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Help me tweak my first character (Human Fighter level 9)

Strictly speaking - "You can use Power Attack with a shortsword, but it has no effect other than to make you less likely to hit things". If you read the feat you quoted:



A shortsword is a light weapon. You can't add the bonus from Power Attack to the damage dealt with a light weapon. Therefore, I think it's reasonable to say "You can't use Power Attack with a shortsword", even if it would be more accurate to say "Using Power Attack with a shortsword doesn't give you any benefit".

You can use it, but you're taking a penalty on your attack rolls for no reason whatsoever.


Ooops :blush: Shoudl have read special more closely huh? Sorry guys...
 

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I'm wondering what the environment is like in combat and skill use (although I do agree that spells/items can make these skills less useful).

For Jump:
Hop up: anything stable enough to take you and gain the "lovely" +1 for higher ground. Outside of battle, just to get from place to place.

Since getting Fly cast on you not always possible, try jumping through obstacles like windows, over barricades, less tall opponents (Mobility would help here) to get to foes quicker.

Jumping down: Be up high (tree, window, wall), throw a few javelins then jump down (DC15 <= 10 feet, & land on your feet) and attack with your sword.

High Jump: Jump to grab something or haul yourself over a wall. If someone is standing on a wall or sitting in a tree pull the sucker to the ground and stomp.

Climb:
Cling to a wall to throw you javelin at enemies that can't reach you (and then jump down to melee)

In a wilderness type setting, use climb, sleep in armour in a tree and when attacked Jump Down (DC15, at < 10 high = no damage) quick/drawing the shortsword and attacking seems cool to me. Especially if you then mock the others for being bait. :)

Swim: Use it to get to somewhere unexpected, to scout, search for something underwater (Endurance helps you hold your breath). Think about holding your breath to get into position then jumping out of a pool of water to the surprise of your foes.

You may also think about WHAT you do to opponents rather than HOW you do it. If you move and deny a foe its actions, you could effectively remove a big hitting spellcaster from the fray until someone help you put it down.

If you can afford it: A sunblade seems ideal for you, feels like a short sword, abilities with light, usable with your feats (unlikely to include Power Attack tho' (PA is not mentioned but "feels like a short sword" implies the weapon is still light, I'd say its a DMs call)).

DMG: Sun Blade: This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2).
The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The sunblade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, daylight, creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.
 

You may also think about WHAT you do to opponents rather than HOW you do it. If you move and deny a foe its actions, you could effectively remove a big hitting spellcaster from the fray until someone help you put it down.
Perhaps he should try grappling.
 



What's with the hate for Endurance and Quick Draw? Sleeping in armor is awesome. And Quick Draw is extremely useful if you plan on having both hands full, not to mention swapping between ranged and melee.

Here's a useful tactic for facing casters and monsters with SLAs. Move next to the monster and ready an attack, triggered by the creature doing anything at all. Worst case scenario, it moves 5 feet and you take an attack before it leaves its square. "I throw a javelin at it if it uses any spell or SLA" is another good one.

As far as grappling goes: Large monster > full BAB character > non-full BAB creature. Grappling enemy casters is a pretty decent idea. Grappling normal animals can work out pretty well. Magical beasts? Giants? ... Dragons? No, just forget about it.
 

What's with the hate for Endurance and Quick Draw? Sleeping in armor is awesome. And Quick Draw is extremely useful if you plan on having both hands full, not to mention swapping between ranged and melee.
Not so much that they are bad as they are inferior to other options that the character could take that would greatly increase his power and/or versatility.

As far as grappling goes: Large monster > full BAB character > non-full BAB creature. Grappling enemy casters is a pretty decent idea.
Grease. Heart of Water. Freedom of Movement. Dimension Door. Benign Transposition. Dimension Hop. Dimension Step. Dimension Shuffle. Blink.

Does this make grappling useless? No.* It does, however, greatly cut into the effectiveness of grappling as an anti-caster tactic given the multitude of ways to escape a grapple. It is important to know that there are a lot of ways to make grappling ineffective if you plan on using it against casters.

If you fight casters who cast nothing but Fireball and Acid Arrow, though, it'll probably work just fine.**

*Well, yes.

**Unless the caster decides to fireball you from 400ft+40ft/CL away, in which case you've got a problem.
 
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Not so much that they are bad as they are inferior to other options that the character could take that would greatly increase his power and/or versatility.

If the GM actually enforces armor donning times, "hastily donning," and readying items... I respectfully disagree.

Grease. Heart of Water. Freedom of Movement. Dimension Door. Benign Transposition. Dimension Hop. Dimension Step. Dimension Shuffle. Blink.

Any time you grapple and the enemy casts a spell to escape, you win. Eventually, the escapee will run out of spells, and even if he doesn't, you're trading actions with a caster.

Does this make grappling useless? No.* It does, however, greatly cut into the effectiveness of grappling as an anti-caster tactic given the multitude of ways to escape a grapple. It is important to know that there are a lot of ways to make grappling ineffective if you plan on using it against casters.

Those are excellent observations. It is always worth keeping in mind that grappling can be defeated. However, it is also worth keeping in mind that without a counter, a fighter at mid-levels can often squish a non-fighter like a grape.

If you fight casters who cast nothing but Fireball and Acid Arrow, though, it'll probably work just fine.**

*Well, yes.

**Unless the caster decides to fireball you from 400ft+40ft/CL away, in which case you've got a problem.

Yeah, you've got a problem all right. You're a fighter with a javelin fighting a wizard at 400+ feet who has decided, for some reason, not to seek full cover. :)
 

Any time you grapple and the enemy casts a spell to escape, you win. Eventually, the escapee will run out of spells, and even if he doesn't, you're trading actions with a caster.
You can win the battle all you want, but it does you no good if you lose the war.


Those are excellent observations. It is always worth keeping in mind that grappling can be defeated. However, it is also worth keeping in mind that without a counter, a fighter at mid-levels can often squish a non-fighter like a grape.
Yes. Key phrase, "without a counter."


Yeah, you've got a problem all right. You're a fighter with a javelin fighting a wizard at 400+ feet who has decided, for some reason, not to seek full cover. :)
What's the range increment on that javelin again?
 

You can win the battle all you want, but it does you no good if you lose the war.

Grappling is, more or less, free. Spells are generally finite. There are situations where the reverse is true, but they are less common.

Yes. Key phrase, "without a counter."

See above. I usually see arcane casters with approximately two escape spells prepared. Many monsters have little in that department.

What's the range increment on that javelin again?

Exactly. As long as your opponent is that far away, the javelin serves a purely ceremonial purpose. I suggest hiding in the basement.
 

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