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Character Builds & Optimization
Help: 5th Level Fighter Build - New Player - Child
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<blockquote data-quote="Phlebas" data-source="post: 3649028" data-attributes="member: 23810"><p>i was about to suggest 2nd, it adds enough to cope with a couple of bad rolls. </p><p></p><p>personally i'd stay away from skills as much as possible for beginning characters wether 6, 16, or 26+ based on experience - fighter means you can learn jump or climb if you want a something to be good at -and then spot etc becomes a simple case of 'roll a dice - you did / didn't see it' - if its solo then who cares if DC's are low / high they just become relative to each other.</p><p></p><p>so feats</p><p></p><p>Starting</p><p>Improved Initiative</p><p>Human bonus (assuming you don't want to start him as a dwarf or halfling....)</p><p>Skill Focus (Jump/Climb/intimidate)</p><p>F1 - Weapon Focus</p><p>F2 - Toughness</p><p></p><p>HP 10+6+3 + con bonus x2 = 19 + up to 8</p><p></p><p>if your encounters are a mix of talkies, hit it, or solve the puzzle then skills don't apply - talkies could solve the healing problem as well if you have a druid / cleric who'll heal if you solve a puzzle / say please etc</p><p></p><p>I would also recommend initiative cards and cyclic initiative as its a lot easier to visualise who's turn it is when you see your card on the top of the pile </p><p></p><p>(playing the optional disabled at 0 to - con bonus would also add some surviveability to a solo character as he could always limp away rather than fall over)</p></blockquote><p></p>
[QUOTE="Phlebas, post: 3649028, member: 23810"] i was about to suggest 2nd, it adds enough to cope with a couple of bad rolls. personally i'd stay away from skills as much as possible for beginning characters wether 6, 16, or 26+ based on experience - fighter means you can learn jump or climb if you want a something to be good at -and then spot etc becomes a simple case of 'roll a dice - you did / didn't see it' - if its solo then who cares if DC's are low / high they just become relative to each other. so feats Starting Improved Initiative Human bonus (assuming you don't want to start him as a dwarf or halfling....) Skill Focus (Jump/Climb/intimidate) F1 - Weapon Focus F2 - Toughness HP 10+6+3 + con bonus x2 = 19 + up to 8 if your encounters are a mix of talkies, hit it, or solve the puzzle then skills don't apply - talkies could solve the healing problem as well if you have a druid / cleric who'll heal if you solve a puzzle / say please etc I would also recommend initiative cards and cyclic initiative as its a lot easier to visualise who's turn it is when you see your card on the top of the pile (playing the optional disabled at 0 to - con bonus would also add some surviveability to a solo character as he could always limp away rather than fall over) [/QUOTE]
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