D&D 3E/3.5 Good build and Items for Human Half Celestial Fighter Lv 5 (ECL 9)

EdenNotRaven

Explorer
Go with your heart with regards to Two-Weapon Fighting or the Greatsword. :)

If you go with Greatsword, you cannot use weapon finesse when wielding that so don't spend a feat on that.

Improved Critical requires BAB +8 so you cannot get that just yet. You can also get a similar effect with an Oil of Keen Edge or the Keen Weapon Enhancement. With an expanded critical range (17 to 20), Power Critical is nice to ensure that you are consistently critting.

I'd probably do this for my feats:

1st Level - Improved Initiative (Required for Occult Slayer)
Human - Weapon Focus (Greatsword) (Required for Occult Slayer)
Fighter 1 - Power Attack
Fighter 2 - Improved Buckler Defense
3rd Level - Mage Slayer (pending approval*) or Iron Will or Dash
Fighter 4 - Weapon Specialization (Greatsword)
6th Level - Point Blank Shot
Fighter 6 - Precise Shot

*Something to note, if you go for Mage Slayer, your caster level for your Half Celestial Spell-Like Abilities is reduced by 4. I don't think you can use Practiced Spellcaster to offset this loss. So, I probably would not skip this feat.
So I'll go with Greatsword, It's really good.

My DM said, only tomorrow she will give me an answer about Mage Slayer, But I still do not understand, why it so matters if I lose 4 caster levels...? Does it matter as a fighter half celestial human?

1st Level - Improved Initiative (Required for Occult Slayer)
Human - Weapon Focus (Greatsword) (Required for Occult Slayer)
Fighter 1 - Power Attack
Fighter 2 - Improved Buckler Defense - Why do I need it when I use Greatsword? Does it have an effect? I can go Improved Sunder to break things up.
3rd Level - Mage Slayer (pending approval*) or Iron Will or Dash
Fighter 4 - Weapon Specialization (Greatsword) - I think it's not great with two-handed style... What about Combat Brute?

If I give up bow options, I can replace them with:
6th Level - Point Blank Shot -> Dash
Fighter 6 - Precise Shot -> Pierce Magical Concealment (If the feat Mage Slayer is approved, I can request this one) or

Also, I figured out how the stats will be:
It's was 15, 15, 16, 15, 15, 19
So I choose something like this:
STR 19 + 4 = 23
DEX 15 + 2 = 17
CON 16 + 4 = 20
INT 15 + 2 = 17
WIS 15 + 4 = 19
CHA 15 + 4 = 19
And this without any equipment!

Also, I was thinking... What If I upgrade my Greatsword with that:
Holy - 8K Gold - Against Evil enemies.
Magebane (Complete Arcane) - 2K Gold - Against Arcane Mages, Against Fiends, and enemies that got Spell-like abilities.
Keen - 2K Gold.
And +1 Enchantment - 2K Gold.
It's 14K Gold on Greatsword... And then I got only
I got only 22K at least...
Mithril Chain Shirt +1 - 2.1K
Boots of Striding and Springing - 5.5K
What Else?

I need to ask my DM if she approves to use Complete Arcane... I need it too much...
 

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So I'll go with Greatsword, It's really good.

My DM said, only tomorrow she will give me an answer about Mage Slayer, But I still do not understand, why it so matters if I lose 4 caster levels...? Does it matter as a fighter half celestial human?

1st Level - Improved Initiative (Required for Occult Slayer)
Human - Weapon Focus (Greatsword) (Required for Occult Slayer)
Fighter 1 - Power Attack
Fighter 2 - Improved Buckler Defense - Why do I need it when I use Greatsword? Does it have an effect? I can go Improved Sunder to break things up.
3rd Level - Mage Slayer (pending approval*) or Iron Will or Dash
Fighter 4 - Weapon Specialization (Greatsword) - I think it's not great with two-handed style... What about Combat Brute?

If I give up bow options, I can replace them with:
6th Level - Point Blank Shot -> Dash
Fighter 6 - Precise Shot -> Pierce Magical Concealment (If the feat Mage Slayer is approved, I can request this one) or

Also, I figured out how the stats will be:
It's was 15, 15, 16, 15, 15, 19
So I choose something like this:
STR 19 + 4 = 23
DEX 15 + 2 = 17
CON 16 + 4 = 20
INT 15 + 2 = 17
WIS 15 + 4 = 19
CHA 15 + 4 = 19
And this without any equipment!

Also, I was thinking... What If I upgrade my Greatsword with that:
Holy - 8K Gold - Against Evil enemies.
Magebane (Complete Arcane) - 2K Gold - Against Arcane Mages, Against Fiends, and enemies that got Spell-like abilities.
Keen - 2K Gold.
And +1 Enchantment - 2K Gold.
It's 14K Gold on Greatsword... And then I got only
I got only 22K at least...
Mithril Chain Shirt +1 - 2.1K
Boots of Striding and Springing - 5.5K
What Else?

I need to ask my DM if she approves to use Complete Arcane... I need it too much...
My thought regarding Improved Buckler Defense is that it's an easy way to boost your armor class (AC). Normally, when you use your arm that has a buckler to wield a weapon, the buckler's shield bonus to your AC goes away. If you're going to be a front line fighter, then it's an easy way to boost your armor class. You do take a -1 to attack because of the buckler's weight.

For Improved Sunder, I'm generally not a fan of it. First, you are using it to destroy to destroy an enemy's shield or weapon. Doing that also destroys the items that you could be using yourself or selling for cash. The use of Sunder can also be very campaign dependent because of how the rolls work. Is your GM using lots of humanoid foes? Then you'll be at an advantage. But if the GM is throwing lots of large creatures, their size works in their favor. Also, if the monsters are fighting with claws and teeth, then you can't really sunder those.

Combat Brute is something you could work towards. It requires a lot of set up to use effectively. Advancing Blows really requires you to have Improved Bull Rush to use it effectively. Sundering Cleave requires you to destroy an item in order for it to work. See my thoughts about sunder above. And Momentum Swing requires a large penalty to hit on your second round, -5. Assuming you get Combat Brute at level 6, you're sacrificing a large portion of your accuracy. Basically, Momentum Swing is you swinging for the fences. If you hit, you'll do a lot of damage but you're more likely to miss.

Your caster level is important for your spell like abilities. While you currently aren't throwing a lot of damage dice it does affect the duration of your buff spells (Protection from Evil, Bless, and Aid) and it reduces how much healing you're getting from Cure Serious Wounds (3d8+5 vs 3d8+1). As you level up, more and more of your spell like abilities will require your caster level to be higher. Holy Smite deals more damage the higher your caster level; Holy Word's power is directly related to your caster level vs the enemy's hit dice.

For other magical gear, I would highly recommend a Handy Haversack to keep your stuff in. Remember, you need to be carrying a light load in order to fly. I generally like to carry around potions of spells that are situational. Things like Remove Curse, Remove Deafness/Blindness, and Remove Paralysis. Buy stat boosting items for your strength, constitution, and dexterity. A cloak of resistance will boost your saves but so will your Protection From Evil spell like ability. Are you only allowed the DMG for magic gear?

Get a backup weapon, a dagger at the very least. If you get swallowed by a T-Rex, or anything big, you'll need to be able to free yourself from it's gut. And a dagger is the way to do that. Also get a ranged weapon. Even though you can fly, sometimes you just need one.

In the end, the best advice I can give you is to go with your gut and how YOU envision the character being. :) I hope this helps.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
I have been a fan of the Maul as a 2hd weapon for quite some time. Mechanically, it’s analogous to the Greatsword, but does B damage. And fewer critters are vulnerable to B damage than S or P.

They’re not powerful, but armor spikes are a cheap weapon you can always have “at the ready” for would-be grapplers or engulfers.

One of my personal favorite minor magic items across all editions is the Quiver of Ehlonna, a.k.a. the Efficient Quiver. It’s designed for spears, javelins and arrows or bolts, but will hold anything of similar sizes and shapes. So, while you might not have a 10’ pole on you, the Quiver could let you pack a spear or quarterstaff for similar uses.
 
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EdenNotRaven

Explorer
My thought regarding Improved Buckler Defense is that it's an easy way to boost your armor class (AC). Normally, when you use your arm that has a buckler to wield a weapon, the buckler's shield bonus to your AC goes away. If you're going to be a front line fighter, then it's an easy way to boost your armor class. You do take a -1 to attack because of the buckler's weight.

For Improved Sunder, I'm generally not a fan of it. First, you are using it to destroy to destroy an enemy's shield or weapon. Doing that also destroys the items that you could be using yourself or selling for cash. The use of Sunder can also be very campaign dependent because of how the rolls work. Is your GM using lots of humanoid foes? Then you'll be at an advantage. But if the GM is throwing lots of large creatures, their size works in their favor. Also, if the monsters are fighting with claws and teeth, then you can't really sunder those.

Combat Brute is something you could work towards. It requires a lot of set up to use effectively. Advancing Blows really requires you to have Improved Bull Rush to use it effectively. Sundering Cleave requires you to destroy an item in order for it to work. See my thoughts about sunder above. And Momentum Swing requires a large penalty to hit on your second round, -5. Assuming you get Combat Brute at level 6, you're sacrificing a large portion of your accuracy. Basically, Momentum Swing is you swinging for the fences. If you hit, you'll do a lot of damage but you're more likely to miss.

Your caster level is important for your spell like abilities. While you currently aren't throwing a lot of damage dice it does affect the duration of your buff spells (Protection from Evil, Bless, and Aid) and it reduces how much healing you're getting from Cure Serious Wounds (3d8+5 vs 3d8+1). As you level up, more and more of your spell like abilities will require your caster level to be higher. Holy Smite deals more damage the higher your caster level; Holy Word's power is directly related to your caster level vs the enemy's hit dice.

For other magical gear, I would highly recommend a Handy Haversack to keep your stuff in. Remember, you need to be carrying a light load in order to fly. I generally like to carry around potions of spells that are situational. Things like Remove Curse, Remove Deafness/Blindness, and Remove Paralysis. Buy stat boosting items for your strength, constitution, and dexterity. A cloak of resistance will boost your saves but so will your Protection From Evil spell like ability. Are you only allowed the DMG for magic gear?

Get a backup weapon, a dagger at the very least. If you get swallowed by a T-Rex, or anything big, you'll need to be able to free yourself from it's gut. And a dagger is the way to do that. Also get a ranged weapon. Even though you can fly, sometimes you just need one.

In the end, the best advice I can give you is to go with your gut and how YOU envision the character being. :) I hope this helps.
Hey, Good morning!
I'm going to be Frontline vs Enemy Mages & Enemies that got Spell-like abilities firstly because I already got Dwarf Defender on the party! so I don't have to do all the tank job.
What I got at the party:
1. Human - Wizard 8 Master Abjurer 1
2. Aasimar - Sorcerer 8
3. Pixie - Druid 5
4. Half-Elf - Hexblade 9
5. Dwarf - Fighter 7 Dwarven Defender 2 (I think)
And me, 6. Sun Elf - Wizard 2, Fighter 4, Abjuration Champion 3.
So the Human Half-Celestial Fighter 5 Occult Slayer is just a backup character, But I want to build him as the best character I ever made, with the coolest personality!

About Buckler Defense, So you said, If I get Buckler I'll get more AC Since it's really good...
But from what I know, If we calculate the AC...
Items:
Mithril Chain Shirt +1 - 2.1K
Boots of Striding and Springing - 5.5K
Ring of Protection +1 - 2K
Amulet of Natural Armor +1 - 2K
Got 10,400 Gold.

So it's will go like this:
10 + Armor Bonus 4 + Shield Bonus 0 + Dexterity Modifier 6 + Size Modifier 0 + Natural Armor 1 + Deflection Modifier 1 + Misc Modifiers 0 = 22
Touch AC = 17
Flat-Footed AC = 16
How I can improve the AC?

About Improved Sunder and Combat Brute, I can really leave them.
Since I can say to my DM that I prefer to not take any feats from Complete Warrior or anything related (Occult Slayer will be coming when she open the third book for me which will be Complete Warrior)
I can use only PHB and MM feats, it will give me a lot of good feats to use... like:
Improved Natural Armor, Wingover \ Fly Attack, Hover

Still looking for amazing feats to use.

Feats until now:
1st Level - Improved Initiative (Required for Occult Slayer)
Human - Weapon Focus (Greatsword) (Required for Occult Slayer)
Fighter 1 - Power Attack
Fighter 2 - Open for Suggestion.
3rd Level - Iron Will or Dash
Fighter 4 - Weapon Specialization (Greatsword) or something else... ( I prefer something else.)
6th Level - Dash.
Fighter 6 - Open for Suggestion.

My caster level is really important if this is the thing... So what if I give up on Mage Slayer?
I think Occult slayer will give me this thing but better, no?

About the magic gear, Yeah, I think so...
I also can use Wonderous Magic Items.

The backup weapon, Dagger sounds cool, The dwarf on our party got a dagger as a backup weapon.
What about Dagger, punching with venom poison? can work well, no?

Best Regards,
Eden

I have been a fan of the Maul as a 2hd weapon for quite some time. Mechanically, it’s analogous to the Greatsword, but does B damage. And fewer critters are vulnerable to B damage than S or P.

They’re not powerful, but armor spikes are a cheap weapon you can always have “at the ready” for would-be grapplers or engulfers.

One of my personal favorite minor magic items across all editions is the Quiver of Ehlonna, a.k.a. the Efficient Quiver. It’s designed for spears, javelins and arrows or bolts, but will hold anything of similar sizes and shapes. So, while you might not have a 10’ pole on you, the Quiver could let you pack a spear or quarterstaff for similar uses.
 

To Improve AC:
  • Dusty Rose Ioun Stone - 5K - Gives a +1 Insight Bonus to AC. Insight counts towards your flat footed and touch armor class, too.
  • +1 Buckler - 1,165 GP - Plus +2 Shield Bonus to AC. Maybe add Arrow Deflection if you get a chance. Alternatively, for just over 9,000 GP you could get a +1 animated tower shield for a +5 shield bonus to AC and free up another feat. Animated shields always felt cheesy to me though.
  • Protection From Evil - SLA - Gives +2 Deflection to AC and +2 Resistance Bonus to saves. Just remember to cast it.
  • Potions of Blur, Displacement, or Mirror Image - Grant a % based miss chance.
  • Dust of Disappearance - Gain Improved Invisibility for a variable amount of rounds per day. You don't know when it will end though.
  • A Cloak of Displacement is outside of your budget for now.
Don't forget to boost your Strength and Constitution if you can. Gauntlets of Ogre Power, Belt of Giant Strength, and Amulet of Health.

You don't need to worry about taking Hover as a feat. You already can do that because as a Half Celestial you have Good Maneuverability. Be sure to look in the DMG about how maneuverability affects your flying abilities.

For a backup weapon, any light slashing weapon is what you want. Dagger, hand axe, etc. Because if you get swallowed or engulfed, you need it to get yourself free.

Be careful about poisons. I believe that the DMG states that using poison is always an evil act. And if you use them your GM may count that against your alignment. A fighter may not care if they slip from Chaotic Good to Chaotic Neutral, but it may impact how others interact with you. Or even affect your teammates.
 


Dannyalcatraz

Schmoderator
Staff member
Supporter
A thought: I have to say, if I was playing a martial character in 3.5Ed who could fly, I’d be sorely tempted to play it as a “fighter-bomber”.

A Quiver of Ehlonna + spears, javelins and a bow or crossbow being used from above makes for a deadly opponent. Add simple mechanical, alchemical and magical “grenade” weapons, and you’re a terror.

Add anything that makes you invisible (or something similar, like blinking), and all of a sudden, you’re the equivalent of a F-22 Raptor.

And there’s no better Armor Class than being out of your foes’ reach.

I’d still invest in a good primary melee weapon- realistically, you’re not always going be able to play “Top Gun” in every encounter.

Even without fully committing to becoming a member of a fantasy Air Force unit, equipping your PC with gear that lets you project power from overhead is going to pay dividends. Maybe even burn a feat on becoming proficient in the net.
 
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EdenNotRaven

Explorer
To Improve AC:
  • Dusty Rose Ioun Stone - 5K - Gives a +1 Insight Bonus to AC. Insight counts towards your flat footed and touch armor class, too.
  • +1 Buckler - 1,165 GP - Plus +2 Shield Bonus to AC. Maybe add Arrow Deflection if you get a chance. Alternatively, for just over 9,000 GP you could get a +1 animated tower shield for a +5 shield bonus to AC and free up another feat. Animated shields always felt cheesy to me though.
  • Protection From Evil - SLA - Gives +2 Deflection to AC and +2 Resistance Bonus to saves. Just remember to cast it.
  • Potions of Blur, Displacement, or Mirror Image - Grant a % based miss chance.
  • Dust of Disappearance - Gain Improved Invisibility for a variable amount of rounds per day. You don't know when it will end though.
  • A Cloak of Displacement is outside of your budget for now.
Don't forget to boost your Strength and Constitution if you can. Gauntlets of Ogre Power, Belt of Giant Strength, and Amulet of Health.

You don't need to worry about taking Hover as a feat. You already can do that because as a Half Celestial you have Good Maneuverability. Be sure to look in the DMG about how maneuverability affects your flying abilities.

For a backup weapon, any light slashing weapon is what you want. Dagger, hand axe, etc. Because if you get swallowed or engulfed, you need it to get yourself free.

Be careful about poisons. I believe that the DMG states that using poison is always an evil act. And if you use them your GM may count that against your alignment. A fighter may not care if they slip from Chaotic Good to Chaotic Neutral, but it may impact how others interact with you. Or even affect your teammates.

Hey Grogg, So my DM has finished this campaign after hearing I want Human Half-Celestial Mage Killer...
So right now we going to a new campaign... and she requests me to build a new character from zero without the same idea.
It really makes me disappointed a little but the party is not acting like a party anymore, so it's had to end.
So... I think we can close this thread... :(
Thanks for all the help, I'll be happy to build with you a new character for the new campaign.
What’s your stat array?
it's was 15, 15, 16, 15, 15, 19
A thought: I have to say, if I was playing a martial character in 3.5Ed who could fly, I’d be sorely tempted to play it as a “fighter-bomber”.

A Quiver of Ehlonna + spears, javelins and a bow or crossbow being used from above makes for a deadly opponent. Add simple mechanical, alchemical and magical “grenade” weapons, and you’re a terror.

Add anything that makes you invisible (or something similar, like blinking), and all of a sudden, you’re the equivalent of a F-22 Raptor.

And there’s no better Armor Class than being out of your foes’ reach.

I’d still invest in a good primary melee weapon- realistically, you’re not always going be able to play “Top Gun” in every encounter.

Even without fully committing to becoming a member of a fantasy Air Force unit, equipping your PC with gear that lets you project power from overhead is going to pay dividends. Maybe even burn a feat on becoming proficient in the net.
Wow, Nice one!
Thanks for recommends. :)
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
So right now we going to a new campaign... and she requests me to build a new character from zero without the same idea.
OK, tell us about THAT, and maybe we can help.😁
It really makes me disappointed a little but the party is not acting like a party anymore, so it's had to end.
It happens. Over my years in gaming, I’ve accumulated a massive back catalog of PCs that never got played, over dozens of systems.
 

EdenNotRaven

Explorer
OK, tell us about THAT, and maybe we can help.😁
Hey Danny Alcatraz,
Thanks for helping me build my new character.
So, the DM said I can go for ECL 10 character, I want Synad Psychic Warrior, looks really cool to play a character with powers.
She said Synad in her campaign is +1 LA because it's not a psionic campaign.
I get it, So I'll start with what I tried to take.

Books Open: PHB, Expanded Psionics Handbook, Complete Psionic: Mastering the Powers of the Mind

Synad, Psyhic Warrior 9
Good Natural
Stats priority
:
STR>WIS>=CON>DEX=INT>CHA

Feats: 9, 4 from Psychic Warrior, 5 from Level 9
1. Combat Expertise Feat
2. Improved Trip Feat
3. Knock-Down Feat
4. Power Attack Feat
5. Improved Buckler Defense
6. Expanded Knowledge -> Share Pain
7. Linked Power
8. Psionic Meditation
9. Improved Initiative

Powers:
1st:
Vigor,
Precognition, Defensive,
Expansion
2nd:
Damp Power,
Hustle,
Strength of my Enemy
3rd:
Empathic Transfer,
Hostile, Dimension Slide,
Concealing Amorpha, Greater

Armor and Weapons:
Mithril Chain Shirt +1
Scimitar Iron, Cold Keen Manifester +1

What else guys? I don't know what else.
I wanna be Frontliner.
 

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