[RPG] What are some ways to maximize on a huge strength score

dnd-3.5eoptimization

For a game I'm playing I'm going to have a really massive strength score (and good scores in everything but Con, because undead) so I was wondering how I could really use this massive strength score. I'm looking at quite possibly starting the game with a 29 strength at level 5 (gestalt).

Race wise I'm a Vampire Shalarin, which means scores of +10 str, +8 dex, +2 int, +2 wis, +4 cha. Classes I'm taking thus far are
Track A: Paladin of Tyrannny 5 (with Underdark Knight ACF)
Track B: Moonwarded Ranger2/Swordsage2

I have one class level left to spend, and feat wise I'm looking at taking Serenity so far as a definite. I've considered filling that last level with Fighter so I can get a bonus combat feat, or a psionic class to gain Speed of Thought when I have a spare feat. Other ideas for what to actually advance into past level 5 would be helpful as well.

Primary focus right now is maximizing what I can get from Strength though, all other information provided for context or in case someone has an idea that synergizes well with said info. I have not assigned my point buy for stats yet either, but I have 34pt point buy allotment. Left this open for now for flexibility, once I am decided on the last class level and where my feats will be going I'm going to be assigning those.

I guess Paladin of Tyranny is probably the important piece here, that was the predominant suggestion and the route I decided to go with on this. The Ranger/Swordsage stuff are in there for Wis to AC stuff. The idea I guess right now is an unarmored/lightly armored beast of a dark Knight/Paladin type of character.

Also, the DM houseruled that the Shalarin gets a 20ft base land speed, so increasing that would be handy (hence the Underdark Knight ACF). Reasoning is that Shalarin doesn't have a land speed due to being aquatic, but it has feet. After being turned it can walk on land (doesn't need to breathe underwater anymore), it's just not used to it.

Best Answer

Capitalizing on Big Strength.

Sir Casts-a-lot:

Be an Illumian so you can us your sigils/word of power and gain bonus spells based off of strength. (Races of Destiny)

Commentary: This would reduce your strength score, but would set you up on a more utility path for more strength gains.


McHuge Damage in a Charging Bun:

Power Attack: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. (Player's Handbook I - Feat)

Leap Attack: If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack. (Complete Adventurer - Feat)

Devastating Smite: Double the extra damage dealt by your next smite attack. (Forge of War - Spell)

Charging Smite: If along a charge attack you also smite evil, you deal an extra 2 damage per paladin level (that's 3 points per paladin bonus with the normal damage boost from smite evil). (Player's Handbook II - Alternative Class Feature)

Shocktrooper: [Heedless Charge] ...you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus. (Complete Warrior - Feat)

Commentary: Above is feat intensive, but the damage output will have wizards scratching their head.

More Commentary: This is also very viable with Dungeoncrasher Fighter - already mentioned. If you do go the fighter route, be sure to get Zhentarim Soldier levels since you are already 'evil.'


Disgusting Muscles

Three Mountains: ...it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round. (Complete Warrior - Feat)

Commentary: This maneuver is feat intensive, and weapon specific, but nauseated can be a wonderful thing.

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