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Help me tweak my first character (Human Fighter level 9)
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<blockquote data-quote="mrorangesoda" data-source="post: 5349285" data-attributes="member: 95032"><p>As chronicled here: <a href="http://www.enworld.org/forum/general-rpg-discussion/295413-advice-new-player-bored-his-character.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/295413-advice-new-player-bored-his-character.html</a></p><p></p><p>I'm trying to make combat a little less monotonous (stab, repeat), have a bigger role to play in the party in non-combat situations, and contribute more to the group in combat- most other people are dropping foot soldiers in one turn consistently with their basic/enhanced melee's. I've got to roll really well to make that happen. the casters are at the point where they're doing pretty big stuff). I'm not looking to be the most powerful character ever, and would like to stick to my "greek-ish" theme. </p><p>My DM is cool with multi-classing going forward (not backward, but I didn't really press it) and seems to be alright with some mods to feats in theory, so I'm looking for stuff to bring back to him next game session. We're only using the core books and I need to be able to work changes into my/our story (so one big caveat is that being in hostile territory underground for the long foreseeable future, changes in gear and the ability to get a cohort with the leadership feat that people had mentioned seems kind of dodgy).</p><p></p><p></p><p></p><p>Here are my stats:</p><p>Phesseus human fighter level 9 39,900 XP</p><p>Hp 100 AC 26 BAB +9/+4 Speed- 30ft</p><p>Str 18</p><p>Dex 13 Fort 9</p><p>Con 16 Ref 6</p><p>Int 10 Will 5</p><p>Wis 11</p><p>Cha 11</p><p></p><p>skills/feats</p><p>Climb- 12</p><p>Jump- 12 (+5)</p><p>Swim- 8</p><p></p><p>Weapon Focus-Short Sword</p><p>Weapon Spec-Short Sword</p><p>Lightning Reflexes</p><p>Endurance</p><p>Quick Draw</p><p>Power Attack</p><p>Cleave</p><p>Iron Will</p><p>Dodge</p><p>Improved Crit- Short Sword</p><p></p><p>Gear:</p><p>Magic +2 Short Sword (crit 17-20)</p><p>Masterworked Javelin (there's a stock of these for me in the magic house we use for storage)</p><p>Magic +3 dagger</p><p>Magic +1 Breast Plate</p><p>Lion's Shield (Magic +2, bite attack 2d6- 3/day)</p><p>Boots of Striding and Springing (+10ft to speed, +5 to jump)</p><p>Amulet of Natural Armor (+2)</p><p>Ring of Protection (+#)</p><p></p><p>Additionally, when we went back to the surface for a bit, we spent a lot of our giant stack o' gold on magic stuff that's being sent our way. I've got a better breast plate, dex gloves, str belt, and a magic returning javelin on it's way to be delivered to our underdark staging area in 5 game time weeks.</p><p></p><p></p><p>Thanks for any help or ideas.</p></blockquote><p></p>
[QUOTE="mrorangesoda, post: 5349285, member: 95032"] As chronicled here: [URL]http://www.enworld.org/forum/general-rpg-discussion/295413-advice-new-player-bored-his-character.html[/URL] I'm trying to make combat a little less monotonous (stab, repeat), have a bigger role to play in the party in non-combat situations, and contribute more to the group in combat- most other people are dropping foot soldiers in one turn consistently with their basic/enhanced melee's. I've got to roll really well to make that happen. the casters are at the point where they're doing pretty big stuff). I'm not looking to be the most powerful character ever, and would like to stick to my "greek-ish" theme. My DM is cool with multi-classing going forward (not backward, but I didn't really press it) and seems to be alright with some mods to feats in theory, so I'm looking for stuff to bring back to him next game session. We're only using the core books and I need to be able to work changes into my/our story (so one big caveat is that being in hostile territory underground for the long foreseeable future, changes in gear and the ability to get a cohort with the leadership feat that people had mentioned seems kind of dodgy). Here are my stats: Phesseus human fighter level 9 39,900 XP Hp 100 AC 26 BAB +9/+4 Speed- 30ft Str 18 Dex 13 Fort 9 Con 16 Ref 6 Int 10 Will 5 Wis 11 Cha 11 skills/feats Climb- 12 Jump- 12 (+5) Swim- 8 Weapon Focus-Short Sword Weapon Spec-Short Sword Lightning Reflexes Endurance Quick Draw Power Attack Cleave Iron Will Dodge Improved Crit- Short Sword Gear: Magic +2 Short Sword (crit 17-20) Masterworked Javelin (there's a stock of these for me in the magic house we use for storage) Magic +3 dagger Magic +1 Breast Plate Lion's Shield (Magic +2, bite attack 2d6- 3/day) Boots of Striding and Springing (+10ft to speed, +5 to jump) Amulet of Natural Armor (+2) Ring of Protection (+#) Additionally, when we went back to the surface for a bit, we spent a lot of our giant stack o' gold on magic stuff that's being sent our way. I've got a better breast plate, dex gloves, str belt, and a magic returning javelin on it's way to be delivered to our underdark staging area in 5 game time weeks. Thanks for any help or ideas. [/QUOTE]
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Help me tweak my first character (Human Fighter level 9)
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