| Post/Author/DateTime | Post |
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| #1LeugrenSep 07, 2014 16:45:00 | DISCLAIMER: This thread was created to solicit character optimization advice. If you look down your nose on character optimization, then this thread is not for you, so please move on!
My character is a maul-wielding 4th-level Mountain Dwarf Champion Fighter that I recently migrated over from the playtest rules. In terms of his progression, I have decided that I want to shoot for Fighter 11/Barbarian 9. The problem I am having is deciding on the best way to get there and on the best ways to use my ability boosts or feats along the way. Below, I decribe the current state of my character, and I then lay out my planned progression, together with the reasoning behind it. Any critiques or suggestions are welcome. I freely admit that fighters are not my area of expertise, so I welcome any advice you may have, as long as it doesn't involve a switch in my weapon focus to, say, crossbows or polearms.
The driving philosophy behind this character is to make the most of his expanded critical hit range by picking up the Barbarian class's level 2 Reckless Attack feature. I want to get to Fighter 11, primarily for the Extra Attack (2) feature, but I view the Fighter features between levels 12 and 18 as rather lackluster when compared to the Barbarian features between levels 3 and 9. Based on this reasoning, I want to shoot for Fighter 11/Barbarian 9. Note that I am not the main tank in my party, since we have a sword-and-board paladin in the group as well. My focus is therefore to optimize my damage with the maul, but also to ensure that I am durable enough to stand up to the punishment I am likely to suffer as a melee combatant with a relatively low AC who often grants advantage to his opponent's attacks.
Relevant Level 4 Fighter [Champion] Stats:
STR: 18 DEX: 14 CON: 16 INT: 10 WIS: 12 CHA: 10
Race: Mountain Dwarf Fighting Style: Great Weapon Fighting Level 4 Feat: Great Weapon Master Primary Weapon: +1 Maul Armor: Splint Mail and +1 Ring of Protection (AC 18)
Proposed Progression Summary:
1. Fighter 6 2. Fighter 6 / Barbarian 4 3. Fighter 11 / Barbarian 4 4. Fighter 11 / Barbarian 9 |
| #2LeugrenSep 08, 2014 12:17:35 | Really? No one has any advice on this progression? I'll even take a "Yeah, that looks like a pretty good way to go". It's easy to come up with an optimized 20th level character. What's not so easy is figuring out the best way to get there (i.e. the way that yields the most playable character from levels 1 through 20). |
| #3wills2009Sep 08, 2014 13:37:32 | Looks like you have a good progression there. I can't comment too much because I don't have the books with me and I'm not a fighter pro.
These boards aren't as busy as I'd like. Hopefully once 5e takes off and they release the dmg and monster manual more people will pick it up and we will see more guides and stuff. |
| #4DurwanSep 08, 2014 15:52:19 | Depends how long you think this char wil last. If you really have a chance on a level+10 game go for it. Me i was thinking on going just 1(max2) level fighter and then all out barbarian. Then i would get those great 1. level fighter goodies and also take the variant human for the extra feat 1. 1. level. I would get the 1. level two weapon fighter style and second wind and then the feat dual wielder feat so you get 2x d8 weps and you add your ability modifyer to both attacks aswel. That would give you a max damage of 22 on 1. level with +3 strengt. The second wind would boost your hp and then the barbarian rage would boost that even more. And when you get to 3.(4) level and egt reckless attack you would more ore less hit on every hit(75% maybe) and be an realy effective killing machine with health like a bull.
But your build seems super, just depends how long you want to plan ahead |
| #57he_professorSep 08, 2014 16:39:37 | Two things:
2. Your progression looks excellent up to level 10 minus the Savage Attacker Feat. I would recommend Lucky over that if you're interested in rerolls. Less uses for certain, but far more versatile.
I recommend Fighter 16/Barbarian 4 going: Fighter 6-Barbarian 4-Fighter 6-16
You underestimate the higher level class features of the Fighter, IMO. Let's do a comparison:
Barbarian 5: Extra Attack (wasted as you already gain this from Fighter), Fast Movement (decent) Fighter 12: Ability Score increase or a Feat (amazing)
Barbarian 6: 4th rage/day (decent, I don't see this as needed, as raging every encounter doesn't seem necessary), double carrying capacity (meh), advantage to break objects (meh). Fighter 13: Reroll another saving throw (amazing)
Barbarian 7: Advantage on Initiative and can't be surprised as long as you have Rage uses left (good), Fighter 14: Ability Score increase or a Feat (amazing)
Barbarian 8: Ability Score increase or a Feat (amazing) Fighter 15: Superior Critical (good, especially since you're going for this)
Barbarian 9: Brutual Critical (decent normally, good with your 19-20 crit range) Fighter 16: Ability Score increase or a Feat (amazing)
Now, these are just my opinions, but if we rate meh as 1, decent as 2, good as 3 and amazing as 4 the totals are:
Fighter 11/Barbarian 9: 16 Fighter 16/Barbarian 4: 19
Not a huge difference, but the versatility of the Fighter is simply unmatched as far as the melee classes go.
Either way...just my 2 cp |
| #6LeugrenSep 08, 2014 19:15:12 |
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| #7LeugrenSep 08, 2014 19:16:09 |
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| #8DireachSep 08, 2014 20:03:26 | That is a VERY generous DM.
You might consider Resilient (Dex) in there somewhere, if you have a feat for it. At higher level, a lot of very deadly Dex save effects get hurled at you, and having proficiency can save you a lot of pain. Plus, with Resilient (Dex) and one more bump in Dex stat, you will have an unarmoured AC equal to chainmail armour, plus your ring is 17. Barbarian Fast Movement won't work with heavy armour, so you'll have to ditch the splint mail eventually anyway. If you can score an Amulet of Health as well as boosting your Dex, you're back to 18 AC, and have a bunch more HP, too. |
| #9LeugrenSep 08, 2014 20:09:05 |
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| (Reply to #9)danyc | If you're going Bear totem, I agree that heavy fighter is better. Eventually getting the extra crit will bring you to the point where, combined with advantage and multiple attacks, you nearly guarantee your extra attack from GWM (compared to Barbarians with Frenzy where crit can end up just being a little extra damage).
Depending on whether you need that feat, you could even go fighter 17 for another Action Surge and Indomitable use, though I realize this starts looking less like a multiclass and more like a dip. |
| #11smbakeresqSep 09, 2014 9:51:47 | Sentinel reads better than it plays, especially for a barbarian. Only a dumb dm will give you many attacks, and you are in the front lines with a worse AC than everyone else who will be there. It's built for a fighter who has an AC that enemies will miss. As an example, you are in your +3 breastplate, that's 20 AC. Joe Platemail is in his +2 platemail with his +2 Shield, he is sitting at 24. If he takes a defense class ability he is at 25. Your DM will focus fire you anyway because you are easiest to hit and have biggest spike damage potential.
Sentinel also requires your DM to let you use it, he has to give you a chance to use it. Once you use it they will naturally stop letting you use it.
For fighter ability, the passive defense abilities are good but unexciting, choose GW fighter and back it up with GW feat. Getting an extra attack for a crit or dropping someone is something you manage, and when using reckless use the -5 for +10 dmg; the advantage on rolls cancels out the -5, and you get a chance at a big spike.
With a maul, the fighter GW ability is best, it moves the d6 avg from 3.5 to 4.16, the biggest increase. |
| #12LeugrenSep 09, 2014 11:59:54 |
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| #13smbakeresqSep 09, 2014 12:29:49 |
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| #14LeugrenSep 09, 2014 13:19:54 | Thanks for all of the advice, everyone! You have definitely given me a lot to think about. |
| #15smbakeresqSep 09, 2014 15:45:48 | It's also reasonable in your case to ask for a level rebuild to start at barbarian since the class didn't exist when you started. The role play reason is you are formalizing your military training.
I have asked for and given as DM the ability to use maul and greataxe with polearm master feat. Those weapons have enough haft to use as a weapon, but the reach is only 5'. It's a neat option, thematic also, and certainly not cheese with out the reach increase of a polearm. |