Tips for a two handed fighter


Advice


Hi there

I am about to play in a Carrion Crown adventure and after some deliberation, I've decided to switch to playing a Fighter as I've never played one before. In particular the Two Handed Fighter.

I'm in a 3 man party consisting of a Dwarf Inquisitor (Rage domain) and a Human Reach Cleric of Desna. Because we only have 3 players, the DM will allow us to have max HPs.

My challenge is to stay a straight fighter and human. I was inspired heavily by Druss the Legend but wanting to put my own spin.

I am not going for a one trick pony but when I was running one of my players made a comment how useless Vital Strike was. So I wanted the challenge of trying to make it work. Even though it is situational I can see where it is really useful - great against opponents with DR and high AC foes that you are probably not going to hit with iteratives. Combine with Furious Focus and the other Two Handed Fighter archetype features, it seemed viable.

What I came to was that I can use Two Handed Thrower with all the archetype perks of the Two Handed Fighter, hurl a weapon with Greater Vital Strike + Devastating Strike for a lot of damage. I can also Sunder + Vital Strike, Lunge + Vital Strike, Attack of Opportunity with a Vital Strike (once). Also if I use a Reach weapon I can sunder without incurring AoOs. I have avoided Cleaving since I think it is mechanically weak past low levels.

For this build I was looking at using a Lucerne Hammer, getting an adamantine version with the returning property ASAP and as many pluses as I can afford. The idea is stand at a distance, throw the hammer where I can, have it return and keep the enemy at bay using reach and Combat Reflexes. If they get in range, take a five foot step back or drop the hammer, switch to spiked gauntlets.

Any feedback here would be greatly appreciated!

Here's what I've come up with:
1: Power Attack, Toughness, Iron Will
2: Furious Focus
3: Improved Sunder
4: Two Handed Thrower
5: Combat Reflexes
6: Vital Strike
7: Lunge
8: Greater Sunder
9: Devastating Strike
10: Improved Iron Will
11: Improved Vital Strike
12: Disruptive
13: Improved Devastating Strike
14: Sundering Strike
15: Death or Glory
16: Greater Vital Strike
17: (open)
18: (open)
19: (open)
20: (open)


Oh using 25 pt buy because we only have 3 players. Here's my stat allocation thus far:

Str: 17+2=19
Dex: 13
Con: 15
Int: 10
Wis: 13
Cha: 9

Attribute increases will go into Dex at Level 4, the rest into Str.
Favoured class bonus into HPs since his AC will be crap and he's a frontliner.

Sovereign Court

Maybe check out the Step up and Strike feat line. So much fun :D "Oh, you want to 5 foot step away? That's a real shame."


I'm playing in it right now. Just got out of the first book. Honestly, will saves are incredibly in the first book. I would try and get a 14 wisdom and 14 constitution. I'm really not certain how effective throwing is going to be, so i can really only give you that advice.


There are some nice things you can do on critical hits with two handed weapons/reach weapons. It might be worth considering changing the build a little bit and using a fauchard with improved critical. Although this might not work so well for a Vital Strike build, since the extra damage isn't multiplied.


1st level Feat -
I'd think about dropping Toughness and grabbing Fey Foundling from the ISG. Fey Foundling allows you to heal +2 HP for each die rolled when you receive healing. plus it gives a +2 bonus on saves vs death magic.
Only drawback is you take extra damage if you get hit by cold iron and have to take it at first level.

If you're set on using Vital Strike, Think about taking at least 1 level of the Ranger Archetype: Freebooter from the Pirates of the Inner Sea Book. Gives you access to 'Freebooter Mark' your target as a move action. Giving a +1 to hit and +1 damage vs that marked target with weapon attacks for your party. Plus it also opens up access to some of the Ranger spells. Grab yourself a Wand of Lead Blades and increase your 2 handed weapon damage dice size. Drink a potion of Enlarge and really go to town.

Example: Great Sword damage: 2D6, 3D6 with Lead Blades, and 4D6 with enlarge & Lead Blades. With Vital Strike, that's 8D6 damage.

Sunder Feat line -
Have a love/hate with this feat line. If this is a home game, it's kind of a bad choice as the stuff you're sundering is your take home treasure. Plus about 1/3 to 50% of the stuff you might end up fighting won't have stuff to sunder.
...but it can put a serious crimp in the bad guys tactics if you can and do use it against them.


If you want to go the Vital Strike route... I would suggest a double damage dice weapon with a higher critical multiplier. The Earth Breaker for example. Yes, you don't crit as often; however, when you do... you bring the pain! For example.... You have Vital Strike and crit... That's 8d6+3xbonuses.

That way you really maximize the amount of damage dice your weapon with Vital Strike. 4d6 vs. 2d10... I find 4d6 more satisfying.

Grand Lodge

Congratulations on choosing a very strong combat approach. Your fighter will surely kick &^*£. This character will be especially good at protecting allies.

At low levels you will get great benefit from extra AoOs. Consider getting Combat Reflexes very early: perhaps switch with Toughness. It's worth losing a few HP to get extra attacks. Consider bumping your DEX to 14, for those sweet 3 AoOs per round. This will enhance your teamwork opportunities with your allied reach cleric, who probably also gets 3 AoOs per round. If you work at it as a team you can probably get nearly as many AoOs as regular attacks. This can effectively almost double your combined damage output, especially in the crucial early rounds of combat. Your party cleric will also want to do this.

You have an ally who uses a similar fighting style. Seriously consider some teamwork feats to share with the other reach warrior. Examples: Paired Opportunists, Outflank, others. This would amplify both your combat ability, if you have the movement discipline to stay in formation.

You will likely find that the damage you inflict with your thrown weapon is small compared to the damage you do whacking things directly, despite Two Handed Thrower. It's great to have a missile weapon, but don't fool yourself into thinking you will get all that many chances to use it. Consider that you could simply carry a few chakram (and a sling!) on your person for only slightly less throwing damage, without investing any feats.

Here's an example of the extreme version of throwing big things in combat. This build is dedicated to throwing rocks, and can be enormously effective with thrown rocks. This only really works, though, if you dedicate a lot of feats to it, which means you can't do other stuff very well.

Sometimes you don't have a foe in reach in the first round of combat. Instead of throwing stuff, consider 'I ready an action to attack the first foe to come within reach'. This requires no feats, hits harder than your thrown weapon, and fills the same 'before the enemy gets close' time slot. This is probably what your cleric ally will want to do, and this tactic works best with teamwork. Consider: if you both do this then the first foe who tries to rush you will take four of your attacks before even getting close. This tactic is ideal versus foes with multiple attacks, such as ghouls, yeti, or anything with a claw-claw-bite attack routine. Smart tactics can completely deny common foes the full attack.

You will probably want the feat Quickdraw by 6th level. This is when you get your first iterative attack. Iterative attacks are how you will crush your enemies. Quickdraw allows you to draw weapons and not lose your iterative attack(s). Around 7th level your allies will start casting Haste (actually Blessing of Fervor) on you, suddenly giving you three iterative attacks. By 7th level you can conceivably get 6 attacks in one round: a lunging full attack for your full BaB, a bonus full BaB attack for haste, a Bab-5 iterative attack, then 3 full BaB AoOs. This is how a two handed fighter crushes armies.

Nothing wrong with Vital Strike. Hope you don't need to use vital strike, though, because you want to get full attacks. You will often be denied a full attack. Look for ways to deny the full attack to your foes, as this is a great way to take less damage. Use Vital Strike when the tactical situation denies you a full attack. Also note that Vital Strike does not work with AoOs, or combine with much of anything else. Vital Strike is its own Standard Action. Think of Vital Strike as the consolation prize when you fail to get a full attack. Works great with Lunge.

Good luck!


Grokk_Bloodfist wrote:

Hi there

I am about to play in a Carrion Crown adventure and after some deliberation, I've decided to switch to playing a Fighter as I've never played one before. In particular the Two Handed Fighter.

I'm in a 3 man party consisting of a Dwarf Inquisitor (Rage domain) and a Human Reach Cleric of Desna. Because we only have 3 players, the DM will allow us to have max HPs.

My challenge is to stay a straight fighter and human. I was inspired heavily by Druss the Legend but wanting to put my own spin.

I am not going for a one trick pony but when I was running one of my players made a comment how useless Vital Strike was. So I wanted the challenge of trying to make it work. Even though it is situational I can see where it is really useful - great against opponents with DR and high AC foes that you are probably not going to hit with iteratives. Combine with Furious Focus and the other Two Handed Fighter archetype features, it seemed viable.

What I came to was that I can use Two Handed Thrower with all the archetype perks of the Two Handed Fighter, hurl a weapon with Greater Vital Strike + Devastating Strike for a lot of damage. I can also Sunder + Vital Strike, Lunge + Vital Strike, Attack of Opportunity with a Vital Strike (once). Also if I use a Reach weapon I can sunder without incurring AoOs. I have avoided Cleaving since I think it is mechanically weak past low levels.

For this build I was looking at using a Lucerne Hammer, getting an adamantine version with the returning property ASAP and as many pluses as I can afford. The idea is stand at a distance, throw the hammer where I can, have it return and keep the enemy at bay using reach and Combat Reflexes. If they get in range, take a five foot step back or drop the hammer, switch to spiked gauntlets.

Any feedback here would be greatly appreciated!

Here's what I've come up with:
1: Power Attack, Toughness, Iron Will
2: Furious Focus
3: Improved Sunder
4: Two Handed Thrower
5: Combat Reflexes
6: Vital Strike
7: Lunge
8: Greater Sunder
9: Devastating Strike
10: Improved Iron Will
11: Improved Vital Strike
12: Disruptive
13: Improved Devastating Strike
14: Sundering Strike
15: Death or Glory
16: Greater Vital Strike
17: (open)
18: (open)
19: (open)
20: (open)

The feat list isn't too bad, but there are some issues that you should be aware of.

Right out of the gate, don't take Toughness, at least not right away. If you're going to be playing with maximum Hit points (and the enemies are not, of course), the extra 3 or so hit points aren't worth the feat, even if they scale. Chances are, enemies in the lower levels aren't going to be one-shotting a 12 hit point Fighter. I'd sub that for something else, like Weapon Focus. (You can never have enough bonuses to hit and damage.) If you are still somehow having trouble staying alive in the later levels, go ahead and take it, but starting out, you shouldn't need it.

Improved Devastating Strike should not really be needed either, since your attack bonuses are already high enough when facing enemies. Additionally, unless you're using an 18-20/X2 weapon (the Nodachi is a great example for this), it's not worth the feat since your chances of critting are pretty slim.

Disruptive won't really make a difference by that level, as most casters who are worth their salt won't be having trouble combat casting, and the minor penalty it gives won't amount to anything.

Combat Reflexes is not going to help you out too much unless you get other abilities that grant you additional Attacks of Opportunity, A feat for an extra AoO per round, although it seems nice, isn't really worth it against smart enemies. If you were going to take Bodyguard, I'd say go for it, as you would be getting extra uses for your AoOs; on top of that, there are better feat selections.

If you are planning to be a thrower-type, Lunge won't be particularly useful.

Death or Glory, although nice, is a very situational feat. The only time you will be able to use it properly is if the enemy you're attacking has already used their Immediate/Swift Action for the round, as their ability to hit you back is nullified. Otherwise, you're only trading 1 for 1 at slightly higher benefits, and that's not a smart tactic unless you're enabling a better trade for one of your party members.

As a personal note, Sunder, although a great maneuver for Two-Handed Fighters to excel at, does come at its own price; you'll be destroying the gear you'll be claiming as your own, and fixing it will cost money, or even selling it will end up having a reduced value for its damage. I won't say not take it, but I will say to be careful with its uses, as you may end up destroying powerful upgrades you may want/need.

For your open feats, I'd suggest grabbing the Weapon Focus and Weapon Specialization feat lines, as well as the Penetrating Strike line of feats, pumping out your damage and attack numbers are your bread and butter. Improved Initiative is always good; being able to go first in combat is very valuable, especially in later levels where going first decides the battle because rocket tag.

Grokk_Bloodfist wrote:

Oh using 25 pt buy because we only have 3 players. Here's my stat allocation thus far:

Str: 17+2=19
Dex: 13
Con: 15
Int: 10
Wis: 13
Cha: 9

Not a bad selection, and I'm assuming you don't want to dump stats, but I can wedge in a few more points for your optimization level here.

Dexterity should only be 12 tops, as Combat Reflexes and none of your other feats do not require Dexterity. The +1 modifier for Full Plate is all you're going to need.

Constitution should be dropped down to 14. You are paying 2 points for no mechanical gain, when those 2 points can increase some more important statistics.

Wisdom should be pumped up to 14, and Charisma can be placed back to 10 with the extra cutbacks you made.

If you have access to the Advanced Race Guide, I would consider removing the Toughness Bonus Feat you would normally get, as well as the extra skill point per level, and take the Dual Talent racial trait. From there, you can also pump your Constitution or Wisdom up to 16 if you'd like. Or, you can have some dump stat leeway, be able to safely dump your Charisma down to 7 (resulting in the effective 9 you currently have), and raise your Strength to an effective 20.

As far as skills, you won't be doing much, and that's because you aren't designed for it. If you had Armor Training, I'd highly recommend Acrobatics, even if it is not a Class Skill. (If it wasn't, the Additional Traits feat would be very helpful, since this would make Acrobatics a Class Skill, as well as another benefit of your choice from the Traits section.) Otherwise, I'd do a Climb/Swim hybrid divvy-up (that is, you effectively spend 10 points on both), and the other skill to be maximum Perception. (You can never have enough Perception in a party.)
'
If you have other questions or need other suggestions, I made a fairly comprehensive Two-Handed Fighter guide. (You can find it here, and it should cover all the bases you could possibly need covered, as well as some adventuring tips.

Good luck!


Imho, a Human Fighter gets more from Dual Talented than the feat and the extra skill points. You really can use more points into STR/DEX.


Wow thanks for the tips. I will have a play around with the point buy and see what I can come up with a little later. Same with the feats.

The reason behind Two Handed Thrower was, as near as I can tell, I can get the x2 STR bonus on a throw, Power Attack (at no penalty with Furious Focus) and assuming it is a single throw I can use a Vital Strike and Devastating Strike (single attack action). Is that correct? That is a helluva lot in one action. The only bummer is I'd take an AoO to do it (and there's another feat I can take to fix that). Oh and I have no idea on the range increment of a Lucerne Hammer.

On the subject of the weapon, I picked a weapon that didn't require exotic weapon proficiency, had reach and looked cool. If I was going for a reach weapon with 2d6 damage dice and reach and didn't mind spending a feat I'd go dwarven long hammer. But I am not wedded to tshe lucerne. In fact I could go a great sword just as easily but then I lose out on reach advantages and the crux of my build.

Sundering, same deal. Happy to get rid of it but it just seemed like a nifty way to take advantage of some of the bonuses inherent in the two handed fighter archetype.

Is the build idea I am working towards solid? I have never really played a Fighter before so I am wondering if manoevers like Sunder are worth it or if I should just focus on maximizing to hit, damage and AoOs.

Thanks!


Ok, I've had a tweak with the feats. I've removed the Sunder line of feats and Disruptive replaced with Weapon Focus/Weapon Specialisation chain. I've also swapped out toughness although I still very much like the feat given my AC is going to be lower than the others and I'll be frontlining.

Feats I'm up in the area about I've marked with *.

Two Handed Thrower I like because as I posted above, off the one throw I can do significant damage. Unless I'm wrong on my assumptions of Overhand Chop, Power Attack, Furious Focus and Vital Strike. I just don't know the range increment of a big two handed weapon... :-/

Lunge I've left in because I like the idea of being able to extend my reach with the reach weapon, particularly if I'm taking 5' steps back against an advancing foe. Could swap out for Toughness I guess?

Improved Devastating Strike comes down to the weapon choice I guess. For a weapon that has a x3 and only crits on a 20, it's probably less value but still +6 to crit confirmation is nothing to sneeze at. Doubly so since the 19th level capstone we'll probably never reach. I still very much like Death or Glory but I'm open to alternative builds.

BTW I really like the teamwork feats. I'll suggest those to the other players and see what they think.

Any advice on the weapon? Should I stick with the Lucerne or should I go for a dwarven longhammer? If so, when? I could drop Lunge, take Exotic Weapon Proficiency (dwarven longhammer) at 3rd, Weapon Focus at 4th and Weapon Spec at 5th, pushing Two Handed thrower to 6th,Vital Strike 7th.

Here's what I have so far:

1: Power Attack, Combat Reflexes, Iron Will
2: Furious Focus
3: Weapon Focus
4: Two Handed Thrower*
5: Weapon Specialisation
6: Vital Strike
7: Lunge*
8: Greater Weapon Focus
9: Devastating Strike
10: Improved Iron Will
11: Improved Vital Strike
12: Greater Weapon Specialisation
13: Improved Devastating Strike*
14: Penetrating Strike
15: Death or Glory*
16: Greater Vital Strike
17: (open)
18: (open)
19: (open)
20: (open)

BTW I've reassigned the attributes so that I get a bit more Dex and another AoO off Combat Reflexes. I don't like the idea of trading a feat for more attributes and yes, I don't want to tank stats too badly. :)

Str: 17+2
Dex: 14
Con: 14
Int: 10
Wis: 13
Cha: 9

Thanks again for the input guys. Please keep the advice coming.


Dual Talent Human? Put the +2 into Con (16) and later take toughness which would give the equivalent of +2 hit points/level over where you are now for the cost of 1 feat and 1 skill point/level. You also get +1 better Fort Saves (say a trait equivalent?)

If you go 18 strength you could go 18 Con/Strength which would make you a beast in combat and still have 5 points to push dex/wisdom (or some other stats if desired).

You have loads of feats I think the +2 into Con is completely worth it.

Grand Lodge

Your choice of weapon hardly matters. Rodinia uses a lucerne hammer. The differences start out small and become vanishingly small by middle levels. There's less than 10% difference between inflicting 1d8+26 HP (longspear) and 1d12+26 HP (lucerne hammer).


Yes, but the damage dice of both would increase, simply staying one step away on a scale. 1d8 enlarged gives you 2d6, with an average of 7. 1d12 enlarged gives you 3d6, with an average of 10.5.

An extra 1d6 damage is nice, but when you compare that with +26, Rodinia's point is that it's hardly worth a feat.

If you're going to use an exotic reach weapon, I'd like to repeat my suggestion of a fauchard with Improved Critical. +26 is nice, but it's even better when 30% of your hits have +52. And there are so many other nice options for a build that uses frequent critical hits.

Liberty's Edge

If you're still thinking of putting your first stat up into anything other than Strength, you should think of starting with an 18, and using the points there elsewhere, maybe wisdom or con. Also I think you mentioned about using the Lunge feat to provoke attacks of opportunity, which is kinda hard to do. Your range is only increased on your turn, only the penalty lasts til your next turn.


If you're after that extra STR bump to damage. Have you looked at the Two-Handed Fighter Archetype, found in the APG?

It's a good class for using 2handed weapons and vital strike builds.


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ARgghh I'm posting at work so that makes it hard to reply, bloody proxy is doing something to my views.

I looked up the damage dice. 1d12 and 2d6 both step up to 3d6 so point taken on the feat. Fair point.

I like the look of the Fauchard and considered it long and hard. I couldn’t see a way to make it work as I’d need to invest in the Critical feats very heavily at the expense of Vital Strike/Devastating Strike combo (which is the thrust of what I was looking). While this is a very viable and awesome looking build, it just ran counter to what I was looking at. If you can show me how a sample feat progression would work, I’d consider it though?

Reasoning of Lunge: My turn, attack at 15’. Outside my turn: threaten 10’. Penalty to my AC means very little unless they have ranged weapons or reach.

Liberty's Edge

Grokk_Bloodfist wrote:

ARgghh I'm posting at work so that makes it hard to reply, bloody proxy is doing something to my views.

I looked up the damage dice. 1d12 and 2d6 both step up to 3d6 so point taken on the feat. Fair point.

I like the look of the Fauchard and considered it long and hard. I couldn’t see a way to make it work as I’d need to invest in the Critical feats very heavily at the expense of Vital Strike/Devastating Strike combo (which is the thrust of what I was looking). While this is a very viable and awesome looking build, it just ran counter to what I was looking at. If you can show me how a sample feat progression would work, I’d consider it though?

Reasoning of Lunge: My turn, attack at 15’. Outside my turn: threaten 10’. Penalty to my AC means very little unless they have ranged weapons or reach.

Just wanted to make sure you knew, I thought I had read somewhere up top that you were going to use lunge to gain an attack of opportunity, and I've seen quite a few experienced players use the feat incorrectly. You appear to be on top of it though.


Well, I sort of came up with an alternate feat progression.

Here:

1: Power Attack, Combat Reflexes, Exotic Weapon Proficiency (fauchard)
2: Furious Focus
3: Weapon Focus
4: Two Handed Thrower*
5: Weapon Specialization
6: Vital Strike
7: Lunge*
8: Improved Critical
9: Devastating Strike
10: Critical Focus
11: Improved Vital Strike
12: Critical Versatility
13: Improved Devastating Strike*
14: Penetrating Strike
15: Death or Glory*
16: Greater Vital Strike
17: (open)
18: (open)
19: (open)
20: (open)

It switches out Iron Will and Improved Iron Will for Exotic Weapon Proficiency and Critical Focus, so you'll need some good magic items to boost your will saves.

It switches out Greater Weapon Focus/Specialization for Improved Critical and Critical Versatility, but -1 attack and -2 damage isn't that high of a price to pay.

Critical Versatility is an absolutely amazing feat for you to have, and since you're already a human fighter, it really seems too good to pass up.


Seriously, will saves. The first book is full of them and in many encounters they are the difference between being an active part of the combat and standing there and dying. Also, the first book is fairly light on magic items to shore up this weakness.

Dark Archive

I need to disagree with a few suggestions made. First off, you do not have the skill points to be able to afford Dual Talent. If you have a 25 point buy, I would recommend this stat spread:

Str 18, Dex 12, Con 14, Int 13, Wis 14, Cha 10

With this progression:

1 Fast Learner, Improvisation, Power Attack
2 Quick Draw
3 Two-handed Thrower
4 Furious Focus
5 Weapon Focus
6 Vital Strike
7 Iron Will
8 Greater Weapon Focus, trade Furious Focus for Improved Critical
9 Critical Focus
10 Weapon Specialization
11 Critical Versatility
12 Improved Vital Strike
13 Greater Weapon Specialization

I'm not actually sure if Two-handed thrower removes the penalties from throwing an inappropriate weapon, so depending on the way that works, you may want to stick with the humble spear as your weapon of choice. A d8/x3 weapon may not be as sexy as a greatsword, but it will absolutely get the job done, and Quick Draw means you can carry a brace of spears that you can launch without worry.


Mergy wrote:

I need to disagree with a few suggestions made. First off, you do not have the skill points to be able to afford Dual Talent. If you have a 25 point buy, I would recommend this stat spread:

Str 18, Dex 12, Con 14, Int 13, Wis 14, Cha 10

With this progression:

1 Fast Learner, Improvisation, Power Attack
2 Quick Draw
3 Two-handed Thrower
4 Furious Focus
5 Weapon Focus
6 Vital Strike
7 Iron Will
8 Greater Weapon Focus, trade Furious Focus for Improved Critical
9 Critical Focus
10 Weapon Specialization
11 Critical Versatility
12 Improved Vital Strike
13 Greater Weapon Specialization

I'm not actually sure if Two-handed thrower removes the penalties from throwing an inappropriate weapon, so depending on the way that works, you may want to stick with the humble spear as your weapon of choice. A d8/x3 weapon may not be as sexy as a greatsword, but it will absolutely get the job done, and Quick Draw means you can carry a brace of spears that you can launch without worry.

Gimme great hit points over average/poor skills any day as a fighter.

Dark Archive

The beauty of Fast Learner is getting both +1 to skills and +1 to hp as a favoured class option. Hp you got, feats and offence you got. Out of combat utility is always going to be the uphill battle with a fighter.

First level with my array means this fighter can boast 13 hp, 16+ AC, and five skill points to throw into Knowledges (handy for identifying dangerous monster), Perception (vital for spotting ambushes) and movement related skills. If you can't jump the gap to get to the enemies, you can't hit them.

In addition, Improvisation means this guy can ALWAYS roll Knowledge, UMD, Spellcraft, and anything else. If he wants to lend a hand in steering a boat, he's got +4 to Profession (sailor). If he needs to weave baskets, he's got +3 to Craft (basketweaving).

When you get as many feats as a fighter, devote some to covering out of combat utility.

Dark Archive

Grokk_Bloodfist wrote:


Str: 17+2
Dex: 14
Con: 14
Int: 10
Wis: 13
Cha: 9

You are wasting points by having a 13 WIS and a 9 CHA. I would suggest fixing those two stats (to a 12 and 8, respectively), dropping your STR to 18, and bumping your INT to 14, so that you can take Dual Talent racial feat without losing any skill points - so that you can bump your DEX to 16 to make better use of Combat Reflexes. 14 INT gives you access to Improved Trip and Greater Trip - which are pretty awesome for a two handed fighter.

Str: 16+2
Dex: 14 +2
Con: 14
Int: 14
Wis: 12
Cha: 8

Weapon Specialization is OK, but not nearly as important as Weapon Focus. Furious Focus is kinda OK from level 4-8, but not awesome: you are a fighter with full BAB, Greater Weapon Focus and Weapon Training: you WILL hit on your first attack.

Here's my suggestion to give you a lot of versatility by working in Greater Trip while keeping the Vital Strike line.

1: Power Attack, Combat Reflexes, Iron Will
2: Furious Focus
3: Weapon Focus
4: Two Handed Thrower*
5: Combat Expertise
6: Retrain Furious Focus to Improved Trip; Greater Trip
7: Vital Strike
8: Greater Weapon Focus
9: Devastating Strike
10: Improved Iron Will
11: Improved Vital Strike
12: Fury's Fall
13: Improved Devastating Strike*
14: Penetrating Strike
15: Death or Glory*
16: Greater Vital Strike
17: Improved Critical
18: `Weapon Spec
19: Greater Weapon Spec

Sovereign Court

Argus The Slayer wrote:
14 INT gives you access to Improved Trip and Greater Trip - which are pretty awesome for a two handed fighter.

You only need a 13 INT to unlock those feats.

Grand Lodge

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Might I point out carrion crown ends around 13. Stop planning 20th level builds. You wont get there.

Dark Archive

Charon's Little Helper wrote:
Argus The Slayer wrote:
14 INT gives you access to Improved Trip and Greater Trip - which are pretty awesome for a two handed fighter.
You only need a 13 INT to unlock those feats.

Thank you Capt. Obvious.

;)

I hate wasting build points on odd numbers. The 25 point buy that I suggested is efficient and gets the job done for the build he wanted, giving him a lot of options both in and out of combat. If he really wants to not dump CHA, he could go with a 10 CHA and 13 INT, but I think the extra skill points are of more value for the build.


iron will - the essential pure fighter feat.

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