Calibus
2016-06-10, 04:31 AM
I just want to know other peoples thoughts on my build. I've just started playing last week and had the first session not long ago, and I've played enough and tried being a DM long enough to be relatively adept. However, I never really once tried to Optimize my characters. I always go for: Have fun with it, don't be too serious route of play
So maybe I tried to attempt a build that mostly focused on Reach. Then started to have fun as I prodded my future levels in my character. Let me know What you think:
HALF-ORC (Total Badass)
;Points assigned by roll 4d6 take highest 3; DM Witnessed
STR: 19(+2)
AGI: 16
INT: 12
CON: 18 (+1)
WIS: 14
CHA: (12)
CL: Fighter (1)
-Features
Great-Weapon Fighting- Reroll poopy damage (Now Referenced as GWF)
Second Wind- Round 2?, start!
Savage Attacks- Add more damage! (If poopy, use GWF)
Dark Vision
Weapons
Halberd - 1d10 Slash, reach Heavy
Greatsword - 2d6 Slash, Heavy
At this point, it's bland and boring. I'm going to ignore armor but you can assume Medium armor throughout campaign
Fast Forward
HALF-ORC (Total Badass)
;Points assigned by roll 4d6 take highest 3; DM Witnessed
STR: 19(+2)
AGI: 16
INT: 12
CON: 18 (+1)
WIS: 14
CHA: (12)
CL: Fighter (5)
-Race/Class Features
Great-Weapon Fighting- Reroll poopy damage (Now Referenced as GWF)
Second Wind- Round 2?, start!
Savage Attacks- Add more damage! (If poopy, use GWF)
Dark Vision
-New-
Action Surge (Lv2- more punchiness)
Extra Attack (+1)Lv5 - Oh dear the Punchiness is starting to reach Charliehorse levels.
Feature/Ability Score Improvement- Leaving this here mostly as a gauge
Lv4- Polearm Master
Extra Punchiness + More Punchiness! The AoO is too good to ignore for a GWFer and the 1d4+Str.mod is a good little lovetap!
Archetype Lv3 Champion- It's boring, but Synergizes well with Savage Attacks
Improved Critical- The Crit Range boost is good, doubling Crit rate x2 for a 1/10 chance to crit. Groovy.
Weapons
Halberd - 1d10 Slash, reach Heavy
Greatsword - 2d6 Slash, Heavy
Not as boring. Capable of hitting 3d10+1d4+(4xstr.mod) so 50 Damage Max using Action Surge, 40 Damage Max without Action Surge.
Now begins a new Era
HALF-ORC (Total Badass)
;Points assigned by roll 4d6 take highest 3; DM Witnessed
STR: 19(+2)
AGI: 16
INT: 12
CON: 18 (+1)
WIS: 14
CHA: (12)
CL: Fighter (5) Barbarian (2)
-Race/Class Features
Great-Weapon Fighting- Reroll poopy damage (Now Referenced as GWF)
Second Wind- Round 2?, start!
Savage Attacks- Add more damage! (If poopy, use GWF)
Dark Vision
Action Surge (Lv2- more punchiness)
Extra Attack (+1)Lv5 - Oh dear the Punchiness is starting to reach Charliehorse levels.
-New-
Unarmored Defense Lv6 - This should be a significant upgrade or a minor one. Depending. 10+DEXM+CONM can be ruthless or useless. Your AS determine if this is just a dump feat. For me It's a 17. and a 3 point jump is a welcome addition. Assuming I got shafted any Magic Armor.
Rage Lv6 - We gonna get Postal now. Resistance to Slash, Pierce, Bludgeon. We Gain Advantage on all Str based Attack Rolls, Doubling our Crit Ratio again to 1:5 rolls. And with an extra cherry on top, +2 damage :)
Reckless Attack Lv7 - More Advantage!? Awww yeah! Sure it's a double edged sword, but when I'm not raging, I might as well use it if i'm healthy.
Danger Sense Lv7 - Just some extra advantage for saving throws. Nothing to talk about here.
Feature/Ability Score Improvement- Leaving this here mostly as a gauge
Lv4- Polearm Master
Extra Punchiness + More Punchiness! The AoO is too good to ignore for a GWFer and the 1d4+Str.mod is a good little lovetap!
Archetype Lv3 Champion- It's boring, but Synergizes well with Savage Attacks
Improved Critical- The Crit Range boost is good, doubling Crit rate x2 for a 1/10 chance to crit. Groovy.
Weapons
Halberd - 1d10 Slash, reach Heavy
Greatsword - 2d6 Slash, Heavy
So what, a Barb Multiclass. Whoopie. Yeah, I know, not like most fights last 10 rounds of combat, and in case It does or I somehow can't reach an opponent while raging, I do Have a second rage to pop when needed. Yay! 20% chance to crit is a pretty wide margin in my honest opinion
HALF-ORC (Total Badass)
;Points assigned by roll 4d6 take highest 3; DM Witnessed
STR: 19(+2)
AGI: 16
INT: 12
CON: 18 (+1)
WIS: 14
CHA: (12)
CL: Fighter (5) Barbarian (2) Paladin (2)
-Race/Class Features
Great-Weapon Fighting- Reroll poopy damage (Now Referenced as GWF)
Second Wind- Round 2?, start!
Savage Attacks- Add more damage! (If poopy, use GWF)
Dark Vision
Action Surge (Lv2- more punchiness)
Extra Attack (+1)Lv5 - Oh dear the Punchiness is starting to reach Charliehorse levels.
Unarmored Defense Lv6 - This should be a significant upgrade or a minor one. Depending. 10+DEXM+CONM can be ruthless or useless. Your AS determine if this is just a dump feat. For me It's a 17. and a 3 point jump is a welcome addition. Assuming I got shafted any Magic Armor.
Rage Lv6 - We gonna get Postal now. Resistance to Slash, Pierce, Bludgeon. We Gain Advantage on all Str based Attack Rolls, Doubling our Crit Ratio again to 1:5 rolls. And with an extra cherry on top, +2 damage :)
Reckless Attack Lv7 - More Advantage!? Awww yeah! Sure it's a double edged sword, but when I'm not raging, I might as well use it if i'm healthy.
Danger Sense Lv7 - Just some extra advantage for saving throws. Nothing to talk about here.
-new-
Divine Sense Lv8 - Roleplay fodder. Not much else.
Lay on Hands Lv8 - Other than a bit of extra Heal, at this point, it's gonna be handy for Diseases and poisons you should be encountering at this level.
Defender Lv9 - This fighting Style is dearly needed at this point. You're going to WANT any AC where you can get it.
Spellcasting Lv9 - I'll be honest. Just Go Shield of Faith and whatever else you feel like. Chances are, you'll forget you had spells to even use.
Divine Smite Lv9 - Everything that matters in this Paladin Multiclass has been for this one sole feat. Why? Just read the description: " when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target" WHEN YOU HIT. So if you Crit, pop this Badboy and Deal double Dice rolls including Divine smite. That's a Brutal 6d10+2d4+4d8+(Str.Mx4). Boss killer damage right there.
Feature/Ability Score Improvement- Leaving this here mostly as a gauge
Lv4- Polearm Master
Extra Punchiness + More Punchiness! The AoO is too good to ignore for a GWFer and the 1d4+Str.mod is a good little lovetap!
Archetype Lv3 Champion- It's boring, but Synergizes well with Savage Attacks
Improved Critical- The Crit Range boost is good, doubling Crit rate x2 for a 1/10 chance to crit. Groovy.
Weapons
Halberd - 1d10 Slash, reach Heavy
Greatsword - 2d6 Slash, Heavy
So we've done it. We've survived to this point. At this point, we're pretty much set on dumping everything into Fighter. The wide crit range, the reach threat, and the nastiness of Divine Smite has produced a fine Paragon of beat-down. But the real challenge starts at Lv10.
At this point there's a few ways for me to go. I'm honestly not very sure where to go at this point.
I know the best course of action would be to dump everything into fighter. Plenty of Ability Score Improvements/Feats
At level 10 should I just go with a ABI Improvement, or do I take a Feat to boost just my Str to a full 20? (Athlete) Do I continue to just find more Synergies to overpower my character first? (Polearm Master + Sentinel) or (Charger + Great Weapon Master)
At level 10 I get another Fighting Style which is really left me with either Archery or Protection. Either option will see very little use. And at Level 15 I get a wider crit range of 18-20.
Any advice?
So maybe I tried to attempt a build that mostly focused on Reach. Then started to have fun as I prodded my future levels in my character. Let me know What you think:
HALF-ORC (Total Badass)
;Points assigned by roll 4d6 take highest 3; DM Witnessed
STR: 19(+2)
AGI: 16
INT: 12
CON: 18 (+1)
WIS: 14
CHA: (12)
CL: Fighter (1)
-Features
Great-Weapon Fighting- Reroll poopy damage (Now Referenced as GWF)
Second Wind- Round 2?, start!
Savage Attacks- Add more damage! (If poopy, use GWF)
Dark Vision
Weapons
Halberd - 1d10 Slash, reach Heavy
Greatsword - 2d6 Slash, Heavy
At this point, it's bland and boring. I'm going to ignore armor but you can assume Medium armor throughout campaign
Fast Forward
HALF-ORC (Total Badass)
;Points assigned by roll 4d6 take highest 3; DM Witnessed
STR: 19(+2)
AGI: 16
INT: 12
CON: 18 (+1)
WIS: 14
CHA: (12)
CL: Fighter (5)
-Race/Class Features
Great-Weapon Fighting- Reroll poopy damage (Now Referenced as GWF)
Second Wind- Round 2?, start!
Savage Attacks- Add more damage! (If poopy, use GWF)
Dark Vision
-New-
Action Surge (Lv2- more punchiness)
Extra Attack (+1)Lv5 - Oh dear the Punchiness is starting to reach Charliehorse levels.
Feature/Ability Score Improvement- Leaving this here mostly as a gauge
Lv4- Polearm Master
Extra Punchiness + More Punchiness! The AoO is too good to ignore for a GWFer and the 1d4+Str.mod is a good little lovetap!
Archetype Lv3 Champion- It's boring, but Synergizes well with Savage Attacks
Improved Critical- The Crit Range boost is good, doubling Crit rate x2 for a 1/10 chance to crit. Groovy.
Weapons
Halberd - 1d10 Slash, reach Heavy
Greatsword - 2d6 Slash, Heavy
Not as boring. Capable of hitting 3d10+1d4+(4xstr.mod) so 50 Damage Max using Action Surge, 40 Damage Max without Action Surge.
Now begins a new Era
HALF-ORC (Total Badass)
;Points assigned by roll 4d6 take highest 3; DM Witnessed
STR: 19(+2)
AGI: 16
INT: 12
CON: 18 (+1)
WIS: 14
CHA: (12)
CL: Fighter (5) Barbarian (2)
-Race/Class Features
Great-Weapon Fighting- Reroll poopy damage (Now Referenced as GWF)
Second Wind- Round 2?, start!
Savage Attacks- Add more damage! (If poopy, use GWF)
Dark Vision
Action Surge (Lv2- more punchiness)
Extra Attack (+1)Lv5 - Oh dear the Punchiness is starting to reach Charliehorse levels.
-New-
Unarmored Defense Lv6 - This should be a significant upgrade or a minor one. Depending. 10+DEXM+CONM can be ruthless or useless. Your AS determine if this is just a dump feat. For me It's a 17. and a 3 point jump is a welcome addition. Assuming I got shafted any Magic Armor.
Rage Lv6 - We gonna get Postal now. Resistance to Slash, Pierce, Bludgeon. We Gain Advantage on all Str based Attack Rolls, Doubling our Crit Ratio again to 1:5 rolls. And with an extra cherry on top, +2 damage :)
Reckless Attack Lv7 - More Advantage!? Awww yeah! Sure it's a double edged sword, but when I'm not raging, I might as well use it if i'm healthy.
Danger Sense Lv7 - Just some extra advantage for saving throws. Nothing to talk about here.
Feature/Ability Score Improvement- Leaving this here mostly as a gauge
Lv4- Polearm Master
Extra Punchiness + More Punchiness! The AoO is too good to ignore for a GWFer and the 1d4+Str.mod is a good little lovetap!
Archetype Lv3 Champion- It's boring, but Synergizes well with Savage Attacks
Improved Critical- The Crit Range boost is good, doubling Crit rate x2 for a 1/10 chance to crit. Groovy.
Weapons
Halberd - 1d10 Slash, reach Heavy
Greatsword - 2d6 Slash, Heavy
So what, a Barb Multiclass. Whoopie. Yeah, I know, not like most fights last 10 rounds of combat, and in case It does or I somehow can't reach an opponent while raging, I do Have a second rage to pop when needed. Yay! 20% chance to crit is a pretty wide margin in my honest opinion
HALF-ORC (Total Badass)
;Points assigned by roll 4d6 take highest 3; DM Witnessed
STR: 19(+2)
AGI: 16
INT: 12
CON: 18 (+1)
WIS: 14
CHA: (12)
CL: Fighter (5) Barbarian (2) Paladin (2)
-Race/Class Features
Great-Weapon Fighting- Reroll poopy damage (Now Referenced as GWF)
Second Wind- Round 2?, start!
Savage Attacks- Add more damage! (If poopy, use GWF)
Dark Vision
Action Surge (Lv2- more punchiness)
Extra Attack (+1)Lv5 - Oh dear the Punchiness is starting to reach Charliehorse levels.
Unarmored Defense Lv6 - This should be a significant upgrade or a minor one. Depending. 10+DEXM+CONM can be ruthless or useless. Your AS determine if this is just a dump feat. For me It's a 17. and a 3 point jump is a welcome addition. Assuming I got shafted any Magic Armor.
Rage Lv6 - We gonna get Postal now. Resistance to Slash, Pierce, Bludgeon. We Gain Advantage on all Str based Attack Rolls, Doubling our Crit Ratio again to 1:5 rolls. And with an extra cherry on top, +2 damage :)
Reckless Attack Lv7 - More Advantage!? Awww yeah! Sure it's a double edged sword, but when I'm not raging, I might as well use it if i'm healthy.
Danger Sense Lv7 - Just some extra advantage for saving throws. Nothing to talk about here.
-new-
Divine Sense Lv8 - Roleplay fodder. Not much else.
Lay on Hands Lv8 - Other than a bit of extra Heal, at this point, it's gonna be handy for Diseases and poisons you should be encountering at this level.
Defender Lv9 - This fighting Style is dearly needed at this point. You're going to WANT any AC where you can get it.
Spellcasting Lv9 - I'll be honest. Just Go Shield of Faith and whatever else you feel like. Chances are, you'll forget you had spells to even use.
Divine Smite Lv9 - Everything that matters in this Paladin Multiclass has been for this one sole feat. Why? Just read the description: " when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target" WHEN YOU HIT. So if you Crit, pop this Badboy and Deal double Dice rolls including Divine smite. That's a Brutal 6d10+2d4+4d8+(Str.Mx4). Boss killer damage right there.
Feature/Ability Score Improvement- Leaving this here mostly as a gauge
Lv4- Polearm Master
Extra Punchiness + More Punchiness! The AoO is too good to ignore for a GWFer and the 1d4+Str.mod is a good little lovetap!
Archetype Lv3 Champion- It's boring, but Synergizes well with Savage Attacks
Improved Critical- The Crit Range boost is good, doubling Crit rate x2 for a 1/10 chance to crit. Groovy.
Weapons
Halberd - 1d10 Slash, reach Heavy
Greatsword - 2d6 Slash, Heavy
So we've done it. We've survived to this point. At this point, we're pretty much set on dumping everything into Fighter. The wide crit range, the reach threat, and the nastiness of Divine Smite has produced a fine Paragon of beat-down. But the real challenge starts at Lv10.
At this point there's a few ways for me to go. I'm honestly not very sure where to go at this point.
I know the best course of action would be to dump everything into fighter. Plenty of Ability Score Improvements/Feats
At level 10 should I just go with a ABI Improvement, or do I take a Feat to boost just my Str to a full 20? (Athlete) Do I continue to just find more Synergies to overpower my character first? (Polearm Master + Sentinel) or (Charger + Great Weapon Master)
At level 10 I get another Fighting Style which is really left me with either Archery or Protection. Either option will see very little use. And at Level 15 I get a wider crit range of 18-20.
Any advice?