I wanna built a Two Handed Fighter that does more than damage.


Advice


Hi,

I am struggling with something. I currently play in 4 PBP games.
1 as a Hexcrafter Magus
1 as a Samurai (going Shatter defences, Deadly Stroke)
1 as a TWF ranger (as per my guide)
1 as an Invulnerable Rager Barb (kicks A$$)

Now every one is pretty optimised and has allota 'cool' stuff built in to the class.
Magus is well, a Magus, NUFF said.
Samurai has the whole wuxia thing happening (and deadly stoke on a challenge is AWESOME)
TWF ranger has cool spells and a Wolf trip buddy.
The Rager has super feats (i.e. Rage Powers, superstition, Allnight addiction with/Heart of the fields, STR Surge, Spell sunder etc.)

I'm struggling to 'be inspired by a fighter...
Mostly what to do with all the feats.
A TWF is easy because MOST of the feats select themselves just to master your combat style.

The 'optimal' melee combat style- Two Handed is leaving me with so many feats I'm unsure what to do with them.

I'm gonna build this for a PBP, 20 point buy. Two Handed Warrior who wields a Naodachi and Maybe a Fauchard, I like crits!. The archetype does awesome damage, so that's covered. Just needs Gtr Wpn Fcs/Spl and done. Then what?

Obviously Iron Will/Imp Iron Will is needed.

That's leaving alot of feats and nothing that screams, different and awesome.

The only ideas I got are maybe Felling Smash or Dragon Style.


Prolly not what you want to hear but...
I have an almost identical PC in Jade Regent with a rank in Profession: Brewer as Ameiko's brother who worked at the inn...Going for a one level dip in Cleric (Cayden Caylin) Conversion Heresy and Exploration Domains. Going to follow the Power Attack/Coragon Smash route.
Gives me a few options on roleplay and rollplay


Funny story, My samurai is Amieko's older brother in ROTRL and HE's going the Dazzling Display, Conrugan Smash, Deadly Stroke route.


STR Ranger wrote:
The only ideas I got are maybe Felling Smash or Dragon Style.

Dragon style only adds to unarmed strike damage, iirc.

If you're gonna add some style feats to the mix, I'd recommend double checking which ones don't specifically state that they only modify unarmed strikes.

Otherwise, you may consider combat maneuvers. Yeah I know they aren't exactly unique or different; but depending on how you work them, they can add interesting roleplaying opportunities with a bit of flavoring. (Dirty Tricks come to mind for this, use the Quick Dirty Trick feat to get them out easier).

Silver Crusade

This may sound odd, but since fighters get all those extra feats, how about taking a couple of completely non-combat related feats?

For instance, dump your wisdom all the way down to 7 to add those points to your physical attributes, and then take the Alertness and Iron Will feats to undo the wisdom penalty. Maybe even take Improved Iron Will at higher levels to really have great will saves.

Similarly, dump cha and make up for it with the Persuasive feat.

Sovereign Court

My favorite two-handed weapon is the heavy flail. 1d10 damage (decent), 19-20 crit range (good for improved crit), and is a trip and disarm weapon.

If you want to do something else, go the combat expertise route and pick up trip and (later) disarm.


Fromper wrote:

This may sound odd, but since fighters get all those extra feats, how about taking a couple of completely non-combat related feats?

For instance, dump your wisdom all the way down to 7 to add those points to your physical attributes, and then take the Alertness and Iron Will feats to undo the wisdom penalty. Maybe even take Improved Iron Will at higher levels to really have great will saves.

Similarly, dump cha and make up for it with the Persuasive feat.

I ALWAYS take Iron Will/Improved in will in PF only games anyway.

I'm not opposed to out of combat stuff either.
But I'd prefer combat stuff that's a little bit different/special.

I like Dragon style cause it only needs 1 preq and It gives quite a few benefits like charging through allies, ignoring difficult terrain and save bonuses.

Dark Archive

STR Ranger wrote:


I ALWAYS take Iron Will/Improved in will in PF only games anyway.
I'm not opposed to out of combat stuff either.
But I'd prefer combat stuff that's a little bit different/special.

I like Dragon style cause it only needs 1 preq and It gives quite a few benefits like charging through allies, ignoring difficult terrain and save bonuses.

I agree that 2H fighters have a lot of "extra" feats, so I'd encourage you to pickup some combat maneuvers to increase your versatility - and maybe some unarmed combat abilities.

I'm playing a lightly armor 2H fighter in PFS that's been fun so far, and is definitely off the beaten path: Lore Warden/Master of Many Styles. The build will have at least 7 levels of LW, for the bonuses to CMB and the extra skill points, and 2 or more levels of Master of Many Styles, for picking up Improved Unarmed Strike, Dragon Style and Tiger Style/Pounce.

Dragon Style (as you mentioned) is a versatile feat that helps with Saving Throws and also helps when charging. Tiger Pounce removes your attack penalties for Power Attacking (moving them to AC penalties). Master of Many Styles allows you to pickup Tiger Pounce w/o the intermediate Tiger power -- or any of the other prereqs, through the Monk bonus feats.

Mix in some Improved/Greater Trip and some Fighter Weapon Focus feats and you have an extremely versatile light fighter -- who can hit pretty damn hard. Ac is kinda a weak spot, but if you use a reach weapon (Fauchard?) and keep enemies from getting adjacent to you (or proning them when they do...), it helps offset the weak AC.


I've seen this done well in 3.5 with Dragonmark feats. Perhaps, if you don't mind putting a few points into Charisma and stacking a +2 item on it later, you could diversify with Eldrich Heritage feats?


That sounds cool. Any standouts? I've heard of using Eldritch Heritage, but never really looked into it.


Joachim wrote:

My favorite two-handed weapon is the heavy flail. 1d10 damage (decent), 19-20 crit range (good for improved crit), and is a trip and disarm weapon.

If you want to do something else, go the combat expertise route and pick up trip and (later) disarm.

You mean, something like this: Phinneas Tripp with stats


I like the Abyssal Bloodline. Str of the Abyss is cool and the claws provide a cool, flavorful backup weapon. Then what. With a massive str via Belt of Physical Perfection and the +6 Str of the abyss gives he'll do a ton of damage with class abilities alone. So dpr is taken care of.
I like the idea of the claws, but unfortunately limited rounds means it's a backup weapon.
Any good out of combat or just cool stuff?

Wpn Fcs: Naodachi, Power Attack, Skill Fcs: Knowledge: Planes
Shattering Strike (+1Sunder), Cleave
Overhand Chop, Eldritch Heritage (Claws)
Blindfight (retrain Cleave for Improved Unarmed Strike)
Weapon Training+1, Dragon Style
Shattering Strike+2, Improved Sunder
Backswing, Iron Will
Wpn Spl: Naodachi, Retrain Blindfight for Gtr Weapon Focus: Naodachi
Weapon Training+2, Improved Iron Will
Shattering Strike+3, Feral Combat Training
Piledriver, Improved Eldritch Heritage (Strength of the Abyss +2)
Dazing Assault
Weapon Training+3, Penetrating Strike
Shattering Strike+4, Feat
Gtr Power Attack, Strength of the Abyss +4, Feat
Gtr Penetrating Strike, Swap Dazing Assault for Stunning Assault
Weapon Training+4, Big Game Hunter
Shattering Strike+5, Feat
Devastating Blow, Strength of the Abyss +6, Feat
Weapon Mastery, Feat

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Wear a mithral breastplate and spend all your spare feats on Fleet. Weeeeeeee!


Orc bloodline is the way to go for raw power, especially if quickened spell like ability is allowed on touch of rage. Otherwise, every bloodline has SOME kind of unique utility, though it may be small and / or at later levels.

Liberty's Edge

Barbarian has quite a bit to offer as a single level dip (with extra rage feat to back it up).

Orc bloodline is definitely the way to go.


You should probably just do Sorcerer 1 (Draconic), Barbarian 2, Fighter 2, Dragon Disciple 8, Fighter 7. (or Eldritch Knight 7 if you care about spells, which you wont)

17 BAB, +4 to str and +2 con, +4 or 5 to Natural Armor, Rage plus a rage power. About 4 or 5 extra feats from the draconic bloodline (Blindfight, Improved Initiative, Great Fortitude and Toughness), plus four fighter feats.

Take Heirloom weapon as a trait for an extra +1 to attack rolls. Weapon should prob be a high crit 2h wep (Falchion, Elven Curve Blade, whatever) and make it keen.

Enjoy hitting with ~28 Str and crittin on 15's.


Checked orc bloodline. Str Bonus is the same but I like the survival skill better. Can you use touch of Rage on yourself? That would be awesome.

I'd need gear to do it but that 15th level power might be enough to justify Gtr Eldritch Heritage (not forgetting you could easily afford an item of enlarge person by then)

I'll update the build later...

Dark Archive

Zolthux wrote:

Take Heirloom weapon as a trait for an extra +1 to attack rolls.

You need to check out the errata, sir: Heirloom was whacked with a (well-deserved!) nerf bat!


Argus The Slayer wrote:
Zolthux wrote:

Take Heirloom weapon as a trait for an extra +1 to attack rolls.

You need to check out the errata, sir: Heirloom was whacked with a (well-deserved!) nerf bat!

Well-deserved and (in my opinion) over-compensating nerf.


Redid the build.
25pt buy
STR 18 (22)
DEX 14
CON 14
INT 10
WIS 10
CHA 14 (15)

Two Handed Fighter:

Wpn Fcs: Naodachi, Power Attack, Skill Fcs: Survival
Shattering Strike (+1Sunder), Cleave
Overhand Chop, Eldritch Heritage- Touch of Rage
Blindfight (retrain Cleave for Improved Unarmed Strike)
Weapon Training+1, Dragon Style
Shattering Strike+2, Improved Sunder or Lunge
Backswing, Iron Will
Wpn Spl: Naodachi, Retrain Blindfight for Gtr Weapon Focus: Naodachi
Weapon Training+2, Improved Iron Will
Shattering Strike+3, Feat
Piledriver, Improved Eldritch Heritage (Strength of the Beast +2)
Dazing Assault
Weapon Training+3, Improved Eldritch Heritage (Fearless- Fear Immune+ 2Nat AC)
Shattering Strike+4, Penetrating Strike
Gtr Power Attack, Strength of the Beast +4, Feat
Gtr Penetrating Strike, Swap Dazing Assault for Stunning Assault
Weapon Training+4, Gtr Eldritch Heritage- Power of Giants
Shattering Strike+5, Feat
Devastating Blow, Strength of the Beast +6, Feat
Weapon Mastery, Feat, Retrain Gtr Penetrating Strike for Feat

As you can see there are still a few feats left. Dunno what to chose.
There's crit feats but Dazing/Stunning Assault are more reliable.
Maybe Dodge/Crane style, His to hit is certainly high enough to take the hit for some more AC.

to hit:
Attack: Taking weapon Training and full power attack into account Final Full Attack is
BAB20 +2(Gtr Wpn Fcs)+ 4(Weapon Training) + 9(STR) +3(Belt of Physical Perfection) +5(wpn enhancement) +2(Dueling Gloves)-6(PA)
Full Attack 39/34/29/24
Hasted 40/40/35/30/25
Stunning Assault/Haste 35/35/30/25/20

Damage is rediculous. Like 66 on the first hit and 72 with backswing

AC:
AC= 10 +Mithral do-maru chest with scale arms and legs 8, +1(Dusty Ioun Stone) +5(magic)+5(ring)+5(amulet)+5(Dex+Belt)+1(dodge)+1(Defender of the Society)= 41/44 fighting defensively (if takes crane style)

So what does a 2hander with Massive To hit and Damage and good AC with a will reroll a day pick for his last feats?

Are there some that offer more rerolls?
Or something mega cool (doesn't have to be combat related)


BTW there's Pie if you can come up with something that can take out AM BARBARIAN.

Somehow...

Only thing I can think of is superstition only works vs spells so won't help vs Stunning Assault- Maybe If I'm Enlarged and Using lunge???

Again, also 1. Can you use touch of Rage on yourself?

2. LONGBOWS are a TWO HANDED WEAPON, would a Two Handed Warrior's weapon training work for Bows?


STR Ranger wrote:
something that can take out AM BARBARIAN

\

reach weapon, lunge, enlarge, etc,
OR
Archer archetype with improved snap shot

AND

combat maneuver of your choice to stop him

STR Ranger wrote:


Again, also 1. Can you use touch of Rage on yourself?
Lepermachaun wrote:
if quickened spell like ability is allowed on touch of rage


Lepermachaun wrote:
STR Ranger wrote:
something that can take out AM BARBARIAN

\

reach weapon, lunge, enlarge, etc,
OR
Archer archetype with improved snap shot

AND

combat maneuver of your choice to stop him

Actually , he'd just STR Surge to beat it but this guy CAN enlarge himself and Has Lunge?

BTW Quicken SLA would work if Touch of Rage was an SLA. Is it?


STR Ranger wrote:


Actually , he'd just STR Surge to beat it

wow, thats a nice immediate action lol. I guess 8 levels in order of the shield is about it to not get slaughtered on the charge.


Argus The Slayer wrote:
Zolthux wrote:

Take Heirloom weapon as a trait for an extra +1 to attack rolls.

You need to check out the errata, sir: Heirloom was whacked with a (well-deserved!) nerf bat!

Did not know this. Can't say I disagree with their choice though. Heirloom weapon WAS broken.

Although a +2 trait bonus to a CMB is still emulating a feat. Hmm...I could make a character named Jack the Tripper!

Sczarni

I personally had a BLAST playing the Phalanx Fighter. If you build him around TWF, Shield Bash, and Combat Expertise you can get a character with a lot of AoO, 10 ft reach, shield slam with free bull rush, power attack with free trip, and later work in combat patrol to make your AoO range INSANELY STUPID.

My build also left me with a 31 AC at level 7 (Mithril Full Plate, Dex, Dodge, Natural, Shield and Deflection), so you can wade into battle with little fear and prepare to take advantage of all those AoOs. I did take one level of Inquisitor so I could use healing wands and scrolls freely, so I lost a feat...

Basically my character is based around using his TWF only if something is inside his 10 ft reach so he can knock them back and finish making his full attack using his Keen Corrosive Burst Bardiche.

Liberty's Edge

Are you set-as-stone on fighter? You could play another class that fights with a 2H weapon and has some different flavour, like a barbarian, or maybe something crazy like a bard! You won't do as much damage, but you would have spells and a whole lot of skill points to spend on cool things.

Silver Crusade

How about Point Blank Shot and the related archery sub-feats, to make your character as good from a distance as he is in melee?


Fromper wrote:

How about Point Blank Shot and the related archery sub-feats, to make your character as good from a distance as he is in melee?

+1

Never be a one-trick pony. You need to be able to deal with foes that don't want to enter a close-quarters fight with you.

Liberty's Edge

If you only want to spend one feat on archery, take Rapid Reload at 6th. Party wizards ideally should be dropping Haste when you hit BAB6, meaning you'll have three shots with a +1/+1d6 crossbow. (Works best if you already have Quick Draw.)


tonyz wrote:
Fromper wrote:

How about Point Blank Shot and the related archery sub-feats, to make your character as good from a distance as he is in melee?

+1

Never be a one-trick pony. You need to be able to deal with foes that don't want to enter a close-quarters fight with you.

Yes.

A friend of mine did a hybrid melee/archer range, using the combat style archery feats so she could be useful at a distance, then took power attack and quickdraw so she could run in with her greatsword and bash faces in.

Also, Vital Strike works on both ranged and melee attacks as per RAW, so that was useful for both types of fighting


Is it really necessary for a 2 handed fighter to do more damage? Scrap the archetype, select the appropriate fighter feats so you can do decent 2 hand damage, decent ranged damage, be heavily armored while moving 30 feet. Much more effective build for all situations.

Liberty's Edge

If you want to beat AM Barbarian you're going to need one thing above all else, initiative. If you take away his option to charge on batty bat (and thus tone down his drill that pierces the heavens, either by charging on your own batty bat or by killing batty bat or sundering the lance) he's merely a great melee fighter. Of course, he's probably a better melee fighter than a fighter, so there's going to have to be a trick.

Sundering would be an interesting way to go at it, AM is going to have CAGM so sundering helps deal with that to. Maybe using a monk dip to get some style feats to make that easier. It'd be an interesting fight, AM doesn't have quick draw, or unarmed strike, so if you get through his (probably 2) weapons, he should fall. Also, smashing AM's smashy things would be delicious irony.

Archery is probably the simpler method, a sohei would probably do it better, but a fighter could do it well enough, and you'd have enough feats to be good at fighting two handed and at archery. Your cohort would either be your own batty bat or another archer if you go that route.

Dark Archive

Grummik wrote:
Is it really necessary for a 2 handed fighter to do more damage? Scrap the archetype, select the appropriate fighter feats so you can do decent 2 hand damage, decent ranged damage, be heavily armored while moving 30 feet. Much more effective build for all situations.

+1

The base fighter is hard to beat for a 2H fighter.

Sczarni

Argus The Slayer wrote:
Grummik wrote:
Is it really necessary for a 2 handed fighter to do more damage? Scrap the archetype, select the appropriate fighter feats so you can do decent 2 hand damage, decent ranged damage, be heavily armored while moving 30 feet. Much more effective build for all situations.

+1

The base fighter is hard to beat for a 2H fighter.

Both of you misunderstood. He wants to do more THAN damage...not MORE damage.

He wants an interesting character concept to play/RP other than big stupid fighter swings ax.


STR Ranger wrote:

Redid the build.

25pt buy
STR 18 (22)
DEX 14
CON 14
INT 10
WIS 10
CHA 14 (15)

** spoiler omitted **

As you can see there are still a few feats left. Dunno what to chose.
There's crit feats but Dazing/Stunning Assault are more reliable.
Maybe Dodge/Crane style, His to hit is certainly high enough to take the hit for some more AC.

** spoiler omitted **

** spoiler omitted **...

just curious. say AM and oh I don't know, let's call him Draco the Sunderer, where to meet in an arena battle and given one round to buff. Draco activates power of giants for his buff. Provided he wins initiative, he could charge and sunder AMs weapon with his lucerine hammer( with dazing assault activated) and not take AMs CAGM attacks ( since he is large and wielding reach weapon?

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