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Trying to make a Fighter


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35 réponses à ce sujet

#1
allen179gmail

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Recommend Button gave me this.

Hart Cars

Human, Chaotic Good

Fighter

 

Str.      16(3)

Dex     13(1)

Con     16(3)

Int        10

Wis      10

Cha       9(-1)

 

Default Fighter

Skills

Concentration    3

Discipline           7

Parry                  5

Taunt                 1

 

Feats

Armor Proficiency Light, medium, heavy

Dodge

Power Attack

Weapon Focus  Longsward

Weapon Proficiency Simple, Martial.

Shield Proficiency

 

I want him to be a melee fighter. Please state why you think something should be change.

 



#2
unclejoe1917

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I would take one point off of charisma and one off of dexterity.  You will likely want to wear platemail which will negate any dex bonus over +1.  Your charisma sucks already and -8 is no worse than -9, so take those two points and contribute them to something else.  Wisdom will help your Will save or Intelligence will get you an extra skill point. Also, I think Parry is a waste.  I'd never sacrifice offense for a defensive gimmick. Also, wearing heavy armor renders this skill even more useless. If i have nothing else to spend skill points on, I like to dump them into Lore just so I don't have to find a merchant to put cool new stuff to use. 



#3
allen179gmail

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As far as I can tell the 13 Dex was for Dodge. Is Dodge worth it? I want my fighter to smack the opponent down, not hold his own.  



#4
unclejoe1917

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As far as I can tell the 13 Dex was for Dodge. Is Dodge worth it? I want my fighter to smack the opponent down, not hold his own.  

Others may disagree, but my objective when building a fighter is to build offense.  I essentially configure melee guys to do as much damage as possible and the only real consideration I give to defense is to equip bigger, badder armor and accessories.  My thinking is that the quicker they are dead, the sooner they aren't able to hurt you. I only take Dodge if I want my character to become a weapon master. 



#5
LoA_Tristan

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I believe a pure fighter has so many feats that dodge starts looking pretty good as the list dwindles.

 

 

A smackdown guy should use a two-handed weapon instead of a longsword and shield and push STR at the expense of CON, from the default.



#6
MrZork

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Dodge can be a good feat, but the expense of putting 3 points into DEX that could be elsewhere is the big consideration for most strength-based melee builds. Since most opponents in the OC don't have exceptionally high AB anyway, the need for AC is reduced and I'd say it's worth trading the DEX (and that pointless 9 CHA) away for other ability score improvements. Either set DEX to 10 and CHA to 8 and put 2 more points into INT for more skills (I might recommend tumble, since even 5 base ranks there makes up for the Dodge loss) or knock DEX to 9 and put another point into STR. That way, you will hit the STR bonuses 4 levels faster and still only need +3 in DEX gear (or consumables) to get it to 12, where the AC benefit caps out in full plate.

 

Everything I have read about parry says it's not very useful for most melee builds. I have never tried it, but I suspect that it is not as useful as some of the other combat modes and you can only have one going at a time.



#7
allen179gmail

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I am going with

 

Hart Cars Lawful Good

Fighter

 

Str.     18 (4)

Dex      8 (-1)

Con    14 (2)

Int       14 (2)

Wis       8 (-1)

Cha     10 (0)

 

In place of  Dodge I took Luck of Heroes.

 

Skills

Appraise    2

Discipline   4

Lore           4

Persuade   2

Tumble      2

 

I intend to use him in the OC, SoU, HotU, and a few mods.



#8
unclejoe1917

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I am going with

 

Hart Cars Lawful Good

Fighter

 

Str.     18 (4)

Dex      8 (-1)

Con    14 (2)

Int       14 (2)

Wis       8 (-1)

Cha     10 (0)

 

In place of  Dodge I took Luck of Heroes.

 

Skills

Appraise    2

Discipline   4

Lore           4

Persuade   2

Tumble      2

 

I intend to use him in the OC, SoU, HotU, and a few mods.

I wouldn't bother with Appraise.  You are going to retire a very wealthy hero by the time you have finished these campaigns. If you are human, I wouldn't put all those points into Intelligence. With a score of 10, you'll get 3 per level, which should enable you to max Lore and Discipline plus give an extra skill point to put elsewhere.  Tumble is good.  Search may keep you from springing an unseen trap.  One of the conversation skills may come in handy to you.  You can then bump up your wisdom a little to help avoid annoying mind-affect attacks and traps. You can also put two more into Dexterity to avoid that penalty.  

I like Luck of Heroes to start with.  I almost always take it. 



#9
Empyre65

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You should plan out more than just level 1. Here's a build I just now threw together that should kick butt in the OC. I know that you won't reach level 20 in the OC, but I extended it to level 40 anyway so it could be used elsewhere.

 

You could choose to take this character into the Aribeth's Redemption series after the OC. There is a lot of dialog and it is a love story between your character and Aribeth, but there is also a lot of action. It will bring you to about level 28, same as HotU.

 

You might then choose to go to the Sands of Fate series, which is designed for after HotU (but should work here, too) and will take you all the way to level 40. Actually, if you going into Sands of Fate, you would be better off training Spot instead of Listen, and cross-training Search instead of Heal and most of Lore.

 

Open the spoiler to see the build.

 

Spoiler

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#10
Lilura

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I would definitely take Great Cleave in the OC because of the trashmobs.


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#11
allen179gmail

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@unclejoe1917 Traps, at lease in Ch1, don't seem to be a problem spotting. The 2 points in search from Int seems to be find. Also Tomi has problems disarming traps in the Beggar Nest. I don't make lv 6 until Blacklake. Tomi doesn't upgrade until them. :(. Empyre65 You have given me something to think about. I would plan for more then Lv1 if I knew what I was doing. I will try your build. Why so much Heal?


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#12
Empyre65

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I had skill points left over, and rather than dump them all in Lore, I decided to split them between Lore and Heal. Your Heal score is added to how many points you heal when using a healer's kit, and it also increases your chance to successfully cure disease or poison with a healer''s kit.



#13
unclejoe1917

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@unclejoe1917 Traps, at lease in Ch1, don't seem to be a problem spotting. The 2 points in search from Int seems to be find. Also Tomi has problems disarming traps in the Beggar Nest. I don't make lv 6 until Blacklake. Tomi doesn't upgrade until them. :(. Empyre65 You have given me something to think about. I would plan for more then Lv1 if I knew what I was doing. I will try your build. Why so much Heal?

I also made it sound like Wisdom and saving vs. traps were tied together as my mind had already jumped to Dexterity as I was typing. You're right though.  They are pretty obvious and the ones you really have to watch for even...well, I shouldn't say too much. 



#14
MrZork

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I would definitely take Great Cleave in the OC because of the trashmobs.

True enough. But, has no one put out a toughened-up version of the OC? I modified the OC in pretty much the easiest way possible (that I could automate) by bumping all of the encounter difficulties up a notch. It's hardly an elegant fix and doesn't do anything about fixed creatures/bosses or even encounters that aren't built to scale over a certain level, but it does seems to make most areas at least a little more challenging.

Anyway, I am surprised there isn't a version of the OC out there that goes further than that, after all this time and the widely recognized issue of low-challenge level in the OC.



#15
Lilura

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How did you bump up encounters a notch?

 

Spoiler

 

But yes, the OC really needs an overhaul for single-players!



#16
MrZork

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LOL. I am about to kill Kurth and Baram in my latest OC run-through. I started it a while back and sort of lost the love for a few weeks, but I am probably an hour or so behind where you are when I pick it up again.

 

I used Moneo (letoscript) to run through the module files and increase the encounter difficulty for each encounter in the OC's modules. Basically, I ran a script on the module before I opened it to make the encounters pick more/tougher creatures from their lists. The same thing would work on a saved game (and would be safer). Anyone with Moneo installed could do it. The problem is that the creatures that aren't part of a spawned encounter (which includes most bosses) aren't affected. So, it's the easy part of an approach that would be better coupled with a modified default on-spawn script to buff the non-encounter creatures, maybe giving them some extra AC, STR, etc. I was too lazy to do the second part for the OC.



#17
Lilura

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Spoiler

 

Thanks for the info on Moneo, I've never even heard of it. I don't blame you for not buffing the non-encounter creatures, as going though them all individually would be a huge task.



#18
allen179gmail

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@Empyre65 I am trying to find the custom talk files for The Sands of Fate.



#19
Empyre65

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if you are missing a needed talk file, you probably don't have CEP2.6 installed. It is linked at the bottom of each Sands of Fate page as a required project. It is nice to have anyway because lots of modules use it. Any module that requires CEP2.xx, where xx is 60 or less will work with CEP2.6, but if the module requires CEP1.xx, then you will need to get that separately. The two (CEP1 and CEP2) will not step on each others toes, so you can have both installed with no problem. You only need CEP1 if you want to play an old module that uses it, and Sands of Fate does not.



#20
allen179gmail

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When I load the module and press create a new char/select a premade char I get "Could not load the module. Missing required custom talk table"

 

I have CEP installed



#21
MrZork

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When I load the module and press create a new char/select a premade char I get "Could not load the module. Missing required custom talk table"

 

I have CEP installed

 

What are all the files that are in your tlk folder? Which module are you trying to run? Is it "Sands of Fate 1- Shadows over Heliopolis.mod"?

 

Also, is this related to the fighter build for the OC or are we on another topic?



#22
allen179gmail

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All Sands of Fate modules.  cpe.tlk is in the tlk folder. I think we are going to another topic but I want to use this Fighter build in the Sands of Fate.



#23
MrZork

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That's not the right talk file. Sands of fate is looking for cep2_v1.tlk. I have not checked what's in the newest release of CEP, but it used to come with all of the previous talk files, for backward compatibility. If 2.6.x doesn't have that file, you may have to grab CEP 2.4 to make sure you have it.



#24
allen179gmail

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I will try that

Thank You



#25
Empyre65

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Here's a similar build I actually did play in SoU, HotU, and Sands of Fate, with great success. The Rogue levels are for skill dumps. The longsword was chosen because of a certain talking longsword in HotU, but if you're not going through HotU then a scimitar is better because it will give you more crits.

Spoiler