Dwarven Polearm Fighter


Advice


A little background first, I haven't really played a full bab class in years. I generally play a rogue or caster. In the game this guy is for my hide in plain sight spring attack rogue was a bit over-optimized, and thus boring. So I decided to retire him and make a fighter.

The rest of the party consists of:
A halfling horselord ranger
A gnome blind oracle of wind
A halfling aberrant sorcerer (blasty)
A dwarf hungry ghost monk
Everyone is lvl 12.
Small and stealthy is the game theme, even the horselord's mount has ranks in stealth. So without further delay

Brock Ironpike str 20 (26 with belt) dex 18 con 18 int 14 wis 15 cha 12. (We roll stats, i was very lucky)

Feats:
1 combat expertise, combat reflexes
2 pike hedge (dragon compendium)
3 improved trip
4 hold the line (complete warrior)
5 greater trip
6 combat focus (phb2)
7 leadership (for a gnome artificer cohort to heal/trap)
8 weapon focus: dwarven warpike
9 weapon specialization: dwarven warpike
10 combat vigor (phb 2)
11 vital strike
12 armor specialization: full plate
And in the interest of completeness, my planned feats for the next 8 lvls.
13 greater weapon specialization
14 greater weapon focus
15 power attack
16 improved vital strike
17 improved bull rush
18 greater bull rush
19 greater vital strike
20 combat stability (phb2)

The idea here is to stand between the enemy and the horselord, using readied actions to deal rediculous damage with the warpike. And attack of opportunity trips to keep them from swarming said halfling so he can charge repeatedly. Later ill aoo to bull rush with my pike so i can brace repeatedly.
This has gotten a bit long, so I'll just say I've read rogue eidolon's fighter guide and I'm open to any suggestions/comments/criticisms.
Thanks in advance


Two days and no suggestions? Sweet, must be a perfect build for what I want to accomplish (decent damage and battlefield control)


cooperton wrote:
Two days and no suggestions? Sweet, must be a perfect build for what I want to accomplish (decent damage and battlefield control)

While I'm not familiar with the 3.5 stuff, you do need to take greater weapon focus before taking greater weapon spec.

I'd consider taking power attack before taking vital strike. Vital strike only works with as a standard attack, and hopefully you will be doing more full-attacking. Power attack is going to be +12 damage. On that note, I'd also consider taking lunge.


Dilvias wrote:
cooperton wrote:
Two days and no suggestions? Sweet, must be a perfect build for what I want to accomplish (decent damage and battlefield control)

While I'm not familiar with the 3.5 stuff, you do need to take greater weapon focus before taking greater weapon spec.

I'd consider taking power attack before taking vital strike. Vital strike only works with as a standard attack, and hopefully you will be doing more full-attacking. Power attack is going to be +12 damage. On that note, I'd also consider taking lunge.

I'd also recommend you take a good look at furios focus. When using power attack, this is really worth a lot.

Liberty's Edge

IIRC, and I am building a PFS tripping fighter, Greater Trip requires 6th level, or +6 BaB, so not legal as your 5th level feat. Minor quibble, since you can just swap around feats to move WF to 5th and be legal.

9th level would offer Tripping Strike, from the APG, which allows a "free" trip on a critical hit.

Fury's Fall, from the Cheliax book, would give you a +4 to your trip attempts, sinc eit adds your Dex mod to trip attacks.

Since you are using 3.5 stuff, consider Improcved Leadership, I think it's called, possibly from the Miniatures Handbook, which improves your effective level for Leadership.

Consider the Improved Disarm sequence, as well. Tripping is limited to one size category larger than you, so some things will just be untrippable, but anything using a weapon can be disarmed. (insert evil laugh here) Greater disarming lets you flip their weapon up to 15' away from the former wielder, as well...


Sangalor wrote:


I'd also recommend you take a good look at furios focus. When using power attack, this is really worth a lot.

It SEEMS wonderful, but by 12th level it's not as nice as you'd think it would be.

At this point a fighter is looking at 4 attacks while hasted (which should be almost all the time he's fighting by 12th). The feat is only going to help one of his best attacks when power attacking. And frankly if he needs the bonus here, he's going to be loosing out in terms of damage by power attacking as it's not going to help those other 3 attacks. It edges when you should power attack vs not a little bit, but not worth a feat. Iron will and improved iron will should likely find places here instead of furious focus.

This is different from say weapon focus which is going to give a total of the same bonus to attacks (actually more when you figure in potential AOOs), but distributed over to attacks that likely need the bonus a bit more than one of the primaries.

At lower level furious focus is VERY good, but by 12th it's lost some of its luster.

-James


If you're using 3.5 stuff, I would suggest having the sorcerer learn Greater Mighty Wallop from Races of Dragon, and you weilding a Lucern Hammer. You'll lay out quite a bit more hurt.


Thanks for the info folks. (I knew making a rediculous claim like building the "perfect" fighter would help :-) ).

Good catch on gwf, gws, and greater trip, I'll switch them. Iron will and greater isn't terribly necessary as combat focus does the same thing for the first 11-12 rounds of each encounter.

What lvl is greater mighty wallop? While the sorc won't likely use any buffs on me the artificer can make inventions of up to 4th lvl spells (eventually). We're using a 3rd party arti from a pdf splat book that was available here for a while. Pretty cool class once we nerfed it into balance, but I digress.

I considered both fury's fall and furious focus but just didn't have room.

Thanks again all, any other suggestions?


Greater Mighty Wallop is a third level Sorc/Wizard spell from the Races of Dragon book. It lasts an hour/level and increases the "effective" size category of a bludgeoning weapon once per every four caster levels. The weapon doesn't actually increase in size, just the damage dice for it do. It's a transmutation spell.

Works well in combo with Vital Strike and the improved versions.


Only bludgeoning weapons eh? Too bad. Want the warpike for reach and tripping, not to mention it's a "dwarven" weapon and thus martial. Thinking about it though, this is basically "lead blades" as a non personal spell, could probably get it allowed as a researched spell for any weapon. Stuff like that tends to leave a bad taste in my mouth. Hmm, something to think about. Thanks!

@ disarming. I should be enlarged most of the time, and by my reckoning anything larger than huge is usually using natural weapons, thanks though.

Liberty's Edge

Well, if your DM will let your design a new character with a cohort on-the-fly...what can we really add, since you can pretty much do anything you want and you know what his game-style is like and what sorts of things you face and don't face (i.e., will-saves important/not-important, etc).

Mixing 3.5 and Pathfinder in a melee class? Dear lord.... barbarian/fighter w/Enlarge-casting cohort who's Shock Trooping w/3.5v full-BAB Power Attack and 3.5 Improved Trip working like Pathfinder Greater Trip w/free AoOs on schmucks as you trip them, and grooving on all the extra feats because they come faster in Pathfinder. Armor? Pbssfft. Leave it in the store for some other fool who needs it while you invest in your weapons.

"My motto is: 'if my AC isn't negative, I'm not Power Attacking hard enough!'"

I won't even mention Frenzied Brokezerker or Cheese Templar.

Two hours of watching you slaughter everything in sight, and your group will be asking your old, weak-ass rogue back. ;-)


Mike Schneider wrote:
w/Enlarge-casting cohort

Why would you want an enlarge casting cohort?

There's a paizo PrC that gives enlarge as a swift action, likewise a domain (if you want to take a BAB hit). There's also permanency for the enlarge spell. Finally there's a move action potion drinker trait.

Meanwhile a cohort is going to have to 1 round cast the enlarge spell.

-James


james maissen wrote:
Sangalor wrote:


I'd also recommend you take a good look at furios focus. When using power attack, this is really worth a lot.

It SEEMS wonderful, but by 12th level it's not as nice as you'd think it would be.

At this point a fighter is looking at 4 attacks while hasted (which should be almost all the time he's fighting by 12th). The feat is only going to help one of his best attacks when power attacking. And frankly if he needs the bonus here, he's going to be loosing out in terms of damage by power attacking as it's not going to help those other 3 attacks. It edges when you should power attack vs not a little bit, but not worth a feat. Iron will and improved iron will should likely find places here instead of furious focus.

This is different from say weapon focus which is going to give a total of the same bonus to attacks (actually more when you figure in potential AOOs), but distributed over to attacks that likely need the bonus a bit more than one of the primaries.

At lower level furious focus is VERY good, but by 12th it's lost some of its luster.

-James

Hm, I see furious focus to be extremely valuable whenever you can only do a single attack, e.g. when moving around. You bascially get power attack on that one attack for free. YMMV but in our games single attacks have been much more common than full attacks :-)


Sangalor wrote:


Hm, I see furious focus to be extremely valuable whenever you can only do a single attack, e.g. when moving around. You bascially get power attack on that one attack for free. YMMV but in our games single attacks have been much more common than full attacks :-)

1. I don't see maxed out fighters missing with their primary attack.

2. With a decent fighter the party works to give him full attacks, just as a party would work to give a rogue flanking. Mind you if the later is not occurring then the former is unlikely as well.

There are plenty of other feats out there that will give him a better return, especially as he seems to have so many available to him from older material/etc.

Furious focus is great at low levels, but loses out as you gain levels. That's not to say that I agree with OP's choice of feats- they are poorly thought through. I'm just saying that by 12th level the heyday of furious focus has past.

-James

Sovereign Court

I'd make sure your cohort was a Whisper Gnome. You should be a Strongheart Halfling for more free stuff.


Wow, uh. Ok. Couple things.
1 said "weak" rogue had a stealth check in the 40s, combined with hide in plain sight it means that he was pretty much invincible to anything not a high lvl caster, or some perception based builds.

2 we use 3.5 material, but anything that's been updated gets used, so no 3.5 trip to save a feat, no old power attack etc. If there's a new version, that's the only version.

And lastly, what exactly is poorly thought out? Its not supossed to be super damage guy, its a battlefield control guy to help the horselord get his charges and protect the sorc.

Liberty's Edge

Quote:
There's a paizo PrC that gives enlarge as a swift action

Which one?

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