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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707806" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Multiclassing: Expanding the Rock</strong></span></p><p></p><p>Here are some notes on useful things your Fighter may want to pick up from other classes, such as feats, powers, Paragon Paths, and the occasional Epic Destiny. As is the norm, <strong>Black</strong> or higher synergies only here.</p><p></p><p>As for hybrids? While I'm usually not a fan of them, any other Defender class meshes well with Fighter, because Combat Challenge will trigger off of any sort of mark. Additionally, a Tempest|Ranger certainly starts out swinging, and a Weapon Talent Fighter|Barbarian can bring the charging pain. A Fighter dipping into Cleric, Runepriest, or Warlord could also be interesting.</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Any Divine Class</strong></strong></span></p><p></p><p>While it's not a specific Multiclass path, I feel there are some options open to all Divine classes that merit mention here.</p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong><span style="color: #0000ff">Morninglord</span> (FRPG)</strong> - While the attack powers are likely of marginal use to you, the features enhance your potency with any source of Radiant damage (such as the highly prized Radiant weapon), and it can even help allies should they choose to follow your elemental example. A definitive option.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Assassin</strong></strong></span></p><p></p><p>While you won't find that much that you can poach off the class, it does offers access to the Ki Focus, which can be excellent for certain Fighter concepts.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Shadow Initiate</span> (D 382)</strong> - The two extra shrouds offer a smidge of extra damage every encounter, but the real catch is the access to the Ki Focus. </p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Avenger</strong></strong></span></p><p></p><p>While the power list has some parallels with yours (and keys off a secondary attribute), the real reason why you're here is the multiclass entry feat.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Disciple of Divine Wrath</span> (PHB 2)</strong> - Two turns of rolling everything twice every encounter can help your crucial blows, and that's always nice to have.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Barbarian</strong></span></strong></span></p><p></p><p>A nice pick for Fighters looking to improve on their personal damage (though you can find other kinds of tricks for durability or attracting attention here as well), a host of destructively powerful options await.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong>Battle Berserker (HotFw)</strong> - While conditional, a hefty bonus to MBA damage can see use on a Fighter.</p><p></p><p><strong><span style="color: #0000ff">Berserker's Fury</span> (PHB 2)</strong> - A free +2 to damage for a whole encounter in addition to the free skill? All right!</p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><strong><span style="color: #0000ff">Oak Hammer Rage</span> (L9, Daily - PHB 2)</strong> - A very nice power, adding prone to the end of every attack (or extra damage if the enemy is already prone) can be a very powerful control piece.</p><p></p><p><strong><span style="color: #00ccff">Rage of the Death Spirit</span> (L9, Daily - PrP)</strong> - An excellent Rage power (which can stack with a Stance for even more chaos), this beauty starts out with a weakening attack, hands out mass marking every turn as a free action, and it gives you +2 to hit against a marked opponent as icing. A very tempting pick for a Fighter.</p><p></p><p><strong>Stone Bear Rage (L9, Daily - PHB 2)</strong> - Some sizable resist all as a Daily is hardly bad.</p><p></p><p><strong><span style="color: #00ccff">Storm of Blades</span> (L13, Encounter - PHB 2)</strong> - If you want single-target damage, this power brings plenty of it, and on an every-encounter basis to boot.</p><p></p><p><strong><span style="color: #0000ff">Desert Wind Rage</span> (L19, Daily - PrP)</strong> - An autodamage effect in an area this large will attract plenty of attention, as well as deal with any troublesome minions or the like.</p><p></p><p><strong><span style="color: #0000ff">Winter Phoenix Rage</span> (L19, Daily - PHB 2)</strong> - If you want to be insanely hard to kill, this is the power for you. Regeneration and an interrupt to pick you up should even that not be enough is a good combination to have.</p><p></p><p><strong><span style="color: #00ccff">Hurricane of Blades</span> (L27, Encounter - PHB 2)</strong> - Downright horrific damage for an Encounter power.</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong><span style="color: #0000ff">Stonefire Rager</span> (PrP)</strong> - Likely a better Path for you than for a Barbarian, this offers a decent batch of durability-oriented features and powers, along with some extra damage sprinkled in.</p><p></p><p><strong><span style="color: #0000ff">Winter Fury</span> (PrP)</strong> - Gets you access to Permafrost without compromising your weapon choice, and immobilizing is something a Fighter definitely likes to do.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Bravo</strong></strong></span></p><p></p><p>While the power list this offers is extremely limited, the entry feat does offer a nice self-buff.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Bravo</span> (D 373)</strong> - A welcome bonus to hit and damage for two turns' worth of offense.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Cleric</strong></span></strong></span></p><p></p><p>A surprisingly effective MC option for a Fighter, this can actually offer a couple of cool options, especially ones involving radiant damage.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong><span style="color: #00ccff">Divine Healer</span> (DP)</strong> - The feat itself won't blow you away - what will do that is the fact that you can swap Healer's Lore for the vastly superior Battle Cleric's Lore. If you're not wearing a Shield, this is the MC feat for you.</p><p></p><p><strong><span style="color: #0000ff">Initiate of the Faith</span> (PHB</strong>) - While Religion is not all that hot as far as skill training is concerned, an emergency healing power is very welcome on a Fighter. </p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><strong><span style="color: #00ccff">Radiant Advantage</span> (Epic Tier - DP)</strong> - While it does come in late, this presents a very viable alternative to the Permafrost combo on a Ranger, especially one who like Melee or Close attacks.</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong>Battle Chaplain (DP)</strong> - An expansion of your marking capability is a very nice thing to have, and the AP feature isn't half bad, either. The powers aren't all that good, but they aren't all that bad.</p><p></p><p><strong><span style="color: #0000ff">Radiant Servant</span> (PHB)</strong> - While an improved critical feature may not seem like all that and a bag of chips, getting it on all powers (as opposed to on all Melee powers, which is what Weapon Mastery will get you), and getting it a whole tier early can't be counted out.</p><p></p><p><strong><span style="color: #00ccff">Tactical Warpriest</span> (PHB)</strong> - This Paragon Path offers a whole new way to mark, some extra AC and nova damage, and now that the powers can key off Strength, they can be pretty useful as well. A very good choice.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Monk</strong></span></strong></span></p><p></p><p>While you probably won't get much in the way of power-swap options here, the default package is good enough to make it an option worth taking.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Master of the Fist</span> (D 404)</strong> - Brawlers will be more than happy to pick this one up.</p><p></p><p><strong><span style="color: #0000ff">Monastic Disciple</span> (PHB 3)</strong> - The Monk's Flurry of Blows power once per encounter is actually a pretty sweet deal for a Fighter, and access to Ki Foci isn't half bad, either.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Paladin</strong></span></strong></span></p><p></p><p>While I would make the argument that little is needed from the Paladin's power list, the entry feats are nice enough to make you think about putting down some points in Wisdom (which you already want) or Charisma.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Soldier of the Faith</span> (PHB)</strong> - Divine Challenge once per encounter supplies you with the ability to multimark by threat alone if you play it right, which has some potential.</p><p></p><p><strong>Soldier of Virtue (DP)</strong> - Automatic condition removal once per day makes for a decent emergency button.</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><strong><span style="color: #00ccff">Group Defense</span> (Heroic Tier - DP)</strong> - If you're a Half-Elf and took Paladin MC, there's little reason to not pick up this excellent Defender feat.</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong><span style="color: #00ccff">Champion of Order</span> (PHB)</strong> - Double-tap mark punishment? Certain Justice? Yes, please.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Ranger</strong></span></strong></span></p><p></p><p>If you're interested in dual-wielding, this offers a host of very damaging options to get that done.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Two-Blade Warrior</span> (MP)</strong> - Oversized dual-wielding? That's a pretty neat boost from a MC feat.</p><p></p><p><strong><span style="color: #0000ff">Warrior of the Wild</span> (PHB)</strong> - Some Quarry damage for two turns is a pretty nice benefit, especially because any setup can benefit from it.</p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><strong><span style="color: #00ccff">Disruptive Strike</span> (L3, Encounter - PHB)</strong> - It works regardless of what weapon combo you're wielding, can trigger off an attack against anybody, and it makes the triggering attack much more likely to miss. Excellent.</p><p></p><p><strong><span style="color: #0000ff">Attacks on the Run</span> (L9, Daily - PHB)</strong> - Another weapon-independent power, it offers some hefty damage and a move as well.</p><p></p><p><strong><span style="color: #0000ff">Blade Cascade</span> (L15, Daily - PHB)</strong> - While this does offer show-stopping amounts of damage, it's at the same level as one of your big-boy powers, which makes its stock dip a little.</p><p></p><p><strong><span style="color: #00ccff">Cruel Cage of Steel</span> (L19, Daily - PHB)</strong> - A brutal triple-hitting power that has enhanced accuracy and the ability to stun. An excellent pickup.</p><p></p><p><strong><span style="color: #00ccff">Death Rend</span> (L27, Encounter - PHB)</strong> - A double-up attack that stuns is a rare and beautiful occurrence.</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong><span style="color: #00ccff">Blade Dancer</span> (MP)</strong> - This is probably as good as it gets for a dual-wielding Fighter that's looking to go defensive. A static bonus to AC (and damage), with ways to get conditional bonuses to it, plus an absolutely brutal Encounter power make this well worth the feat you pay up front.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Rogue</strong></strong></span></p><p></p><p>An option for those wielding the proper weapons, this has a few goodies to offer a Fighter, particularly a Tempest.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong>Sneak of Shadows (PHB)</strong> - Though the damage bonus is conditional and you can only use it once (as opposed to most other Strikers, who let you use theirs twice), this can be a serviceable option.</p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><strong><span style="color: #0000ff">Tumbling Strike</span> (L17, Encounter - D 381)</strong> - Some sick mobility, and a decent attack, all as a minor action. A good pick if you have the Dexterity for it.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Warden</strong></span></strong></span></p><p></p><p>This path offers access to a Defender who synergizes very well with you, so there are plenty of goodies to find here.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Defender of the Wild</span> (PHB 2)</strong> - An entry feat that gives you mass marking as an Encounter power? Sweet.</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Crippling Crush</span> (Heroic Tier - PrP)</strong> - A sweet damage bonus for powers that mess with your opponent and if you have a Hammer (a scenario that is within your ability to create).</p><p></p><p><strong>Maneuvering Attack (Paragon Tier - PrP)</strong> - This is mostly covered by what Deadly Draw does for you, but if you like to push or can't always yank an enemy adjacent, it's worth a look.</p><p></p><p><strong><span style="color: #0000ff">Sudden Roots</span> (Heroic Tier - PHB 2)</strong> - Gives you slowing shenanigans on your OA's, which is nice to prevent further movement.</p><p> </p><p></p><p><strong>Powers</strong></p><p> </p><p><strong><span style="color: #00ccff">Form of Winter's Herald</span> (L1, Daily - PHB 2)</strong> - Quite simply one of the strongest lockdown powers in the game, especially in your hands. An excellent option.</p><p></p><p><strong><span style="color: #0000ff">Form of the Oak Sentinel</span> (L9, Daily - PHB 2)</strong> - Extra reach, and damage enemies who hit you. Very nice.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Warlock</strong></strong></span></p><p></p><p>While the power list itself has next to nothing for you, there are enough goodies that come from this Multiclass to make you think about investing the points in Charisma to be able to get it.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong>Pact Initiate (PHB)</strong> - The feat per se doesn't offer much (the power will likely be weak), but having the pact opens up other doors.</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong><span style="color: #00ccff">Avernian Knight</span> (MP 2)</strong> - Likely the reason you took the MC in the first place, this offers the ability to make Warlock powers useful by making your Melee weapon an implement, as well as a great additional punishment mechanism for a Fighter. Certainly a prime choice.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707806, member: 6793297"] [CENTER][SIZE=5][b]Multiclassing: Expanding the Rock[/b][/SIZE][/CENTER] Here are some notes on useful things your Fighter may want to pick up from other classes, such as feats, powers, Paragon Paths, and the occasional Epic Destiny. As is the norm, [b]Black[/b] or higher synergies only here. As for hybrids? While I'm usually not a fan of them, any other Defender class meshes well with Fighter, because Combat Challenge will trigger off of any sort of mark. Additionally, a Tempest|Ranger certainly starts out swinging, and a Weapon Talent Fighter|Barbarian can bring the charging pain. A Fighter dipping into Cleric, Runepriest, or Warlord could also be interesting. [CENTER][Size=5][b][b]Any Divine Class[/b][/b][/size][/CENTER] While it's not a specific Multiclass path, I feel there are some options open to all Divine classes that merit mention here. [b]Paragon Paths[/b] [b][COLOR=#0000ff]Morninglord[/COLOR] (FRPG)[/b] - While the attack powers are likely of marginal use to you, the features enhance your potency with any source of Radiant damage (such as the highly prized Radiant weapon), and it can even help allies should they choose to follow your elemental example. A definitive option. [CENTER][Size=5][b][b]Assassin[/b][/b][/size][/CENTER] While you won't find that much that you can poach off the class, it does offers access to the Ki Focus, which can be excellent for certain Fighter concepts. [b]Entry Feats[/b] [b][COLOR=#0000ff]Shadow Initiate[/COLOR] (D 382)[/b] - The two extra shrouds offer a smidge of extra damage every encounter, but the real catch is the access to the Ki Focus. [CENTER][Size=5][b][b]Avenger[/b][/b][/size][/CENTER] While the power list has some parallels with yours (and keys off a secondary attribute), the real reason why you're here is the multiclass entry feat. [b]Entry Feats[/b] [b][COLOR=#0000ff]Disciple of Divine Wrath[/COLOR] (PHB 2)[/b] - Two turns of rolling everything twice every encounter can help your crucial blows, and that's always nice to have. [CENTER][Size=5][b][COLOR=#0000ff][b]Barbarian[/b][/COLOR][/b][/size][/CENTER] A nice pick for Fighters looking to improve on their personal damage (though you can find other kinds of tricks for durability or attracting attention here as well), a host of destructively powerful options await. [b]Entry Feats[/b] [b]Battle Berserker (HotFw)[/b] - While conditional, a hefty bonus to MBA damage can see use on a Fighter. [b][COLOR=#0000ff]Berserker's Fury[/COLOR] (PHB 2)[/b] - A free +2 to damage for a whole encounter in addition to the free skill? All right! [b]Powers[/b] [b][COLOR=#0000ff]Oak Hammer Rage[/COLOR] (L9, Daily - PHB 2)[/b] - A very nice power, adding prone to the end of every attack (or extra damage if the enemy is already prone) can be a very powerful control piece. [b][COLOR=#00ccff]Rage of the Death Spirit[/COLOR] (L9, Daily - PrP)[/b] - An excellent Rage power (which can stack with a Stance for even more chaos), this beauty starts out with a weakening attack, hands out mass marking every turn as a free action, and it gives you +2 to hit against a marked opponent as icing. A very tempting pick for a Fighter. [b]Stone Bear Rage (L9, Daily - PHB 2)[/b] - Some sizable resist all as a Daily is hardly bad. [b][COLOR=#00ccff]Storm of Blades[/COLOR] (L13, Encounter - PHB 2)[/b] - If you want single-target damage, this power brings plenty of it, and on an every-encounter basis to boot. [b][COLOR=#0000ff]Desert Wind Rage[/COLOR] (L19, Daily - PrP)[/b] - An autodamage effect in an area this large will attract plenty of attention, as well as deal with any troublesome minions or the like. [b][COLOR=#0000ff]Winter Phoenix Rage[/COLOR] (L19, Daily - PHB 2)[/b] - If you want to be insanely hard to kill, this is the power for you. Regeneration and an interrupt to pick you up should even that not be enough is a good combination to have. [b][COLOR=#00ccff]Hurricane of Blades[/COLOR] (L27, Encounter - PHB 2)[/b] - Downright horrific damage for an Encounter power. [b]Paragon Paths[/b] [b][COLOR=#0000ff]Stonefire Rager[/COLOR] (PrP)[/b] - Likely a better Path for you than for a Barbarian, this offers a decent batch of durability-oriented features and powers, along with some extra damage sprinkled in. [b][COLOR=#0000ff]Winter Fury[/COLOR] (PrP)[/b] - Gets you access to Permafrost without compromising your weapon choice, and immobilizing is something a Fighter definitely likes to do. [CENTER][Size=5][b][b]Bravo[/b][/b][/size][/CENTER] While the power list this offers is extremely limited, the entry feat does offer a nice self-buff. [b]Entry Feats[/b] [b][COLOR=#0000ff]Bravo[/COLOR] (D 373)[/b] - A welcome bonus to hit and damage for two turns' worth of offense. [CENTER][Size=5][b][COLOR=#0000ff][b]Cleric[/b][/COLOR][/b][/size][/CENTER] A surprisingly effective MC option for a Fighter, this can actually offer a couple of cool options, especially ones involving radiant damage. [b]Entry Feats[/b] [b][COLOR=#00ccff]Divine Healer[/COLOR] (DP)[/b] - The feat itself won't blow you away - what will do that is the fact that you can swap Healer's Lore for the vastly superior Battle Cleric's Lore. If you're not wearing a Shield, this is the MC feat for you. [b][COLOR=#0000ff]Initiate of the Faith[/COLOR] (PHB[/b]) - While Religion is not all that hot as far as skill training is concerned, an emergency healing power is very welcome on a Fighter. [b]Feats[/b] [b][COLOR=#00ccff]Radiant Advantage[/COLOR] (Epic Tier - DP)[/b] - While it does come in late, this presents a very viable alternative to the Permafrost combo on a Ranger, especially one who like Melee or Close attacks. [b]Paragon Paths[/b] [b]Battle Chaplain (DP)[/b] - An expansion of your marking capability is a very nice thing to have, and the AP feature isn't half bad, either. The powers aren't all that good, but they aren't all that bad. [b][COLOR=#0000ff]Radiant Servant[/COLOR] (PHB)[/b] - While an improved critical feature may not seem like all that and a bag of chips, getting it on all powers (as opposed to on all Melee powers, which is what Weapon Mastery will get you), and getting it a whole tier early can't be counted out. [b][COLOR=#00ccff]Tactical Warpriest[/COLOR] (PHB)[/b] - This Paragon Path offers a whole new way to mark, some extra AC and nova damage, and now that the powers can key off Strength, they can be pretty useful as well. A very good choice. [CENTER][Size=5][b][COLOR=#0000ff][b]Monk[/b][/COLOR][/b][/size][/CENTER] While you probably won't get much in the way of power-swap options here, the default package is good enough to make it an option worth taking. [b]Entry Feats[/b] [b][COLOR=#0000ff]Master of the Fist[/COLOR] (D 404)[/b] - Brawlers will be more than happy to pick this one up. [b][COLOR=#0000ff]Monastic Disciple[/COLOR] (PHB 3)[/b] - The Monk's Flurry of Blows power once per encounter is actually a pretty sweet deal for a Fighter, and access to Ki Foci isn't half bad, either. [CENTER][Size=5][b][COLOR=#0000ff][b]Paladin[/b][/COLOR][/b][/size][/CENTER] While I would make the argument that little is needed from the Paladin's power list, the entry feats are nice enough to make you think about putting down some points in Wisdom (which you already want) or Charisma. [b]Entry Feats[/b] [b][COLOR=#0000ff]Soldier of the Faith[/COLOR] (PHB)[/b] - Divine Challenge once per encounter supplies you with the ability to multimark by threat alone if you play it right, which has some potential. [b]Soldier of Virtue (DP)[/b] - Automatic condition removal once per day makes for a decent emergency button. [b]Feats[/b] [b][COLOR=#00ccff]Group Defense[/COLOR] (Heroic Tier - DP)[/b] - If you're a Half-Elf and took Paladin MC, there's little reason to not pick up this excellent Defender feat. [b]Paragon Paths[/b] [b][COLOR=#00ccff]Champion of Order[/COLOR] (PHB)[/b] - Double-tap mark punishment? Certain Justice? Yes, please. [CENTER][Size=5][b][COLOR=#0000ff][b]Ranger[/b][/COLOR][/b][/size][/CENTER] If you're interested in dual-wielding, this offers a host of very damaging options to get that done. [b]Entry Feats[/b] [b][COLOR=#0000ff]Two-Blade Warrior[/COLOR] (MP)[/b] - Oversized dual-wielding? That's a pretty neat boost from a MC feat. [b][COLOR=#0000ff]Warrior of the Wild[/COLOR] (PHB)[/b] - Some Quarry damage for two turns is a pretty nice benefit, especially because any setup can benefit from it. [b]Powers[/b] [b][/b] [b][COLOR=#00ccff]Disruptive Strike[/COLOR] (L3, Encounter - PHB)[/b] - It works regardless of what weapon combo you're wielding, can trigger off an attack against anybody, and it makes the triggering attack much more likely to miss. Excellent. [b][COLOR=#0000ff]Attacks on the Run[/COLOR] (L9, Daily - PHB)[/b] - Another weapon-independent power, it offers some hefty damage and a move as well.[b][/b] [b][COLOR=#0000ff]Blade Cascade[/COLOR] (L15, Daily - PHB)[/b] - While this does offer show-stopping amounts of damage, it's at the same level as one of your big-boy powers, which makes its stock dip a little. [b][COLOR=#00ccff]Cruel Cage of Steel[/COLOR] (L19, Daily - PHB)[/b] - A brutal triple-hitting power that has enhanced accuracy and the ability to stun. An excellent pickup. [b][COLOR=#00ccff]Death Rend[/COLOR] (L27, Encounter - PHB)[/b] - A double-up attack that stuns is a rare and beautiful occurrence. [b]Paragon Paths[/b] [b][COLOR=#00ccff]Blade Dancer[/COLOR] (MP)[/b] - This is probably as good as it gets for a dual-wielding Fighter that's looking to go defensive. A static bonus to AC (and damage), with ways to get conditional bonuses to it, plus an absolutely brutal Encounter power make this well worth the feat you pay up front. [CENTER][Size=5][b][b]Rogue[/b][/b][/size][/CENTER] An option for those wielding the proper weapons, this has a few goodies to offer a Fighter, particularly a Tempest. [b]Entry Feats[/b] [b]Sneak of Shadows (PHB)[/b] - Though the damage bonus is conditional and you can only use it once (as opposed to most other Strikers, who let you use theirs twice), this can be a serviceable option. [b]Powers[/b] [b][COLOR=#0000ff]Tumbling Strike[/COLOR] (L17, Encounter - D 381)[/b] - Some sick mobility, and a decent attack, all as a minor action. A good pick if you have the Dexterity for it. [CENTER][Size=5][b][COLOR=#0000ff][b]Warden[/b][/COLOR][/b][/size][/CENTER] This path offers access to a Defender who synergizes very well with you, so there are plenty of goodies to find here. [b]Entry Feats[/b] [b][COLOR=#0000ff]Defender of the Wild[/COLOR] (PHB 2)[/b] - An entry feat that gives you mass marking as an Encounter power? Sweet. [b]Feats[/b] [b][COLOR=#0000ff]Crippling Crush[/COLOR] (Heroic Tier - PrP)[/b] - A sweet damage bonus for powers that mess with your opponent and if you have a Hammer (a scenario that is within your ability to create). [b]Maneuvering Attack (Paragon Tier - PrP)[/b] - This is mostly covered by what Deadly Draw does for you, but if you like to push or can't always yank an enemy adjacent, it's worth a look. [b][COLOR=#0000ff]Sudden Roots[/COLOR] (Heroic Tier - PHB 2)[/b] - Gives you slowing shenanigans on your OA's, which is nice to prevent further movement. [b]Powers[/b] [b][COLOR=#00ccff]Form of Winter's Herald[/COLOR] (L1, Daily - PHB 2)[/b] - Quite simply one of the strongest lockdown powers in the game, especially in your hands. An excellent option. [b][COLOR=#0000ff]Form of the Oak Sentinel[/COLOR] (L9, Daily - PHB 2)[/b] - Extra reach, and damage enemies who hit you. Very nice. [CENTER][Size=5][b][b]Warlock[/b][/b][/size][/CENTER] While the power list itself has next to nothing for you, there are enough goodies that come from this Multiclass to make you think about investing the points in Charisma to be able to get it. [b]Entry Feats[/b] [b]Pact Initiate (PHB)[/b] - The feat per se doesn't offer much (the power will likely be weak), but having the pact opens up other doors. [b]Paragon Paths[/b] [b][COLOR=#00ccff]Avernian Knight[/COLOR] (MP 2)[/b] - Likely the reason you took the MC in the first place, this offers the ability to make Warlock powers useful by making your Melee weapon an implement, as well as a great additional punishment mechanism for a Fighter. Certainly a prime choice. [/QUOTE]
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Harder than a Rock: The Fighter's Handbook (By lorduskblade)
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