I've noticed a few boards and class guides, but I never quite found one that appreciated my particular style of Pure Fighter, so I thought I'd throw it up here to see what people think. The idea is to have a character that can walk into the middle of battle, laugh at the puny mortals attempting to hurt him, and then become a mighty engine of destruction. First, the build. I'm assuming no magic or masterwork items, and HP is done max at 1st and average (rounded up) every level afterwards, and I'll only be showing the build after every fifth level instead of level by level. Also, I'm not making any assumptions about what GMs allow, except what I have to in order to showcase the build. I assume they allow two Traits (pretty standard), alternate Racial Traits, and are okay with a modest dump of a stat (personally I don't like dumping stats more than that anyway, but that's just me). I'm also assuming most books are allowed, and that this character hast be the Tank with some DPS vs groups, not full DPS vs one enemy. In addition, due to (in my experience) Pathfinder being a very AC-favoring system, I'll be assuming that the player puts their extra points in skills (Acrobatics, Perception, and Intimidate). I'm building a "God of War" (God of War needs to know how to move, see, and be scary), not a "God of Screw That One Particular Guy". Race: Half-Orc
Abilities (20-point buy): 16(18), 14, 14, 10, 12, 8 Level 1: Feats: Dodge, Power Attack*
Level 4 +1 Strength Level 5: Weapon Training: Heavy Blades
Level 7: Advanced Armor Training (Armor Specialization: Full Plate) Level 8: +1 Strength Level 9: Advanced Weapon Training (Armed Bravery) Level 10: Feats: Dodge, Power Attack*, Cleave*, Ironhide, Weapon
Level 11: Armor Training Level 12: +1 Strength Level 13: Advanced Weapon Training (Defensive Weapon Training) Level 15: Armor Training
Level 16: +1 Strength Level 17: Advanced Weapon Training (Fighter's Reflexes) Level 19: Armor Mastery (DR 5/-) Level 20: +1 Strength
Justifications (aka the part where I stave off comments) "Why not take the Two-Handed Fighter archetype?"
"But you're wearing full plate and only have two Armor Trainings. How does that work?"
"Why not take Toughness early? Why not have more Con/HP?"
"Why are you keeping Cleave? I thought it sucked after Level 5."
"But what if I need to go ham on one guy?"
Other weapon special abilities that you're forgetting: Keen and Speed. True, you can do Keen with Improved Critical and that option's stronger as a Fighter with ALL of the feats, but this is still an option, and a very good option. Speed is effectively a permanent Haste effect, but the best part of it. Saves the Wizard a spell, or just gives it to you if you don't have an arcane spellcaster or your caster's pretty blast-happy instead of buff-happy. EDIT: Also, Speed as a dual-wielder. Flurry of Blows, Fighter Edition. EDIT: Anarchic/Axiomatic/Holy/Unholy are also decent options. Stronger than the elemental versions, in my opinion, but they should be for being a +2 ability.
Note on Shield of Swings (since it hasn't been evaluated yet). This feat is an incredible defensive option levels 1-3 or so. In these early levels, half the damage of a greatsword is around the damage of a sword/board fighter, and given the low HP of most of the enemies you fight, this means that you're still 1-hit killing a lot of things, but now with an additional +20% miss chance (the mechanical result of +4 AC). I'd swap it out when you get Defensive Weapon Training, but it's still a good trick for early levels.
Point that sorely needs to be made on Cleave and Great Cleave. I'd take these on most fighters that I want to be able to fight mass hordes, and might even push Great Cleave until after level 10. Here's why. The commonly-made point on Cleave is that it's useless after level 6 when you get two attacks. Those two attacks are at +6/+1 BAB. In a particular situation, two enemies next to each other (happens fairly often in mass combat or even Xv2 combat), your attacks are then +6/+6 in exchange for a -2 penalty to AC. Great trade in my opinion. Great Cleave has similar advantages, but against mass amounts of enemies. Imagine you're playing a Level 12 Melee Fighter, with BAB of +12/+7/+2, and you're typically the one in the middle of combat. How often are you going to have three enemies adjacent to each other? Uh, very often if your GM likes mass combat. In this case, your BAB jumps to +12/+12/+12. Yes, only one attack each, but assuming they're weak enough for you to take them out in one hit each, that's a win for you. My point is that in campaigns where your GM likes to put you in front of multiple monsters at once, or sends high-level PCs against armies, then these feats are situationally much, much better that a high BAB alone, and it's not exactly a rare situation. Don't be afraid to take these for damage-based fighters who constantly get swarmed. EDIT: As a reminder, diagonal counts as "adjacent".
Here's a few things I've seen work in a Level 20 PVP tournament I ran/played in for a while, as well as a few other builds that I've either run or am considering running. Human Wizard (Spellslinger) 1/Sorcerer (Crossblooded) [Orc/Arcane] 19
Tiefling (small-sized) Paladin 4/Slayer 10/Alchemist (Vivisectionist) 2/Monk (Zen Archer) 4
Grapple-Focused Bloodrager/Dragon Disciple
Human Sorcerer [Sage] 20
Magus (Greensting Slayer) 7, Rogue 3, Arcane Trickster 10
Human Fighter (Basic) 20
Human Fighter (Titan Fighter) 16/Barbarian (Titan Mauler) 4
Catfolk Rogue
In terms of synergistic power teams, however, here's my pick: Sylph Bladebound Magus [Striker/Magic/Skill Monkey] (Dervish Dancer)
Not my team, with one exception (alchemist) that team belongs to a friend who's screen name is either Itazura No Kitsune or Keno Darkfire, depending on where you're looking. |