Boci
2010-01-05, 08:44 AM
Just got curious, how many fighter builds are there floating around that work in a tier 3 game, at lower to mid levels at least? I know of three (for the purpose of this thread, let's assume a fighter build has at least 50% of its levels as fighter):
P.S. I have tried to keep ToB dips to a minimum since if you are dipping you may as well just retrain most if not all fighter levels into an initiator class
1. Lock down: Human or dwarf / Fighter / Crusader - main feats: exotic weapon proficiency (spiked chain), combat reflexes, stand still, mage slayer, supernatural crusader, defensive sweep (and martial study and stance if you want pure fighter).
Stand in the middle of combat, use stand still to prevent enemy movement and defensive sweep to generate AoO against monsters that remain adjacent to you.
Notes: Miss chance screws with it, hard time against teleporting enemies (somewhat mitigated by mage slayer and supernatural crusader).
Viable when thicket of blades is aquired (level 9 for crusader dip, 12 for martial study), matures with defensive sweep
Tier: Mid 3
2. Dungeon Crasher: Goliath or half-minatour dwarf or human / Dungeoncrasher Fighter / CC Lion Totem Barbarian - main feats: power attack, improved bullrush, shock trooper, knockback
Tactics: Charge, bullrush, damage, repeat
Notes: Miss chance screws with it, Only does HP damage, less useful out in the open
Viable from level 6, matures with pounce and knockback
Tier: High 4
3. Dual wielding critter: Human / Zhentarim Soldier fighter - main feats: Imperious command (requires 15 char), two-weapon fighting, improved critical, staggering critical, power attack, resounding blow
Tactics: full attack, staggering enemy on a crit to prevent them full attacking, swift action intimidate one opponent per round
Notes: Ineffective against fear and crit immune enemies (useless in an undead heavy campaign), very MAD. Also I believe there is some weapon on armour enhancement I am missing that gives intimidate and two weapon fighting some more synergy.
Viable with staggering critical, matures with resounding blow
Tier: High 4
4. Three monutain bruiser: Human or dwarf / Fighter - main feats: two-weapon fighting, oversized two-weapon fighting, weapon focus, three mountain style
Tactics: Spread attacks out, nausiating as many creatures as possible
Notes: Does not funcion against enemies immune to nausia
Viable with three monutains
Tier: Highish 4
5. Jack be quick: Human or dwarf / Fighter - main feats: high axe low sword, robilar's gambit, karmic strike, twin strike, combat reflexes, improved trip probably using the overpowering attack ACF
Tactics: Get hit, hit back harder
Notes: Does more damage when it is not his turn relying on AoOs
Viable: with karmiac strike, matures with robilar's gambit
Tier: High 4
So yeah, these are the three I know. I vaguely recall a two weapon fighter using the idea that a shield is just a weapon that grants an AC bonus, but I do not remember the details. Are there any more?
P.S. I have tried to keep ToB dips to a minimum since if you are dipping you may as well just retrain most if not all fighter levels into an initiator class
1. Lock down: Human or dwarf / Fighter / Crusader - main feats: exotic weapon proficiency (spiked chain), combat reflexes, stand still, mage slayer, supernatural crusader, defensive sweep (and martial study and stance if you want pure fighter).
Stand in the middle of combat, use stand still to prevent enemy movement and defensive sweep to generate AoO against monsters that remain adjacent to you.
Notes: Miss chance screws with it, hard time against teleporting enemies (somewhat mitigated by mage slayer and supernatural crusader).
Viable when thicket of blades is aquired (level 9 for crusader dip, 12 for martial study), matures with defensive sweep
Tier: Mid 3
2. Dungeon Crasher: Goliath or half-minatour dwarf or human / Dungeoncrasher Fighter / CC Lion Totem Barbarian - main feats: power attack, improved bullrush, shock trooper, knockback
Tactics: Charge, bullrush, damage, repeat
Notes: Miss chance screws with it, Only does HP damage, less useful out in the open
Viable from level 6, matures with pounce and knockback
Tier: High 4
3. Dual wielding critter: Human / Zhentarim Soldier fighter - main feats: Imperious command (requires 15 char), two-weapon fighting, improved critical, staggering critical, power attack, resounding blow
Tactics: full attack, staggering enemy on a crit to prevent them full attacking, swift action intimidate one opponent per round
Notes: Ineffective against fear and crit immune enemies (useless in an undead heavy campaign), very MAD. Also I believe there is some weapon on armour enhancement I am missing that gives intimidate and two weapon fighting some more synergy.
Viable with staggering critical, matures with resounding blow
Tier: High 4
4. Three monutain bruiser: Human or dwarf / Fighter - main feats: two-weapon fighting, oversized two-weapon fighting, weapon focus, three mountain style
Tactics: Spread attacks out, nausiating as many creatures as possible
Notes: Does not funcion against enemies immune to nausia
Viable with three monutains
Tier: Highish 4
5. Jack be quick: Human or dwarf / Fighter - main feats: high axe low sword, robilar's gambit, karmic strike, twin strike, combat reflexes, improved trip probably using the overpowering attack ACF
Tactics: Get hit, hit back harder
Notes: Does more damage when it is not his turn relying on AoOs
Viable: with karmiac strike, matures with robilar's gambit
Tier: High 4
So yeah, these are the three I know. I vaguely recall a two weapon fighter using the idea that a shield is just a weapon that grants an AC bonus, but I do not remember the details. Are there any more?