Hi all, I am playing a high level fighter for the first time in 3e D&D, and figured I'd go for a weapon master, since it seems to represent the old grand master styles of 2e. We are going to start at 13th lvl, here is what I have so far. I wanted to know if he is poorly designed, or I am missing something obvious that may get me killed. The game is very hack n'slash so I'm not too worried about skills at the moment.
Mannie Inglstone Fighter 6/Weapon Master 7
Medium-Size Human (5'1" tall, 165 lbs, Brown hair/eyes, tan skin)
Hit Dice: 13d10+52 (128 hp)
Initiative: +2
Speed: 30 ft. (+2 Dwarven Fullplate)
AC: 25 (+10 Dwarven Full Plate, +3 large animated steel shield, +2 Dex)
Attacks: +22/+17/+12 +3 Impacting Maul
Damage: 1d10+11 16-20 x4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ki Damage 7/day, Ki Critical 3/day
Special Qualities: Dwarven Traits (from belt)
Saves: Fort +10(12), Ref +9(11), Will +6(8)
Abilities: Str 18, Dex 14, Con 16(18), Int 13, Wis 14, Cha 11
Skills: Intimidate +4, Listen +12, Spot +12, Tumble +9, Wilderness Lore +6
Feats: Dodge, Mobility, Combat Reflexes, Spring Attack, Expertise, Whirlwind Attack, Weapon Focus/Specialization/Improved Critical/Power Critical: Maul
Possessions: +2 Spiked Dwarven Full Plate, +3 Impacting Maul, +1 Animated Large Steel Spiked Shield, Belt of Dwarven Kind, Boots of Speed
Edit : Reconfigured Equipment somewhat, keep the suggestions coming! The mithral fullplate was great. The animated shield worked out to the most effecient spending of money. I dropped the cload of rez cause it wouldnt stack with the belt of dwarven kind. Boots of speed grant the oh so needed haste (we use 3.0 rules)
Edit: Our House rules for Maul is 1d10 x4 damage. Comes out to almost the same as scythe. Thanks everyoen for the great help in making this character im very happy with.
Mannie Inglstone Fighter 6/Weapon Master 7
Medium-Size Human (5'1" tall, 165 lbs, Brown hair/eyes, tan skin)
Hit Dice: 13d10+52 (128 hp)
Initiative: +2
Speed: 30 ft. (+2 Dwarven Fullplate)
AC: 25 (+10 Dwarven Full Plate, +3 large animated steel shield, +2 Dex)
Attacks: +22/+17/+12 +3 Impacting Maul
Damage: 1d10+11 16-20 x4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ki Damage 7/day, Ki Critical 3/day
Special Qualities: Dwarven Traits (from belt)
Saves: Fort +10(12), Ref +9(11), Will +6(8)
Abilities: Str 18, Dex 14, Con 16(18), Int 13, Wis 14, Cha 11
Skills: Intimidate +4, Listen +12, Spot +12, Tumble +9, Wilderness Lore +6
Feats: Dodge, Mobility, Combat Reflexes, Spring Attack, Expertise, Whirlwind Attack, Weapon Focus/Specialization/Improved Critical/Power Critical: Maul
Possessions: +2 Spiked Dwarven Full Plate, +3 Impacting Maul, +1 Animated Large Steel Spiked Shield, Belt of Dwarven Kind, Boots of Speed
Edit : Reconfigured Equipment somewhat, keep the suggestions coming! The mithral fullplate was great. The animated shield worked out to the most effecient spending of money. I dropped the cload of rez cause it wouldnt stack with the belt of dwarven kind. Boots of speed grant the oh so needed haste (we use 3.0 rules)
Edit: Our House rules for Maul is 1d10 x4 damage. Comes out to almost the same as scythe. Thanks everyoen for the great help in making this character im very happy with.
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