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Help me tweak my first character (Human Fighter level 9)

Man, oh man, I feel your pain. I'll spare you the long version, but my first character in 3.0 - generated after a several-year sojourn away from role-playing - was in pretty much the same boat. I didn't even have the restrictions to core-only that you have, so I was able to get really creative and on paper I thought my concept looked great. Some real role-playing hooks, a great background and some serious multiclassing led to what I thought was a table-jumpin', chandelier-swingin', quip-makin', death-from-the-shadows-dealin' awesome sonofabitch.

What I got was a big pile of suck with a rapier, who spent most of his time in combat failing to matter because:

a) the things we were fighting were immune to some or all of the heap of d6's he could theoretically generate on a hit, or...
b) he couldn't get to the fight in time to contribute, or...
c) when he did get to the fight he couldn't hit anything, or...
d) he was incapacitated by an area screw-you effect, or...
e) all of the above.

Compared to the rest of the party he was an absolute waste of space, sucking up a share of the experience points for an overall negative contribution to most encounters: and boy, did that sting.

Three sessions in, by agreement with the DM, said character gave a whole bunch of ill-advised back-talk to a powerful NPC who eventually petrified him and used him as a hatstand.

I generated a new character that could actually work in the context of the game we were playing, and never looked back. What I learned from this debacle is that D&D allows you to do lots and lots of things that simply aren't effective. There are traps for the unwary - like "being a Fighter" - built in to the very fabric of the game.

I've read this thread and the other, and you've had some good advice; most of what I'd be inclined to say has been said, so I'll keep the points already covered to a summary:

1) Ask your DM to let you rebuild. A DM who makes a first-time player stick with a character that's clearly only going to fall further and further behind the rest of the party is not being fair. This goes double for the fact that you were actually asked to create a melee damage-dealer in a party that already contained a Ranger, a Rogue, another Fighter, a Cleric and a Sorceror. Consider my mind boggling.

2) If you can't make the character over, retire it and take another one.

3) If you can't make the character over or retire it, find something else to do with your free time, whether that's playing D&D with a different group, playing something different with another group or taking up basketweaving. Seriously. You asked in the other thread "will this pass?" and the answer - I'm sorry to say - is "no". Not with this character. A game is supposed to be fun, and if you can't contribute meaningfully to a majority of encounters, it isn't going to be fun.

4) As Thanael said, try cool n' crazy combat manoeuvers: if your DM likes the feel of them enough, it's amazing what you can get away with ;)

5) Enjoy the role-playing bits. You seem to have this well-covered, so hats off to you :)

And now the thing that I don't think has been covered. I sincerely admire the dedication to role-playing that you've displayed by turning down magical items and whatnot that don't fit your character concept, but - as I mentioned earlier - D&D notoriously allows concepts to be created that don't work very well in D&D. The levels of crazy in the game tilt sharply skywards as you reach mid levels and they never go down again. This tendency can just flat-out leave some character concepts behind, no matter how good they were at levels 1-6.

I'm not for a moment trying to talk you out of your focus on role-playing as I genuinely think it's great, but - with regard to turning down items - I would invite you to look at it in a slightly different way...

You've got a character concept of a greek warrior-type with a shortsword. (Incidentally, you can't use Power Attack with a shortsword, so you should get your DM to let you change at least that much). The thing is, unless you're aiming for "greek mythology" rather than "greek history", you're scuppered before you start because mid-to-high-level D&D is not a system that supports "an historical greek warrior" as a useful entity. Not without some - ahem - "stretching" of the idea.

You can do it, sure, the system will let you: you can be a guy with a shortsword and shield, with javelins and a throwing net for backup, in just a few levels. Once you're there, what then? You live in a world where giant face-eating bears hang out with a guy who can change himself into a huge frickin' tiger on a whim, who in turn is best pals with someone who can set your trousers on fire with his mind or twist the space-time continuum into a pretzel and swallow it. Without chewing.

In the face of all that, if you want to advance in a meaningful way once the basic character has been realised, you're pretty much going to have to expand the concept to include some of the crazy or you'll start to look a bit... Well, if you haven't seen it yet, watch "Angel Summoner and BMX Bandit" on YouTube to put the problem into context for you. :D

(Hilarious video tip thanks to Dandu: I'd have given XP for this and several other of his recent posts if I hadn't been prevented by the props-allocating system... and for some reason, I can't post the link without it embedding the video in the page!)

D&D can be moulded into a gritty, low-magic game where men in leather skirts wielding bits of sharp metal can make a big contribution... but that's not the default game and it's not the game you're playing. I'm not at all sure what type of "greek-ish warrior" you're aiming for so I'll illustrate with another example: Conan.

D&D lets a Robert E. Howard fan play Conan, no problem. Take a level or two of Barbarian, a few levels of Rogue, and a few levels of Fighter. Pick up Leadership as you go and use the odd Fighter bonus feats to dabble in a few combat styles: big swords, fisticuffs, grappling and a bit of archery. Buy some stat-boosting items to make up any deficiencies in your ability scores so you're strong, agile and tough. There, you're done. You've got mighty thews, you can take a lot of punishment, you can climb like a monkey with Velcro hands, you can avoid most mundane and some magical traps, you can run like the wind, you can pick pockets and locks with equal facility, your rage is a fearful thing to behold... and nobody will ever care because you're not playing the same game as everyone else.

Conan's original world is one where there are badass magic-users, but they're rare, and they generally have to take a lot of time, effort and concentration to achieve significant magical results. For all but the mightiest wizards, magic is unreliable, hard to do, and dangerous to the practitioner. It also often depends for its more spectacular effects on conveniently vulnerable items like the "Serpent Ring of Set" that can be smashed, stolen or subverted by a hero with sufficient strength of mind (or mightiness of thew, never forget that). Despite these confounding factors, Conan routinely gets nearly trounced by magically-proficient bad guys, only to be saved by Howard (or whichever author is perpetuating the franchise this time) inserting another character or event (or sheer good luck) on Conan's side that distracts the evil wizard just long enough for Conan to get his barbarian mad on.

It's a gritty, relatively-low-magic world where the normal run of enemies are either melee brutes or cultist schemers who play by the Evil Villain rules: taking time out to monologue and cackle madly at the appropriate juncture, or just tying the hero to a pole and leaving him to the giant spiders. Conan bestrides such a world like a colossus, and rightly so.

Having the author on his side couldn't have hurt, either. ;)

So our hypothetical roleplayer brings the giant Cimmerian to D&Dland... and Conan is royally screwed. Our roleplayer turned down the Wings of Flying because Conan couldn't fly, so D&D Conan can't fight the flying monsters. On the few occasions Conan ever tangled with immaterial monsters in the books he had to rely on outside intervention, so nary a ghost-touch weapon will our hero accept and is consequently not much use against incorporeal creatures either. Conan was always scathing about magic versus muscles so there's no way he'd dip a spellcasting class for a few buffs... so now he's relying on the rest of the party just to stay in the game. Adding insult to injury, the bumbling, nerdy, book-obssessed sidekick he had tagging along for plot-critical information and comedy relief in the novels can now turn himself into a 15-ft high, 12-headed monster for no good reason, which can make our barbarian hero feel just a little superfluous at times.

And when he finally reaches the lair of the Evil Wizard, Conan doesn't get drugged and chained to an altar whilst the Slowly Lowering Stone Ceiling of Doom descends at a rate designed to allow maximum numbers of saving throws and Escape Artist checks. Instead, he gets slapped upside the head with a Maximized, Empowered, Twinned Enervation from 20 yards away, and he can't even use his cat-like reflexes to dodge because he's got a Spiked Tentacle of Forced Intrusion jammed where the sun doesn't shine and if he doesn't roll a 20 on his next grapple check, the last thing he will ever see will be his own spleen on its way out of the window...

Thing is, the game system itself doesn't care about your character concept, so your character concept pretty much has to care about the game system... or you have to be resigned to not mattering terribly much once the spellcasters drive a horse and cart into Crazy Town and start running for office.

Please don't think that I'm in any way accusing you of being short-sighted like the non-existent Conan player - all that stuff was for illustration purposes - but I am inviting you to consider that if your concept and the system are at odds, something has got to give... and unless the DM and the rest of your group group are all up for the same thing, it won't be the game system.

In the face of this, you either really need to persuade your DM into redesigning your character to be as mechanically effective as possible (which may involve you bending a little as to which items you're prepared to accept), take a different character altogether, stop playing the game or just resign yourself to the fact that you're going to be consistently outclassed until the end of the campaign. You can multiclass and so on from here on in, but that's really not ideal without fixing some of what's already there.

I think that if you were to post a somewhat more detailed idea of what you want your character concept to be and what you will and won't accept, we'd be only too happy to help with a build :)
 
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Don't be too hard on yourself, it's tough to build a character. It takes practice. But in reality, I asked why because ... well, there could have been a reason (in character or out of character) for you doing it.

Personally, I will admit a bias: I think Fighters are dreadfully boring. I am not sure I could ever be convinced to play one. And if using only core books, then the Fighter really has very limited options.

Have you ever thought about what other classes you might like to play? Maybe now is your chance. :) A lot of them can dovetail quite nicely with Fighters.

Don't be too hard on yourself, it's tough to build a character. It takes practice. But in reality, I asked why because ... well, there could have been a reason (in character or out of character) for you doing it.

Personally, I will admit a bias: I think Fighters are dreadfully boring. I am not sure I could ever be convinced to play one. And if using only core books, then the Fighter really has very limited options.

Have you ever thought about what other classes you might like to play? Maybe now is your chance. :) A lot of them can dovetail quite nicely with Fighters.

I'm starting to feel the same way about Fighters... ;)

Feat wise, a lot of things seemed to make sense at the time (my will and reflex saves are really low it'd be nice to bolster them, sleeping in armor seems sensible when it takes 12 rounds to put it on and we could be attacked overnight, I don't want to spend half a turn drawing my weapon cause that seems boring), but I wasn't forward thinking enough about some of my selections and was only picking up on the general idea of a feat and not its specific application.
Now that I'm doing all this looking at it from a more experienced angle, I'm pretty sure I'm not even supposed to be able to use Power Attack with a short sword (though I kind of haven't been, we've been fighting a lot of big bad things with high AC for a while) and have never been in a position to cleave. I'm also thinking that Quick Draw isn't necessary after reading this (Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.). I had a +1 for my base attack from the beginning, so all I'm getting out of it is the ability to draw another weapon while standing perfectly still and being able to do my full round attacks? That's probably not worth it, right?
I'm thinking I drop those three and pick up Mobility, Spring Attack, and something else.

With my skills, my initial thinking was that the class skills I had should be ones supported by my modifiers so I kept plugging away at those. Since I haven't used any of my athletic feats yet, I'm thinking about moving points into Intimidate to give me something to roll during non-combat scenes.

The other thread brought up multi-classing pretty quickly, and I think I'm going to start dipping into Barbarian or Rogue which would be the non-magic classes I'd go for in the future.

What are the other characters now? And what do they do?

I forgot to mention an Elf Wizard who died, she did utility magic stuff. Now the Half- Orc and I tend to charge out, the rogue and ranger tend to pump multiple arrows/bolts (sometimes poisoned) into people, the sorcerer does offensive magic stuff, the cleric does some holy magic stuff and then comes in for melee.
 


In the face of this, you either really need to persuade your DM into redesigning your character to be as mechanically effective as possible (which may involve you bending a little as to which items you're prepared to accept), take a different character altogether, stop playing the game or just resign yourself to the fact that you're going to be consistently outclassed until the end of the campaign. You can multiclass and so on from here on in, but that's really not ideal without fixing some of what's already there.

I think that if you were to post a somewhat more detailed idea of what you want your character concept to be and what you will and won't accept, we'd be only too happy to help with a build :)

First off, wow, that's a really great post (and that video is very funny).
I definitely need to talk with my dm more than I did about what I like about the game and what's not working for me.

Character concept wise, when it's "extraordinary heroes" that I'm being offered, I went here:YouTube - Troy - Hector vs Achilles Fight Scene - HQ - Widescreen (but, you know with magic shields and stuff) rather than lord of the rings or something. His bio is a mix of Homer stuff with just about every Bronze era action movie cliche ever- went to war, lost, sold into gladitorial slavery, 3rd in command of slave revolt, returned home to find home mysteriously vanished, traveling to find out what happened/cause he (I) doesn't know what else to do at this point, is sticking around this campaign so long cause he detests slavery.
I'd like to avoid magic stuff with this character- if I start heading in that direction, I think I'd be better served asking the dm to have a worm eat him and starting over. I'm not the type of player where most powerful=more fun (I think the role playing stuff is more fun, this technical stuff feels like to much work). I want challenge, just maybe not the challenge of falling behind other characters in physical damage dished out. Our half-orc is more of what I guess is termed a "tank" fighter, and I think it'd be cool to be the more mobile fighter (our rogue and ranger tend to stick more to ranged attacks) so I think there's a place for me there. Once things get really "epic" I wouldn't mind taking a back seat to the casters in combat if I can find a way to up the rp moments with my dm (and from what I know of this campaign, we'll be fighting large groups of creatures for a while, so there should be soldiers and stuff to fight.)

thanks for your responses.
 
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His bio is a mix of Homer stuff with just about every Bronze era action movie cliche ever- went to war, lost, sold into gladitorial slavery, 3rd in command of slave revolt, returned home to find home mysteriously vanished, traveling to find out what happened/cause he (I) doesn't know what else to do at this point, is sticking around this campaign so long cause he detests slavery.
I'd like to avoid magic stuff with this character- if I start heading in that direction, I think I'd be better served asking the dm to have a worm eat him and starting over.
If we're talking mythical greek soldiers, all the important ones are constantly under some god's blessing or curse or at least supervision. A bunch of them are partially divine.

I'm not the type of player where most powerful=more fun (I think the role playing stuff is more fun, this technical stuff feels like to much work). I want challenge, just maybe not the challenge of falling behind other characters in physical damage dished out.
I think I understand. You don't mind playing a supporting role some of the time, but you want to be able to participate meaningfully.

Our half-orc is more of what I guess is termed a "tank" fighter, and I think it'd be cool to be the more mobile fighter (our rogue and ranger tend to stick more to ranged attacks) so I think there's a place for me there. Once things get really "epic" I wouldn't mind taking a back seat to the casters in combat if I can find a way to up the rp moments with my dm (and from what I know of this campaign, we'll be fighting large groups of creatures for a while, so there should be soldiers and stuff to fight.)
Mmm. You're setting yourself up for disappointment methinks. Spellcasters have always dominated non-combat -- their reality-changing utility spells are always better than your sword. Once they start to dominate combat -- which is around 7th level or so -- there's no niche left for the non-casters.

- - -

Here's a modest proposal: have a religious experience.

Your dude is despairing of the practicality of his goal (liberation of slaves). He is visited in a dream by a god of not-war (Tyr, Apollo, Thoth, etc.) who tells him that the sword is a tool too blunt to create peace. It has a place in overthrowing tyrants, certainly -- but it does nothing for those who wake up the next day, free of the tyrant.

So you set your sword aside, and pick up a mace (or other cleric-y weapon), and trade your 9 Fighter levels for Cleric levels. Perhaps all of them, perhaps only 8 of them.

Pick two domains that don't conflict with the current Cleric's domains, and be sure to lecture people about your VERY intense soldier's life and how war is seldom the answer, trust me, I've lived through war all my life and only discovered peace when I put my faith in blah blah blah.


If you want some justification for why your combat ability suddenly fell, perhaps Tyr / Apollo / Thoth took your right hand.

- Tyr would smile sadly, and you would simply be unable to hold a weapon in the hand that he sacrificed to Fenrir for peace.

- Apollo would offer you the light of the Sun, and your hand chars into a useless claw. It does spells just fine, but it's no good for holding weapons.

- Thoth might turn your hand into the claw of an ibis. Again, good for spells, no good for holding a weapon.

Now that you must fight left-handed, your years of combat training are useless -- a great excuse to get rid of all those combat feats.

Cheers, -- N
 

Admitting that as a core only fighter you are more BMX bandit than Angel Summoner there are a few things to do to improve your character while staying true to your concept.

In the movie clip you reference I saw the following feats being used.

Dodge
Combat Expertise
Improved Shield Bash
Mobility
Improved Bull Rush
Improved Sunder (or maybe disarm)

Intimidate and maybe Bluff for feinting are the skills I saw on display.

The other thing I saw was someone who wasn't doing a lot of damage and had to immobilize his opponent in order to coup de grace and kill his opponent.


On the other hand, if the roleplaying is more fun for you you should roleplay the combat encounters instead of worrying about damage output; banter with your allies and trash talk your enemies. Also set up your party members for success. Use aid another with the Tank so he can use more power attack and then (humorously) take credit for the kill. Goad people into attacking you while you fight defensively and then laugh as they are taken down by the rogue or ranger (again taking credit for the kill of course). Don't forget a successful intimidate leaves opponents shaken which among other things lowers their saves allowing you to take credit for the sorcerers kills as well. Everyone's kills are clearly a result of your awesomeness even though you didn't swing the killing blow (or in some instances any blow)

Combat encounters don't have to be about showing how much better your character is compared to the other PC's it can be about showing how much better your party is than the monsters or just having a blast pretending you are your character.

I would also accept magic more openly into the character concept remembering that the Trojan War got started because of some magical golden apples after all.
 

On the other hand, if the roleplaying is more fun for you you should roleplay the combat encounters instead of worrying about damage output; banter with your allies and trash talk your enemies. Also set up your party members for success. Use aid another with the Tank so he can use more power attack and then (humorously) take credit for the kill. Goad people into attacking you while you fight defensively and then laugh as they are taken down by the rogue or ranger (again taking credit for the kill of course). Don't forget a successful intimidate leaves opponents shaken which among other things lowers their saves allowing you to take credit for the sorcerers kills as well. Everyone's kills are clearly a result of your awesomeness even though you didn't swing the killing blow (or in some instances any blow)
While this is certainly a cool idea, it doesn't require being a Fighter at all. You could play this character as a physically weak, blood-shy Cleric -- but then after the fight, the Cleric could make walls of stone to hold back a flooding tunnel, or plane shift the party to Arboria for a good night's rest, or summon an angel to scout ahead.

Combat encounters don't have to be about showing how much better your character is compared to the other PC's it can be about showing how much better your party is than the monsters or just having a blast pretending you are your character.
Absolutely, but remember that the party is the sum of the characters, including yours. If your character sucks, your party is less awesome than it otherwise could have been.

Cheers, -- N
 

I'm starting to feel the same way about Fighters... ;)

Quick Draw ... [snip] ... That's probably not worth it, right?

I'm thinking I drop those three and pick up Mobility, Spring Attack, and something else.


Quick Draw is good if you have multiple weapons you need to draw. It sounds like your guy mainly uses his main short sword ... so you can probably do without it. Power Attack, I don't know -- while you may be tied to your short sword, as a fighter you know how to use a LOT of weapons, and some of those get a really nice double-damage bonus from Power Attack. That feat COULD come in handy someday.

I still think it's worth it to drop one of your save feats and just get a Cloak of Resistance +2 instead.

The Spring Attack tree would certainly give you some more options in combat. And Intimidate actually has uses both in combat and out of it.

Good luck!
 

(Incidentally, you can't use Power Attack with a shortsword, so you should get your DM to let you change at least that much).

Huh? You can sure use PA with a shortsword, no problem. PA is better with two-handed weapobns though.

Power Attack says:

Benefit

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)



Otherwise excellent advice, though I can see a few ways that you can make the concept (and the guys from the movie clip) work better if you were not limited to Core. The Combat Brute and Shock Trooperfeats come to mind immediately...
 
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Huh? You can sure use PA with a shortsword, no problem. PA is better with two-handed weapobns though.

Strictly speaking - "You can use Power Attack with a shortsword, but it has no effect other than to make you less likely to hit things". If you read the feat you quoted:

Power Attack says:

Special

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies.

A shortsword is a light weapon. You can't add the bonus from Power Attack to the damage dealt with a light weapon. Therefore, I think it's reasonable to say "You can't use Power Attack with a shortsword", even if it would be more accurate to say "Using Power Attack with a shortsword doesn't give you any benefit".

You can use it, but you're taking a penalty on your attack rolls for no reason whatsoever.
 

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