon group. The higher Dexterity requirements make it a bit less accessible for some, but having Rain of Blows pack d8's without spending a feat is nice.</p><p></p><p><strong><span style="color: #0000ff">Short Sword</span> (PHB)</strong> - A nice default weapon for Tempests.</p><p> </p><p></p><p><strong>Maces</strong> - While they're still mostly outclassed by Hammers, Maces have received some conditional but promising support of late. Plus, they can indulge in much of the Hammer's support as well.</p><p></p><p><strong>Recommended Maces</strong></p><p> </p><p><strong>Mace (PHB)</strong> - Not that far behind a Hammer in stats.</p><p></p><p><strong>Singing Stick (DSCS)</strong> - While the stats may be kind of lame considering it costs a feat, it is the most accurate Mace you'll find.</p><p> </p><p></p><p><span style="color: #800080"><strong>Picks</strong></span> - Anything these can do, another weapon group can do better.</p><p></p><p><span style="color: #00ccff"><strong>Polearms</strong></span> - An excellent weapon group for any Fighter, it offers the gift of reach, as well as some outstanding feat support.</p><p></p><p><strong>Recommended Polearms</strong></p><p> </p><p><strong><span style="color: #0000ff">Glaive</span> (PHB)</strong> - While the stats are at best unimpressive, this has the major perk of being able to partake in Polearm and Heavy Blade support.</p><p></p><p><strong><span style="color: #00ccff">Greatspear</span> (AV)</strong> - It has the best stats of the bunch, and Polearm + Spear support make it the front-runner in this group.</p><p></p><p><strong><span style="color: #0000ff">Halberd</span> (PHB)</strong> - While not the most intuitive option, certain characters (like those using Weapon Master's Strike) can use this weapon well.</p><p></p><p><strong><span style="color: #0000ff">Talenta Sharrash</span> (EPG)</strong> - A nice way for the smaller ones (and even some larger ones who don't need or want the extra reach) to get in on the Polearm + Heavy Blade fun.</p><p> </p><p></p><p><span style="color: #0000ff"><strong>Spears</strong></span> - Very closely related to Polearms (even sharing some of their support), Spears trade juicy statistical numbers for an extra dose of control power, without having to give up the shield.</p><p></p><p><strong>Recommended Spears</strong></p><p> </p><p><strong>Javelin (PHB)</strong> - It has long range, but other Spears can be tossed already. It works as a Ranged option, though.</p><p></p><p><strong><span style="color: #0000ff">Trident</span> (AV)</strong> - Solid damage, and the ability to be thrown. Decent enough.</p><p> </p><p></p><p><span style="color: #800080"><strong>Staffs</strong></span> - While there is feat support to make this option not a waste of time, that support will take feats you're probably better off spending somewhere else.</p><p></p><p><span style="color: #0000ff"><strong>Unarmed</strong></span> - Basically a Brawler-only group, the Spiked Gauntlet or the Talid work pretty well here. <span style="color: #ff0000"><strong>Trash</strong></span> for everyone else, though.</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Armor: Bracing the Rock</strong></strong></span></p><p></p><p><span style="color: #ff0000"><strong></strong></span></p><p><span style="color: #ff0000"><strong>Cloth</strong></span> - Don't do this to yourself.</p><p></p><p><span style="color: #ff0000"><strong>Leather</strong></span> - Skill penalties are decidedly not as important as not getting hit.</p><p></p><p><span style="color: #0000ff"><strong>Hide</strong></span> - The armor of choice for Tempests and any other Fighters who prize Dexterity highly, you can equal Plate if you invest enough into Dex and wear this armor.</p><p></p><p><strong>Chainmail</strong> - Rather low AC, but it can work early on if combined with a shield or some other protection mechanism (such as a Battlerager's THP). That said, at later levels it's simply not good enough.</p><p></p><p><span style="color: #0000ff"><strong>Scale</strong></span> - The default armor group for a Fighter, it's likely a keeper for anyone planning to invest moderately in Dexterity (which some weapon groups require), and it has the benefit of having no skill penalties (or speed penalties after Armor Specialization).</p><p></p><p><span style="color: #0000ff"><strong>Plate</strong></span> - The biggest armor-based AC you can get, but it requires a bit of a Constitution focus. That's not a problem for quite a few Fighters, though.</p><p></p><p><span style="color: #0000ff"><strong>Shields</strong></span> - You get them by default, and they provide a very welcome AC and Reflex boost, along with some very nice feat and power options. That said, there are many builds that can't use them.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707800, member: 6793297"] [CENTER][SIZE=5][b]Equipment: Reinforcing the Rock[/b][/SIZE][/CENTER] Here, I'll be talking about what weapon and armor types work best for you. Magic gear is in the next post. [CENTER][Size=5][b][b]Weapons: Unleashing the Rock[/b][/b][/size][/CENTER] [COLOR=#0000ff][b]Axes[/b][/COLOR] - Damage is the name of the game here; most of these weapons pack a big punch, especially on a critical. They also favor Constitution, which has the side effect of making you tougher. As icing, they come in all shapes and sizes, so you have plenty of options available to you. [b]Recommended Axes[/b] [b][COLOR=#0000ff]Battleaxe[/COLOR] (PHB)[/b] - Your basic one-handed Axe, it's a pretty good weapon, especially considering it's feat-free. [b][COLOR=#0000ff]Execution Axe[/COLOR] (AV)[/b] - Gives some reliability to the normally wild d12. [b][COLOR=#0000ff]Greataxe[/COLOR] (PHB)[/b] - 1d12 with high crit is pretty spiffy damage. [b][COLOR=#0000ff]Gouge[/COLOR] (DSCS)[/b] - The biggest base weapon damage you'll find, and that's worth something. [b][/b][b] Handaxe (PHB)[/b] - It's good to not have to resort to a specific weapon enhancement in order to have a Ranged option. [b]Khopesh (AV)[/b] - An Axe + Heavy Blade combination can work if planned out correctly, and the stats are pretty solid. [b][COLOR=#0000ff]Waraxe[/COLOR] (AV)[/b] - 1d12 one-handed? I'm game. [COLOR=#ff0000][b]Bows[/b][/COLOR] - Don't bother. [COLOR=#ff0000][b]Crossbows[/b][/COLOR] - Same as bows. [COLOR=#00ccff][b]Flails[/b][/COLOR] - A pretty interesting weapon group, it has some rather high Dexterity requirements on some feats (like Weapon Mastery), but it can be a very powerful option thanks to that same feat support, plus the main feats you want are light on the stats. [b]Recommended Flails[/b] [b][COLOR=#00ccff]Alhulak[/COLOR] (DSCS)[/b] - Essentially the Flail equivalent of a Longsword, and as such a nice weapon for a Fighter. [b][COLOR=#0000ff]Net[/COLOR] (D 368)[/b] - This weapon offers some nice versatility and control options. [b]Scourge (AV)[/b] - This packs quite a bit of punch for an off-hand weapon. [b]Spiked Chain (PHB)[/b] - It has Reach and some decent damage, but not being a Polearm hurts its stock. [b][COLOR=#00ccff]Triple-Headed Flail[/COLOR] (AV)[/b] - Costs a feat, but it has Bastard Sword stats, along with Flail support. Nice. [b][/b] [COLOR=#00ccff][b]Hammers[/b][/COLOR] - One of the classic Fighter weapon groups, its feat support's Constitution requirements have the secondary effect of making you a tougher character, and the effects of those feats themselves are very worth having. [b]Recommended Hammers[/b] [b][COLOR=#00ccff]Craghammer[/COLOR] (AV)[/b] - If you have the feat to spare, a reliability upgrade is great. [b][COLOR=#0000ff]Maul[/COLOR] (PHB)[/b] - A big damage weapon with good support sounds like a winning combination to me. [b][COLOR=#00ccff]Mordenkrad[/COLOR] (AV)[/b] - How about some reliability to go with that damage? [b][COLOR=#0000ff]Throwing Hammer[/COLOR] (PHB)[/b] - Rather unimpressive stats, but it's throwable, which makes up for a lot. [b][COLOR=#00ccff]Warhammer[/COLOR] (PHB)[/b] - Decent damage, and feat cost-free. A sweet default weapon to have. [COLOR=#0000ff][b]Heavy Blades[/b][/COLOR] - Another classic Fighter weapon group, it offers accuracy and sturdy damage as its main perks, as well as relatively light Dexterity requirements for its pretty neat feat support. [b]Recommended Heavy Blades[/b] [b][COLOR=#0000ff]Bastard Sword[/COLOR] (PHB)[/b] - Nice damage and accuracy, but it costs a feat. [b]Drow Long Knife (EPG)[/b] - It costs a feat, but it's a Ranged option for Heavy Blades. [b][COLOR=#0000ff]Fullblade[/COLOR] (AV)[/b] - If you're going the two-hander route, you may as well go for broke and pick up the big damage option. [b][/b] [b][COLOR=#0000ff]Longsword[/COLOR] (PHB)[/b] - An excellent default weapon, a defensively oriented Shield Fighter is more than good with this. [b][/b] [COLOR=#0000ff][b]Light Blades[/b][/COLOR] - While it may seem rather odd to see the stereotypical Fighter favoring a Light Blade, Tempests certainly use this group very well, and certain Brawlers or Shield Fighters (particularly Arena Fighters) could be persuaded to pick it up. [b]Recommended Light Blades[/b] [b]Dagger (PHB)[/b] - The damage is low, but such is the price to pay for a Ranged option. [b][COLOR=#0000ff]Double Sword[/COLOR] (AV)[/b] - Though it costs a feat, it offers a Tempest some welcome extra AC. [b][COLOR=#0000ff]Rapier[/COLOR] (PHB)[/b] - Longsword stats, only for a different weapon group. The higher Dexterity requirements make it a bit less accessible for some, but having Rain of Blows pack d8's without spending a feat is nice. [b][COLOR=#0000ff]Short Sword[/COLOR] (PHB)[/b] - A nice default weapon for Tempests. [b]Maces[/b] - While they're still mostly outclassed by Hammers, Maces have received some conditional but promising support of late. Plus, they can indulge in much of the Hammer's support as well. [b]Recommended Maces[/b] [b]Mace (PHB)[/b] - Not that far behind a Hammer in stats. [b]Singing Stick (DSCS)[/b] - While the stats may be kind of lame considering it costs a feat, it is the most accurate Mace you'll find. [COLOR=#800080][b]Picks[/b][/COLOR] - Anything these can do, another weapon group can do better. [COLOR=#00ccff][b]Polearms[/b][/COLOR] - An excellent weapon group for any Fighter, it offers the gift of reach, as well as some outstanding feat support. [b]Recommended Polearms[/b] [b][COLOR=#0000ff]Glaive[/COLOR] (PHB)[/b] - While the stats are at best unimpressive, this has the major perk of being able to partake in Polearm and Heavy Blade support. [b][COLOR=#00ccff]Greatspear[/COLOR] (AV)[/b] - It has the best stats of the bunch, and Polearm + Spear support make it the front-runner in this group. [b][COLOR=#0000ff]Halberd[/COLOR] (PHB)[/b] - While not the most intuitive option, certain characters (like those using Weapon Master's Strike) can use this weapon well. [b][COLOR=#0000ff]Talenta Sharrash[/COLOR] (EPG)[/b] - A nice way for the smaller ones (and even some larger ones who don't need or want the extra reach) to get in on the Polearm + Heavy Blade fun. [COLOR=#0000ff][b]Spears[/b][/COLOR] - Very closely related to Polearms (even sharing some of their support), Spears trade juicy statistical numbers for an extra dose of control power, without having to give up the shield. [b]Recommended Spears[/b] [b]Javelin (PHB)[/b] - It has long range, but other Spears can be tossed already. It works as a Ranged option, though. [b][COLOR=#0000ff]Trident[/COLOR] (AV)[/b] - Solid damage, and the ability to be thrown. Decent enough. [COLOR=#800080][b]Staffs[/b][/COLOR] - While there is feat support to make this option not a waste of time, that support will take feats you're probably better off spending somewhere else. [COLOR=#0000ff][b]Unarmed[/b][/COLOR] - Basically a Brawler-only group, the Spiked Gauntlet or the Talid work pretty well here. [COLOR=#ff0000][b]Trash[/b][/COLOR] for everyone else, though. [CENTER][Size=5][b][b]Armor: Bracing the Rock[/b][/b][/size][/CENTER] [COLOR=#ff0000][b] Cloth[/b][/COLOR] - Don't do this to yourself. [COLOR=#ff0000][b]Leather[/b][/COLOR] - Skill penalties are decidedly not as important as not getting hit. [COLOR=#0000ff][b]Hide[/b][/COLOR] - The armor of choice for Tempests and any other Fighters who prize Dexterity highly, you can equal Plate if you invest enough into Dex and wear this armor. [b]Chainmail[/b] - Rather low AC, but it can work early on if combined with a shield or some other protection mechanism (such as a Battlerager's THP). That said, at later levels it's simply not good enough. [COLOR=#0000ff][b]Scale[/b][/COLOR] - The default armor group for a Fighter, it's likely a keeper for anyone planning to invest moderately in Dexterity (which some weapon groups require), and it has the benefit of having no skill penalties (or speed penalties after Armor Specialization). [COLOR=#0000ff][b]Plate[/b][/COLOR] - The biggest armor-based AC you can get, but it requires a bit of a Constitution focus. That's not a problem for quite a few Fighters, though. [COLOR=#0000ff][b]Shields[/b][/COLOR] - You get them by default, and they provide a very welcome AC and Reflex boost, along with some very nice feat and power options. That said, there are many builds that can't use them. [/QUOTE]
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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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