your thoughts on these Prc's for my fighter [Archive] - Wizards Community

Post/Author/DateTimePost
immortal_fighter

06-03-07, 09:05 AM
right now im a lvl 2 half ogre fighter
24
16
18
14
16
14

we all know that in later lvls fighters fall prey to spell chuckers thats why at lvl 6 im going to start taking lvls in occult slayer, then when i finish all 5 lvls in that then im thinking about lvling in dragon devotee. I gain good resistances from these and nice stat boosts. what do you think of going into these or is there something else i should try. any help is appreciated.
Ryusage

06-03-07, 09:08 AM
Slightly off topic...
What did you use as your ability score selection method?
immortal_fighter

06-03-07, 09:14 AM
i knew i was going to have a fighter at first so obviously i want the str. and half ogres get the great str. bonus. dex i didnt need to high and con for hit points of course. as for the rest i just dumped them in, i never have a char with good charisma, i like them ugly lol.
Verdande

06-03-07, 05:06 PM
You do realize that 14 isn't exactly a dump, and that it's far from ugly, right?


Just thought I'd point that out.
G_Mancer

06-03-07, 09:33 PM
Slightly off topic...
What did you use as your ability score selection method?

seems like you rolled 4d8s re-rolled ones and did that 10 times. those ability scores are way to high. PCs aren't blessed-half gods, just better than normal people of their races. 10 + racial mods is "normal" your in is a 14, which is 8 higher than 6, which is the norm for the race your playing. almost makes me mad.
Warhulk is a PrC that only a few people can ever manage to take (pre-req being large sized) that'd be my first choice.
Blackguard is very nice....
Also there is a 5 lvl PrC in Savage Species( which is still current mostly) called Survivor. it has a BAB of none, but all good saves, and a imp uncanny dodge, Imp Evasion, and dr5/-
house ruling the BAB upgraded to wizard is perfectly fine.
Axiomatic_vampire

06-03-07, 11:06 PM
right now im a lvl 2 half ogre fighter
24
16
18
14
16
14


Those stats...they're...beautiful. And wrong. And...beautiful.

But wrong.
immortal_fighter

06-04-07, 04:11 AM
the rolls are all legit i had to roll in front of the group and the dm, i just got really lucky, im very happy with them.
Midvalley

06-04-07, 04:46 AM
the rolls are all legit i had to roll in front of the group and the dm, i just got really lucky, im very happy with them.

Ah, yes, but I think the question we're all having is "what method" not "Those can't be right".

Typical rolling method is 4d6, drop the lowest. Those stats certailny can't be that method.

Personally, my money is on 4d6, no dropping...and lots of luck apparently.

Anyways,

As for PrC's

If you're going for save bonuses, the occult slayer is only Kinda good: it has a good will save, but not ref.

Depending on your allignment, you may consider taking 3 levels of Hexblade and then 5 of Kensai. That'll give you both Withstand (subing a concentration check for ref save) and Mettel (the For/Will version of evasion)
Toss survivor on top and you're golden...

Now, assuming you have no ranks in ride and no CC ranks in Diplo or Concentration, here's what your progression looks like:

2 fighter (who knows)
3 Hexblade (Wep Foc) 5 ranks ride
4 Hexblade 4 ranks Concentration 1 rank Diplo
5 Rogue 4 ranks Diplo 7 anything else: I'd suggest tumble and ballance
6 Rogue 11 ranks anything else: same suggestions as above (Combat expertise)
7 Hexblade 4 ranks concentration, 1 rank ride
8-16 Kensai (From this point on you max Concentration each level)
17-20 Whatever...

Now you've got pretty solid bab, lots of nice skills, good saves (with evasion and mettle to boot!!!) and a Magic weapon even!!!

However, this build is based on a L/N or L/E allignment, which, considering you're a half-ogre, is unlikely.

If you are (or are close) to that allignment though...DUDE...just Dude... :)

**note** I've never really understood how to do max skill ranks for class and CC skills w/ multi-classing, so if I've done this wrong or in a sub-optimal fasion, Please feel free to correct me...

GL!

Mid
Midvalley

06-04-07, 04:47 AM
Also note, I really re-worked my idea on this build 1/2 way through, so Um, yeah...It kinda changed from what I stated in my original paragraph...::Shrug::
immortal_fighter

06-04-07, 11:48 AM
Ah, yes, but I think the question we're all having is "what method" not "Those can't be right".

Typical rolling method is 4d6, drop the lowest. Those stats certailny can't be that method.

Personally, my money is on 4d6, no dropping...and lots of luck apparently.

Anyways,

As for PrC's

If you're going for save bonuses, the occult slayer is only Kinda good: it has a good will save, but not ref.

Depending on your allignment, you may consider taking 3 levels of Hexblade and then 5 of Kensai. That'll give you both Withstand (subing a concentration check for ref save) and Mettel (the For/Will version of evasion)
Toss survivor on top and you're golden...

Now, assuming you have no ranks in ride and no CC ranks in Diplo or Concentration, here's what your progression looks like:

2 fighter (who knows)
3 Hexblade (Wep Foc) 5 ranks ride
4 Hexblade 4 ranks Concentration 1 rank Diplo
5 Rogue 4 ranks Diplo 7 anything else: I'd suggest tumble and ballance
6 Rogue 11 ranks anything else: same suggestions as above (Combat expertise)
7 Hexblade 4 ranks concentration, 1 rank ride
8-16 Kensai (From this point on you max Concentration each level)
17-20 Whatever...

Now you've got pretty solid bab, lots of nice skills, good saves (with evasion and mettle to boot!!!) and a Magic weapon even!!!

However, this build is based on a L/N or L/E allignment, which, considering you're a half-ogre, is unlikely.

If you are (or are close) to that allignment though...DUDE...just Dude... :)

**note** I've never really understood how to do max skill ranks for class and CC skills w/ multi-classing, so if I've done this wrong or in a sub-optimal fasion, Please feel free to correct me...

GL!

Mid


believe it or not kids, I did drop the 1 of the four dice like your suppose to, all of these numbers can be made with 3, 6 siders. keep in mind that a half ogre gets a +6 bonus to his strength and a +2 to his con. I understand its perfectily resonable to question how or what method was used when rolling,but they are my burden to work with lol. as for your suggestion with my char you have a really good idea. what im thinking is not really trying to get great saves, but to stop wizards. by this i mean that we all know in later lvls melee chars fall short to either range or spell chucking. Occult slayer is a great mage bane, i already do massive damage so why not do double that against things that I hate the most. As for the dragon devotee i was looking at Prcs and saw A potential for an indepth char and a nice boost in stats. Plus i get at least 2 lvls of sorcerrer out of it with out having to take sorcerrer lvls. personally i dont think it could hurt to have a few spells to play with. these are just a few of my thoughts on it.
The_Shaman

06-04-07, 12:15 PM
I'm not such a fan of the dragon devotee for that build, TBH. A little Pious Templar, perhaps? Extra feats never hurt anyone (ok, not you), mettle can be quite nice, and a little paladin /blackguard casting... why not?
Axiomatic_vampire

06-04-07, 02:51 PM
Just to take a different angle on this, you roll a:

18
18
16
16
16
16

...

And you make a fighter?!?

with all those classes that we look at and say "yeah, that'd be great, except you need EVERY FREAKING STAT to be high", and you roll up a bona-fide magnum opus, and you make a fighter?

Fark it. Kensai synergises (mumble) well with large sized pc's, get that magic (grumble) weapon without paying the double for it being large sized. You could do a little exotic weapon master, get double your str bonus on an exotic weapon if you 2 hand wield it. Str like that, it's probably silly not to.
immortal_fighter

06-04-07, 02:56 PM
Dragon devotee isnt really needed and i know it, I think im just trying to sell myself on it. Im 100% taking all 5 lvls of occult slayer but after that I dont know, I dont really have to take anything else, but Its most likely a good idea too do so.
immortal_fighter

06-04-07, 03:00 PM
Just to take a different angle on this, you roll a:

18
18
16
16
16
16

...

And you make a fighter?!?

with all those classes that we look at and say "yeah, that'd be great, except you need EVERY FREAKING STAT to be high", and you roll up a bona-fide magnum opus, and you make a fighter?

Fark it. Kensai synergises (mumble) well with large sized pc's, get that magic (grumble) weapon without paying the double for it being large sized. You could do a little exotic weapon master, get double your str bonus on an exotic weapon if you 2 hand wield it. Str like that, it's probably silly not to.


I know, I know, believe me I know. I wasnt even planning on making a fighter I wanted to venture out but I was the last one added to the group and After checking everyone else's char Nobdy did mellee in the group. all range and spell casting Is good but I believe you have to have at least one char in the group to run up and split a skull to get the party started.
lint trap

06-04-07, 03:34 PM
Ah, yes, but I think the question we're all having is "what method" not "Those can't be right".

My group uses a two-part system for new characters.

1. Pick your own stats.
2. Don't be a tool.

If you've got a good group that is genuinely interested in building interesting characters rather than powerhouses, then there's rarely a problem.
immortal_fighter

06-04-07, 05:06 PM
pick your own stats, how do you keep that fair? i want my ability scores to be 100.
lint trap

06-04-07, 05:13 PM
pick your own stats, how do you keep that fair? i want my ability scores to be 100.

That falls under rule #2. It takes some getting used to.
Orenmir

06-04-07, 11:39 PM
I'm curious about the stats of the other players in your group!

I can't believe a DM would allow this. If you did roll 10 sixes and 8 fives with 24 d6s -- not only do I wanna take you to Vegas...your PC is a game breaker.

Roll one die to build a character... d10+60 (or d12+70, or whatever -- as long as all the PCs in the group have generally the same total). Throw those points at whatever scores you want, then add the racial mods. Keep the game balanced.
immortal_fighter

06-05-07, 12:22 PM
its not everyday that stats like these come along so im keeping them lol.
Psyber7

06-05-07, 01:31 PM
its not everyday that stats like these come along so im keeping them lol.

:cheer: GO you Immortal_Fighter :cheer:

OT
The current game I am in I am playing a Dwarf Fighter. Myself and the 3 other players all rolled our stats the same way ;4d6, dropping the lowest die of the four and assign as desired. We all used dice from the same "block" of d6's.

After my initial "crib death" of nothing higher then an 11 my Stat rolls were as follows: 18; 15; 14; 13; 13; 12. Nobody else rolled anything higher then a 15 on their stat rolls, and most rolls were no higher then 12; one player even rolled 3 crib deaths per the rules in the PHB. People were a bit frustrated over it, until I suggested to the DM that he allow everyone to stat their characters off of my rolls, which he allowed.

We have my Dwarven Fighter who is the Melee Tank (as well as the trapfinder; stonecunning is nice for that, though Cross Class Search mean I miss quite a few.); a Human Fighter ranged spcialist; a Human Warlock; and a Human Cleric.
End OT

Here are some suggestions, though I am sure that there are some on the boards who would disagree with them.

Suel Arcanamach from Complete Arcane p. 63
Divine Crusader from Complete Divine p. 33

The Arcanamach expands on the "anti-wizard" idea, while giving limited spellcasting similar to a Sorcerer from Abjuration, Divination, Illusion and Transmutation schools only. Medium BAB, good Ref and Will saves along with some nifty PrC specials; including Spell Failure reduction.

The Divine Crusader is the oddball suggestion; and would add a bizarre bent to the concept you've described Immortal_Fighter.
immortal_fighter

06-05-07, 03:12 PM
awesome suggestions, i will take a look at those.
ShneekeyTheLost

06-05-07, 03:39 PM
If your party allows psionics, I'd highly suggest grabbing the feat Wild Talent then the feat Track and taking the Slayer PrC. In addition to some very good things to manifest (Expansion and Psionic Lion's Pounce come to mind), it grants eventual immunity to mind-affecting things. Combine this with Evade Burst power to give you Evasion when you feel like needing it, this makes for a very strong tank.

I'd also suggest a splash in Barbarian for Rage. +4 to str and con is not a bad thing.

Other than that, Exotic Weapon's Master, using a Spike Chain (with your size) leads to all kinds of nasty cheezy fun involving keeping everyone within 20' of you prone.
Midvalley

06-05-07, 06:58 PM
Sorry I didn't think through how you rolled those stats, 'twas silly of me.

I also seemed to have missed the boat on what you're trying to do w/ the character. Although I always think of having great saves as the 1st step to anti-mage-ness...

GL with the build

Mid