Looking for advice on a Fighter build


Advice


So I've been mucking around with a Dwarf Fighter build to try out, and figured I'd build it out to level 10 and see how it looks. Looking for feedback on the overall build, as well as any specific Feats or other choices. I had a number of goals in mind, and I think I pulled most of them off.

(1) Decent saves (especially Will). Overall, I think I pulled this off. Vs. Dominate Person, e.g. I would have a +15 to save, which means it's probably a swing and a miss for most encounters.
(2) Ability to either melee or ranged attack decently. I leaned more towards melee, but overall think I'm okay at both. Ranged attacks more for fliers, or if I tactically want to stay at range.
(3) "Good enough" AC. 29 is nothing special, but I'm using a 2H weapon, and should be able to pump out pretty good DPS, including use of Lunge as necessary. Depending on the fight, I may quaff a potion of enlarge person, to generate some additional AoOs against normal enemies (or let me attack, e.g. Giants without eating AoOs).
(4) Skills I pretty much wrote off.
(5) Some adaptability. Extra weapon and shield for if I really feel I need the defense more than damage (seldom). Chain shirt for sleeping (yay for night ambushes). Alchemist's fire just in case. Various misc items (chalk, grapping hooks, etc) I didn't bother listing.

Problems I see:
(1) No good way to deal with invisible creatures. Considered getting Blind-Fight at next level. Pretty much relying on a Faerie Fire or Glitterdust right now.
(2) No flight or self-haste, though I will get those with higher WBL.
(3) Complete lack of skills. Not much to do about this one.
(4) Initiative is a bit low. I may pick up for Improved Initiative in a level or two.

Anyway, here is the guy I came up with. Curious about suggestions or comments people may have.

CN Dwarf Fighter
Vital Stats
STR 19(21) DEX 14(16) CON 16 INT 10 WIS 13 CHA 5
111 HP
29 AC / 15 Tch / 26 Flatfooted
+4 Initiative
CMB +15 / CMD +30 (34 vs. Bull Rush / Trip)
Saves
13 Fort / 9 Reflex / 9 Will
+2 vs. Poison
+4 vs. Spells and SLAs (Steel Soul)
+2 vs. Charm and Compulsion (Birthmark)
+3 on Will saves vs. Fear (Bravery)

Equipment
Greataxe +2 (+21/+16 / 1d12+11)
Adaptive Composite Longbow +1 (alt) (+15/+10 1d8 + 7)
MW Dwarven Waraxe (alt 2) (+18/+13 1d10 + 7)
MW Dagger (+16 / +11 / 1d4+5)

Full Plate +3 (E)
Chain Shirt (for sleeping)
Heavy Steel Shield +1 (alt 2)

Amulet of Natural Armor +2 (E)
Ring of Protection +2 (E)
Belt of Physical Might (Str/Dex) +2 (E)
Cloak of Resistance +3 (E)

Handy Haversack

Oil of Bless Weapon (5)
Magic Weapon (5)
Potion of Enlarge Person (5)
Potion of Protection from Evil (5)
Alchemist's Fire (5)

Fighter
Weapon Training 1 - Heavy Axes +2
Weapon Training 2 - Bows +1

Feats
Power Attack*
Step Up*
WF: Greataxe
GWF: Greataxe
Combat Reflexes
Point Blank Shot*
Precise Shot*
Rapid Shot
Iron Will
Deadly Aim
Steel Soul

Traits
Birthmark (+2 vs. Charm and Compulsion)
Seeker (+1 Perception; Perception is a class skill)
Veteran of Battle (+1 initiative; may draw weapon as free action if able to act during surprise round)

Drawbacks: Pride

Skills
+15 Perception // +8 Climb // +8 Swim // +7 Survival // +4 Ride


Well, I might take Blind Fight instead of GWF. You have plenty of +1 bonuses, but reducing a straight-up 50% miss chance should be more important.

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