Need help building a dwarf fighter for a friend?

Two-weapon is the fastest way to accelerate your potential full attack damage. Especially if you dual wield your specialized weapon.
What? No, just... no. The game of Dungeons and Dragons, 3.5e does not work that way. This is mathematically demonstratable should you doubt me. Power attack optimization and charging is the best way to increase DPS. TWF is horrible for this purpose.

Might I introduce you to the Fighter's Handbook?

Spring attack is taken so you can pick up the bounding feats that let you full attack with spring attack.
Except... they don't.

Bounding Assault
Bounding Assault
[General]

You can move and attack with superior speed and power.
Prerequisite: Dodge, Mobility, Spring Attack, DEX 13, base attack bonus +12
Required for: Rapid Blitz
Benefit: When using the Spring Attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a -5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them.
Rulebook: Players handbook II (p. 75)
Edition: Supplementals (3.5)
Rapid Blitz
Rapid Blitz
[General]

You charge across the battlefield, combining your speed and fighting ability to move and attack with unmatched skill.
Prerequisite: Bounding Assault, Dodge, Mobility, Spring Attack, DEX 13, base attack bonus +18
Benefit: You can designate a third target for your Spring Attack feat. In addition to the second attack you gain from your Bounding Assault feat, you can make a third attack with a -10 penalty.
Rulebook: Players handbook II (p. 82)
Edition: Supplementals (3.5)
Without knowledge of the usual monster mix I'm assuming that they at least occasionally fight opponents that are disarmable/trippable.
A creature gets +4 to a trip/grapple/bull rush check for every size category above medium. Monsters also tend to have a lot of strength anyways, making opposed combat maneuver checks based on strength a pain.

As for disarming, a lot of monsters use natural weapons.

Range weapon specialists don't need to worry so much about Con
Stinking Cloud has a range of over a hundred feet. Think about that.

or even str if they have the right feats.
Good optimization can salvage almost anything. Doesn't mean what is being salvaged is any good. I can make a great monk if pressed to it - doesn't make the class any good.

(Sorry Danny.)
 
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That's what we're being asked to do, to salvage the fighter. However since we don't know anything beyond 6th level dwarf fighter I'm stuck giving advice based on the assumption that the player has already chosen his weapon and armor preferences and thus needs advice on how to make use of whatever he's already chosen, and power-charging with a throwing axe seems a little silly.

Fighters have a good fortitude save, and I never said to make con a dumpstat, just that you don't need to max it out.

As for bounding not granting a full attack equivalent, ok, it doesn't really, but how often does that last attack hit anyway?

I know dozens if not hundreds of monsters get bonuses from size and physiology that make grapples, trips, and/or disarm strategies problematic, however just as many don't. I mean most corporeal undead are pretty trippable thanks to their low bab's.

So either give some more useful advice like that line about Power attack + charge optimization, or go away.
 
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That's what we're being asked to do, to salvage the fighter. However since we don't know anything beyond 6th level dwarf fighter I'm stuck giving advice based on the assumption that the player has already chosen his weapon and armor preferences and thus needs advice on how to make use of whatever he's already chosen, and power-charging with a throwing axe seems a little silly.
Then may I suggest we not hand out bad advice?

As for bounding not granting a full attack equivalent, ok, it doesn't really, but how often does that last attack hit anyway?
Does that mean the Bounding line of feats, which you were recommending just a moment ago, are actually worthless?

I've read through them and I noticed that, with Rapid Blitz, you are an 18th level character at least, who gets 3 attacks at three different targets, at regular AB, regular -5, and regular -10.

Your iterative attacks as an 18th level fighter are BAB +18/+13/+8/+3, which is regular AB, regular -5, regular -10, and regular -15.

The two feats from the PHB2 not only give you extra attacks at a later date than your iterative attacks, but give you fewer attacks. Plus, they take away several feats. This really does not seem like a good trade.

So either give some more useful advice like that line about Power attack + charge optimization
I mean, compare the Bounding feats to something like a dip in the Spirit Lion Totem barbarian, which grants Pounce, which is a full attack on a charge. With a few levels in fighter for Leap Attack and Shock Trooper, and a Greatsword, you can now PA for full, assign all that negative penalty to your AC, and change your Power Attack damage/penalty ratio from 2:1 to 3:1. At level 6, which is about when this combo comes online, you can deal 2d6+1.5*5+3*6 damage per attack. That's an average of 32.5 points of damage on your first attack, assuming a strength score of 20, on your first attack. Your second may or may not hit the enemy, but at least you get it before level 12, and don't have to invest in a subpar chain of feats for the attack.

A CR 6 encounter like the Chain Devil has an AC of 20, DR 5 silver or good, and 52 HP. A level 6 barbarian/fighter has an AB of +12, assuming 20 Strength and a +1 Greatsword. With a +2 bonus from charging, he has a 70% chance of landing his first hit, which will reduce the Chain Devil to about 25 hit points - about half the monster's health. The second attack is at AB +9 and has a 45% chance of hitting.

A fighter with two +1 short swords, and a Strength of 20 has one attack on a charge. It is at AB 14 and deals 1d6+6 damage. This is probably insufficient. Even if you were full attacking, the AB and damage would be +12/+12/+7 for 1d6+6/1d6+3/1d6+6 damage. Even if they all hit, the DR of a Chain Devil laughs at the flurry of papercuts he has just been subject to.

An archer shoots two +1 arrows at AB +14 each of which deals 1d8+6 damage. (Yes, I'm assuming a 20 in both Strength and Dex). Again, this seems insufficient. Rapid Shot allows you to fire off an extra arrow at a -2 penalty for all attacks, in which case you have three arrows at AB +12 each for 1d8+6 damage. Due to DR, even if they all hit, you're only dealing 1d8+1 damage each. Point Blank Shot helps at close ranges, but being within 30 feet of a Chain Devil and wielding a ranged weapon seems like a very bad idea.

or go away.
Have a nice day.
 
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Ok see that's why we need more info. Is multi-classing an option, because yeah frankly I don't know a good fighter damage build that doesn't involve multi-clasisng or at least prestige classing.

Yes spring attack derivatives don't do as much damage as a full attack, but I figure if he can bounce around offing the smaller/weakened stuff, and still get back in the path of the big monsters before they rush the squishies, he won't mind not dealing as much actual damage if he starts killing off critters. Also yes you can focus fire on the bounding stuff. You just don't have to.
 

Yes spring attack derivatives don't do as much damage as a full attack, but I figure if he can bounce around offing the smaller/weakened stuff, and still get back in the path of the big monsters before they rush the squishies, he won't mind not dealing as much actual damage if he starts killing off critters.
Is he to be the party janitor?

Also yes you can focus fire on the bounding stuff. You just don't have to.
I realized that, which is why I have edited my original post along with adding in more numbers.
 

Someone's gotta finish off the burnt, ozone smelling, acid scarred ogre with 7 hp left, and you can bet the wizard isn't gonna blow another one of his precious spell slots on it.

OOh numbers, yeah DR screws over builds that rely on multiple hits. On the other hand if you're dealing with a horde scenario the multi-hit build start looking pretty slick again, especially the throwers. Again it's really a matter of what we're up against here.
 

Someone's gotta finish off the burnt, ozone smelling, acid scarred ogre with 7 hp left, and you can bet the wizard isn't gonna blow another one of his precious spell slots on it.
I think what we should be trying to do is to present a build that can do more than mopping up the battlefield after the fight has been won.

OOh numbers, yeah DR screws over builds that rely on multiple hits. On the other hand if you're dealing with a horde scenario the multi-hit build start looking pretty slick again, especially the throwers. Again it's really a matter of what we're up against here.

Weak horde will appear
But impotence threatens not
Wiffing builds still stuck
 

Sorry about not being clear on solutions. Any feats, multi classing, or PrC are fine. After a talk with the DM, it isn't a big deal to move some feats around if it would help his character, but nothing further than that. I can't recall all his stats and gear, but he has chainmail, large metal shield, great axe, mail, light crossbow, and that is all I can recall right now.
 


Might want to consider adding 5-8 levels of cleric. Do that and not only can he be a secondary healer but he can use buff spell on himself whenever he likes (spell slots permitting of course) Bulls strength, Enlarge person, Divine Power etc. Standard feats such as power attack and your good. Still isn't the absolute best build around but still good.

Lots of fun to play, and will never feel useless. Especially if you spontaneously cast cure spells.
 
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