Shoanti Fighter

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This is a level 20 Lizardfolk Fighter I created a year or two ago. Hopefully, it's still viable:

HP: 163

Strength: 24 +7
Dexterity: 17 +3
Constitution: 18 +4
Intelligence: 10 +0
Wisdom: 15 +2
Charisma: 13 +1

Butchering Axe:
28/23/18/13 (28,18,13,8 with Power Attack)
3d6(12d6 with Greater Vital Strike)+13(+28 power attack)(+6 on Vital Strikes)20/x3

Scale Mail:
AC: 23 (+5 Armor, +3 Max Dex, +1 Natural Armor, +4 Dodge Bonus)(22 while Great Cleaving)
Flat Footed: 20
Touch: 13

Bravery: +4

Saves:
Fort: 14
Ref: 11
Will: 11

Exotic Weapon Proficiency- Level 1
Power Attack- Level 1
Furious Focus- Level 2
Combat Expertise- Level 3
Cleave- Level 4
Combat Reflexes- Level 5
Vital Strike- Level 6
Cornugon Smash- Level 7
Lunge- Level 8
Advanced Weapon Training: Warrior's Spirit- Level 9
Advanced Weapon Training Feat: Fighter's Reflexes- Level 10
Improved Vital Strike- Level 11
Devastating Strike- Level 12
Advanced Weapon Training: Armed Bravery- Level 13
Great Cleave- Level 14
Weapon Trick: Cleaving Smash- Level 15
Greater Vital Strike- Level 16
Weapon Focus- Level 17
Penetrating Strike- Level 18
Greater Penetrating Strike- Level 19
Greater Weapon Focus- Level 20


I've heard Warpriests could be beast with hammers and divine damage die.


I'm usually all about being a big beatstick. And the more creatures that I can kill, the better. Why I usually always run Cleave and Great Cleave.

Lelomenia wrote:
Any hint on big themes for the campaign?

No clue, honestly.


Slayer and Warpriest are two classes I've been wanting to try.


I'm usually the DM but not for this game.


rorek55 wrote:
occultist can make a pretty good martially inclined character as well.

I usually mostly play Fighter, Barbarian, Paladin, or Rogue characters in that order. The other classes I don't really know much about. Especially damage wise


rorek55 wrote:
apologies I said weapon master 3, which gives weapon training at level 3.

Ah. I misread that.


VoodistMonk wrote:

If the campaign was to last past level 3, I would highly recommend taking another look at Medium...

Weapon Master Fighter 1-3;
Weapon Training +1/+1 static bonus.

Medium 4+;
Scaling Spirit bonus, and virtually full BAB. Good Will save and new skills, oh yeah, and magics.

Dueling Gloves increase your Weapon Training bonus to a static +3/+3.

With the Spirit Focus feat bumping your Spirit's static bonus, and Spirit-Bonded armor enchantment increasing it, yet again.

So many static bonuses...

I'll have to take a closer look at some point.

rorek55 wrote:
In that case I'd suggest 3WM/X unchained barbarian.

Well you did say Weapon Training 3 which is at level 11. 3,7,11


rorek55 wrote:
I would recommend dipping weapon master for the fighter that way if the game goes on you can go 3 levels for weapon training, this getting access to advanced weapon training.

So if we do go beyond 3, 11 levels of Weapon Master Fighter and the rest Armored Hulk Barbarian?

I'm thinking maybe 5-7 levels of Rogue (Chained or Unchained) for Sneak Attack since I'll be intimidating so much. Shatter Defenses would work so well with this build.


rorek55 wrote:

here-

Armored hulk (unchained barbarian) 2

1- power attack, hurtful
2(rage power) intimidating Glare

If you can convince the GM to allow strength for charisma, all the better. Otherwise, you just have to hope the class skill bonus is enough. If you can't the other option is-

1- Intimidating Prowess, Hurtful
2(rage power) intimidating glare.

Then at level 3 take a fighter dip for two feats.

That works. I'd probably do the Prowess and Hurtful first. Power Attack is good, but by level 3, the penalty wouldn't hurt as much. With it, I could take Weapon Focus or Furious Focus.

My weapon would have to be the Greatsword and maybe later, if we happen to go past level 3, take Exotic Weapon Proficiency and switch to the Butchering Axe.


Another thing I thought of is that I would have to take Barbarian at level 1 for the character to "work" correctly. It wouldn't make sense that at level 2, I'm suddenly an Armored Hulk Barbarian, meaning the character would not work right until level 2.

Ugh. I hate low level characters.


Ohnomytoast! wrote:

Just because its an unusual choice:

Medium (champion spirit). Free proficiency with a 3d6 butchering Axe or any reach weapon you want, spirit bonus puts you in line with fighter bab at 1st level, seance boon gives you a free +2 to damage (basically a free weapon specialisation at 1st level, but for all weapons). Spirit surge means even your unlucky attack rolls can hit by adding 1d6. Its a nice neat package. Not complicated to run, just do your spooky seance while you wait for the others to prep their spells each day.

Otherwise:

In terms of power any class that starts with a n animal companion is strong early game. Especially if the companion is a dinosaur or a horse/camel.

Gendarme Cavalier
can qualify for spirited charge at 1st level, which is very good. Go high strength and enjoy your lance attacks dealing a sickening x3 damage.

If you dont want the hassle of relying on being mounted, the Hunter class is very appealing, with many good archetypes. They lose 1 bab but their companion is formidable. Especially if you're a race that can grant them +2 str as a racial trait. You'd essentially be two frontline characters in one early on.

Finally, Elemental Bloodrager is a barbarian that gets an extra 1d6 damage at first level. Not much else to say (others have posted barbarian builds).

To be honest at early levels the only big difference between you and the back liners will be things like animal companions and your feat choices. Class matters little beyond that until later when the class features ramp up. You could just as easily be a frontline cleric, druid, dex oracle etc so long as you max your AC. As you level up AC becomes less important and HP becomes king. Until that happens you can be effective as just about anything providing you wear the appropriate armor and have the right attributes raised.

You might be tempted to go for unchained monk for the extra attack, but dont. Generally you'll be moving and making one attack or charging, which is why the others...

While I sincerely appreciate the research and detail you went into, and checking them out myself, none of those really appeal to me. But many thanks for showing me options that I did not know were out there.

@rorek55 How would Unchained Barbarian work with that build?
Although, if I take Fighter at 1, and Barbarian at 2, I wouldn't get the rage stance until level 3.


rorek55 wrote:

For weapon master fighter, go human and drop 2 pts into your Int. This way you get 4-5 skills per level. Which Is plenty.

human Barbarian 2 (armored hulk)fighter 1
1- Power attack, Intimidating Prowess, Hurtful
3- weapon focus/extra rage power

Is another option, take intimidating glare rage power, you can make two attacks a round now. (move action intimidate+hurtful, standard action attack)

Loving the barbarian.


We are starting at level 1 and may make it as far as 3. Figured the party could use a melee character that can wade into the front lines. Willing to try any class that can wield two-handed weapons as long as it's not too complicated to run. Just need help setting it up.


They're playing the Mummy's Mask.


it just depends on flavor and whether you want to do any melee fighting.

Only if I need to.


I just liked that Blur ability for the Tiefling.

What would be the best race for an Oracle though?


Rysky wrote:
Yes, no classes are race restricted.

I meant would it be viable?


Agh. Then maybe not a Tortured Crusader. I'm the Gm and there's only 3 party members. Unchained Rogue, Unchained Barbarian, and Eldritch Archer. I was just going to have a character that helped them in a pinch, so I need more healing. Guess I'm gonna have to scrap this character.

Can a Tiefling be an Oracle?


Well, crap. Guess I'll just have to use a Greatsword. Can't think of what to take out


Would Butchering Axe be a good weapon?

As for feats:

1 Fey Foundling
3 Power Attack
5 Combat Reflexes
7 Unsanctioned Knowledge
9 Toughness
11 Endurance
13 Furious Focus
15 Diehard


Power Attack is a given. There's a feat that takes that negative effect away for the first attack.

Maybe Bodyguard.

Anyone else?


Not bad. Unfortunately, the mercies won't work. My LoH only works on myself


I don't see an edit option so please forgive me for the double post.

Even though I can't use my lay on hands to heal others, can it still remove curses from others? And I can still use healing spells on others, right?

I'll probably be using the Soul Seer and Fiendish Sprinter Alternate racials and my weapon of choice will probably be a greatsword.


Not sure how well bodyguard will do in this party. It consists of an unchained rogue, eldritch archer, and an unchained barbarian. I could see it assisting the Barbarian, but it would put the rogue and archer at a slight disadvantage.

Oh, and before I forget, no 3pp please.


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I want to play a Qlippoth Tiefling because of the +2 to STR and WIS and blur (where enemies have a 20% chance to miss me) with the Paladin archetype: Tortured Crusader which uses Wis instead of Cha for abilities.

My stat rolls are: 18, 12, 10, 15, 14, 14

Our campaign will take us up to level 16. What's the best way I can build this character to help keep my party alive? Be aware that I am the only one who can cast divine spells so some healing is a must.


I thought about doubling the hp of each monster but not sure if that's a good idea.

I'm not totally against adding in more mobs, I just didn't want to alter the AP more than necessary.

I like the idea of no solo bosses though. I could work with that.


I'm going to have 6 players. Without adding additional creatures, how can I adjust the encounters to give them a challenge?


This is how I ended:

HP: 163

Strength: 24 +7
Dexterity: 17 +3
Constitution: 18 +4
Intelligence: 10 +0
Wisdom: 15 +2
Charisma: 13 +1

Butchering Axe:
26/21/16/11 (26,16,11,6 with Power Attack)
3d6(12d6 with Greater Vital Strike)+13(+28 power attack)(+6 on Vital Strikes)20/x3

Scale Mail:
AC: 23 (+5 Armor, +3 Max Dex, +1 Natural Armor, +4 Dodge Bonus)(22 while Great Cleaving)
Flat Footed: 20
Touch: 13

Bravery: +4

Saves:
Fort: 14
Ref: 11
Will: 11

Exotic Weapon Proficiency- Level 1
Power Attack- Level 1
Furious Focus- Level 2
Combat Expertise- Level 3
Cleave- Level 4
Combat Reflexes- Level 5
Vital Strike- Level 6
Cornugon Smash- Level 7
Lunge- Level 8
Advanced Weapon Training: Warrior's Spirit- Level 9
Advanced Weapon Training Feat: Fighter's Reflexes- Level 10
Improved Vital Strike- Level 11
Devastating Strike- Level 12
Advanced Weapon Training: Armed Bravery- Level 13
Great Cleave- Level 14
Weapon Trick: Cleaving Smash- Level 15
Greater Vital Strike- Level 16

Just out of curiosity, how would you build the last 4 levels?


Usually, I use a Greatsword, but I just recently found out about the Butchering Axe, and thought I'd try it out.


Anyone?


Cleaving Smash and Great Cleave don't work too well together. I could switch out Great Cleave for Iron Will. Bringing my Will up to 13.

How much do Potions of Enlarge Person cost?

And couldn't I use my Advanced Weapon Training: Warrior Spirit to give it Impact?

That would make it 6d6, right?


Mortis wrote:
Mortis wrote:


[edit] Also for Power Attack, at level 16, the penalty will be -5 and the additional damage 15 points.
Furious Focus negates the penalty on the first attack of a round.
No, I mean the damage bonus. It should go from +13 to +28 (not +25, i.e. 13+15=28).

Oh, yeah. I fixed that. I also fixed my Dex, my Ref, and my AC. I feel this character is good to go except for equipment. I'll probably enhance the Axe and upgrade the armor to Heavy, once I know how much money and whatnot that I'm working with.


Mortis wrote:

Quick question. How did you get your Dex to 18? I'm assuming you put the 17 into it and it looks like you spent all your stat raises on Str to get it to 24 so it cannot come from there.

I'm wondering that myself lol

Mortis wrote:


[edit] Also for Power Attack, at level 16, the penalty will be -5 and the additional damage 15 points.

Furious Focus negates the penalty on the first attack of a round.


Our GM said he'll let us know about gold later. So not sure what I will have yet.


Oh, well, my max dex is +4 anyways with an 18 Dex.


Wonderstell wrote:
magnaangemon01 wrote:
Added in Weapon and Armor Training and Saves. Still have to do Skills, but I think it'll work well.

Are you sure you've applied all the Armor Training bonuses? Because it increases at every 4th level after 3.

If you take the Armor Specialization as your 15th level Advanced Armor Training, and let the other three increases be, you'd improve the Max Dex of any armor you wear by three.
So if you wore a Mithral Full Plate you'd have an armor bonus of 13, a Max Dex of 6, and an Armor Check Penalty of 0. And you'd not reduce your speed at all.

The fighter class I'm reading says maximum of +4 max dex. That's how I read it on d20pfsrd.


In Pathfinder, I usually allow my characters max hp until level 3. I feel it gives them a better edge.

And instead of rolling extra dice for criticals, we just roll normal damage, add in Strength, and double it.

We allow sleeping to fully heal you and restore your spells and abilities.

Other than that, we try to stick to the rules.


This is the new build I came up with. Don't really want to take Mutation Warrior, honestly. Level 16 Lizardfolk Fighter with a Butchering Axe. Added in Weapon and Armor Training and Saves. Still have to do Skills, but I think it'll work well.

HP: 163

Strength: 24 +7
Dexterity: 18 +4
Constitution: 18 +4
Intelligence: 10 +0
Wisdom: 15 +2
Charisma: 13 +1

Butchering Axe:
26/21/16/11
3d6(12d6 with Greater Vital Strike)+13(25 power attack)(+6 on Vital Strikes)20/x3

Scale Mail:
AC: 24 (+5 Armor, +4 Max Dex, +1 Natural Armor, +4 Dodge Bonus)(17 while Great Cleaving)
Flat Footed: 20
Touch: 13

Bravery: +4

Saves:
Fort: 14
Ref: 12
Will: 11

Exotic Weapon Proficiency- Level 1
Power Attack- Level 1
Furious Focus- Level 2
Combat Expertise- Level 3
Cleave- Level 4
Combat Reflexes- Level 5
Vital Strike- Level 6
Cornugon Smash- Level 7
Lunge- Level 8
Advanced Weapon Training: Warrior's Spirit- Level 9
Advanced Weapon Training Feat: Fighter's Reflexes- Level 10
Improved Vital Strike- Level 11
Devastating Strike- Level 12
Advanced Weapon Training: Armed Bravery- Level 13
Great Cleave- Level 14
Weapon Trick: Cleaving Smash- Level 15
Greater Vital Strike- Level 16


I can only take Advanced Weapon Training at 9 and 13 according to the Fighter progression chart.


My starting Str score was 18 with +2 from Lizardfolk and then increased to 24. I haven't done all the details yet. This is just base stuff.

The advanced training I'm considering is Warrior Spirit (I think) that allows me to put up to +3 enhancements of my choosing onto my weapon.

Quick Draw, Weapon Specialization, Combat Reflexes, Improved Critical, and Greater Weapon Specialization.

What should I take in place of these then? As I've stated, it doesn't have to be OP. Just going with fun and consistent.


Scott Wilhelm wrote:


I really like Fighter's Tactics which lets you use Teamwork Feats as if all your allies had the Feat. Take Broken Wing Gambit, and you will get an Attack of Opportunity almost any time you are attacked.

Your allies get an attack of opportunity when you are attacked by the creature with that bonus. At least that's how I read it.


HP: 163

Strength: 24 +7
Dexterity: 18 +4
Constitution: 18 +4
Intelligence: 13 +1
Wisdom: 10 +0
Charisma: 15 +2

Butchering Axe:
25/20/15/10
3d6(12d6 with Greater Vital Strike)+14(26 power attack)(+6 on Vital Strikes)19-20/x3

Scale Mail:
AC: 19 (+5 Armor, +3 Max Dex, +1 Natural Armor)(17 while Great Cleaving)
Flat Footed: 16
Touch: 13
-4 Armor Check

Exotic Weapon Proficiency- Level 1
Power Attack- Level 1
Weapon Focus (ButcheringAxe)- Level 2
Quick Draw- Level 3
Weapon Specialization- Level 4
Combat Reflexes- Level 5
Vital Strike- Level 6
Furious Focus- Level 7
Greater Weapon Focus- Level 8
Cleave- Level 9
Improved Critical- Level 10
Improved Vital Strike- Level 11
Greater Weapon Specialization- Level 12
Devastating Strike- Level 13
Great Cleave- Level 14
Weapon Trick: Cleaving Smash- Level 15
Greater Vital Strike- Level 16

This is the build I came up with. I'm a Lizardfolk (that won't change) with a Butchering Axe.


I couldn't figure out how to edit the title to Great Weapon Fighter after I learned about the Butchering Axe.

Also, while uber damage can be great, I'm opting for fun this time. Doesn't have to be OP, but just fun to play.


He said he'd tell us about money and possibly any magic or wondrous items closer to the game.

Also, I'm a Lizardfolk, so I'm adamant on staying Fighter. I wouldn't be prone to trying Barbarian though. Just no divine classes, please.

We're pretty laid back. None of us are part of PFS and everyone gets pretty angry if a player is too broken.


I doubt I'll ever get Enlarged Person cast on me. Our DM was adamant about not becoming too OP. I see 12d6+32 with Power Attack and Devastating Strike being pretty badass in our group by itself.


Okay. I reread the feat. I got it up to 12d6. Still not seeing 18d6 though.


I still don't see how everyone is getting 12d6-18d6 with Greater Vital Strike. By my math, I can only reach 7d6. Without Enlarge Person, how are you all getting it so high?


Firebug wrote:

So use a Greatsword instead of the Butchering Axe with Gorum's divine fighting style to use it on AoO/Charge as well. The damage drops down a tier to something like 3d6(12d6 Greater Vital) if you don't enlarge or 72 with furious finish (before static mods).

Otherwise, you don't have to use furious finish every time, just hold it in your pocket for when you really need that one guy to die.

Okay. Thank you for the advice. Sounds good.

One thing I don't understand is how you're getting Greater Vital Strike so high. I'm only seeing it as an extra 4 dice added to weapon damage.


Firebug wrote:

Something like Paladin 11/Ranger 5(Wild Stalker) might be a little complex just with all the different moving pieces when building it, but once you have made the all the choices it should be fairly simple, just with a lot of "just-in-case" abilities.

The most complex bit would be memorizing spells, or when your bonuses apply (ie, you used smite evil, favored terrain, power attack or not) or what immunities you have.
Typically round: free action rage, move adjacent, standard action greater vital strike (retraining to get it at 16) with Furious Finish, swift action LoH to heal yourself for at least 5d6 and to remove the Fatigue.
With an Impact Butchering Axe when you are enlarged (say from a potion), it should be 6d6 base weapon, +18d6 greater vital strike, all maximized so minimum of 144 damage before any modifiers(PA, Str, Devastating Strike, Enhancement/etc) or critting at all. You don't even have to worry about finding 24d6 since they are all maximized.
Taking Extra Rage once and you likely have 10 rounds of this per day.
Take Heroes Defiance as your level 1 Paladin spells, so if you get dropped to 0 you get to immediately LoH +1d6 to hopefully keep you alive. Resist Energy for your 2nd level slots(because its always useful), and Angelic Aspect for your 3rd(Resistances/DR/Flight). Cheetah's Sprint for your Ranger spells so you have a 100' dash(really 200-300') ability when you need it. Or tack on Skirmisher Ranger archetype to trade out spells for a trick(2+wis mod /day), like Chameleon Step or Second Chance Strike to reroll (at a -5) your big attack (though this is an immediate action, pushing the fatigue clearing for a round).
Plus, you can use Ranger wands/scrolls so wand of Heightened Awareness to pretend to have Improved Initiative, Longstrider for additional move speed, Barkskin/etc.
You also get a rage power with Wild Stalker 5, so something like Lesser Celestial Totem or Lesser Spirit Totem could be fun, or if you want to go 6 Ranger you can get Spell Sunder and potentially turn off that...

Sounds OP. We have a few power players in our group, but nowhere near this good. I would be the most hated player in our group lol

And that includes my wife. Not sure being OP is worth her wrath. But, hey, if I ever join PFS, I'll give it a try.

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