| Post/Author/DateTime | Post |
|---|---|
| plarfem08-11-04, 10:12 AM | I'm looking to create a strong fighter that is very mobile about the battlefield. For instance, being able to give allies flanking bonuses, create attacks of opportunity for himself through maneuvers, and such. Something normally a rogue would do, however, in this case I am looking for a warrior with full BAB (or very close to it) and also a good defense. Any suggestions as to what to play (3.5 please, ability scores 18, 17, 16, 15, 14, 13)? On an related note (I don't have any of my books with me), does anyone know if there are any feats that let you add some knowledge skills to class skills (considering adding a couple to this character for story reasons, though don't worry about that for the build)? -Thanks |
| term205108-11-04, 11:01 AM | Bladesinger is my favourite, first level spell expetious retreat (doubles your movement), light armour but high ac from int bonus and spells like shield and haste. |
| rilem08-11-04, 11:30 AM | Education (Player's Guide to Faerun, I think) lets you add knowledge skills to class skills. Regarding a mobile fighter, your best bet for general ideas is to check the 3.5 build FAQ at the top of this board. Regarding your concept, a spring-attack reach-weapon or chain fighter (there are many builds such as this to be found around here, starting again with the FAQ and the links off of it) is a good bet. Desirable feats include Combat Reflexes, Deft Opportunist, Improved Trip, Knockdown, etc. Also consider stand still (from PsiHandbook but a general feat) to ensure that once you've flanked somebody they can't get away easily). Some PrCs include Tactical Soldier (MiniHandbook) and Elocator (PsiHand) which both feature the flanker ability, which lets you flank when your aren't really flanking. |
| SandisTheGOld08-11-04, 12:06 PM | :cough: nice stats :cough: now, go play a paladin, or if you are so set on manuverability, a monk, and then win. |
| Femur Toothpick08-11-04, 12:07 PM | Monks are great for this role. You also have a chance of stunning to give your party's rogues easy sneak attacks. [edit: Rats! SandisTheGOld beat me to it.] Horizon Walkers can gain Dimension Door for the ultimate in mobility. As stated above, Combat Reflexes, a high Dex and a reach weapon work great for gaining AOOs. Especially with Enlarge Person to get an even bigger threat zone. Mobility is a nice feat for someone moving around a battlefield. Tumble is a great skill to max out as well, arguably a better option than wasting a feat on Spring Attack. With SA, you won't be giving allies flanking bonuses while tumble will allow you to move through enemies to gain better position. |
| Tony Vargas08-11-04, 04:10 PM | You can at least start off mixing fighter & barbarian. At least one level of Barb for the fast movement, at least two of fighter for the bonus feats, since this can be a feat-heavy concept. Feats you'll probably want: Dodge/Mobility/Spring Attack, Combat Expertise or Power Attack (which you're spring attacking at mid levels, you only get one attack, which, at full BAB, often hits easily, so you can afford to trade in some AB). Reach weapons can be a good choice for this concept, so Spring Attack and EWP:spiked chain are definite possibilities. If you can choose from CW you /definitely/ want Elusive Target, and some of: Karmic Strike, Prone Attack, Close Quarters Fighting/Clever Wrestling (you're not mobile if you get swallowed by something). If you have Miniatures Handbook the Tactical Fighter is worth a look. Uncanny Dodge is also very nice to have - either from 5 levels of Barbarian, or 2 of barbarian, and just enough of some PrC to get Uncanny Dodge that stacks with that to become Improved Uncanny Dodge. If you have Improved Uncanny Dodge and Spring Attack, Whirlwind Attack may well be worth having - though probably not something you want to use all the time. Enemies often feel motivated to surround or corner a mobile character that demonstrates frustating tactics like Spring Attack - busting out with a WWA in that situation can be fun. And, WWA is another full-BAB attack, well suited to combining with other feats that reduce AB... |
| Sisyfos08-11-04, 04:18 PM | http://l5r.alderac.com/rpg/rokugan_ninja.pdf Ninja! - Gets higher movement speed (base+5*CONmod) - Gets chain as class proficiency - Gets full BAB - Gets Sneak attack progression Et cetera. The match with his abilities and what you are looking for seems to be very good. |
| JohnSnow08-11-04, 04:57 PM | Originally posted by plarfem I'm looking to create a strong fighter that is very mobile about the battlefield. For instance, being able to give allies flanking bonuses, create attacks of opportunity for himself through maneuvers, and such. So basically, you're looking for a highly-mobile, straight fighter-type? If you have access to Complete Warrior, the Swashbuckler core class may be JUST what you're looking for. Swashbucklers have full BAB, a d10 for hit points, and the class skills of Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Jump, Profession, Sense Motive, Swim, Tumble and Use Rope. They're proficient in all simple and martial weapons and with light armor Studded leather or a Chain Shirt would fit your character concept to a tee. With your stats (18, 17, 16, 15, 14, 13; which I'm assuming are the result of lucky rolling), I'd go with STR 16 DEX 18 CON 17 INT 15 WIS 13 CHA 14. That gives you a +4 AC from high dex, and 7 skill points/level to play with (4 + 2 (INT) + 1 (Human)). Sense Motive and Bluff are great for fighting, especially if you feint alot. Since Swashbucklers get Weapon Finesse as a bonus feat at 1st level, you can use your high dex to hit. The STR 16 allows you a +3 to damage from using a weapon. As far as feats, Dodge, Mobility, Spring Attack, and Shot-on-the-Run are your friends. In other words, they're good for a skirmish fighter. Combat Expertise is another good one, and that opens the door for Improved Feint, Improved Trip, Improved Disarm, and Whilwind Attack. Also, Skill Focus (Tumble) might not be a bad choice for a 1st level feat. That way you can tumble into flanking positions with a high likelihood of success. Combining Skill Focus with maxed tumble ranks (and the ability scores I've listed above) means a +11 to Tumble checks (4 ranks +4 DEX +3 Skill Focus) at Level 1. At second level (assuming you keep Jump maxed as well) that jumps to +14. Since the DC to tumble past an opponent at 1/2 speed without provoking AoO's is 15, you wouldn't have much difficulty getting into flanking position. If you're inclined to Multiclass, 4 levels of fighter buys 3 feats (2 levels buys 2 feats, but you run into XP penalties if you also take do what I suggest next) and 4 levels of Rogue buys Evasion, Uncanny Dodge (to KEEP that dex bonus to AC), a boost to your REF save, +2d6 in sneak attack damage when you're flanking or after you've feinted, and skills that stack all for the cost of +1 BAB (Rogue 4 has +3 BAB). Oh, the Swashbuckler ability of Insightful Strike allows you to stack your INT bonus with your str bonus to damage (with any weapon you can use with Weapon Finesse). I recommend Rapier (higher crit range) or Short Sword. The Two-Weapon Fighting tree completes the Swashbuckler image (Pair Rapier & Short Sword or Rapier & Dagger). My two coppers. |
| Femur Toothpick08-11-04, 05:05 PM | That gets me thinking: Swashbuckler/Ninja Chain proficiency would let you use Insightful Strike on this reach weapon since it's comparable to a spiked chain (allows Weapon Finesse) |
| JohnSnow08-11-04, 05:31 PM | Well...the Ninja-to is finessable too, since it's basically a short sword. Btw, so are the kama, sai, nunchaku, siangham, club, dagger, handaxe and unarmed strike. Something to think about. Swashbuckler/Monk or Swashbuckler/Ninja...ohhhh yeah. |
| Psifon08-12-04, 12:48 AM | This is a build I have worked up over the last couple of years of play. He is now 14th level. Where mobility comes in is that he has winged boots (granting him 60' movement) and routinely goes into combat hasted. This brings his movement up to 90. Now granted a monk can do much better, but wizard smackdown is not his shtick. Nor is he a battle field controll build. No he is a massive damage build and he rocks. 1) FTR 1 Dodge, Mobility, Expertise 2) FTR 2 Power Attack 3) FTR 3 Cleave 4) FTR 4 Combat Reflexes 5) FTR 5 (none) 6) FTR 6 Spring Attack, Whirlwind Attack 7) FTR 7 (none) 8) FTR 8 Exotic Weapon Proficiency, Mercurial Greatsword 9) FTR 9 Weapon Focus Mercurial Greatsword 10) FTR 10 Improved Critical 11) WM 1 Ki damage 1/day/lvl 12) WM 2 Increased Multiplier 1/day, Karmic Strike 13) WM 3 Superior Weapon Focus 14) WM 4 Increased Multiplier 2/day 15) WM 5 Superior Combat Reflexes, Elusive Target 16) WM 6 Increased Multiplier 3/day 17) WM 7 Ki Critical 18) WM 8 Increased Multiplier 4/day, Improved Trip 19) WM 9 Ki Whirlwind Attack 20) WM 10 Increased Multiplier 5/day Weapon: Glassteel Mercurial Greatsword +1, Holy, Blessed, Valorous, Body Feeder, Ghost touch, Mighty Cleaving. Armor: Glassteel Tesselated Full Plate, +5, Nimbleness, Shield: Glassteel Animated Shield +5 Other items: Stat enhancers for STR, DEX and WIS, Oil of Greater Magic Weapon +5, Potions of Lion's Charge (5th level), Vest of Enlarge Person - This is a non-standard item that gives a continuous enlarge person effect. Minor Ring of Spell Storing -have wizard cast Alter Self and True Strike into the ring (I plan to upgrade this in the near future). Apply oil to blade at beggining of adventure (lasts 20 hours), when expecting trouble drink potion of lion's charge. This grants the ability to do a full attack on a charge. Activate boots The Dex and Wis stat enhancers both add to his number of AoO's per day. Alter Self grants 6 points of Natural Armor by changing into a Troglodite. True strike is for when I need to kill something in one hit, and want to power attack for everything I've got. I rarely use this one. Here is his sthick: Activate Karmic Strike and fly around at a speed of 90' per round, move THROUGH enemy lines, provoking AoO's as I go. When a foe hits me, I can strike back using Karmic Strike, when a foe misses me, Elusive target let's me attempt a free trip attempt (note that this is NOT defined as an AoO!). Improved trip let's me get a free attack against a foe I trip. So if they hit me I get a chance to trip them, if they miss me I get a chance to trip them! once I get to 19th level I get to end this move with a full Whirlwind attack. Now here is the problem with this buid: You take a lot of damage with this kind of maneuver, right? WRONG! See, I have improved critical and ki ciritical which stack (by my DM's interpretation anyway), so I crit 20% of the time. On a maneuver like this I am highly likely to crit at least once per round. Given this, the body feader property of my weapon lets me add enemy HP to my own as temporary HP's. Note that my weapon has a X4 Critical, which I can boost up to a X5 as needed. This ensures that I will have LOTS of enemy HP's added to my own. Now this is a mobility build, but basically, he is just a meat and potato's fighter. The only really trick he has is ki whirlwind. The mobility comes from his combination of a few key feats (all at the end of feat chains mind you), his massive damage and his magic items. However, in play he is VERY powerfull, even for a grunt fighter. He isn't much use against wizards and such, but he can clean up mooks like nothing else I have seen in play. And it's just a lot of fun to drop 2-3 giants in a round. |
| PhoenixInferno08-12-04, 12:56 AM | Ahhh...Psifon's classic Weapon Master build - the one by which all WM builds are judged by. I am pleased and honored to see it once more, updated with Complete Warrior :bow: |
| Femur Toothpick08-12-04, 08:51 AM | Yes, and weilding his mighty "thermometer of death" (I love that!) |
| Psifon08-22-04, 10:39 AM | :embarrass You are too kind |
| Zubon08-22-04, 10:57 AM | My favorite mobile fighter is the Dervish from Complete Warrior. Elusive Target has already been cited as one of the more fun feats for a mobile fighter. In terms of battlefield control and damage, I still like the Kusari-Gama as a weapon (from the 3.5 DMG). It is a light spiked chain, so you can dual-wield it as you are moving about, and it is a slashing weapon so that works well for a Dervish/Exotic Weapons Master. |
| Votan08-22-04, 10:59 AM | Originally posted by plarfem I'm looking to create a strong fighter that is very mobile about the battlefield. For instance, being able to give allies flanking bonuses, create attacks of opportunity for himself through maneuvers, and such. Something normally a rogue would do, however, in this case I am looking for a warrior with full BAB (or very close to it) and also a good defense. Any suggestions as to what to play (3.5 please, ability scores 18, 17, 16, 15, 14, 13)? Well something like: Barbarian 5 Fighter 4 Rogue 4 Swashbuckler 3 Invisible Blade 5 Would have some nice sneak attack bonus with a dagger (+5d6), add int bonus to dagger strikes and have fast movement plus be able to have both weapon focus(dagger) and weapon specialization (dagger). The low base damage of the dagger sucks but these bonuses would definitely overwhelm any issues with it. You end up with +19 BAB at 20th level which is not bad. Race needs to be human (good) or Half Orc (bad). |