I had a friend tell me about a DnD 3.5 specialization for a fighter class, the crit fighter. Somehow, using the int score, this class would lower the die needed for a crit, and could, for instance, crit on a 14 rather than a 20. I am just wondering if anyone else has heard of this or something similar. If you have, would you please post a link to the source? Thanks.
[RPG] Crit Fighter class
critical-hitdnd-3.5efighter
Related Solutions
The easiest way to emphasize your casters in the early game, is to throw in lots of relevant skill checks, particularly knowledge or spellcraft checks. Almost any spellcaster is going to have relevant skill modifiers, and it proves their place in the party.
A related option is challenges tailored to make spells useful. A small item you need is on the far side of a chasm? Summon Nature's Ally or Mage Hand can help with that. Having ambient magic, or an arcane trail to be tracked with Detect Magic also calls out your casters.
Also, it's been my experience that Druid is one of the better low level caster classes, with cleric because of free swapping in of Summon Nature's Ally spells, reasonable combat ability (3/4 BAB, d8 HD, not terrible armor, buff spells), and their selections of durable spells, such as Produce Flame and Call Lightning.
For the Archivist play to their skills and their Dark Knowledge ability. Throw in a fair number of the types of enemies Dark Knowledge helps against, and they should feel pretty useful.
Master of Many Forms from Complete Adventurer is the closest equivalent (as the 3.5 version of the Shifter), and is really very, very similar to Shifter. You'll typically start as Druid and then pick the prestige class up.
Shifter iteslf is a 3.0 class from Masters of the Wild.
You can get stats for the monsters you can turn into using the Monster Manuals, but you'll have to make some modifications for your BAB, base saves, mental stats, feats, and the other things that change due to Wild Shape. The Master of Many Forms Bible is a great help with a lot of information on the monsters you can turn into, as well. If you have monsters you want to change into frequently, it's a very good idea to prepare the stats ahead of time rather than try to recalculate on the fly.
For gear, the general rule is that any gear you're wearing melds into your form when you Wild Shape and doesn't work. There's exceptions, of course. :) Any item with the "Wild" armor property keeps working, and any item attached to a Wildling Clasp also keeps working. You also keep your current maximum HP even if your CON changes. The exact details of every item get lengthy and are their own question, so if you're curious about a specific item (or class of items) and can't find the answer already feel free to ask another question. :)
Best Answer
I'm not familiar with the Int rule but there are several ways to lower your crit so that you have a good crit chance (>25%).
First you start with a weapon with a high critical range. The obvious choices are Rapier (1d6, 18-20/x2), Scimitar (1d6, 18-20/x2) and Falchion (2d4, 18-20/x2). Many people prefer the Falchion as a two handed weapon and therefore a better damage dealer.
Next you double the crit range. There are many ways to do it, but in the often the best way to do it (especially over a campaign) is to take the feat Improved Critical. This extends your critical range to 15-20, giving you a 6/20 (30%) critical threat chance. The other options are the Keen weapon enhancement, a Scabbard of Keen Edges, and the Keen Edge spell. Note that these effects don't stack so you only need one.
Next most players take feats and abilities to increase their attack, to confirm more critical threats. Once that reaches a certain level they invest in additional damage. The Burst enhancements (Icy Burst, etc) are often chosen because this build makes better use of their crit damage.
All references from d20SRD.org