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How do I help the Fighter?
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<blockquote data-quote="ValhallaGH" data-source="post: 5752502" data-attributes="member: 41187"><p>Rule set? Usual tactics the fighter uses? Weapon choices? Relative mobility (slower than other PCs? Can't fly but all others can? Everyone else starts fighting at 900' but he has to get close)?</p><p></p><p>General Guidelines for Fighters that Win:</p><p>Mobility items - flight, dimension door, and speed-boosting effects so that you can reach your foes.</p><p>Damage - hit as hard as you possibly can. Either with two weapons (hit twice as often) or with a full power attack (hit a lot harder). Sadly, the sword & board fighter (a personal favorite) is non-competitive for damage.</p><p>Damage 2 - Get lots of magical energy damage added to your weapon. Three +1d6 enhancements is a lot more damage than a +3 enhancement bonus (though the attack bonuses are nice).</p><p>Damage 3 - <a href="http://www.giantitp.com/forums/showpost.php?p=7044115&postcount=1" target="_blank">Giant in the Playground Forums - View Single Post - [3.X] Person Man's Guide to Melee Combos</a></p><p>Flexibility - you've got the most feats, use them to have lots of options. Trip, disarm, and sunder can all make a difference as long as the foe is vulnerable to them.</p><p>Multi-class - I love the Fighter class, but you can't succeed on it alone. Splash in some Barbarian (rage is a major combat buff), Rogue (sneak attack and enough skill points for non-combat abilities), or one of the fighting-man prestige classes.</p><p>Fighter Handbook - <a href="http://community.wizards.com/go/thread/view/75882/19870606/The_Fighters_Handbook_--_2007" target="_blank">Whoops! Browser Settings Incompatible</a></p><p></p><p>Best of luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5752502, member: 41187"] Rule set? Usual tactics the fighter uses? Weapon choices? Relative mobility (slower than other PCs? Can't fly but all others can? Everyone else starts fighting at 900' but he has to get close)? General Guidelines for Fighters that Win: Mobility items - flight, dimension door, and speed-boosting effects so that you can reach your foes. Damage - hit as hard as you possibly can. Either with two weapons (hit twice as often) or with a full power attack (hit a lot harder). Sadly, the sword & board fighter (a personal favorite) is non-competitive for damage. Damage 2 - Get lots of magical energy damage added to your weapon. Three +1d6 enhancements is a lot more damage than a +3 enhancement bonus (though the attack bonuses are nice). Damage 3 - [url=http://www.giantitp.com/forums/showpost.php?p=7044115&postcount=1]Giant in the Playground Forums - View Single Post - [3.X] Person Man's Guide to Melee Combos[/url] Flexibility - you've got the most feats, use them to have lots of options. Trip, disarm, and sunder can all make a difference as long as the foe is vulnerable to them. Multi-class - I love the Fighter class, but you can't succeed on it alone. Splash in some Barbarian (rage is a major combat buff), Rogue (sneak attack and enough skill points for non-combat abilities), or one of the fighting-man prestige classes. Fighter Handbook - [url=http://community.wizards.com/go/thread/view/75882/19870606/The_Fighters_Handbook_--_2007]Whoops! Browser Settings Incompatible[/url] Best of luck. [/QUOTE]
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