| ChuckSC6568 |
Starting with the fighter class presented in the Core Rulebook and using only the bonus fighter feats (not using the standard lvl 1,3,5, etc. ones that everyone gets) could you suggest some builds for both a two-handed weapon fighter and a sword and board fighter? Starting stats are as follows: Str: 19, Dex: 13, Con: 15, Int: 10, Wis: 12, Cha: 10.
| Kaiyanwang |
The stats you listed are very good for a two handed fighter.
I strongly suggest to take a look at the APG version, but even with core, you can just
1) Choose a weapon, and pimp the weapon focus/Weapon Specialization line
2) Remeber to take utility feats like Step up and Lunge
3) take power attack and fill the power attack maneuver line
4) If you choose an high threat weapon like falchion, consider critical feats at high level.
If you don't like maneuvers, or you still have feats free, consider anti-caster feats like distruptive, good if used with step up. (Take, of course, Power Attack anyway at level 1! It's a mandatory feat for meleers).
| Dragonchess Player |
With those stats, I'd recommend against going sword and board; to get the most out of sword and board, you pretty much have to go the Improved Shield Bash/Two-Weapon Fighting route (requiring 15+ Dex). If you're willing to go with 18 Str, 16 Dex, 14 Con, 10 Int, 12 Wis, 8 Cha, you can have a good weapon/shield fighter; +1 Dex to qualify for Improved Two-Weapon Fighting and all other advancements in Str. Note that this is expensive in both feats (Improved Shield Bash, Shield Slam, Shield Master, Two-Weapon Fighting, Double Slice, Improved Two-Weapon Fighting, and Two-Weapon Rend, in addition to Power Attack and other feats) and equipment (a bashing shield, possibly with defending shield spikes, in addition to your normal weapon).
For a straightforward two-handed weapon character, falchion and scythe are good choices for damage (with keen or Improved Critical); falchion threatens more often, while scythe does more damage on a critical hit; statistically, they do the same average damage. If you're looking for more options than just damage, bill (APG; brace, disarm, reach), guisarme (reach, trip), and ranseur (reach, disarm) are good choices; spiked gauntlets are handy (intentional pun) if opponents get inside your reach.
| ChuckSC6568 |
Thanks for the advice so far, folks! As silly as it may seem, what I'm wanting to do is strictly use the fighter bonus feats for his combat skill and use the standard feat selections for the more...mundane things, like skill bonuses...saving throw bonuses...etc. Seems kind of silly and I know I will be behind the curve in some respects with combat, but I just wanted to do something a little different and make this fighter more than just "Hulk smash!". Keep 'em comin'! :)
| Kaiyanwang |
The fine tuning of switching on/off Power Attack, Combat Expertise, Dazing Assault, Lunge, Shield of Swings, often more than one of these at time..
The critical decision of use the +2 of the charge for an opening maneuver..
The careful choice of weapons and equipment, the careful planning of the build, the adjustment of tactics..
All of these make the Fighter far beyond "Hulk Smash", actually.
Nevertheless, to accomplish what you want, go Two-Handed. Less feats needed to be functional :)
I strongly suggest to rearrange stats and raise intelligence.If possible, since you will not raise Dex too, use the Two Handed Fighter variant. You can find it in the PRD.
18 12 15 14 14 7 Maybe? 4 Points in Str 1 in con raising levels. Even better if you go human.
| Kaiyanwang |
Why the Intelligence boost? Not arguing, just wondering your reasoning.
You said you need standard feat slots for skill boosting feats like Skill Focus (if I got it right).
For an optimal use of these feats, you need skill points to reach, at high levels, the 10 rank needed to jump from a +3 to a +6.
Moreover, (again, assuming I got it right) you implied you needed stuff to do other than kill enemies. In this case, skills are a good way to go. Human fighter with 14 int means 5/6 skill points/level.