
Vistarius |
Ok, so I had a character in a 28pt buy game that ended up dying horribly. (Apparently at level 3, 17 level 2 fighter/rogues can still kill you. note to self: Don't play a 7 int character who thinks he's bigger than he is, the extra points aren't worth it)
Anyways. So our party of Undine Inquisitor, Gnome Summoner, and human rogue need a melee fighter. So my current build looks like this:
Two-handed Fighter:
Feats:
Human-EWP-Ripsaw Glaive
Start-Step-up
Fighter-Combat Reflexes
Fighter-Following Step
3rd-Stand Still
Weapon: Ripsaw Glaive
Archetype: Two handed fighter
Replace bravery with Shattering Strike
Replace Armor Training 1 with Overhand Chop
Feats needed:
Dodge, Mobility, Combat Patrol, Step-up and attack, spring attack, whirlwind attack
Now, I don't really want suggestions on new weapons or feats, I think this looks about good, (but maybe build order for feats would be good). I want to have a pole-arm fighter that utilizes the 2 handed archetype, can be mobile, do good damage and always keep the upper hand as far as range goes. When it comes to melee, my goal is to keep the squishier characters safe, the monsters where I want them, and to keep up.
So now the big question comes...where do I put the points? We can drop stats below 10 to get what we want, but I don't know what to put the points into. Obviously I want my highest stat to be strength, my dex has to be high to utilize combat reflexes, and certainly con will be important. Neglecting INT probably won't be a good idea in this case, but maybe cha could be a dump stat. Opinions?

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Cha is fine as a dumpstat for a fighter. If you really want to get the most out of your reach weapon, I would suggest working on tripping since a lot of reach weapons are also trip weapons (including the ripsaw glaive).
Step up and strike would be a mostly wasted feat since the enemy has to be adjacent to you. If it's already adjacent to you and wants to get away, it's probably going to provoke an AoO from you anyway since you have a reach weapon.
I'd also suggest changing your weapon to the fauchard (from classic horrors revisited). It's still a 1d10 reach weapon like the ripsaw glaive but it has an 18-20 crit range, which means you'll be critting more and doing more damage on average.
I'd do stats along these lines: 16, 16, 15, 13, 12, 7. Put your +2 human bonus in either str or dex and your level 4 stat increase into con. I honestly have no idea what order to take the feats in other than get the prereqs for things quickly.

Kyle Smith, Role Player |
Personally I think you should use a normal reach weapon that doesn't require a feat to use (I don't think the weapon is all that impressive). The +2 damage can easily be replicated with Weapon Specialization. You could benefit more from a Weapon Focus and then take advantage of the Polearm Master variant if you're using that type of weapon. Personally, I really like the variant. But you don't want to hear all that... Also, get Lunge.
28 Point Buy
Optimized
STR 16 + 2 Racial Mod (10)
CON 16 (10)
DEX 16 (10)
INT 10
WIS 10
CHA 8 (+2)
I personally think using INT as a dump stat is generally bad for Fighters who already have close to no skills and a terrible skill list...
Role Play
STR 16 + 2 Racial Mod (10)
CON 14 (5)
DEX 16 (10)
INT 13 (3)
WIS 10
CHA 10

DeathQuaker RPG Superstar 2015 Top 8 |

I'd boost your Int to 13 so you can have a trip build, as someone suggested. This also gives you another skill point to play with, meaning you can have some utility outside combat as well. Knowledge Dungeoneering and Survival are always useful, as are Craft skills, etc.
Kyle Smith's role play suggestion looks good, except I'd drop Cha to 8 and raise Wis to 12 for a slightly better Will save. If you want any kind of charisma-based ability, it'd probably be Intimidate and you can take Intimidating Prowess if that becomes an issue.

Vistarius |
Alright, I guess I do want to hear feat suggestions.
A trip build would be more viable than a movement based build? I didn't realize Step-up made it have to be adjacent.
I like the flavor behind the Ripsaw Glaive, but I suppose I could swap it out for a different weapon or one that doesn't require exotic weapon.
I went with Two-handed over polearm master because I like the double strength modifier for extra damage over the ability to attack adjacent, but I can look into it. I'm a little scared to go into a trip build, mainly because my GM has been around for a while, and remembers chain trippers. If I start doing something cheesy, he will too.

DeathQuaker RPG Superstar 2015 Top 8 |

Alright, I guess I do want to hear feat suggestions.
A trip build would be more viable than a movement based build? I didn't realize Step-up made it have to be adjacent.
I like the flavor behind the Ripsaw Glaive, but I suppose I could swap it out for a different weapon or one that doesn't require exotic weapon.
I went with Two-handed over polearm master because I like the double strength modifier for extra damage over the ability to attack adjacent, but I can look into it. I'm a little scared to go into a trip build, mainly because my GM has been around for a while, and remembers chain trippers. If I start doing something cheesy, he will too.
You're a fighter, you have more than enough feats to do both--especially since some you're not going to qualify for till you're higher level anyway. It's more that you have a trip weapon, you may as well use it for that when you have the opportunity--and it gives you something to do when your mobility doesn't help you. That's only going to eat 2-3 of your feats, which is minimal for a fighter.
Trip cheese was ripped wholesale out of Pathfinder, so your GM has nothing to worry about that--that was the fact that you got a free attack after tripping someone, which could be hideously exploited. That no longer works. Greater Trip does force the tripped opponent to provoke AOOs for the next round--which you can still take advantage of, and moreover, so can your party members, which makes it a great teamwork tactic.
If you don't want to do it, that's fine--you have a pretty solid idea. It's more just pointing out that you have a good opportunity to take that path if you want to.

Vistarius |
Makes sense though. I just trade the Step up tree for tripping.
Weapon choice is difficult now though:
With the Fauchard I lose 2 damage and a x3 critical, but crit more often (especially with improved crit or keen).
Polearm master makes me better at tripping and attacking if they get too close, but two handed fighter doubles str. on a single attack.
So with +4 STR, that's a net of a base of 4-5 damage I could be losing out on. On low levels, that's alot. But the chance to crit more often can make up for it.
Hmm.

SunsetPsychosis |

Critting is always more important than a couple dice or a few points of static damage. As a fighter, you're going to have insane to-hit and static damage bonuses, and having a 30% chance per hit to double those static bonuses is damn good. That's the reason most of the two-handed builds use falchions (or fauchards).

SunsetPsychosis |

A 28 point buy stat spread for a monk is decent. You could go for a spread like
Str 18 (16+2 racial)
Dex 14
Con 14
Int 10
Wis 16
Cha 8
If you really wanted to maximize stats, you could even do
Str 18
Dex 16
Con 14
Int 7
Wis 16
Cha 7
You'd theoretically have 1 build point left, but you couldn't use it.

Vistarius |
Optimized build looks better, but 7 int is pretty dangerous. Though I don't have to rp 7 int as completely stupid...either way this is what I have so far:
Monk:
Human-Dodge
Start-Iron Will
3rd-Lightning Reflexes
Bonus1-Scorpion Style
Bonus2-Deflect Arrows
Class Features:
Stunning Fist -> elemental Fist
Qinggong Monk-Variable
Vow of Silence, Vow of Truth, Vow of Cleanliness, (+3 ki points)-still mind
I took monk of the four winds archetype so I could really use advantage of the ki points. Qingong monk will provide a good amount of abilities (though some levels I sacrifice some abilities for Monk of the Four winds)
Playing a silent character is something I want to play as I'm always the party "voice", so it'll be fun. I took the extra save feats so that I am guaranteed to pass saves (will take improved later)
Honestly, never built a monk before, so I'm seeing some problems here >.>

SunsetPsychosis |

Why Iron Will? As a monk, you have high saves in every save, and have a reason to have a decent score in the relevant ability scores, so for the most part I find +save feats not to be worth it. You're better off spending feats to increase the monks somewhat lackluster combat damage dealing ability and/or capitalize on his mobility and high CMB.

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Playing a silent character is something I want to play
28pt dwarf who talks with his weapon:
STR:17 (bump 4th)
DEX:12
CON+19 (bump 8th, 12th, and "tome")
INT:12
WIS+15
CHA-05
1. barb1
2. cler1 ... Domains: Community, Travel
3. (mix figh and barb to taste, with at least four levels of barb; with Reckless Abandon and Quick Reflexes your two rage powers)
Feats: Raging Vitality, Power Attack, Steel Soul.
Combat technique: Drink potion of Enlarge. Smile menacingly.