9−20 Crit Specialist (3.5e Optimized Character Build)

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Introduction[edit]

Tired of two weapon fighting builds that still don't do as much damage per round as two handed?

References[edit]

Players Handbook, Complete Warrior, Book of Vile Darkness, Unearthed Arcana, Expanded Psionics Handbook, Oriental Adventures

Game Rule Components[edit]

Items[edit]

+6 Str/Int/Dex items, +5 aptitude wounding scimitars.

Progression[edit]

Stats: Highest stat in Str (Hopefully 18), but feats require Dex 15 and Int 13 as well, so leaving everything else as 8, you need 29 points to get Str 18 with the point buy method.

Race: Human.

Character Flaws: Two flaws need to be taken.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Fighter 1 +1 +2 +0 +0 Weapon Focus(Scimitar), Dodge, Mobility, Two Weapon Fighting, Combat Expertise
2nd Fighter 2 +2 +3 +0 +0 Power Attack
3rd Fighter 3 +3 +3 +1 +1 Disciple of Darkness (Dispater)
4th Fighter 3/Psychic Warrior 1 +3 +5 +1 +1 Spring Attack +1 Str
5th Fighter 3/Psychic Warrior 2 +4 +6 +1 +1 Whirlwind Attack
6th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 1 +5 +6 +3 +1 Combat Reflexes Weapon of Choice, Ki Damage
7th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 1/Disciple of Dispater 1 +6 +8 +5 +3 Device Lore
8th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 1/Disciple of Dispater 2 +7 +9 +6 +4 Iron Hews +1 Str
9th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 1/Disciple of Dispater 3 +8 +9 +6 +4 Lightning Mace Rusting Grasp
10th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 1/Disciple of Dispater 4 +9 +10 +7 +5 Iron Power +1
11th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 1/Disciple of Dispater 5 +10 +10 +7 +5 Summon Erinyes
12th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 1/Disciple of Dispater 6 +11 +11 +8 +6 Improved Critical(Scimitar) Greater Iron Hews +1 Str
13th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 1/Disciple of Dispater 7 +12 +11 +8 +6 Ironskin
14th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 1/Disciple of Dispater 8 +13 +12 +9 +7 Iron Power +2
15th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 2/Disciple of Dispater 8 +14 +12 +10 +7 Power Critical Increased Multiplier 1/day
16th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 3/Disciple of Dispater 8 +15 +13 +10 +8 Superior Weapon Focus +1 Str
17th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 4/Disciple of Dispater 8 +16 +13 +11 +8 Increased Multiplier 2/day
18th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 5/Disciple of Dispater 8 +17 +13 +11 +8 Improved Two Weapon Fighting Superior Combat Reflexes
19th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 6/Disciple of Dispater 8 +18 +14 +12 +9 Increased Multiplier 3/day
20th Fighter 3/Psychic Warrior 2/Weapon Master (Kensai) 7/Disciple of Dispater 8 +19 +14 +12 +9 Ki Critical +1 Str

Highlights[edit]

Your scimitars count as light maces for the purposes of the Lightning Mace feat due to the Aptitude enchantment. Iron Power +2 triples your threat range and stacks with Improved Critical, bringing your threat range to 12-20 (before Improved Critical). Improved Critical brings that to 9-20, due to the multiplicative stacking rules in D&D. Ki Critical gives an additional 2 points to the threat range (specifically applied AFTER other modifiers) bringing the threat range to a whopping 7-20. Each critical threat you roll gives you a free attack with the Lightning Mace feat. First round do not power attack, each critical threat conformation will be, 20(BAB) + Str + 4(Power Critical) +5(Weapon) +2(Iron Power) -4 (Two Weapon Fighting)= around 35, dependent on starting Str and magical items to boost it.

Munchkin-Size Me[edit]

Make your Scimitars from Laminated and Serrated steel for a critical range of 6-20 and x3 damage, materials are from AEG's Mercenaries book. Take a level of the variant Barbarian feature that gives you a +1 critical range on charges, if you go into epic levels.

Side Notes[edit]

Obviously evil, you think you're better than everyone else and it's extremely hard for you to not kill your opponents.

Limitations[edit]

At level 14 it's pretty much over. Your threat range is 9-20 with Lightning Mace. So, anything over a 9 is a free swing with the chance of more free swings. This gets even better at level 20 Talk to your DM abaout the use of Book of Vile Darkness in your game, its a 3rd editions book and no 3.5 one

DM Counters[edit]

If anything critical immune creatures but, Lightning Mace is on a threatened critical. So there is still a lot of attacks that could potentially be made. Sundering their weapon/weapons also works well, try adamantine to break through hardness. Also, this relies on a strict RAW interpretation of the Aptitude enchantment. Even if you obey RAW utterly, if they start at a level where they cannot start with such an item (remember, it's over 8000gp just for a +1 aptitude scimitar), don't provide them with such a weapon. And as it is not a core enchantment, you are well within your rights to say that a magic weapon seller doesn't know that such an enchantment exists, even.

Like all melee classes this class also weak to flying opponents, invisible opponents, and opponents with special defenses like displacement or blur effects. Ranged attackers are also quite difficult for this class to deal with especially against mailman style blaster mages and optimized sneak attackers.

Also, this build, like many on this site, is combat-oriented. It is unlikely that such a character will do well against traps, in negotiations, or in any other situation. You could just let the player have their fun, and then require diplomacy, especially with a paladin or other anti-evil NPC, to get information or tasks completed.


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