Fighter's shouldn't have to suck

This character must be a dwarf, because I don't see the feat for exotic weapon prof (waraxe). That means the less-than-optimal feat choices are because he wants to go dwarven defender, which is a great choice.

It also might be interesting to see your stats. But judging from above, you have Str 16. (+6 BAB + 3 Str + 1 WF + 1 axe). Also remember, weapon specialization is +2 to damage, not +1...but the -1 penalty to damage from a silver weapon makes your damage correct.

Also remember, that all those spellcasters you just mentioned are higher level than you. I'm pretty sure at level 6 you can't cast polymorph or scintellating sphere.

At Str 16, you probably should look to find ways to increase it. That's alright, but it really it really should be better. You also should consider using your waraxe two-handed and then using power attack. The 2-for-1 trade off on damage is well worth it.

Finally, in a few levels you will get melee weapon mastery (slashing) which means another +2 to hit and damage...and if you stick with fighter through level 8 then you can get greater weapon focus too. So by level 9, you could be at: +9 BAB + 3 Str + 2 wf + 1 axe + 2 mwm = +17/+12. And dmg = 1d10 + 3 str + 2 ws + 2 mwm + 1 axe - 1 silver = 1d10 + 7
 

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Agree with the weak feat choices, but also echo the questions about the levels of the casters. If they are doing all of these wonderful things, are you that much lower in level than they are? I'm a huge figter supporter, so much that I agreed to go toe to toe with a buddy of mine, 18th level ftr v wiz, phb/dmg/mm only, and see what happenned. I took an archer focused dwarf, and beat him 5 out of 5 games. Some were close, some depended on me not failing a save, but nevertheless, he went down. Its not the class, its how its pigeonholed as "meat shield" when you have a caster heavy party. One enemy with anti-magic, or good SR and you are the man again. If you're not seeing this occur, raise the issue with the DM. If it doesn't change, get a new DM. Its a game, it should be fun for everyone.
 

Some of the poor feat selection has already been mentioned. To that I'd add Iron Will: take 2 levels of Knight or Monk instead.

So, instead of a Ftr 6, you're a Ftr 4 / Kt 2 for saves of 4 / 1 / 4, same BAB, same damage, and you've got a couple of cool abilities.

Or go for Ftr 4 / Mk 2 for saves of 7 / 4 / 7, BAB +5 (so you lose your second attack), same damage, and you're good out of armour as well, plus you've got cool abilities. Go for a hammer instead of an axe and get Weapon Mastery: Bludgeoning at 9th level.

Everything for Fighters is focused on "bonus" feats

This is by design. Fighters are the feat-taking combat class.

You also appear to be at least a couple of levels behind the rest of the party: Druids don't get Wildshape (Large) until 8th level, and Wildshape (Huge) is gained at 15th level. You might want to check that the dinosaur is in the allowable size range. The mage appears to be at least 8th level also.

Jumping, Climbing, Swimming, and my crappy rank in Indimidate don't do me so well when I'm trying to gather information about someone, or infiltrate some gang.

So take some levels in Bard, Rogue, or Monk to get those skills. And why are you trying Cha-oriented skills when you've made Cha your dump stat? Dex or Wis should be your dump stat.

Fight larger numbers of smaller opponents as opposed to 1 or 2 larger things?

You've taken the wrong feats for that: you need Cleave and Great Cleave.

Are the spellcasters using all their spells rapidly and forcing the party to rest when you've got another combat or two in you?

Are you using Power Attack judiciously? You're wielding a 2H weapon, so make the most of that 2:1 goodness.

To summarise: you've a poor feat selection, a poor class selection, and are behind the power curve. You may also be playing poorly tactically.

Beyond that, speak to your GM and the other players. You are not having fun. You've said that you don't mind being a shield for the spellcasters. So try swapping your character out for a Ftr 4 / Kt 4. Key feats are Weapon Focus, Weapon Specialisation, Melee Weapon Mastery (which you'll take at 9th level), Power Attack, and Cleave. Your prime stats are Con, Str, and Cha. And get the GM to give you a cool weapon - like an Axe of Returning

BTW Weapon Spec gives you +2 damage.
 

Jon_Samuelson said:
I understand that as a Fighter my main place in combat is to act as a shield for the spell casters. To block melee combatants from getting to them so that they can get their Fireball on.​

There you go. It's no surprise that your fighter sucks when your whole philosophy is to make him a passive barrier. Focus on killing folks instead of being of a meatshield.

Plus your character seems to be lower level than the casters (and perhaps has a smaller amount of magic items), which can make a huge difference.
 

Also, you may want to consider playing up your low Charisma. You mentioned trying to infiltrate a gang. Unless this is a gang from West Side Story that engages in snap-offs, being an unsavory sort should be to your benefit. Spit in someone's face and then laugh about it! Smell bad! You might not be able to lead the gang this way, but a low charisma should be a benefit when it comes to joining one (even under false pretenses).
 

The Blow Leprechaun said:
Unless this is a gang from West Side Story that engages in snap-offs, being an unsavory sort should be to your benefit.
Unless being low-charisma means that you are ineffectual at dealing with other people. It may not mean "ugly and smelly"; it makes sense that way when you consider Intimidate is a Cha-related skill.
 

Felix said:
Unless being low-charisma means that you are ineffectual at dealing with other people. It may not mean "ugly and smelly"; it makes sense that way when you consider Intimidate is a Cha-related skill.
I believe that Intimidate should always be based on whatever your highest ability score is. The hulking dude with 30 Strength standing in a dark alley with a crowbar is terrifying no matter what his charisma, but that's neither here nor there.

My main point is that gangs of thugs are typically made up of social outcasts (i.e. people with low charisma). Plus, I think it's always more fun to roleplay your weaknesses rather than your strengths.
 


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