The World of Layonara
The Layonara Community => General Discussion => Topic started by: Tedulas on October 18, 2005, 01:52:00 PM
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Alright, This is a continuation from another post, I made this thread because the other thread this topic was in, started to go off the subject, but here we go:
I want a fighter, High Con and strength - here is what I got so far...
Str - 16.
Dex - 10.
Con - 16.
Cha - 10.
Wis - 10.
Int - 10.
Upon leveling, all points go onto strength and I can buy rings and stuff. I will put my skills like this, every level:
1 Heal, 1 Disapline, Save 1 point.
1 Heal, 1 Disapline, 1 Tumble.
1 heal, 1 Disapline, save 1 point.
1 Heal, 1 Disapline, 1 Tumble.
Etc...
The feats I will choose to focus, specalise and improved critcal in rapier, then I can do really good criticals. (15-20/x3).
Also, others I will take are toughness, power attack, cleve, great cleve.
But unsure of other feats - Little help here please? Im gunna start preparing my character submission.
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Me personally, i'd lower my CON to a 16 and make my DEX a 14 so that I have access to the dodge and mobility feats plus all the other dex based feats along the way. The rapier is such a finesse type weapon it'd be a shame not to have the whirlwind attack to go with it :) With all the feats that a fighter can obtain, i'd make the most out of them.
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knockdown is really sweet...
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If you're a Fighter, i'd personally drop a couple points on Con and put more on Str, since you'll be relying on it to hit enemies easier, in my opinion. :)
Of course, with that much Con you'll be able to take up much more damage, though it's actually better to hit hard, and kill them faster than take damage yourself, hehe.
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put it all in Charisma... one look at your gorgeous body and they will die... kinda like nymphs only not so... uh... pleased to meet you...
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OR! put it all in Intelligence.. make your head SOOO big.. you can just nod and crush people under the weight of your mighty skull
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Simplistic - 10/18/2005 10:09 PM
Me personally, i'd lower my CON to a 16 and make my DEX a 14 so that I have access to the dodge and mobility feats plus all the other dex based feats along the way. The rapier is such a finesse type weapon it'd be a shame not to have the whirlwind attack to go with it :) With all the feats that a fighter can obtain, i'd make the most out of them.
Dodge and mobility are pointless for me, because tumble can cover that - Also if I get a whirlwind feat I feel that I don't use it alot, I use knockdown more.
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Tedulas - 10/18/2005 4:52 PM
Alright, This is a continuation from another post, I made this thread because the other thread this topic was in, started to go off the subject, but here we go:
I want a fighter, High Con and strength - here is what I got so far...
Str - 14.
Dex - 10.
Con - 18.
Cha - 10.
Wis - 10.
Int - 10.
Upon leveling, all points go onto strength and I can buy rings and stuff. I will put my skills like this, every level:
1 Heal, 1 Disapline, Save 1 point.
1 Heal, 1 Disapline, 1 Tumble.
1 heal, 1 Disapline, save 1 point.
1 Heal, 1 Disapline, 1 Tumble.
Etc...
The feats I will choose to focus, specalise and improved critcal in rapier, then I can do really good criticals. (15-20/x3).
Also, others I will take are toughness, power attack, cleve, great cleve.
But unsure of other feats - Little help here please? Im gunna start preparing my character submission.
Och, Teddy, come now... Several things. Firstly, I'm not sure if you CAN "save" skill points. Secondly, starting off with any stat as 18 is just ridiculous; put it at 16 and spend the points elsewhere. Let me explain why... If you start of with a stat at 18, you've spent, what, six more buy points than for 16? You can dump those six other buy points into another stat, to raise it to 14. In this case, I'd suggest DEX, so you could grab some of the DEX-based feats. NOT Weapon Finesse, though! After all, your DEX will be the same as your STR - there's no benefit in wasting a feat that way. Also, the extra AC your DEX bonus will supply will be just as helpful as the CON to your HP, and moreso at lower levels. If you really want to get nutty, though, put your DEX at 13 and spend buy points on INT, to grab some more skill points.
*He grins.* Can you tell I was once King of the Munchkins?
You'd be better off to spend one of your levelling points on that bit of DEX, though; put it at 14, give yourself that extra boost to AC and a few combat-oriented skill checks. Not to mention you'll be applicable for a few more feats.
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*nods and crushes Stephen Zuckerman under the weight of his mighty skull*
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Alright, Ok what about this:
Str - 16
Dex - 14
Con - 16
Wis - 10.
Int - 10.
Cha - 8.
But, not sure about those mobility feats though, because it says I get more AC when I get an attack of opportunity - when tumble can cover that....Oh yeah, and you CAN save skill points :)
But won't a full plate hinder my dex bonus?
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*whacks him with the ugly stick*
hmm not enough
*whacks him again*
That's more like it!
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It takes five ranks of tumble to get the AC modifier and tumble will not stop you from being caught flat footed. I like this PC idea and think that all three (tumble, dodge, and mobility) together would be more beneficial than just using the tumble. Plus, as pointed out, your PC is better int he long run for not having spent the six points to go from a 16 to an 18 ... just doesn't seem worth it.
On a note to compare healing via skill and a true priest healer ... nothing is going to come close to the healing capability of a priest of Aeridin or Prunilla since both can take the heal sphere. By 20th level, tyou'll have say 20 points in healing to give you a +20 to your heal with a kit ... as a Priest of either god, you'll have the spell heal at 9th level (5th cicle spell). Based that, i'd think of a 10/10 level split as a fighter/priest ... much better healing and all the buffs to aid you in combat along with your fighter proficiencies and feats.
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But, not sure about those mobility feats though, because it says I get more AC when I get an attack of opportunity - when tumble can cover that....
True tumble covers this if you make your save roll which is based on DEX which you were going to leave at a 10. That's why i'd up my DEX and have them both ... works great for theives trying to avoid getting hit :)
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Alright...So how about I get tumble, spellcraft and disapline for my skills?
This does work, every two levels I can both top them up by one with my saved points, I think I've got my character! :)
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Maybe I missed something but why spellcraft as a fighter?
Also, if you put your DEX at a 14, then yes you'll lose the dex bonus ... i'd wear the banded or splint mail armors. Gives you the AC 6 plus allows you a Dex Bonus of +2 :) and will allow you a bit more room to carry stuff.
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I prefer to think of what my charachter is like then tailor my stats to fit who he/she would be.
My opinion... the best characters aren't the ones who have all the numbers crunched and are maxed out to efficiency.. but the ones who are RPed well and seem like real people you can identify with.
I mean.. why make another "Sir Whack-alot?"
Give him some charisma and make him a hit with the ladies and make him a bit fopish, stressing over stains on his armor and such.
Give him intelligence and make him a skilled scholorly type fighter.
Give him dexterity and make him a flourishing type fighter.. a "Mr. Fancy-Feet" type.
Give him wisdom and make him a sagely type.
There are SOO many types of people out there that would make intresting characters.
I have a Sorcerer who counters magic and thinks he's some kind of knight in shining armor.. waves a sword and clanks around in armor even... worst possible fighter but tries...
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okay, since fighter types are my specialty, here's what I suggest. This is straight mechanics, and one should really define who their character is long before they apply stats, as who the character is will impact what their stats look like. First, choose one of the two basic types of fighters: Power or finesse. If power, then never take a dex higher than 13. If finesse, don't even bother with a strength beyond 10. Once you've chosen which route, the armor and weapon options begin to line up. Power takes heavy armor and weapons. Finesse takes light enough armor to make use of his/her dex, and chooses light weapons with pretty crit ranges (like the rapier). I personally think that every well rounded fighter needs to have an intelligence of 13 or better. But of course, wisdom always helps the already low will save of a fighter. Con is always good, but as fighter you already get one of the best hit die options, so you'll still beat out the other classes (unless it's a dwarven cleric ;) ) when it comes to HP. Now, Cha you take if you want to lead and have better chances with the ladies. Otherwise you'll be the stereotypical soldier type who is ugly and crude. What is always important to survival as an adventurer is balance. On a 30 point buy the typical straight human power-fighter stats go like this (remembering that a 10 is neither good nor bad; it's average): Str: 16 Dex: 13 Con: 14 Int: 13 Wis: 10 Cha: 10 Such stats allow access to a huge variety of feats as well as taking advantage of the fighter's strengths and not playing too hard on his weaknesses. As far as skills go, Discipline and Heal are a >must< to survive as a fighter. Everything else is secondary and as per the individual character.
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uh, yeah, since I submitted after that last post of Doc's, I hope it's obvious I agree with him on the whole, develop-the-character-then-apply-stats business.
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Your lawn castle is defribulated in molten aeroplane molds.
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It is correct that you don't get more than 1 AC dex bonus when you are wearing a full-plate
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Ok, made up my mind...
Str - 16
Dex - 14
Con - 16
Wis - 10
Int - 10
Cha - 8
And Im gunna spend points on heal, disapline and tumble.
That's it, made up my mind.
I wanted my character to be dumb and ugly!
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yay for dumb and ugly!!! ...err, I mean... no 'expertise' for you!
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Get your dex to at least 12 that will give you a +1 AC while wearing full plate.
Also I recommend getting luck of the hero's which is a level 1 feat that gives +1 to all saves and can only be taken at the first level.
I also recommend getting INT to at least 12 that way you get extra skill points. I would say Discipline and Heal any extra points into Tumble and that one Spell Knowledge spell. 5 points in tumble = 1 AC and 5 points in the spell one gives +1 to saves or so I've heard.
This is of course assuming one is trying to maximize his skills/stats to be the strongest possible character he/she can be.
From an RP Stand point I would say don't take the spell knowldge skill unless it makes RP sense for your character such as my Dwarf is completely clueless about magic.
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So who's character is this? Tedulas's or a hodgepodge of everyone else's?
Seriously, do what Doc says and think of the character first and then apply the abilities. Your character will feel much more real (if one can in a make believe world). If you try to get the best of all worlds, the character suffers.
My $0.02.
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jjkolb - 10/19/2005 11:21 AM So who's character is this? Tedulas's or a hodgepodge of everyone else's?
Seriously, do what Doc says and think of the character first and then apply the abilities. Your character will feel much more real (if one can in a make believe world). If you try to get the best of all worlds, the character suffers.
My $0.02.
Right abilities should always be selected on the character and not what will make him the most uber. But if some one doesnt know much about fighters its nice to know what all the options are in advance. Like when I originally played a Rogue I never put points into UMD which really hurt me as a Rogue. Then when it comes to casters I know absolutely nothing about what a caster needs so he doesnt gimp himself. So yes while build it around what fits the characters there is nothing wrong with trying to get as much information as possible about a class so that you know what your options are.