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the fighter's lament
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<blockquote data-quote="Jemal" data-source="post: 967823" data-attributes="member: 9026"><p>Actually, If you have access to the Mongoose Books, the Quintessential Fighter is a sword-swingers best friend.</p><p></p><p>For example, for armour I'ld personally go with Dragonscale from the Quint Fighter. </p><p>It's +10 AC, +3 Max dex, -4 Armour check penalty, 30% spell failur chance, weighs 30 Lbs. It also gives you Resistance: 10 vs the element that the dragonscale was taken from (IE Fire Resist 10 if it's from a red dragon, electricity if it's blue, etc). And it's only considered a Medium Armour.</p><p>The problem is that it costs 4,500 (And the MW component if you wanted to make it magic is another 150). SO for a +1 Dragonscale you'ld end up paying 5,650... but that's a +11 Armour bonus.</p><p></p><p>And for the Shield, they've got...</p><p>Dragonscale shield (go figure, eh?)</p><p>+3 AC bonus, weighs 10 pounds, gives resistance 5 vs it's particular type (Just like the armour), and costs 3,000.</p><p></p><p>Thing is most DMs don't let you just BUY the stuff, you have to either earn it or have a good background to show how you got it.</p><p></p><p></p><p>Feat-wise I would personally swap out Improved iniative for Weapon Specialization. A +2 damage/swing is better than going a bit earlier in the round. (B/c unless the combat's only going to last a round or two, the initiative order just becomes a circle... you basically all get the same amount of turns)</p><p></p><p>Actually on second thought, I just realized something... You've got 3 feats you haven't chosen yet. You've got a total right now of 8 feats. A lvl 10 human fighter should have 11.</p><p>(1 at first level, 3rd, 6th, and 9th. 1 bonus for being human, and bonuses for fighter levels at 1, 2, 4, 6, 8, and 10. that's 11 feats total you're entitled to.)</p><p></p><p>SO, keep improved initiative and just add Spring attack, Weapon Specialization, and one more... hm.. judging from the way your guy's going, you'ld probly like Combat Rotation (A feat from my much beloved book, Quint Fighter). </p><p><strong>Requirements</strong>: Mobility, BAB +3 or better.</p><p><strong>Benefit</strong>: You may change places with any ally within 5 feet who is currently engaged in melee combat. This is a standard action on your part and does not generate an attack of opportunity either on yourself or your ally. Can only be used on your turn in the initiative, and only if your ally is willing to 'be moved'</p><p></p><p>it'd be useful if a freind's getting his butt kicked.. switch with him, and then leave. (You have spring attack). That way you both get out of their without any AoO's</p><p></p><p>OR if you wanna keep it from PHB, then I'ld have to suggest Expertise or Quick Draw.</p></blockquote><p></p>
[QUOTE="Jemal, post: 967823, member: 9026"] Actually, If you have access to the Mongoose Books, the Quintessential Fighter is a sword-swingers best friend. For example, for armour I'ld personally go with Dragonscale from the Quint Fighter. It's +10 AC, +3 Max dex, -4 Armour check penalty, 30% spell failur chance, weighs 30 Lbs. It also gives you Resistance: 10 vs the element that the dragonscale was taken from (IE Fire Resist 10 if it's from a red dragon, electricity if it's blue, etc). And it's only considered a Medium Armour. The problem is that it costs 4,500 (And the MW component if you wanted to make it magic is another 150). SO for a +1 Dragonscale you'ld end up paying 5,650... but that's a +11 Armour bonus. And for the Shield, they've got... Dragonscale shield (go figure, eh?) +3 AC bonus, weighs 10 pounds, gives resistance 5 vs it's particular type (Just like the armour), and costs 3,000. Thing is most DMs don't let you just BUY the stuff, you have to either earn it or have a good background to show how you got it. Feat-wise I would personally swap out Improved iniative for Weapon Specialization. A +2 damage/swing is better than going a bit earlier in the round. (B/c unless the combat's only going to last a round or two, the initiative order just becomes a circle... you basically all get the same amount of turns) Actually on second thought, I just realized something... You've got 3 feats you haven't chosen yet. You've got a total right now of 8 feats. A lvl 10 human fighter should have 11. (1 at first level, 3rd, 6th, and 9th. 1 bonus for being human, and bonuses for fighter levels at 1, 2, 4, 6, 8, and 10. that's 11 feats total you're entitled to.) SO, keep improved initiative and just add Spring attack, Weapon Specialization, and one more... hm.. judging from the way your guy's going, you'ld probly like Combat Rotation (A feat from my much beloved book, Quint Fighter). [b]Requirements[/b]: Mobility, BAB +3 or better. [b]Benefit[/b]: You may change places with any ally within 5 feet who is currently engaged in melee combat. This is a standard action on your part and does not generate an attack of opportunity either on yourself or your ally. Can only be used on your turn in the initiative, and only if your ally is willing to 'be moved' it'd be useful if a freind's getting his butt kicked.. switch with him, and then leave. (You have spring attack). That way you both get out of their without any AoO's OR if you wanna keep it from PHB, then I'ld have to suggest Expertise or Quick Draw. [/QUOTE]
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