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Ein Übersetzungsproblem melden
Do you have the Midnight Isles expansion? Make a class and try running it there for the first few levels. It is a good testing ground.
Otherwise, I think there is nothing wrong with going with a good old boring human fighter. You have HP, you have access to a lot of feats, and you can use most weapons/armor. If you like it, stick with it. Adjust from there.
Here's an easy way to think of it:
1) Start with the most vanilla class ever.
2) Think about what you like about it (damage, weapon use, feat access, abilities, etc)
3) See if other classes have similar abilities or abilities that accent the things you like (such as mutagen or rage if you like 2 handed weapon builds)
4) Try the new class for a few levels.
Most of all:
5) No one character will be absolutely good at everything. You have 5 other party members, so you can use them to supplement your MC pick.
I usually do my first run using the classes in whatever role they are assigned (1-20). I then deviate from that based on subsequent replays.
You get 20 STR.
You get pet which will grow at 7 so you can ride it (Riding Dog).
You get weapon proficiency with Greataxes (for Grave Singer, which will save you Improved Critical feat).
You get Battle Master hex via Battle Spirit, which gives you Weapon Specialization at 8 and Greater Weapon Focus at 16.
You get full divine spellcasting progression and spellbook merge with Angel.
You get +2 racial bonus to Perception and Intimidation checks, which are in abundance in this game.
The most smooth playthrough you can get.
EDIT: There is an oracle and a cleric in the main campaign. However the cleric seems to be focused on a buffing cleric(if you want to auto level him though don't. The auto level is bad.). The oracle is a healing oracle. Healing oracles are the only oracles that can compete with clerics in the healing department IMO.
Who would argue you don't need a healer in 5e?
That is a fine starting class. My only recommendation is not to drop wisdom as that is used for will saves. Strength mutagen drops your int, whereas dex mutagen drops your wisdom. I avoid hurting saving throws if at all possible.
So, go with strength, base dex, high int and wis, possibly low charisma and improve constitution? or, well, keep int at a moderate place.
Well, I guess this is where you get into more complex building. Most heavy armors have a max dex bonus of 1 (while giving higher AC). You then take armor focus (heavy) so that you qualify for mythic armor focus (Heavy Armor - avoidance). It states:
While wearing heavy armor, you add half your Strength bonus to your AC instead of your Dexterity bonus. This bonus is not limited by the maximum Dexterity bonus allowed by your armor.
This makes dex less important as you will be focusing strength. You can then put more points into con.
I don't think a high charisma matters as much as your focus as a warrior is to frontline or offtank.
As always: everyone has an opinion on what makes the "best" build. The stuff I did worked up through Core, so you should be fine on lower difficulties.
Max strength. Keep maxing it. 19 is OK, it means you'll dump all level point in it (20 mean you get 1 point to use elsewhere).
Dex at 10 if you plan on having heavy armor, a bit more if you don't, a lot more if you don't use armor (which isn't really possible if you don't multiclass). If you don't plan on multiclassing (IE pure figher), Int at 10 is OK.
Wisdom at 10 or lower (but not much, it's your will save, which allow you to resist enemy spell like mind control).
Charisma : dump it.
Con : high enough, but that's usually around 12-14 for me.
For skills, as a melee dude, you want perception (max), mobility 3 points (no need for more) to use defensive stance better. Rest wherever you want, if you have a green check, that mean class skill which get boosted.
For origin, if you don't have a plan in mind, pickpocket is good for the initiative boost (that make you act before your enemy so you can smash them before they do).
With all the feat for fighter, you might want to go heavy armor + heavy armor focus feat + the mythic to use strength for armor.
If you do plan on using dual wield (or orc double axe, which isn't a 2handed but a dual wield weapon), it's quite expensive. The highest perk for it, greater dual wielding cost 19 dexterity (which a lot, if you also max strength you can barely do it by dumping everything else but Con). Some classes have the perk for "free" (slayer and ranger), so you can avoid the dex tax. Otherwise, you can go with "weapon finesse" in fighter + mythic weapon finesse. This allow you to avoid strength and focus on dex (weapon finesse make your attack use dex, mythic finesse allow your dex to replace strength for damage). But that mean you need to wait a LOT to be able to do it, lvl 9 fgor the feat, mythic 2 for the mythic feat.
Finally, remember this is a RPG, 2letters are for RP only one for game. So feel free to lower difficulty if you plan on doing more RP than Gaming. It's perfectly valid to play at lower difficulties. It's a single player game after all.