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Advice for a new player bored with his character
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<blockquote data-quote="Neonchameleon" data-source="post: 5349529" data-attributes="member: 87792"><p>Looks like a solid vanilla weapon specialist fighter to me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> There are only three ways to play a fighter in the PHB - weapon specialist, trip and disarm specialist, and whirlwind attacker. (And by your level you can probably get two). All are, regrettably, dull. (The others add tricks but little more than that). Not a bad build - just a boring class. Jump and Climb both lose bigtime to Fly - as does swim <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And Linear Fighter/Quadratic Wizard (i.e. the casters rapidly outgrow the non-casters) is a serious problem with 3e.</p><p> </p><p>By level 9 the problem is bad enough that a straight bard is almost as good at your job as you are* - and three fights/day (assuming your fight doesn't last 8 rounds) a barbarian would be significantly better with it being close the rest of the time. (The difference is significant enough and the class is similar enough that it might be worth asking to respec to a barbarian - of your five bonus feats, the effect of four (Weapon Focus, Improved Weapon Focus, Weapon Specialisation, Iron Will) are all covered by your rage for three fights per day. Meaning you'll gain 10hp, 22 skill points (assuming you buy off illiteracy), fast movement, improved uncanny dodge, trap sense, and a point of damage resistance all for the low, low price of the dodge feat and a 2 point AC penalty in exchange for 18hp and +2 fort when raging.</p><p> </p><p>The depressing thing is that you actually haven't done aything wrong. Fighters are just weak - especially in core. Honestly, if you want to shine you want a Druid. *Smirks evilly* (But such traps are why I no longer play 3e).</p><p> </p><p>* Inspire Courage +2 means his damage matches yours hit for hit and his to hit is only two behind yours - if he has another round to Inspire Greatness he's just caught you on to hit and hit points. Oh, and Inspire Courage helps everyone hit more and harder. His toughness really isn't bad if he's using Alter Self - Lizardman (+5AC for 90 minutes per casting for a 2nd level spell).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5349529, member: 87792"] Looks like a solid vanilla weapon specialist fighter to me :) There are only three ways to play a fighter in the PHB - weapon specialist, trip and disarm specialist, and whirlwind attacker. (And by your level you can probably get two). All are, regrettably, dull. (The others add tricks but little more than that). Not a bad build - just a boring class. Jump and Climb both lose bigtime to Fly - as does swim :) And Linear Fighter/Quadratic Wizard (i.e. the casters rapidly outgrow the non-casters) is a serious problem with 3e. By level 9 the problem is bad enough that a straight bard is almost as good at your job as you are* - and three fights/day (assuming your fight doesn't last 8 rounds) a barbarian would be significantly better with it being close the rest of the time. (The difference is significant enough and the class is similar enough that it might be worth asking to respec to a barbarian - of your five bonus feats, the effect of four (Weapon Focus, Improved Weapon Focus, Weapon Specialisation, Iron Will) are all covered by your rage for three fights per day. Meaning you'll gain 10hp, 22 skill points (assuming you buy off illiteracy), fast movement, improved uncanny dodge, trap sense, and a point of damage resistance all for the low, low price of the dodge feat and a 2 point AC penalty in exchange for 18hp and +2 fort when raging. The depressing thing is that you actually haven't done aything wrong. Fighters are just weak - especially in core. Honestly, if you want to shine you want a Druid. *Smirks evilly* (But such traps are why I no longer play 3e). * Inspire Courage +2 means his damage matches yours hit for hit and his to hit is only two behind yours - if he has another round to Inspire Greatness he's just caught you on to hit and hit points. Oh, and Inspire Courage helps everyone hit more and harder. His toughness really isn't bad if he's using Alter Self - Lizardman (+5AC for 90 minutes per casting for a 2nd level spell). [/QUOTE]
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