Stand your ground damn you!

Attack-and-run is actually one of the worst strategies for any form of melee fighter. It's so weak that you should actively hope that he pulls it. If you have anything near a well-balanced party you can take him down with ranged weapons and/or magic; as a fighter, you can deploy reach weapons, trip attacks, disarms or a myriad of different strategems - or simply attack his allies. You may not shine as a melee brute, but if the DM uses this strategy over and over, the party will make mincemeat of his NPCs.
 

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No, its not an effective tactic. It's just one that leaves the fighter wondering why their there. He draws a bow and does 1-8 damage, while his wizard pal finishes the guy off with lightning bolt or fireball. I can't tell you how often I've seen this scenerio play out. Effective yes, enjoyable no. Personally, I've seen this happen so often, I don't want to game with that group anymore. Because this is what seems to happen in every campaign we seem to get in.

Oh, and before this comes up again. Yes, the DM likes to single big battles rather than multiple small ones. Not that it would make a difference. He always supplies the wizard with more wands and staffs than he could ever hope to use.
 
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This is the cost of specialization. Apparently, it's a hidden cost for you. When you specialize, you give up power in other forms of combat.

Even my spiked chain wielding dwarven defender has a tricked out strength bow and arrows for those situations when he can't reach the enemy. My tricked out Arcane Archer has two spiked gauntlets, each with Spell Storing holding Cause Serious Wounds just in case he gets surrounded, grappled, swallowed, or whenever he needs to do some emergency damage. Be a boy scout. Be prepared. Load up on contingency plans and items, even if you do specialize.

The original poster has a klingon name. Klingons use cloaked ships. What's honorable about that? Bringing home victory to your people is honor.
 

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