D&D 3E/3.5 Why be a 3.5 fighter?

A hydra is just going to be target practice. As the fighter can out-move the hydra, a group of fighters could take it down in, as I see the numbers, about six rounds, with almost zero risk. A solo fighter could take down the same hydra in some hideous number of rounds by kiting... I'm going to say about 24-30 rounds, because of the very high fast healing.
Hydrae don't wear heavy armor. They can run 80 ft. as a full-round action. If it ends its movement adjacent to the Fighter, he's screwed.

I don't see how the Fighter can run away fast enough to allow him more than one attack every 2-3 rounds, which means his single attack must deal more than 40-60 damage every time.
 

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My last campaign, I was playing the Wizard and we had a Dragon encounter. The poor dragon came flying in at a dive, moving ~300 or so and tried to grab one of the party members. I was practically vibrating in my seat until it was my turn. My character cast Wall of Force right in front of it 10' in the air and it couldn't turn away even if it could see it. That sucker piled into the wall like a bug on a windshield and the DM gave it 20d falling damage. Then it fell to the ground and the Warblade charged it. That encounter lasted a turn, maybe 2.
 


Solid Fog is another good dragon dropper. Go reread the rules for 3D movement. If your maneuverability class is less than Good rating (which most dragons are, and it gets worse with age) and you don't have the Hover feat, you have a certain minimum forward movement that you must maintain. If you don't, you go into a stall and fall like, 150'. You position the Solid Fog so that the last 10' of it overlap with the dragon. The dragon HAS to continue moving forward out of the fog or risk stalling. So...he moves forward 5', then moves forward 5' again as his 2nd move action (converted Standard). Well...he's only moved 10', out of the 60+ he's supposed to move. That means its stall time. Falling damage plus it puts big bad dragon in charge range where the cleanup crew can mop it safely into the drain before doing the lootskootboogie.

Physics 2 | Winged Lizard 0
 

Interesting vs hydra and dragon. Can I know see the solo tactic vs the scorpion or the 4 fighters with the stated stats vs 2 Hellwasp swarms (they are only CR 8)?

Or at least how this fighter contributes in a fight of an iconic party (fighter, cleric, wizard, rogue) vs the two swarms?

...
Challenges:
Monstrous Scorpion Gargantuan (in a flat desert, it's natural environment)

Hellwasp Swarm

And I'm still interested in which 3.5 book is Magical Affinity. I don't see it in the official feat data base and only know is as d20 modern feat.
 

Clearly, the answer is more archery.

Archery's fine as a tactic, but there seems to be a lack of melee from this powerful and versatile combatant.
 
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Clearly, the answer is more archery.

Archery's fine as a tactic, but there seems to be a lack of melee from this powerful and versatile combatant.

So pick an opponent it makes sense to melee. That's like sending a wizard up against a golem, a dragon with awakened spell resistance, and something that has globe of invulnerability, then observing that all the wizard does is cast summoning spells.

How about a lich? Or a medusa assassin?
 

Hydrae don't wear heavy armor. They can run 80 ft. as a full-round action. If it ends its movement adjacent to the Fighter, he's screwed.

Actually, he could withdraw. After 20 rounds, it will begin to tire. When it is finally too tired to run, it will have to wait at least 10 rounds before it can run again, during which time it can move no more than 20 feet per round, significantly worsening its tactical position.
 

Interesting vs hydra and dragon. Can I know see the solo tactic vs the scorpion or the 4 fighters with the stated stats vs 2 Hellwasp swarms (they are only CR 8)?

The tactic on the hellwasp swams is probably to run away (fortunately, the fighters can run pretty well). Considering the nature of the fighter is to fight things with weapons, things that are immune to weapons represent a special challenge and would require special preparations.

Or at least how this fighter contributes in a fight of an iconic party (fighter, cleric, wizard, rogue) vs the two swarms?

What he really needs is a wand of cone of cold.

And I'm still interested in which 3.5 book is Magical Affinity. I don't see it in the official feat data base and only know is as d20 modern feat.

That's my mistake, the feat is Magical Aptitude.
 

the fighters greatest strength is that he can due his number of feats be skilled in many forms of combat for example, he can take the weapon focus chain and melee mastery for a total of +4 to hit and +6 to damage that's better than the raging barbarians strength bonus, he can take far shot, precise shot and point blank shooting and out fire the ranger, he can take shield expertise and shield ward and have fantastic defensive from touch attacks and most special attacks, take iron will and discipline and have a respectable will save.
but here's the thing he can take all of those and still have 4 feats left over at level 20 that's a pretty awesome and adaptable character.
 

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