d20 Goodman Games The Power Gamer's 3.5 Warrior Strategy Guide.pdf

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The Power Gamer s 3.5
WARRIOR
Strategy Guide
The 100% Official Guide to Kicking Monster Butt
and Winning the Game!
Credits
Concept: Joseph Goodman
Developers: Josh Sawyer and Robert Schwalb
Graphic Design: Andy Hopp
Cover & Interior Diagrams: Clayton Bunce
Cover Design: Andy Hopp and Thomas Denmark
Rules Editor: Rob Baxter
Editor-in-Chief & Layout: Joseph Goodman
Publisher: Goodman Games
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Table of Contents
Introduction: Building the Perfect Warrior............................3
Chapter One: Ability Scores........................................................5
Chapter Two: Races.......................................................................7
Chapter Three: Classes ................................................................13
Chapter Four: Skills ......................................................................29
Chapter Five: Feats ......................................................................38
Chapter Six: Equipment.............................................................64
Chapter Seven: Combat ..............................................................73
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Introduction
Building the Perfect Warrior
Min/maxing gets a bad rap. Sure, there’s little role-play-
ing involved in stat-monsters, and not a lot of back-
ground to create an immersive gaming experience. But in
every gamer lurks the secret munchkin, wanting – even
craving – a bad-ass character able to survive nearly any
threat, overcome any trap, and kick the living crap out of
anyone or anything getting in the way. This is where the
Power Gamer’s 3.5 Strategy Guides come into play.
matter where you are in your campaign, the chapter on
equipment will always be useful. And then there’s the
gold mine: Chapter 7, Combat. This chapter is all about
how to kick monster ass in the most efficient manner
possible. Like we said, it’s a playbook, cheat code, and
repair manual all wrapped into one handy guide for win-
ning every combat you ever step into.
Listen Up! They re Called
Archetypes
The Warrior Strategy Guide gives you all the strategy
and advice you need to play a combat character, whether
you sling arrows or swing a sword. While most of this
book covers fighters, barbarians, monks, rangers and pal-
adins, there is sure to be useful information in this guide
for any other character. Rogues, clerics and even druids
can become combat monsters with multiclassing or the
right selection of skills and feats. Likewise, war wizards
can benefit from the information by studying the
strengths and weaknesses of their enemy. In short, there’s
something for everyone.
Instead of spending all of our time on specific classes, we
use archetypes. What’s an archetype? An archetype is a
prototype, a kind of model everything else is based on. In
this book, an archetype represents a particular style of
warrior: archer, cavalry or tank. With the right feat and
class choices, you can build a warrior modeled after any
one of the archetypes. On the other hand, it’s not neces-
sary to use one of these types – there’s plenty of info in
this book to keep it useful no matter how you handle it.
Nonetheless, the archetypes are handy for organization
and thematic choices, perhaps opening a door to a combo
or feature you hadn’t though of before. Figure out what
kind of warrior you want to play, and see if one of the
archetypes matches. If so, you won’t be disappointed.
Where s the New Stuff?
The Power Gamer’s Strategy Guide’s primary purpose is
to make sure you can use it. Instead of loading this book
with questionable prestige classes, sketchy feats, and yet
another way to use the Profession skill, we’ve torn apart
the mechanics of the 3.5 game, looked at them, and
slapped them back together. With just the 3.5 core
mechanics, this book gives you everything you need to
roll up the character of your dreams. Moreover, because
everything is straight out of the three core books, no one
can stop you from using it. Period. It’s 100% official.
H IDE T HIS B OOK !
While everything in this guide is legit – it comes straight out of the core
rulebooks – you don’t want your DM to read it. Just think, all these use-
ful tips and suggestions in the hands of the guy who runs the monsters!
Shudder. Keep this one tucked away or you’ll regret it.
How Do I Use this Book?
You use this book the same way a football coach uses a
playbook, the same way a video game champion uses his
cheat codes, and the same way an auto mechanic uses his
repair manual. This book gives you the strategies and
techniques you need for winning 3.5 combats. If you’re
rolling up a new character, the chapters on ability scores,
races, and classes will help you get started on the right
foot. If you have an existing character, the chapters on
skills and feats will help you plan his progression. No
Archer
The archer’s the guy in the movies that makes the impos-
sible shot. Specializing in ranged attacks, most archers
employ some sort of bow, but this could include anyone
who makes more ranged attacks than melee attacks.
Archers are typically fighters or rangers.
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Cavalry
Infantry, Heavy
From the steel-encased knight to the lightly armored
horse barbarian, any character fighting from the back of
a mount lumps into this category. Mounted characters
don’t just ride horses. Small characters can employ rid-
ing dogs, while higher-level characters can gain cohorts,
like dragons, to use instead of the more common steeds.
Cavalry often consists of paladins or fighters.
Heavy infantry characters excel at wading into the thick
of combat. Sometimes called bricks or tanks, the heavy
infantry archetype uses heavy armor and high-damage
weaponry, has a low Dexterity, and lacks any semblance
of grace. When you think fighter, you’re probably think-
ing of a tank, but some paladins and clerics fall into this
category as well.
Guerrilla
Skirmisher
The guerrilla is a specialized warrior whose role is to
take out a specific threat. Such opponents could include
wizards, goblinoids, or even demons. These guys are
super-specialized, but good enough to adapt to problems
when the situation demands. Guerrillas are often rangers
or monks.
Every group has to have a generalist. The skirmisher
specializes in nothing, opting to fill other roles as need-
ed. Don’t let their lack of focus fool you; these guys are
good in enough things to be able do some serious dam-
age. Moreover, they have the ability to get in where
they’re needed, and get out when things get too nasty.
Multiclass warriors typically wind up as skirmishers.
OK, So Where Do I Go
From Here?
N O P ERFECT W ARRIORS
Just because an archetype defines what you’re good at, it doesn’t mean
it’s the only way you’ll be fighting. Cavalry can lose their mounts,
archers are in deep trouble in melee, and heavy infantry drown when
submerged. Your DM will challenge you. But you know what? There is
no perfect warrior. Don’t think this book or the archetypes presented
make invulnerable characters. That’s not what this is about. It’s about
staying alive as long as you can and winning the game you’re not sup-
posed to win.
Now it’s time to get started on the fun part: building the
perfect warrior! It’s helpful to have a copy of the PHB
and your character sheet handy as you read through the
rest of this book, since you’ll be constantly thinking
about how to get most juice out of both your character
and your rules. Read carefully, think hard about your
character, and be prepared to start winning lots of com-
bats. And remember, there’s nothing your DM can do
about it. After all, every strategy we discuss comes
straight from the PHB!
Infantry, Light
Light infantry characters are warriors who don’t use
much armor. Preferring mobility and speed to the slow
pace of the tank, these characters are fast and effective at
taking out the larger opponents. Despite their lack of pro-
tection, they still fight on the front lines. Light infantry
consists most commonly of barbarians or monks.
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