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5th level fighter, few limitations
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3018259" data-attributes="member: 710"><p>I would try something pretty "standard", but flexible: </p><p></p><p>Human Fighter 5</p><p>Abilities: Str16 (+1 stat boost from level 4), Dex15, Con14, Int14, Wis14, Cha7</p><p>Most important ability for a melee fighter always Strenght. A high Dex (that you could bump to 16 at 8th level) allows you to fully benefit from Mithral Full Plate (whithout needing to spend something for dexterity enancements) If you think dex 14 is enough, a boost to Con is also fine. </p><p></p><p>Feats: Combat Expertise, Combat Reflexes, Improved Trip, Iron Will, Power Attack, Run</p><p>Improved Trip synergizes well with Combat Reflexes, Power Attack and Combat Expertise - depending on situations, you can reduce your opponent's combat options and also gain a bonus to defense or damage. Once you have a second attack, use it for tripping (unless your opponent is really easy to hit but difficult to trip)</p><p>Iron Will will provide useful against spellcasters and psionics. Run is a nice feat because it improves your mobility. </p><p></p><p>Later, consider Dodge, Mobility, Spring Attack and some feats from the Combat Expertise or Power Attack chain, depending on what you think will provide useful in the camapign. Against spellcasters, Improved Unarmed/Improved Grapple are great feats.</p><p>Two-Weapon Fighting + Improved Shield Bash is also a good route to take.</p><p></p><p>If you find a really cool weapon in the campaign, you could choose to focus on that (Weapon Focus/Specialisation/Improved Critical), but I think it is a bit to early to do that now. (Weapon Focus is definitely the advantage of a high level starting character. A naturally grown character won't have it that easy..) </p><p></p><p>Skills: Climb 5, Handle Animal 5, Intimidate 8, Jump 8, Ride 6, Swim 8</p><p>This gives you all the essential fighter skills, including synergy bonus to Ride. Improving Climb, Jump and Swim is always a good idea. You never know when you need them. </p><p></p><p>Equipment: Light Flail +1, Heavy Steel Shield +1 with Shield Spikes, Full Plate +1 with Armor Spikes, Potion of Cure Moderate Wounds, 2 Potion of Cure Light Wounds, 1 Potion of Bull Strenth, MW Composite +3 Longbow (50 Arrows), 1 MW Silver Longsword, 1 MW Cold Iron Shortsword, 1 MW Heavy Mace, 3 Dagger, 1 Throwing Axe, 3 Javelins, 1 Longspear, 1 Light Flail, Climbing Gear, Backpack, Bedroll, Blanket (Winter)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3018259, member: 710"] I would try something pretty "standard", but flexible: Human Fighter 5 Abilities: Str16 (+1 stat boost from level 4), Dex15, Con14, Int14, Wis14, Cha7 Most important ability for a melee fighter always Strenght. A high Dex (that you could bump to 16 at 8th level) allows you to fully benefit from Mithral Full Plate (whithout needing to spend something for dexterity enancements) If you think dex 14 is enough, a boost to Con is also fine. Feats: Combat Expertise, Combat Reflexes, Improved Trip, Iron Will, Power Attack, Run Improved Trip synergizes well with Combat Reflexes, Power Attack and Combat Expertise - depending on situations, you can reduce your opponent's combat options and also gain a bonus to defense or damage. Once you have a second attack, use it for tripping (unless your opponent is really easy to hit but difficult to trip) Iron Will will provide useful against spellcasters and psionics. Run is a nice feat because it improves your mobility. Later, consider Dodge, Mobility, Spring Attack and some feats from the Combat Expertise or Power Attack chain, depending on what you think will provide useful in the camapign. Against spellcasters, Improved Unarmed/Improved Grapple are great feats. Two-Weapon Fighting + Improved Shield Bash is also a good route to take. If you find a really cool weapon in the campaign, you could choose to focus on that (Weapon Focus/Specialisation/Improved Critical), but I think it is a bit to early to do that now. (Weapon Focus is definitely the advantage of a high level starting character. A naturally grown character won't have it that easy..) Skills: Climb 5, Handle Animal 5, Intimidate 8, Jump 8, Ride 6, Swim 8 This gives you all the essential fighter skills, including synergy bonus to Ride. Improving Climb, Jump and Swim is always a good idea. You never know when you need them. Equipment: Light Flail +1, Heavy Steel Shield +1 with Shield Spikes, Full Plate +1 with Armor Spikes, Potion of Cure Moderate Wounds, 2 Potion of Cure Light Wounds, 1 Potion of Bull Strenth, MW Composite +3 Longbow (50 Arrows), 1 MW Silver Longsword, 1 MW Cold Iron Shortsword, 1 MW Heavy Mace, 3 Dagger, 1 Throwing Axe, 3 Javelins, 1 Longspear, 1 Light Flail, Climbing Gear, Backpack, Bedroll, Blanket (Winter) [/QUOTE]
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5th level fighter, few limitations
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