Two-Weapon Karmic Fighter (3.5e Optimized Character Build)

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Introduction[edit]

<- An intro to your optimization ->

References[edit]

References
Non SRD Item Book Found In
The Warmace Complete Warrior
Oversized Two-Weapon Fighting Complete Adventurer
Karmic Strike Complete Warrior
Elusive Target Races of War
Double Hit Miniatures Handbook

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]

Greater Mighty Wallop - Races of the Dragon. Greater Enlarge Person - Spell Compendium.

Items[edit]

<- items used in this build ->

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): <- starting ability scores before racial adjustments ->

Race (Templates): Human

Starting Racial Traits:

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Fighter 1 + + + + <- feat(s) -> Two Weapon Fighting, Oversized Two-Weapon Fighting, Exotic Weapon Prof (Warmace) <- other stuff ->
2nd Fighter 2 + + + + <- feat(s) -> Combat Reflexes (instead, maybe go with Monkey grip) <- other stuff ->
3rd Fighter 3 + + + + <- feat(s) -> Dodge <- other stuff ->
4th Fighter 4 + + + + <- feat(s) -> Mobility <- other stuff ->
5th Fighter 5 + + + + <- feat(s) -> <- class features gained -> <- other stuff ->
6th Fighter 6 + + + + <- feat(s) -> Elusive Target, Improved Two-Weapon Fighting <- other stuff ->
7th Fighter 7 + + + + <- feat(s) -> <- class features gained -> <- other stuff ->
8th Fighter 8 + + + + <- feat(s) -> Combat Expertise <- other stuff ->
9th Fighter 9 + + + + <- feat(s) -> Karmic Strike <- other stuff ->
10th Fighter 10 + + + + <- feat(s) -> Double Hit <- other stuff ->

Other Components[edit]

<- anything not covered by the previous sections ->

Highlights[edit]

1)Two weapon fighting with two d12 weapons.
6)Immunity to power attack to make up for your reduced armour class.
10)An attack of oppotunity with both weapons whenever you are hit.

Munchkin-Size Me[edit]

At caster level 1: An Enlarge Person (Wiz 1) spell means you are hitting for 3d6 with each attack with a natural 10 foot reach.
At caster level 8: An Enlarge Person (Wiz 1) and a Greater Mighty Wallop (Wiz 3) spell means that each attack will inflict 6d6.
At caster level 16: A Greater Enlarge Person (Wiz 5) and a Greater Mighty Wallop (Wiz 3) spell means that each attack will inflict 12d6 (for 16 hours per day).

Side Notes[edit]

<- overview of additional info about this build ->

Limitations[edit]

<- conditions of when this build works ->

DM Counters[edit]

<- If needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. ->

Miscellaneous[edit]

<- Any other side notes that don't fit in the above sections. ->



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