Two Handed Weapon Fighter / Thug Scout


Advice


I think I've managed to come up with a (mostly) Rogue build that doesn't completely suck at combat by focusing on a single attack per round build. He'll take a flanking full attack if the opportunity presents itself, but mostly he's going to charge from person to person or spring attack past particularly dangerous ones.

Human
Two Handed Weapon Fighter 2 / Thug Scout 2 / THWF +3 / TS +13

Str 18 (Increase every 4 levels)
Dex 16
Con 14
Int 8
Wis 12
Cha 10

1: Dodge, Power Attack (H), Furious Focus
Power Attack with no drawbacks: +5 (BAB 1, Str 4) to hit, 2d6+9 (Str*1.5 + 3 PA) damage
2: Mobility (F), Shattering Strike
+6 (BAB 2, Str 4) for 2d6+9 (Str*1.5 + 3 PA)
3: Intimidating Prowess, Frightening, 1d6 SA
+6 (BAB 2, Str 4) for 2d6+9 (Str*1.5 + 3 PA), +1d6 SA when flanking
4: Weapon Training (Weapon Focus: Greatsword), Evasion
+8 (BAB 3, WF 1, Str 4) for 2d6+9 (Str*1.5 + 3 PA), +1d6 SA when flanking
5: Spring Attack, Overhand Chop
+9 (BAB 4, WF 1, Str 4) for 2d6+14 (Str*2 + 6 PA), +1d6 SA when flanking
6: Weapon Specialization: Greatsword (F)
+10 (BAB 5, WF 1, Str 4) for 2d6+16 (Str*2 + 6 PA + 2 WS), +1d6 SA when flanking
7: Vital Strike, Weapon Training: Heavy Blades
+12 (BAB 6, WF 1, Str 4, WT 1) for 4d6+17 (Str*2 + 6 PA + 2 WS + 2d6 VS + 1 WT), +1d6 SA when flanking
8: Brutal Beating, 2d6 SA
+14 (BAB 7, WF 1, Str 5, WT 1) for 4d6+19 (Str*2 + 6 PA + 2 WS + 2d6 VS + 1 WT), +2d6 (or 1d6+sickened) SA when flanking
9: Combat Trick: Cornugon Smash, Toughness, Scout's Charge
+15 (BAB 8, WF 1, Str 5, WT 1) for 4d6+22 (Str*2 + 9 PA + 2 WS + 2d6 VS + 1 WT), +2d6 (or 1d6+sickened) SA when flanking or charging.
10: 3d6 SA
+15 (BAB 8, WF 1, Str 5, WT 1) for 4d6+22 (Str*2 + 9 PA + 2 WS + 2d6 VS + 1 WT), +3d6 (or 2d6+sickened) SA when flanking or charging.
11: Devastating Strike, Combat Trick: Improved Overrun, Ninja Trick: Combat Trick: Charge Through
+16 (BAB 9, WF 1, Str 5, WT 1) for 4d6+26 (Str*2 + 9 PA + 2 WS + 2d6+4 VS + 1 WT), +3d6 (or 2d6+sickened) SA when flanking or charging.
12: 4d6 SA
+17 (BAB 10, WF 1, Str 5, WT 1) for 4d6+26 (Str*2 + 9 PA + 2 WS + 2d6+4 VS + 1 WT), +4d6 (or 3d6+sickened) SA when flanking or charging.
13: Combat Reflexes, Offensive Defence, Skirmisher
+18 (BAB 11, WF 1, Str 5, WT 1) for 4d6+26 (Str*2 + 9 PA + 2 WS + 2d6+4 VS + 1 WT), +4d6 (or 3d6+sickened) SA when flanking, charging, or moving.
14: 5d6 SA
+18 (BAB 11, WF 1, Str 5, WT 1) for 4d6+26 (Str*2 + 9 PA + 2 WS + 2d6+4 VS + 1 WT), +5d6 (or 4d6+sickened) SA when flanking, charging, or moving.
15: Crippling Strike, Improved Vital Strike
+19 (BAB 12, WF 1, Str 5, WT 1) for 6d6+31 (Str*2 + 12 PA + 2 WS + 4d6+6 VS + 1 WT), +5d6 (or 4d6+sickened) SA when flanking, charging, or moving.
16: 6d6 SA
+21 (BAB 13, WF 1, Str 6, WT 1) for 6d6+33 (Str*2 + 12 PA + 2 WS + 4d6+6 VS + 1 WT), +6d6 (or 5d6+sickened) SA when flanking, charging, or moving.
17: Iron Will, Opportunist
+22 (BAB 14, WF 1, Str 6, WT 1) for 6d6+33 (Str*2 + 12 PA + 2 WS + 4d6+6 VS + 1 WT), +6d6 (or 5d6+sickened) SA when flanking, charging, or moving.
18: 7d6 SA
+22 (BAB 14, WF 1, Str 6, WT 1) for 6d6+33 (Str*2 + 12 PA + 2 WS + 4d6+6 VS + 1 WT), +7d6 (or 6d6+sickened) SA when flanking, charging, or moving.
19: Hunter's Surprise, Dreadful Carnage
+23 (BAB 15, WF 1, Str 6, WT 1) for 6d6+33 (Str*2 + 12 PA + 2 WS + 4d6+6 VS + 1 WT), +7d6 (or 6d6+sickened) SA when flanking, charging, or moving.
20: 8d6 SA
+24 (BAB 16, WF 1, Str 6, WT 1) for 6d6+36 (Str*2 + 15 PA + 2 WS + 4d6+6 VS + 1 WT), +8d6 (or 7d6+sickened) SA when flanking, charging, or moving.

Full attacking instead will potentially gain more sneak attack dice, but will take the power attack penalties, and removes Vital Strike and Overhand Chop from all attacks.


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I did something similar once for a character I really enjoyed playing - hopefully you can glean some stuff from him that might improve your build further:

Human 4th level Two-Handed Fighter / 16th level Thug & Scout
Focused Study, Favored class option for Rogues (3rd - 14th level)

Attributes: (20 point buy)
STR - 16
DEX - 12
CON - 13 (+1 at 4th)
INT - 12
WIS - 8
CHA - 14 (+1 at 8th, 12th, 16th & 20th)

Traits:
Defender of the Society
Carefully Hidden

Feats & Rogue Talents*: (Fighter levels 1st, 2nd, 18th & 19th)
1st - Power Attack
1st - Furious Focus
1st - Skill Focus: Survival
2nd - Bludgeoner
3rd - Sap Adept
4th - Strong Impression*
5th - Eldritch Heritage (Orc Bloodline - Touch of Rage)
6th - Combat Trick: Enforcer*
7th - Sap Master
8th - Skill Focus: Intimidate
8th - Offensive Defense*
8th - Weapon Training: Earthbreaker*
9th - Vital Strike
10th - Underhanded*
11th - Improved Eldritch Heritage (Orc Bloodline - Strength of the Beast)
12th - Hunter's Surprise*
13th - Iron Will
14th - Opportunist*
14th - Hard to Fool*
15th - Dreadful Carnage
16th - Unwitting Ally*
16th - Skill Focus: Bluff
17th - Greater Eldritch Heritage (Orc Bloodline - Power of Giants)
19th - Improved Vital Strike
19th - Weapon Specialization: Earthbreaker
20th - Feat: Greater Vital Strike*

He focuses on dealing Non-lethal damage in huge amounts with single hits from his earthbreaker and then coups de gracing at his leisure. As a nice bonus he gets a lot of useful skills and served as a passable party face along the way.

At 20th level (for instance), a hit by him while Enlarged from Power of Giants would deal 3d6[Large Earthbreaker] +9d6 [Greater Vital Strike]+ 20[Strength] + 15[Power Attack] + 8d6[Sneak Attack] + 16[Sap Adept] + 8d6[Sap Master] +2 [Weapon Specialization] for a total of 28d6+53 non-lethal damage. Lethal damage was still impressive at 20d6+37.

Hope this helps.

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