StabbittyDoom
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Take Improved Unarmed Strike (or get spiked armor) and get a reach weapon (or a whip and get Whip Mastery from Ultimate Combat, though that takes a few feats to get good). IUS and a reach weapon means you can whirlwind to hit everything within 10ft once instead of just within 5ft, and it means you can AoO opponents that approach. It also means that a caster can't just 5ft away from you to avoid casting defensively.
| harmor |
Guess that's why I never took Cleave. If I was playing with Cleave I would had traded it out at 4th.
Also what sucks about Cleave and Greater Cleave is that they lower your AC -2 for each step.
Unless you're a Barbarian or already have a low AC I don't see the point of Cleave. Its not like I'm doing alot of damage at 1d10+3 right now so I'm not going to felling alot of targets.
Meh.
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I was considering at level 8 fighter to swap out Shield Focus for Improved Shield Bash and go up the Shield Slam route at 11th.
This way I could get a +1 Bashing shield and use that with my Shielded Fighter archtype Bonus to get +1 hit/damage. (NOTE: In our campaign we are not allowed to add Spikes to shield and still receive the Bashing shield property, thus max 1d8 20/x2, instead of 2d6 20/x2).
Additionally you can't alternate between Weapon/Shield using the Shielded fighter ability while using a Whirlwind - all attacks must be the same attack from the same weapon. At +6 BAB I could alternate as a Full round action, but really why would I ever do that with Whirlwind. In retrospec I should had chosen a different archtype.
Male Dwarf Fighter (Shielded Fighter) 5
LN Medium Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 14. . (+4 armor, +1 Dex, +1 dodge)
hp 54 (5d10+20)
Fort +9, Ref +2, Will +1
Defensive Abilities Active Defense, Bravery +1, Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Club +8 (1d6+3/20/x2) and
. . Dagger +8 (1d4+3/19-20/x2) and
. . Masterwork Waraxe, Dwarven +9 (1d10+3/20/x3) and
. . Shield, Heavy Steel +8 (1d4+3/20/x2)
Ranged Crossbow, Light +4 (1d8/19-20/x2)
Special Attacks Shield Fighter +1
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STATISTICS
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Str 16, Dex 13, Con 18, Int 13, Wis 10, Cha 7
Base Atk +5; CMB +8; CMD 20
Feats Combat Expertise +/-2, Dodge, Mobility, Shield Focus, Spring Attack, Whirlwind Attack
Traits Chance Savior, Resilient
Skills Acrobatics +0, Climb +2, Escape Artist -5, Fly -5, Perception +5, Ride -1, Stealth -5, Survival +4, Swim +2
Languages Common, Dwarven, Giant
SQ Antitoxin (vial), Greed, Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2
Combat Gear Bolts, Crossbow (10), Chain Shirt, Club, Crossbow, Light, Dagger (2), Masterwork Full Plate, Masterwork Shield, Heavy Steel, Masterwork Waraxe, Dwarven; Other Gear Acid (flask) (3), Antiplague (vial) (2), Antitoxin (vial) (2), Backpack (31 @ 40 lbs), Bedroll, Bell, Bladeguard (2), Blanket, Bloodblock, Candle (5), Chalk, 1 piece (5), Crowbar, Elixir of Swimming, Fishhook, Flint and steel, Holy water (flask) (4), Liquid Ice, Mug/Tankard, clay, Piton (4), Potion of Protection From Evil (2), Pouch, belt (10 @ 5.5 lbs), Pouch, belt (17 @ 5.5 lbs), Rations, trail (per day) (4), Rope, silk (50 ft.), Sack (empty), Sewing needle, Signal Horn, Signet ring, Smokestick (3), Soap (per lb), Spade or shovel, String (50'), Tanglefoot bag, Thunderstone, Vial, ink or potion (2), Waterskin, Weapon Blanch, Cold Iron, Weapon Blanch, Silver, Whetstone, Whistle, Signal
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TRACKED RESOURCES
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Bolts, Crossbow - 2/10
Club - 0/1
Dagger - 0/2
Elixir of Swimming - 0/1
Potion of Protection From Evil - 0/2
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SPECIAL ABILITIES
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Active Defense +1 (Ex) +1 AC while fighting defensively (inc Combat Expertise & total defense). As a swift action, share this with adjacent allies.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bravery +1 (Ex) +1 Will save vs. Fear
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Mobility +4 to AC against some attacks of opportunity.
Shield Fighter +1 (Ex) +1 to hit and damage with shields, may alternate weapons during a full attack rather than 2-weapon.
Shield Focus +1 Shield AC
Slow and Steady Your base speed is never modified by encumbrance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Whirlwind Attack Instead of making a full attack, you attack all nearby opponents.
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Five Kings Mountains
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At level 6 I pretty much guaranteed to take Lunge - I can't see why I wouldn't take that especially now that we seem to fighting a lot of creatures with Reach.