| PharaohKhan |
This seems almost too good to be true, so I wanted to make sure it works the way I think it does. Let's suppose I have a level 6 Two Handed Fighter (APG) with an 18 strength and the following feats: weapon focus (greatsword), weapon specialization (greatsword), power attack, furious focus, and vital strike. Now, using Overhand Chop and weapon training bonuses, am I correct in thinking this fighter could make a single attack at +12 to hit and do 4d6+17 damage with his greatsword?(all bonuses included) Furthermore, it appears to me this fighter could still take a move action and perform this attack.
I know this isn't exactly awesome damage or anything, but it's still pretty decent and I wanted to make sure it works this way. Feed back appreciated. =)
| voska66 |
That's how it works. Usually I see it with a 20 Str by the time the fighter hits 6th. So it's +15 4D6 +21. Most time people take 17 STR add the +2 racial bonus and boost it to 20 at 4th level. As well a +2 sword by then.
To hit (+6 BAB, +1 WF, +1 WT, +5 STR, +2 MAG) +15
Damage (2D6 weapon, 2D6 Vital, +5 Str, +5 OHC, +6 PA, +2 WS, +1 WT, +2 MAG) +21
And you can move!
| ddgon |
Your numbers are good but you are right they are not the best you could have at that lvl, but are close enough to be fun to play.
at lvl 1 human can have a 20 str. so at lvl 6, with +2str item your looking at a 23str for a mod of 6. if your dm gives you the gold for a +2 sword then you are lucky, so lets calculate with a +1. so thats: +14 to hit, and damage of: 2d6(greatsword)+2d6(vital)+6str+6Overhand+2WS+1WT+1sword+6PA for a grand total of 4d6+22. which averages out nicely to: (2d6 average is 7, this is a proven mathamatical statistic fact) so 14+22 for 36 damage. And because you can move, you might find flanking. and if you stand still your full attack can add more damage as the damage dose not change, just lose 7 on the to hit.
a +2 weapon adds 1 to hit and damage. +1str mod adds 1 to hit and 2 to damage.
| AvalonXQ |
Wait you can power attack and Vital Strike in the same round?
You can declare Power Attack any round before making an attack roll. The attack penalty applies to all melee attack rolls and CM checks, and the damage bonus applies to all melee damage rolls.
So if you use Vital Strike with a melee attack, Power Attack can apply. This also works with a ranged attack and Deadly Aim.| Major__Tom |
At level 6, doesn't power attack carry a -2 to hit and a +4 to damage now? Which would lower both the to hit and the damage by 2. Still pretty impressive. Or does one of those feats negate the minus for the first attack with PA. (Working from memory, so maybe not). If so, the damage is still overstated by 2, unless one of the feats also gives you +50% PA damage (don't think I've ever heard of that one).
| AvalonXQ |
At level 6, doesn't power attack carry a -2 to hit and a +4 to damage now? Which would lower both the to hit and the damage by 2. Still pretty impressive. Or does one of those feats negate the minus for the first attack with PA. (Working from memory, so maybe not). If so, the damage is still overstated by 2, unless one of the feats also gives you +50% PA damage (don't think I've ever heard of that one).
Two-handed weapons get +50% PA damage under the description of the PA attack feat itself.
Furious Focus negates the PA attack penalty for the first attack.So -0 attack, +6 damage when the Ftr 6 makes his one two-handed attack with Vital Strike.
| voska66 |
Major__Tom wrote:At level 6, doesn't power attack carry a -2 to hit and a +4 to damage now? Which would lower both the to hit and the damage by 2. Still pretty impressive. Or does one of those feats negate the minus for the first attack with PA. (Working from memory, so maybe not). If so, the damage is still overstated by 2, unless one of the feats also gives you +50% PA damage (don't think I've ever heard of that one).Two-handed weapons get +50% PA damage under the description of the PA attack feat itself.
Furious Focus negates the PA attack penalty for the first attack.
So -0 attack, +6 damage when the Ftr 6 makes his one two-handed attack with Vital Strike.
That and I think it's at 15th level the two handed fighter's power attack is 100% so +4 damage per -1 you take. Gotta love that!
| ddgon |
Just a note to my last post, if you use your full attack you lose the extra 2d6 of Vital Strike. however if you manage to hit you do another 2d6+22. So if both attacks hit (unlikely but you could roll two 18s or such), you would do an average total of: 58 damage. For a lvl 6 fighter, thats enought to take yourself out in two rounds (if you have a good con and can take half or max hp, not rolling).
If you want your DPR or Damage Per Round, that is harder to calculate because you need to factor in AC and your miss chance and your crit chance. This is where mulitple attacks can be good because each attack is added because the first attack hit/miss dosn't affect your 2 or 3ed attack. (assumeing your are just damageing and not doing a manuver).
Overall, a fighter like this is a death dealer in fullplate. Weakness is: will save, reflex save. But sometimes we just wanna play the big stupid figher who runs up to Balors and Pit Fiends and just attacks.
| EWHM |
The downside of the 2handed fighter relative to the regular one is that you've lost armor training---ie the ability to move at full speed in full plate and apply (usually) your full dex bonus to AC. Your weapon training is mostly a wash, although you don't have the secondary weapon groups to buff your secondary role. For deciding which is best in your particular campaign, I guess I'd ask the question---does stuff you fight ever miss you? If not, go for the archetype over the base class. If so, it's a harder call. I've personally not authorized anything from the APG as yet as canon for my games (I've got really mixed feelings on the pounce barbarian rage ability and the mobile fighter--frankly pretty much every main melee needs the ability to do a full attack after movement by 6-10th level, something that archer types pretty much always have going on and that caster's find irrelevant).
| ddgon |
EWHM you do raise good counter points. But the OP was asking if by the rules it worked or not. And it dose.
Personaly, after trying to make a twohanded fighter I found the Archtype usefull. If you do go for the 20str at lvl one you spend 17 points on it. Out of the 20 you bet. (my group dose pointbuy equal to pathfinder socitiy and I find that it is a doable amount, and also makes the builds useable in socity play).
so to get 20 str you can now get 13 in something and 10s. Now if you dump stats you can get a 14 con and a 12 dex. But really, if you want that 20str with a point buy the loss of dex to AC means more points to put elsewhere. IF you dump Cha (which lets face it, your a fighter who likes to hit things with a huge sword.. what part of that equals party face?). Int and Wis are left at 10, so you get some skills and your will isn't a penilty. You can dump more.. but there are no more true dumpstats left to dump.
I know Cha is a useful stat, and dumping it is totaly a choice. But if you want a 20 stat at lvl 1 something is likely to be less then 10. If you take it to 9, and don't do talky stuff then the 7 becomes rather nice.