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Swordsage: The Complex Fighter
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<blockquote data-quote="Jack the Lad" data-source="post: 6364451" data-attributes="member: 6777377"><p>What are some tactically interesting choices you can make on a round by round basis as a Champion?</p><p></p><p></p><p></p><p>I don't know, tripping monsters and breaking down doors seems pretty boring and low-powered to me.</p><p></p><p>What kinds of things would you suggest a Fighter be able to ask their DM for permission to do at level 17+, when the PHB tells us 'characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures'?</p><p></p><p>...you know, when <em><strong>without having to ask the DM</strong></em> a Wizard can turn into a dragon in two different ways, stop and rewind time, call meteors down out of the sky, summon extradimensional beings, project his astral body to the Astral Plane, imprison his enemies in labyrinthine demiplanes, control the weather, clone himself, force his enemies to turn on their friends, create telepathic bonds to other creatures, reverse gravity, turn intangible, trap enemies in indestructible cages, teleport anywhere - including to other planes, trap the souls of his enemies in jars and steal their bodies, create portals for others to travel through, conjure up enormous earthworks in moments, see the invisible, move objects with his mind, visit others in their dreams, magically view events thousands of miles away, create passages through castle walls, turn his enemies into toads, turn invisible, retreat to a luxurious extradimensional mansion, instantly create objects that would take a mundane craftsman 10 months to craft, breathe water, fly, raise the dead and bind them to his service, speak every language, walk on walls, read minds, grow or shrink himself, open any door, conjure up illusions, magically charm others, survive falls from any height, assume another appearance, detect magic, sheathe himself in protective forcefields, call up clouds of fog and leap 30 feet in a single bound (leaving out cantrips).</p><p></p><p>And the Champion, without asking the DM, can swing his weapon, jump 25 feet, get a +3 bonus to his rolls to do things like break down doors and regain a maximum of 10 HP per round.</p></blockquote><p></p>
[QUOTE="Jack the Lad, post: 6364451, member: 6777377"] What are some tactically interesting choices you can make on a round by round basis as a Champion? I don't know, tripping monsters and breaking down doors seems pretty boring and low-powered to me. What kinds of things would you suggest a Fighter be able to ask their DM for permission to do at level 17+, when the PHB tells us 'characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures'? ...you know, when [I][B]without having to ask the DM[/B][/I] a Wizard can turn into a dragon in two different ways, stop and rewind time, call meteors down out of the sky, summon extradimensional beings, project his astral body to the Astral Plane, imprison his enemies in labyrinthine demiplanes, control the weather, clone himself, force his enemies to turn on their friends, create telepathic bonds to other creatures, reverse gravity, turn intangible, trap enemies in indestructible cages, teleport anywhere - including to other planes, trap the souls of his enemies in jars and steal their bodies, create portals for others to travel through, conjure up enormous earthworks in moments, see the invisible, move objects with his mind, visit others in their dreams, magically view events thousands of miles away, create passages through castle walls, turn his enemies into toads, turn invisible, retreat to a luxurious extradimensional mansion, instantly create objects that would take a mundane craftsman 10 months to craft, breathe water, fly, raise the dead and bind them to his service, speak every language, walk on walls, read minds, grow or shrink himself, open any door, conjure up illusions, magically charm others, survive falls from any height, assume another appearance, detect magic, sheathe himself in protective forcefields, call up clouds of fog and leap 30 feet in a single bound (leaving out cantrips). And the Champion, without asking the DM, can swing his weapon, jump 25 feet, get a +3 bonus to his rolls to do things like break down doors and regain a maximum of 10 HP per round. [/QUOTE]
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