Need Advice for Dwarven Fighter


Advice

Grand Lodge

Hello all,

Fairly new player, so I'm needing advice on what skills & Feats for a 1st Dwarf fighter, who uses a battleaxe two-handed (also one-handed if need be).

I'm not going to use a shield and or another weapon/battleaxe in the other hand at all. I don't care what the bonuses/benefits are for using either.

Ability Score:
Str:16
Dex:14
Con:14
Int:12
Wis:12
Chr:9

Sczarni

Hey Bryun!

If you're looking for advice I'll go ahead and flag your post for the Advice Forum. You're more likely to get the attention your question deserves over there.

I know you're based in Sac, too. Feel free to ask any of us at GEG or Randy's for advice. We have a helpful and knowledgeable player base =).

Grand Lodge

Nefreet wrote:

Hey Bryun!

If you're looking for Advice I'll go ahead and flag your post for the Advice Forum. You're more likely to get the attention your question deserves over there.

I know you're based in Sac, too. Feel free to ask any of us at GEG or Randy's for advice. We have a helpful and knowledgeable player base =).

Thank you,much appreciated!!

Sczarni

1 person marked this as a favorite.

Any reason you're preferring a Battle Axe over the Dwarven War Axe?


Nefreet wrote:
Any reason you're preferring a Battle Axe over the Dwarven War Axe?

Might have missed the line on dwarven racial perks that treat all weapons with "dwarven" in their title as proficient as a martial weapon. Its easy to overlook little things like that when just starting out.

Grand Lodge

Nefreet wrote:
Any reason you're preferring a Battle Axe over the Dwarven War Axe?

Yes, I hate the look. lol

The one I have in mind looks like the one the dwarf (on the far left) on the cover of Forgotten Realms Accessory "Dwarves Deep" is holding.
I think for the most part Pathfinder art is pretty good, except the axes, they look funky.

Sczarni

Cool cool.

Where do you plan on spending your Favored Class Bonuses? HP? Skill points?

I ask because, if you're planning on going with HP, you could instead lower your Int to 10, and Cha to 8, and raise Con to 16. Then choose skill points as your Favored Bonus instead.

You net the same amount of skill points and HP, and there's no appreciative difference between an 8 Cha and a 9 Cha, but if you do it this way you'll net a +1 to Fort saves and can last 2 more rounds when dying.

But if you're planning on skill points as your FCB anyways, disregard everything I just said.

Grand Lodge

Nefreet wrote:

Cool cool.

Where do you plan on spending your Favored Class Bonuses? HP? Skill points?

I ask because, if you're planning on going with HP, you could instead lower your Int to 10, and Cha to 8, and raise Con to 16. Then choose skill points as your Favored Bonus instead.

You net the same amount of skill points and HP, and there's no appreciative difference between an 8 Cha and a 9 Cha, but if you do it this way you'll net a +1 to Fort saves and can last 2 more rounds when dying.

But if you're planning on skill points as your FCB anyways, disregard everything I just said.

I could go that route.

Ability Score:
Str:16
Dex:14
Con:16
Int:10
Wis:12
Chr:8

Sczarni

Favored Class Bonus

Grand Lodge

Nefreet wrote:
Favored Class Bonus

Thanks.

Grand Lodge

Bryun Battlehammer wrote:
Nefreet wrote:
Favored Class Bonus

Thanks.

Okay now back to my original question.

So what would be advisable to take as feats/skills?

Silver Crusade

Power attack it always a good choice feat wise for fighters. Iron will to improve your Will save which is the fighters worst save. Skill wise Perception and Sense Motive are good choices.


Big Joe wrote:
Power attack it always a good choice feat wise for fighters. Iron will to improve your Will save which is the fighters worst save. Skill wise Perception and Sense Motive are good choices.

While Iron will is not a bad choice for fighters, steel soul is way better if you are a dwarf.

For the OP, seriously, steel soul is like a must have.

Other than that, power attack, furious focus, toughness, cornugon smash, lunge are good and simple choices.

EDIT: A simple progression would be

1. Toughness, Power attack
2. Weapon focus
3. Steel soul
4. Weapon specialization
5.
6. Lunge

Sczarni

I'd say 3 of the most used skills in PFS are Perception, Diplomacy, and Use Magic Device (all of which can be acquired via Traits).

As a Dwarf, 2 of those 3 aren't very advisable, as your bonus will never get that high.

But Perception I strongly recommend.

And at least one point in Climb and Swim ;-)


In skills, Knowledge (dungeoneering) is a good and underrated class skill for fighters.


I wouldn't go with either Toughness or Power Attack at first level. Reasoning is -
Toughness: You already have 13 health, those extra 3 health, while nice, isn't that much of a deference compared to what you already have.
Power Attack: While the extra damage is nice, having that -1 to hit with only a +4 attack (+1 BAB, +3 Str modifier) hurts as it drops you down to a +3 attack. Average AC of people you're trying to target have around a 14-16 AC. This could also be because my dice rolls are all over the place and I try to eck out each plus I can for hitting. I'd just hold off till around level 3+. Unless you take Weapon Focus.

Here's what I'd do -
1) Weapon Focus, Power Attack
2) Furious Focus
3) Steel Soul
4) Weapon specialization
5) Iron Will (I s**k on saves and around here and above you don't want to fail your will saves.)
6) Lunge

You might also want to take a look at some of the shield feats if you plan on going Axe & Shield. Some of those combos can be very nasty and if you decide on any of them, I'd probably drop the feats Furious Focus & Lunge for them. No idea what feats those are or how they work but have seen them used before.

Grand Lodge

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Thank you all for the replies and explaining the reasoning behind why.
:o)
This gives me something to think about.

Grand Lodge

So here's what I'm thinking for 1st Lvl.

Ability Score:
Str:16
Dex:14
Con:16
Int:10
Wis:12
Chr:8

Feats:
1 Lvl- Weapon Focus, Power Attack

Skills:
1 Lvl- Perception, Sense Motive

Also what do I gain from using a dwarven waraxe vs just a battleaxe?
Can the dwarven waraxe be used two handed?


Bryun Battlehammer wrote:


Also what do I gain from using a dwarven waraxe vs just a battleaxe?

1d10 vs 1d8 damage

Bryun Battlehammer wrote:


Can the dwarven waraxe be used two handed?

Yes.

Grand Lodge

Nicos wrote:
Bryun Battlehammer wrote:


Also what do I gain from using a dwarven waraxe vs just a battleaxe?

1d10 vs 1d8 damage

Bryun Battlehammer wrote:


Can the dwarven waraxe be used two handed?

Yes.

Thanks!


Larger die to roll for the waraxe. An average of 1 more damage essentially. Both can be used two handed or one.

What is your favored class bonus going into? I typically choose skill for fighters unless the racial bonus would significantly aid what I'm working on. If you choose skill, I'd sink a point in climb or acrobatics (fighting defensively is sometimes a good choice). Weapon focus is great v at v first when accuracy is often more important than the damage of each strike because you often can one hit anything you connect with. For the same reason, power attack can be a less useful feat at first. Improving saves would likely be more useful it the gate and you can pick up power attack at 2 or 3.


You've already said you don't want to dual wield or use a shield, so, honestly, there's little reason outside of flavor/preference not to go with the greataxe (1d12/x3).

Unless you're taking traits for perception and sense motive, that's only going to be a half point in each of those. Meaning, as a non-class skill you're only rolling with a +1.5 for each.

What's your battle strategy? How do you feel about using Intimidate for a little battlefield control?

Is this for PFS?


Chk that again. His out of class skills would be at +2 ;)


chkflip wrote:

You've already said you don't want to dual wield or use a shield, so, honestly, there's little reason outside of flavor/preference not to go with the greataxe (1d12/x3).

Unless you're taking traits for perception and sense motive, that's only going to be a half point in each of those. Meaning, as a non-class skill you're only rolling with a +1.5 for each.

What's your battle strategy? How do you feel about using Intimidate for a little battlefield control?

Is this for PFS?

You have your skills wrong. you get the full point in non-class skills. you just don't get the +3 bonus to them.


Oh. Poop. Still, +2 isn't great. If they're dead set on percep and sense motive, they should take traits to gain at least another +1 on top of the +3 for making them class skills.

But I appreciate the correction. I had no idea and clearly didn't read the thread through.

Grand Lodge

Okay this is where I have no idea what you both are talking about.
First what's "Favored Class Bonus". Is it a skill or trait bonus?

Also all I want is a dwarf that carries a Big @$$ axe that he can use one or two handed to chop people/creatures/carrots up with. As he goes up in levels, I want him to get even better with his axe and skills to go to town on people with his axe.

As for perception and sense motive, I want him to figure out stuff. Like either someone is nervous because they might be lying or a enemy is sneaking up behind him. Then he takes his happy axe and chops the cr@p up out of them.= Happy Face... :o)


Bryun Battlehammer wrote:


First what's "Favored Class Bonus". Is it a skill or trait bonus?

If you choose the figter calss to be your favored class then everytime you gain a level in that class you can choose to have

a) 1 extra hit point
2) 1 extra skill point

or

3) +1 to your CMD when resisting a bull rush or trip.

All three are good, but I personally would choose the skill points because you want to be able to do things outside combat.

Grand Lodge

Sounds like you want to use a Greataxe (1d12 damage, two handed).

If you want to use Perception and Sense Motive, I'd advise the Observant and Survivor traits. Observant means you must be in the Grand Lodge, which is cool. Observant gives you +1 on Perception and makes Perception a Class Skill. Survival gives you a +1 on Sense Motive, and makes Sense Motive a Class Skill. It also gives you +1 on all initiative checks.

Being a Class Skill gives you a +3 bonus, automatically.

If you want these two skills, I'd also advise that you switch your WIS and DEX stats. Will saves are the real weak spot of the Fighter, and DEX won't help too much in heavy armor anyway.


Fair enough. For your traits, I suggest picking up Seeker (+1 perception and makes it a class skill) and Outcast's Intuition (+1 sense motive and makes it a class skill). With these traits, you're looking at starting with +6 on your perception and sense motive rolls instead of +2.

Also, I know being able to switch between one-handing and two-handing your weapon sounds good, but unless you plan on doing something useful with the spare hand then I highly suggest the greataxe for max damage.

Grand Lodge

Nicos wrote:
Bryun Battlehammer wrote:


First what's "Favored Class Bonus". Is it a skill or trait bonus?

If you choose the figter calss to be your favored class then everytime you gain a level in that class you can choose to have

a) 1 extra hit point
2) 1 extra skill point

or

3) +1 to your CMD when resisting a bull rush or trip.

All three are good, but I personally would choose the skill points because you want to be able to do things outside combat.

Thanks for explaining that!

I agree, skill point sounds good to me.


Lol'd Krunchy's trait suggestions are superior. Go with those. /whine

Grand Lodge

chkflip wrote:
Lol'd Krunchy's trait suggestions are superior. Go with those. /whine

Thanks, I'm going to look at them when I get home.

Liberty's Edge

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You probably want to use the Greataxe as you primary weapon like people are saying, however it can be handy to have a spare Dwarven Waraxe or two, made with cold iron, or alchemical silver, for those times that you run into enemies with Damage Reduction. Because you're a dwarf and can use the Dwarven Waraxes one handed, you can draw one with a move action, or while moving and attack with your standard, all while holding onto your greataxe with your other hand. Then when you knock out/kill whatever had the damage reduction, put your waraxe away, and go back to using the greataxe in two hands.

This prevents you from having to drop your weapons all over the battlefield every time you run into something with DR. Then try and get a +3 battleaxe as soon as it's feasible (won't be for a while) then you can drop the extra weapons since a +3 weapon counts as cold iron and silver for over coming DR. Then again, you might want to keep a few cheap weapons around in case you ever run into rust monsters, and the extra weights not going to hurt you.

Grand Lodge

I'll stick with the dwarven waraxe .
The only other weapon he might carry is a dagger, and that's iffy.
More than likely, I'll pick some trait/skill that will allow me to use my fists.


Bryun Battlehammer wrote:
Nefreet wrote:
Any reason you're preferring a Battle Axe over the Dwarven War Axe?

Yes, I hate the look. lol

The one I have in mind looks like the one the dwarf (on the far left) on the cover of Forgotten Realms Accessory "Dwarves Deep" is holding.
I think for the most part Pathfinder art is pretty good, except the axes, they look funky.

I dunno,

It seems to me that the weapons work the way the rules say they work, and they look the way they look in your imagination.

I think your minmaxing and your roleplaying can go hand-in-hand.


Bryun Battlehammer wrote:

I'll stick with the dwarven waraxe .

The only other weapon he might carry is a dagger, and that's iffy.
More than likely, I'll pick some trait/skill that will allow me to use my fists.

If switching from Dwarven War Axe to Great Axe is too radical, you probably wouldn't go for switching to Earthbreaker hammer, would you?

Carrying a few daggers is a solid option: I approve. Daggers can be thrown. You are giving me a clear character concept of a fighter who uses a 1 handed weapon, usually nothing in the other, sometimes holding the 1 handed weapon 2 handed, and with your dagger idea, you can sometimes whip something out and throw it at somebody. To your suggestion I'd recommend carrying a few throwable weapons, some daggers, some small axes and hammers, javelins, some flasks of acid, holy water, and alchemist fire, you know, the right tool for whatever job.

There is a feat that lets you use your fists: Improved Unarmed Strike. Since a new feat is something you get for gaining a level, if you want to take IUS, I recommend you take a level in Monk. You get Improved Unarmed Strike and other cool stuff, too, like extra class skills and +2 on all saves. I wouldn't be a bit surprised if you want to eschew multiclassing, though. The cheapest way to have something like the ability to use your fists is just to put spikes on your armor. Armor Spikes can be used as a Light weapon. They do 1d6 (+ any bonuses, of course), they can be enchanted separately from your armor as if they were a distinct weapon and not part of your armor. And, best of all, they are martial weapons: as a Fighter, you already know how to use them. There are other similar options like Spiked Gauntlets, cesti.

To the list of feats that have been suggested already I have a few to add.

Cleave and Great Cleave, and Surprise Follow Through: like Whirlwind Attack, but cheaper to get, and just the thing for somebody using a big, honkin' axe.

Let them Come: Let Them Come is a Dwarven Feat that will let you turn your Dwarven War Axe into a Brace Weapon. Brace Weapons do Double Damage when your opponent charges. You would have to do things to finesse your opponents into charging, like stand just out of range of your enemies' single move and throw javelins at them while shouting insults. Some weapons, like pikes and halberds are obviously Brace weapons, and no one will charge you, but your Dwarven War Axe? Maybe not. I'm not exactly sure how I would blend this feature into your character concept, but it's worth a look.

For myself, I'd take the Phalanxe Soldier Archetype, use a heavy, spiked shield and a Lucerne Hammer, and take the Antagonize and Quick Draw feats. With the pole arm on my back and not in my hands, they might not suppose I can draw it as a Free Action and Ready it as an Immediate Action. Since it's a Reach Weapon, I'd also get an attack of opportunity in addition to my readied action attack, both doing double damage with Brace. The Antagonize Feat would force my opponents to attack, battlefield positioning would force them to Charge.

For your character, charisma dumping as you are, Antagonize my not be a good idea. And you are set on a choice of weapons that are not what just said. It was just a thought.

Grand Lodge

Scott Wilhelm wrote:
Bryun Battlehammer wrote:

I'll stick with the dwarven waraxe .

The only other weapon he might carry is a dagger, and that's iffy.
More than likely, I'll pick some trait/skill that will allow me to use my fists.

If switching from Dwarven War Axe to Great Axe is too radical, you probably wouldn't go for switching to Earthbreaker hammer, would you?

Carrying a few daggers is a solid option: I approve. Daggers can be thrown. You are giving me a clear character concept of a fighter who uses a 1 handed weapon, usually nothing in the other, sometimes holding the 1 handed weapon 2 handed, and with your dagger idea, you can sometimes whip something out and throw it at somebody. To your suggestion I'd recommend carrying a few throwable weapons, some daggers, some small axes and hammers, javelins, some flasks of acid, holy water, and alchemist fire, you know, the right tool for whatever job.

There is a feat that lets you use your fists: Improved Unarmed Strike. Since a new feat is something you get for gaining a level, if you want to take IUS, I recommend you take a level in Monk. You get Improved Unarmed Strike and other cool stuff, too, like extra class skills and +2 on all saves. I wouldn't be a bit surprised if you want to eschew multiclassing, though. The cheapest way to have something like the ability to use your fists is just to put spikes on your armor. Armor Spikes can be used as a Light weapon. They do 1d6 (+ any bonuses, of course), they can be enchanted separately from your armor as if they were a distinct weapon and not part of your armor. And, best of all, they are martial weapons: as a Fighter, you already know how to use them. There are other similar options like Spiked Gauntlets, cesti.

To the list of feats that have been suggested already I have a few to add.

Cleave and Great Cleave, and Surprise Follow Through: like Whirlwind Attack, but cheaper to get, and just the thing for somebody using a big, honkin' axe.

Let them Come: Let Them Come is a Dwarven...

Thanks for the information! This gives me ideas on how to further plan on fleshing this character out. I think you get the gist of what I was going for. :)

RPG Superstar 2012 Top 16

Going to greataxe would mean 1 damage. A quickdraw shield with a dwarven waraxe means the shield option is on the table, and gives you the flexibility of going higher AC or 2h as you want to have happen.

Steel Soul and Glory of Old are considered 2 of the very best traits that you can take in the game.

As a fighter, one of your weaknesses is your will save. Iron Will becomes almost a must.

A single level of barbarian will do wonders for your movement, give you some rage as a buff, and works well with armor training. I suggest taking it at level 1 for the +2 hit points, and then fighter or barbarian levels as you advance.

Seriously, you are probably better off playing a barbarian. Superstitious can make you almost invulnerable to magic, and rage is as good or better then weapon spec. Consider that with rage you have a th/dmg buff at level 1, and you have to wait until level 4 as a fighter to get ANY damage buffs.

Rage powers are also generally better then combat feats.

==Aelryinth

Grand Lodge

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Well this is what I think I'm going with.

Pathfinder Society Character

Ability Score:
Str:16
Dex:12
Con:16
Int:11
Wis:14
Chr:8

Traits:
Grand Lodge-
Observant: +1 on Perception and makes Perception a Class Skill.

Pathfinder Companion: Taldor, Echoes of Glory-
Survivor: +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Skills:
-Climb
-Swim
-Still haven't decided on what skill to take (Favored Class Bonus)
Thinking either Survival, Knowledge (dungeoneering) or Knowledge (engineering).

Feats:
1 Lvl- Weapon Focus, Power Attack

Weapons:
Dwarven Waraxe (I want to be able to use an axe one or two handed).
Throwing Daggers in a Bandolier.
Two Daggers in belt.

and on his hip, a magical Desert Eagle with infinite ammo. j/k


A good simple feat to take sometime in the futurecould be extra traits, so you can take a +1 to your AC (defender of the society) and a +1 to your will save (there are several possibilities)


You'll want a cestus. Right now all of your weapons are slashing, so you can equip a cestus to your right hand; then you have a B/P weapon to be always on to deal with damage resistance from skeletons and whatnot.

Grand Lodge

Thank you all for your info and advice!

Grand Lodge

I'd suggest a blunt backup weapon.

Grand Lodge

How's this character working out for you?

I always come up with great concepts on paper, but I always have the most fun with a dwarf fighter or cleric (or both!).

While these characters ARE powerful, sometimes it just helps me to "get back to basics" (and still kick ass).

Sovereign Court

The top trait for dwarves is Glory of Old.

Other than that I'd take Defender of the Society for +1 AC when in medium or heavy armor. (which you'll virtually always be in)

Of note - while the axe works great - you'll still want some backup weapons to deal piercing & bludgeoning damage. (Pickup a cold iron morningstar as a backup.)

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