czar
2017-04-14, 08:51 PM
Hey first post around here and I wanted to ask you guys if you could help me out in both choosing and giving me some ideas for the following:
I got into a new campaign made by a friend and decided to take the short and sweet human variant route, "average" city watch joe that meets up with the adventurers, he does have
a defined story and arc but I'm mostly focusing right now on optimizing him towards tanking, as such I wanted something simple yet effective that I haven't tried yet and went for the Fighter.
However beyond level 1 being straightforward defense style, sword and board with some fairly decent rolled stats (18,17,15,14,14,13) I've split the guy in two paths, a pure eldritch knight or
going deep for the Immortal Mystic from the UA (our dm allows it's usage and even multiclassing with it).
Both would have the same stat array of 18+1,14,17+1,15,14,13 (or int 15+1) but I started comparing their pros and cons.
Pure EK path Pros/Cons:
-I'll actually get an extra attack.
-Green Flame Blade/Booming Blade help out a lot for crowd control, Blade Ward for flavor purposes is also decent (especially since I this dm allows to use improvised weapons [shields]as d4's), thereby
negating the need of Magic Initiate the Immortal path has
-More ASI's (more feats, quicker to get 20's).
-You can't quite burst d10's like the mystic.
-May have shield but a larger passive AC is nothing to scoff at.
Fighter 1/Mystic Immortal from that point onward Pros/Cons:
-Being able to get 22 AC without concentration requirements and just 2 points (which would be half your pool at level 2 but would slowly become more stable).
-similar variety of defensive powers like the EK (their own absorb elements, their smaller version of shield and healing, mastery of ice giving you 20 temps and air giving you blur is also noteworthy).
-Lack of a need of Warcaster due to the mind doing most of the job.
-Mini Toughness/Self-healing and temporal hit point passive gains.
-No extra attack, without using magic initiate I'm limited to a 1d8 plus strength for the rest of the campaign (alongside bursts and additional d8s at higher levels, but bursts do burn you out
after all).
-less ASI's.
-a rather miniscule amount of long range utility (which isn't really the characters purpose but it's there).
As for feats I'm probably going to pick HAM, why exactly, aside from boosting my strength up to 20 our dm is also kind enough to make it apply against magical and non magical s/p/b damage, however it starts out as just a -2 (grows alongside proficiency).
Suggestions and thoughts are welcome.
I got into a new campaign made by a friend and decided to take the short and sweet human variant route, "average" city watch joe that meets up with the adventurers, he does have
a defined story and arc but I'm mostly focusing right now on optimizing him towards tanking, as such I wanted something simple yet effective that I haven't tried yet and went for the Fighter.
However beyond level 1 being straightforward defense style, sword and board with some fairly decent rolled stats (18,17,15,14,14,13) I've split the guy in two paths, a pure eldritch knight or
going deep for the Immortal Mystic from the UA (our dm allows it's usage and even multiclassing with it).
Both would have the same stat array of 18+1,14,17+1,15,14,13 (or int 15+1) but I started comparing their pros and cons.
Pure EK path Pros/Cons:
-I'll actually get an extra attack.
-Green Flame Blade/Booming Blade help out a lot for crowd control, Blade Ward for flavor purposes is also decent (especially since I this dm allows to use improvised weapons [shields]as d4's), thereby
negating the need of Magic Initiate the Immortal path has
-More ASI's (more feats, quicker to get 20's).
-You can't quite burst d10's like the mystic.
-May have shield but a larger passive AC is nothing to scoff at.
Fighter 1/Mystic Immortal from that point onward Pros/Cons:
-Being able to get 22 AC without concentration requirements and just 2 points (which would be half your pool at level 2 but would slowly become more stable).
-similar variety of defensive powers like the EK (their own absorb elements, their smaller version of shield and healing, mastery of ice giving you 20 temps and air giving you blur is also noteworthy).
-Lack of a need of Warcaster due to the mind doing most of the job.
-Mini Toughness/Self-healing and temporal hit point passive gains.
-No extra attack, without using magic initiate I'm limited to a 1d8 plus strength for the rest of the campaign (alongside bursts and additional d8s at higher levels, but bursts do burn you out
after all).
-less ASI's.
-a rather miniscule amount of long range utility (which isn't really the characters purpose but it's there).
As for feats I'm probably going to pick HAM, why exactly, aside from boosting my strength up to 20 our dm is also kind enough to make it apply against magical and non magical s/p/b damage, however it starts out as just a -2 (grows alongside proficiency).
Suggestions and thoughts are welcome.