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looking for advice on a 5th level fighter
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<blockquote data-quote="argo" data-source="post: 1485805" data-attributes="member: 5752"><p>Looks to me like you are off to a really good start there already. I espically like to see you covering your weakness with Iron Will and Die Hard, those will really come through for you in the long run.</p><p></p><p>So, you are taking a pass on being a two-handed damage machine and going for the "brick" instead. You also say you want to be "ruthlessly efficient". Ok, for starters, any "brick" worth his salt will need Combat Expertise eventually and looking at that gives me some ideas...</p><p></p><p>You say your DM will let you change some feats? Why don't you ask him to let you swap Weapon Focus[longsword] for Weapon Focus[Flail] and change your primary weapon to that (lets you make trip attempts with it and also gives a +2 on disarm). Stick with the light shield and big armor. Now, at 6th level you can pick up Combat Expertise and Improved Trip. You only need a touch attack to start the trip and you will have a total of +7 on an opposed strength check, nobody but a raging barbarian or another trip fighter should be able to beat you. In the unlikely event that you loose both trip and counter-trip you can still drop the flail and fight with your shield. This also opens the door for nasty combos like this: say your opponent is another heavily armored guy (or anybody who you estimate has a low touch AC) declare yourslf to be power attacking for 4 and make a trip, the touch attack will land, you trip and make your follow up attack with a +4 bonus for him being prone so you essentially make your power attack at no penalty. The key here is to start thinking tatictally: tripping gives you bonuses to hit and costs the other guy an anction to get up, find a way to make all that work for you. Just remember, this specalizes you against humanoids. If your DM throws a lot of strange monsters at you or a lot of creatures bigger than size M you may not want to go this route.</p><p></p><p>Other feats to consider for the future, in order of importance.</p><p></p><p>Weapon Specilization[flail] (need to boost damage some)</p><p>Combat Reflexes (as a "brick" you need to plug holes, use AoO's to trip guys who try to rush past you. Also, standing up provokes an AoO)</p><p>Two Weapon Fighting (no need for Improved Shield Bash, TWF works best against mooks and mooks probably won't hit your AC anyway so no need to keep the shield bonus against them. Dont' use TWF against the BBEG or big nasty Monster, use Expertise then and turtle up)</p><p>Improved Disarm (just in case you get tired of tripping all the time)</p><p>Greater Weapon Focus</p><p>Greater Weapon Spec</p><p>Dodge</p><p>Mobility</p><p></p><p>Also try to find time to work in some more "utility" feats like:</p><p>Blind Fight</p><p>Improved Init</p><p>Improved Unarmed Strike</p><p>Stunning Fist</p><p>Point Blank Shot</p><p></p><p>So your level progression might look someting like this</p><p>6: Expertise, Imp Trip</p><p>7</p><p>8: Greater Weapon Focus, ability boost to Con</p><p>9: Combat Reflexes</p><p>10: TWF (if you still see many mooks, else Dodge or Improved Init)</p><p>11</p><p>12:Greater Weapon Spec, Blind Fight, ability boost to Str</p><p></p><p>From there you can sit down again and re-evaluate the character. For magic items: remember that you can get twice as far by puting low level bonuses on both your armor and shield as by puting them all on one. Focus on getting mostly pluses for your weapon, maybe an energy enchancement or two. Look for items that boost you strength first, then other abilities second. Lastly try to find something that increases your mobility and something wierd that breaks the laws of physics (doesnt' matter what it does, you will find a creative use for it). Oh, and a cloak of restance, every adventurer needs one of those.</p><p></p><p>Anyway, hope that helps. Good luck.</p></blockquote><p></p>
[QUOTE="argo, post: 1485805, member: 5752"] Looks to me like you are off to a really good start there already. I espically like to see you covering your weakness with Iron Will and Die Hard, those will really come through for you in the long run. So, you are taking a pass on being a two-handed damage machine and going for the "brick" instead. You also say you want to be "ruthlessly efficient". Ok, for starters, any "brick" worth his salt will need Combat Expertise eventually and looking at that gives me some ideas... You say your DM will let you change some feats? Why don't you ask him to let you swap Weapon Focus[longsword] for Weapon Focus[Flail] and change your primary weapon to that (lets you make trip attempts with it and also gives a +2 on disarm). Stick with the light shield and big armor. Now, at 6th level you can pick up Combat Expertise and Improved Trip. You only need a touch attack to start the trip and you will have a total of +7 on an opposed strength check, nobody but a raging barbarian or another trip fighter should be able to beat you. In the unlikely event that you loose both trip and counter-trip you can still drop the flail and fight with your shield. This also opens the door for nasty combos like this: say your opponent is another heavily armored guy (or anybody who you estimate has a low touch AC) declare yourslf to be power attacking for 4 and make a trip, the touch attack will land, you trip and make your follow up attack with a +4 bonus for him being prone so you essentially make your power attack at no penalty. The key here is to start thinking tatictally: tripping gives you bonuses to hit and costs the other guy an anction to get up, find a way to make all that work for you. Just remember, this specalizes you against humanoids. If your DM throws a lot of strange monsters at you or a lot of creatures bigger than size M you may not want to go this route. Other feats to consider for the future, in order of importance. Weapon Specilization[flail] (need to boost damage some) Combat Reflexes (as a "brick" you need to plug holes, use AoO's to trip guys who try to rush past you. Also, standing up provokes an AoO) Two Weapon Fighting (no need for Improved Shield Bash, TWF works best against mooks and mooks probably won't hit your AC anyway so no need to keep the shield bonus against them. Dont' use TWF against the BBEG or big nasty Monster, use Expertise then and turtle up) Improved Disarm (just in case you get tired of tripping all the time) Greater Weapon Focus Greater Weapon Spec Dodge Mobility Also try to find time to work in some more "utility" feats like: Blind Fight Improved Init Improved Unarmed Strike Stunning Fist Point Blank Shot So your level progression might look someting like this 6: Expertise, Imp Trip 7 8: Greater Weapon Focus, ability boost to Con 9: Combat Reflexes 10: TWF (if you still see many mooks, else Dodge or Improved Init) 11 12:Greater Weapon Spec, Blind Fight, ability boost to Str From there you can sit down again and re-evaluate the character. For magic items: remember that you can get twice as far by puting low level bonuses on both your armor and shield as by puting them all on one. Focus on getting mostly pluses for your weapon, maybe an energy enchancement or two. Look for items that boost you strength first, then other abilities second. Lastly try to find something that increases your mobility and something wierd that breaks the laws of physics (doesnt' matter what it does, you will find a creative use for it). Oh, and a cloak of restance, every adventurer needs one of those. Anyway, hope that helps. Good luck. [/QUOTE]
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