All around fighting machine

Drawmack

First Post
Hello All,
We're starting a new campaign. There are currently only three players, we are looking for a fourth. Being that there will be a small number of players each character must be good at every aspect of their job. I'm going to be the balls to the wall fighter. Normally I play finess characters, so I really have no idea how to build a balls out fighter. I need a fighter that will be good at ranged and hand to hand combat. We're starting at first level. I'm probably going to take human which will give me three feets to start with. Any ideas on how to build this character and take him through the first three levels would be greatly appreciated.

Thanks
 

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Normally I play finess characters, so I really have no idea how to build a balls out fighter.

First, have the cod-piece removed from his armor. :p

High Str and Dex is obviously. Skills aren't too important really. Maybe toss some cross-class points into Tumble on the off chance you REALLY want to avoid an AoO. Put at least 5 in Jump to get the synergy. Feats are your true friend.

1st Level: power attack, cleave, PBS
2nd-level: rapid shot (or precise shot)
3rd-level: weapon focus (pick your favorite)
4th-level: weapons specialization (ditto)

Precise shot might not be that great because it's likely going to be you up in front fighting so you won't need to worry about firing into melee. Your high strength is going to help with your ranged damage output once you get a mighty bow and will obviously help your melee combat.

Power Attack and cleave are important at low levels to get the extra attack to finish foes. And power attack is important at higher levels.

Since its likely that you will be the only thing between your foes and the spellcasters, you will need to load up on armor (most likely mithral to accommodate your high Dex). That means you'll probably need to go sword and board for the extra AC.
 

Well.... Yeah, I think fighter would be a good idea. Get a polearm and either Unarmed Strike, spiked gauntlets or something else for close range. Ranged combat: Simply get a mighty bow asap. Your strength bonus should be high enough to be dangerous enough at range till you can afford to get PBS and Rapid Shot.

I suggest a polearm because you can fight monsters with reach and it's twohanded. Power Attack&Cleave, you can't go wrong. As third feat I'd suggest something like C-Expertise as prerequisite for later feats (Imp disarm or so) or Combat Reflexes if you wanna stay a polearm fighter in the long run (not necessarily recommended).

Nothing beats a twohanded weapon fightertype at damage. At surviving, sword & board. So what about Quickdraw for good throwing later with axes (enjoy your strength bonus at short range, no need to buy an expensive bow).

So for versatility: Power Attack, Quickdraw/Combat Reflexes and Cleave. Glaive for good damage, sword&board for melee when you want to avoid getting hit.

Edit: Initiative goes to Shadeus.
 
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Well, since I don't know what you DM allows, let's start with some basics...

If you are going to be a toe to toe fighter along with the ability to be a ranged fighter there are going to be some serious tradeoffs...but...here's some suggestions...

Front-line fighters want High Strength and High Constitution, generally Dexterity isn't as big a deal since you'd be wearing the heaviest armor you can get your hands on which would limit Dex bonuses to AC. However, it sounds like you want your next highest stat to be Dex to give a ranged attack bonus and good Ref saves. Think about being an uncharismatic yokel, though, and put whatever good stat you have left in Wisdom to bolster your Will save (thus providing a better chance to avoid nasty domination and confusion type spells that will turn you into your party's own worst nightmare).

Then you want to think about which is going to happen more often at first level with those three feats, since you could get a fair share of deadly feat chains focusing on either melee or ranged.

At first level your BAB isn't high enough to necessarily make things like Power Attack or Expertise stand out as particularly helpful, but they are prereqs for other feats.

For melee I would suggest Power attack so you could go down the Cleave or Sunder routes. Cleave will be handy (and Great Cleave) against smaller beasties, while Imp. Sunder is good for getting rid of your opponents' weapons in lieu of going the Expertise/Disarm/Trip path.

For ranged, Point blank and Precise are the way to go, and they lead to the other good ranged feats.

Since you will have high strength, be on the lookout for Composite bows as soon as you can get them. But until you can get the gold for that, you may want to look at hurled weapons that you can also use in melee, throwing axes, daggers and hammers, since you get your strength bonus to damage, and if you do go with power attack, pick up a melee weapon you can use two-handed to get the biggest bang for your gold piece.

If your DM allows wilder weapons, like the spiked chain or the Duom (from Arms and Equipment), these reach/close-in combo weapons can give a massive advantage to a slow fighter who can't run to his foes.

That's all I can think of for general advice off the top of my head...
 

3 Players... what are the other two playing? You should consider whether any gaps need to be filled. If you have an arcane trickster and a cleric, for example, a fighter would be great. If you have no healer, though, go with a fighting character that can heal itself at least a little. Paladin, Ranger, Psychic Warrior and (to a certain extent) Monk might work out well. heck, Fighter/Cleric may work well, or even a Cleric optimized for melee.
 

Consider spears.

If you take shortspear, you can use a shield, put all your weapon focus and weapon specialisation into the spear, and have it apply to your close and ranged combat... And of course you get interesting abilities, like setting spear for double damage...

For the truely long-range stuff, you'll still need a bow, but you're set for stuff out to about the 50 foot mark (especially if you pick up far shot).

I'd also consider picking up 'goad' from complete warrior. Unfortunately you need a 13 charisma then... bummer.
 

Playing 3.5? Focus on two-handed weapons, and become a trip master:

1st: power attack, combat reflexes, combat expertise (use guisarme and greatsword)
2d: Improved Trip
3d: Cleave
4th: WF
6th: WS, perhaps focus in the other weapon.

Reach + Combat Reflexes + Improved Trip = fun!
 

thank you all so for, you've given me a lot to chew over. As for the other characters we've got a bard and a cleric. I'm not allowed to play magic users cause the DM thinks I cheat with the spells - Just cause once I cast make water inside someone's head.
 


If your PC is going to be the front-line fighter, taking ranged weapons feats will be a waste of time, unless its something like Throw Anything.

I've been in some different campaigns- here's some things I've found enjoyable as fighter builds.

#1) A multiclassed (RGR based) tripper with a magical dagger whip. He's more of a 2nd line fighter, though. He's a "high concept" PC, based on Indiana Jones, so he's more about flexibility than doing loads of damage. However, his ability to disarm & trip foes for the front line to pick on is loads of fun.

#2) A 2 weapon front-line fighter (based on RGR). He's a nice little mix of stuff. Instead of traditional weapons for a 2 weapon fighter, he's "sword & board." His heavy shield is, of course, spiked. However, the "sword" is a medium flail, so he took Imp. Shield Bash, Expertise, Imp. Trip, and Imp. Disarm over his first few levels. The flail lets him do the disarms & trips (just closer in than with most tripping weapons), and does blunt damage so its useful against undead. Eventually, that shield became enchanted w/Bashing (& some other stuff), which stacks with its base damage (see Asura Shield in BoED). That shield is a 3-15x2P off-hand weapon. Sure, he takes some attack penalties for using a medium sized weapon in his off hand, but the damage so far (plus the higher AC) has been worth it.

#3) A Ftr/Cleric build with either a 2 handed Maul or 2 handed Axe (ranged weapon- Str Longbow). There is just something cathartic about doing massive amounts of damage and Cleaving...especially with Great Cleave in the mix. Some variations of this build had the Strength and any 2 of Destruction, Protection, Travel or War domains. (I use this build for PCs based on heroes from Russian, Slavic, or Finnish Mythology.) The healing spells help the PC's durability, and Turning is always welcome.

I also have some exotics based on Psi, monster, or arcane spellcaster builds, but most of that wouldn't be of use to you, unless you really want to play an Elf Diviner who is an archer or some such.
 

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