Would appreciate help with my fighter build.


Pathfinder First Edition General Discussion


I'm playing a tiefling in CoT and we just made it to second level. We use a stat array for characters and using the tiefling supplement in Bastards of Erebus my character is Daemon spawn with oversized limbs instead of darkness (+2 dex, +2 int, -2 wis, can wield large weapons w/out penalty).

I wanted to make a TWF fighter so I chose to play with a double khopesh from Sandstorm. It's functionally just like a double scimitar: 1d6/1d6 18-20 x2, but the d6s become d8s due to the large version of the weapon.

Currently my prospective build looks like this:

Str 18 Dex 18 Con 14 Int 15 Wis 9 Cha 9 (stat array 18 16 14 13 11 9)

1: Fiendish Heritage(for three rolls on the ability table), EWP: double Khopesh
2: TWF
3: Weapon Focus: Double Khopesh
4: Weapon Spec: D.K., Str +1
5: Master Craftsman(weaponsmith), Weapon training (double weapons)
6: Improved TWF
7: Double Slice
8: Greater Weapon Focus: D.K., Str +1
9: Improved Critical: D.K., Weapon Training (DW 2, Crossbows 1)
10: Critical Focus
11: Bleeding Critical
12: Greater Weapon Spec: D.K., Dex +1
13: Staggering Critical, Weapon Training (DW 3, Xbow 2, Thrown 5)
14: Critical Mastery
15: Two Weapon Rend
16: Greater TWF, Wisdom +1
17: Stunning Critical
18: Disruptive
19: Spellbreaker
20: Penetrating Strike, Charisma +1

I wish I could fit in some other feats like Step up, dodge, Two weapon Defense. I'd also like to fit in disruptive and spellbreaker earlier, but since we're unlikely to get past level 16 I need to get as much bang for my buck on the front end. Not sure if Master Craftsman is worth the feat. The critical chain is expensive, but I can't help but take advantage of the weapon's high threat range and having lots of attacks per round.

With this build at 16th level without considering magical items I'm looking at a full attack of 24/24/18/18/14/14/9 of 1d8 +12 15-20 x2 with an additional d10 + 7 if both main and offhand hit. Pretty solid.

Is there anything I should consider dropping or switching around?


Why take Master Craftsman (Weaponsmithing) if you aren't taking Craft Magic Arms and Armour? The former qualifies you to take the later, but you still need the feat.


Completely misread that feat. Well forget that then. Guess I can fit in step up after all.


TLO3 wrote:

I'm playing a tiefling in CoT and we just made it to second level. We use a stat array for characters and using the tiefling supplement in Bastards of Erebus my character is Daemon spawn with oversized limbs instead of darkness (+2 dex, +2 int, -2 wis, can wield large weapons w/out penalty).

I wanted to make a TWF fighter so I chose to play with a double khopesh from Sandstorm. It's functionally just like a double scimitar: 1d6/1d6 18-20 x2, but the d6s become d8s due to the large version of the weapon.

Currently my prospective build looks like this:

Str 18 Dex 18 Con 14 Int 15 Wis 9 Cha 9 (stat array 18 16 14 13 11 9)

1: Fiendish Heritage(for three rolls on the ability table), EWP: double Khopesh
2: TWF
3: Weapon Focus: Double Khopesh
4: Weapon Spec: D.K., Str +1
5: Master Craftsman(weaponsmith), Weapon training (double weapons)
6: Improved TWF
7: Double Slice
8: Greater Weapon Focus: D.K., Str +1
9: Improved Critical: D.K., Weapon Training (DW 2, Crossbows 1)
10: Critical Focus
11: Bleeding Critical
12: Greater Weapon Spec: D.K., Dex +1
13: Staggering Critical, Weapon Training (DW 3, Xbow 2, Thrown 5)
14: Critical Mastery
15: Two Weapon Rend
16: Greater TWF, Wisdom +1
17: Stunning Critical
18: Disruptive
19: Spellbreaker
20: Penetrating Strike, Charisma +1

I wish I could fit in some other feats like Step up, dodge, Two weapon Defense. I'd also like to fit in disruptive and spellbreaker earlier, but since we're unlikely to get past level 16 I need to get as much bang for my buck on the front end. Not sure if Master Craftsman is worth the feat. The critical chain is expensive, but I can't help but take advantage of the weapon's high threat range and having lots of attacks per round.

With this build at 16th level without considering magical items I'm looking at a full attack of 24/24/18/18/14/14/9 of 1d8 +12 15-20 x2 with an additional d10 + 7 if both main and offhand hit. Pretty solid.

Is there anything I should consider dropping or switching around?

I would get rid of crafting, move everything down a slot, Swap out crossbows for composite longbows so you get STR to damage, crossbows are typically for under 10 str unless you just want the extra crit range or can't use longbows. I would get out the "sure thing" feats then later on focus on the extra critical stuff, but that's just personal preference. Also power attack = greatness


Second power attack. The weapon training class feature means a fighter can handle the attack penalty easily. Also if you're using 3.5 material consider two weapon pounce from PHBII lets you make two attacks at the end of a charge, thus allowing two weapon rend as well.

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