Ardantis
2010-06-24, 07:58 PM
Been a while since I've posted...
I'm a roleplayer who is famous for his hilarious, mechanically one-note characters. I want to make a more effective, but still unique and amusing, character for 3.5.
I love the diversity of fighters- potentially useful at every level, but requiring intelligent feat selection and play style. Also (plus for me) very flavor-flexible.
From what I can tell, fighters can be dps, tanks, or, most interestingly, status impairment "debuffers."
Taking this last idea to an impractical extreme, I developed this feat progression using the PHB and Complete Warrior.
Required stats: Str 15, Dex 15, Int 13
Race: Human
Feats:
Level 1: Dodge, Power Attack, Improved Unarmed Strike
Level 2: Combat Expertise
Level 3: Improved Trip
Level 4: Combat Reflexes
Level 5: No feats
Level 6: Defensive Throw, Improved Bull Rush
Level 7: No feats
Level 8: Mobility
Level 9: Elusive Target
Level 10: Shock Trooper
Level 11: No feats
Level 12: Close-Quarters Fighting, Improved Grapple
As I envision it, levels 1-5 would play like a conventional sword'n'board, Power Attacking for damage and Expertise for tanking, with the occasional trip thrown in. At level six, Defensive Throw makes the character much more reactive, potentially forgoing the sword for the opportunity to go "full judo."
Improved Bull Rush, followed by Elusive Target and Shock Trooper, make for a shield and open palm combo worthy of a ridiculous John Woo villain (more like Bruce Lee villain if you take into account my Dex +2 armor) who is constantly smashing into foes (and them into one another!) and tanking Power Attacking foes, causing them to smack each other comically before falling down.
By level twelve, Close Quarters Fighting for avoiding grapplers and grabbers, and perhaps Improved Grapple for tackling pesky rogues and spellcasters.
I figure from there, the character can go two ways- towards Reaping Mauler for extra grapple goodness (and some damage potential,) or towards some shield feats and more disabling feats for effects like daze, disarm, flatfooted, and of course more tripping.
Any thoughts/improvements? I would prefer sticking to core + the complete series, but any thoughts are appreciated.
I'm a roleplayer who is famous for his hilarious, mechanically one-note characters. I want to make a more effective, but still unique and amusing, character for 3.5.
I love the diversity of fighters- potentially useful at every level, but requiring intelligent feat selection and play style. Also (plus for me) very flavor-flexible.
From what I can tell, fighters can be dps, tanks, or, most interestingly, status impairment "debuffers."
Taking this last idea to an impractical extreme, I developed this feat progression using the PHB and Complete Warrior.
Required stats: Str 15, Dex 15, Int 13
Race: Human
Feats:
Level 1: Dodge, Power Attack, Improved Unarmed Strike
Level 2: Combat Expertise
Level 3: Improved Trip
Level 4: Combat Reflexes
Level 5: No feats
Level 6: Defensive Throw, Improved Bull Rush
Level 7: No feats
Level 8: Mobility
Level 9: Elusive Target
Level 10: Shock Trooper
Level 11: No feats
Level 12: Close-Quarters Fighting, Improved Grapple
As I envision it, levels 1-5 would play like a conventional sword'n'board, Power Attacking for damage and Expertise for tanking, with the occasional trip thrown in. At level six, Defensive Throw makes the character much more reactive, potentially forgoing the sword for the opportunity to go "full judo."
Improved Bull Rush, followed by Elusive Target and Shock Trooper, make for a shield and open palm combo worthy of a ridiculous John Woo villain (more like Bruce Lee villain if you take into account my Dex +2 armor) who is constantly smashing into foes (and them into one another!) and tanking Power Attacking foes, causing them to smack each other comically before falling down.
By level twelve, Close Quarters Fighting for avoiding grapplers and grabbers, and perhaps Improved Grapple for tackling pesky rogues and spellcasters.
I figure from there, the character can go two ways- towards Reaping Mauler for extra grapple goodness (and some damage potential,) or towards some shield feats and more disabling feats for effects like daze, disarm, flatfooted, and of course more tripping.
Any thoughts/improvements? I would prefer sticking to core + the complete series, but any thoughts are appreciated.