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metabolicjosh
2012-07-17, 12:24 AM
Ok so i have a dwarf cohort who must have 5 levels in fighter. His level will be 14 overall though so Please help!

He must be able to hit opponents with high ac. Like 50 or so.

So I am at the mercy of The Best of The Best.
Ps: That means you Urpriest. And anyone else.

Togath
2012-07-17, 01:47 AM
fighter 6, warblade 8?, If you must have fighter levels.
If the fighter levels are optonal, then probably warblade 14 instead.

Kelb_Panthera
2012-07-17, 01:53 AM
Honestly the only way a 14th lvl anything is gonna hit ac 50 is by finding a way around some of it. Look for ways to deliver touch attacks or render the target flat-footed or ways to debuff the daylights out of them. You will likely want something in a martial adept or a gish.

Edit: or both! ToB's Jade Phoenix Mage or Ruby Knight Vindicator.

Lonely Tylenol
2012-07-17, 02:02 AM
Zhentarim Sneak Attack Thug Fighter 9/whatever 5. Take the Imperious Command feat and the Never Outnumbered skill trick. Intimidate to demoralize everything as a swift action, and when they are demoralized, they cower in fear for 1 round (denying their DEX bonus and conferring upon them a flat AC penalty and removing their actions), and then full attack your victim(s), complete with sneak attack damage at full progression. What else you stack on top of that is up to you--you could make it a charger (though you don't have any extra feats), or whatever. Personally, a dip into Barbarian (for Lion Totem and Whirling Frenzy) and Warblade (for up to 3rd-level maneuvers at this point) both seem obvious, but you could really do whatever you want with the remaining 5 levels - the core of the build is complete by level 9.

Biffoniacus_Furiou
2012-07-17, 04:56 AM
Asking for a level 14 build that can reliably hit AC 50 is a bit much. Let's see what I can do:

Race is important, because he'll need high ability scores, particularly strength. Start off with Earth Dwarf (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#racesOfEarth). As a cohort, he could have bought off a level adjustment (http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm) at absolutely no disadvantage to not having done so. He can start with a +1 LA before his first character level, buy it off at 3rd, gain a +1 acquired template or savage level (http://www.wizards.com/default.asp?x=dnd/arch/sp), bought it off at 6th, gained another +1, bought it off at 9th, etc. That way he'll have four points of level adjustment already bought off, and still have one currently that can be negated when he gains his 15th character level. Starting at ECL 14, that's a +5 LA with four bought off, and 13 class levels.

Half-Minotaur from Dragon magazine 313 is the cheesiest way to go, it gives +4 Str, +2 Con, -2 Int, and +2 natural armor, plus a size increase for an extra +8 Str, -2 Dex, +4 Con, and +2 natural armor. It also gives him +10 ft. land speed, a gore attack, Track, Scent, +2 Listen, Search, and Spot, and a Cunning trait, all for just a +1 LA. As an inherited template, it's definitely the one you want him to start out with: Dwarf Half-Minotuar.

As he leveled up, he could have gradually gained Half-Fiend (http://www.wizards.com/default.asp?x=dnd/sp/20031010a) and bought off each level as he gained it. You don't have to use the core Half-Fiend (http://www.wizards.com/default.asp?x=dnd/we/20060630a) though, you can use one based off a Goristro in FC1. That will replace the standard ability bonuses with +8 Str, +8 Con, +5 natural armor, no wings, and some other slight changes, plus another size increase. The Dwarf Half-Minotaur is already Large, so going to Huge will give him another +8 Str, -2 Dex, +4 Con, and +3 natural armor. I've already taken the liberty of adapting the savage progression to Half-Goristro (http://www.giantitp.com/forums/showthread.php?t=234089#4), though that presumes going from medium to large, a large-to-huge version would just need another +1 natural armor thrown in somewhere. For this character, the specifics of the progression itself are completely irrelevant, as he'll have already gained the entire half-fiend template or a variant thereof before reaching ECL 14.

That leaves you with a Dwarf Half-Minotaur Half-Goristro, with the following stats:
Huge Outsider (Augmented Monstrous Humanoid, Augmented Humanoid, Dwarf)
Str +30, Dex -6, Con +20, Int -2, Cha -2
+12 natural armor
Base land speed 30 ft., not slowed down by medium or heavy armor.
Two slams (primary), 2d6 base damage, dependent on DM discretion they may each count as a two-handed weapon.
Gore (secondary), 2d6 base damage.
Scent, Darkvision 60 ft.
Minotaur Cunning (+4 vs Maze, automatically succeed on determining north).
Track racial bonus feat, +2 Listen, +2 Search, +2 Spot.
Earth Dwarf Traits (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#racesOfEarth)
Half-Fiend Smite and special qualities (http://www.d20srd.org/srd/monsters/halfFiend.htm), DR is X/Cold Iron or Good.
Half-Fiend Spell-Like Abilities should have some replaced with Levitate, Spider Climb, See Invisibility, and Fear, those replaced should be of relatively equal level and usefulness.
LA +5, four of which has already been bought off (http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm), the fifth and final point can be negated at his 15th character level or ECL 16.


With five mandatory Fighter levels, I'd probably make him something like Spellthief 1/ Fighter 11/ Exotic Weapon Master 1, and he should keep gaining more Fighter levels until 20th. Use the Zhentarim Soldier (http://www.wizards.com/default.asp?x=dnd/we/20060327a) sub levels, Dungeoncrasher from Dungeonscape, Physical Prowess (http://www.wizards.com/default.asp?x=dnd/cwc/20061013a), and replace Ride with Tumble (http://www.wizards.com/default.asp?x=dnd/we/20070228a) as a class skill. Use the Dwarf Fighter 1 substitution level from Races of Stone as well. He should use a Dwarven Waraxe in two hands, and his Exotic Weapon Master trick is Uncanny Blow.

Starting out he'll have feats for levels 1, 3, 6, 9, and 12, plus two for flaws (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm), and Fighter feats at his 4th, 8th, and 10th Fighter levels. He also gets Skill Focus: Intimidate for free via Zhentarim Soldier, and Track from Half-Minotuar. I would also give him the Quick trait (http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm#quick), and any skill tricks he qualifies for, found in Complete Scoundrel, particularly Never Outnumbered and anything that requires Balance ranks. You'll need to give him a high enough Int score for Combat Expertise, so considering his -2 for race you may as well put a 16 there for the skill points. Put max ranks in Intimidate and Tumble, and max cross-class into Balance. Anything else can be spent on Jump, Climb, and Swim, plus skill tricks.

Current: Power Attack (flaw), Improved Bull Rush (flaw), Craven (1), Track (race), Knock-Back (3), Skill Focus: Intimidate (bonus), Weapon Specialization: Dwarven Waraxe (F4), Combat Expertise (6), Imperious Command (9), Improved Trip (F8), Knock-Down (12), Combat Reflexes (F10)
Future: Melee Weapon Mastery: Slashing (F12), Greater Weapon Focus: Dwarven Waraxe (15), Defensive Sweep (F14), Pierce Magical Protection (18), Greater Weapon Specialization: Dwarven Waraxe (F16), Weapon Supremacy (F18)

For his gear, an ECL 14 NPC should have 45,000 gp worth. He'll need some huge size armor and a huge dwarven waraxe, probably also a huge +1 Animated shield. Put a Wand Chamber detailed in Dungeonscape on his Dwarven Waraxe, and put a Wand of Wraithstrike in there. Give him two extra fully charged wands starting out just in case they're difficult to acquire. Also throw in an Armbands of Might (MIC, CV) for his Trip and Bull Rush checks, and he should always Power Attack for -2 to get +6 damage with those. The rest of his wealth should be spent on a nice array of items from this list (http://www.giantitp.com/forums/showthread.php?t=187851), particularly the Feathered Wings graft, Anklet of Translocation, and Third Eye Clarity. You can also drop 3,000 gp on a visit to the Otyugh Hole detailed in Complete Scoundrel to give him Iron Will.

Assuming he starts with 18 Str and puts two level-up points into it, that's a Str score of 50, for a +20 ability modifier with no magical bonuses at all. Add on the +12 BAB, +1 Weapon Focus, +2 Melee Weapon Mastery, at least +1 for Masterwork, and -2 size, that's a +34. His Spellthief level allows him to use spell trigger items of any Wizard spells of the schools that class gets access to, including the Wand of Wraithstrike, which per Rules Compendium will have an activation time of a swift action. He can use it every round to make his attacks completely ignore his opponents' armor, shield, and natural armor bonuses. That way he can probably Power Attack for his full BAB, which gives him a huge Bull Rush bonus from Knock-Back. Note that if he doesn't need to use Wraithstrike then he probably shouldn't, as he can spend his swift actions to Intimidate foes instead.

Every time he attacks, he gets a trip from Knock-Down and a bull rush from Knock-Back. If his trip succeeds he gets another free hit via Improved Trip, which gives him another bull rush from Knock-Back. If he's flying above an opponent he can Dungeoncrash them against the ground with every bull rush check. Don't forget about his secondary gore attack, even though it's made at a -5 and only gets half his Str bonus to damage, he can use it after he's knocked them prone and it allows him to Knock-Back and Dungeoncrash them again.

Cespenar
2012-07-17, 05:55 AM
You can get a +12 to hit from Law Devotion + Discipline Weapon x2.

Tim Proctor
2012-07-17, 09:35 AM
DMM Cleric 10/Fighter 4

Go get Quicken Surge of Fortune, give him a +1 Vorpal Throwing Axe. He provides 45,000 of the 50,000gp. the axe costs. You also need a Flesh Ring Of Scorn to automagically confirm the critical which costs 8,000gp.

That is one dead Orc, gg.

Rejakor
2012-07-17, 09:49 AM
Fighter 5/Wizard 5/Sublime Chord 2/Spelldancer 1

Persist every buff spell, including wraithstrike.

Fighter 5/Urpriest 4 (Divine Magician)/Sublime Chord 1/Mystic Theurge 2/Spelldancer 1

Divine Power? Yes sir, i'd love some. Persist everything.

Fighter 5/Warblade 1/Bloodstorm Blade 8

Set yourself up as a mini king of pong, and bounce everyone around the battlefield. For doubleplusfun, take a level of Master Thrower instead of bloodstorm blade (you only need bloodstorm blade 7, really, for Eye of the Storm) and make all your attacks hit flatfooted AC. Then find a way to get wraithstrike (or a brilliant energy weapon), and be hitting flatfooted touch AC all damn day long from huge range while bouncing people off walls with ranged Knockdown Knockback Dungeoncrash combos

Eldariel
2012-07-17, 03:38 PM
Fighter should at least be Fighter 6; make some good of those levels and pick up Dungeoncrasher. Fighter 9 would enable Imperious Command [DoTU] fueled Zhentarim Fighter, provided he can pull off the Cha requirement (15); a Dwarf subrace with penalty to a non-Cha stat probably could.

But yeah, to complement that I'd say you could go Stoneblessed: Goliath [Races of Stone]. This lets you count as a Goliath for stuff in 3 levels. Then add Barbarian to the mix for Mountain Rage to become Large while Raging; can also pick up Pounce. Add to that Knockback (for which you qualify for when Large) and Extra Rage and you're looking fairly good.

One level of Cleric (he's Lawful anyways as a Dwarf) for Law Devotion and another To Hit-improving Devotion (Animal Devotion for instance) would be the next step. Could add few levels of Warblade or Crusader for some convenient maneuvers like White Raven Tactics, Iron Heart Surge & Bounding Assault to mix (and of course, Leading the Charge stance); maybe Rabid X Strike, Concentration To Save Maneuvers and Emerald Razor. That should about be 14 levels.

Urpriest
2012-07-17, 03:57 PM
So I am at the mercy of The Best of The Best.
Ps: That means you Urpriest. And anyone else.

Blasphemy! /urpriest

Besides a couple nonfunctioning suggestions (Fighter 5 would have a very hard time qualifying for Urpriest on its own), the people above have the right idea. I think there's one major question we need the answer to, though: do you need exactly five fighter levels, or can you take a few more? Because there's really no point to Fighter 5 unless you go to at least Fighter 6.

Another, probably less important question: how far does this AC 50 when we're hitting touch AC? Flat-footed?

Tvtyrant
2012-07-17, 04:11 PM
Hmmm, Wand Chamber of Wraithstrike gets your melee attacks as melee touch attacks as a swift action (you will chew through the wands, but it works). But to pull that off you need either a high UMD or levels in something that will let you activate it.

My suggestion is to dip a level of Cleric and grab the Magic Domain, which will let you activate the wand as if you were a wizard.

eggs
2012-07-17, 04:44 PM
6 levels of Ur-Priest casting get Algid Enhancement and Consumptive Field. Both of those can push an attack bonus almost arbitrarily high. (which typically means they're ban-worthy, but at least with Algid Enhancement, you can pretend to struggle for the bonus).

metabolicjosh
2012-07-17, 05:10 PM
He Can Have 4 Fighter Levels Yey!!!!!!!!!