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<blockquote data-quote="Nifft" data-source="post: 4258764" data-attributes="member: 6562"><p>There's very little wrong with the Fighter, but it can still do with some improvement.</p><p></p><p>1/ First level feat: NOT Power Attack. Jeez, this is aimed at n00bz, isn't it? If so, why give this otherwise decent class the only feat that is actually complicated? First level Fighter gets Dwarven Weapon Training (which the pregen would have given him at 2nd level), and he also throws away those sissy daggers in trade for some throwing hammers. His +2 damage bonus now works at range, and he can use his Strength to attack and damage at range instead of his Dexterity.</p><p></p><p>2/ Powerful Charge. This is a situational bonus feat, which I'd normally try to shy away from, but by 2nd level I hope the player has a decent handle on the system enough to handle an extra charge bonus.</p><p></p><p>[sblock=Fighter]* Grim the Dwarf Fighter</p><p>Str: 16</p><p>Dex: 13</p><p>Con: 16 (14 +2 racial)</p><p>Int: 10</p><p>Wis: 14 (12 +2 racial)</p><p>Cha: 11</p><p></p><p>Languages: Common, Dwarven</p><p></p><p>HP: 31</p><p>Bloodied: 15</p><p>Healing Surge: 7</p><p>Surges/day: 12</p><p></p><p>Defenses:</p><p>AC 17</p><p>Fortitude 15 (20 vs. poison)</p><p>Reflex 11</p><p>Will 12</p><p></p><p>Skills: Athletics, Endurance, Intimidate; +2 Dungeoneering, +2 Endurance</p><p>Feats: Dwarven Weapon Training (+2 to damage with Hammers and Axes; included).</p><p></p><p>Basic Attacks:</p><p>- Melee: +6 (maul), damage 2d6+5</p><p>- Ranged: +5 (throwing hammer), damage 1d6+5, range 5/10</p><p></p><p><strong>Cast-Iron Stomach</strong>: +5 racial bonus to saving throws against poison.</p><p></p><p><strong>Dwarven Resilience</strong>: You can use your second wind as a minor action.</p><p></p><p><strong>Stand Your Ground</strong>: When an effect forces you to move -- through a pull, push, or slide -- you can choose to move 1 square less than the effect specifies.</p><p> In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.</p><p></p><p><strong>Combat Challenge</strong>: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. </p><p> In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.</p><p></p><p><strong>Cleave</strong></p><p>At-Will • Martial, Weapon</p><p>Standard • Melee attack</p><p>Target: one critter</p><p>Attack: +6 vs. AC</p><p>Hit: 2d6+5 damage (max 16), and another enemy adjacent to you takes 3 damage.</p><p></p><p><strong>Reaping Strike</strong></p><p>At-Will • Martial, Weapon</p><p>Standard • Melee attack</p><p>Target: one critter</p><p>Attack: +6 vs. AC</p><p>Hit: 2d6+5 damage (max 16)</p><p>Miss: 3 damage</p><p></p><p><strong>Steel Serpent Strike</strong></p><p>Encounter • Martial, Weapon</p><p>Standard • Melee attack</p><p>Target: one critter</p><p>Attack: +6 vs. AC</p><p>Hit: 4d6+5 damage (max 29), and the target is slowed and cannot shift until the end of your next turn.</p><p></p><p><strong>Brute Strike</strong></p><p>Daily • Martial, Reliable, Weapon</p><p>Standard • Melee attack</p><p>Target: one critter</p><p>Attack: +6 vs. AC</p><p>Hit: 6d6+5 damage (max 41).</p><p>Miss: The power is not expended.</p><p></p><p>- - -</p><p>Level 2:</p><p></p><p>HP: 37</p><p>Bloodied: 18</p><p>Surge: 9</p><p></p><p>Feat: Powerful Charge (+2 to damage and Bull Rush checks when you charge).</p><p></p><p><strong>Boundless Endurance</strong> -- Utility 2</p><p>Daily • Martial, Healing, Stance</p><p>Minor • Personal</p><p>Effect: You gain regeneration 5 when you are bloodied, for the duration of the encounter (or 5 minutes).</p><p></p><p>- - -</p><p>Level 3:</p><p></p><p>HP: 43</p><p>Bloodied: 21</p><p>Surge: 10</p><p></p><p><strong>Crushing Blow</strong> -- Attack 3</p><p>Encounter • Martial, Weapon</p><p>Standard • Melee attack</p><p>Target: one critter</p><p>Attack: +7 vs. AC</p><p>Hit: 4d6+10 damage[/sblock]</p><p></p><p>I should note that in our last game, the Fighter spent a LOT of time Bloodied -- thus the choice of utility power. I should also note he attempted Power Attack only three times, and was successful only once.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 4258764, member: 6562"] There's very little wrong with the Fighter, but it can still do with some improvement. 1/ First level feat: NOT Power Attack. Jeez, this is aimed at n00bz, isn't it? If so, why give this otherwise decent class the only feat that is actually complicated? First level Fighter gets Dwarven Weapon Training (which the pregen would have given him at 2nd level), and he also throws away those sissy daggers in trade for some throwing hammers. His +2 damage bonus now works at range, and he can use his Strength to attack and damage at range instead of his Dexterity. 2/ Powerful Charge. This is a situational bonus feat, which I'd normally try to shy away from, but by 2nd level I hope the player has a decent handle on the system enough to handle an extra charge bonus. [sblock=Fighter]* Grim the Dwarf Fighter Str: 16 Dex: 13 Con: 16 (14 +2 racial) Int: 10 Wis: 14 (12 +2 racial) Cha: 11 Languages: Common, Dwarven HP: 31 Bloodied: 15 Healing Surge: 7 Surges/day: 12 Defenses: AC 17 Fortitude 15 (20 vs. poison) Reflex 11 Will 12 Skills: Athletics, Endurance, Intimidate; +2 Dungeoneering, +2 Endurance Feats: Dwarven Weapon Training (+2 to damage with Hammers and Axes; included). Basic Attacks: - Melee: +6 (maul), damage 2d6+5 - Ranged: +5 (throwing hammer), damage 1d6+5, range 5/10 [b]Cast-Iron Stomach[/b]: +5 racial bonus to saving throws against poison. [b]Dwarven Resilience[/b]: You can use your second wind as a minor action. [b]Stand Your Ground[/b]: When an effect forces you to move -- through a pull, push, or slide -- you can choose to move 1 square less than the effect specifies. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone. [b]Combat Challenge[/b]: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. [b]Cleave[/b] At-Will • Martial, Weapon Standard • Melee attack Target: one critter Attack: +6 vs. AC Hit: 2d6+5 damage (max 16), and another enemy adjacent to you takes 3 damage. [b]Reaping Strike[/b] At-Will • Martial, Weapon Standard • Melee attack Target: one critter Attack: +6 vs. AC Hit: 2d6+5 damage (max 16) Miss: 3 damage [b]Steel Serpent Strike[/b] Encounter • Martial, Weapon Standard • Melee attack Target: one critter Attack: +6 vs. AC Hit: 4d6+5 damage (max 29), and the target is slowed and cannot shift until the end of your next turn. [b]Brute Strike[/b] Daily • Martial, Reliable, Weapon Standard • Melee attack Target: one critter Attack: +6 vs. AC Hit: 6d6+5 damage (max 41). Miss: The power is not expended. - - - Level 2: HP: 37 Bloodied: 18 Surge: 9 Feat: Powerful Charge (+2 to damage and Bull Rush checks when you charge). [b]Boundless Endurance[/b] -- Utility 2 Daily • Martial, Healing, Stance Minor • Personal Effect: You gain regeneration 5 when you are bloodied, for the duration of the encounter (or 5 minutes). - - - Level 3: HP: 43 Bloodied: 21 Surge: 10 [b]Crushing Blow[/b] -- Attack 3 Encounter • Martial, Weapon Standard • Melee attack Target: one critter Attack: +7 vs. AC Hit: 4d6+10 damage[/sblock] I should note that in our last game, the Fighter spent a LOT of time Bloodied -- thus the choice of utility power. I should also note he attempted Power Attack only three times, and was successful only once. Cheers, -- N [/QUOTE]
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