| Post/Author/DateTime | Post |
|---|---|
| Mellock06-26-07, 07:03 AM | I'm amazingly new at D&D, but a DM wants me to play in his Expedition to Castle Ravenloft adventure. That means I suddenly get to make a 6th level fighter. That's pretty nice, I'm happy to play. But in all my noobness, I only ever played 1st level characters. Since he wants the characters done pretty quickly, I'm kind of lost in a huge heap of feats and equipment. Could anyone make a few suggestions about a lvl6, 32 point buy fighter with 13000 gold? Preferrably, I'd like to keep things simple, with no exotic feats or anything, but I'd also like to not die that easily from undead. It's just to start out, btw, I'm not looking for the perfect build at lvl20 or anything, just something that will "do nicely" at 6 :) Any takers? |
| DonThelonious06-26-07, 07:17 AM | Go with human so you get the neat bonus feat, that way you have something like 5 feats to run with. Your best bet IMO for a good damage dealer is to go scythe (for x4 crit) or greataxe (1d12/x3crit i think). For feats take weapon focus, weapon spec., and improved init. any other ones are up to you, though iron will sounds good for a ravenloft setting. As for the 13000, invest in some high quality full plate and a keen enhancement on the weapon. Probably throw in ghost touch if you can, also invest in a nice ROP+2or3. Thats my two cents, it will still leave you plenty of room for personalization. |
| Mellock06-26-07, 08:49 AM | Thanks Theolonious! I saw a silver greatsword mentioned somewhere, and thought it sounded cool. Is that any good against undead? |
| DonThelonious06-26-07, 09:30 AM | Silver not so much, but it would look good:) |
| DrMorganes06-26-07, 09:36 AM | A 6th level human fighter will have 8 feats: 3 at Level 1 (1 for being human, 1 for being Level 1, and 1 fighter bonus feat), a FBF at Level 3, your standard feat at level 3, a FBF at Levels 4 and 6, and your standard feat for Level 6. As far as which feats to choose? A lot of that depends on your character concept. Focusing on critical hits is pointless when facing undead, as they are immune to critical hits. However, before we recommend which feats we'll need to know which sourcebooks your DM is allowing. More specifically, is he allowing the Tome of Battle? In general it's tough to go wrong with Improved Initiative (+4 to your Initiative rolls), Power Attack/Cleave/Great Cleave (if your STR is 13+), and Weapon Focus/Weapon Specialization. These are all "standard" feats from the Player's Handbook. Others from various sourcebooks may give you better options, but require more knowledge of what your DM is allowing (as noted above). A silvered greatsword won't necessarily have any special power vs undead - but in a Ravenloft campaign I'd put better than even odds that you'll run into some sort of lycanthrope (e.g., werewolves). You'll need a silvered weapon to overcome their damage reduction. As far as magic items are concerned: magic armor is a typical choice, along with some form of elemental damage on your weapon (fire is popular among undead hunters). Keen is pointless vs undead (that immunity critical hits again). Items to boost your Will Save or grant immunity to mental control are a good option, though they may be out of your price range. Likewise with items boosting your Fortitude Save (though yours is already impressive) to help with those Negative Level checks. Potions of Restoration will help there as well, as well as help offset issues with Ability damage. Those are suggestions off the top of my little ol' non-optimizing head. |
| Morwen06-26-07, 09:43 AM | Against undead, a silver slashing weapon (such as a silver greatsword) would be a good idea. That way, you can bypass the damage reduction abilities of several types of undead, including zombies (slashing) and vampires (silver). I'd wager a guess that Expedition to Castle Ravenloft includes a decent amount of vampires, so silver is definitely the way to go :) Let's see.. You'll want a healthy amount of Strength and Constitution. If you want to use the Combat Expertise feat you'll need at least a 13 in Intelligence. Dexterity is largely unimportant if you choose to fight with a two-handed weapon and heavy armor. Wisdom and Charisma are also unimportant for fighters, Wisdom slightly less so since it is added to your Will save modifier. I'd go STR 17, DEX 10, CON 16, INT 13, WIS 10, CHA 8. If you get the ability score modifier at 4th level, put that into Strength for a total of 18 (your DM may have included that in the point buy though, so ask him first) Equipment should be a masterwork full plate (1650gp), and a +1 undeadbane weapon (8300gp). Get some cure serious wounds potions for the remaining 3050gp (they cost 750gp each, so you can get four of them). |
| Mellock06-26-07, 09:53 AM | Heya! thanks :D I think the Dm might allow most things really, but I don't really have all those books like tome of battle... I don't really have a character concept. If you've only ever played lvl1 guys you're pretty happy when you just have a very basic character with no real screw-ups like the cleric with a low wisdom and charisma. Equipment is another thing really... 13000 is a lot of dinero when you're used to the starting package, perhaps a little customized. :D Hmm, some very nice ideas in there! :D |
| Mellock06-26-07, 10:11 AM | What the heck is undeadbane? :| |
| Morwen06-26-07, 10:22 AM | What the heck is undeadbane? :| Bane versus undead; gives you +2 to attack, +2 to damage, and +2d6 to damage against undead creatures :) http://www.d20srd.org/srd/magicItems/magicWeapons.htm#bane |
| Mellock06-26-07, 10:43 AM | Oh boy... if I had that, I'd give that sword a name. A silver undeadbane greatsword would probably be too much huh :D |
| Drag0nUL06-26-07, 11:35 AM | Instead of going pure fighter, I think a barbarian/fighter would do the trick somewhat better. I would advise you to go dwarf barbarian 2/fighter 4 Stats(before any adjustments): Str 17 Dex 14 Con 16 Wis 10 Int 9 Cha 8 After factoring in the dwarf adjustments and the 4th level stat increase (going to strength) you would get Str 18 Dex 14 Con 18 Wis 8 Int 11 Cha 6. For feats I advise: Barb 1: WF: greataxe Barb 2: Fighter 1: Power attack, Endurance Fighter 2: Steadfast Determination (PHB 2) Fighter 3: Fighter 4: W spec.: greataxe,Leap attack (Complete Adventurer) As far as gear is concerned: +1 bane undead greataxe=8020 gp +1 breastplate=1200gp +1 ring of protection=2000 gp MW Composite longbow +4 Str. bonus=500gp Total: 11720 gp, which leaves 1280 gp for other gear/misc stuff. |
| Some_call_me_Tim06-26-07, 11:41 AM | and a keen enhancement on the weapon. With an emphasis on un-critable undead leave the keen enhancement at home. and a +1 undeadbane weapon (8300gp).That was my first thought too. Although ghost touch wouldn't been bad if you encounter incorporeal undead. Make sure the weapon is silver as well to overcome a vampire's DR 10/silver and magic. I'm thinking 8530 for a +1 silver undead-bane greatsword sounds like a good investment. As for feats Iron Will is a must. You don't want that nice shiny greatsword swinging against your own party. Weapon Focus and Weapon Specialization should be included too. Get a cloak of resistance as well to help boost your saves some more. BTW, why a sixth-level fighter instead of a sixth-level paladin? Divine grace will help the saves even more and the ability to smite evil with a +1 silver undead-bane greatswork will show a vampire a whole new level whoop-ass. |
| Mellock06-26-07, 11:51 AM | With an emphasis on un-critable undead leave the keen enhancement at home. That was my first thought too. Although ghost touch wouldn't been bad if you encounter incorporeal undead. Make sure the weapon is silver as well to overcome a vampire's DR 10/silver and magic. I'm thinking 8530 for a +1 silver undead-bane greatsword sounds like a good investment. As for feats Iron Will is a must. You don't want that nice shiny greatsword swinging against your own party. Weapon Focus and Weapon Specialization should be included too. Get a cloak of resistance as well to help boost your saves some more. I've been thinking about my will saves as well :) The greatsword sounds better every time, and I'll probably be happy I have it in any fight! Thanks guys! :) |
| Mellock06-26-07, 12:01 PM | BTW, why a sixth-level fighter instead of a sixth-level paladin? Divine grace will help the saves even more and the ability to smite evil with a +1 silver undead-bane greatswork will show a vampire a whole new level whoop-ass. My utter newbness is just going to bite me in the ass if I get a spell-caster. I can manage a 6th level fighter, I suppose, but spellcasting is just going to be too much I think. Just too much to keep track of. :) Besides, chances are good that someone else is already going to make a paladin :) |
| Some_call_me_Tim06-26-07, 12:04 PM | As far as gear is concerned: +1 bane undead greataxe=8020 gp +1 breastplate=1200gp +1 ring of protection=2000 gp MW Composite longbow +4 Str. bonus=500gp Total: 11720 gp, which leaves 1280 gp for other gear/misc stuff. You forgot the masterwork cost for the axe and armor (8320 and 1350 respectively) leaving only 830 gp. |
| HARLEYDUDE06-26-07, 02:04 PM | Hello another thought, instead of getting a silvered weapon is to attach capsules containers. check complete adventurer. it is a swift action to release quicksilver or ghost touch or quickflame etc on the blade for a couple of rounds. without all the cost of special materials. my DM allowed glitterdust from ultmate equipment guide in a capsule also. 2 rnds of seeing someone invisible. (after i hit them of course.) the only other advice is to keep it simple until you have experence with higher level gear and feats. HD |
| Candin06-26-07, 02:15 PM | Paladin isn't such a bad idea. You can smite (twice a day in fact at your starting level), and with all the undead critters running around it's likely you'll have plenty of opportunities to do it. You only get 0th level spells by 6, so there's not much to keep track of. In fact, the only difficult part of the paladin is learning what it means to turn undead, lay hands, and remembering all the resistances and bonuses you and your allies get. Ranger could take favored enemy. Just thought I'd throw it out. The animal companion might be a pain for a new player though. |
| Drag0nUL06-26-07, 02:28 PM | You forgot the masterwork cost for the axe and armor (8320 and 1350 respectively) leaving only 830 gp. Indeed. My mistake. Thanks for pointing that out. @Candin: they are 1st level spells; the paladin has no 0 level spells. Still it's 2 spells at most, so no big deal. |
| zelf_gale06-26-07, 02:38 PM | How I'm going about your character. You're a new player so I'm attempting to get as many static abilities from feats that you'll write down on your character sheet and then not have to remember. I'm interested in your character being pretty resilient, while still having a cool ability or two to keep it interesting. Race Human Class Fighter 6th Level Abilities Strength 16,Dexterity 12,Constitution 16,Intelligence 8,Wisdom 16,Charisma 8 Skills Jump +10, Climb +10 Feats Iron Will, Great Fortitude, Weapon Focus(Greatsword), Weapon Specialization (Greatsword), Power Attack, Cleave, Greater Cleave Saves Fortitude (5 Base +3 Ability +2 Feat +1 Magic) +11, Reflexes (2 Base +1 Ability +1 Magic) +4, Will (2 Base +3 Ability +2 Feat +1 Magic) +8 Base Attack Bonus / Grapple / Initiative +6 / +9 / +1 Armor Class Base 20 / Touch 11 / Flat Footed 19 Weapons +1 Adamantine Greatsword (2d6+7 damage, +11/+5 Attack Bonus) 2000 gp + 3000 gp + 50 gp = 5050 gp (Running total: 5050 gp) Masterwork Silver Dagger (1d4+2 damage, +10/+5 Attack Bonus) 300 gp + 20 gp + 2 gp = 322 gp (Running total: 5372 gp) Masterwork Strength Rating 3 Composite Longbow (1d8+3 damage, +8/+3 Attack Bonus) 300 gp + 300 gp + 100 gp = 700 gp (Running Total: 6072 gp) Cold Iron Armor Spikes (1d6 + 3 damage, + 9/+4 Attack Bonus) 100 gp (Running Total: 6172 gp) Armor +1 Masterwork cold iron spiked full plate (+9 AC, Max Dexterity Bonus +1) 1000 gp + 150 gp + 1500 gp = 2650 gp (Running Total: 8822 gp) Magic Items: Cloak of Protection +1 1000 gp (Running Total: 9822 gp) Handy Haversack 2000 gp (Running Total: 11822 gp) Potion of Cure Light Wounds (x2) + Potion of Cure Moderate Wounds 400 gp (Running Total: 12222 gp) Potions of Hide from Undead (x2) + Sanctuary + Protection from Evil (x3) 300 gp (Running Total: 12522 gp) Leaving 472 gp for Adventuring Gear, Mount, Arrows, Food, Tavern Tab, Bridge Tolls Tricks: Use the Power Attack feat combined with the Greater Cleave feat to devastate groups of low Armor Class opponents. Also use power attack whenever you cannot hit an opponent except on a Natural 20. Remember to multiply your Power Attack damage bonus by 2 when wielding a two handed weapon. Use the right weapon to bypass the damage reduction of an opponent if your character knows the opponents weakness. Use the potions of Cure Light Wounds to bring back allies from the brink of death by feeding them to them when they are dying. Use the potion of Sanctuary to keep yourself alive long enough to have your cleric heal you. Alternatively, use it to run between guards or monsters. Use the Protection From Evil potions when battling foes who employ mind controlling effects regardless of their alignment. |
| Mellock06-27-07, 05:00 AM | Wow zelf-gale, that's pretty nifty too! Quite comprehensive. Thanks! :) I think I'm good to go now. :D |
| Fitz1001906-27-07, 09:52 AM | After you do your point buying, don't forget the stat bump for level 4. Don't include it in the buying, do it after after after. |
| Wolfvyn06-27-07, 10:06 AM | Another good idea, might be to take hold the line as one of your feats, that way you'll get an attack or opportunity on any enemy that charges you. Even if it is just one a round that can be quite helpful, especially if you would like to trip. The -4 to ac that a prone opponent gets makes powerattack so much more viable. |
| Gonf06-27-07, 02:24 PM | Um I know that in your opening post you did ask for a level 6 fighter build but while I'm not at all fond of fighters I do enjoy martial builds a lot, and I know of a few different classes you might enjoy, and they are all pretty simple in my opinion. If you do have your heart set on a pure fighter though, just ignore the rest of this post. Anyways, I'm not sure what books you have access to. If you are playing Core Only I'd recommend the barbarian approach. The uncanny dodge, trap sense, rage and bonus to will saves would be very useful. With power attack and other feats you can really lay down the smack. (leap attack is grand but from the complete adventurer) If you have access to the complete series, another option is a persistant divine-metamagic cheese cleric. While it is a cleric, you would really play it more as a fighter. You could get a nightstick (libris mortis) and some other stuff to increase your number of turning attempts, then burn them to persist useful combat buffs. If you persist Vigor (Complete Divine) and a couple of other beneficial spells, then you can fight pretty well without too much fear of dying, at level 7 you get access to Divine Power which will give you a fighter's base attack bonus and a sacred bonus to strength (meaning it stacks with almost everything that you would normally find), and with vigor whatever doesn't kill you instantly wont kill you period. Then you can save the rest of your spells for healing and buffing your allies. It's actually pretty simple and would kill in a fight. If you have access to The Book of Nine Swords, well I have to say this is my favorite book for warriors and you might enjoy the Warblade more then a traditional fighter. It does have a spell-caster feel from a mechanics standpoint, but it is still pretty simple, especially the Warblade. Or a crusader, those are also really fun and pretty easy to learn. Um anyways, those are three alternatives to a traditional fighter that might give you a little more bang for your buck. Personally I enjoy ToB a lot, but the cleric build is probably the strongest. |
| UndeadViking06-27-07, 04:48 PM | Zelf, nice fighter, there! However, why an adamantine weapon instead of silver? Also, I'm thinking a high armor class will really be needed in a Ravenloft campaign. You may be facing a ton of creatures with energy drain touch, paralyzing touch, etc. I'm not sure, but some of those attacks might be pure touch attacks, in which case the best full plate won't help, so maybe some good armor plus some items that give a deflection bonus to AC. The ring of protection will do that, but they get pricey above +1. The dodge feat might also help. My two cents... |
| Cardinal Teplin06-27-07, 05:28 PM | I'd definitely stick with silver undead bane My suggestion: Str 17 -> 18 dex 14 con 14 int 13 wis 8 chr 10 hp 6d10+12 saves: FORT (+5 +2 +1) +8 REF (+2 +2 +1) +5 WILL (+2 -1 +3) +4 AC 20 (+8 armour, +2 dex) Attacks: Greatsword +12/+7 for 2d6+7 Greatsword versus undead is +14/+9 for 4d6+9 Longbow +9/+4 for d8+4 Feats: Power attack, cleave, Weapon focus (Greatsword), Combat expertise, iron will, weapon specialisation (Greatsword), improved disarm, mounted combat Skills: Climb 9 ranks for +13 (-5 for your armour for +7) Ride 9 ranks for +11 Intimidate 9 ranks for +9 (Optionally, swap one for swim - since in heavy armour you'll sink like a stone) Equipment: Silver +1 undead bane greatsword (8450gp) Masterwork full plate (1650) Masterwork composite (Str+4) longbow (1135gp) Cloak of resistance +1 (1000gp) lance light riding horse dagger everburning torch 5 torches 3 flasks of oil 3 vials of holy water 2 tanglefoot bags 2 potions of cure light wounds 2 potion of mage armour backpack chalk waterskin iron rations Explanation: Power Attack allows you to reduce your chance to hit to increase your damage. 2 points of extra damage for every -1 to hit, up to a maximum of -6 to hit and +12 to damage. Use when you're easily hitting anyway, such as against doors, zombies, etc. Combat Expertise allows you to reduce your chance to hit to increase your AC. -1 to hit for +1 AC, up to maximum of -5 to hit and +5 to AC. Improved disarm means you can attack to knock things out of people's hands. You both roll to hit, you add +8 to your total, and if you get higher, they drop what they're holding. Because style counts, you know? And yeah, name the sword! H |