Two-Handed Fighter Build Advice


Advice


I am joining a high level campaign in about a month or so.

The characters in this game get to start at Level 18. I decided that I wanted to make a Two-Handed Fighter and try to make him do as much damage as possible. I was just want some advice to make this character the best he can be. I was originally thinking about taking power strike, the vital strike tree, and even going for a decent charisma value to meet the requirements for the greater eldritch orc bloodline.

Let me know what you think. This is my first post by the way, so sorry if there is any formatting problems or anything, or if you need more information.


My group is just finishing Jade Regent,our two hand fighter does amazing dps even though he is not optimized. two handed fighter archetype and power attack, weapon specializations and there you are.


The Character-making Gods of the messageboards might ask for some more information...
For example:

Do you have a race preference/ preferences in general?
What are you willing to sacrifice for high amounts of damage?
what else would you want to do besides damage/ what is 2nd best thing your character does?
what creatures types do you think your gm will throw at you?
What classes will your other party members be playing?
and most important:
What source materials does your GM allow/not allow?

this should help them narrow down the list of characters they will throw at you.


Vital Strike is good, but probably only a secondary use to a good THF. It only adds extra damage dice, and most of your damage will be from STR and Power attack. Furious focus is a no-brainer feat and will make single power attacks the main thing you do when moving. The cornugon smash/dazzling display/deadly stroke tree is probably ideal, so that you can make enemies flat-footed. You will have a decent charisma if you were targeting the Orc EH tree, making intimidate that much better. A single level dip in Alchemist and Barb will give some extra strength boosts, as well. A falchion with Sundering Strike will allow you to destroy any equipment your foes may carry.


PsychoMilkman wrote:

I am joining a high level campaign in about a month or so.

The characters in this game get to start at Level 18. I decided that I wanted to make a Two-Handed Fighter and try to make him do as much damage as possible. I was just want some advice to make this character the best he can be.

Go with the dervish archetype so that you can move and still full attack. Ditch vital strike entirely.

High level is hard to jump into well.. is the campaign starting there or are you joining an existing game, what do they already have?

-James


My advice is as follows:

Find someway to get him pounce or the equivalent. I know there is a fighter ability or feat that fighters can take that will allow this, but I don't remember what (don't play fighter often)

Focus on equipment that gives you mobility b/c nothing slow a fighter down like difficult terrain (boot of flying, quick runners shirt)

Go large and get spells. Dangerously Curious can give you wands. First level wands can give you Enlarge and Lead Blade. The magic item vest/coat/robe??? of sipping (low cost item the cost I think 5K work well for storing a potion and activating it for a round at a time. So it is great with a potion of enlarge.

There is also a race that allow you to cast Enlarge person on yourself as a spell like ability.

You will have more feats than you know what to do with so it will be hrd for you to go wrong. With that said take Step Up, Power Attack, Iron Will, Improve Iron Will for sure.

Dip in barbarian is great. Optimistic Gambler Racial Trait to go along with barbarian dip is even better. There is one barbarian archetype called wild rager that gives you two attacks for -2attack/-4AC.


Oracle of Sunder wrote:

The Character-making Gods of the messageboards might ask for some more information...

For example:

Do you have a race preference/ preferences in general?
What are you willing to sacrifice for high amounts of damage?
what else would you want to do besides damage/ what is 2nd best thing your character does?
what creatures types do you think your gm will throw at you?
What classes will your other party members be playing?
and most important:
What source materials does your GM allow/not allow?

this should help them narrow down the list of characters they will throw at you.

I am not allowed to be human. So I am looking at the Nagaji race at the moment for the plus Strength and Charisma. But I am willing to change.

I am not sure what to sacrifice, but since this guy is probably going to be in the middle in fights, I probably will want to have some survivability.

This is actually an evil campaign, where all the player characters are supposed to be evil. So besides maybe fighting good creatures, I have really no idea.

There is going to be 4-5 other players. One is going to be an Arcane Trickster, an Oracle (I am not sure what he is going for, but I am certain he is not a healer), a War Master, and the other 2 are unknown.

He has not specifically stated that he is not allowing certain materials. So I am assuming everything is fair game. The only restrictions he gave us was that we have to be evil, and can't be any core race besides half-orc.


james maissen wrote:
PsychoMilkman wrote:

I am joining a high level campaign in about a month or so.

The characters in this game get to start at Level 18. I decided that I wanted to make a Two-Handed Fighter and try to make him do as much damage as possible. I was just want some advice to make this character the best he can be.

Go with the dervish archetype so that you can move and still full attack. Ditch vital strike entirely.

High level is hard to jump into well.. is the campaign starting there or are you joining an existing game, what do they already have?

-James

Yeah, that is why I am having a bit of trouble. I find it easier to figure it out as I go along.

The campaign is new and is simply starting at level 18. There is going be 4-5 other characters. One arcane trickster, one war master, one oracle and the other two I am not sure.


Oserath wrote:
Vital Strike is good, but probably only a secondary use to a good THF. It only adds extra damage dice, and most of your damage will be from STR and Power attack. Furious focus is a no-brainer feat and will make single power attacks the main thing you do when moving. The cornugon smash/dazzling display/deadly stroke tree is probably ideal, so that you can make enemies flat-footed. You will have a decent charisma if you were targeting the Orc EH tree, making intimidate that much better. A single level dip in Alchemist and Barb will give some extra strength boosts, as well. A falchion with Sundering Strike will allow you to destroy any equipment your foes may carry.

What do you think I should replace vital strike with? Another popular option is cleave but it seems very situational.

I like cornugon smash to deadly stroke tree a lot. I was previously thinking of doing the trip/greater trip feat tree but your idea seems a lot better. I am assuming Intimidating Prowess will be very good as well if I choose to go that route.

For dipping into Barbarian for the rage, do the extra rounds have to be barbarian levels or just any level? Thanks for the help.

Dark Archive

You have a lot of great options going straight fighter. Imp Trip and Graater Trip are solid, but situational. I would stay away from the Vital Strike tree (very situational ) and look to Curnugon Smash for extra bonuses.

Spending a few feats to pickup Point Blank Shot, Précise Shot and Rapid Shot (easy for an 18th level fighter) will make you versatile and give you ranged options (think dragon that is flying around breathing and casting spells at your group). The Disruption feat line is worth looking at, too, since you have so many feats. Disruptive, Step up, Step up and Strike, Spellbreaker, etc. Don't forget Iron Will and Improved Iron Will!

Grand Lodge

Are you looking for a Big Hit Build?


Haha, exactly the thread I was thinking of BBT.

OP- really if you are a two handed fighter just start at 18 and survive until level 19, at which point you can auto critical enemies and deal several hundred damage with a single hit.


PsychoMilkman wrote:
Oracle of Sunder wrote:

The Character-making Gods of the messageboards might ask for some more information...

For example:
...
this should help them narrow down the list of characters they will throw at you.

I am not allowed to be human. So I am looking at the Nagaji race at the moment for the plus Strength and Charisma. But I am willing to change.

I am not sure what to sacrifice, but since this guy is probably going to be in the middle in fights, I probably will want to have some survivability.

This is actually an evil campaign, where all the player characters are supposed to be evil. So besides maybe fighting good creatures, I have really no idea.

There is going to be 4-5 other players. One is going to be an Arcane Trickster, an Oracle (I am not sure what he is going for, but I am certain he is not a healer), a War Master, and the other 2 are unknown.

He has not specifically stated that he is not allowing certain materials. So I am assuming everything is fair game. The only restrictions he gave us was that we have to be evil, and can't be any core race besides half-orc.

so non-core races only except half-orc...

An Angel-kin assimar who "resents people expecting him to be perfect and wants to show them just how wrong they can be" would be an interesting kind of evil, and would also give +2 to STR and CHA but without the Nagi Int penalty... though with the CHA preference Int may be your dump stat anyway as a fighter should never dump Wisdom.
On that note a wayfinder with a clear spindle Ioun Stone in it is your ticket to not being charmed into killing your allies... (along with the normal benefits of not needing to eat or drink)

Ive seen math that for a +6 strength mod or higher a Falcata is the best weapon to use 2handed (even beating the greatsword, which unlike the Falcata cant be used onehanded with a shield) It will burn one of your feats for EWP.

Power attack is a must as well as weapon focus and specialization in your chosen weapon. Its up to you whether you want to go reach weapon (Lucernhammer is my favorite, but fauchard is 1d10 18-20crit and has trip) combat reflexes, trip whirlwind attack... or just straight up damage and defenses for the rest of your feats.

below is a rough 20pt buy using the assimar without Magic items.
10 Str: 22 (16)+4lvls +2race
5 Dex: 14
5 Con: 14
-4 Int: 7
2 Wis: 12
2 Cha: 14 +2race


Power attack , furious focus = main attack
Trip, greater, felling smash = some manuver
Cournogon smash = debuff for free
Vital strike = added bonus on the move
Critical feats, dazzling assult and whatever that will make you hit once and never again.


PsychoMilkman wrote:
The campaign is new and is simply starting at level 18. There is going be 4-5 other characters. One arcane trickster, one war master, one oracle and the other two I am not sure.

I know you were looking at a two-handed bruiser.. but let me throw out an archer at you:

Dhampir (Vetala-born, Dayborn, Vampiric Empathy) {or alternatively Svirfneblin (Stoneseer), but I'll go with the half-vampire for now}

Fighter18 (Dervish of Dawn)

STR 12 (2pts)
INT 05 (-4pts, -2racial)
WIS 16 (5pts, +2racial)
DEX 24 (17pts, +2racial, +4bumps)
CON 12 (2pts)
CHA 13 (3pts)

(salt to taste, and before magic items or any inherent bonuses)

Feats (19):
Point Blank Shot
Precise Shot
Rapid Shot
Deadly Aim
ManyShot
Improved Precise Shot
Improved Critical: longbow
Weapon Focus/Spec/Greater Focus/Spec: Longbow
Point Blank Master
Combat Reflexes
Snap Shot
Improved Snap Shot
Skill focus: stealth
Hellcat Stealth
Eldritch Heritage & Improved: Shadow

Traits:
Make Stealth a class skill & +1stealth (e.g. slippery)
Fate's Favored (if you buy a luckstone) or adopted: auspicious tattoo, etc

Skills: Stealth (maxed), then favored class if desired

Items: have at least a +2 CHA headband in there.

-James


Dude said Int-5....

Never go full retard dude


Sorry for reviving this thread, but I didn't feel like making a new post. After reading everyone's suggestions this is what I decided to do at the moment.

Race-
Aasimar (Angel Blooded)

Traits-
Defender of the Society, Indomitable Faith

Flaw-
Overly Loyal

Stats
STR 18 (+2 racial, +1 at 4,8,12,16,20)
DEX 12
CON 10
INT 7
WIS 8
CHA 15 (+2 racial)

-Feats-
01 Power Attack, Exotic Weapon Prof Elven Curve Blade, Furious focus
02 Weapon Focus
03 Dazzling Display
04 Weapon Specialization
05 Intimidating Prowess
06 Shatter Defenses
07 Cornugon Smash
08 Improved Critical
09 Greater Weapon Focus
10 Skill Focus: Survival
11 Deadly Stroke
12 Greater Weapon Specialization
13 Eldritch Heritage (Orc Bloodline: Touch of Rage)
14 Improved Eldritch Heritage (Orc Bloodline: Strength of the Beast)
15 Critical Focus
16 Stunning Assault
17 Greater Eldritch Heritage(Orc Bloodline: Power of Giants)
18 Blinding Critical
19 (Not sure)
20 (Not sure)

So this is what I came up with so far and I wanted your opinion on it so far. I am not sure on the crit feat tree line because I am not sure how well crits do at high level. I took the extra feat at level one, because my GM wanted us to have flaws with our characters and we get a bonus feat from that.

We are also allowed to have a 'reasonable' amount of magic equipment to start off with. I think like 300,000gp max or so. So I decided to pick these:

Belt of Physical Might (STR, CON +6)
Ring of Protection (+5)
Amulet of Natural Armor (+5)
Cloak of Resistance (+5)
Enhanced Full Plate (+5)

So anyway, I guess I am looking for suggestions for this build. Do you guys recommend other feats besides the crit ones or what the last 2 feats should be? Or do you recommend other magic items that will work better for this character.

Thanks for the help


Level 1: don't bother with the exotic weapon proficiency feat. Use a nodachi: Martial, two-handed 1d10/18-20, P/S, brace, 60 gp.

Not sure what you'd replace it with, but you might as well have a feat you picked up later to be moved up earlier to maybe qualify for another feat, at the very least.

Oh if this is the two-handed fighter archetype, get gloves of dueling as you keep weapon training.


First off, great build. Here are my suggestions.

1) +4 Headband of Chr/Wis (40K). Increase your Will Save by 2 and allow you to take Greater Eldritch Heritage which requires a Chr of 17. Plus, you have some extra cash to kill.

2) Switch from Furious Focus to Iron Will. You are always going to hit with your first swing (power attack or no power attack) short of a very very bad roll. This increases your Will Save to +15, which is not fail proof, but it is respectable. Otherwise, your mind will be child's play to those with effects targeting your Will Save.

3) Get rid of Defender of Society and take Optimistic Gambler. This will make the moral bonus you get from Eldritch Heritage (Touch of Rage) last for 1d4 rounds long. So that means at least 2 rounds and upto 5 rounds of a moral bonus. No Brainer here. Really, no brainer.

4) Turn all of your equipment other than you armor and the RoP into tattoos. Wondrous Items can be turned into tattoos. Now your stuff can't be stolen or damaged (outside of the unlikely).

5) You are going to need a +3 weapon (18K), wing boots (12K), ring of invisibility (20K), handy haversack, some cure potions, hat of disguish (greater), Quick Runners Shirt (1K). So you will need to scale back on your other items.

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