Might Fighter (3.5e Class)

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Might Fighter
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Might Fighter[edit]

The Might Fighter is a frontline combatant who is able to dish out plenty of pain, tapping into a resevoir of adrenaline to increase the damage even more. Using his innate strength and training, the Might Fighter becomes a dangerous foe over time. They prefer to go into combat wielding a two-handed weapon swinging with precise madness, using charge attacks to get better damage.

Making a Might Fighter[edit]

The Might Fighter's ability to deal out massive amounts and take quite a few blows of pain are his strong points, however, he is susceptible to magic and psionics.

Abilities: Strength is the most important ability, adding onto the Might Fighter's impressive ability to do damage. Dexterity would also be important, allowing the Might Fighter to be harder to hit. Finally Constitution is the third most important ability score, letting the Might Fighter live longer. Int, Wis, and Cha are irrelevant to Might Fighters.

Races: Might Fighters hail from races that house Barbarians easily, though some races that look down on Barbarians accept Might Fighter because they do not lose themselves in battle, they merely tap into their own power to increase their might.

Alignment: Any alignment can be a Might Fighter.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: More than Simple, Less than Moderate

Table: The Might Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Bonus Feat
2nd +2 +3 +0 +0 Burst of Strength 1/day
3rd +3 +3 +1 +1 -----
4th +4 +4 +1 +1 Bonus Feat, Burst of Strength 2/day
5th +5 +4 +1 +1 -----
6th +6/+1 +5 +2 +2 Burst of Strength 3/day
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Bonus Feat, Burst of Strength 4/day, Burst of Great Strength
9th +9/+4 +6 +3 +3 -----
10th +10/+5 +7 +3 +3 Burst of Strength 5/day
11th + 11/+6/+1 +7 +3 +3 -----
12th +12/+7/+2 +8 +4 +4 Burst of Strength 6/day, Bonus Feat
13th +13/+8/+3 +8 +4 +4 -----
14th +14/+9/+4 +9 +4 +4 Burst of Strength 7/day
15th +15/+10/+5 +9 +5 +5 -----
16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat, Burst of Strength 8/day, Burst of Massive Strength
17th +17/+12/+7/+2 +10 +5 +5 -----
18th +18/+13/+8/+5 +11 +6 +6 Burst of Strength 9/day
19th +19/+14/+9/+4 +11 +6 +6 -----
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat, Burst of Strength 10/day

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Class Skills are Climb(Str, Intimidate(Cha), Jump(Str), Ride(Dex), Swim(Str)

Class Features[edit]

Might Fighter abilities are built around dishing out damage. All of the following are class features of the Might Fighter.

Weapon and Armor Proficiency: A Might Fighter is proficient with all simple weapons and all martial weapons. He is proficient with light and medium armor.

Bonus Feats: A Might Fighter takes his bonus feats from the Fighter bonus feat selections. For all purposes of weapon focus/specialization, the Might Fighter is treated as a fighter.

Burst of Strength: Starting at 2nd level and increasing every even level from there, a Might Fighter can tap into a resevoir of adrenaline to increase his strength by two for a number of rounds equal to 4 + the character's con modifier if he is in medium or light armor. Once the effect of this ability wears off, the Might Fighter is winded for 1d6 + the character's con modifier rounds, taking a -2 penalty to attack, damage, and save rolls. The Might Fighter can use this ability only once per encounter.

Burst of Great Strength: At 8th level, the Might Fighter's Burst of Strength ability is improved, giving a +4 instead of +2 strength bonus, but the winded penalty increases to -3. He also gains another use per encounter, making it 2 uses per encounter.

Burst of Massive Strength: At 16th level, the Might Fighter's Burst of Strength ability improves again, the +4 becoming a +6, the penalty increasing by another point, becoming -4, and the use allowance increasing by one, making that 3 times per encounter.

Epic Might Fighter[edit]

Table: The Epic Might Fighter

Hit Die: d10

Level Special
21st -----
22nd Burst of Strength 11/day
23rd -----
24th Burst of Strength 12/day, Bonus Feat, Burst of Godly Strength
25th -----
26th Burst of Strength 13/day
27th -----
28th Bonus Feat, Burst of Strength 14/day
29th -----
30th Burst of Strength 15/day

2 + Int modifier skill points per level.

Burst of Strength: A Might Fighter's Burst of Strength ability continues to increase in it's current pattern.

Burst of Godly Strength: The Might Fighter's Burst of Strength ability improves once more at 24th level, becoming a +8 str bonus, a -5 penalty, and 4 uses per encounter.

Bonus Feats: The Epic Might Fighter gains a bonus feat (selected from the list of Epic Fighter bonus feats) every 4 levels after 20th.

Half-Orc Might Fighter Starting Package[edit]

Weapons: Greataxe; 1d12; x3 crit; 12lb; Slashing
Light Crossbow; 1d8; 19-20/x2 crit; 80ft; 4lb; Piercing

Skill Selection: Pick a number of skills equal to 1 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str -3
Intimidate 4 Cha
Jump 4 Str -3
Ride 4 Dex -3
Swim 4 Str -3

Feat: Power Attack.

Bonus Feats: Cleave.

Gear: Hide Armor; +3 ac; +4 max Dex; -3 chkpen; 20ft; 25lb.
Backpack, Bedroll, Flint and Steel, Tent; Trail Rations x5; Torches x4, Waterskin, Case with 10 bolts

Gold: 3d4.

Campaign Information[edit]

Playing a Might Fighter[edit]

Religion: Might Fighters typically worship one of the following gods, based on alignment and/or race. Good and Neutral Might Fighters generally worship Kord, the god of strength, though some may worship Heironious, the god of valor. Evil Might Fighters would worship one of three; Hextor; God of Tyranny, Nerull; God of Death, or Erythnul; God of Slaughter.

Other Classes: Might Fighters work well with any class, and they aren't dsicriminatory.

Combat: The Might Fighter is frontline combat-specialized, as such it'd be rather useless to have one range-spec'd unless you have a really strong composite bow. Two, actually one for normal, one for Burst of Strength.

Advancement: A Might Fighter is typically cross classed with more melee classes, Barbarian being a very good choice.

Might Fighters in the World[edit]

I can smash things without being a complete idiot.
—Aarod, Human Might Fighter, after watching a barbarian begin raging

Might Fighters are mainly savage species, or perhaps colosseum combatants. It's all your choice as a DM or Player.

Daily Life: A Typical day includes showing off their strength, practicing with their weaponry, and other everyday activities.

Notables: A colosseum Might Fighter, Orgnak-Tharr, a Half-Orc, is unbested in combat. Many have tried, and there have been many caskets taken from the arena.

Organizations: The only place and reason Might Fighters would gather would be to do combat in a ccolosseum.

NPC Reactions: You have a brain, use it.

Might Fighter Lore[edit]

Characters can make an int roll and research Might Fighters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 Might Fighters are slightly more barbaric versions of your run of the mill fighter.
10 Might Fighters have a resevoir of strength that they can tap into and deal even more damage than normal.
15 (All information available).
20 (all information available).

Might Fighters in the Game[edit]

As a player, Might Fighters are usually some form of frontline combatant, Making the best usage of their bursts of strength. As NPCs, Might Fighters are best reserved for savage species bosses and/or Combatants in some form of organized fighting ring, Legal or not.

Adaptation: There really is no other way to take this class, but you could make a super-barbarian by crossclassing. Other than that, not many classes share the same "Intrests" as the Might Fighter

Sample Encounter: (Saves and Attack values are the bases plus and minus any modifiers, just use the number stated)
Aarod Saemlin, level 9 Human Might Fighter
Hp:105 AC:18=10+4+3+1 Armor:Chain Shirt Speed:30
Str:18(22) Con:18 Dex:16 Int:16 Wis:15 Cha:16 Fort:+10 Ref:+6 Will:+5
BaB: +9/4 Melee:+13/8 Range:+12/7
Weapon:Longsword\Shortsword; +17/12\+13; 1d8+6\1d6+4; 19-20/x2; 4lb\2lb; Slashing
Weapon:Light Crossbow; +12/7; 1d8; 19-20/x2; 8lb; Piercing; 20 Bolts
Skills: Climb;+14, Intimidate;+15, Jump;+14, Swim;+14, Ride;+15
Feats:Weapon Focus(Longsword), Weapon Specializtion(Longsword), G.Weapon Focus(Longsword), Rapid Reload, Two-Weapon Fighting, Two-Weapon Defense, Toughness
Specials:Burst of Strength 4/day(8 round length), Burst of Great Strength(+4,-3)

EL 9: Aarod has a no-holds-barred policy when it comes to combat. He does whatever he needs to to win, turning tables over, hiding behind trees, rocks, anything. Makes Smart usage of his two bursts of strength in combat. Likes to target casters first, if able.



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