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Need Help: Best fighter builds at various levels?

MeiRen

First Post
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
 

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I guess it would all depend on your character concept. Is he a big burly muscle strength oriented fighter or is he an agile, quick, dodgy fighter? How does he feel about magic? Does he have a strong belief in divine power?

Once you start answering questions about what makes your character tick, then you can start seeing the best route to build your character in future levels.
 

Are you talking about pure fighter builds, i.e. single class fighters?

I recently did a 10th level Dwarven Fighter wielding a greatsword. Damage output was +18/+13 with 2d6+11 per hit. AC 27+Dodge, with 100 hp average. A combination of good offense and defense, rather than one or the other. Feats included Mobility, Combat Expertise and Elusive Target to aid in the defense. My philisophy has always been that high level Fighters require high ACs. It was an above average build using 80 point stat buy and 54000 gp equipment.

Pinotage
 

Here's a pretty standard, but nonetheless powerful 6th level fighter (PB 32).

Spike Pincushion
Dwarf Fighter 6th

Str 18
Dex 14
Con 16
Int 13
Wis 10
Cha 6

HP 58
AC 20 (+1 Dex, +9 armor)

Attack: +1 cold spiked chain +11/+6 (2d4+7 plus 1d6 cold)

Saves: Fort +9, Ref +5, Will +5; +2 vs poison, +2 vs spells and spell-like effects.

Skills: Climb* +12(8), Jump* +12(8), Profession (barber) +3(3), Spot +4(4cc); Spike speaks Common, Dwarven and Giant.

Feats: Exotic Weapon Proficiency (spiked chain), Combat Expertise, Improved Trip, Power Attack, Cleave, Combat Reflexes, Iron Will.

(Further development might include Weapon Focus (spiked chain), Weapon Specialization (spiked chain), or Greater Toughness.)

Equipment: +1 cold spiked chain, masterwork dwarven waraxe, masterwork warhammer, masterwork light crossbow, 20 crossbow bolts, +1 full plate, heavy wooden shield, ale-stained clothing, masterwork barber set, backpack with typical adventurer's stuff, cloak of resistance +1.

(Not entirely sure, whether the equipment is affordable at that level... if not just remove the cold from the spiked chain.)

(Further development might include a mithril full plate, some weapons fashioned from special materials for those pesky DRs, Str, Dex and/or Con enhancing items and the usual AC and save improving stuff.)

Bye
Thanee
 
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Without books to hand I can't give you anything in depth but try this:

2 Weapon Style fighter.....

1. Exotic Weapon Proficiency: Elven Thinblade.
2. Weapon Finnesse.
3. 2 Weapon Fighting.
4. Improved 2 Weapon Fighting.
5. Use Oversized Off-Hand Weapon, (I think it's called).
6. Improved Buckler Defense.
7. Weapon Focus: Elven Thinblade.
8. Weapon Specialization: Elven Thinblade.

Get 2 Elven Thinblades and enchant them with the 'Keen' ability, buy the biggest dex enhancing item you can, (32k?), and make sure you enhance that buckler.

Oh yeah, I think with that build you should be opting for Celestial Chain also.

Off the top of me head that shouldn't be too high a level fighter.

There's also an awesome 2 weapon fighter PrC in Complete Adventurer.
 

MeiRen said:
Hello,

I'm working through some variant fighter classes. I want to make sure they're roughly balanced with the Fighter.

I think people confuse the term "build", or else I do not understand it.

My understanding is that a "build" is a specific set of feats, class levels, skills, etc., within the existing rules. Basically, you build a character, often with suggestions for min/maxing (not that there is anything wrong with that).

I think what MeiRen is proposing is and alternate class, a "variant fighter class" as he says. This is different from a build, as it changes the actual rules. Again, not that there is anything wrong with that.

Am I understanding these terms correctly?
 

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
 

In my opinion a fighter's power is not only dependant on Feat and Weapon selection, but also a great deal on his race. While halflings and gnomes will almost always make sub-par fighters, the Powerful Build racial trait (Half-Giant, Goliath) is almost invaluable to a fighter and well worth the level adjustment. Not only can those races wield large wepons (3d6 Greatsword, 2d6 Longsword) and have a Strength and Constitution bonus, no their unusual size grants them a flat-out +4 bonus to almost all combat maneuvers (Trip, Grapple, Bull-Rush, Overrrun, Disarm etc.). Besides with the enormous damage of such a fighter (a Half-Giant with Greatsword can easily achieve 3d6+6 per hit) the Cleave and Great Cleave feats are a lot better, because more often then not a single hit proves lethal to the opponent.
 

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.
 

My favorite fighter build looks something like this:

Human Fighter 12

Stats: Str:16 (18) Dex:18 (20) Con:14 Int:14 Wis:10 Cha:8

Feat Selection: Quick Draw (1), Combat Reflexes (1), Dodge (1), Hold the Line (2), Mobility (3), Spring Attack (4), Elusive Target (6), Improved Trip (6), Power Attack (8), Combat Expertise (9), Whirlwind Attack (10), Close-Quarters Fighting (12), Improved Initiative (12)

Basic Equipment: +2 longspear, +2 greatsword, spiked gauntlets, mighty (+4 Str) composite longbow, +2 studded leather, ring of protection +2, belt of giant str +2, bracers of dexerity +2, cloak of resistance +2, boots of striding & sprining.

To Stat it Out: Human Fig 12; HD 12d10+24 (hp 89- average); Init +9; Spd 40; AC 22, t 17, ff 17; BAB/Grp +12/+16; Atk +18/+13/+8 melee (1d8+8 /x3, +2 longspear), or +18/+13/+8 melee (2d6+8 /19-20, +2 greatsword), or +16/+11/+6 melee (1d4+4, spiked gauntlet), or +17/+12/+7 ranged (1d8+4 /x3, longbow); SV Fort+ 12 Ref+ 11 Will+ 6; Abilities Str 16(18) Dex 18(20) Con 14 Int 14 Wis 10 Cha 8; Skills and Feats Craft+9 (9), Jump+11 (5), Climb+9 (5), Spot+7 (7), Listen+7 (7), Search+9 (7), Tumble+14 (7); Quick Draw, Combat Reflexes, Dodge, Hold the Line, Mobility, Spring Attack, Elusive Target, Improved Trip, Power Attack, Combat Expertise, Whirlwind Attack, Close-Quarters Fighting, Improved Initiative.

Idea: The basic idea for this character is a mobile fighter that rarely gets close enough to takes hits. Tactics differ against different types of encounters. Against smaller opponents and mass combats he works best to use combat expertise to buff his AC, and let opponents come to him. If they move up to attack or charge him, combat reflexes and hold the line allows him an AoO, which works perfectly with Improved Trip. He has Whirlwind attack in case they attempt to swarm him, or if he finds an ample opportunity to use it. When opponents come too close he drops the spear and uses his greatsword (remember that if he's charged he still gets an AoO due to hold the line). Against larger opponents he employs hit and run tactics. He will generally target them with his Dodge ability, improving his own AC while making himself immune to their power attack attempts. Spring attack is a must to avoid close confrontation, as he is not made to be a tank. Power attacks are also I nice option to wear the big guy down with big hit and run attacks. In case the big creature tries to grapple him, whether by the mouth, tail, claw (whatever), he gets a free AoO, and the damage dealt counts to his grapple check.
 

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