Fighter Class

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Nicodemo Aidara

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Aug 5, 2024, 2:25:24 AM8/5/24
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ClearlyDarcozzi paladin (Fires of Darozzi Palace is really free damage earlier and Inspiring Liberation is a great long accuracy buff for himself or others) - by far the best tank in the game and once he gets Sacred Immolation he becomes also a great damage dealer. If you want a more offensive one from the start (and not too squishy either), then you can try a monk. The fighter is a solid class but with nothing exceptional, while the barbarian is great (later) vs multiple enemies swarming you, but ineffective vs scattered ranged enemies or bosses. The rogue deals great melee damage but is very squishy. The chanter is not really a melee fighter - he usually deals damage with his chants and ranged weapons from behind his summons.

I'd say chanter can be pretty good offtank. Chants are not slowed by low Dex so its safe to dump it if you do not care much about invocations. And neutral or so starting Int is quite workable. That means chanter can easily have hight Mig, Con and Res with decent Per. Pretty nice for someone in front row.


Looking at the core fighter class features, it looks like almost nothing needs to be done. A fighter gets a lot of ability score improvements, action surge, second wind and multiple attacks. Seems fine.


When attacking a creature behind cover, you may spend a superiority die to attempt to force the creature out. You add the superiority die to the attack roll (or subtract it from their saving throw in the case of a grenade), and the creature makes a Wisdom saving throw. On a failed save you may move the creature 5 feet and they do not benefit from cover until your next turn.


When firing at a creature you may expend a superiority die to fire a special armour-piercing shot. Add the superiority die to attack roll, and if the attack hits you may ignore the targets damage resistance for this shot.


My DM basically allows us to use nearly any book, and has told us that there will be a lot of fighting demons, especially in the higher levels, so basically I am looking for a class (or Prestige Class)that specialises in this.


I would suggest that the key to fighting demons relies heavily on equipment rather than on class as such. A fighter basically hits things, so the key is making sure the damage really hits home. Check out the MM and see what DR and resistances demons tend to have at different levels, and plan accordingly for that when equipping.


That said, there is a PrC in the (I think) Complete Warrior called Knight of the Chalice which is basically about fighting demons. It has a paladin-y feel, so I suspect you may need levels in paladin or cleric to qualify. And generally, a paladin is quite a good idea - the CHA bonus to saves against spell-like effects could be very useful, as could the Smiting feature (Extra Smiting as a feat might also be a good idea). Also (off the top of my head) if you are going for the serious armour route, maybe a knight/cleric multiclass combo would get you into the PrC too.


In either case, aim to get cold iron axiomatic holy evil-outsider weapons asap, also with the speed quality for the main weapon. And (at higher levels) share the costs of a staff of greater magic weapon with other party members, for a spellcaster to cast on your blades each day.

And if you do use two weapons, also aim to get an animated shield and mithril breastplate at some point.


As a class.... Hmm, Warblade and Crusader from ToNS are very very good at dealing with demons, since they have a decent arsenal of strikes that bypass damagereduction and have nice effects like Stat-damage, stuns, self-healing etc. as added boni. Then again, the warblade is limited to medium armour (bypassed by taking a level of fighter or whatever), the crusader is slightly random due to the way he regains his maneuvres.

Both also suffer from the fact that they need to be played continously to high levels, hence feature less than sterling saves.


Tactically, I would always go for less, if harder strikes over multiple lighter (less damaging) attacks unless punching through DR is not a problem, and you can somehow avoid the Demon moving/porting away to avoid full attacks from you.


There are a few nice things in the eberron books for dwarves to, Mror Stalwart gives you a +1 damage any turn you don't move, and links battle axe, great axe, and dwarven war axe (i think, one weapon may be wrong) so when you take weapon focus or improved critical it applies to all 3, also a feat that gives an extra +4 to resist bull rush/overrun/etc


I was thinking of playing a paladin type character (want to be able to wear heavy armour), hence the Crusader, but wasn't sure if the benefits outweigh the negative. Our DM always plays Pallies when he is a player, and I think he may have a very specific way you have to play them.....which I am not sure I can play to. The crusader seems to get most of the paladin's advantages without the strict moral code.


The text does explicitly call out that Magic-Users are very weak at low levels, but become powerful later as long as their Fighting-Men friends protect them. Magic-Users are what MOBA players call a Carry class, while Fighting-Men grow up to discover that they really were just grogs all along.


Congrats on finally pulling BT!!! Yes definitely emblem him. His revive will be a game game saver many times. BT will be much more useful than Valen at your point in the game. Maybe just bring him to +4 for now and give the rest to Poseidon.


Boldtusk, Delilah and Rudolph are the only Fighters that can revive, immediate use their special skill ( computer does this automatically on defense if full mana bar. Often full mana bar if Center on a defense team ) and gain health ( immediate heal, minions or both ) so not just a 1 HP revive.


All of which are useful for a Center or flank on defense and using Revive or Miracle scrolls ( both Revive and Miracle scrolls still suck ) on rare and Class quests ( use emblems to get emblems and ascension items).


Personally I would not even care about the loot if it was fun. But the way they have implemented it - one Tourney per week, 75 gems to continue, 5 attacks per day, points for broken defense matchmaking, etc. is a real lost opportunity.


Especially with elemental damage, tinted damage, team synergy, color stacking, and the iron loss from resetting emblems ( 3+ million iron for a 4* hero ), I have changed my emblem strategy now that I have 8x 4*+18 heroes and many X*+1 heroes. Now I go the DEF and HP path and give emblems to heroes I want to survive longer versus Bosses and Titans. I am concentrating on 2x rainbow 3* team and 3x rainbow 4* team to help get emblems from Challenge events.


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I would love to make Wu Kong, Grimm, Scarlett, Melendor, Sabina, all attack, but the way the Devs designed the Class system makes it hard for me to justify to myself. While I still love the class system, especially with the rumors of costumes changing classes, I am still very disappointed in how the class system was implemented. Just shows me that I can both love, and hate, something at the same time.


Agree. I had hoped for a bit more customization, and I was bummed to see the rather skinny emblem trees on release. I use the def/HP path for almost every hero, except the ones (like Poseidon) who are at their best when they pack a punch.


However, I have noticed that more seasoned players tend to gravitate toward classes that have more pizzazz. The fighter may have the best Bonus to Hit (BtH), they get Weapon Specialization, and they get the multiple attacks each round. But the Barbarian and Monk also eventually get multiple attacks each round (Whirlwind Attack and Hand-to-Hand Combat, respectively), but the rules for each of those classes make their own approaches unique, and the Barbarian and Monk also get a substantial number of their own very niche class flavor. The result is that players I know will use the other classes and just accept that their BtH will be one lower than if they had been a Fighter.


There has been a shift in my new Aufstrag campaign when I put into play the Expanded Class rules from the Players Archive, which allows players to pick portions of other classes and combine them together to great a new class identity, or character concept (albeit with a much larger XP requirement to level up). The players are really enjoying this new approach, as am I, since it is more creative and fun than the 3E prestige class system, or the 5E subclass system (prestige classes used and threw-away classes left and right without a real identity, and 5E subclasses narrow things down too much, in my view). In my new campaign there is one Rogue/Fighter, one Cleric/Fighter, and a couple more PCs where the Fighter class has slipped to third-tier support.


A personal journal to share my artistic works, to write about Norse shamanism and traditional paganism, European History, Archaeology, Runes, Working with the Gods and my personal experiences in Norse shamanic practices.

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