What is your 12th level fighter's main weapon?

Personally I'd like to use either Gravedigger or Executioner. Course I'd try to be 5th barb/7th level Horseman of Vangal, so that I could do LOTS of wounding! :D
 

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Should I have a 12th level fighter, which
I don't, it would have a +1 shocking-burst
scythe. And I would make sure the fighter had
Power Critical. That way, most single monster
encounters would last no more than one round.
 


It seems like most people have between +2 and +4 by this level.

Let me ask another question. We have two fighters in the group with 22 strengths. They do 1-8 + 14 points ( +6 for str, +3 for using a weapon in two hands, +3 enchantment, +2 for specialization) of damage is that enough?

We were looking at it and were a little concerned. It seems like alot to me but one of our guys thinks this isn't enough to go to to toe with giants and such.

Do these guys needs keen, or energy enhancements, or other special abilities to remain balanced with other characters classes?
 

trentonjoe said:
It seems like most people have between +2 and +4 by this level.

Let me ask another question. We have two fighters in the group with 22 strengths. They do 1-8 + 14 points ( +6 for str, +3 for using a weapon in two hands, +3 enchantment, +2 for specialization) of damage is that enough?

We were looking at it and were a little concerned. It seems like alot to me but one of our guys thinks this isn't enough to go to to toe with giants and such.

Do these guys needs keen, or energy enhancements, or other special abilities to remain balanced with other characters classes?

My 12th level ranger/barbarian uses a +2 holy battle axe and a +2 hand axe.

As for whether you do enough damage, I would say 15-22 per swing is sufficient, especially if the fighters have, and use, Power Attack. The fighters should be attacking at (12+6+3+1) = +22/+17/+12 each round, not including any Bless, Prayer, etc. that may be going. Against most creatures, you should be able to Power Attack for around +5 damage and do an easy 35-50 points of damage per round.

That being said, an Energy enhancement, or perhaps Holy, is probably the next thing the fighters should try to acquire.
 

What is your 12th level fighter's main weapon?

In our weekly campaign:

12 Fighter/Weapon Master [+3 greatsword]
11 Fighter/Wizard/Bladesinger [+3 longsword]
12 Paladin/Rogue/Shadowdancer [+3 barbed whip]
10 Fighter/Paladin [+2 longsword]
 

Oddly enough, my dwarven fighter is level 12 exactly. He's got a +1 flameburst warhammer. We've been fighting a lot of outsiders and other creatures with DR +2/?? lately, so I'm going to "upgrade" that hammer to a +2 whenever I get a chance. (I'm tired of subtracting 20 from my damage rolls.)

With little effort, my char has a 24 Str (17 starting, +3 levels, +4 girdle), so I'd say a 22 Str may be a little low. If you aren't sure, check the DMG with the sample characters they provide in there. It's a least a simple guideline.
 

My fighter carries and fights with:
longsword +3, shortsword +3
they have some special abilies centered around moving, travel and gates but I haven't discovered them all.
( I can hold someone, I can temporarily block portals, I can walk through walls (1/day)) My Dm hinted there are more.
 

My 10th level character carries a Sabre +2 of Change. It can transform into other weapons such as a rapier but it then loses some of its bonus (becomes +1). It's a really sucky weapon that I can't get rid of. It's cursed in a way that's making me possessive about it. How am I supposed to beat that without resorting to meta-gaming? Oh well... it's just a game. *growl*
 

The Fighter4/Paladin6 in my game has a longsword +2 with a special enchantment that allows healing. It's out of charges now, though, and he can't figure out how to get more. (Healing magic is very rare in my campaign.)
 

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