New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 5 12345 LastLast
Results 1 to 30 of 122
  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Hi guys,

    In our new campaign, the GM introduced some modifications in an attempt to balance the power level of the different classes better and make the game a bit more low fantasy. Also, we will only use the PHB for character creation etc. Moreover, wizards and druids are not permitted, and clerics and sorcerers have been nerfed.

    The fighter, on the other hand, will benefit from some improvements:

    - 1 extra fighter feat at EVERY level (instead of every two levels)
    - free exotic weapon proficiency for all exotic weapons
    - 4 instead of 2 skills points

    I imagine, it should be possible to build a pretty powerful fighter with those additional feats and skill points, even only using the PHB.

    I was thinking archer/fighter, perhaps with the added ability to trip.

    Any thoughts or recommendations are highly appreciated!

    Thank you.
    Last edited by Mykerinos; 2020-12-21 at 04:42 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Dec 2017
    Location
    Karrnath
    Gender
    Female

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    20 fighter bonus feats, free exotic weapon proficiencies, and 4+int skills (albeit with an abysmal skill list) core only.... uhhhh. Fighter is better than Barbarian most definitely, probably better than rogue, and monk is so far behind. But. I don't think that core only you'll actually do anything other than fight at all decently, and even then... The sorcerer is still probably better than you...
    Quote Originally Posted by Zaq View Post
    I feel like telling the ghost of Gary Gygax to hold your beer is a good way to suddenly stop being the GM, but I have to admit that this would probably be remarkably effective. At what, I dunno, but effective.
    Quote Originally Posted by Zombulian View Post
    I am continually astounded by how new you are here in contrast to how impressive your mind is.

  3. - Top - End - #3
    Barbarian in the Playground
    Join Date
    Jan 2015
    Location
    The Netherlands
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    So you get 20 fighter feats, 6 regular feats, and 1 bonus if you go human. (phb only, so why wouldn't you.) for a total of 27 feats out of a very restricted list.
    After picking a fighting style (ranged/melee), doesn't that just mean: pick 'm all?
    Quote Originally Posted by Beheld View Post
    Wholly Crap! Did someone just make an argument based on the actual rules text! You clearly don't belong in this thread.

  4. - Top - End - #4
    Firbolg in the Playground
     
    MaxiDuRaritry's Avatar

    Join Date
    Dec 2015
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    But how many fighter feats are actually worth taking in Core?

  5. - Top - End - #5
    Ogre in the Playground
     
    Elves's Avatar

    Join Date
    Feb 2019

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Bad fix. Fighter already gets a lot of feats. Adding more distends it in that area without addressing the things it lacks. To fix something you should fill in its absences instead of amping the part it's already the best at.
    Join the 3.5e Discord server: https://discord.gg/ehGFz6M3nJ

  6. - Top - End - #6
    Troll in the Playground
     
    sleepyphoenixx's Avatar

    Join Date
    Oct 2012

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    There aren't enough fighter bonus feats worth taking even for a normal fighter, especially in core-only. All this buff does is bloat your character sheet.

    Any melee character benefits vastly more from expanded book access, but fighters especially so. And that goes double for archers of any kind. Core-only sucks for archers.
    I'd suggest at least looking at the Complete's and Dungeonscape before going for ill-thought-out homebrew.

    Also D&D is not very suitable for low magic games.
    The pre-statted enemies assume that the party has access to certain effects at certain levels and baseline stats that are nearly impossible to meet without access to abundant magic and magic items.
    You'd have to rebalance pretty much everything if you want to play low magic beyond the lowest levels, and even then it's unlikely to work very well.
    It's simply not worth the effort compared to just finding a more suitable system.

  7. - Top - End - #7
    Bugbear in the Playground
     
    RogueGuy

    Join Date
    Jun 2015
    Location
    Rocky Mountains, Colorado

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by Mykerinos View Post
    Hi guys,

    In our new campaign, the GM introduced some modifications in an attempt to balance the power level of the different classes better and make the game a bit more low fantasy. Also, we will only use the PHB for character creation etc. Moreover, wizards and druids are not permitted, and clerics and sorcerers have been nerfed.

    The fighter, on the other hand, will benefit from some improvements:

    - 1 extra fighter feat at EVERY level (instead of every two levels)
    - free exotic weapon proficiency for all exotic weapons
    - 4 instead of 2 skills points

    I imagine, it should be possible to build a pretty powerful fighter with those additional feats and skill points, even only using the PHB.

    I was thinking archer/fighter, perhaps with the added ability to trip.

    Any thoughts or recommendations are highly appreciated!

    Thank you.
    It sounds like a core game where nobody shows wizard.

    Play cleric.

    What i mean is, cleric is the best archer in core. Giving a fighter more core fighter feats won't change that.

    What would help?

    We can build a core archer / tripper with those guidelines, and explain why it's good, if that's what you want.

    What levels do you anticipate playing?

    If you want a feat heavy core fighter experience I suggest ...

    Human feat
    1 Fighter ff, feat
    2 Cleric
    3 Fighter ff, feat
    4 Cleric
    5 Fighter ff
    6 Cleric feat

    Do that until you decide you've got enough fighter, then finish cleric. Three should be enough, but you'll know when you get there.
    Last edited by bean illus; 2020-12-21 at 08:03 PM.

  8. - Top - End - #8
    Ettin in the Playground
     
    Planetar

    Join Date
    May 2009
    Location
    Perth, West Australia
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Others have already commented, but in particular free EWP for all exotic weapons is nowhere near as generous as it sounds, mainly because
    (1) you generally don't use more than one weapon at a time, and
    (2) there are precious few exotic weapons actually worth using, especially in the PHB. Basically it comes down to Spiked Chain if you want to trip and bastard sword if you want to sword-and-board it, and what, you've saved yourself a whole feat in a progression where you have 20+ to work with and likely not even 20 feats that actually can work for Fighter.

    On top of that is that while you might be proficient with all those weapons, stuff like Weapon Focus and similar (and things like Lightning Mace or Tormtor School) only works on one weapon at a time (unless you're a Warblade, which you're not because it's PHB-only, or you have an Aptitude weapon, which you don't, because it's PHB-only.)

  9. - Top - End - #9
    Titan in the Playground
     
    AvatarVecna's Avatar

    Join Date
    Jan 2014

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    I took a few passes at it. Unless you go TWF so that you can tack all the normal melee stuff onto TWF feats, you just straight-up run out of fighter feats to take that don't conflict with your starting style. Did you know that Toughness isn't actually a fighter bonus feat? I didn't.


    Currently Running WW/Mafia: flat_footed's Fallout 3: Forecast--Rapidly Changing Conditions

    Avatar by AsteriskAmp

    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

  10. - Top - End - #10
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2012
    Location
    Copenhagen
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by Mykerinos View Post
    Hi guys,

    In our new campaign, the GM introduced some modifications in an attempt to balance the power level of the different classes better and make the game a bit more low fantasy. Also, we will only use the PHB for character creation etc. Moreover, wizards and druids are not permitted, and clerics and sorcerers have been nerfed.

    The fighter, on the other hand, will benefit from some improvements:

    - 1 extra fighter feat at EVERY level (instead of every two levels)
    - free exotic weapon proficiency for all exotic weapons
    - 4 instead of 2 skills points

    I imagine, it should be possible to build a pretty powerful fighter with those additional feats and skill points, even only using the PHB.

    I was thinking archer/fighter, perhaps with the added ability to trip.

    Any thoughts or recommendations are highly appreciated!

    Thank you.
    Its a huge nerf for the fighter to only have access to phb... im not sure your dm knows what he's doing sorry!
    Quote Originally Posted by chaotic stupid View Post
    tippy's posted, thread's over now

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  11. - Top - End - #11
    Ogre in the Playground
     
    OrcBarbarianGuy

    Join Date
    May 2018
    Location
    Colorado
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Echoing everyone else here, going phb is already a massive nerf for fighter and letting you have even more feats doesn't do anything to help since you don't have access to any good feats. Might as well take leadership and get a cleric as your cohort at least your cohort will be useful. Similarly giving fighters more skill points doesn't help the fact that their skill choices suck.

  12. - Top - End - #12
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2012
    Location
    Copenhagen
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by liquidformat View Post
    Echoing everyone else here, going phb is already a massive nerf for fighter and letting you have even more feats doesn't do anything to help since you don't have access to any good feats. Might as well take leadership and get a cleric as your cohort at least your cohort will be useful. Similarly giving fighters more skill points doesn't help the fact that their skill choices suck.
    Indeed... for such limited fighter-options, I too would suggest leadership, and make your followers capable of doing all the things your character canÂ’t, due to only having access to phb. Just to clarify, there are about 100 books for 3.x, using only 1% seems weird to me... and the lover the tier, the more that character needs further options! At this point it wouldn't matter if you had access to every feat in PHB, because PHB hasn't any good options for fighter...

    Ypu should at least ask if your DM will allow you to gestalt your character... either with monk (which won't help alot, but give you some better saves, and some further options with better skills), or rogue...

    That way, you'll have some options out of combat, and still be reasonably capable within combat... not so much with the monk, but with the rogue... Again, you DM is tricking you into thinking that he's giving you a boon, when in fact he's nerfing your fighter more than nerfing the spellcasters... For you to have a boon, you need to be able to execute the same actions as spellcasters... like fly, invisibility, stun enemies, open locked doors, cure hp damage, stuff like that... is really doesn't matter than you can swing a blade a 100 times, if you can't see or reach your enemy... the lack of options in a fighters repertoire is the main reason the class suckes compared to spellcaster... because you can do everything with magic.

    I'm getting annoyed on your behalf... sorry!
    Last edited by Melcar; 2020-12-22 at 04:45 AM.
    Quote Originally Posted by chaotic stupid View Post
    tippy's posted, thread's over now

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  13. - Top - End - #13
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Thank you all for your input and explaining why fighter isn't a good choice despite the bonuses. That was really very helpful.

    Cleric was mentioned several times and indeed it would normally have been my first choice, but the nerfs envisaged by our GM are massive.

    Except for specific clerics of war deities, clerics are downgraded to a d6 hit die and may only use light armor. Also, the GM announced that its deity will regularly assign the cleric appropriate tasks.

    Moreover, clerics only have access to limited spell lists/spheres that depend on the deity worshipped. In the GM's world, there are stronger and weaker deities. Clerics of stronger deities have more spell lists. Everyone gets the sphere "all" and between 2 and 6 added spheres. I can take a deity that gives me 6 added spheres. The specific spheres available depend on the deity.

    No changes have been made to cleric domains.

    Do you think cleric remains a viable option despite all the changes?

    The spell lists are as follows:

    1. All
    Purify Food and Drink (Level 0): Purifies 1 cu. ft./level of food or water.
    Bless (Level 1): Allies gain +1 on attack rolls and saves against fear.
    Bless Water M (Level 1): Makes holy water.
    Detect Chaos/Evil/Good/Law (Level 1): Reveals creatures, spells, or objects of selected alignment.
    Align Weapon (Level 2): Weapon becomes good, evil, lawful, or chaotic.
    Atonement F X (Level 5): Removes burden of misdeeds from subject.
    Hallow M (Level 5): Designates location as holy.
    Unhallow M (Level 5): Designates location as unholy.
    Miracle X (Level 9): Requests a deity’s intercession.

    2. Animal
    Calm Animals (Level 1): Calms (2d4 + level) HD of animals.
    Charm Animal (Level 1): Makes one animal your friend.
    Detect Animals or Plants (Level 1): Detects kinds of animals or plants.
    Hide from Animals (Level 1): Animals can’t perceive one subject/level.
    Speak with Animals (Level 1): You can communicate with animals.
    Animal Messenger (Level 2): Sends a Tiny animal to a specific place.
    Animal Trance (Level 2): Fascinates 2d6 HD of animals.
    Hold Animal (Level 2): Paralyzes one animal for 1 round/level.
    Reduce Animal (Level 2): Shrinks one willing animal.
    Dominate Animal (Level 3): Subject animal obeys silent mental commands.
    Summon Swarm (Level 3): Summons swarm of bats, rats, or spiders.
    Giant Vermin (Level 4): Turns centipedes, scorpions, or spiders into giant vermin.
    Repel Vermin (Level 4): Insects, spiders, and other vermin stay 10 ft. away.
    Animal Growth (Level 5): One animal/two levels doubles in size.
    Awaken X (Level 5): Animal or tree gains human intellect. [Anm. Manu: hier nur Tier]
    Insect Plague (Level 5): Locust swarms attack creatures.
    Creeping Doom (Level 7): Swarms of centipedes attack at your command.
    Animal Shapes (Level 8): One ally/level polymorphs into chosen animal.
    Summon Nature’s Ally I (Level 1): Calls creature to fight.
    Summon Nature’s Ally II (Level 2): Calls creature to fight.
    Summon Nature’s Ally III (Level 3): Calls creature to fight.
    Summon Nature’s Ally IV (Level 4): Calls creature to fight.
    Summon Nature’s Ally V (Level 5): Calls creature to fight.
    Summon Nature’s Ally VI (Level 6): Calls creature to fight.
    Summon Nature’s Ally VII (Level 7): Calls creature to fight.
    Summon Nature’s Ally VIII (Level 8): Calls creature to fight.
    Summon Nature’s Ally IX (Level 9): Calls creature to fight.

    3. Astral
    Planar Ally, Lesser X (Level 4): Exchange services with a 6 HD extraplanar creature.
    Plane Shift F (Level 5): As many as eight subjects travel to another plane.
    Planar Ally X (Level 6): As lesser planar ally, but up to 12 HD.
    Ethereal Jaunt (Level 7): You become ethereal for 1 round/level.
    Planar Ally, Greater X (Level 8): As lesser planar ally, but up to 18 HD.
    Astral Projection M (Level 9): Projects you and companions onto Astral Plane.
    Etherealness (Level 9): Travel to Ethereal Plane with companions.
    Gate X (Level 9): Connects two planes for travel or summoning.

    4. Charm
    Charm Animal (Level 1): Makes one animal your friend.
    Command (Level 1): One subject obeys selected command for 1 round.
    Remove Fear (Level 1): Suppresses fear or gives +4 on saves against fear for one subject + one per
    four levels.
    Calm Emotions (Level 2): Calms creatures, negating emotion effects.
    Enthrall (Level 2): Captivates all within 100 ft. + 10 ft./level.
    Hold Person (Level 2): Paralyzes one humanoid for 1 round/level.
    Zone of Truth (Level 2): Subjects within range cannot lie.
    Dominate Animal (Level 3): Subject animal obeys silent mental commands.
    Command Plants (Level 4): Sway the actions of one or more plant creatures.
    Imbue with Spell Ability (Level 4): Transfer spells to subject.
    Command, Greater (Level 5): As command, but affects one subject/level.
    Geas/Quest (Level 6): As lesser geas, plus it affects any creature.
    Antipathy (Level 9): Object or location affected by spell repels certain creatures.
    Sympathy M (Lebel 9): Object or location attracts certain creatures.

    5. Combat
    Guidance (Level 0): +1 on one attack roll, saving throw, or skill check.
    Divine Favor (Level 1): You gain +1 per three levels on attack and damage rolls.
    Magic Stone (Level 1): Three stones gain +1 on attack, deal 1d6 +1 damage.
    Magic Weapon (Level 1): Weapon gains +1 bonus.
    Bear’s Endurance (Level 2): Subject gains +4 to Con for 1 min./level.
    Bull’s Strength (Level 2): Subject gains +4 to Str for 1 min./level.
    Eagle’s Splendor (Level 2): Subject gains +4 to Cha for 1 min./level.
    Owl’s Wisdom (Level 2): Subject gains +4 to Wis for 1 min./level.
    Spiritual Weapon (Level 2): Magic weapon attacks on its own.
    Prayer (Level 3): Allies +1 bonus on most rolls, enemies –1 penalty.
    Divine Power (Level 4): You gain attack bonus, +6 to Str, and 1 hp/level.
    Magic Weapon, Greater (Level 4): +1 bonus/four levels (max +5).
    Flame Strike (Level 5): Smite foes with divine fire (1d6/level damage).
    Insect Plague (Level 5): Locust swarms attack creatures.
    Righteous Might (Level 5): Your size increases, and you gain combat bonuses.
    Bear’s Endurance, Mass (Level 6): As bear’s endurance, affects one subject/level.
    Bull’s Strength, Mass (Level 6): As bull’s strength, affects one subject/level.
    Eagle’s Splendor, Mass (Level 6): As eagle’s splendor, affects one subject/level.
    Owl’s Wisdom, Mass (Level 6): As owl’s wisdom, affects one subject/level.
    Holy Word (Level 7): Kills, paralyzes, blinds, or deafens nongood subjects.

    6. Creation
    Create Water (Level 0): Creates 2 gallons/level of pure water.
    Create Food and Water (Level 3): Feeds three humans (or one horse)/level.
    Wall of Thorns (Level 5): Thorns damage anyone who tries to pass.
    Animate Objects (Level 6): Objects attack your foes.
    Blade Barrier (Level 6): Wall of blades deals 1d6/level damage.
    Heroes’ Feast (Level 6): Food for one creature/level cures and grants combat bonuses.
    Changestaff (Level 7): Your staff becomes a treant on command.

    7. Divination
    Detect Magic (Level 0): Detects spells and magic items within 60 ft.
    Detect Poison (Level 0): Detects poison in one creature or object.
    Know Direction (Level 0): You discern north.
    Read Magic (Level 0): Read scrolls and spellbooks.
    Comprehend Languages (Level 1): You understand all spoken and written languages.
    Detect Undead (Level 1): Reveals undead within 60 ft.
    Detect Snares and Pits (Level 1): Reveals natural or primitive traps.
    Speak with Animals (Level 1): You can communicate with animals.
    Augury M F (Level 2): Learns whether an action will be good or bad.
    Find Traps (Level 2): Notice traps as a rogue does.
    Status (Level 2): Monitors condition, position of allies.
    Locate Object (Level 3): Senses direction toward object (specific or type).
    Speak with Dead (Level 3): Corpse answers one question/two levels.
    Speak with Plants (Level 3): You can talk to normal plants and plant creatures.
    Discern Lies (Level 4): Reveals deliberate falsehoods.
    Divination M (Level 4): Provides useful advice for specific proposed actions.
    Sending (Level 4): Delivers short message anywhere, instantly.
    Tongues (Level 4): Speak any language.
    Commune X (Level 5): Deity answers one yes-or-no question/level.
    Commune with Nature (Level 5): Learn about terrain for 1 mile/level.
    Scrying F (Level 5): Spies on subject from a distance.
    True Seeing M (Level 5): Lets you see all things as they really are.
    Find the Path (Level 6): Shows most direct way to a location.
    Scrying, Greater (Level 7): As scrying, but faster and longer.
    Discern Location (Level 8): Reveals exact location of creature or object.

    8. Elemental
    Create Water (Level 0): Creates 2 gallons/level of pure water.
    Light (Level 0): Object shines like a torch.
    Mending (Level 0): Makes minor repairs on an object.
    Produce Flame (Level 1): 1d6 damage +1/level, touch or thrown.
    Make Whole (Level 2): Repairs an object.
    Fire Trap M (Level 2): Opened object deals 1d4 +1/level damage.
    Flame Blade (Level 2): Touch attack deals 1d8 +1/two levels damage.
    Flaming Sphere (Level 2): Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
    Heat Metal (Level 2): Make metal so hot it damages those who touch it.
    Shatter (Level 2): Sonic vibration damages objects or crystalline creatures.
    Soften Earth and Stone (Level 2): Turns stone to clay or dirt to sand or mud.
    Sound Burst (Level 2): Deals 1d8 sonic damage to subjects; may stun them.
    Meld into Stone (Level 3): You and your gear merge with stone.
    Stone Shape (Level 3): Sculpts stone into any shape.
    Water Breathing (Level 3): Subjects can breathe underwater.
    Water Walk (Level 3): Subject treads on water as if solid.
    Wind Wall (Level 3): Deflects arrows, smaller creatures, and gases.
    Air Walk (Level 4): Subject treads on air as if solid (climb at 45-degree angle).
    Freedom of Movement (Level 4): Subject moves normally despite impediments.
    Spike Stones (Level 4): Creatures in area take 1d8 damage, may be slowed.
    Transmute Mud to Rock (Level 5): Transforms two 10-ft. cubes per level.
    Transmute Rock to Mud (Level 5): Transforms two 10-ft. cubes per level.
    Wall of Fire (Level 5): Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall
    deals 2d6 damage +1/level.
    Wall of Stone (Level 5): Creates a stone wall that can be shaped.
    Move Earth (Level 6): Digs trenches and builds hills.
    Wind Walk (Level 6): You and your allies turn vaporous and travel fast.
    Fire Storm (Level 7): Deals 1d6/level fire damage.
    Earthquake (Level 8): Intense tremor shakes 5-ft./level radius.
    Elemental Swarm (Level 9): Summons multiple elementals.
    Implosion (Level 9): Kills one creature/round.
    Storm of Vengeance (Level 9): Storm rains acid, lightning, and hail.

    9. Guardian
    Silence (Level 2): Negates sound in 15-ft. radius.
    Glyph of Warding M (Level 3): Inscription harms those who pass it.
    Symbol of Pain M (Level 5): Triggered rune wracks nearby creatures with pain.
    Symbol of Sleep M (Level 5): Triggered rune puts nearby creatures into catatonic slumber.
    Blade Barrier (Level 6): Wall of blades deals 1d6/level damage.
    Glyph of Warding, Greater (Level 6): As glyph of warding, but up to 10d8 damage or 6th-level spell.
    Symbol of Fear M (Level 6): Triggered rune panics nearby creatures.
    Symbol of Persuasion M (Level 6): Triggered rune charms nearby creatures.
    Symbol of Stunning M (Level 7): Triggered rune stuns nearby creatures.
    Symbol of Weakness M (Level 7): Triggered rune weakens nearby creatures.
    Symbol of Death M (Level 8): Triggered rune slays nearby creatures.
    Symbol of Insanity M (Level 8): Triggered rune renders nearby creatures insane.

    10. Healing
    Cure Minor Wounds (Level 0): Cures 1 point of damage.
    Cure Light Wounds (Level 1): Cures 1d8 damage +1/level (max +5).
    Cure Moderate Wounds (Level 2): Cures 2d8 damage +1/level (max +10).
    Delay Poison (Level 2): Stops poison from harming subject for 1 hour/level.
    Cure Serious Wounds (Level 3): Cures 3d8 damage +1/level (max +15).
    Remove Blindness/Deafness (Level 3): Cures normal or magical conditions.
    Remove Disease (Level 3): Cures all diseases affecting subject.
    Cure Critical Wounds (Level 4): Cures 4d8 damage +1/level (max +20).
    Neutralize Poison (Level 4): Immunizes subject against poison, detoxifies venom in or on subject.
    Restoration M (Level 4): Restores level and ability score drains.
    Cure Light Wounds, Mass (Level 5): Cures 1d8 damage +1/level for many creatures.
    Cure Moderate Wounds, Mass (Level 6): Cures 2d8 damage +1/level for many creatures.
    Heal (Level 6): Cures 10 points/level of damage, all diseases and mental conditions.
    Cure Serious Wounds, Mass (Level 7): Cures 3d8 damage +1/level for many creatures.
    Regenerate (Level 7): Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
    Restoration, Greater X (Level 7): As restoration, plus restores all levels and ability scores.
    Resurrection M (Level 7): Fully restore dead subject.
    Cure Critical Wounds, Mass (Level 8): Cures 4d8 damage +1/level for many creatures.
    Heal, Mass (Level 9): As heal, but with several subjects.
    True Resurrection M (Level 9): As resurrection, plus remains aren’t needed.

    11. Necromantic
    Inflict Minor Wounds (Level 0): Touch attack, 1 point of damage.
    Virtue (Level 0): Subject gains 1 temporary hp.
    Curse Water M (Level 1): Makes unholy water.
    Hide from Undead (Level 1): Undead can’t perceive one subject/level.
    Inflict Light Wounds (Level 1): Touch deals 1d8 damage +1/level (max +5).
    Deathwatch (Level 1): Reveals how near death subjects within 30 ft. are.
    Aid (Level 2): +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
    Death Knell (Level 2): Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
    Desecrate M (Level 2): Fills area with negative energy, making undead stronger.
    Gentle Repose (Level 2): Preserves one corpse.
    Inflict Moderate Wounds (Level 2): Touch attack, 2d8 damage +1/level (max +10).
    Animate Dead M (Level 3): Creates undead skeletons and zombies.
    Contagion (Level 3): Infects subject with chosen disease.
    Inflict Serious Wounds (Level 3): Touch attack, 3d8 damage +1/level (max+15).
    Inflict Critical Wounds (Level 4): Touch attack, 4d8 damage +1/level (max+20).
    Poison (Level 4): Touch deals 1d10 Con damage, repeats in 1 min.
    Reincarnate (Level 4): Brings dead subject back in a random body.
    Inflict Light Wounds, Mass (Level 5): Deals 1d8 damage +1/level to many creatures.
    Raise Dead M (Level 5): Restores life to subject who died as long as one day/level ago.
    Slay Living (Level 5): Touch attack kills subject.
    Create Undead (Level 6): Create ghouls, ghasts, mummies, or mohrgs.
    Harm (Level 6): Deals 10 points/level damage to target.
    Inflict Moderate Wounds, Mass (Level 6): Deals 2d8 damage +1/level to many creatures.
    Inflict Serious Wounds, Mass (Level 7): Deals 3d8 damage +1/level to many creatures.
    Inflict Critical Wounds, Mass (Level 8): Deals 4d8 damage +1/level to many creatures.
    Create Greater Undead M (Level 8): Create shadows, wraiths, spectres, or devourers.
    Unholy Aura F (Level 8): +4 to AC, +4 resistance, and SR 25 against good spells.
    Energy Drain (Level 9): Subject gains 2d4 negative levels.
    Soul Bind (Level 9): Traps newly dead soul to prevent resurrection.

    12. Plant
    Detect Animals or Plants (Level 1): Detects kinds of animals or plants.
    Entangle (Level 1): Plants entangle everyone in 40-ft.-radius.
    Goodberry (Level 1): 2d4 berries each cure 1 hp (max 8 hp/24 hours).
    Pass without Trace (Level 1): One subject/level leaves no tracks.
    Shillelagh (Level 1): Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
    Tree Shape (Level 2): You look exactly like a tree for 1 hour/level.
    Warp Wood (Level 2): Bends wood (shaft, handle, door, plank).
    Wood Shape (Level 2): Rearranges wooden objects to suit you.
    Diminish Plants (Level 3): Reduces size or blights growth of normal plants.
    Plant Growth (Level 3): Grows vegetation, improves crops.
    Speak with Plants (Level 3): You can talk to normal plants and plant creatures.
    Spike Growth (Level 3): Creatures in area take 1d4 damage, may be slowed.
    Antiplant Shell (Level 4): Keeps animated plants at bay.
    Blight (Level 4): Withers one plant or deals 1d6/level damage to plant creature.
    Command Plants (Level 4): Sway the actions of one or more plant creatures.
    Awaken X (Level 5): Animal or tree gains human intellect. [Anm. Manu: hier nur Baum]
    Commune with Nature (Level 5): Learn about terrain for 1 mile/level.
    Tree Stride (Level 5): Step from one tree to another far away.
    Wall of Thorns (Level 5): Thorns damage anyone who tries to pass.
    Ironwood (Level 6): Magic wood is strong as steel.
    Liveoak (Level 6): Oak becomes treant guardian.
    Repel Wood (Level 6): Pushes away wooden objects.
    Transport via Plants (Level 6): Move instantly from one plant to another of the same kind.
    Animate Plants (Level 7): One or more plants animate and fight for you.
    Changestaff (Level 7): Your staff becomes a treant on command.
    Control Plants (Level 8): Control actions of one or more plant creatures.
    Shambler (Level 9): Summons 1d4+2 shambling mounds to fight for you.

    13. Protection
    Resistance (Level 0): Subject gains +1 on saving throws.
    Endure Elements (Level 1): Exist comfortably in hot or cold environments.
    Entropic Shield (Level 1): Ranged attacks against you have 20% miss chance.
    Hide from Undead (Level 1): Undead can’t perceive one subject/level.
    Protection from Chaos/Evil/Good/Law (Level 1): +2 to AC and saves, counter mind control, hedge
    out elementals and outsiders.
    Sanctuary (Level 1): Opponents can’t attack you, and you can’t attack.
    Shield of Faith (Level 1): Aura grants +2 or higher deflection bonus.
    Remove Paralysis (Level 2): Frees one or more creatures from paralysis or slow effect.
    Resist Energy (Level 2): Ignores 10 (or more) points of damage/attack from specified energy type.
    Restoration, Lesser (Level 2): Dispels magical ability penalty or repairs 1d4 ability damage.
    Shield Other F (Level 2): You take half of subject’s damage.
    Undetectable Alignment (Level 2): Conceals alignment for 24 hours.
    Dispel Magic (Level 3): Cancels spells and magical effects.
    Invisibility Purge (Level 3): Dispels invisibility within 5 ft./level.
    Magic Vestment (Level 3): Armor or shield gains +1 enhancement per four levels.
    Magic Circle against Chaos/Evil/Good/Law (Level 3): As protection spells, but 10-ft. radius and 10
    min./level.
    Obscure Object (Level 3): Masks object against scrying.
    Protection from Energy (Level 3): Absorb 12 points/level of damage from one kind of energy.
    Remove Curse (Level 3): Frees object or person from curse.
    Death Ward (Level 4): Grants immunity to death spells and negative energy effects.
    Dismissal (Level 4): Forces a creature to return to native plane.
    Repel Vermin (Level 4): Insects, spiders, and other vermin stay 10 ft. away.
    Spell Immunity (Level 4): Subject is immune to one spell per four levels.
    Break Enchantment (Level 5): Frees subjects from enchantments, alterations, curses, and petrifica-
    tion.
    Dispel Chaos/Evil/Good/Law (Level 5): +4 bonus against attacks.
    Spell Resistance (Level 5): Subject gains SR 12 + level.
    Antilife Shell (Level 6): 10-ft. field hedges out living creatures.
    Banishment (Level 6): Banishes 2 HD/level of extraplanar creatures.
    Dispel Magic, Greater (Level 6): As dispel magic, but up to +20 on check.
    Forbiddance M (Level 6): Blocks planar travel, damages creatures of different alignment.
    Repulsion (Level 7): Creatures can’t approach you.
    Antimagic Field (Level 8): Negates magic within 10 ft.
    Cloak of Chaos F (Level 8): +4 to AC, +4 resistance, and SR 25 against lawful spells.
    Dimensional Lock (Level 8): Teleportation and interplanar travel blocked for one day/level.
    Holy Aura F (Level 8): +4 to AC, +4 resistance, and SR 25 against evil spells.
    Shield of Law F (Level 8): +4 to AC, +4 resistance, and SR 25 against chaotic spells.
    Spell Immunity, Greater (Level 8): As spell immunity, but up to 8th-level spells.
    Unholy Aura F (Level 8): +4 to AC, +4 resistance, and SR 25 against good spells.

    14. Summoning
    Summon Monster I (Level 1): Calls extraplanar creature to fight for you.
    Summon Monster II (Level 2): Calls extraplanar creature to fight for you.
    Summon Monster III (Level 3): Calls extraplanar creature to fight for you.
    Summon Monster IV (Level 4): Calls extraplanar creature to fight for you.
    Summon Monster V (Level 5): Calls extraplanar creature to fight for you.
    Summon Monster VI (Level 6): Calls extraplanar creature to fight for you.
    Summon Monster VII (Level 7): Calls extraplanar creature to fight for you.
    Summon Monster VIII (Level 8): Calls extraplanar creature to fight for you.
    Summon Monster IX (Level 9): Calls extraplanar creature to fight for you.
    Helping Hand (Level 3): Ghostly hand leads subject to you.
    Word of Recall (Level 6): Teleports you back to designated place.

    15. Sun
    Light (Level 0): Object shines like a torch.
    Hide from Undead (Level 1): Undead can’t perceive one subject/level.
    Consecrate M (Level 2): Fills area with positive energy, making undead weaker.
    Darkness (Level 2): 20-ft. radius of supernatural shadow.
    Continual Flame M (Level 3): Makes a permanent, heatless torch.
    Daylight (Level 3): 60-ft. radius of bright light.
    Deeper Darkness (Level 3): Object sheds supernatural shadow in 60-ft. radius.
    Searing Light (Level 3): Ray deals 1d8/two levels damage, more against undead.
    Disrupting Weapon (Level 5): Melee weapon destroys undead.
    Undeath to Death M (Level 6): Destroys 1d4 HD/level undead (max 20d4).
    Sunbeam (Level 7): Beam blinds and deals 4d6 damage.
    Sunburst (Level 8): Blinds all within 10 ft., deals 6d6 damage.

    16. Weather
    Faerie Fire (Level 1): Outlines subjects with light, canceling blur, concealment, and the like.
    Obscuring Mist (Level 1): Fog surrounds you.
    Fog Cloud (Level 2): Fog obscures vision.
    Gust of Wind (Level 2): Blows away or knocks down smaller creatures.
    Call Lightning (Level 3): Calls down lightning bolts (3d6 per bolt) from sky.
    Control Water (Level 4): Raises or lowers bodies of water.
    Call Lightning Storm (Level 5): As call lightning, but 5d6 damage per bolt.
    Control Winds (Level 5): Change wind direction and speed.
    Control Weather (Level 7): Changes weather in local area.
    Storm of Vengeance (Level 9): Storm rains acid, lightning, and hail.

    17. Curse
    Bane (Level 1): Enemies take –1 on attack rolls and saves against fear.
    Cause Fear (Level 1): One creature of 5 HD or less flees for 1d4 rounds.
    Doom (Level 1): One subject takes –2 on attack rolls, damage rolls, saves, and checks.
    Bestow Curse (Level 3): –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance
    of losing each action.
    Blindness/Deafness (Level 3): Makes subject blinded or deafened.
    Dimensional Anchor (Level 4): Bars extradimensional movement.
    Baleful Polymorph (Level 5): Transforms subject into harmless animal.
    Mark of Justice (Level 5): Designates action that will trigger curse on subject.
    Blasphemy (Level 7): Kills, paralyzes, weakens, or dazes nonevil subjects.
    Destruction F (Level 7): Kills subject and destroys remains.
    Dictum (Level 7): Kills, paralyzes, slows, or deafens nonlawful subjects.
    Refuge M (Level 7): Alters item to transport its possessor to you.
    Word of Chaos (Level 7): Kills, confuses, stuns, or deafens nonchaotic subjects.
    Last edited by Mykerinos; 2020-12-22 at 05:58 AM.

  14. - Top - End - #14
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2012
    Location
    Copenhagen
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    To be perfectly honest, I'm not sure I'd even want to play in his game, but that's not very helpful... I'd probably be playing a rogue in your case focusing on stealth, so screw combat... take feats that increase your stealth and infiltration and exfiltration... Do that and let others worry about combat... make your own fun in the game, by avoiding combat and ghost your way around guards and locked doors... use your skills primarily before combat and during downtime. Steal items for your party, and get the jump on your enemies by stalking them... play a race that can see in the dark... this way, you won't feel the limitations so much and rogues are in a reasonably good place - stealth wise - using only phb...

    and no, I would not want to play a cleric in that game!
    Quote Originally Posted by chaotic stupid View Post
    tippy's posted, thread's over now

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  15. - Top - End - #15
    Titan in the Playground
     
    AvatarVecna's Avatar

    Join Date
    Jan 2014

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by Melcar View Post
    To be perfectly honest, I'm not sure I'd even want to play in his game, but that's not very helpful... I'd probably be playing a rogue in your case focusing on stealth, so screw combat... take feats that increase your stealth and infiltration and exfiltration... Do that and let others worry about combat... make your own fun in the game, by avoiding combat and ghost your way around guards and locked doors... use your skills primarily before combat and during downtime. Steal items for your party, and get the jump on your enemies by stalking them... play a race that can see in the dark... this way, you won't feel the limitations so much and rogues are in a reasonably good place - stealth wise - using only phb...

    and no, I would not want to play a cleric in that game!
    No Darkstalker means that a guard dog catches you immediately.


    Currently Running WW/Mafia: flat_footed's Fallout 3: Forecast--Rapidly Changing Conditions

    Avatar by AsteriskAmp

    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

  16. - Top - End - #16
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2012
    Location
    Copenhagen
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by AvatarVecna View Post
    No Darkstalker means that a guard dog catches you immediately.
    Ahhh. crap, yes forgot about that!
    Quote Originally Posted by chaotic stupid View Post
    tippy's posted, thread's over now

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  17. - Top - End - #17
    Troll in the Playground
     
    sleepyphoenixx's Avatar

    Join Date
    Oct 2012

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by AvatarVecna View Post
    No Darkstalker means that a guard dog catches you immediately.
    Only if you get within 15-60ft of it, depending on wind direction. Even then it can only pinpoint you if it gets within 5ft.
    It's also easily countered with a simply Hide from Animals.

  18. - Top - End - #18
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Thanks for the assessment of the cleric and the further suggestions.

    So you feel rouge is a class that works okay with just the PHB. I will look into that.

    What about the further options: barbarian, monk, ranger and paladin? Is the barbarian or the ranger any good with just the PHB to draw from?

    There is also the nerfed sorcerer.
    Changes to that class include:

    Availability of spells (PHB only):
    Always available: Divination and the 5 universal spells
    Additionally available:
    EITHER
    2 schools out of the following: Abjuration, Illusion, Necromancy, Enchantement
    OR
    1 school out of the following: Conjuration, Evocation oder Transmutation

    In addition, there are some minor changes (inconveniences) regarding the components needed for casting, especially those for damage spells. I will spare you the details.

    However, there are also buffs to that class. The combat-related skills are replaced by those of the bard (better hit die, better Saves/BAB, better weapon/armor proficiencies, 4 skill points/level, some additional class skills).

    My core interest is determining which of the available class (unmodified and modified ones) is the strongest with only PHB to draw from.

    The GM generally wants to scale down the power level. This won't only apply to the players but also to the environment. Like someone mentioned earlier, it may be questionable whether a low magic D&D setting makes any sense - but I will have to make the best of it, I guess.

    Thank you for your help.

  19. - Top - End - #19
    Dwarf in the Playground
     
    PirateCaptain

    Join Date
    Nov 2014
    Location
    Tenerife
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Instead of free exotic proficiency we like using the Weapon Groups variant rule from UA in our games. It allows for good BAB classes to get "free" exotic proficiencies and to not be completely screwed whenever they lose a specific weapon. I find it's a very elegant way to boost martial classes and gives some amount of character personalization even if you are not. The only ones that get nerfed are classes like the wizard... and honestly I am okay with that, it even gives you a reason to choose sorcerer over wizard even if a very small one.

  20. - Top - End - #20
    Troll in the Playground
     
    sleepyphoenixx's Avatar

    Join Date
    Oct 2012

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    All the martial classes are kind of lame in core-only, but rangers and paladins especially so.
    They don't offer much in core-only and benefit massively from expanded book access, both through feats and ACF's.
    While barbarians also benefit from more books they're probably the best off.
    Monks are always trash even with all the books. In core-only they're a buff commoner with some party tricks.

    A lot of this also depends on your combat style. Archery, TWF and sword & board suck in core because of the lack of available bonus damage.
    You basically need to be a rogue (for sneak attack) to make archery or TWF viable.
    Basically if you want to be a viable mundane character in core-only you'll be a str-based THF melee with Power Attack or a rogue. Since neither paladin nor ranger offer anything to support that you'll probably be best off as a barbarian with an optional fighter dip.

    If i played in a campaign like that at all i'd probably go for a sorcerer, depending on how annoying those inconveniences are. Damage spells suck anyway, go for summoning or BFC.
    You can make a viable sorc with divination + conjuration and wouldn't have the spells known for massive versatility anyway.

    A cleric would work too but i'd be too annoyed at the nerfs (specifically the limited spell list) to enjoy it.

  21. - Top - End - #21
    Firbolg in the Playground
     
    MaxiDuRaritry's Avatar

    Join Date
    Dec 2015
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by sleepyphoenixx View Post
    Monks are always trash even with all the books. In core-only they're a buff commoner with some party tricks.
    Core monks do, indeed, suck, although a dip here and there can grant some defensive and offensive boosts to certain characters.

    With a greatly expanded source list, however, monks have a ridiculously high ceiling compared to their likewise ridiculously low floor, but it requires a LOT of optimization to get there.

  22. - Top - End - #22
    Bugbear in the Playground
     
    RogueGuy

    Join Date
    Jun 2015
    Location
    Rocky Mountains, Colorado

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by Mykerinos View Post
    Thank you all for your input and explaining why fighter isn't a good choice despite the bonuses. That was really very helpful.

    Cleric was mentioned several times and indeed it would normally have been my first choice, but the nerfs envisaged by our GM are massive.

    Except for specific clerics of war deities, clerics are downgraded to a d6 hit die and may only use light armor. Also, the GM announced that its deity will regularly assign the cleric appropriate tasks.

    Moreover, clerics only have access to limited spell lists/spheres that depend on the deity worshipped. In the GM's world, there are stronger and weaker deities. Clerics of stronger deities have more spell lists. Everyone gets the sphere "all" and between 2 and 6 added spheres. I can take a deity that gives me 6 added spheres. The specific spheres available depend on the deity.

    No changes have been made to cleric domains.

    Do you think cleric remains a viable option despite all the changes?

    The spell lists are as follows:

    Spoiler: Spell List
    Show

    1. All
    Purify Food and Drink (Level 0): Purifies 1 cu. ft./level of food or water.
    Bless (Level 1): Allies gain +1 on attack rolls and saves against fear.
    Bless Water M (Level 1): Makes holy water.
    Detect Chaos/Evil/Good/Law (Level 1): Reveals creatures, spells, or objects of selected alignment.
    Align Weapon (Level 2): Weapon becomes good, evil, lawful, or chaotic.
    Atonement F X (Level 5): Removes burden of misdeeds from subject.
    Hallow M (Level 5): Designates location as holy.
    Unhallow M (Level 5): Designates location as unholy.
    Miracle X (Level 9): Requests a deity’s intercession.

    2. Animal
    Calm Animals (Level 1): Calms (2d4 + level) HD of animals.
    Charm Animal (Level 1): Makes one animal your friend.
    Detect Animals or Plants (Level 1): Detects kinds of animals or plants.
    Hide from Animals (Level 1): Animals can’t perceive one subject/level.
    Speak with Animals (Level 1): You can communicate with animals.
    Animal Messenger (Level 2): Sends a Tiny animal to a specific place.
    Animal Trance (Level 2): Fascinates 2d6 HD of animals.
    Hold Animal (Level 2): Paralyzes one animal for 1 round/level.
    Reduce Animal (Level 2): Shrinks one willing animal.
    Dominate Animal (Level 3): Subject animal obeys silent mental commands.
    Summon Swarm (Level 3): Summons swarm of bats, rats, or spiders.
    Giant Vermin (Level 4): Turns centipedes, scorpions, or spiders into giant vermin.
    Repel Vermin (Level 4): Insects, spiders, and other vermin stay 10 ft. away.
    Animal Growth (Level 5): One animal/two levels doubles in size.
    Awaken X (Level 5): Animal or tree gains human intellect. [Anm. Manu: hier nur Tier]
    Insect Plague (Level 5): Locust swarms attack creatures.
    Creeping Doom (Level 7): Swarms of centipedes attack at your command.
    Animal Shapes (Level 8): One ally/level polymorphs into chosen animal.
    Summon Nature’s Ally I (Level 1): Calls creature to fight.
    Summon Nature’s Ally II (Level 2): Calls creature to fight.
    Summon Nature’s Ally III (Level 3): Calls creature to fight.
    Summon Nature’s Ally IV (Level 4): Calls creature to fight.
    Summon Nature’s Ally V (Level 5): Calls creature to fight.
    Summon Nature’s Ally VI (Level 6): Calls creature to fight.
    Summon Nature’s Ally VII (Level 7): Calls creature to fight.
    Summon Nature’s Ally VIII (Level 8): Calls creature to fight.
    Summon Nature’s Ally IX (Level 9): Calls creature to fight.

    3. Astral
    Planar Ally, Lesser X (Level 4): Exchange services with a 6 HD extraplanar creature.
    Plane Shift F (Level 5): As many as eight subjects travel to another plane.
    Planar Ally X (Level 6): As lesser planar ally, but up to 12 HD.
    Ethereal Jaunt (Level 7): You become ethereal for 1 round/level.
    Planar Ally, Greater X (Level 8): As lesser planar ally, but up to 18 HD.
    Astral Projection M (Level 9): Projects you and companions onto Astral Plane.
    Etherealness (Level 9): Travel to Ethereal Plane with companions.
    Gate X (Level 9): Connects two planes for travel or summoning.

    4. Charm
    Charm Animal (Level 1): Makes one animal your friend.
    Command (Level 1): One subject obeys selected command for 1 round.
    Remove Fear (Level 1): Suppresses fear or gives +4 on saves against fear for one subject + one per
    four levels.
    Calm Emotions (Level 2): Calms creatures, negating emotion effects.
    Enthrall (Level 2): Captivates all within 100 ft. + 10 ft./level.
    Hold Person (Level 2): Paralyzes one humanoid for 1 round/level.
    Zone of Truth (Level 2): Subjects within range cannot lie.
    Dominate Animal (Level 3): Subject animal obeys silent mental commands.
    Command Plants (Level 4): Sway the actions of one or more plant creatures.
    Imbue with Spell Ability (Level 4): Transfer spells to subject.
    Command, Greater (Level 5): As command, but affects one subject/level.
    Geas/Quest (Level 6): As lesser geas, plus it affects any creature.
    Antipathy (Level 9): Object or location affected by spell repels certain creatures.
    Sympathy M (Lebel 9): Object or location attracts certain creatures.

    5. Combat
    Guidance (Level 0): +1 on one attack roll, saving throw, or skill check.
    Divine Favor (Level 1): You gain +1 per three levels on attack and damage rolls.
    Magic Stone (Level 1): Three stones gain +1 on attack, deal 1d6 +1 damage.
    Magic Weapon (Level 1): Weapon gains +1 bonus.
    Bear’s Endurance (Level 2): Subject gains +4 to Con for 1 min./level.
    Bull’s Strength (Level 2): Subject gains +4 to Str for 1 min./level.
    Eagle’s Splendor (Level 2): Subject gains +4 to Cha for 1 min./level.
    Owl’s Wisdom (Level 2): Subject gains +4 to Wis for 1 min./level.
    Spiritual Weapon (Level 2): Magic weapon attacks on its own.
    Prayer (Level 3): Allies +1 bonus on most rolls, enemies –1 penalty.
    Divine Power (Level 4): You gain attack bonus, +6 to Str, and 1 hp/level.
    Magic Weapon, Greater (Level 4): +1 bonus/four levels (max +5).
    Flame Strike (Level 5): Smite foes with divine fire (1d6/level damage).
    Insect Plague (Level 5): Locust swarms attack creatures.
    Righteous Might (Level 5): Your size increases, and you gain combat bonuses.
    Bear’s Endurance, Mass (Level 6): As bear’s endurance, affects one subject/level.
    Bull’s Strength, Mass (Level 6): As bull’s strength, affects one subject/level.
    Eagle’s Splendor, Mass (Level 6): As eagle’s splendor, affects one subject/level.
    Owl’s Wisdom, Mass (Level 6): As owl’s wisdom, affects one subject/level.
    Holy Word (Level 7): Kills, paralyzes, blinds, or deafens nongood subjects.

    6. Creation
    Create Water (Level 0): Creates 2 gallons/level of pure water.
    Create Food and Water (Level 3): Feeds three humans (or one horse)/level.
    Wall of Thorns (Level 5): Thorns damage anyone who tries to pass.
    Animate Objects (Level 6): Objects attack your foes.
    Blade Barrier (Level 6): Wall of blades deals 1d6/level damage.
    Heroes’ Feast (Level 6): Food for one creature/level cures and grants combat bonuses.
    Changestaff (Level 7): Your staff becomes a treant on command.

    7. Divination
    Detect Magic (Level 0): Detects spells and magic items within 60 ft.
    Detect Poison (Level 0): Detects poison in one creature or object.
    Know Direction (Level 0): You discern north.
    Read Magic (Level 0): Read scrolls and spellbooks.
    Comprehend Languages (Level 1): You understand all spoken and written languages.
    Detect Undead (Level 1): Reveals undead within 60 ft.
    Detect Snares and Pits (Level 1): Reveals natural or primitive traps.
    Speak with Animals (Level 1): You can communicate with animals.
    Augury M F (Level 2): Learns whether an action will be good or bad.
    Find Traps (Level 2): Notice traps as a rogue does.
    Status (Level 2): Monitors condition, position of allies.
    Locate Object (Level 3): Senses direction toward object (specific or type).
    Speak with Dead (Level 3): Corpse answers one question/two levels.
    Speak with Plants (Level 3): You can talk to normal plants and plant creatures.
    Discern Lies (Level 4): Reveals deliberate falsehoods.
    Divination M (Level 4): Provides useful advice for specific proposed actions.
    Sending (Level 4): Delivers short message anywhere, instantly.
    Tongues (Level 4): Speak any language.
    Commune X (Level 5): Deity answers one yes-or-no question/level.
    Commune with Nature (Level 5): Learn about terrain for 1 mile/level.
    Scrying F (Level 5): Spies on subject from a distance.
    True Seeing M (Level 5): Lets you see all things as they really are.
    Find the Path (Level 6): Shows most direct way to a location.
    Scrying, Greater (Level 7): As scrying, but faster and longer.
    Discern Location (Level 8): Reveals exact location of creature or object.

    8. Elemental
    Create Water (Level 0): Creates 2 gallons/level of pure water.
    Light (Level 0): Object shines like a torch.
    Mending (Level 0): Makes minor repairs on an object.
    Produce Flame (Level 1): 1d6 damage +1/level, touch or thrown.
    Make Whole (Level 2): Repairs an object.
    Fire Trap M (Level 2): Opened object deals 1d4 +1/level damage.
    Flame Blade (Level 2): Touch attack deals 1d8 +1/two levels damage.
    Flaming Sphere (Level 2): Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
    Heat Metal (Level 2): Make metal so hot it damages those who touch it.
    Shatter (Level 2): Sonic vibration damages objects or crystalline creatures.
    Soften Earth and Stone (Level 2): Turns stone to clay or dirt to sand or mud.
    Sound Burst (Level 2): Deals 1d8 sonic damage to subjects; may stun them.
    Meld into Stone (Level 3): You and your gear merge with stone.
    Stone Shape (Level 3): Sculpts stone into any shape.
    Water Breathing (Level 3): Subjects can breathe underwater.
    Water Walk (Level 3): Subject treads on water as if solid.
    Wind Wall (Level 3): Deflects arrows, smaller creatures, and gases.
    Air Walk (Level 4): Subject treads on air as if solid (climb at 45-degree angle).
    Freedom of Movement (Level 4): Subject moves normally despite impediments.
    Spike Stones (Level 4): Creatures in area take 1d8 damage, may be slowed.
    Transmute Mud to Rock (Level 5): Transforms two 10-ft. cubes per level.
    Transmute Rock to Mud (Level 5): Transforms two 10-ft. cubes per level.
    Wall of Fire (Level 5): Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall
    deals 2d6 damage +1/level.
    Wall of Stone (Level 5): Creates a stone wall that can be shaped.
    Move Earth (Level 6): Digs trenches and builds hills.
    Wind Walk (Level 6): You and your allies turn vaporous and travel fast.
    Fire Storm (Level 7): Deals 1d6/level fire damage.
    Earthquake (Level 8): Intense tremor shakes 5-ft./level radius.
    Elemental Swarm (Level 9): Summons multiple elementals.
    Implosion (Level 9): Kills one creature/round.
    Storm of Vengeance (Level 9): Storm rains acid, lightning, and hail.

    9. Guardian
    Silence (Level 2): Negates sound in 15-ft. radius.
    Glyph of Warding M (Level 3): Inscription harms those who pass it.
    Symbol of Pain M (Level 5): Triggered rune wracks nearby creatures with pain.
    Symbol of Sleep M (Level 5): Triggered rune puts nearby creatures into catatonic slumber.
    Blade Barrier (Level 6): Wall of blades deals 1d6/level damage.
    Glyph of Warding, Greater (Level 6): As glyph of warding, but up to 10d8 damage or 6th-level spell.
    Symbol of Fear M (Level 6): Triggered rune panics nearby creatures.
    Symbol of Persuasion M (Level 6): Triggered rune charms nearby creatures.
    Symbol of Stunning M (Level 7): Triggered rune stuns nearby creatures.
    Symbol of Weakness M (Level 7): Triggered rune weakens nearby creatures.
    Symbol of Death M (Level 8): Triggered rune slays nearby creatures.
    Symbol of Insanity M (Level 8): Triggered rune renders nearby creatures insane.

    10. Healing
    Cure Minor Wounds (Level 0): Cures 1 point of damage.
    Cure Light Wounds (Level 1): Cures 1d8 damage +1/level (max +5).
    Cure Moderate Wounds (Level 2): Cures 2d8 damage +1/level (max +10).
    Delay Poison (Level 2): Stops poison from harming subject for 1 hour/level.
    Cure Serious Wounds (Level 3): Cures 3d8 damage +1/level (max +15).
    Remove Blindness/Deafness (Level 3): Cures normal or magical conditions.
    Remove Disease (Level 3): Cures all diseases affecting subject.
    Cure Critical Wounds (Level 4): Cures 4d8 damage +1/level (max +20).
    Neutralize Poison (Level 4): Immunizes subject against poison, detoxifies venom in or on subject.
    Restoration M (Level 4): Restores level and ability score drains.
    Cure Light Wounds, Mass (Level 5): Cures 1d8 damage +1/level for many creatures.
    Cure Moderate Wounds, Mass (Level 6): Cures 2d8 damage +1/level for many creatures.
    Heal (Level 6): Cures 10 points/level of damage, all diseases and mental conditions.
    Cure Serious Wounds, Mass (Level 7): Cures 3d8 damage +1/level for many creatures.
    Regenerate (Level 7): Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
    Restoration, Greater X (Level 7): As restoration, plus restores all levels and ability scores.
    Resurrection M (Level 7): Fully restore dead subject.
    Cure Critical Wounds, Mass (Level 8): Cures 4d8 damage +1/level for many creatures.
    Heal, Mass (Level 9): As heal, but with several subjects.
    True Resurrection M (Level 9): As resurrection, plus remains aren’t needed.

    11. Necromantic
    Inflict Minor Wounds (Level 0): Touch attack, 1 point of damage.
    Virtue (Level 0): Subject gains 1 temporary hp.
    Curse Water M (Level 1): Makes unholy water.
    Hide from Undead (Level 1): Undead can’t perceive one subject/level.
    Inflict Light Wounds (Level 1): Touch deals 1d8 damage +1/level (max +5).
    Deathwatch (Level 1): Reveals how near death subjects within 30 ft. are.
    Aid (Level 2): +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
    Death Knell (Level 2): Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
    Desecrate M (Level 2): Fills area with negative energy, making undead stronger.
    Gentle Repose (Level 2): Preserves one corpse.
    Inflict Moderate Wounds (Level 2): Touch attack, 2d8 damage +1/level (max +10).
    Animate Dead M (Level 3): Creates undead skeletons and zombies.
    Contagion (Level 3): Infects subject with chosen disease.
    Inflict Serious Wounds (Level 3): Touch attack, 3d8 damage +1/level (max+15).
    Inflict Critical Wounds (Level 4): Touch attack, 4d8 damage +1/level (max+20).
    Poison (Level 4): Touch deals 1d10 Con damage, repeats in 1 min.
    Reincarnate (Level 4): Brings dead subject back in a random body.
    Inflict Light Wounds, Mass (Level 5): Deals 1d8 damage +1/level to many creatures.
    Raise Dead M (Level 5): Restores life to subject who died as long as one day/level ago.
    Slay Living (Level 5): Touch attack kills subject.
    Create Undead (Level 6): Create ghouls, ghasts, mummies, or mohrgs.
    Harm (Level 6): Deals 10 points/level damage to target.
    Inflict Moderate Wounds, Mass (Level 6): Deals 2d8 damage +1/level to many creatures.
    Inflict Serious Wounds, Mass (Level 7): Deals 3d8 damage +1/level to many creatures.
    Inflict Critical Wounds, Mass (Level 8): Deals 4d8 damage +1/level to many creatures.
    Create Greater Undead M (Level 8): Create shadows, wraiths, spectres, or devourers.
    Unholy Aura F (Level 8): +4 to AC, +4 resistance, and SR 25 against good spells.
    Energy Drain (Level 9): Subject gains 2d4 negative levels.
    Soul Bind (Level 9): Traps newly dead soul to prevent resurrection.

    12. Plant
    Detect Animals or Plants (Level 1): Detects kinds of animals or plants.
    Entangle (Level 1): Plants entangle everyone in 40-ft.-radius.
    Goodberry (Level 1): 2d4 berries each cure 1 hp (max 8 hp/24 hours).
    Pass without Trace (Level 1): One subject/level leaves no tracks.
    Shillelagh (Level 1): Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
    Tree Shape (Level 2): You look exactly like a tree for 1 hour/level.
    Warp Wood (Level 2): Bends wood (shaft, handle, door, plank).
    Wood Shape (Level 2): Rearranges wooden objects to suit you.
    Diminish Plants (Level 3): Reduces size or blights growth of normal plants.
    Plant Growth (Level 3): Grows vegetation, improves crops.
    Speak with Plants (Level 3): You can talk to normal plants and plant creatures.
    Spike Growth (Level 3): Creatures in area take 1d4 damage, may be slowed.
    Antiplant Shell (Level 4): Keeps animated plants at bay.
    Blight (Level 4): Withers one plant or deals 1d6/level damage to plant creature.
    Command Plants (Level 4): Sway the actions of one or more plant creatures.
    Awaken X (Level 5): Animal or tree gains human intellect. [Anm. Manu: hier nur Baum]
    Commune with Nature (Level 5): Learn about terrain for 1 mile/level.
    Tree Stride (Level 5): Step from one tree to another far away.
    Wall of Thorns (Level 5): Thorns damage anyone who tries to pass.
    Ironwood (Level 6): Magic wood is strong as steel.
    Liveoak (Level 6): Oak becomes treant guardian.
    Repel Wood (Level 6): Pushes away wooden objects.
    Transport via Plants (Level 6): Move instantly from one plant to another of the same kind.
    Animate Plants (Level 7): One or more plants animate and fight for you.
    Changestaff (Level 7): Your staff becomes a treant on command.
    Control Plants (Level 8): Control actions of one or more plant creatures.
    Shambler (Level 9): Summons 1d4+2 shambling mounds to fight for you.

    13. Protection
    Resistance (Level 0): Subject gains +1 on saving throws.
    Endure Elements (Level 1): Exist comfortably in hot or cold environments.
    Entropic Shield (Level 1): Ranged attacks against you have 20% miss chance.
    Hide from Undead (Level 1): Undead can’t perceive one subject/level.
    Protection from Chaos/Evil/Good/Law (Level 1): +2 to AC and saves, counter mind control, hedge
    out elementals and outsiders.
    Sanctuary (Level 1): Opponents can’t attack you, and you can’t attack.
    Shield of Faith (Level 1): Aura grants +2 or higher deflection bonus.
    Remove Paralysis (Level 2): Frees one or more creatures from paralysis or slow effect.
    Resist Energy (Level 2): Ignores 10 (or more) points of damage/attack from specified energy type.
    Restoration, Lesser (Level 2): Dispels magical ability penalty or repairs 1d4 ability damage.
    Shield Other F (Level 2): You take half of subject’s damage.
    Undetectable Alignment (Level 2): Conceals alignment for 24 hours.
    Dispel Magic (Level 3): Cancels spells and magical effects.
    Invisibility Purge (Level 3): Dispels invisibility within 5 ft./level.
    Magic Vestment (Level 3): Armor or shield gains +1 enhancement per four levels.
    Magic Circle against Chaos/Evil/Good/Law (Level 3): As protection spells, but 10-ft. radius and 10
    min./level.
    Obscure Object (Level 3): Masks object against scrying.
    Protection from Energy (Level 3): Absorb 12 points/level of damage from one kind of energy.
    Remove Curse (Level 3): Frees object or person from curse.
    Death Ward (Level 4): Grants immunity to death spells and negative energy effects.
    Dismissal (Level 4): Forces a creature to return to native plane.
    Repel Vermin (Level 4): Insects, spiders, and other vermin stay 10 ft. away.
    Spell Immunity (Level 4): Subject is immune to one spell per four levels.
    Break Enchantment (Level 5): Frees subjects from enchantments, alterations, curses, and petrifica-
    tion.
    Dispel Chaos/Evil/Good/Law (Level 5): +4 bonus against attacks.
    Spell Resistance (Level 5): Subject gains SR 12 + level.
    Antilife Shell (Level 6): 10-ft. field hedges out living creatures.
    Banishment (Level 6): Banishes 2 HD/level of extraplanar creatures.
    Dispel Magic, Greater (Level 6): As dispel magic, but up to +20 on check.
    Forbiddance M (Level 6): Blocks planar travel, damages creatures of different alignment.
    Repulsion (Level 7): Creatures can’t approach you.
    Antimagic Field (Level 8): Negates magic within 10 ft.
    Cloak of Chaos F (Level 8): +4 to AC, +4 resistance, and SR 25 against lawful spells.
    Dimensional Lock (Level 8): Teleportation and interplanar travel blocked for one day/level.
    Holy Aura F (Level 8): +4 to AC, +4 resistance, and SR 25 against evil spells.
    Shield of Law F (Level 8): +4 to AC, +4 resistance, and SR 25 against chaotic spells.
    Spell Immunity, Greater (Level 8): As spell immunity, but up to 8th-level spells.
    Unholy Aura F (Level 8): +4 to AC, +4 resistance, and SR 25 against good spells.

    14. Summoning
    Summon Monster I (Level 1): Calls extraplanar creature to fight for you.
    Summon Monster II (Level 2): Calls extraplanar creature to fight for you.
    Summon Monster III (Level 3): Calls extraplanar creature to fight for you.
    Summon Monster IV (Level 4): Calls extraplanar creature to fight for you.
    Summon Monster V (Level 5): Calls extraplanar creature to fight for you.
    Summon Monster VI (Level 6): Calls extraplanar creature to fight for you.
    Summon Monster VII (Level 7): Calls extraplanar creature to fight for you.
    Summon Monster VIII (Level 8): Calls extraplanar creature to fight for you.
    Summon Monster IX (Level 9): Calls extraplanar creature to fight for you.
    Helping Hand (Level 3): Ghostly hand leads subject to you.
    Word of Recall (Level 6): Teleports you back to designated place.

    15. Sun
    Light (Level 0): Object shines like a torch.
    Hide from Undead (Level 1): Undead can’t perceive one subject/level.
    Consecrate M (Level 2): Fills area with positive energy, making undead weaker.
    Darkness (Level 2): 20-ft. radius of supernatural shadow.
    Continual Flame M (Level 3): Makes a permanent, heatless torch.
    Daylight (Level 3): 60-ft. radius of bright light.
    Deeper Darkness (Level 3): Object sheds supernatural shadow in 60-ft. radius.
    Searing Light (Level 3): Ray deals 1d8/two levels damage, more against undead.
    Disrupting Weapon (Level 5): Melee weapon destroys undead.
    Undeath to Death M (Level 6): Destroys 1d4 HD/level undead (max 20d4).
    Sunbeam (Level 7): Beam blinds and deals 4d6 damage.
    Sunburst (Level 8): Blinds all within 10 ft., deals 6d6 damage.

    16. Weather
    Faerie Fire (Level 1): Outlines subjects with light, canceling blur, concealment, and the like.
    Obscuring Mist (Level 1): Fog surrounds you.
    Fog Cloud (Level 2): Fog obscures vision.
    Gust of Wind (Level 2): Blows away or knocks down smaller creatures.
    Call Lightning (Level 3): Calls down lightning bolts (3d6 per bolt) from sky.
    Control Water (Level 4): Raises or lowers bodies of water.
    Call Lightning Storm (Level 5): As call lightning, but 5d6 damage per bolt.
    Control Winds (Level 5): Change wind direction and speed.
    Control Weather (Level 7): Changes weather in local area.
    Storm of Vengeance (Level 9): Storm rains acid, lightning, and hail.

    17. Curse
    Bane (Level 1): Enemies take –1 on attack rolls and saves against fear.
    Cause Fear (Level 1): One creature of 5 HD or less flees for 1d4 rounds.
    Doom (Level 1): One subject takes –2 on attack rolls, damage rolls, saves, and checks.
    Bestow Curse (Level 3): –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance
    of losing each action.
    Blindness/Deafness (Level 3): Makes subject blinded or deafened.
    Dimensional Anchor (Level 4): Bars extradimensional movement.
    Baleful Polymorph (Level 5): Transforms subject into harmless animal.
    Mark of Justice (Level 5): Designates action that will trigger curse on subject.
    Blasphemy (Level 7): Kills, paralyzes, weakens, or dazes nonevil subjects.
    Destruction F (Level 7): Kills subject and destroys remains.
    Dictum (Level 7): Kills, paralyzes, slows, or deafens nonlawful subjects.
    Refuge M (Level 7): Alters item to transport its possessor to you.
    Word of Chaos (Level 7): Kills, confuses, stuns, or deafens nonchaotic subjects.
    So, at the beginning of a block of info, you can write ...

    [ spoiler=Spell List]
    Remove the space before the word "spoiler".
    At the he end of the block, write ...
    [ /spoiler].

    Oh, and it's important to know what levels you're likely to play though.


    If you want a fighter/cleric archer you can do that.

    Don't worry about the d6 hp cleric thing. It'll only put you a bit behind, as you'll have fighter levels.

    Make sure to get the combat sphere. You'll want guidance, divine favor, prayer, greater magic weapon, divine power, righteous might.
    Depending on if there is a healer, or healing items, you might consider healing. An archer who can't pull his bow is in trouble.
    Last edited by bean illus; 2020-12-23 at 09:57 AM.

  23. - Top - End - #23
    Troll in the Playground
    Join Date
    Oct 2011
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    For the party, it sounds like you need:
    (a) A cleric with "healing" and "protection". There are important unique effects for the whole party here, and a party without access to those two will invariably suffer.
    (b) A sorcerer with access to Conjuration. Teleportation is essential at higher levels and the BFC/summons are excellent/critical ancillary benefits.
    (c) A sorcerer with access to Transmutation. This is essential for flight, but it also provides dramatic versatility via the polymorph line.

    On the other hand, it sounds like sorcerer has been buffed in terms of basic combat stats.

    Given all this, my inclination would be to pick one of a-c so an essential role is covered and then plan things out to cover more roles as possible. For example, it sounds like a transmutation specialist sorcerer could make a potent gish and perhaps it's natural for the conjuration specialist sorcerer to take a party face role? I'm also unclear on what sets of specialties are available to clerics with access to healing and protection.

  24. - Top - End - #24
    Titan in the Playground
     
    Troacctid's Avatar

    Join Date
    Jan 2014
    Location
    California
    Gender
    Female

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    I don't think you ever said what level the campaign is starting at. That makes a HUGE difference. If you're starting at level 1, fighter is absolutely 100% viable and will probably perform great! If you're starting at level 15, fighter is pure garbage and should be thrown directly into the nearest dumpster.

  25. - Top - End - #25
    Ogre in the Playground
     
    Elves's Avatar

    Join Date
    Feb 2019

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by MaxiDuRaritry View Post
    Core monks do, indeed, suck, although a dip here and there can grant some defensive and offensive boosts to certain characters.

    With a greatly expanded source list, however, monks have a ridiculously high ceiling compared to their likewise ridiculously low floor, but it requires a LOT of optimization to get there.
    That build has some cool tricks, but the feats chapter is not primary source for what class features classes get (which includes feats and proficiencies), so the old "swap out armor proficiency feats" trick is not RAW. That puts it down like 10 feats.
    Join the 3.5e Discord server: https://discord.gg/ehGFz6M3nJ

  26. - Top - End - #26
    Firbolg in the Playground
     
    MaxiDuRaritry's Avatar

    Join Date
    Dec 2015
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by Elves View Post
    That build has some cool tricks, but the feats chapter is not primary source for what class features classes get (which includes feats and proficiencies), so the old "swap out armor proficiency feats" trick is not RAW. That puts it down like 10 feats.
    So the feats chapter isn't primary source for feats. Gotcha.

  27. - Top - End - #27
    Ogre in the Playground
     
    Elves's Avatar

    Join Date
    Feb 2019

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    It's primary for feats, but not for classes and class features. If Power Attack said "wizards automatically get this as a bonus feat" but there was no mention of that in the wizard class text, they don't get it. This is the same.
    Join the 3.5e Discord server: https://discord.gg/ehGFz6M3nJ

  28. - Top - End - #28
    Ogre in the Playground
     
    OrcBarbarianGuy

    Join Date
    May 2018
    Location
    Colorado
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Yeah starting level and expected ending level are both very useful to know for the game as well as what your party is playing. I am surprised the 'Healing domain' isn't combined with all as that domain seems like it should be given to all clerics. Besides that it sounds like there is a monstrous swing in power level of clerics depending on deity choice. Even ignoring deities that have less than 6 domains there is a pretty huge power swing depending on which 6 domains are chosen. Just seeing what your DM has chosen I fear for your game as they clearly don't seem to have a very good grasp of it....

    Anyways, here are some build thoughts.

    If you are going Rogue two weapon fighting or ranged a single level dip of Barbarian does wonders for your power level as rage is very good. If you find your dm likes to have more than one encounter a day then 4 levels of barbarian can be helpful. I would also include some fighter levels to get more feats. Fighter is a better choice than Ranger for you.

    As said before sorcerer conjurer is probably your best choice and it would be rather important for your party to have a sorcerer conjurer in the party. Transmuter works very well as a gish, but is more of a second sorcerer role. Illusion plus any of the other schools is a pretty good choice as well and would round things out nicely as a secondary sorcerer for the party.

    Let us know what deities have which domains but optimally you want a cleric that has Healing and Protection; Combat is a great third choice and so is divination if you don't have a sorcerer in the party. Animal is better than summoning, astral is only good at level 7 plus but is quite good, creation kind of sucks, and the rest really depend on what you are trying to do.

  29. - Top - End - #29
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Thanks a lot for the excellent input.

    Regarding the campaign level:
    We will start at character level 1 and probably go up to around level 13. At least that's how it was in the last campaign.

    Info regarding cleric:
    The GM hasn't fleshed them out yet. Currently, I only have the following very limited information (he will provide more information upon request):

    [NB: Domains are as usual. The nerf is that in terms of regular spells clerics are now restricted to certain spheres, which are distinct from the domains, even if they overlap in terms of content. It's a bit of a strange approach. But that's how my GM wants it.]

    Lanfear:
    Domains: order, evil, healing, trickery
    Spheres (partial means that there is a spell level cap):
    All (full)
    • Charm (full)
    • Healing (full)
    • Divination (partial – Level 0-3)
    • Protection (partial – Level 0-3)

    Toveine:
    Domains: destruction , fire, war, evil
    Spheres:
    no information available yet

    Generally in terms of domains, I like trickery and travel. I played a cleric before and found the domain spells quite useful.

    As for spheres, thanks for the input on that. I will have a closer look and let you know once the GM has provided more information on the deities. I asked him for information on the greater deities, which grant access to 6 spheres.

    Regarding the suggestions made so far:

    1. Rouge/fighter/barbarian sounds good. However, I suspect my GM will not allow rage in combination with sneak attack. So that route may not be available. Accordingly, should I perhaps leave rouge out and go for barbarian/fighter with THW + power attack + archery (even though PHB lacks the feats to make that viable, as I understood from your comments). Are the bonus feats (1 extra feat/level) sufficient for that? And would I be able to get the tripping feats on top of that?
    As I understand from your comments, fighter might be a valid option, since the campaign will be low level (and low magic).

    2. Sorcerer is my favorite option at the moment. I think I would go for conjuring. I played a conjurer before and enjoyed it. On the other hand, I could take 2 schools if I go for the "lesser" schools. Apart from illusion, which other lesser schools are recommendable? NB: I will only have access to PHB spells.

    3. Cleric might still be an option. If I go for a greater deity, I can access 6 spheres, and if I opt for a war deity, I might even get around the hit die nerf and the armor restriction.

    Thanks again to everyone!

  30. - Top - End - #30
    Bugbear in the Playground
     
    PaladinGuy

    Join Date
    Sep 2018
    Location
    EU
    Gender
    Male

    Default Re: Fighter build (extra feat at EVERY level + free exotic weapons proficiency)

    Quote Originally Posted by Mykerinos View Post
    1. Rouge/fighter/barbarian sounds good. However, I suspect my GM will not allow rage in combination with sneak attack. So that route may not be available. Accordingly, should I perhaps leave rouge out and go for barbarian/fighter with THW + power attack + archery (even though PHB lacks the feats to make that viable, as I understood from your comments). Are the bonus feats (1 extra feat/level) sufficient for that? And would I be able to get the tripping feats on top of that?
    As I understand from your comments, fighter might be a valid option, since the campaign will be low level (and low magic).
    In core, there are exactly four feats for tripping: Combat Expertise, Improved Trip, Exotic Weapon Proficiency (spiked chain) and Combat Reflexes. And Combat Expertise is there only because it's a requisite for Improved Trip. With your DM's homebrew, you could finish the entire Power Attack chain with just 4 levels of fighter, and that's just because Great Cleave requires BaB +4.

    Since you already get free proficiency with all exotic weapons, you only need three feats - which you can all get at level 1 if you start as a Human Fighter. At second level you can pick Power Attack, and at third level you get two other feats (I'd recommend Improved Initiative & Blind-fight)

    Archery isn't a terribly powerful fighting style in Core-only, but since you get so many bonus feats you may as well use them to round out your options - I guess it'll be nice to not feel useless if you end up fighting enemies out of your melee reach.

    Honestly, I'd just make a Horizon Tripper: Fighter 1/Barbarian 1/Ranger 3/Horizon Walker X, and choose whether you want to go guisarme/spiked gauntlet or embrace the silliness of the spiked chain. Choose archery as your ranger combat style.
    Last edited by Silly Name; 2020-12-23 at 06:50 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •