Greatsword Fighter


Advice


My favorite class is a fighter and my favorite weapon is the greatsword. Which feats would you choose to use to maximize this type of class? I usually choose Power Attack, Cleave, Great Cleave, Endurance, Die Hard, Toughness, Weapon Focus, Weapon Specialization, and then the Greater form of the previous 2 feats. The others are usually just random, but I'd like to hear your all's opinions.


Out of your feats I would pick Power Attack, Toughness, Weapon Focus, and Weapon Specialization plus their upgrades.

I find Diehard too situational (and that's what the healer is for), and the same goes for Cleave. You often end up with no one else you can hit´, especially later on when so many foes are huge.

My choices would be Improved Critical, Step Up (and possibly the upgrades), Vital Strike and it's upgrade for those feats. The latter is just my personal preference, since I see that you have very often to move around the battlefield and don't get in a fullround attack. It is an option to make that one hit you get after moving count for more.
Our melees have picked Lunge and Blindfight, which may or may not be useful, depending on the situation.

Most of the melees in our games go for 2-weapon fighting instead of 1H weapons, so I have seen much more of that.


I would drop the greatsword for a nodachi and take Shield Brace at 5th level.

Something like this.


Vital Strike Feats
Double your great, big damage dice

Broken Wing Gambit
Attacks of Opportunity with your great, big weapon.

Maybe Lunge and Monkey Lunge? More Reach, the better.

I would consider also developing a Ranged Feature, either bow or thrown weapons, and maybe Quickdraw so you can quickly switch: right tool for the job.

Is this for PFS? How available will magic items be in your campaign? If you can take Master Craftsman, and you have the potential for customizing your Sword, that will affect my advice.


If you go vital strike take the divine Fighting technique. It makes it more worth it.

But I tend to avoid the vital strike and Cleave feats.

I would shoot more for Power Attack, Toughness, Weapon Focus, and Weapon Specialization, Greater versions, Improved critical, Cut from the Air, COmbat reflexes, Lunge, and Iron Will.


Q. Is this character to be played from first level, or are you parachuting into an existing campaign at much higher level? (E.g., your existing character died, and you're coming in with a new one?)

Q. It this character a greatsword fighter (i.e., straight-classed), or a greatsword martial (i.e.,
a full-BAB Dagwood sandwich)? ...It makes a difference.

First things first: The best combat feat in the game is Combat Reflexes. It will literally triple your damage output right at 1st level, assuming your dexterity isn't garbage and your GM's encounters aren't primarily solitary monsters. (Combat Reflexes is also a necessity if you intend to utilize the cheese that is the Fortuitous weapon enhancement property.) -- The catch: you'll need a polearm and/or a moderately unhealthy addiction to potions of Enlarge Person and Long Arm.

But you want the greatsword? Alright... Then Combat Reflexes can wait. Let's address defensive problems before feats, since greatsword-wielders were the characters I saw die most often in PFS. And, that biggest problem is: low AC, especially if you're a barbarian with "standard rage" (AC-2) who likes to charge (AC-2). Your 2d6 sword is doing +1.5 over a tower-shield dwarf fighter with waraxe, but his AC is probably +5 or 7 higher than yours. Not a lot of gain for a serious inability to avoid rebound.

Did I mention that greatsword-wielders were the characters I saw die most often in PFS? I think I did just a little while ago, but I'm not sure because I'm already drinking. But let me clarify: I saw greatsword-wielders die in PFS more often than all other categories of PCs combined. (Well, excluding maybe monks. But we're not going to talk about them.)

So, how does the shieldless warrior keep from getting hurt? -- That's job #1.

1. barbarian (savage technologist/drunken brute archetypes)

...Every day that this remains unnerfed (and PFS-legal, if you're in that campaign) is a gift from the martial gods that should be savored, because no good thing ever lasts. In one class level, you're getting all of +2 strength, +2 dexterity, +2 will saves (while raging), and the ability to drink potions as a move action. While raging, your AC is +4 over that of other barbarians with "standard rage". Your calcuable DPR with a longsword and shield is better at 1st-level than a greatsword fighter with Power Attack.

But alright; we're keeping the two-hander. So what feats go with that class selection?

Extra Rage is a good one (especially if we're only going to dip, and it adds nicely to the Berserker of the Society trait). -- If you're a half-orc or other non-human, that's 1st level and done. If you're a human, you have one more feat. What to pick?

I'd take Quick Draw. It'll let you whip out a ranged weapon (or quickdraw shield) as the need arises. Or, the most boring workhorse feat of them all: Dodge.

But actually I'd still go with Combat Reflexes.

And a 24-pack of Long Arm potions.


Scott Wilhelm wrote:

Vital Strike Feats

Double your great, big damage dice

Broken Wing Gambit
Attacks of Opportunity with your great, big weapon.

Maybe Lunge and Monkey Lunge? More Reach, the better.

I would consider also developing a Ranged Feature, either bow or thrown weapons, and maybe Quickdraw so you can quickly switch: right tool for the job.

Is this for PFS? How available will magic items be in your campaign? If you can take Master Craftsman, and you have the potential for customizing your Sword, that will affect my advice.

for vital strike builds the butchering axe is way better then a greatsword


I have no idea how good it is as I always play casters but I quite like the idea of Cut From the Air.


Decimus Drake wrote:
I have no idea how good it is as I always play casters but I quite like the idea of Cut From the Air.

its ok but smash from the air is better :) (needs cut from the air as a prerequisite)


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Lady-J wrote:
Decimus Drake wrote:
I have no idea how good it is as I always play casters but I quite like the idea of Cut From the Air.
its ok but smash from the air is better :) (needs cut from the air as a prerequisite)

It's much more fun it you go through the air yourself, and there's little they can do about it.


If you can afford it, make your greatsword sharding and pick up a belt of mighty hurling, lesser. You'll never have to worry about ranged attacks again.


Lady-J wrote:
Scott Wilhelm wrote:

Vital Strike Feats

Double your great, big damage dice

Broken Wing Gambit
Attacks of Opportunity with your great, big weapon.

Maybe Lunge and Monkey Lunge? More Reach, the better.

I would consider also developing a Ranged Feature, either bow or thrown weapons, and maybe Quickdraw so you can quickly switch: right tool for the job.

Is this for PFS? How available will magic items be in your campaign? If you can take Master Craftsman, and you have the potential for customizing your Sword, that will affect my advice.

for vital strike builds the butchering axe is way better then a greatsword

The what?

Silver Crusade

Slim Jim wrote:
Long Arm potions

There is no such thing as Long Arm potions.

Liberty's Edge

1 person marked this as a favorite.
Scott Wilhelm wrote:
Lady-J wrote:
Scott Wilhelm wrote:

Vital Strike Feats

Double your great, big damage dice

Broken Wing Gambit
Attacks of Opportunity with your great, big weapon.

Maybe Lunge and Monkey Lunge? More Reach, the better.

I would consider also developing a Ranged Feature, either bow or thrown weapons, and maybe Quickdraw so you can quickly switch: right tool for the job.

Is this for PFS? How available will magic items be in your campaign? If you can take Master Craftsman, and you have the potential for customizing your Sword, that will affect my advice.

for vital strike builds the butchering axe is way better then a greatsword
The what?

The butchering axe.


I would suggest:

Power Attack
Combat Reflexes
Divine Fighting Technique:Great Sword Battler
Grt Trip
Felling Smash
Vital Strike chain

This will give you 2 vital strikes, 1 trip, and one regular attack(2 with Fortuitous on weapon). Great precision since they are all at full attack bonus.

It shreds.


Add:
Furious focus
Vital strike
Devastating strike
Improved vital strike
Greater vital strike

The last three are for the initial rush before you start full-attacking.


magnaangemon01 wrote:
My favorite class is a fighter and my favorite weapon is the greatsword. Which feats would you choose to use to maximize this type of class? I usually choose Power Attack, Cleave, Great Cleave, Endurance, Die Hard, Toughness, Weapon Focus, Weapon Specialization, and then the Greater form of the previous 2 feats. The others are usually just random, but I'd like to hear your all's opinions.

Dwarf Specific Build:
Dwarf(Mountaineer, Sky Sentinel, Craftsman) Fighter || 16 14 16 12 10 8 || Traits: Glory of Old, Seeker|| Perception, Climb, Craft(Clothing)

1. Steel Soul, Combat Reflexes
2. Step-up
3. Master Armorer, Armor Training
4. Power Attack
5. Master Craftsman (Clothing), Weapon Training(Heavy Blades)
6. Disruptive
7. Craft Wondrous Item, Armored Juggernaut
8. Cut From the Air
9. Smash from the Air, Versatile Training(Intimidate, Ride)
10. Spellbreaker
11. Shatterspell, Armor Specialization
12. Combat Stamina
13. Pindown, Defensive Weapon Training
14. Warrior Spirit
15. Armed Bravery, Critical Deflection
16. Fighter’s Reflexes
17. Sprightly Armor, Trained Initiative
18. Improved Initiative
19. Armored Sacrifice
20. Weapon Sacrifice

1. Your race, feat, and trait gives you +5 to saves vs spells
2. Shatterspell lets you sunder spells, not as good as a barbar with strength surge, but still lots of utility.
3. Combat Stamina pool can be used to add uses to shatterspell
4. You can craft the items you need and give yourself utility cheaply. Also gives you something to do during downtime before 5-o-clock.
5. Smash arrows, bullets, and touch spells with AOOs. With this and the save boost, doing anything at all to you with spells is hard.

Here is my suggestion: Craft your gloves of dueling; Take power attack; Enjoy being REALLY good with a great sword without having to do anything else to boost that. That is why the rest of this build is focused on expanding your tool set so you can survive and get into melee range.

NOTE: Apply this to armor

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