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General Tabletop Discussion
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Help planning generalist fighter
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<blockquote data-quote="Jeremy" data-source="post: 137859" data-attributes="member: 4036"><p>Very true hong. But for the good part of the time you are playing the character 1-10th level, he doesn't have that many feats. A lot of the utility in that progression doesn't come into play until the last 5 or 6 levels of the characters play. You generally want to take feats in an order that both qualifies you for whatever path you are aiming for and works your feats in an order you get use of them when they are fun. For example, gaining improved trip at 13th level might not be so good, because by that time when you are fighting classed fire giants, hydras, and any number of things much stronger than you, you've got little chance left to trip them. Just my opinion though. I'm known to be picky or wrong or both. <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>Heh. Problem with sunder of course is, unless your mage or cleric is throwing around greater magic weapons on all your blades (well, actually, maybe even if he is), the specialist fighter will tend to have a higher enhancement bonus on his weapon than on your typical weapon. Because he's only got the one weapon he's focused on.</p><p></p><p>However, grappling and beating him into the dirt with armor spikes used as light weapons, or disarming him and finding someway to appropriate his weapon, maybe an ally with readied action or a mage hand spell. <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></blockquote><p></p>
[QUOTE="Jeremy, post: 137859, member: 4036"] Very true hong. But for the good part of the time you are playing the character 1-10th level, he doesn't have that many feats. A lot of the utility in that progression doesn't come into play until the last 5 or 6 levels of the characters play. You generally want to take feats in an order that both qualifies you for whatever path you are aiming for and works your feats in an order you get use of them when they are fun. For example, gaining improved trip at 13th level might not be so good, because by that time when you are fighting classed fire giants, hydras, and any number of things much stronger than you, you've got little chance left to trip them. Just my opinion though. I'm known to be picky or wrong or both. :) Heh. Problem with sunder of course is, unless your mage or cleric is throwing around greater magic weapons on all your blades (well, actually, maybe even if he is), the specialist fighter will tend to have a higher enhancement bonus on his weapon than on your typical weapon. Because he's only got the one weapon he's focused on. However, grappling and beating him into the dirt with armor spikes used as light weapons, or disarming him and finding someway to appropriate his weapon, maybe an ally with readied action or a mage hand spell. :) [/QUOTE]
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