Damage dealing fighter?

Terraism

Explorer
Playing in a 3.5 Scarred Lands game, we're trying to min-max a fighter in the party (thus matching the DM's min-maxing of monsters) into a damage dealing machine. I'm appealing to you guys for help. Here's what we already know.

Fighter 4
STR 17
DEX 14
CON 14
INT 13
WIS 13
CHA 13

Feats
Power Attack
Cleave
Toughness
Weapon Focus + Specialization (Great Sword)
Monkey Grip

He's using a large greatsword (two-handed, monkey gripped) so he's getting a -2 to his attack rolls, but dealing a whopping 3d6+5 damage. For the future, any ideas?
 

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Your mix-maxed fighter has Toughness?

Also, if your DM allows Savage Species, be a half-ogre...LA+1 to get +6 Str, large size (so larger weapons), giant blood (immune to charm person, et al), +4 Con, +5 Natural Armor, among other things.
 

DM_Matt said:
Your mix-maxed fighter has Toughness?

Also, if your DM allows Savage Species, be a half-ogre...LA+1 to get +6 Str, large size (so larger weapons), giant blood (immune to charm person, et al), +4 Con, +5 Natural Armor, among other things.
Not my min-maxed fighter; another player's. He just asked me for help which means that, I turned around and asked for help here. :) And he's been playing the character since first level, so changing his race would be a bit hard.

And what's a fullblade?
 

to hit: +1 wf + 4 BAB -2 monkey
damage: 3d6 + 4 str +2 specialization

idea #1: get a masterwork or magic greatsword.
idea #2: get a friendly caster to cast Bulls Strength, Enlarge, Prayer, Bless, and various Bardic Songs.
idea #3: after #1 and #2, power attack for full

Monkey grip is interesting, but not a min-max feat. He could get the same exchange of accuracy for damage by using the power attack feat.

Terraism said:
Fighter 4
STR 17

Feats
Power Attack
Cleave
Toughness
Weapon Focus + Specialization (Great Sword)
Monkey Grip

He's using a large greatsword (two-handed, monkey gripped) so he's getting a -2 to his attack rolls, but dealing a whopping 3d6+5 damage. For the future, any ideas?
 

Terraism said:
And what's a fullblade?
Exotic wepon from Arms and Equipment Guide two handed 2d8 19-20/x2. Heavy from Magic of Fearun increases damage by one step weapon requires Exotic Weapon Proficiency (Heavy ______). Large scaled Heavy Fullblade as per A&EG rules: 2d8 one step increase for Large 4d6; one step increase for Heavy 6d6; final weapon Exotic Large sized Two-Handed 6d6 19-20/x2.
 

Consider wearing a buckler and pick up Combat Expertise. Then you can instantly transition between a high defense mode (buckler + expertise, monkey-grip fav weapon) and two-handed power attacking mode.
 

If I may add some advise here.

It seems like your group is heading straight into an arms race with the DM. Since I'm a DM as well, I can only tell you that you have no chance of winning. The DM will only throw more dangerous opponents at your party and since your party is so dangerous remove a sizeable amount of XP from the higher CR monsters.

You should really talk with your DM about his play style. Min-Maxing monsters once in a while is okay but if he does it all the time he might have a problem with:

a) too powerful PCs
b) a too wargamish attitude
c) an inferiority complex

It's simple to upgrade a monster so that it poses a huge threat in itself, but this usually leads to frustrated fighter-class players because they don't have the staying power they need as a front-line fighter, frustrated magic users becuase the spells won't work on the baddies and frustrated stealth-class players because their tons of skills are useful as an umbrella in a tornado. He should use opponents that are built within the same rules as the players (e.g. 25 point-buy for NPCs), at about the same min-max level and if that's not enough to challenge your party add some cannon fodder so that everyone has something to play with.

~Marimmar
 

Considering the 13 Int, I'd definitely suggest picking Combat Expertise and then Improved Disarm and Improved Trip. Having those options in a fight can be invaluable, esp. at higher levels.
 

shilsen said:
Considering the 13 Int, I'd definitely suggest picking Combat Expertise and then Improved Disarm and Improved Trip. Having those options in a fight can be invaluable, esp. at higher levels.

Improved Trip is really a great idea
If you aren`t sure you can trip your opponent, but are also sure you won`t be able to hit him without rolling high, use your lowest attacks (they are only touch attacks and much easier) for tripping. Since with Improved Trip, it can`t backfire, you have the possibility of adding an effective +4 to your attack roll and have a chance of using an AOO against the target where you normally wouldn`t. (And it is not only you but also the allies who engage in melee)
 

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