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Creating a Fighter (D&D 3.5)

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  • Digger
    There s a game that someone is starting this summer sometime, & I believe that I m going to make a fighter. The story behind him is up in the air, but I m
    Message 1 of 3 , Mar 22, 2006
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      There's a game that someone is starting this summer sometime, & I
      believe that I'm going to make a fighter. The story behind him is up
      in the air, but I'm thining of maybe a silent, somewhat dark (though
      not evil) dude that's sorta (perhaps gruesomely a bit) scientific in
      his approach to combat (knows a lot about anatomy? Don't know quite
      yet.)

      SOOOO, this leads to his knowing a lot about vitals.... translate in
      my mind - critical hit beast. I don't know the supplements that
      great in terms of feats (& skills if any could help by chance), but
      what are all the critical hit feats that are worth taking.... I
      understand that some require fairly high base attack bonuses but any
      advice on streamlining would be great....

      Also, what is the best way to maximize two weapon fighting? Any
      streamlining using supplement feats I may not know about?

      What about monkey grip? Can it be used with two weapon fighting
      effectively (or at all)?

      Remember, it has to be 3.5 not 3.0.

      Thanks for any advice or thoughts.....

      Digger

      remember, Rubies giVE good LUCk


      ** NOTE this is also posted in the group "arrgh" so if you are in
      both, then sorry about repeating messages. By the way, if you're not
      a member of "arrgh" & want more randomness in your life, join it as
      well.
    • James Chrisman
      Unearthed Aracana has some cool variant classes, make the simple fighter variant for a fighters base attack and the rogues kick butt sneak attack damage
      Message 2 of 3 , Apr 8, 2006
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        Unearthed Aracana has some cool variant classes, make the simple
        fighter variant for a fighters base attack and the rogues kick butt
        sneak attack damage
        http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedCoreClass.html#simple-fighter


        Maybe even combine it with the thug variant for more skills
        http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedCoreClass.html

        By sixth level you'd have an extra 3d6 damage to go with your weapon
        focus, weapon specialization, monkey grip falchion (size large 2d6)
        for a total of 5d6+2(plus 1.5 times strength bonus) when flanking. He
        would know where to hit to make it hurt and crit on a 18-20. At ninth
        level you could get the improved critical feat and would be doing
        7d6+2(plus 1.5 times str) and crit on a 15-20.

        --- In Maps_Gods_Stories@yahoogroups.com, "Digger" <plunkscott@...> wrote:
        > There's a game that someone is starting this summer sometime, & I
        believe that I'm going to make a fighter. The story behind him is up
        in the air, but I'm thinKing of maybe a silent, somewhat dark (though
        not evil) dude that's sorta (perhaps gruesomely a bit) scientific in
        his approach to combat (knows a lot about anatomy? Don't know quite
        yet.)
      • dirtkami
        Some characters for Pathfinder... Detris Dash Male nocturnal human fighter
        Message 3 of 3 , Apr 5, 2011
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          Some characters for Pathfinder...

          Detris Dash

          Male nocturnal human fighter 1 | Lawful Neutral
          Init +3; Senses low-light vision; Perception +1 (-7 in areas of bright light)

           DEFENSE
          AC 19, touch 13, flat-footed 14 (+3 Dex, +4 chain shirt, +2 heavy wooden shield)
          hp 15 (1d10 +1 con, +1 favored class, +3 toughness)
          Fort +4 | Ref +3 | Will +1

           OFFENSE
          Speed 30 ft.
          Melee falcata (masterwork) +7 (1d8+4, 19-20/x3)
          Ranged dagger +4 (1d4+4, 19-20)

           STATISTICS
          Str 18, Dex 16, Con 13, Int 10, Wis 12, Cha 10
          Base Atk +1; CMB +5; CMD 18
          Feats Toughness, Power Attack, Furious Focus, Cleave
          Flaw Inattentive (-4 Perception checks)
          Traits Heirloom Weapon (falcata), Freed Slave
          Skills: Knowledge (dungeoneering) +4, Survival +5, Linguistics +1 (1 rank in each skill)
          Racial Modifiers A nocturnal human benefits from a +4 racial bonus to Perception and Stealth checks. When inside or looking into an area of bright light (daylight spell or greater illumination), the nocturnal creature takes a -4 on Perception checks.
          Languages Common, Undercommon
          SQ Night Vision (Ex), Light Sensitivity (Ex)

          Equipment: Explorer's Outfit, dire rat skin cloak, 2 daggers on belt, belt pouch with 5 copper pieces, a stirge skull and 2 bars of soap.
          He also has a bedroll tied under a Backpack containing 3 weeks trail rations, 2 pounds of dried fruit, a full waterskin, a silver-coated copper fork, 1 pound of salt, and 50' of hemp rope.

          Background Detris Dash was born a sixth generation slave in a duergar town and served as a guard all of his adult life as did his father and his father's father. Three weeks ago he was sold for 500 gold to a half-elf wizard named
          Leogold Woodsoul who needed a replacement guard for his trip back to the surface. The wizard's journey was successful and in a fit of generosity gave Detris the opportunity to earn his freedom when they arrived on the surface last night. The wizard told him he has two weeks to earn 500 gold and buy his freedom, otherwise he will sell him and his gear to the next slave caravan (which happens to arrive in 2 weeks).
          Detris has unkept light brown hair that hangs over his ice-blue eyes and tends to stare at his boots when on guard duty and rarely speaks. He would be considered handsome if not for the 100 or so scars that cover his face and torso.

          Heroic Fantasy 25 point build for stats, Favored Class bonus went into hit points.

          Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
          Night Vision (Ex) A nocturnal human gains low-light vision and can see twice as far as a normal human in starlight, torchlight, moonlight, and other low-light conditions.


          Unchosen

          Male human monk (monk of the empty hand)/druid (plains druid) 1/1 | Lawful Neutral
          Init -4; Perception +3

           DEFENSE
          AC 15, touch 15, flat-footed 10 (+2 Dex, +2 Wis, +1 Dodge)
          hp 15 (2d8 +2 con)
          Fort +5 | Ref +5 | Will +6 (+7 within 30' of an animal)

           OFFENSE
          Speed 30 ft.
          Melee unarmed strike +4 (1d6+4, x2)
          Flurry (Venger) +3/+3 (1d6+4, x2)
          Ranged shuriken +2 (1d2, x2)

           STATISTICS
          Str 18, Dex 14, Con 12, Int 13, Wis 14, Cha 10
          Base Atk +0; CMB +4; CMD 16
          Feats Spell Affinity (goodberry), Catch Off-Guard, Combat Expertise, Improved Dirty Trick, Dodge
          Flaw Fucktard (-6 penalty to Initiative and -3 to Perception checks)
          Traits Adopted (Animal Friend), Deft Dodger
          Skills (1 rank in each): Acrobatics +6, Climb +8, Heal +6, Knowledge (nature) +7, Perception +6, Perform (sing) +4, Profession (baker) +6, Profession (gardner) +6, Ride +6, Spellcraft +5, Stealth +6, Survival +8, Swim +8
          Languages Common, Druidic, Gnome

          Spells Per Day
          0    1st
          3     2

          0 - Goodberry, Purify Food and Drink, Stabilize
          1st - Cure Light Wounds (x2)

          Equipment: Explorer's Outfit, wide-brimmed hat, dead opossum clinging to a stick, wand of cure light wounds with no charges, belt pouch full of strawberry seeds.
          He also has a size small sleeping bag with two holes in the bottom tied under a Backpack containing 2 weeks trail rations, 5 pounds of carrots, a full waterskin, and 50' of hemp rope.

          Background
          Unchosen is a nickname, his full name in gnomish is "Curse of the Chosen One." Unchosen was found abandoned in a field of wild strawberrys by an old spinster gnome who had gone out wandering in an effort to get eaten by a bear. The mewling babe brought tears to her eyes and a reason to live... and make pies.

          Raised by a senile bi-polar gnome who dressed him like a strawberry, Unchosen had a loving, fun-filled childhood and has fond memories of being tucked into his pie shaped bed in his overly warm, oven shaped room. She taught him to talk to plants, sing to the wind and listen to the moon, all the skills a growing boy needed. When Jubilee June was executed for cooking a halfling one cold autumn morning Unchosen left the gnome village behind forever. He freed a trapped giant rabbit that had been raiding the village gardens and set out to find a way to the moon because he really likes cheese.

          Unchosen is a true fucktard barely in touch with reality, he sleeps in a gnome-sized sleeping bag with holes cut in the bottom with his legs sticking out, and uses a dead opossum he named Venger for his monk flurry of blows. He believes that Venger is just playing possum and he hopes to one day master the gopher-chucks to give Venger a break because he has been looking pretty tired lately.

          His animal companion is a jet black giant rabbit he calls The Bunny of Ill-Omen and his goodberry spell always makes strawberries.

          Bunny of Ill Omen
          N Large animal
          Init +2; Senses low-light vision, scent; Perception +6

          Defense
          AC 14, touch 10, flat-footed 9 (+1 Dex, –1 size, +4 natural)
          hp 13 (2d8+4)
          Fort +5, Ref +5, Will +1

          Offense
          Speed 50 ft.
          Melee bite +4 (1d4+3)
          Space 10 ft.; Reach 5 ft.

          Statistics
          Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
          Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
          Feat Run
          Skills Perception +6, Stealth +2

          Ecology
          Environment temperate plains


          Notes
          Heroic Fantasy 25 point build for stats, Favored Class Druid bonus used for a skill point.

          Flurry of Blows (Ex) Starting at 1st level, a monk of the empty hand can make a flurry of blows using any combination of unarmed strikes or attacks with an improvised weapon. He may not make a flurry of blows with any other weapons, including special monk weapons. A monk of the empty hand's flurry of blows otherwise functions as normal for a monk of his level.

          Giant Rabbit
          Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

          Class                                                                          Armor  Str/Dex   Bonus
          Level      HD BAB Fort Ref Will Skills Feats Bonus   Bonus       Tricks   Special
          1st            2    +1     +3   +3   +0      2        1         +0        +0                 1          Link, share spells

          gopher-chucks
          http://www.youtube.com/watch?v=HRw-B1fLPTI 



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