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Heavy Armor Master VS higher Constitution
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<blockquote data-quote="ECMO3" data-source="post: 8969104" data-attributes="member: 7030563"><p>The campaign is against Vecna. There is a very strong tie to the Raven Queen. Shadow touched is thematic I agree, but the entire character build, backstory and in fact the plot hook itself is closely tied to the RQ.</p><p></p><p>Also just being a Shaddar Kai alone ties one to the Raven Queen as S-K souls all go to her to be reincarnated when they die (at least in some versions of the lore).</p><p></p><p>The campaign goes to level 20 and I am confident we will see it to the end as we have went to high levels with this group before.</p><p></p><p>The first two fighter subclass abilities favor a high strength. Instill Fear, the 3rd level ability, keys off the amount of damage you do in a turn, which is higher with a higher strength and the 7th level ability - Intimidation Tactics - keys of a contested intimidate check with a bonus based on your strength and a graduated success (the higher you succeed by the better the effect). So there are subclass reasons to max strength quickly.</p><p></p><p>I think I will go 8 levels to fighter though to get that 3rd feat instead of waiting to 11.</p><p></p><p></p><p></p><p>There are 4 people in the group and 3 of them are melee oriented.</p><p></p><p>It depends on what you roll obviously, but 12 is generally the constitution I target for tank characters unless I am playing a Rune Knight. Usually scores higher than that are going to the main abilities for the classes, multiclass requirements or skills I am going to be proficient in. Usually I don't like to use it as a dump stat and go below 12 but 12 is usually is enough and I want the points elsewhere for various reasons. I have played tanks with a 10 con successfully into tier 3, that is difficult but still doable.</p><p></p><p>However, I also almost always get the shield spell and absorb elements. So I am usually running an effective AC in mid 20s or so and a 12 CON with primarily d10 hit dice is with a very high AC is better than an 20 CON and a low AC. I think this will only be the second melee-oriented character I have played that does not have the shield spell and the other character without shield did have a 16 Con at level 1. The main reason I am thinking about 14 con here is my AC will only be mediocre; 17 to start with chainmail and top out at 19-21 in plate (not counting magic items) depending on whether or not I am using a shield.</p><p></p><p>I think consensus based on the discussion here is the Heavy Armor master feat will make me more durable than a 14 constitution at lower levels making it a better choice. Late it probably won't keep up, but as someone mentioned there are feats that can tack on a boatload of hps late game, where it is more costly to do that now.</p><p></p><p>I also can get resistance to all damage multiple times a day through blessing of the Raven Queen and the number of uses scales with PB. So tier 3 that is like 4 turns a day with full damage resistance.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8969104, member: 7030563"] The campaign is against Vecna. There is a very strong tie to the Raven Queen. Shadow touched is thematic I agree, but the entire character build, backstory and in fact the plot hook itself is closely tied to the RQ. Also just being a Shaddar Kai alone ties one to the Raven Queen as S-K souls all go to her to be reincarnated when they die (at least in some versions of the lore). The campaign goes to level 20 and I am confident we will see it to the end as we have went to high levels with this group before. The first two fighter subclass abilities favor a high strength. Instill Fear, the 3rd level ability, keys off the amount of damage you do in a turn, which is higher with a higher strength and the 7th level ability - Intimidation Tactics - keys of a contested intimidate check with a bonus based on your strength and a graduated success (the higher you succeed by the better the effect). So there are subclass reasons to max strength quickly. I think I will go 8 levels to fighter though to get that 3rd feat instead of waiting to 11. There are 4 people in the group and 3 of them are melee oriented. It depends on what you roll obviously, but 12 is generally the constitution I target for tank characters unless I am playing a Rune Knight. Usually scores higher than that are going to the main abilities for the classes, multiclass requirements or skills I am going to be proficient in. Usually I don't like to use it as a dump stat and go below 12 but 12 is usually is enough and I want the points elsewhere for various reasons. I have played tanks with a 10 con successfully into tier 3, that is difficult but still doable. However, I also almost always get the shield spell and absorb elements. So I am usually running an effective AC in mid 20s or so and a 12 CON with primarily d10 hit dice is with a very high AC is better than an 20 CON and a low AC. I think this will only be the second melee-oriented character I have played that does not have the shield spell and the other character without shield did have a 16 Con at level 1. The main reason I am thinking about 14 con here is my AC will only be mediocre; 17 to start with chainmail and top out at 19-21 in plate (not counting magic items) depending on whether or not I am using a shield. I think consensus based on the discussion here is the Heavy Armor master feat will make me more durable than a 14 constitution at lower levels making it a better choice. Late it probably won't keep up, but as someone mentioned there are feats that can tack on a boatload of hps late game, where it is more costly to do that now. I also can get resistance to all damage multiple times a day through blessing of the Raven Queen and the number of uses scales with PB. So tier 3 that is like 4 turns a day with full damage resistance. [/QUOTE]
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