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Note: This is at Lev 2
1/2 Orc
Fighter Tower shield specialist
Str 20
Dex 10
Con 16
Int 10
Wis 10
Cha 8
Armor focus - Shield Focus - Weapon Focus Warhammer ( Just because I liked Idea of Orc with a Hammer )
I am concentrating on armor for Tanking
Armor Class is at 24 (without Full Plate yet )
Melee +8
I like this build because I do not need to babysit him - just let him charge in and spend your time handling your backrow Casters
I Hired a Alchemist grenadier to fill my party and she can really tear up the enemy if handled manually
Also, some dex isn't a bad idea for fighters since armor training allows you +5 dex bonus in full plate! So starting with dex 14 or 16 makes sense for a fighter.
lvl 1 Human Fighter (Regular)
Feats: Shield Focus, Armor Focus (Heavy), Weapon Focus
Str 20
Dex 14
Con 14
Int 14
Wis 7
Cha 7
Why Int 14 ? Requirement for combat expertise which gives -1 to hit / +1 dodge AC (scales to -5 to hit / +5 dodge later). If you don't plan on taking this, can instead go wis 14 for a bit better will saves.
if fighter is too boring, a paladin can do the same job but with a slightly different focus. you'd go for charisma and strength and you get less feats and do less damage. but you get some spells, some divine stuff (heals), some buffs that affect your party etc. and due to high str and cha you can pick up some intimidation skills and demoralize everyone involved in combat. later on you also get that gimmick ability to give your substantial "smite evil" bonuses to all your teammates. so basically a more versatile tank/support hybrid character.
Problem is, is it worth taking the Two-handed subclass? It seems to sacrifice a lot of survivability (and I want to be the off-tank at least) for litte damage. Could it even be worth it to take the Armoured Hulk Barbarian? My impression of Amiri so far was pretty positiv, so I could imagine this to be pretty tough to kill and capable of dealing a lot of damage...
Furthermore, does a fighter (regardless of the class) need 13 Int to get access to Combat Manoveurs? I didn't like the sound of them and I think it would be better to babysit the casters - but am I right? As a double-handed fighter, should I pick up a falchion and some of the Critical hit feats or am I better off focusing on other feats, like for example Vital strike, therefore being less depend on the dice?
One of the best tank builds actually wears robe and uses parry.
Your save rolls are equally important as AC if not more.
And damage reduction too.
I think what it really boils down to is strategy. I was trying to play the game like Diablo 3 -- just plow in with my party and run over the enemies. That doesn't work at all... not even close.
The best success I've had so far is by setting up a tank or two to hold the enemy players and fire while ranging down with my other party members in the back. Even then there are some fights where I have to buff up to the nines and then it can still be a bit shakey.
A well used spell or scroll can be very effective. I happened to put the shield spell on my main tank after she was popped with a magic missle. That worked great because the same mob launched missle after missle and that shield spell kept my tank alive.
Best way to enjoy the game.
But doesn't hurt to see what other people do to get some ideas- just don't have to stick to them.
ps i also made like 6 characters so far but finally killed the stag lord last night on one of them at level 5.
Monk-Normal
Plume-Kin Aasimar (Human works just as well, put your +2 in Wis)
Str 16
Dex 16
Con 12
Int 12
Wis 18
Cha 7
Naked AC 17
Lvl 1 Wpn Focus - Unarmed Strike
Improved Initiative
Lvl 2 Dragon Style
Lvl 3 Blind-Fighting
At level 1, your to hit is only +5, but it gets better quite rapidly. The key is to use your other party members and potions to buff him/her. Mage Armor, Bull's Str, Cat's Grace, Owl's Wisdom bring the AC up to 25... with a certain present from a little guy, it's 26. Your to hit goes up to +7. +9 if flanking. Normal damage is 1d6+3. With Bull's it goes up to 1d6+5. Not much? Nope... but that's only at level 1. At higher levels it gets nastier.
If you have a druid in the party, cool. Add in magic fang(I don't know if it works in game, but it should) if you've not gotten an amulet of mighty fists yet.
At higher levels, the sky is the limit. Your damage dice get much higher later on. With a ki pool, you get an extra attack if you need it. With Flurry of blows, you get at least 2 attacks a round if you're not moving.
Once you hit 5th level or so, you become truly awesome. Especially with some good items and/or buffs from the party.
*************************
If you're looking for complicated and willing to put in the long-term effot....
Lvl 1 - Scaled Fist Monk (change stats to make Cha 12, I usually go drop str/dex/int a bit to do it)
Lvl 2 - Sorceror
Lvl 3-5 Scaled Fist Monk
Lvl 6-15 Dragon Disciple
Lvl 16-20 Scaled Fist Monk
Flying, Breath spewing, clawing/biting Monk of Death is what you become.