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Did I screw up? (fighter feat selction)
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<blockquote data-quote="Endur" data-source="post: 415237" data-attributes="member: 3346"><p><strong>Dwarven Defense</strong></p><p></p><p>Hi,</p><p></p><p>I've played a Dwarven character for the last year and a half in 3e.</p><p></p><p>Some comments:</p><p></p><p>I think the feat selection is fine. Great in fact.</p><p></p><p></p><p>My suggestions: </p><p></p><p>1. I would make the next two feats: Improved Critical Dwarven Waraxe and Power Critical Dwarven Waraxe.</p><p></p><p>Power Critical (MOTW) is a feat that archers can't get and its an awesome feat in melee. Automatic critical hit once a day. Great for an axe weapon (x3 damage). Your critical can potentially do 50+ points of damage (see below).</p><p></p><p>2. Acquire better equipment. Get Full Plate as soon as possible. If you can get Dwarven Plate (Mithril Full Plate), even better.</p><p></p><p>3. Get the cleric to cast Magic Vestment on your Armor and your Shield. If the cleric is 9th level, this will add +6 to your armor class. You'd be amazed at how much the damage goes down when your ac is higher. This combo will last 9 hours, so that should be your day of activity. If there is time before a combat, get the cleric to cast Shield of Faith to add another +3 to your AC.</p><p>A few clerical spells cast before the combat can result in your not having to have any healing spells cast during an adventure. Shield of Faith also helps against Grapples and touch attacks.</p><p></p><p>4. Get the cleric to help you out on offense by casting Bulls Strength every day (this is a must spell, especially in a low magic campaign where Girdles of Giant Strength are not available). Again, it should last 9 hours if the cleric is 9th level.</p><p></p><p>5. When available, get a Greater Magic Weapon from your cleric (changing your +1 axe to a +3 axe for 9 hours).</p><p></p><p>The nice part about Bulls Strength and GMW is that it increases your chance to hit, increases your damage, and also helps you against any special attack forms the monsters have (grapple, disarm, etc.)</p><p></p><p>6. If you've gone this far as a straight classed dwarven fighter, I wouldn't change now. There are a lot of cool fighter feats you still don't have, so I'd stick with pure fighter.</p><p></p><p>7. Dwarven Defender is a neat prestige class, but it requires three feats you don't have (dodge, toughness, endurance), so you wouldn't be able to enter it for several levels. But you might think about it. The big drawback, of course, is that you don't get any more bonus feats if you join Dwarven Defender, whereas a fighter gets an extra feat every other level.</p><p></p><p>8. Last comment -- don't think about it as a competition. The archer will often do more damage than the melee fighter. But the melee fighter can always use his melee weapon. There will be many circumstances where the archer won't be able to use his bow (under water, can't see, high winds, etc.).</p><p></p><p>9. Lastly, I wouldn't charge the enemy. Let the enemy charge you. You have lots of hit points, you can let them swing first. And then, after they swing, hit the enemy with a full attack. With all of your attacks, you should inflict enough damage to make them regret that they charged you.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="Endur, post: 415237, member: 3346"] [b]Dwarven Defense[/b] Hi, I've played a Dwarven character for the last year and a half in 3e. Some comments: I think the feat selection is fine. Great in fact. My suggestions: 1. I would make the next two feats: Improved Critical Dwarven Waraxe and Power Critical Dwarven Waraxe. Power Critical (MOTW) is a feat that archers can't get and its an awesome feat in melee. Automatic critical hit once a day. Great for an axe weapon (x3 damage). Your critical can potentially do 50+ points of damage (see below). 2. Acquire better equipment. Get Full Plate as soon as possible. If you can get Dwarven Plate (Mithril Full Plate), even better. 3. Get the cleric to cast Magic Vestment on your Armor and your Shield. If the cleric is 9th level, this will add +6 to your armor class. You'd be amazed at how much the damage goes down when your ac is higher. This combo will last 9 hours, so that should be your day of activity. If there is time before a combat, get the cleric to cast Shield of Faith to add another +3 to your AC. A few clerical spells cast before the combat can result in your not having to have any healing spells cast during an adventure. Shield of Faith also helps against Grapples and touch attacks. 4. Get the cleric to help you out on offense by casting Bulls Strength every day (this is a must spell, especially in a low magic campaign where Girdles of Giant Strength are not available). Again, it should last 9 hours if the cleric is 9th level. 5. When available, get a Greater Magic Weapon from your cleric (changing your +1 axe to a +3 axe for 9 hours). The nice part about Bulls Strength and GMW is that it increases your chance to hit, increases your damage, and also helps you against any special attack forms the monsters have (grapple, disarm, etc.) 6. If you've gone this far as a straight classed dwarven fighter, I wouldn't change now. There are a lot of cool fighter feats you still don't have, so I'd stick with pure fighter. 7. Dwarven Defender is a neat prestige class, but it requires three feats you don't have (dodge, toughness, endurance), so you wouldn't be able to enter it for several levels. But you might think about it. The big drawback, of course, is that you don't get any more bonus feats if you join Dwarven Defender, whereas a fighter gets an extra feat every other level. 8. Last comment -- don't think about it as a competition. The archer will often do more damage than the melee fighter. But the melee fighter can always use his melee weapon. There will be many circumstances where the archer won't be able to use his bow (under water, can't see, high winds, etc.). 9. Lastly, I wouldn't charge the enemy. Let the enemy charge you. You have lots of hit points, you can let them swing first. And then, after they swing, hit the enemy with a full attack. With all of your attacks, you should inflict enough damage to make them regret that they charged you. Tom [/QUOTE]
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