I'm trying to build a Human Fighter at Level 1 for Adventurer's League play this weekend (and possibly beyond if he lives). My goal is to create a character similar to Roy Greenhilt from Order of the Stick -- a smart fighter. Not a character who will use magic to augment his fighting, but rather a fighter who is very good at tactics and problem-solving in addition to swinging a mean sword. His brain is just as dangerous as his brawn.
I am using the standard stat assignment for AL character creation (15, 14, 13, 12, 10, 8), and am thinking of putting the 15 into Consitution to get the extra hit point.
So what other considerations should I make in building this character?
Public Mod Note
(Sedge):
Moved to Fighter board for class discussion.
Your character should ABSOLUTELY be a Battle Master Fighter (assuming that subclass is allowed in AL? I'm not sure on what all is or isn't
Personally I'd go 15 Str, 10 Dex, 14 Con, 13 Wis, 12 Int, 8 Cha. But if you wanted to be more of a leader I'd say 15 Str, 8 Dex, 14 Con, 13 Wis, 10 Int, 12 Cha.
With the racial bonuses, you are looking at 16 Str and 14 Wis.
I'd go with the Sage (Researcher) background to reflect your studious attention to historic battles and tactics. This is reflected in the free proficiency in History (and you get a free proficiency in Arcana, though that has nothing really to do with your character's actual background - if it wasn't AL I'd say you could ask your DM about changing it from Arcana to Investigation to fall more in line with your research, but alas).
As for your class skills: Insight for your ability to guess your opponent's next move, Perception to be able to notice tricks, traps, and battleground advantages, and any other fighter skill of your choice (I'd probably recommend Athletics, just because).
I'd recommend a sword and board style of play (though I'd probably pick a more racially suitable weapon like a warhammer or battle axe). For more battlefield control, I'd suggest going Protection fighting style.
Upon reaching level 3, I'd suggest taking Commander's Strike, Rally, and either Goading Attack or Maneuvering Strike as your first three maneuvers (if you went protection like I suggested, go with Maneuvering Strike for more options).
Edited: Didn't notice that you said Human (it was late)
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
This build will give you a lot of the battlefield control that a 4e Warlord used to have. I'd recommend brushing up on the rules for the Help action to really make this build shine as you won't be able to dish out the raw damage that other builds can, but you will be able to manipulate battles in ways that others wouldn't be able to.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
If you survive to 4/8/12 etc... (and if feats are allowed in AL), I'd recommend looking at the Alert and Shield Master feats.
Alert would help you 1) Overcome your low Dex modifier for Initiative purposes and 2) show that you are always prepared to react (whether it be fighting or thinking, you are never caught unaware).
Shield Master is just a fun feat for shield users that would also help your low Dex saving throws (and gives you Evasion) for fireballs and dragon's breath, but it also let's you make a shove attack as a bonus action (more battlefield control).
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I'm trying to build a Human Fighter at Level 1 for Adventurer's League play this weekend (and possibly beyond if he lives). My goal is to create a character similar to Roy Greenhilt from Order of the Stick -- a smart fighter. Not a character who will use magic to augment his fighting, but rather a fighter who is very good at tactics and problem-solving in addition to swinging a mean sword. His brain is just as dangerous as his brawn.
I am using the standard stat assignment for AL character creation (15, 14, 13, 12, 10, 8), and am thinking of putting the 15 into Consitution to get the extra hit point.
So what other considerations should I make in building this character?
Put the 15 into str or dex depending on which attacks you will have. The extra 1 hit point is really not going to make that much of a difference. (You finally gain an extra 20 hp by level 20). With a d10 hit dice, you really are at the top of the hp curve being a fighter. I also assume that AL still grants you average hp each level, so you really really don't need that extra one hit point, but an extra +1 to attack and damage could be handy (at least more handy than to hp).
15 and 14 both give you +2 and 12 and 13 give you +1. So I'm not sure if you meant 15 to con as that should be a +2 hp each level rather than 1.
Traditionally dumping the 8 into intelligence would be the best way to go. Intelligence is the most useless stat in the game as far as combat goes, as there are virtually no int saves and usually for non-combat DC checks the penalty probably isn't going to break you (especially since someone else in the party is going to already be better at it than you anyway). With that said, I applaud you for taking a roleplaying element and running with it instead of doing what would be best from a stat perspective.
So a couple of choices, Strength or Dex as your main fighter attribute? If you go Heavy armor, then go strength. If you don't want Heavy Armor, then dex may be the way to go. If you decide to be a dex based fighter, you can move the 15 to dex, either the 8 or 10 to str.
However, this is how I would do it if I wanted to play a smart human fighter.
15 strength, 10 dex, 12 con, 14 wisdom, 13 int, 8 charisma. (Normally Int should get the 8 and Charisma should get the better score, if you don't want to be a smart fighter. Something has to take the hit so might as well be charisma.)
A note on why I went different than Sloporion. 1) You mentioned smart fighter. Having a high intelligence and wisdom seem to convey this idea. 2) I am not found of taking dex to 8 because while you don't need it for armor, dex is still a fairly important stat. I could see moving the 8 to dex and the 10 to charisma. I feel like a negative to dex is going to hurt more than a negative to charisma. Also this is Adventure League, so I'm not sure charisma is going to matter all that much since your previous interactions with NPCs matter so little (at least in formal play).
Choices!
If you want to use a two handed weapon, go Great Weapon Fighter. (Once you get a magical weapon woohoo! Can you even get those in adventure league?) If you want to use a shield, go defense. Forcing an enemy to gain disadvantage is basically giving them a -5 to hit, which is way better than your +1 to AC from Defense. Dueling is kinda blah. An extra two damage is a lot at lower levels, but quickly becomes sub par. Archery is good if you are going to be primarily ranged, otherwise, stick with protection (with shield) or Great Weapon Fighter (with a two handed weapon).
For Background I'd pick soldier to go with your idea of a fighter that is good with tactics. Since with this you would get Athletics and Intimidation + proficiency with a gaming set, and land vehicles. For the fighter skills I'd chose perception and either survival or acrobatics.
Battle Master is definitely the way to go once you reach third level. Then read over the maneuvers and find the ones you like and the ones that fit with your other choices.
For Armor go with Chainmail, unless you chose dex over str.
Human it's a great class. The nude thing about Shieldmaster at first level is it gives you two stakes a round: Action: Attack, Bonus Action: Shove, and makes you resistant to Casters. It's also a good choice if you want to be a Dex fighter with a rapier.
If you want to go two handed, I personally think polearms are pretty boss, plus Polearm Master at 1 so level gives you a Bonus Action attack and AoO when they come in range of you.
Both of these can give you a very serious edge in early encounters.
Shield Master is definitely a great feat. Especially playing a human. (Assuming Adventure league allows for the variant Human) since you can start with a feat. Not sure if adventure league allows the human variant.
The weird thing about the Adventurer's League games I played over the weekend was that almost everyone else who could multiclass did, even at 3rd or 4th level. Of course, for two of the three games I played, I was at first level in a party and adventure that was way above my weight class. I almost didn't survive the second game -- in fact, I was one Death Save away from the Beyond. But by the end of the weekend I have enough experience to reach 3rd Level -- still in Tier 1, but more survivable.
Oddly enough, other than that one attack I didn't get hit very often. Having AC 18 with my shield seemed to help with that.
The last game I was in, where I was playing at second level, quickly devolved into a fest of phallus jokes. The DM gave out Inspiration for roleplaying, and for amusing him (we spent it pretty quick too), so the puns and double-entendres came fast and furious. There were times when an obvious joke came around and I would have to say "No. Just No."
I'm trying to figure out what to do next with my character. He can't advance if I don't give him anything to do. I'm looking at getting into a Fantasy Grounds game or two if I can re-familiarize myself with that interface enough to play.
I don't know where to find a Tier I AL game in Portland.
I'm trying to figure out what to do next with my character. He can't advance if I don't give him anything to do. I'm looking at getting into a Fantasy Grounds game or two if I can re-familiarize myself with that interface enough to play.
I don't know where to find a Tier I AL game in Portland.
Try local gaming shops. If not, then see if anyone is interested in playing/running one. My guess is that if people around the area don't go to cons, the number of AL events will be low because why play them when you can just play a game of D&D?
I'm trying to build a Human Fighter at Level 1 for Adventurer's League play this weekend (and possibly beyond if he lives). My goal is to create a character similar to Roy Greenhilt from Order of the Stick -- a smart fighter. Not a character who will use magic to augment his fighting, but rather a fighter who is very good at tactics and problem-solving in addition to swinging a mean sword. His brain is just as dangerous as his brawn.
I am using the standard stat assignment for AL character creation (15, 14, 13, 12, 10, 8), and am thinking of putting the 15 into Consitution to get the extra hit point.
So what other considerations should I make in building this character?
Your character should ABSOLUTELY be a Battle Master Fighter (assuming that subclass is allowed in AL? I'm not sure on what all is or isn't
Personally I'd go 15 Str, 10 Dex, 14 Con, 13 Wis, 12 Int, 8 Cha. But if you wanted to be more of a leader I'd say 15 Str, 8 Dex, 14 Con, 13 Wis, 10 Int, 12 Cha.
With the racial bonuses, you are looking at 16 Str and 14 Wis.
I'd go with the Sage (Researcher) background to reflect your studious attention to historic battles and tactics. This is reflected in the free proficiency in History (and you get a free proficiency in Arcana, though that has nothing really to do with your character's actual background - if it wasn't AL I'd say you could ask your DM about changing it from Arcana to Investigation to fall more in line with your research, but alas).
As for your class skills: Insight for your ability to guess your opponent's next move, Perception to be able to notice tricks, traps, and battleground advantages, and any other fighter skill of your choice (I'd probably recommend Athletics, just because).
I'd recommend a sword and board style of play (though I'd probably pick a more racially suitable weapon like a warhammer or battle axe). For more battlefield control, I'd suggest going Protection fighting style.
Upon reaching level 3, I'd suggest taking Commander's Strike, Rally, and either Goading Attack or Maneuvering Strike as your first three maneuvers (if you went protection like I suggested, go with Maneuvering Strike for more options).
Edited: Didn't notice that you said Human (it was late)
Click Here to Download my Lancer Class w/ Dragoon and Legionnaire Archetypes via DM's Guild - Pay What You Want
Click Here to Download the Mind Flayer: Thoon Hulk converted from 4e via DM's Guild
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
This build will give you a lot of the battlefield control that a 4e Warlord used to have. I'd recommend brushing up on the rules for the Help action to really make this build shine as you won't be able to dish out the raw damage that other builds can, but you will be able to manipulate battles in ways that others wouldn't be able to.
Click Here to Download my Lancer Class w/ Dragoon and Legionnaire Archetypes via DM's Guild - Pay What You Want
Click Here to Download the Mind Flayer: Thoon Hulk converted from 4e via DM's Guild
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
If you survive to 4/8/12 etc... (and if feats are allowed in AL), I'd recommend looking at the Alert and Shield Master feats.
Alert would help you 1) Overcome your low Dex modifier for Initiative purposes and 2) show that you are always prepared to react (whether it be fighting or thinking, you are never caught unaware).
Shield Master is just a fun feat for shield users that would also help your low Dex saving throws (and gives you Evasion) for fireballs and dragon's breath, but it also let's you make a shove attack as a bonus action (more battlefield control).
Click Here to Download my Lancer Class w/ Dragoon and Legionnaire Archetypes via DM's Guild - Pay What You Want
Click Here to Download the Mind Flayer: Thoon Hulk converted from 4e via DM's Guild
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Human it's a great class. The nude thing about Shieldmaster at first level is it gives you two stakes a round: Action: Attack, Bonus Action: Shove, and makes you resistant to Casters. It's also a good choice if you want to be a Dex fighter with a rapier.
If you want to go two handed, I personally think polearms are pretty boss, plus Polearm Master at 1 so level gives you a Bonus Action attack and AoO when they come in range of you.
Both of these can give you a very serious edge in early encounters.
Shield Master is definitely a great feat. Especially playing a human. (Assuming Adventure league allows for the variant Human) since you can start with a feat. Not sure if adventure league allows the human variant.
The weird thing about the Adventurer's League games I played over the weekend was that almost everyone else who could multiclass did, even at 3rd or 4th level. Of course, for two of the three games I played, I was at first level in a party and adventure that was way above my weight class. I almost didn't survive the second game -- in fact, I was one Death Save away from the Beyond. But by the end of the weekend I have enough experience to reach 3rd Level -- still in Tier 1, but more survivable.
Oddly enough, other than that one attack I didn't get hit very often. Having AC 18 with my shield seemed to help with that.
The last game I was in, where I was playing at second level, quickly devolved into a fest of phallus jokes. The DM gave out Inspiration for roleplaying, and for amusing him (we spent it pretty quick too), so the puns and double-entendres came fast and furious. There were times when an obvious joke came around and I would have to say "No. Just No."
I'm trying to figure out what to do next with my character. He can't advance if I don't give him anything to do. I'm looking at getting into a Fantasy Grounds game or two if I can re-familiarize myself with that interface enough to play.
I don't know where to find a Tier I AL game in Portland.