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Need Help: Best fighter builds at various levels?


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If you're building variant fighters I think the ultimate 'base' for a variant fighter is the Samurai.

Full BAB, Two good saves, Better skill list, 4 skill points, Reduced feat progression, altered feat list. Dump the ancestral daisho and weapon enchantment abilities. Replace them with some thing else if you feel the need.

I like this model for making nobles. Interestingly enough DnD has no base class that adequately models a martial member of the aristocracy. Or even a military officer for that matter. A fighter has nothing like the skills required and a paladin is too limited. Also in a world of mind control (magical or Psionic) anyone planning to rule had better have a good will save or else.

-Andor
 

Thanee said:
I think he is looking for powerful fighter builds to compare with what his fighter variant classes can do, in order to find out, whether they are fair compared to the basic fighter class.

Ah, makes sense now. Thanks.

Am I correct in thinking that english is not your native language? And yet you did a better job of understanding the OP than I did?
 


Thanee said:
I think he is looking for powerful fighter builds to compare with what his fighter variant classes can do, in order to find out, whether they are fair compared to the basic fighter class.

Bye
Thanee

Bingo.
 

Thanks everyone, Thanee and Pintoage had some interesting builds....that spiked chain is an interesting one.

a 100 damage attack? How do you do that? Full Attack + a big penalty with power attack? That's amazing to me. My group definitily can't munchkin worth a damn.
 

Lasher Dragon said:
I was lucky, I got to make my Half-Ogre Barbarian 2/Fighter 11 using the race as defined in the Savage Species book... very nasty, and IIRC only -1 level.


Is there a more recent version somewhere?
 


JoeBlank said:
Am I correct in thinking that english is not your native language?

Yes, english is my third language.
But I don't really know the second (latin) anymore.

And yet you did a better job of understanding the OP than I did?

Well... :D

Bye
Thanee
 

MeiRen said:
Hello,

I'm working through some variant fighter classes. I want to make sure they're roughly balanced with the Fighter. The problem is, I'm not sure my group isn't all that "munchkin". I'm worried that we may not be making the best Fighter builds to test againist. So, if you have a powerful fighter build, I'd love to see it. I'm particularly interested in the best attack the build can do, and what feats and magic items it needed to get there.

Thanks!

-Meigan
Here's my fighter. Note the single level of barbarian + extra rage and the whirling frenzy rage variant; I pat myself on the back for that clever bit of craftsmanship.

Ulf, Son of Slagfid, Dwarkar Arazûn: male hill dwarf barbarian 1/fighter 10; Medium Humanoid (dwarf); HD 1d12+5 and 10d10+50 (124 hp); Init -1; Spd 20 ft; AC 25 (touch 11, flat-footed 25) or 27 whirling frenzy (touch 13, flat-footed 25) or 31 whirling frenzy and shield (touch 17, flat-footed 29); BAB +11; Grapple +16; Atk +21/+16/+11 melee (2d4+12/15–20 +3 falchion) or +21/+21/+16/+11 melee whirling frenzy (2d4+14/15–20 +3 falchion) or +16/+16/+11/+6 melee whirling frenzy and power attack 5 (2d4+24/15–20 +3 falchion); SA --; SQ Damage reduction 3/--, dwarf traits, shield 3/day, whirling frenzy (7 rounds, 3/day); AL CG; SV Fort +14, Ref +3 (+5 whirling frenzy), Will +5 (+9 verses fear); Str 20 (24 whirling frenzy), Dex 8, Con 18, Int 10, Wis 12, Cha 12.

Skills and Feats: Craft (stonemasonry) +13, Knowledge (dwarf lore) +3, Intimidate +13, Listen +5; Cleave, Extra Rage, Great Cleave, Greater Weapon Focus (falchion), Improved Critical (falchion), Improved Toughness, Power Attack, Resounding Blow (on a critical hit, opponent must make a DC 16 Will save or cower for 1 round), Weapon Focus (falchion), Weapon Specialization (falchion).

Whirling Frenzy (Ex): A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.

Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8 and the dodge bonus to Armor Class and on Reflex saves increases to +4.

A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.

A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).

Note: Whirling frenzy is found in Unearthed Arcana, on page 66.

Equipment: Thylegine (Ambassador to Giants) +3 falchion; +3 dwarven full plate, +2 gauntlets of ogre power, +3 amulet of natural armor, Louri's Bracers of Shielding (command-word activated, casts shield 3/day), +1 cloak of resistance, Haela's Blessed Helm of Courage (+4 morale bonus to saves verses fear effects), +2 vest of endurance, +2 ring of protection.

A typical fight involves Ulf power attacking for 5, and averaging 27 points of damage per hit, or 54 damage on a critical hit. He crits roughly 30% of the time thanks to Improved Critical (falchion) and the fact that a falchion normally threatens on an 18, 19, or 20. On a full attack he attacks 3, 4 or 5 times per round depending on whether he's in a whirling frenzy and/or is under the effects of a haste spell from the party wizard. It is not uncommon for Ulf to levy over 200 points of damage against his foes in a single round when he does a full attack, thanks in part to Power Attack and in part to Great Cleave. His weaknesses are the standard heavy fighter weakeness: mobility and saving throws. Few foes can withstand a full attack from Ulf for more than two rounds, however.
 

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