Polearm Master at 13+levels. Where to go from here?


Advice


Pathfinder Rulebook Subscriber

Good afternoon, everybody. I could use some brainstorming, if you would be so kind.

I have a player who is enjoying his crit heavy fighter so far, but we are hemming and hawing over where to go from here. So far everything has been pretty fun, but advancement advice would be welcome.

Right now we need a feat choice in particular, but leveling options for the rest of his career would help as well.

Here he is, have at him!

Stat Block:

Male human (Taldan) fighter (polearm master) 13/Champion 1 (Pathfinder RPG Advanced Player's Guide 106)
LN Medium humanoid (human)
Init +7; Senses Perception +14
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Defense
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AC 27, touch 16, flat-footed 23 (+11 armor, +2 deflection, +3 Dex, +1 dodge)
hp 146 (13d10+44)
Fort +12, Ref +12, Will +9; +2 resistance bonus vs. Cold effects
Defensive Abilities hard to kill
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 cold iron short sword +16/+11/+6 (1d6+19/19-20) or
+1 keen bardiche +21/+16/+11 (1d10+31/17-20)
Ranged javelin of lightning +19 (1d6+9)
Special Attacks mythic power (5/day, surge +1d6), pole fighting, polearm training, steadfast pike
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Statistics
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Str 23, Dex 16, Con 14, Int 13, Wis 12, Cha 10
Base Atk +13; CMB +15; CMD 35

Feats Combat Reflexes, Combat Stamina, Cornugon Smash, Critical Focus[M], Dodge, Greater Weapon Focus (bardiche), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Penetrating Strike, Pin Down[UC], Power Attack[M], Spring Attack, Weapon Focus (bardiche)

Traits armor expert, vigilante witch hunter
Skills Appraise +7, Bluff +6, Diplomacy +6, Handle Animal +9, Intimidate +16, Knowledge (dungeoneering) +17, Knowledge (engineering) +17, Linguistics +7, Perception +14, Profession (soldier) +17, Sense Motive +18, Spellcraft +7, Survival +15 (+17 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather)
Languages Common, Elven, Skald


Improved and greater trip.

I play a polearm master with this and he rocks hard. You benefit from the bonus on A.o.O.s and don't even lose damage potential. Just trip with your first iterative, make an A.o.O. and benefit from +4 on the other iteratives. Plus with pin down you can keep the non-reach opponent from 5 foot stepping after standing up.

Other feats you might need are lunge (for 15 foot reachon your turn) or/and whirlwind attack for when there are lots of targets in reach.


Pathfinder Rulebook Subscriber

Lunge is the one I wasn't thinking about, thank you. He hasn't been a fan of tripping when the character had those feats, but I'll remind him of the tactical option there.

Any idea if there are any multiclass options that might be lucrative? I'd suggest Hellknight to him, but there isn't any reasonable way he can be inducted.


Can't help much with multiclassing I fear. Barbarian or Bloodrager is always good for rage, but it's a cheesy dip I think.

Concerning feats, hurtful does fit greatly (as long as you don't play pfs), considering the PC already has cornugon smash and a decent intimidate score (althouh I wonder how he got that many skills - there are at least 7 maxed, but fighter with 13 int get a maximum of 4. Is there something I missed?)


Pathfinder Rulebook Subscriber

Hurtful is a possibility too. I'll add that to the suggestion list.

As far as the skills go, we're using Skill Groups from Unchained.


I'd say stay single class and milk the bonus feats. if he's a crit fisher build he should start looking at the critical triggered condition inflicting feats. Staggering critical, stunning critical later, etc.

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