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General Tabletop Discussion
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Polearm Champion fighter 3 remaining ASI?
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<blockquote data-quote="Blue" data-source="post: 7509291" data-attributes="member: 20564"><p>Ditch Resilent (DEX) for Resilient (WIS). Dex sabves are just damage, and you've got HPs. WIS turns you against your party or locks you down.</p><p></p><p>Which then means you could use one of those remaining ASI to boost back up your DEX if you're that worried about Init and saves. And your WIS if it's now odd, or just DEX with a different half-feat.</p><p></p><p>Lucky will save your posterior. Use it to turn a foe's crit into a reroll, or if you fail your save vs. a save-or-suck spell. Life-or-death ability checks are rarer but they do come up occasionally. The weakest would be rerolling an attack, but hey, sometimes with a foe right next to death that's the thing to do.</p><p></p><p>Great Weapon Mastery is applicable with any use of PAM except the quarterstaff, which I doubt you're using. You've got a good synergy with your expanded crit range since those will grant you a bonus action attack. The -5/+10 depends on other factors but can be quite telling.</p><p></p><p>Avoid Heavy Armor Mastery. When single attacks do 20-30 points of damage, it's not a big enough savings. It's much better at lower levels.</p><p></p><p>Mage Slayer can be fun at the high levels when there are lots of caters, but your reach actually harms your use of it. Foes would be able to move from adjacent to 10ft away without triggering an Opportunity Attack and then cast.</p><p></p><p>Sentinel is a lot of fun with reach weapons.</p></blockquote><p></p>
[QUOTE="Blue, post: 7509291, member: 20564"] Ditch Resilent (DEX) for Resilient (WIS). Dex sabves are just damage, and you've got HPs. WIS turns you against your party or locks you down. Which then means you could use one of those remaining ASI to boost back up your DEX if you're that worried about Init and saves. And your WIS if it's now odd, or just DEX with a different half-feat. Lucky will save your posterior. Use it to turn a foe's crit into a reroll, or if you fail your save vs. a save-or-suck spell. Life-or-death ability checks are rarer but they do come up occasionally. The weakest would be rerolling an attack, but hey, sometimes with a foe right next to death that's the thing to do. Great Weapon Mastery is applicable with any use of PAM except the quarterstaff, which I doubt you're using. You've got a good synergy with your expanded crit range since those will grant you a bonus action attack. The -5/+10 depends on other factors but can be quite telling. Avoid Heavy Armor Mastery. When single attacks do 20-30 points of damage, it's not a big enough savings. It's much better at lower levels. Mage Slayer can be fun at the high levels when there are lots of caters, but your reach actually harms your use of it. Foes would be able to move from adjacent to 10ft away without triggering an Opportunity Attack and then cast. Sentinel is a lot of fun with reach weapons. [/QUOTE]
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Polearm Champion fighter 3 remaining ASI?
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