"You can't beat me, because I'm an American!"
-Bandit Keith, Yu Gi Oh Abridged Series
One
of the coolest things about D&D 3.5 edition is the sheer freedom
the volume and range of published content give you to build just
about anything you want. This is one build I've always wanted to
play: Captain America, i.e. shield-based melee fighter.
The
basic concept of Captain America builds is pretty simple: acquire
shield, hit people with it. Indeed, you can do a bare-bones build
just by being proficient with a Heavy Steel Shield and putting the
Returning enchantment on it...but let's take it a step further than
that, shall we?
Again,
the build concept is simple enough (hit things with shield, throw
shield sometimes, punch stuff rest of the time) such that you can use
several combinations of classes and PrCs to pull it off, but here is
one I came up with:
-
The
Build
Race: Human
Fighter 2/ Warblade 3 / Bloodstorm
Blade 5/ Warblade 1 / Fighter 2 / Warblade 7
Feats:
Level 1: Improved Shield Bash, Power
Attack, Shield Specialization
Level 2: Point Blank Shot
Level 3: Shield Charge
Level 6: Agile Shield Fighter
Level 9: Shield Slam
Level 12: Superior Unarmed Strike
Level 13: Shield Sling
Level 15: Stormguard Warrior
Level 18: Snap Kick
Max out the following skills:
Concentration
Jump
Put 8 ranks in Balance by Level 5
Put leftover skillpoints into Diplomacy
-
The Stats
Assuming 32 point buy...
If you're trying to replicate Captain
America the character as much as possible, I suggest the following
distribution of stats:
16 Str
14 Dex
14 Con
12 Int
10 Wis
12 Cha
If instead you're trying to optimize
your stats as much as possible:
18 Str
10 Dex
16 Con
12 Int
8 Wis
8 Cha
In other words, prioritize your stats in the following way, from highest to lowest priority:
Captain America: Str>Con>Dex/Int/Cha>Wis
Optimized: Str>Con>Int>Dex/Wis/Cha
-
Build
Notes
The
Bloodstorm Blade is a PrC from the Tome of Battle that basically lets
you use melee weapons as throwing weapons, and gives you various
boosts for doing so. For example, with levels in Bloodstorm Blade you
can make Power Attacks with thrown weapons (including 2-handed power
attacks for double the damage!), key your throwing attacks off of
your Strength instead of Dexterity, and attack everyone in range at
once by expending a maneuver. It also gives you certain feats for
free, like Throw Anything (which lets you throw stuff like shields
without taking the usual Improvised Weapon penalty). Meanwhile, the
Warblade is not only a great melee class, but you also need to know
Iron Heart maneuvers to get into the Bloodstorm Blade PrC and use its
class features.
As
for the levels in Fighter...well, doing stuff with the shield
requires a big number of feats. Levels of Fighter is a good way to
get those feats quickly.
This
build was designed to be viable and fun to play starting from Level
1. If you were starting at higher levels, a different combination of
classes and feats might be better.
Following
this progression of classes, here is a recommended list of Warblade
maneuvers, and when to get them:
Character
Level 3 (Initiator Level (IL) = 2): Steel Wind, Steely Strike, Moment
of Perfect Mind, Bolstering Voice
Character
Level 4 (Initiator Level (IL) = 3):
Wall of Blades
Character
Level 5 (Initiator Level (IL) = 4):
Mountain Hammer
Character
Level 11 (Initiator Level (IL) = 7.5):
Leaping Dragon Stance, Switch out Steel Wind for Iron Heart Surge
Character
Level 14 (Initiator Level (IL) = 8.5):
Battle Leader's Charge
Character
Level 11 (Initiator Level (IL) = 9.5):
Switch out Steely Strike for Sudden Leap
Character
Level 16 (Initiator Level (IL) = 10.5):
Pouncing Charge
Character
Level 17 (Initiator Level (IL) = 11.5):
Nothing
Character
Level 18 (Initiator Level (IL) = 12.5):
Covering Strike
Character
Level 19 (Initiator Level (IL) = 13.5):
Change Battle Leader's Charge to White Raven Strike, Dancing Blade
Form
Character
Level 20 (Initiator Level (IL) = 14.5): Manticore Parry
The
maneuvers list is focused on getting some good staple maneuvers
(Moment of Perfet Mind, Wall of Blades, Pouncing Charge), getting
Iron Heart Maneuvers to expend on Bloodstorm Blade abilities, and
White Raven stuff because that's the sort of thing Captain America
would do.
-
The
Tactics
From
levels 1-5, before you get Bloodstorm Blade levels, you will
basically just be a regular Warblade type except you smack people
with a shield instead of a sword. Maneuvers, full BAB, and a d10/d12
should be more than enough to carry you through levels 1-5. Make sure
to wield your shield two-handed for that 1.5x Str bonus to damage!
From
Level 6 onwards, you have a lot of options up your sleeve. You can
fight in melee, or you can throw your shield around, even use
maneuvers by throwing your shield; after Level 9, you can debuff
enemies by charging into them in melee (Daze and also trip them) or
make a full-attack while throwing your shield. And, of course, there
are your maneuvers.
As
for Stormguard Warrior: this feat has a special clause where you can
spend one round making melee touch attacks that do no damage on one
opponent. For each touch attack you successfully make this way, then
the next round you get a +5 bonus to hit on that opponent. So if you
can get 3 or 4 touch attacks on your enemy, you can two-handed Power
Attack your opponent for, like, a billion damage and not have to
worry about missing.
-
The
Shield
Of
course, we can't forget the shield itself!
At
Level 1, get yourself a Heavy Steel Shield. As soon as you can, put
some Shield Spikes on it: it buffs the shield bash damage from 1d4 to
1d6. (I know Captain America's shield isn't spiky—fluff it so that
it's, like, shield reinforcements or something that lets the shield
hurt more when it bashes someone.)
As
you can levels, try to get the following properties on your shield,
ordered from highest priority to lowest:
Bashing enhancement (PHB) (+1
enhancement): Boosts the size of your shield's bash damage die by 2
steps. If you have Shield Spikes, this makes your Heavy Steel Shield
do 2d6 damage.
Make the shield out of Obdurium
(Stronghold Builder's Guide) (+4000 gp): Obdurium is from the
Stronghold Builder's Guide, which is a 3.0 book, so ask your DM if
you can use it—if you can't, just make the shield out of
Adamantium. Obdurium is the same as Adamantium, except objects made
out of it have twice the hitpoints as an item made of Adamantium,
plus it has 30 hardness. Sadly, Vibranium does not exist in the D&D
world, so Obdurium is the best you've got.
Valorous enhancement (Unapproachable
East) (+1): When you charge with a weapon with the Valorous
enhancement on it, you deal double damage with that weapon.
Ghost Ward (Magic Item Compendium)
(+1): Ghost Ward gives you a bonus to your AC against touch attacks.
The bonus is equal to the enhancement bonus on the shield.
Also,
remember that, for the purposes of magical enhancements, the shield
and the spikes on the shield are different; the spikes count as a
weapon, so you can enchant it separately from the shield. You can
only apply weapon enhancements on the spikes. Some good ones to get:
Collision
(Expanded Psionics Handbook) (+2): +5 to damage on the weapon. This
is technically a psionic enhancement rather than a magical one, but
putting this on a magical weapon shouldn't be a problem.
Defending
(Player's Handbook) (+1): At the beginning of your turn, you can
transfer some or all of your weapon's enhancement bonus to your AC.
So if you have a +5 sword, you trade away some or all of that +5 and
add it to your AC instead. This is probably better for someone who
uses a shield mostly for defense rather than offense like you, but
it's an option.
Other
equipment:
Breastplate:
Breastplates are the best Medium armor in the game, and for melee
fighters who want to stay mobile (i.e. not get slowed down to 20 ft.
per round movement by heavy armor), the best melee armor in the game
when made of Mithral (which makes it light armor, and therefore does
not slow you down).
Fanged
Ring: Your Unarmed Strike is going to be your backup option, for when
your shield is out of commission or you otherwise need to punch
someone in the face—like, say, when you're being grappled. The
Fanged Ring, as mentioned in the Totemist, gives you Improved Unarmed
Strike and Improved Natural Attack (Unarmed Strike). Once you get
Agile Shield Fighter (make an extra shield bash attack, with all
attacks that round taking a -2 penalty to attack) and Snap Kick (make
an extra unarmed strike, with all attacks that round taking a -2
penalty to attack), you can spam quite a few attacks per round. Make
up for the accuracy penalty with Stormguard Warrior.
That's pretty clever. I've never really been a D&D player myself, but I think it's pretty neat how you transposed the character. I wonder how you'd do Spider-Man or any of the other Avengers.
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