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5th level fighter, few limitations

If I were in this situation, I'd go with a Half-Giant PsiWar, use a large, exotic polearm like a Greatspear (2d6 /x2 P, reach, RI 10'), take Expand as the PC's first power, and either wear spiked armor or take IUC as the next feat (for critters that get inside your reach.

Since the PCs Greatspear would be a Large weapon (Powerful Build) doing 3d6, psionic Expand (which can bump creature size 2x) would get that up to something like 5d6 base damage.

I'd also think about using DCv1, which is chock full of polearms and polearm feats, including Feats giving +5 Reach, shorten your grip so you can use it against adjacent foes, letting you use the butt end as a weapon, etc.

As a variant of this, you could also go Sword & Board with a Maul or Heavy Flail and a Spiked Shield. With the right enchantments (Bashing) & feats (like Improved Shield Bash), your off hand attack will be doing Bastard sword damage... You could even make the shield a Throwing/Returning weapon and be "Captain America." This variant has the advantage of giving your PC more AC.

As yet another variant on this, you could mix in levels of Warmage. There's a nice little spell- Whirling Blade- that lets you throw a slashing weapon and attack all the creatures in a line, with the weapon automatically returning to the hand of the caster. Tossing a Large Bladed (3.0 variant of spiked from Sword & Fist) shield or a Large 2hd weapon like a Greataxe and hitting multiple opponents is pretty tasty. AFAIK, you can't use this with Enlarge (once the weapon leaves the PCs hand, it would return to its normal size), but you COULD use it with the Metamagic feat sculpt spell (change line to cone, burst, etc.).
 

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Right now my favorite fighter classes are Duskblade from PHB2, and just about any of the stuff from Tome of Battle. If you have ToB and or expect it to be available I would check out a Crusader or Warblade. Very cool fighter stuff available. A little bit of choice involved in maneuvers but not too hard. I like it lots....:)
 

Kheti sa-Menik said:
Okay, some help would be good.

We're starting a new campaign. We're tired of plot driven, character intensive, detailed D&D for the moment. One of the group is running a random dungeon crawling expedition. Backstory and plot will take a backseat to whooping monster butt and looting.
I don't usually go in for this kind of powergaming, but it will be nice for a SMALL change of pace.

So I am not a powergamer and need some assistance building a character.
The DM is known to be deadly and favor some psionics.

Class, feats, and race: Any WOTC book is a go, 3.0 or 3.5, except campaign specific items like Forgotton Realms, Eberron, and Dragon Lance, they're out. But any race or class or feat pulled from any other source is fine. One caveat: if there is both a 3.0 and 3.5 version of a class, feat, or race, the 3.5 version will be used.
I can even use nonWOTC sources as long as I can bring a copy of the source to the table.

I would like to build a fighter type, close combatant, not ranged. And as a dungeon crawler, no mounted combat types. I'm not great with spell casters.
NO alignment restrictions...in fact we're leaning toward evil as a group.
Psionics are allowed but I'd like my character to stay away from them as I as a player don't know them very well.

So, here are my guidelines:
5th level
Stats: 15, 15, 14, 14, 14, 7
9000gp

Edit: One small other caveat: nothing funky from Unearthed Arcana.

I would try something pretty "standard", but flexible:

Human Fighter 5
Abilities: Str16 (+1 stat boost from level 4), Dex15, Con14, Int14, Wis14, Cha7
Most important ability for a melee fighter always Strenght. A high Dex (that you could bump to 16 at 8th level) allows you to fully benefit from Mithral Full Plate (whithout needing to spend something for dexterity enancements) If you think dex 14 is enough, a boost to Con is also fine.

Feats: Combat Expertise, Combat Reflexes, Improved Trip, Iron Will, Power Attack, Run
Improved Trip synergizes well with Combat Reflexes, Power Attack and Combat Expertise - depending on situations, you can reduce your opponent's combat options and also gain a bonus to defense or damage. Once you have a second attack, use it for tripping (unless your opponent is really easy to hit but difficult to trip)
Iron Will will provide useful against spellcasters and psionics. Run is a nice feat because it improves your mobility.

Later, consider Dodge, Mobility, Spring Attack and some feats from the Combat Expertise or Power Attack chain, depending on what you think will provide useful in the camapign. Against spellcasters, Improved Unarmed/Improved Grapple are great feats.
Two-Weapon Fighting + Improved Shield Bash is also a good route to take.

If you find a really cool weapon in the campaign, you could choose to focus on that (Weapon Focus/Specialisation/Improved Critical), but I think it is a bit to early to do that now. (Weapon Focus is definitely the advantage of a high level starting character. A naturally grown character won't have it that easy..)

Skills: Climb 5, Handle Animal 5, Intimidate 8, Jump 8, Ride 6, Swim 8
This gives you all the essential fighter skills, including synergy bonus to Ride. Improving Climb, Jump and Swim is always a good idea. You never know when you need them.

Equipment: Light Flail +1, Heavy Steel Shield +1 with Shield Spikes, Full Plate +1 with Armor Spikes, Potion of Cure Moderate Wounds, 2 Potion of Cure Light Wounds, 1 Potion of Bull Strenth, MW Composite +3 Longbow (50 Arrows), 1 MW Silver Longsword, 1 MW Cold Iron Shortsword, 1 MW Heavy Mace, 3 Dagger, 1 Throwing Axe, 3 Javelins, 1 Longspear, 1 Light Flail, Climbing Gear, Backpack, Bedroll, Blanket (Winter)
 
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If he's fond of psionics consider taking some of the anti-psionic feats found in the XPH such as Psionic Hole(Req: Con 15. Whenever a foe hits you in melee, they lose psionic focus. Whenever you're targeted by a power the manifester has to spend extra PP equal to your wisdom mod or the power fails). Or Closed Minded (+2 to all saves against Psionics).

Mental Resistance reduces 3 from the ability damage that any psionic power gives you, but requires +2 Base Will save to take. (If you're a dwarf and your DM uses psionics alot, anticipate an Ego Whip or 3.)
 

Half Orc CE
Str 18
Con 15
Dex 14
Will 14
Int 12
Cha 5

1 Ranger Favored Enemy Human (Feat? Maybe Power Atack if you face alot of mops)
2 Barb
3 Fighter EWP Orc Double Axe Extra Rage
4 Barb
5 Fighter WF Orc Double Axe
6 Eye of Gruumsh(CW) Feat? Maybe Cleave. Extended Rage if you're combats tend to go long. You could also take Extra Rage again if you have more then 5 fights per day.

Put a point in your Con at level 8. Theres a +1 weapon enchantment that give you +2(maybe damage too) to hit when you're Raging. Get that when you can. Theres also a cheap amulet that gives you a bonus when raging.
 

Be a orc, and take daylight adaptation(you no longer suffer penalties for being exposed to light). Other than that if you want straight, greatsword wielding madness, there really is no better choice than straight barbarian.......unless of course you want to use frenzied berserker.
 

Personally, I find the high AC dwarven tank to be the most enjoyable when playing a fighter-type. Build up the ultimate turtle. The ability to unleash hurt isn't as important as being able to get into the thick of things and absorbing hideous amounts of damage while the spellcasters kill the things.

STR 15,
CON 15 + 2 + 1 (4th level) = 18
DEX 14
INT 14
WIS 14
CHA 7 - 2 = 5

Fighter for all 5 levels.

1: Take the dwarven fighter substitution level (RoS) for 1st-level. Gives you the axe focus ability (weapon focus with a bunch of axes), and 12 HP instead of 10 for your 1st class level.
1: Dwarven Armor Proficiency (RoS again)
2: Combat Expertise
3: Power Attack
4: Heavy Armor Optimization (RoS)

Future suggestions:
Improved Combat Expertise
Improved Heavy Armor Optimization
Weapon Specialization
Take the 8th-level Dwarven Fighter substitution level too.
Possibly head for the dwarven defender class. In which case you want to change out one of the above feats for for either toughness or endurance, so you can take dodge and the other at 6th level.

For skills, max out tumble (even though its cross-class) at every level. Won't necessarily help immediately, but the goal is the bonus to fighting defensive and total defense for having 5 ranks (at level 7). Also remember that a dwarf in heavy armor can still tumble since your movement rate isn't reduced (though the chances of it working while carrying a tower shield are minimal).

Also, ask your DM about using the flaws from Unearthed Arcana (not sure if that falls into the "too funky" category or not). If you can, take two flaws and add Dodge and Improved Toughness at first level.

Items:
Battle Plate (from RoS) +1
Tower Shield +1
Admantine Dwarven Waraxe (worth the cost, enchant it later).
If your DM likes disarming, get a locking gauntlet too.

Future items should include:
Ring of Protection
Amulet of Natural Armor
Increase shield and armor to +2
Ioun stone which grants AC bonus
Enchant the waraxe.
Boots of Levitation (getting out of pits and water really sucks)

Gives you an AC of 27, which isn't too shabby for 5th level. HP should be 12 + 4d10 + 20 (or +25 instead of 20 if you took the flaws). Average rolls should give you 50+ HP.

Keep cranking up the AC. Always be looking for ways to keep it climbing. There's a curve that, if you can stay ahead of it, you're essentially indestructible in combat. Use Combat Expertise (possibly combined with fighting defensively) to ensure that your enemy always needs a 20 to hit you. You may not land a lot of blows on the enemy, but you will definitely soak up a LOT of their attacks, and can generally wade blindly into combat without having to worry too much.

Use movement if necessary to draw out your enemy's AoOs. You can take the hits, and anything that is squandered attacking you is one less that hits an ally.
 

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