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I need ideas for my character.
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<blockquote data-quote="Elder-Basilisk" data-source="post: 255594" data-attributes="member: 3146"><p>Knockdown requires improved trip which requires expertise which requires a 13 int. So the dwarf in question is ineligable. Otherwise, it'd be a great choice though.</p><p></p><p>I'd seriously consider weapon focus and specialization. Greataxe wouldn't be a bad choice as you already have a masterwork one. (I'd say heavy mace, since you've got a great heavy mace but it's not the best weapon you could use mechanically and you'll want a two handed weapon to take advantage of your high strength). You may not be able to use it all the time but when you do, +1 to hit and +2 to damage will make a difference.</p><p></p><p>I'd forget about dodge and mobility. Since you're using rhino hide armor, you don't have a significant armor class anyway so one point won't make much of a difference. Making your typical opponents go from needing a 9 to hit you to a 10 to hit you (typical opponent is assumed to be a troll and I'm guestimating your AC at 18) isn't much of a differnence in the amount of damage you take. (Although if your AC were higher, making your typical opponent need an 18 instead of a 17 to hit you reduces the damage you take by 25%).</p><p></p><p>I'd also forget about greater resiliency. Even if you take it, most opponents at your level dish out their damage in rather large chunks. If your foes take you down 30 hit points in three hits (Troll with claw/claw/rend and poor rolls), resiliency might effectively add 6 to 8 hit points. Against foes that do 20 points of damage per hit (other ftr/bbns for instance), it will probably amount to 4 to 6 hit points before you're unconscious. If you typically take small amounts of damage from many weak attackers, it would be advantageous, but against the kind of foes my characters of that level seem to face, Dwarf's toughness would probably be better.</p><p></p><p>Think about Iron Will (nobody has enough will save) and power lunge (double your strength bonus when you charge--combined with Rhino hide armor, this will make you deal out even sicker amounts of damge). If you pick up a glaive, you'll even usually avoid the AoO for power Lunge (since your opponent won't threaten you).</p><p></p><p>I'd also consider Combat Reflexes and Hold the Line. If you often take charges, this will allow you to get AoOs as if you had a reach weapon but you won't have to switch weapons (and consequently will be able to take more advantage of weapon focus, specialization, improved critical, and power critical later on).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 255594, member: 3146"] Knockdown requires improved trip which requires expertise which requires a 13 int. So the dwarf in question is ineligable. Otherwise, it'd be a great choice though. I'd seriously consider weapon focus and specialization. Greataxe wouldn't be a bad choice as you already have a masterwork one. (I'd say heavy mace, since you've got a great heavy mace but it's not the best weapon you could use mechanically and you'll want a two handed weapon to take advantage of your high strength). You may not be able to use it all the time but when you do, +1 to hit and +2 to damage will make a difference. I'd forget about dodge and mobility. Since you're using rhino hide armor, you don't have a significant armor class anyway so one point won't make much of a difference. Making your typical opponents go from needing a 9 to hit you to a 10 to hit you (typical opponent is assumed to be a troll and I'm guestimating your AC at 18) isn't much of a differnence in the amount of damage you take. (Although if your AC were higher, making your typical opponent need an 18 instead of a 17 to hit you reduces the damage you take by 25%). I'd also forget about greater resiliency. Even if you take it, most opponents at your level dish out their damage in rather large chunks. If your foes take you down 30 hit points in three hits (Troll with claw/claw/rend and poor rolls), resiliency might effectively add 6 to 8 hit points. Against foes that do 20 points of damage per hit (other ftr/bbns for instance), it will probably amount to 4 to 6 hit points before you're unconscious. If you typically take small amounts of damage from many weak attackers, it would be advantageous, but against the kind of foes my characters of that level seem to face, Dwarf's toughness would probably be better. Think about Iron Will (nobody has enough will save) and power lunge (double your strength bonus when you charge--combined with Rhino hide armor, this will make you deal out even sicker amounts of damge). If you pick up a glaive, you'll even usually avoid the AoO for power Lunge (since your opponent won't threaten you). I'd also consider Combat Reflexes and Hold the Line. If you often take charges, this will allow you to get AoOs as if you had a reach weapon but you won't have to switch weapons (and consequently will be able to take more advantage of weapon focus, specialization, improved critical, and power critical later on). [/QUOTE]
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I need ideas for my character.
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