| Post/Author/DateTime | Post |
|---|---|
| Rabidredneck06-07-06, 08:36 PM | 1.While you may Focus/Specialize in a particular weapon, keep several kinds on you at all times, you never know what you'll run into. I played a Warforged Fighter for a while, he specialized in a battleaxe, he always kept a heavy mace and a dagger with him too. If he got disarmed, or met an enemy slashing weapons wern't too good with, he'd switch to what would be effective. |
| Seerow06-07-06, 08:49 PM | 2) The Fighter gets to 20th level by saving the Wizard's ass so many times at 1st level that said Wizard is utterly indebted to said Fighter. At early levels, the Fighter clears out the baddies while the Wizard buffs him. In the middle levels, the Fighter serves as the physical imposition between the baddies and the Wizard so that the Wizard can blast them to the stone age. At high levels, the Fighter stands behind the Wizard, watching the fireworks and then hauls off the loot so that his children can be Wizards instead of Fighters. Stolen from another topic. Don't remember quite where or who (I did try to look for the source, but couldn't remember. I only still have it cause I quoted it into an AIM conversation. If it's yours feel free to take credit) |
| jago66806-07-06, 08:50 PM | 3. I learned that the close quarters combat feat is definately worth investing in. Chances are if something icky, nasty, and ugly wants a hug, you probably don't want to. Excepting when the giant undead decided it would be a good idea to grapple our multi-class paladin/cleric. Almost felt sorry for it. |
| Rabidredneck06-07-06, 08:57 PM | I too can attest to the joy of Close Quarters Fighting. Very effective, except that time against the vampire, didn't all that well that time...very messy... 4.Avoid close quarter fighting against vampires, it'll probably turn out messy, like it did me..very messy |
| Herald@Large06-07-06, 09:02 PM | 5. Adopting the philosophy "If it moves, I hit it" is a very bad idea. :P |
| Fuzzy_Logic06-07-06, 09:16 PM | 6: Attacks of opportunity are your friends. Ensure that you can make as many as possible. TWF gives you an extra attack with a light weapon at a penalty. Hold the Line, for example, gives you an extra attack at full bonus with your biggest weapon, against an enemy with lowered AC. |
| Kanachi06-07-06, 09:19 PM | 7. a high dex baced AC is great untill you finally get hit.. owch!! - Playing as a Dex 20 Con 6 Scout is an enlightening experiance "MEDIC!!!!!" |
| belthazzar111306-07-06, 09:20 PM | 8: never assume just because you have a magic weapon that its going to work. lots of things have specility damage reduction now. 9: even if your pure melle spec, carrying a ranged weapon is a must. 10: if the wizard asks "How many hp do you have left" spend an action point and run, your about to get fireballed. 11: never tell a blaster "do something!" or "be useful for once" this is usally immediatly followed with number 9. 12: it is physically imposible to carry too much ammo. 13: flanking. learn it, love it, use it, get a rogue. |
| Kanachi06-07-06, 09:23 PM | 13. never asume thats posting as number 7 will actually make it so :P hehe |
| Ziggaraut06-07-06, 09:51 PM | 14. Polearms are fun :D |
| Far_Traveler06-08-06, 12:15 AM | 16(actual #): tower shields are your friends! |
| belthazzar111306-08-06, 12:35 AM | 17: in a pinch, vodka can substisute for cure light wounds potions. 18: moonshine works as cure moderate wounds... but only once. |
| togapika06-08-06, 12:36 AM | 19 Never underestimate the shield bash |
| shadow mage06-08-06, 12:38 AM | 20) Never use Charisma as a dump stat. It's bad enough the other characters are winning the day, at least this way you'll still get the girl/guy. :cool: |
| Tramp4life06-08-06, 12:53 AM | 21) Reach is your friend...if you have a 10' pole, USE IT!!!! |
| shadow mage06-08-06, 01:14 AM | 21) Reach is your friend...if you have a 10' pole, USE IT!!!! 22) Especially if you suspect a low Charisma... 22) Range = longer lifespan. |
| belthazzar111306-08-06, 01:15 AM | 23: never settle for less than 14 charisma. Your the fighter for gods sake, you can get better! |
| SalParadise06-08-06, 03:07 AM | 24) Always carry a sap. At some point, your party wizard will start getting bigger than his britches and assume that he doesn't really need you that much anymore because of his massive magical ability. The sap will allow you how weak he truly is without having to kill him. This also applies to rogues. |
| Mystyc06-08-06, 03:37 AM | 25: Have at least one specialty tactic. Being more than just "I hit it again" will help you stay relevant for longer and in more situations. 26: Unless your specialty tactic is dragon-fighting, dragons are probably immune to it. Deal with it. 27: Do not be afraid to ask the wizard for help. (Getting enlarge personed helps on those bull rushes.) 28: Do not be afraid to help the wizard, even if he doesn't ask. (Bull rushing foes together sets up a pretty nice fireball.) |
| rampant06-08-06, 04:00 AM | 29. A sword is your friend, a spear is your good freind, a spiked chain is your best friend. 30. The enemy who wants to engage in melee is the last one you should ever allow to do so. 31. Since you get stuck carrying everything, use it as a chance to grab the best gear. |
| DocBeard06-08-06, 04:42 AM | 32) Take the Iron Will feat. You're swimming in feats. You can afford to spend one on this. 33) Don't make wisdom your dump stat. 34) You're gonna be failing will saves left and right anyway, so have a contingency plan. And then a backup contingency plan. |
| da chicken06-08-06, 05:10 AM | 35) Potions suck, but they're better than dying. |
| Armoracia Rusticana06-08-06, 08:21 AM | 46. No not never EVER suppose you won't be hit by a monster. No matter how hard you can smash, the enemy tends to smash harder, so keep your AC high. "I'll charge, two-handed power attack will finish that gillarion" scenarios tend to end with an natural 1 on your roll and full attack on the gillarion's one. Hit, miss, hit, hit, rend - ok, one dead fighter there. |
| eggplantm06-08-06, 08:39 AM | 37. Learn patience. Don't rush in every time and end up fighting a huge multi-headed thing all by your lonesome. Move up just a little and ready an action. the readied action is your friend. |
| eggplantm06-08-06, 08:44 AM | 38. Quick draw is a totally useless feat. Unless your DM strictly enforces the rules. Then it is an incredibly useful feat. Especially when you carry a damn golf-bag of weapons. 39. The spiked gauntlet is one of the most useful backup weapons ever. You can't be disarmed, you are instantly armed just by dropping what is in your hand and it works great when you are grappled or swallowed. The last monster that grabbed me was punched to death on the following round. I carry the enchanted cold iron spiked gauntlet personally. |
| Arquinsiel06-08-06, 08:52 AM | 40: Just because you can fight fair doesn't mean you have to. 41: Just because you aren't a spell caster doesn't mean you don't rely on magic. 42: With the right preparartions even the Elminster has to worry about your sword. After all, a blade in the eye is still a blade in the eye. The trick is getting it there. 43: Never draw a blade when a word will do. |
| rampant06-08-06, 09:22 AM | 44. Never speak when a blade to the eye will do. 45. Or better yet an arrow. |
| Arquinsiel06-08-06, 09:32 AM | Congratulations, you've taken a clever fighter who hides his true capabilities and turned it into someone who fights before he thinks. |
| CaoSlayer06-08-06, 10:49 AM | 46) add spikes to everything spikeable: Spiked gauntlet >> gauntlet spiked armor >> armor spiked shield >> shield Spiked chain >> anything else. 47)never say no to magic, ever enemy´s magic, it is better having the enemy casting scorching ray at you that to the rogue or the wizard. |
| Ior06-08-06, 11:01 AM | 48. You're only as good as your average damage per round. |
| CaoSlayer06-08-06, 11:18 AM | 49) A good disarm/trip/grapple/bullrush can win a battle faster that by dealing 100 damage per hit. |
| shadow mage06-08-06, 12:58 PM | 50) See here (http://boards1.wizards.com/forumdisplay.php?f=339). |
| josephbt06-08-06, 01:02 PM | 51) if there is more than 1 opponent grappling is not the way to go, grasshopper. if there are rogues in the party, grappling is always the way to go. |
| tharivol26606-08-06, 02:09 PM | 52) see the small skinny guy with the toad on his shoulder and the book sticking out of his bag? well....grapple him dag nab it otherwise it means pain. lots of pain. |
| Silverthumb12806-08-06, 05:58 PM | Congratulations, you've taken a clever fighter who hides his true capabilities and turned it into someone who fights before he thinks. 53) Diplomacy isn't a class skill. |
| zortax448406-08-06, 06:10 PM | 54.) Never tell your wizard, "It's OK, I'll make the save." Because you will miss it by 1. ALWAYS! |
| The Livewire06-08-06, 06:46 PM | 55) Sundering the unholy flamming life draining sword of doom is better than getting hit by the UFLDSOD 56) No matter how much armor you put on, wraithstrike still sucks 57) A ring of Evasion does not make you superman, your reflex save still sucks. |
| DaneDarkblade06-10-06, 02:23 PM | 49. You know your in truble when the cleric says I can always raise him later refering of course to you. 50. Just because you can break down the door and charge in doesn't meen you should. |
| BHC_Crow06-10-06, 06:25 PM | 51. Design a Feat progression chart for character, using PHBII, Comp Warrior, Comp Adventurer, ETC... Other classes are going to hord the things that mean alot to them, (like spells, and found spell books, and good metamagic feats for a wizard), so don't be afraid to put nasty feat combos together its not min maxing just cause your a fighter. 52. Fighters dont have to be stupid. So play smart (unless you have a really poor INT/WIS than well. :surrender |
| Elemmakil06-10-06, 06:59 PM | 53: don't play a fighter. :D |
| Dangaard06-10-06, 10:21 PM | 54) caltrops, lantern oil, trip rope, and archer back ups are your friends. step one: find large room with short hallway and a door at the end of said hallway. step two: fill small halway with caltrops. step three: more caltrops at the terminus of halway. step four: pool of lantern oil at terminus of halway on caltrops. step five: place trip rope across halway before lantern oil. step six, get your barbarian budy to grab the other end of rope. step seven: throw object at door. step eight: after archer gives signal raise rope, after raise rope archer fires fire arrow at pool of lantern oil. and wait for the damn dumn kobolds to tun into your trap. |
| tharivol26606-10-06, 10:57 PM | 55) if a room has two doors to it you and the other tank go through one making a ruckuss drawing the attention of everyone in the room good bad or ugly. the rest of your party then slips through the other door and isn't noticed to go on to slaughter everyone. |
| buddy403106-11-06, 12:21 AM | 56) just because you get extra feats doesn't make you better then everyone else |
| Kuraito06-11-06, 01:06 AM | 57. Life sucks, wear a ring of Protection, an amulet of Natural Armor and a bandoleer of cure potions. Much better then a helmet. 58. Said bandoleer should have enough cure potions to bring you from 0 to full on average rolls, if not more, always. Whats that? you have a cleric? Doesn't matter, buy the friggin bandoleer, you'll thank me. 59. Dex CAN be a dump stat, but only when its gotta. 60. If following number 59, Improved Init is your freind. 61. Spiked Chains are nifty, but those wooden things with a string called "bows" can be nice to. Pick up a good one, ask for a "Might Composite" one, they'll know what your talking about. 62. Do not rely on the spellcaster to make you fly, turn you invisible, or any other indespensible part of your fighting style. They got better things to do. You got money, use it. 63. Though this follows 62, either get good at ranged combat or learn to fly. Both wouldn't be a bad idea either. 64. An enemy out of sight is most certainly not an enemy out of mind. Eep! 65. The PHB2 is officially your bestest freind in the whole world. 66. The PHB2 beat out the Rogue as your best freind, but don't forget him. He helps. Alot. While the cleric can put you back together, the Rogue can often keep you from getting clocked in the first place. Don't be afraid to help him out, chances are, you'll appreciate it when he returns the favor. All I can think of right now. |
| rampant06-11-06, 02:18 AM | Congratulations, you've taken a clever fighter who hides his true capabilities and turned it into someone who fights before he thinks. All i meant was just as sometimes fighting is useless or a bad idea, some foes cannot be talked down. Its balance no approach works best everytime. |
| Cadfan06-11-06, 04:17 AM | 67: Getting the wizard raised from the dead is cheap and easy. If he gets too cocky and starts forgetting how important you are standing between him and the big scary things with teeth, find something else to do during a fight. Go flank with the rogue for a while. You can raise the wizard later. Remember: the balancing factor of a wizard's power is how fast he dies. It'd be game breaking if he never did. |
| belthazzar111306-11-06, 04:54 AM | 68: never understimate small creatures in large numbers. 69: contrary to popular belief SIZE MATTERS. the bigger the sword the better the fighter. end of story. |
| CaoSlayer06-11-06, 05:23 AM | 70) if the enemy it is a two handed weapon specialist, gapple, he will be helpless. 71)If you are a small fighter remember that you are a better tank than a large one cause the bonus to AC also that you also get a +1 AC if you are a halfling or more hp if you are a gnome if you focus in defense you will be a great tank. 72)if you are a small fighter, your better feat posible it is improved gapple, since negates your worst weak point. 73)If you are a small fighter, try to improve your movement speed, you arent going far with 15 feet movement (pun intended) 74)Daggers and slings rocks in hands of a fighter halfling, you are getting a plain +3 to hit thanks to size, halfling bonus and extra dex. |
| Kuraito06-11-06, 05:41 AM | Got some more. Warning, the first one is obvious but has not yet been said. 75. Despite popular belief, your job is not to kill things, atleast not past level 5. Your job is to protect the weaker PC, distract the strong enemys and..well...kill the weakened enemys to conserve the spellcasters spells. 76. Just as your vulnerable without your armor, the party is vulnerable without you. However, don't let this go to your head, see #75, #77 and #79. 77. Discretion and Humility are often the better parts of valor. Let the spellcasters be egotists, you can be the realist. Chances are, you'll save the party, or atleast, yourself. 78. Despite #75 and your lack of power compared to them magic folks, you are not to be laughed at, at any level. Don't be afraid to show people why, as long as you don't forget #77. 79. Just as a the party is naked without you, your shallow and one dimensional without them. Thats why #77 is so important. 80. This one is VERY important: You're not a barbarian. Don't act like one. You're a tactician. Act like one. See #77 for more. Hm...seems my big one there was 77.... |
| Toxic_Shaman06-11-06, 11:34 AM | 81: Being oblivious is tactically stupid. Take a few levels in other classes that actually have a decent skill list and more than 2 skill points/level. Ranger 2/Fighter X, Barbarian 2/FIghter X etc......Keep Listen and Spot as high as you can. 82: Get some means of enhancing your mobility as soon as possible, flying, faster ground movement, etc... You can't kill something you can't reach. 83: At high levels, get an item that allows you to dimension door or the first wizard you face with a Forcecage spell prepared will kill you pretty easily. 84: At high levels, your job isn't to kill things, its to prevent the bad guys from getting to the spellcasters. Your party's spellcasters will be much better at taking things out than you are, deal with it and move on or play some other character type if the game is going to get to high levels. 85: Remind the party Wizard that keeping you buffed allows you to better keep opponents away from him in combat. |
| Zheon06-11-06, 12:07 PM | 86. Combat Expertise is your friend when you're level 5 and up against a 30 foot tall spider. :P 87. So is improved trip. 88. ..And a scythe. 89. The higher the crit modifyer, the higher your chances of killing by massive damage at low or mid level. 90. Being able to kill someone over 200 feet away with one shot, in less than 6 seconds is pretty cool. Dont forget your Dexterity. |
| CaoSlayer06-11-06, 01:08 PM | 91) if you are in the middle of a ranged fight being imposible to reach the enemy, the best weapon posible it is the crossbow cause you can use it prone giving you a +4 bonus to AC. |
| TalliNV06-11-06, 05:43 PM | 92. Combat Focus and Combat Vitality (from PHBII) shore up two of your biggest weaknesses (Wis Save and Healing) for just two feats. At the very least, they give you an extra round or two before becoming caster food. |
| K_Man06-11-06, 07:32 PM | 93. The BEST weapon enchantment, at least after, say level 7 or maybe earlier, is Magebane. +2 to hit and damage and +2d6 to damage against a VERY good portion of enemies is really worth more of a +1. But, hey, they deserve a bone. 94. If you are a Dex fighter (be it dual wield or archer), especially if you have Int, it may be worth CC a few ranks in Tumble. 5 ranks (so 10 total) and a good dex will yield a +10 or so to Tumble...usually enough to tumble around a guy or two. |
| shadow mage06-11-06, 08:13 PM | 95) Contrary to popular belief, no, your role is not to simply play bodyguard to the casters. In fact, in actual combat, the non-warrior types of the party prefer you to be out front, where you are at your best. Everyone can benefit when you are in your elemenent, be it the flanking rogue or the spellcaster who now has a little extra time to cast. 96) Deal damage. A meat shield is someone who is simply staving off death, a tank is someone causing it. Regardless of what weapon you're using, the higher your average damage, the more the enemy pays attention to you, opening up advantages for the rest of the party. 97) Never, ever, ever underestimate enemies. Unprepared or unaware fighters are dead fighters. Period. 98) Multiclassing is not necessary. Cross-classing skills, however, is. A fighter will not survive to middle levels (unless extremely lucky) without the ability to do something beyond the actual swinging of a sword (be it cooking, listen/spotting, intimidating, bluffing, etc.). 99) Keep many weapons, of various materials. Cold iron weapons, for instance, will save your life in your first fight against a demon. 100) Sunder + adamantine weapon = win vs other meleeists. Always worry about killing the enemy first, then whether or not their weapon is worth keeping for your own use. -Shadow Mage |
| Shaggy_Shaggs06-11-06, 08:21 PM | 99) Keep many weapons, of various materials. Cold iron weapons, for instance, will save your life in your first fight against a demon. 100) Sunder + adamantine weapon = win vs other meleeists. Always worry about killing the enemy first, then whether or not their weapon is worth keeping for your own use. 99.5) Weapons of Transmutation are nice if you can afford them. Sunder + adamantine weapon + overcome nearly any form of DR = win vs anything that can reasonably taken on in melee. |
| SlagMortar06-11-06, 08:22 PM | 101: Amendment to 81. Monk 2 gives +3 to all saves, 8 skill points with spot and listen as class skills, improved unarmed strike, improved grapple, and combat reflexes, and evasion in light armor and only loses 2 hp and 1 base attack. Edited: to correct number |
| Nived06-11-06, 08:36 PM | 102: There is no reason to play a fighter without 13 int. 103: If it can be disarmed. DISARM IT! 104: If it can be tripped. TRIP IT! 105: If it can be flanked. FLANK IT! 106: It it can be sundered... wait a round or two to make sure you don't want it. Been said before bears repeating. 107: Play smart. Use cover, use terrain to your advantage. Figure out what gives you advantages and USE THEM (Hopping on a table or fighting on the stairs gives you an elevation bonus. Use it.) |
| shadow mage06-11-06, 08:40 PM | 99.5) Weapons of Transmutation are nice if you can afford them. Sunder + adamantine weapon + overcome nearly any form of DR = win vs anything that can reasonably taken on in melee. Transmutation? I assume that's something new? Where from, may I ask? -Shadow Mage |
| Shaggy_Shaggs06-11-06, 09:02 PM | Transmutation? I assume that's something new? Where from, may I ask? -Shadow Mage Miniatures Handbook, at 48,000 gp. On the wielder's initiative after he hits something with DR, the weapon changes its properties to overcome that DR, regardless of what it takes to go around that DR (but still works like what it actually is), for the next 10 rounds, or until it hits something with a different kind of DR and changes its DR-defeating properties again. If it hits something with multiple forms of DR it adapts itself to overcome them all simultaneously (even mutually exclusive stuff, like if you had a lycanthrope warlock with DR 10/silver and 3/cold iron). For example if you had a +1 adamantine greatsword of transmutation and hit a lich with it, the next round it'd hit that lich as if it were a bludgeoning magic weapon (though it would still actually be doing slashing damage). If you hit a werewolf next round, the round after that it'd strike as a silver weapon (but not take on the -1 damage modifier of a silver weapon, and it'd still be able to ignore hardness below 20). If after that you smacked into a balor with it, afterward it'd strike as if it were a good cold iron weapon. It's a costly quality but very handy if you prefer not to carry a golf bag of weapons around. |
| RayOMan06-11-06, 09:03 PM | step eight: after archer gives signal raise rope, after raise rope archer fires fire arrow at pool of lantern oil. and wait for the damn dumn kobolds to tun into your trap. Never fight kobolds in their own lair because they don't necessarily have to use the same hallways that you are currently using. ;) |
| TalliNV06-11-06, 09:21 PM | 108. Just because you cannot use a Wand of Cure X doesn't mean you can't buy it (wow, triple negative). Give it to your healer and let them use it on you. 109. Blocking the way against the cannon fodder is great, but use your head. Are you giving a caster a nice setup for lightning bolt or other area of effect spell? Pick the battleground, use the parties abilities to avoid taking unneccessary damage. |
| tharivol26606-11-06, 09:23 PM | 110) NEVER fight a rust monster. especially if it has something riding it. in said scenario run, hide, and shoot at it. |
| Shaggy_Shaggs06-11-06, 09:25 PM | 111. Fighter is no longer to be recommended to beginners - it's just no longer the simple, can't screw up class it was in 2E. For those that want to just hit stuff until it falls over or they do, until they're more comfortable with the rules in general, suggest Barbarian. |
| IrishRover06-12-06, 01:27 AM | 112. Dire Charge is your friend... 113. Never try to match a marilith attack for attack--especially if she's got improved--or worse, perfect--multi-weapon fighting 114. If someone tells you, "Violence never solves anything," prove them wrong... 115. Even though violence doesn't prove who's right, just who's left 116. Much can be accomplished with a kind word--much more can be acomplished with a kind word and a left hook... (diplomacy isn't a class skill, intimidate IS) |
| Squirrelloid06-12-06, 02:02 AM | 117. Invest in Profession(Bartender) or Craft(Martini). Then when you get to high levels you can justify your existence by mixing the mage a drink. Remember, he likes his shaken, not stirred. |
| Radagast06-12-06, 12:52 PM | 118: Make sure you can handle grapples. At higher levels, grapple checks get insanely out of proportion to most other things. It will not be uncommon for your DM to ask you things like, "Uh, do you beat a 46 grapple check?" or some other nonsense. There are ways to handle this: Close-Quarters Fighting is a great choice. Magical items, such as a way to go ethereal, are another option. Finally, one could become a great grappler, but that is more of a specific character concept. But still, one MUST take this into consideration. Once grappled, not only are you in deep trouble, you are also pretty much unable to do anything, AND the rest of the party stands a much higher chance of dying with you out of the way. 119: Make sure you are useful outside of battle. Take a few levels in a skill-based class, such as Rogue, Ranger, or even Barbarian... heck, even BARD, if you want to. These can help you improve your awareness (Spot, Search, Listen), and give you something to do aside from smashing things, getting smashed, and glaring at opponents (Intimidate). Similarly, taking a level in Cleric or a similar class can give you new abilities, a few low-level utility spells, and so on. Even with 1 level in Cleric, you can cast Protection From Evil (very useful), and Cure Light Wounds (obviously useful). Oh, and you get a +2 to Will saves - nice! 120: Defense is more important than offense. Nobody cares if you can deal 200 points of damage on a charge when you get taken out in the surprise round thanks to a save or die spell, a grapple, or some other thing. You can't prepare for everything, but certain things are pretty obvious: cover your will saves since not only can a failed will save remove you from the battle or even kill you, it could turn you against your friends (and despite all those wizard vs. fighter threads, a wizard will go down pretty quick if his buddy suddenly 5-foot steps and full attacks him). Grapples are another thing mentioned earlier - deal with them. Also, AC gets progressively less useful at high levels, so either find a way to max it out, or get other abilities, such as DR, miss chance, etc. Don't forget that at higher levels the casters will be great at blowing stuff up, but they still need you there to tie down the foes and get in the way. This a vital role, and one in which defense is important. 121: Use your feats wisely and don't just focus on damage. Special attacks are great, pick up Iron Will, etc. 122: IMHO, focusing too heavily on one weapon is just asking for something bad to happen to that weapon. Or, you'll end up finding the Battle Axe of DOOM! after specializing in Greatswords. 123: Always have a weapon like a dagger or a locking, spiked gauntlet, or some other small, easily used and concealed weapon. This can help out in various situations and really applies to all characters. 124: Invest in a good bow. If I had a few gold pieces for every time I've seen a fighter-type wandering around stupidly in battle because he has no ranged weapons... I could buy a good bow?! |
| HammerHeart8106-12-06, 02:33 PM | 124: Potion of restoration can be your friend, especialy against touch ability drain attacks. |
| rampant06-13-06, 06:48 AM | 125. STAY AWAAAAAAAAAY from people who have addresses in graveyards. Undead are not your friends. DO NOT let them touch you, arrows, spiked chain, throwing hammer, spears for crying out loud, keep away from the guys with skin conditions that want to hug you. |
| zlatko06-13-06, 08:44 AM | 126. Since, as a premise to this thread, your are playing a fighter, multiclass. At level 2. Into a wizard or cleric. It's not too late! |
| dagman06-13-06, 09:55 AM | 127. caltrops are a weapon also so enchant them like one |
| meabolex06-13-06, 09:59 AM | 111. Fighter is no longer to be recommended to beginners - it's just no longer the simple, can't screw up class it was in 2E. For those that want to just hit stuff until it falls over or they do, until they're more comfortable with the rules in general, suggest Barbarian. I totally agree. 128: Do not over-specialize in feat selection. Pick up some mounted combat feats (if you took any ride skill), some archery, some combat option feats (improved grapple/trip/disarm/sunder), and some special ability feats (blindfight/quickdraw/etc.). Don't make the mistake that a fighter must simply run in and hit things -- that's the barbarian's job. |
| Jimbo1906-13-06, 11:54 AM | 129. Just Cause you are playing a tank, does not mean dexterity is useless. Dodge and mobility will allow you to tank better, and draw Aoo's from nasty things. Allowing your rogue friend to run behind the thing, and stick it in a sensitive spot. Not many things out there get more than one AOO. Make that AOO be on you, and your rogue buddy will be much more aggresive, and you will live longer. |
| something_profound06-13-06, 03:59 PM | 130. Endurance is your friend (among others already mentioned). sleeping in your armour is helpful in case of those little night skirmishes your DM knows and loves. 131. As is improved unarmed strike due to the reasons already stated, or if there is the unlikely event that you're disarmed (i don't know why), or you're robbed blind somehow. |
| HammerHeart8106-13-06, 04:17 PM | 132.Subdual Strike can help you rather you need information or your comrade is dominated/chamred. |
| rampant06-13-06, 05:04 PM | 133. When subduing your opponents you will often be using a weapon that deals less damage or taking a -4 on you primary. You only need to hit for subdual a few times before swichting back to regular. They wont die if they have 30 hp and you deal 15 subdual and 31 normal. So unless you have a merciful weapon or some such thing you only have to be gentle once or twice. |
| shadow mage06-13-06, 05:06 PM | 132.Subdual Strike can help you rather you need information or your comrade is dominated/chamred. Or use a sap? -Shadow Mage |
| Archmage_Vall06-13-06, 05:13 PM | 134. Playing a combat-based character in a high-RP game is Booooriiiing! It was actually a pretty cool game, except it was my first time playing DnD ever, and the other players suggested I play a barbarian or fighter, because they're the easiest to play. After the first 2-3 sessions, I had enough of an idea what was going on to want to do more than "run up, hack with axe, repeat." At around level 8 (started at 4), my barbarian committed suicide (trying to fight off a Kraken by himself), and was replaced by an elf wizard who would become my favorite character I've ever played and who my screen name is derived from. |
| Tony Vargas06-13-06, 08:21 PM | 135. Exotic weapons and specialization aren't all they're cracked up to be. No matter how cool the trick, the one-trick pony is still just a pony. 136. Don't believe anything you hear about your class on line. |
| Molitor06-13-06, 09:07 PM | 137: Once you go epic take epic prowess every chance you get and there is no way a barbarian can catch up. |
| Kimokeo06-13-06, 10:37 PM | 138 - If you consider another class, take 1 level in Sorceror. True Strike is great to have and it's a verbal component (so is Flare) - 5% chance of missing the target in most cases. Expeditious Retreat is a good second spell. A level of Rogue adds 1d6 SA - nice little add on when you need it. Also helps with skills in Tumble; See 142 139 - Tell the DM you don't want the regular 5/6 hitpoints per level. You have a 60% of equaling or bettering the 5 and 50/50 on equaling or bettering the 6. Take the odds - I've never had a fighter with less than average hitpoints compared to the 5/6 rule. 140 - Improved Unarmed attack and the Disarm. Always kill your opponent with their own weapon when you can. Circumstance bonus to Intimidate the next opponent in sight. 141 - If your opponent is me and I go into gaseous form, run. I like maximized, silent, still, non-material component evocation spells. Otherwise, consider how to his a gaseous form. Also, never sleep in a room that isn't airtight. Gaseous form can slip through cracks. 142 - Dwarf Fighters can tumble in plate mail since their movement isn't reduced due to armor or weight. Pump up the Tumble feat. Helps if you need to run away. 143 - Prone Attack Feat- get up! 144 - 15% for crits - it's worth it. Improved Crit and Power Crit. 145 - When playing, write down every thing that happens, round by round, for your fighter. Check the number of misses vs hits and start figuring whether you need two weapon fighting, True Strikes, fast feet... |
| shadow mage06-13-06, 11:50 PM | 141 - If your opponent is me and I go into gaseous form, run. I like maximized, silent, still, non-material component evocation spells. Otherwise, consider how to his a gaseous form. Also, never sleep in a room that isn't airtight. Gaseous form can slip through cracks. Lemme know how sleeping in an airtight (i.e. limited air capacity) room works for ya. ;) -Shadow Mage |
| Ront Iron-Roar06-14-06, 05:39 AM | 145 - Do your best to adapt your char to repeating situations. Keep getting your weapon taken away by the DM either by beholder, rustmonster, or general disarming? Well, about the third time around get yourself Improved Unarmed Strike. 146- If your wielding two different weapons in two-weapon fighting style. It doesn't hurt to get some good feats for your secondary weapons. They come in handy. |
| CaoSlayer06-14-06, 07:54 AM | 147)The most versatile weapons in the whole game are the double weapons, you usually use a double weapon as two twin weapons, but you can also use just one head as a two handed weapon or ever one handed weapon, so you can switch your fighting style quickly with just one weapon. By example if you take power attack, you always use it in a charge or whatever you are limited to a single attack being way more efective that if you were using two weapons. |
| Ziggaraut06-14-06, 12:49 PM | 148) While Sap's are popular for subdual, Truncheons are SO much better. 149) Pole-arms are neat. 150) ALWAYS carry around a light weapon. Never know when your in the stomach of a dragon after all. |
| SlagMortar06-14-06, 02:07 PM | Never know when your in the stomach of a dragon after all. I think you meant that you never know when you might end up in the stomach of a dragon. If you are in the stomach of a dragon and you don't know it, you are probably dead. Sorry, I just thought that was funny. |
| Dolo06-15-06, 05:00 AM | 151. I someone in your party says "I am a fighter type!" and are not a Fighter, Ranger, Barbarian, or heck even a cleric, prove them wrong quickly cause the damn fool will either get you killed or distract the group from something important with them laughing at said fool getting punked. 152. Let the mage clear the room with a fireball, chaff may not be able to kill you, but hurt you enough before the real fight. 153. Remember no matter how great your build is,how devestating it can be at 20th level, or how much damage you can pump out, ******* off the party will make certain that if and when you die, they will let your soul have a "proper rest" and never bring you back.((This rule applies to every class and build actually. My group is watching a guy who's build would be devestating, BUT!! He has managed to **** off NPC's and PC's so much that when the bounty hunters come for him it will be ugly.)) |
| Whisper_Swiftblade06-16-06, 04:22 AM | 154) takeing toughness twelve times in a row is funny, annoying, useful and dangerous all at the same time |
| greenbadge06-16-06, 10:09 AM | 155. If it looks big and strong....attack, But if it looks small and weak... run away. |
| WombleHunter06-16-06, 10:34 AM | 147)The most versatile weapons in the whole game are the double weapons, you usually use a double weapon as two twin weapons, but you can also use just one head as a two handed weapon or ever one handed weapon, so you can switch your fighting style quickly with just one weapon. No you can't. |
| CaoSlayer06-16-06, 12:24 PM | No you can't. Yes, you can: Double Weapons Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. Enfasis mine. So by raw, yes, you can use a double weapon with every posible fight style. |