
Lobolusk |

Can you guys help me decide what to do with this.
There has been some sub threads about my +5 axe I am going to stay with that.
I guess my main questions revolves around what archetype to take or just go straight fighter.
my character is a viking Ulfen.
I looked at the Viking class but realize I really like all my feats and don't want to trade them out for rage powers. I did take all the improved will,reflexes ect to boost my saves. I also have the gloves of dueling and full plate so I would have to re -arrange a bunch of stuff ie medium armor gloves of dueling.... Is it worth is for spell sunder and ghost rager?
I did take a small buckler and have added shieled focus and greater shield focus so it is not a bad class for wearing a buckler.
As I Type this I like the Viking alllot I may go tweak it, I am a weirdo who isn't impressed with the rage powers I look at them and go meh...and shrug but being able to sunder an enemies spell would be pretty rad.
the next Archetype I looked at is two handed fighter a must for this type of class but I don't like giving up armor training and moving at full speed in full plate. to counter this I bought the boots of striding and springing. the abilities seem nice but I just don't know
I can go straight fighter I am really leaning towards this I like the weapon training and the armor training.
I have posted my Build Below the main idea is to move in and destroy enemies while singing songs to Thor.
Male Human (Ulfen) Fighter (Two-Handed Fighter) 12
N Medium Humanoid (human)
Init +3; Senses Perception +14
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Defense
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AC 30, touch 11, flat-footed 29 (+13 armor, +5 shield, +1 Dex, +1 natural)
hp 141 (12d10+60)
Fort +14, Ref +10, Will +9; +4 vs. effects that cause you to lose your grip on weapons
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Offense
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Speed 30 ft.
Melee Jerrod's Axe +26/+21/+16 (1d12+37/x3)
Special Attacks backswing, overhand chop, piledriver, shattering strike +3, weapon training abilities (axes +4, heavy blades +3)
--------------------
Statistics
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Str 26, Dex 16, Con 16, Int 14, Wis 14, Cha 7
Base Atk +12; CMB +20 (+27 Sundering); CMD 31 (35 vs. Disarm, 40 vs. Sunder)
Feats Furious Focus, Great Fortitude, Greater Shield Focus, Greater Sunder, Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greataxe), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack -4/+8, Shield Focus, Toughness +12, Weapon Focus (Greataxe), Weapon Specialization (Greataxe)
Traits Defender of the Society, Law Enforcer
Skills Acrobatics -2 (+3 to jump), Climb +12, Escape Artist -2, Fly -2, Intimidate +13, Perception +14, Ride -2, Sense Motive +2 (+4 to get a hunch in a social situation), Stealth -2, Survival +23, Swim +12; Racial Modifiers +6 Survival
Languages Common, Dtang, Dwarven, Skald
SQ heart of the wilderness +6
Other Gear +3 Full plate, +2 Buckler, Jerrod's Axe, Amulet of natural armor +1, Belt of giant strength +4, Boots of striding and springing, Cloak of resistance +1, Gloves of dueling, 825 GP
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Special Abilities
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Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Law Enforcer +2 to Sense Motive to get a hunch.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Piledriver (Ex) Standard action: attack with a two handed weapon, if successful, free bull rush or trip w/o AoO.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shattering Strike +3 (Ex) +3 Sunder and damage vs. objects.
Shield Focus +1 Shield AC
Weapon Training (Axes) +4 (Ex) +4 Attack, Damage, CMB, CMD with Axes
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades
--------------------
For generations the viking tribe that you belonged to has guarded a holy artifact JERRODS STONE one night a vicious attack by serpent folks slew your warriors and stole your Artifact. you were selected by your tribe to follow after them. after 2 years of tracking them you came to the portal stone, Takign a deep breath and a whispered prayer to the patron diety of you tribe you stepped through.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

master_marshmallow |
1 person marked this as a favorite. |

You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's Armor Class bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's Armor Class bonus until your next turn. You can't make a shield bash with a buckler.
Emphasis mine.

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I find with the fighter archetypes, you're almost always better off going straight fighter and just taking the feats you need to make it work. Fighters get so many feats (a level 20 human fighter has 22!!!) that you can use your bonus feats for the combat stuff you want and use your normal feats to boost your saves orwhatever else you want to do.
Consider, for a human fighter, it's possible to have Weapon Focus, Power Attack, and Furious Focus all at level 1. If you started with 18 Str (the minimum a Str based fighter should be starting with) and a nodachi (1d10/18-20/x2) you could be rolling along at a +5 attack bonus and doing 1d10+9 damage.

StreamOfTheSky |

I suggest Dazing Assault and Dreadful Carnage feats. Combat Reflexes is always handy, and works great with Dazing Assault.
Pin Down is better with reach, but still might be useful to you. Otherwise, Step Up is pretty solid.
You can swap out a lower level feat at Fighter 12 for a higher level one, so with that, the Fighter 12 bonus feat, and the level 11 feat, you could have Pin Down, Dreadful Carnage, *and* Dazing Assault, despite the first 2 requiring 11 levels/BAB and the latter requiring BAB +12.

master_marshmallow |

I suggest Dazing Assault and Dreadful Carnage feats. Combat Reflexes is always handy, and works great with Dazing Assault.
Pin Down is better with reach, but still might be useful to you. Otherwise, Step Up is pretty solid.
You can swap out a lower level feat at Fighter 12 for a higher level one, so with that, the Fighter 12 bonus feat, and the level 11 feat, you could have Pin Down, Dreadful Carnage, *and* Dazing Assault, despite the first 2 requiring 11 levels/BAB and the latter requiring BAB +12.
Dumping CHA means he isn't going to be doing Intimidate very well, otherwise I would suggest the Intimidating Prowess -> Cornugon Smash -> Furious Focus -> Dreadful Carnage chain.

master_marshmallow |

Even with a -2 cha, if he has maxed ranks and class skill bonus, that's a +13. Enough to have a fair chance of success, and Dreadful Carnage gives him a free area demoralize every time he drops someone. Even if he can only intimidate w/ 20% success rate, it's worth the feat for what it does.
Intimidating Prowess makes it a +21, and cornugon smash lets you demoralize as a free action whenever you hit with power attack.

StreamOfTheSky |

I think if starting at level 12, having Cornugon Smash and Dreadful Carnage is a tad redundant, I'd just take DC*. Intimidating Prowess certainly helps, though, as does being enlarged (+4 for size, another +1 for str if using Intimidating Prowess).
*Because I think DC is better overall, and also... the guy you're hitting w/ power attack will likely be dead soon anyway. DC demoralizes the other people.

Lobolusk |

yeah with out the buckler I may go that way, is viking still worth it to pick up the spell sunder and a few rage feats? oh and we are running the serpents skul ap book 5 so the loot is terrible so I dotn care about sundering another +1 breast plate we have like 30 already. all the loot ever drops is ring of protection +1 and +1 breast plates

Lobolusk |

I got most of it figured out I need to decide between THF archetype or straight fighter
I also bought the cracked ion stone that regenerates 1hp an hour so I have a healing factor.
The pros of straight fighter are higher dex to my armor with out having to buy Mithril and full speed in heavy armor
The pros of the THF archetype are back swing overhand chop and eventually improved power attack
Lowered ac less items and not full speed in plate
Male Human (Ulfen) Fighter 12
N Medium Humanoid (human)
Init +3; Senses Perception +14
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Defense
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AC 29, touch 15, flat-footed 25 (+14 armor, +3 Dex, +1 deflection, +1 dodge)
hp 147 (12d10+60)
Fort +12, Ref +8, Will +7 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +3
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Offense
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Speed 30 ft.
Special Attacks weapon training abilities (axes +4, hammers +3)
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Statistics
--------------------
Str 26, Dex 16, Con 16, Int 14, Wis 14, Cha 7
Base Atk +12; CMB +20 (+24 Sundering); CMD 35 (39 vs. Disarm, 41 vs. Sunder)
Feats Devastating Strike, Dodge, Furious Focus, Greater Sunder, Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greataxe), Improved Sunder, Improved Vital Strike, Intimidating Prowess, Power Attack -4/+8, Toughness +12, Vital Strike, Weapon Focus (Greataxe), Weapon Specialization (Greataxe)
Traits Defender of the Society, Law Enforcer
Skills Acrobatics +1, Climb +15, Escape Artist +1, Fly +1, Intimidate +21, Perception +14, Ride +1, Sense Motive +2 (+4 to get a hunch in a social situation), Stealth +1, Survival +23, Swim +15; Racial Modifiers +6 Survival
Languages Common, Dtang, Dwarven, Skald
SQ heart of the wilderness +6
Other Gear +4 Full plate, Jerrod's Axe, Belt of giant strength +4, Cloak of resistance +1, Gloves of dueling, Ioun stone (pearly white spindle, cracked), Ring of protection +1, Fighter's kit, 221 GP
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Special Abilities
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Bravery +3 (Ex) +3 to Will save vs. Fear
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Devastating Strike Deal extra damage when using Vital Strike bonus
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Ioun stone (pearly white spindle, cracked) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It grants the bearer the ability to regenerate 1 point of damage per hour. This works like a ring of regeneration, it only cures damage taken while the character is using the stone.
A Spindle is usually faceted, but as a prism with 10 or more sides has a nearly round cross-section. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.
Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 1,700 gp
Law Enforcer +2 to Sense Motive to get a hunch.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Axes) +4 (Ex) +4 Attack, Damage, CMB, CMD with Axes
Weapon Training (Hammers) +3 (Ex) +3 Attack, Damage, CMB, CMD with Hammers
--------------------
For generations the viking tribe that you belonged to has guarded a holy artifact JERRODS STONE one night a vicious attack by serpent folks slew your warriors and stole your Artifact. you were selected by your tribe to follow after them. after 2 years of tracking them you came to the portal stone, Takign a deep breath and a whispered prayer to the patron diety of you tribe you stepped through.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

alreadytaken |
Buckler wrote:You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's Armor Class bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's Armor Class bonus until your next turn. You can't make a shield bash with a buckler.Emphasis mine.
This is misleading in that it is incomplete. With a 2H weapon, it is a free action to remove or re-grip your weapon with one of your hands, and you can do each once per round (i.e. ungrip and grip, or vice-versa, once per round). So you could release your weapon with one hand at the end of your turn to allow you to get the buckler bonus between turns, and re-grip at the beginning of your own turn to make attacks again. This would have two side-effects:
1) You would not get the buckler's AC bonus during your full attack, for example if you incur an AoO in the middle for whatever reason, but you could wait until after moving to re-grip if you move and then standard-attack.2) You would not be able to make AoOs with your 2H weapon when you are in "1H holding-only" mode unless you are wielding a weapon that can be used in either 1 or 2 hands (but would only get the 1H Str bonus to damage when wielding in one hand).
Basically, you CAN get the buckler bonus to AC in between your own attacks, but at the cost of being able to make AoOs unless you use a 1-or-2H weapon and are OK with the lower Str damage bonus when in "defensive" (1H) mode.

alreadytaken |
Interesting this seems like a cheesy way around it my dm wouldn't go forbit
Cheesy? It would only work with bucklers, since they are strapped to your arm and thus would not require an action to pick up. Plus it appears to be well within the RAW unless you can point out something I missed. This is a pretty common tactic. How do you think a wizard holding a staff, a 2H weapon, casts spells?

rockdoctor |
I think you're confusing "use" and "wield." If you attack, you're using the weapon, which requires your off-hand. Just because you then let go and are no longer wielding the weapon with your off-hand doesn't negate the fact that you've already used a weapon with that hand, and thus lose the buckler's AC bonus until your next turn. You then regain the AC bonus at the beginning of your next turn, so it would apply against enemy AoOs while you move, up until you attack again.
However, I agree it's not necessarily that cheesy, since you're trading reduced damage for increased AC.

Wiggz |
1 person marked this as a favorite. |

This is the best two-weapon fighter I've got. Its built as a Weaponmaster to take maximum advantage of everything it can do, but you could rework it to a standard Fighter build fairly easily.
Human 20th level Weaponmaster
Attributes: (20 point build)
STR - 15 (+2 racial bonus, +1 at 4th, 8th, 12th, 16th & 20th)
DEX - 14
CON - 14
INT - 14
WIS - 12
CHA - 7
Traits
Defender of the Society
Carefully Hidden
Feats:
1st - Dodge
1st - Power Attack
1st - Cleave
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack, (retrain Cleave to Whirlwind Attack)
5th - Combat Reflexes
6th - Lunge
7th - Weapon Focus: Bardiche
8th - Improved Critical: Bardiche
9th - Critical Focus
10th - Greater Weapon Focus: Bardiche
11th - Dazing Assault
12th - Sickening Critical
13th - Staggering Critical
14th - Critical Mastery
15th - Weapon Specialization: Bardiche
16th - Greater Weapon Specialization: Bardiche
17th - Stunning Critical
18th - Vital Strike
19th - Improved Vital Strike
20th - Greater Vital Strike
Skills:
5 ranks/level, assign as you wish
This character can work almost as well with a Falchion as it can with a pole-arm - reach is a tremendously valuable tool, but a Falchion has a greater crit range. Its something to consider, but if you do you might want to replace Combat Reflexes at 5th level with Iron Will.
The trick to this build is the value of Whirlwind Attack. Sure you can absolutely go to town against a single target and will do so as effectively as any Fighter out there, but by getting WWA at 4th level, you can make multiple attacks against multiple foes at full BAB two levels before anyone else gets their first iterative. At 6th level you can make a Lunging WWA. Do this - sit down with a piece of graph paper and draw an 'O' in one square to represent your character, then draw an 'X' in every square he can hit with a reach weapon. Then add the squares he can reach with Lunge. Then move the 'O' as if you took a five foot step and repeat the process - formerly adjacent foes are now within range and an entire new group of potential targets is added. You're like a maxed out fireball all by yourself. Every round.
At 11th level you take Dazing Assault - now everyone you hit has to save or be Dazed in addition to taking damage. Talk about crowd control. And don't sweat the -5 attack penalty because your attack bonus should be through the roof.
If you play through the higher levels you'll start seeing conditions layered on - Daze from Dazing Assault every time you hit, Sickened (which lowers saves) and either Staggered or Stunned conditions every time you crit... and the Weaponmaster makes a lot more out of his crits than anyone else out there.
Its a great character as long as you understand and embrace your role in the group, and its nice to have a skilled fighter for a change. I've had a lot of fun with him. If you have any questions at all just let me know.

Lobolusk |

This is the best two-weapon fighter I've got. Its built as a Weaponmaster to take maximum advantage of everything it can do, but you could rework it to a standard Fighter build fairly easily.
Human 20th level Weaponmaster
Attributes: (20 point build)
STR - 15 (+2 racial bonus, +1 at 4th, 8th, 12th, 16th & 20th)
DEX - 14
CON - 14
INT - 14
WIS - 12
CHA - 7Traits
Defender of the Society
Carefully HiddenFeats:
1st - Dodge
1st - Power Attack
1st - Cleave
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack, (retrain Cleave to Whirlwind Attack)
5th - Combat Reflexes
6th - Lunge
7th - Weapon Focus: Bardiche
8th - Improved Critical: Bardiche
9th - Critical Focus
10th - Greater Weapon Focus: Bardiche
11th - Dazing Assault
12th - Sickening Critical
13th - Staggering Critical
14th - Critical Mastery
15th - Weapon Specialization: Bardiche
16th - Greater Weapon Specialization: Bardiche
17th - Stunning Critical
18th - Vital Strike
19th - Improved Vital Strike
20th - Greater Vital StrikeSkills:
5 ranks/level, assign as you wishThis character can work almost as well with a Falchion as it can with a pole-arm - reach is a tremendously valuable tool, but a Falchion has a greater crit range. Its something to consider, but if you do you might want to replace Combat Reflexes at 5th level with Iron Will.
The trick to this build is the value of Whirlwind Attack. Sure you can absolutely go to town against a single target and will do so as effectively as any Fighter out there, but by getting WWA at 4th level, you can make multiple attacks against multiple foes at full BAB two levels before anyone else gets their first iterative. At 6th level you can make a Lunging WWA. Do this - sit down with a piece of graph paper and draw an 'O' in one square to represent your character, then draw an 'X' in every square he can hit with a reach weapon. Then add the squares he can reach with Lunge. Then move the 'O' as if you took a five foot step and...
Beautiful will this work with a great axe or great sword build?

Damocles Guile |

I would think it would work with any weapon, but a looking at the build, a Bardiche or a Falchion would definitely be my recommendation... which should be okay since a Bardiche is essentially a giant axe on a long handle and a Falchion is basically a two-handed sword. Your weapon can look like anything thematically but mechanically you'd be better off with the suggested weapons.

Damocles Guile |

blackbloodtroll wrote:+9000What is with sunder hate?
Items are easily repaired in Pathfinder.
There is no lost treasure.
It is a common misconception.
A better explanation would be how few foes actually rely on artificial weapons, especially at later level. A two- handed fighter is better off spending his actions killing his foes.

Lobolusk |

I would think it would work with any weapon, but a looking at the build, a Bardiche or a Falchion would definitely be my recommendation... which should be okay since a Bardiche is essentially a giant axe on a long handle and a Falchion is basically a two-handed sword. Your weapon can look like anything thematically but mechanically you'd be better off with the suggested weapons.
I am going to drop the critical mastery part of this build and focus on damage output.

Wiggz |

Damocles Guile wrote:I would think it would work with any weapon, but a looking at the build, a Bardiche or a Falchion would definitely be my recommendation... which should be okay since a Bardiche is essentially a giant axe on a long handle and a Falchion is basically a two-handed sword. Your weapon can look like anything thematically but mechanically you'd be better off with the suggested weapons.I am going to drop the critical mastery part of this build and focus on damage output.
You'd have a pretty tough time dealing much more damage than you already will be with this build - and don't underestimate the ability to sicken, stagger and stun your foes as you're carving them up. Remember, when using Whirlwind Attack with a high crit weapon, chances are you'll be shutting down a number of foes at once which will likely be the difference between keeping you alive and not in desperate battles. At higher levels, being able to inflict conditions against multiple creatures is extraordinarily useful as many things can not simply be beat down with ease.
If you decide to focus purely on damage though, I'd recommend you re-work the feats like this:
1st - Dodge
1st - Power Attack
1st - Cleave
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack, (retrain Cleave to Whirlwind Attack)
5th - Iron Will
6th - Lunge
7th - Weapon Focus: Bardiche
8th - Improved Critical: Bardiche
9th - Greater Weapon Focus: Bardiche
10th - Weapon Specialization: Bardiche
11th - Dazing Assault
12th - Greater Weapon Specialization: Bardiche
13th - Vital Strike
14th - Improved Vital Strike
15th - Improved Iron Will
16th - Greater Vital Strike
Going this route you could take the Two-Handed Fighter archetype if you prefer, and can use a Greatsword. The build won't be quite as effective, but will deal more damage. You might want to consider taking 4 levels of Barbarian at the end since there won't be any more damage-type feats available for you and the Strength boost might come in useful during certain battles (allowing you to use Combat Expertise and Power Attack together if nothing else).
I would like to encourage you to reconsider the original offering though - I've learned that while specializing is a good thing, over-specializing can often be to the detriment of the character, and its often useful to have a couple of different bullets in your gun.

Lobolusk |

Lobolusk wrote:Damocles Guile wrote:I would think it would work with any weapon, but a looking at the build, a Bardiche or a Falchion would definitely be my recommendation... which should be okay since a Bardiche is essentially a giant axe on a long handle and a Falchion is basically a two-handed sword. Your weapon can look like anything thematically but mechanically you'd be better off with the suggested weapons.I am going to drop the critical mastery part of this build and focus on damage output.You'd have a pretty tough time dealing much more damage than you already will be with this build - and don't underestimate the ability to sicken, stagger and stun your foes as you're carving them up. Remember, when using Whirlwind Attack with a high crit weapon, chances are you'll be shutting down a number of foes at once which will likely be the difference between keeping you alive and not in desperate battles. At higher levels, being able to inflict conditions against multiple creatures is extraordinarily useful as many things can not simply be beat down with ease.
If you decide to focus purely on damage though, I'd recommend you re-work the feats like this:
1st - Dodge
1st - Power Attack
1st - Cleave
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack, (retrain Cleave to Whirlwind Attack)
5th - Iron Will
6th - Lunge
7th - Weapon Focus: Bardiche
8th - Improved Critical: Bardiche
9th - Greater Weapon Focus: Bardiche
10th - Weapon Specialization: Bardiche
11th - Dazing Assault
12th - Greater Weapon Specialization: Bardiche
13th - Vital Strike
14th - Improved Vital Strike
15th - Improved Iron Will
16th - Greater Vital StrikeGoing this route you could take the Two-Handed Fighter archetype if you prefer, and can use a Greatsword. The build won't be quite as effective, but will deal more damage. You might want to consider taking 4 levels of Barbarian at the end since there won't be any more damage-type feats available for you and the...
thanks I will think about it. It kept me up all night going over the possibilities sin my head. how critical is a reach weapon for the original build? I think I could pull it off with a great sword.

Wiggz |

Wiggz wrote:...Lobolusk wrote:Damocles Guile wrote:I would think it would work with any weapon, but a looking at the build, a Bardiche or a Falchion would definitely be my recommendation... which should be okay since a Bardiche is essentially a giant axe on a long handle and a Falchion is basically a two-handed sword. Your weapon can look like anything thematically but mechanically you'd be better off with the suggested weapons.I am going to drop the critical mastery part of this build and focus on damage output.You'd have a pretty tough time dealing much more damage than you already will be with this build - and don't underestimate the ability to sicken, stagger and stun your foes as you're carving them up. Remember, when using Whirlwind Attack with a high crit weapon, chances are you'll be shutting down a number of foes at once which will likely be the difference between keeping you alive and not in desperate battles. At higher levels, being able to inflict conditions against multiple creatures is extraordinarily useful as many things can not simply be beat down with ease.
If you decide to focus purely on damage though, I'd recommend you re-work the feats like this:
1st - Dodge
1st - Power Attack
1st - Cleave
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack, (retrain Cleave to Whirlwind Attack)
5th - Iron Will
6th - Lunge
7th - Weapon Focus: Bardiche
8th - Improved Critical: Bardiche
9th - Greater Weapon Focus: Bardiche
10th - Weapon Specialization: Bardiche
11th - Dazing Assault
12th - Greater Weapon Specialization: Bardiche
13th - Vital Strike
14th - Improved Vital Strike
15th - Improved Iron Will
16th - Greater Vital StrikeGoing this route you could take the Two-Handed Fighter archetype if you prefer, and can use a Greatsword. The build won't be quite as effective, but will deal more damage. You might want to consider taking 4 levels of Barbarian at the end since there won't be any more damage-type feats
The benefit of reach weapons is lots of extra attacks. Someone closes with you to attack you, you get to make an attack of opportunity. When using Whirlwind Attack (or even a full attack action) you can reach more foes without having to move, meaning more full attacks and more damage dealt to more targets. It also keeps you safer as the reverse is true - anything Large or bigger is going to have reach, and if you don't have a reach weapon then you have to close with them to make your attack, giving them an attack of opportunity against you.
The original build can work adequately with a non-reach weapon such as a Greatsword (though it would work better with a Falchion due to its higher critical threat range and the two are fairly interchangable theme-wise), but if you go that route you should ditch Combat Reflxes at 5th and take Iron Will instead.

Lemmy |

Lobolusk wrote:why is sunder bad? because the Gm will start doing it to me?Because you destroy your own loot and get no moneyzzzz.
Well, he can simply give armors and weapons the "Broken" condition, causing a bunch of penalties to the enemy. And then, after combat, have the wizard cast "Mending" (you know, the cantrip) on the loot.