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General Tabletop Discussion
D&D Older Editions
Good build and Items for Human Half Celestial Fighter Lv 5 (ECL 9)
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<blockquote data-quote="Grogg of the North" data-source="post: 8707749" data-attributes="member: 6682960"><p>[USER=7035722]@EdenNotRaven[/USER] If you can use PHB and one other book, this will limit our options. But I'll do my best to help. Something like this may be what I'd do:</p><p></p><p><strong>Feats /Skills:</strong></p><p>1st - Improved Initiative (Required for Occult Slayer)</p><p>Human - Weapon Focus (Any) (Required for Occult Slayer)</p><p>Fighter 1 - Two Weapon Fighting</p><p>Fighter 2 - Open Feat</p><p>3rd - Open Feat (Finish Spellcraft requirements here)</p><p>Fighter 4 - Weapon Specialization (Whatever you took Focus in)</p><p>5th level - (Finish Knowledge (Arcana) requirements here)</p><p>6th - Open Feat</p><p>Fighter 6 - Open Feat</p><p></p><p>After you finish your skill requirements, stop putting ranks in Knowledge (Arcana) and Spellcraft. You're going to keep falling further and further behind compared to a wizard or cleric. Instead, spend your ranks however you want. With your wings, climbing and jumping may not be worth investing too much into. Do you still get your bonus skill point from human? </p><p></p><p>You want to use two swords, so it sounds like two weapon fighting is the way to go. I personally would go with short swords. You can use them in your off hand while two weapon fighting, weapon focus apply to both hands then, and so would weapon specialization. Later, if the game progress to higher level, you can take improved critical (short sword) and have that apply to both of your weapons. This will also help offset the penalties for Two Weapon Fighting.</p><p></p><p>Mage Slayer, Pierce Magical Concealment, and Pierce Magical Protection are in Complete Arcane. If you can only use PHB+1 other book, you may be locked out of this. Talk to your GM and see if (s)he would be willing to make an exception or if it will be an option in the future. </p><p></p><p>Bows really require two feats. Point Blank Shot and Precise Shot. Precise Shot helps you shoot into melee and avoid the soft cover your allies provide. A nefarious GM will say that if you miss your target due to that soft cover then you accidentally shot your buddy in the back. This will vary from table to table but is something to be aware of at least. </p><p></p><p>In Complete Arcane, there is a five level prestige class called Tempest that is focused on Two Weapon Fighting. Again, you're book limited but it never hurts to ask.</p><p></p><p><strong>Thoughts on your open feats:</strong></p><p>Two Weapon Defense - If you won't be able to pick up an animated shield or don't like the idea of having a shield floating around you, then you can grab this to boost your defenses.</p><p></p><p>Dash - If the mage your hunting moves away from you, then you can surprise them by keeping up. Plus, I think this would feed into your fly speed as a half-celestial. </p><p></p><p>Weapon Finesse - This will depend on how your stats pan out. Are you rolling? Point buy? Array? But if your dex is very high, consider picking this up.</p><p></p><p>Iron Will - As a fighter, your weakness is going to be your will save. Reflex saves just reduce HP and you have plenty of that. You have good fortitude saves and constitution so you should be okay there. But if a wizard drops charm monster or deep slumber on you, you're toast.</p><p></p><p>Pin Shield - Give up your off hand attacks to remove shield bonus to AC of your enemy. This will be very campaign dependent. If your GM uses a lot of fighters, this is something to consider picking up. But if your GM likes to use creatures from the Monster Manual, then it won't see as much use. </p><p></p><p>Improved Toughness - More HP is always useful. </p><p></p><p>Improved Two Weapon Fighting / Defense - As you level up, keep picking up the Two Weapon Fighting feats. If you opted for Two Weapon Defense earlier, I'd keep boosting your defenses, too.</p><p></p><p>Exotic Weapon Proficiency - In case there is something that strikes your fancy. </p><p></p><p><strong>Combat Styles:</strong></p><p>You mentioned wanting to pick up one of the combat style feats. Most of the combat styles that use a sword require you to take weapon focus in an additional weapon as well. Another option to consider is Three Mountains. Wizards are not known for their fortitude and if you if hit twice in the same round, then they have to make a scaling fort save versus nauseated. Nauseated is a very powerful debuff and removes a caster's ability to, well, cast! However, this doesn't fit with your preference for Two Weapon Fighting and swords. </p><p></p><p>Hammer's Edge makes your foe make a fortitude save or be knocked prone. However, Hammer's Edge is also very feat intensive; just like High Sword Low Axe. You can get knocking things prone much easier by taking something like a halberd or spiked chain and Improved Trip. </p><p></p><p>One last thing to consider, damage types. With short swords and a bow you'd only have piercing damage. A skeleton and a lich is going to require bludgeoning damage. Zombies need slashing damage. A necromancer big bad is probably going to have at least one of those monsters as a minion.</p><p></p><p><strong>Armor:</strong></p><p>You have a fly speed as a half celestial. If I recall correctly, you cannot fly if you're carrying a medium or heavy load. So pick up the best light armor you can. Elven Chain or a mithril shirt is probably the best way to go and have it magically enchanted. You could also consider bracers of armor but I think you'd be better served with mithril armor.</p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 8707749, member: 6682960"] [USER=7035722]@EdenNotRaven[/USER] If you can use PHB and one other book, this will limit our options. But I'll do my best to help. Something like this may be what I'd do: [B]Feats /Skills:[/B] 1st - Improved Initiative (Required for Occult Slayer) Human - Weapon Focus (Any) (Required for Occult Slayer) Fighter 1 - Two Weapon Fighting Fighter 2 - Open Feat 3rd - Open Feat (Finish Spellcraft requirements here) Fighter 4 - Weapon Specialization (Whatever you took Focus in) 5th level - (Finish Knowledge (Arcana) requirements here) 6th - Open Feat Fighter 6 - Open Feat After you finish your skill requirements, stop putting ranks in Knowledge (Arcana) and Spellcraft. You're going to keep falling further and further behind compared to a wizard or cleric. Instead, spend your ranks however you want. With your wings, climbing and jumping may not be worth investing too much into. Do you still get your bonus skill point from human? You want to use two swords, so it sounds like two weapon fighting is the way to go. I personally would go with short swords. You can use them in your off hand while two weapon fighting, weapon focus apply to both hands then, and so would weapon specialization. Later, if the game progress to higher level, you can take improved critical (short sword) and have that apply to both of your weapons. This will also help offset the penalties for Two Weapon Fighting. Mage Slayer, Pierce Magical Concealment, and Pierce Magical Protection are in Complete Arcane. If you can only use PHB+1 other book, you may be locked out of this. Talk to your GM and see if (s)he would be willing to make an exception or if it will be an option in the future. Bows really require two feats. Point Blank Shot and Precise Shot. Precise Shot helps you shoot into melee and avoid the soft cover your allies provide. A nefarious GM will say that if you miss your target due to that soft cover then you accidentally shot your buddy in the back. This will vary from table to table but is something to be aware of at least. In Complete Arcane, there is a five level prestige class called Tempest that is focused on Two Weapon Fighting. Again, you're book limited but it never hurts to ask. [B]Thoughts on your open feats:[/B] Two Weapon Defense - If you won't be able to pick up an animated shield or don't like the idea of having a shield floating around you, then you can grab this to boost your defenses. Dash - If the mage your hunting moves away from you, then you can surprise them by keeping up. Plus, I think this would feed into your fly speed as a half-celestial. Weapon Finesse - This will depend on how your stats pan out. Are you rolling? Point buy? Array? But if your dex is very high, consider picking this up. Iron Will - As a fighter, your weakness is going to be your will save. Reflex saves just reduce HP and you have plenty of that. You have good fortitude saves and constitution so you should be okay there. But if a wizard drops charm monster or deep slumber on you, you're toast. Pin Shield - Give up your off hand attacks to remove shield bonus to AC of your enemy. This will be very campaign dependent. If your GM uses a lot of fighters, this is something to consider picking up. But if your GM likes to use creatures from the Monster Manual, then it won't see as much use. Improved Toughness - More HP is always useful. Improved Two Weapon Fighting / Defense - As you level up, keep picking up the Two Weapon Fighting feats. If you opted for Two Weapon Defense earlier, I'd keep boosting your defenses, too. Exotic Weapon Proficiency - In case there is something that strikes your fancy. [B]Combat Styles:[/B] You mentioned wanting to pick up one of the combat style feats. Most of the combat styles that use a sword require you to take weapon focus in an additional weapon as well. Another option to consider is Three Mountains. Wizards are not known for their fortitude and if you if hit twice in the same round, then they have to make a scaling fort save versus nauseated. Nauseated is a very powerful debuff and removes a caster's ability to, well, cast! However, this doesn't fit with your preference for Two Weapon Fighting and swords. Hammer's Edge makes your foe make a fortitude save or be knocked prone. However, Hammer's Edge is also very feat intensive; just like High Sword Low Axe. You can get knocking things prone much easier by taking something like a halberd or spiked chain and Improved Trip. One last thing to consider, damage types. With short swords and a bow you'd only have piercing damage. A skeleton and a lich is going to require bludgeoning damage. Zombies need slashing damage. A necromancer big bad is probably going to have at least one of those monsters as a minion. [B]Armor:[/B] You have a fly speed as a half celestial. If I recall correctly, you cannot fly if you're carrying a medium or heavy load. So pick up the best light armor you can. Elven Chain or a mithril shirt is probably the best way to go and have it magically enchanted. You could also consider bracers of armor but I think you'd be better served with mithril armor. Hope this helps! [/QUOTE]
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