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Good build and Items for Human Half Celestial Fighter Lv 5 (ECL 9)
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<blockquote data-quote="Grogg of the North" data-source="post: 8708159" data-attributes="member: 6682960"><p><strong>Weapons:</strong></p><p>The biggest problem you'll run into with trying to dual wield scimitars is that a scimitar is a one handed weapon, not a light weapon. When you a use two weapon fighting, you take penalties to your attack roll depending on your feat selection and the weapons you are using. The penalties are on pg. 160 of the Player's Handbook and are summarized below:</p><p></p><table style='width: 100%'><tr><td><strong>Style</strong></td><td><strong>Primary</strong></td><td><strong>Offhand</strong></td></tr><tr><td>TWF + Offhand Light</td><td>-2</td><td>-2</td></tr><tr><td>TWF + Offhand Not-Light</td><td>-4</td><td>-4</td></tr><tr><td>No TWF + Offhand Light</td><td>-4</td><td>-8</td></tr><tr><td>No TWF + Offhand Not-Light</td><td>-6</td><td>-10</td></tr></table><p></p><p>So if you use two weapon fighting and two scimitars, you'll take a -4 to your attack roll. A scimitar and light weapon, like a dagger or short sword, would be a -2. The reason I suggested two short swords is because it minimizes your attack roll penalties (-2 instead of -4) and helps you conserve your feats. One feat for both weapons! </p><p></p><p>The best way to get dual wielding scimitars would to see if you can get the Oversized Two Weapon Fighting feat from Complete Adventurer. Again, if you're only allowed the PHB and one other book, this could be problematic. <em>Insert Drizzt joke here</em></p><p></p><p>In your original post you mentioned being evil. If you are, then you cannot properly use a holy magic weapon. Because holy weapons are Good (think: filled with the powers of Celestia) then just holding them while as an evil character drains you of strength. Which gives, you guessed it, more penalties! There are ways you can fool things like holy magic weapons. But they either require a heavy skill point investment or are hard to find magic items. </p><p></p><p><strong>Skills:</strong></p><p>My comment about "Finish X requirement here" is just a reminder that you need so many ranks in both Spellcraft and Knowledge Arcana to become an Occult Slayer. So if you devote all of your skill resources starting at level 1 to those two skills, that's when you should finish meeting those requirements. </p><p></p><p><strong>Feats:</strong></p><p>Not having a combat style feat is not a problem. Those feats were designed, if I recall correctly, to encourage people to try picking up different weapons. In the height of 3.5, there were some players that believed if your character was not wielding certain weapons then you were playing the game wrong. Otherwise there's nothing really wrong with just swinging your sword and smacking the bad guy. </p><p></p><p>If you go for a great sword, like your planetar ancestor, then your options change a little. </p><p></p><p>First and foremost, instead of Two Weapon Fighting, you're taking Power Attack. Do not take Cleave or Great Cleave. Unless your GM is throwing tons of small enemies, those feats just aren't going to come up very often. </p><p></p><p>Power Attack opens the path to Improved Sunder. But you have to be careful because you could wind up destroying your loot while attempting to defeat your enemies. </p><p></p><p>Leap Attack is in Complete Adventurer and is a great option for a character using Power Attack. Again, we're adding another book. </p><p></p><p>Improved Buckler Defense is in Complete Warrior, which you're using, and allows you to retain your buckler's defensive bonus while fighting. Normally, if you have a buckler strapped to your forearm and you use that arm to help fight, you lose buckler's shield bonus to armor class. </p><p></p><p><strong>Armor/Equipment:</strong></p><p>Mithril Armor is probably the best light armor you can get in the game. It offers a +4 armor bonus to your armor class and has a maximum dexterity bonus of +6. It doesn't reduce your speed and only weighs 10 lbs. Which will be very handy if you are going to be flying. Leather armor, as you previously mentioned gives a +2 armor bonus to your armor class and has a +6 maximum dexterity bonus. So, for a bit more money, you've doubled your armor bonus. Because mithril is a special material, ask your GM if it is available. I cannot see him/her saying no, but communication is very important in this game. </p><p></p><p>Also be sure to ask your GM if you have to worry at all about items and equipment not fitting properly because you have wings. The answer should, hopefully, be no. But it's better to know up front than when you try to put on a magic cloak and the GM says it doesn't fit. </p><p></p><p><strong>Stats:</strong></p><p>Just a quick question, do you have your stats yet? It occurs to me that your character is going to be a bit MAD (Multiple Attribute Dependent) and we should probably check to make sure you're not going to run into any problems.</p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 8708159, member: 6682960"] [B]Weapons:[/B] The biggest problem you'll run into with trying to dual wield scimitars is that a scimitar is a one handed weapon, not a light weapon. When you a use two weapon fighting, you take penalties to your attack roll depending on your feat selection and the weapons you are using. The penalties are on pg. 160 of the Player's Handbook and are summarized below: [TABLE] [TR] [TD][B]Style[/B][/TD] [TD][B]Primary[/B][/TD] [TD][B]Offhand[/B][/TD] [/TR] [TR] [TD]TWF + Offhand Light[/TD] [TD]-2[/TD] [TD]-2[/TD] [/TR] [TR] [TD]TWF + Offhand Not-Light[/TD] [TD]-4[/TD] [TD]-4[/TD] [/TR] [TR] [TD]No TWF + Offhand Light[/TD] [TD]-4[/TD] [TD]-8[/TD] [/TR] [TR] [TD]No TWF + Offhand Not-Light[/TD] [TD]-6[/TD] [TD]-10[/TD] [/TR] [/TABLE] So if you use two weapon fighting and two scimitars, you'll take a -4 to your attack roll. A scimitar and light weapon, like a dagger or short sword, would be a -2. The reason I suggested two short swords is because it minimizes your attack roll penalties (-2 instead of -4) and helps you conserve your feats. One feat for both weapons! The best way to get dual wielding scimitars would to see if you can get the Oversized Two Weapon Fighting feat from Complete Adventurer. Again, if you're only allowed the PHB and one other book, this could be problematic. [I]Insert Drizzt joke here[/I] In your original post you mentioned being evil. If you are, then you cannot properly use a holy magic weapon. Because holy weapons are Good (think: filled with the powers of Celestia) then just holding them while as an evil character drains you of strength. Which gives, you guessed it, more penalties! There are ways you can fool things like holy magic weapons. But they either require a heavy skill point investment or are hard to find magic items. [B]Skills:[/B] My comment about "Finish X requirement here" is just a reminder that you need so many ranks in both Spellcraft and Knowledge Arcana to become an Occult Slayer. So if you devote all of your skill resources starting at level 1 to those two skills, that's when you should finish meeting those requirements. [B]Feats:[/B] Not having a combat style feat is not a problem. Those feats were designed, if I recall correctly, to encourage people to try picking up different weapons. In the height of 3.5, there were some players that believed if your character was not wielding certain weapons then you were playing the game wrong. Otherwise there's nothing really wrong with just swinging your sword and smacking the bad guy. If you go for a great sword, like your planetar ancestor, then your options change a little. First and foremost, instead of Two Weapon Fighting, you're taking Power Attack. Do not take Cleave or Great Cleave. Unless your GM is throwing tons of small enemies, those feats just aren't going to come up very often. Power Attack opens the path to Improved Sunder. But you have to be careful because you could wind up destroying your loot while attempting to defeat your enemies. Leap Attack is in Complete Adventurer and is a great option for a character using Power Attack. Again, we're adding another book. Improved Buckler Defense is in Complete Warrior, which you're using, and allows you to retain your buckler's defensive bonus while fighting. Normally, if you have a buckler strapped to your forearm and you use that arm to help fight, you lose buckler's shield bonus to armor class. [B]Armor/Equipment:[/B] Mithril Armor is probably the best light armor you can get in the game. It offers a +4 armor bonus to your armor class and has a maximum dexterity bonus of +6. It doesn't reduce your speed and only weighs 10 lbs. Which will be very handy if you are going to be flying. Leather armor, as you previously mentioned gives a +2 armor bonus to your armor class and has a +6 maximum dexterity bonus. So, for a bit more money, you've doubled your armor bonus. Because mithril is a special material, ask your GM if it is available. I cannot see him/her saying no, but communication is very important in this game. Also be sure to ask your GM if you have to worry at all about items and equipment not fitting properly because you have wings. The answer should, hopefully, be no. But it's better to know up front than when you try to put on a magic cloak and the GM says it doesn't fit. [B]Stats:[/B] Just a quick question, do you have your stats yet? It occurs to me that your character is going to be a bit MAD (Multiple Attribute Dependent) and we should probably check to make sure you're not going to run into any problems. Hope this helps! [/QUOTE]
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Good build and Items for Human Half Celestial Fighter Lv 5 (ECL 9)
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