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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: 5349592" data-attributes="member: 95032"><p>I'm starting to feel the same way about Fighters... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Feat wise, a lot of things seemed to make sense at the time (my will and reflex saves are really low it'd be nice to bolster them, sleeping in armor seems sensible when it takes 12 rounds to put it on and we could be attacked overnight, I don't want to spend half a turn drawing my weapon cause that seems boring), but I wasn't forward thinking enough about some of my selections and was only picking up on the general idea of a feat and not its specific application. </p><p>Now that I'm doing all this looking at it from a more experienced angle, I'm pretty sure I'm not even supposed to be able to use Power Attack with a short sword (though I kind of haven't been, we've been fighting a lot of big bad things with high AC for a while) and have never been in a position to cleave. I'm also thinking that Quick Draw isn't necessary after reading this (Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.). I had a +1 for my base attack from the beginning, so all I'm getting out of it is the ability to draw another weapon while standing perfectly still and being able to do my full round attacks? That's probably not worth it, right?</p><p>I'm thinking I drop those three and pick up Mobility, Spring Attack, and something else.</p><p></p><p>With my skills, my initial thinking was that the class skills I had should be ones supported by my modifiers so I kept plugging away at those. Since I haven't used any of my athletic feats yet, I'm thinking about moving points into Intimidate to give me something to roll during non-combat scenes.</p><p></p><p>The other thread brought up multi-classing pretty quickly, and I think I'm going to start dipping into Barbarian or Rogue which would be the non-magic classes I'd go for in the future.</p><p></p><p></p><p></p><p>I forgot to mention an Elf Wizard who died, she did utility magic stuff. Now the Half- Orc and I tend to charge out, the rogue and ranger tend to pump multiple arrows/bolts (sometimes poisoned) into people, the sorcerer does offensive magic stuff, the cleric does some holy magic stuff and then comes in for melee.</p></blockquote><p></p>
[QUOTE="mrorangesoda, post: 5349592, member: 95032"] I'm starting to feel the same way about Fighters... ;) Feat wise, a lot of things seemed to make sense at the time (my will and reflex saves are really low it'd be nice to bolster them, sleeping in armor seems sensible when it takes 12 rounds to put it on and we could be attacked overnight, I don't want to spend half a turn drawing my weapon cause that seems boring), but I wasn't forward thinking enough about some of my selections and was only picking up on the general idea of a feat and not its specific application. Now that I'm doing all this looking at it from a more experienced angle, I'm pretty sure I'm not even supposed to be able to use Power Attack with a short sword (though I kind of haven't been, we've been fighting a lot of big bad things with high AC for a while) and have never been in a position to cleave. I'm also thinking that Quick Draw isn't necessary after reading this (Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.). I had a +1 for my base attack from the beginning, so all I'm getting out of it is the ability to draw another weapon while standing perfectly still and being able to do my full round attacks? That's probably not worth it, right? I'm thinking I drop those three and pick up Mobility, Spring Attack, and something else. With my skills, my initial thinking was that the class skills I had should be ones supported by my modifiers so I kept plugging away at those. Since I haven't used any of my athletic feats yet, I'm thinking about moving points into Intimidate to give me something to roll during non-combat scenes. The other thread brought up multi-classing pretty quickly, and I think I'm going to start dipping into Barbarian or Rogue which would be the non-magic classes I'd go for in the future. I forgot to mention an Elf Wizard who died, she did utility magic stuff. Now the Half- Orc and I tend to charge out, the rogue and ranger tend to pump multiple arrows/bolts (sometimes poisoned) into people, the sorcerer does offensive magic stuff, the cleric does some holy magic stuff and then comes in for melee. [/QUOTE]
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Help me tweak my first character (Human Fighter level 9)
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