Figher 3.5

DnD 3. Because so little of 3. For help identifying sourcebook abbreviations, see my Sourcebook Abbreviations Guide. Bad, useless options, or options which are extremely situational. OK options, or useful options that only apply in rare circumstances Green:
figher 3.5

3.5 Fighter build. Best feats?

DnD 3. Because so little of 3. For help identifying sourcebook abbreviations, see my Sourcebook Abbreviations Guide. Bad, useless options, or options which are extremely situational. OK options, or useful options that only apply in rare circumstances Green: Good options. Fantastic options, often essential to the function of your character. It’s important to note that I generally omit campaign-setting specific content. I am of the opinion that those options are intended to be limited to campaigns run in those settings, and as such they don’t really apply to a generic campaign.

Those options also tend to be wildly unbalanced and rarely recieve errata. I also omit the use of “Flaws” since they allow a massive increase in power with essentially no cost to the character. Introduction The Fighter is one of the most iconic classes in DnD, and with considerably more feats than any other character the Fighter has a ton of room for customization. However, because 3.

The Fighter excels as a Defender and Striker, but completely lacks the ability to fill other roles. Because Fighters are exceptionally diverse, this handbook will not present a specific build. Instead, it will provide general advice which should apply to most Fighters. Fighter Class Features Hit Points: Base Attack Bonus: Full BAB. Fortitude is the Fighter’s only good save. Heavy armor, tower shields, and martial weapons. Bonus Feats: The Fighter’s only class feature.

Bonus Feats are why you play a Fighter or take a 2-level class dip. Potentially viable if you’re using a big two-handed weapon, but it cuts into your damage output and prevents you from using your swift action.

Dragonscale Husk DrM: This is a weird ability, and it strongly discourages multiclassing into anything which doesn’t provide heavy armor proficiency. You’ll probably do better just buying norma armor, but this could potentially save you a whole lot of money, and it’s a good option for builds which can’t sacrifice mobility to use heavy armor.

Dungeon Crasher Ds: The bull rush component is the only important part of this ACF, and it’s plenty. Combined with Shock Trooper, this can be a fantastic component of charge builds, and can give you a fun option for positioning your enemies on the battlefield. Elusive Attack PHB2: The bonus to AC isn’t nearly enough to compensate for the amount of damage ouput which you give up for this.

Overpowering Attack PHB2: Fantastic for area control Defenders because it doubles the damage of your attacks of opportunity. It also removes the disappointment of rolling and missing with all of your iterative attacks. Armored Mage CM: Very tempting for Gish builds like the Eldritch Knight, but you need to take a whole bunch of levels of Fighter so that you can cast higher level spells in armor, which means you’re giving up spellcasting levels.

Aligned Strike CC: DR is one of the Fighter’s biggest problems, and the ability to align your weapon as a free action is better than any Cleric or Paladin can do.

Armor of God CC: Will saves are one of the Fighter’s biggest problems. However, many fights involve enemies with no abilities that count on your Will saves, and the bonus is typeless so it will stack with anything.

Resolute CC: This is a great option for addressing the Fighter’s poor Will saves. It’s an immediate action, so you can use it in response to effects which require a Will save instead of guessing when you might need it.

You will probably need to forgo Power Attack on the following turn, but it’s better than being mind-controlled. Standard class skills plus profession miner.

Spears are simple weapons with considerably better martial equivalents, and you give up heavy armor proficiency.

A constitution bonus is tempting, but not very effective compared to a feat or Dungeon Crasher. A Strength bonus is a nice bonus to attack and damage. Half-Elf Fighter RoDe: Standard class skills plus bluff, diplomacy and sense motive.

This allows the Fighter to serve as a passable Face, but adds an annoying dependence on Charisma. These substitution levels could make for a great class dip for Swashbucklers. Replace your first level feat for two weapon focuses rapier, longsword. The Rapier is a great option for a TWF build, but this definitely limits your options.

This is a fun mechanic with a cool flavor, and it offsets the TWF penalties. Dwarf Fighter RoS: Standard class skills plus Knowledge dungeoneering. Dungeoneering is one of the most important Knowledge skills, and it gives you a good option for your one skill point. Unfortunately the abilities are all fairly terrible. If you’re using a greataxe or an axe with a shield, this is fine. Weapon specialization is strictly better. Essentially Armor Focus.

Planar Fighter PH: Standard class skills plus knowledge the planes. Planes is one of the better Knowledge skills, and it gives you a good option for your one skill point. The Aligned Strike alternative class feature is strictly better. A dimensional anchor effect on you. Nice for grapplers, but situational.

Raptoran Fighter RoW: Some great options for Raptorans. Useful for raptorans, especially if you wear heavy armor. Weapon specialization when you are higher than your opponent. Raptorans are all about flight, so being higher than your opponent should be a given. Nice bonuses to flying speeds. Stacks with others so it is worth the trade. Unearthed Arcana Content from Unearthed Arcana is generally considered optional variant rules. Many of these options are poorly balanced, so be sure to consult your DM before selecting any such options.

Thug Fighter: For lightly armored builds, the Thug can be a fun improvement to the Fighter. The extra class skills allow you to serve as a Face.

Unfortunately you give up the bonus feat at first level, but many builds can afford to give up one feat. Variant Fighter: Trade in your bonus feats for the Rogue’s Sneak Attack progression.

I can imagine a few builds where this might be helpful, but the primary reason to play a Fighter is for the feats.

Abilities The Fighter’s abilities vary depending on your build, but the emphasis on physical ability scores is constant across nearly every Fighter. Almost every Fighter is Strength-based, and even the ones who aren’t need Strength for the damage bonus and access to Power Attack. If you don’t want to go for Combat Reflexes, you can get away with as little as 10 thanks to Heavy Plate. Hit points are absolutely crucial. Only useful if you want Combat Expertise.

You need a bit for the Fighter’s garbage Will saves, but that’s all that it gets you. Dump stat. Races Bonuses to physical ability scores are nice, but bonus feats are often more important. Medium size is preferred, especially for Defender builds which rely on being enlarged. A great defensive option, Dwarfs get a whole mess of good bonuses beyond their Constitution bonus. The bonus to Dexterity is nice for archer builds, but the constitution bonus hurts a lot.

Small size and a penalty to Strength severely limit your options.

Feats. Spells. Prestige Classes. And more!

The Fighter is one of the most iconic classes in DnD, and with considerably more feats than any other character the Fighter has a ton of room for customization. Bonus Feats: The Fighter’s only class feature. Bonus Feats are why you play a Fighter (or take a 2-level class dip). Level, BAB, Fort, Ref, Will, Special. 1st, +1, +2, +0, +0, Bonus feat. 2nd, +2, +3, +0 , +0, Bonus feat. 3rd, +3, +3, +1, +1. 4th, +4, +4, +1, +1, Bonus feat. 5th, +5, +4. Why would any body want to be core fighter when then are other combat focus classes who have better saves can do more damage and have.

Fighter, Tome (3.5e Class)

Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons. Fighters are proficient with light , medium , and heavy armor , and with shields and great shields.

Click to expand And wouldn’t you know it, I forgot about the paladin. But were were we talking about core only, just incase I missed it?

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Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic. 1 Fighter. Making a Fighter. Class Features; Epic Fighter Back to Main Page → e Open Game Content → System Reference Document →. 1 Fighter. Making a Fighter. Class Features; Epic Fighter Back to Main Page → e Open Game Content → System Reference Document →.

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