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Help me tweak my first character (Human Fighter level 9)
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<blockquote data-quote="Dross" data-source="post: 5352889" data-attributes="member: 33802"><p>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).</p><p></p><p>For Jump:</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Climb:</p><p>Cling to a wall to throw you javelin at enemies that can't reach you (and then jump down to melee)</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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)).</p><p></p><p><strong><span style="color: white">DMG: Sun Blade:</span></strong><span style="color: white"> This sword is the size of a bastard sword. However, a <em>sun blade </em>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 <em>sun blade. </em>Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.</span></p><p> <span style="color: white">In normal combat, the glowing golden blade of the weapon is equal to a <em>+2 bastard sword. </em>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).</span></p><p> <span style="color: white">The blade also has a special <em>sunlight </em>power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The <em>sunblade </em>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 <em>sun blades </em>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 <em>restoration </em>spells) while the sword is wielded.</span></p><p> <span style="color: white">Moderate evocation<em>; </em>CL 10th; Craft Magic Arms and Armor, <em>daylight, </em>creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.</span></p></blockquote><p></p>
[QUOTE="Dross, post: 5352889, member: 33802"] 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)). [B][COLOR=white]DMG: Sun Blade:[/COLOR][/B][COLOR=white] This sword is the size of a bastard sword. However, a [I]sun blade [/I]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 [I]sun blade. [/I]Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.[/COLOR] [COLOR=white]In normal combat, the glowing golden blade of the weapon is equal to a [I]+2 bastard sword. [/I]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).[/COLOR] [COLOR=white]The blade also has a special [I]sunlight [/I]power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The [I]sunblade [/I]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 [I]sun blades [/I]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 [I]restoration [/I]spells) while the sword is wielded.[/COLOR] [COLOR=white]Moderate evocation[I]; [/I]CL 10th; Craft Magic Arms and Armor, [I]daylight, [/I]creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.[/COLOR] [/QUOTE]
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Help me tweak my first character (Human Fighter level 9)
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