Huge Newbie - Need Weapon Advice


Advice


Alright so I've never played pathfinder before and I've only briefly played dnd 3.5. It's fairly safe to say I'm a noob. My DM told me that the fighter was a pretty noob friendly class, and after some research I started to really like it.

I want to use two-handed weapons like hammers and great axes and smack people in the face for as much damage as possible. My starting weapon is "Earthbraker" which does 2d6 damage (the highest damage I could find) and my two feats are Power Attack and Furious Focus. My race is Lizardfolk if that matters...anyways would it be smart to get the Weapon Focus feat for my Earthbraker early on? Or is it normal to find a better weapon during the campaign?

And what other feats should I take to max out my damage?

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

Honestly, unless you have a killer GM, your damage is probably going to be fine just with what you've got. Power Attack scales up as you gain levels, and there's probably no need to add more on top of that (plus you get the fighter's weapon training eventually anyway).

I'd invest your future feats in rounding yourself out to cover weaknesses. For combat feats, try things that let you do nifty tricks (Improved Bull Rush, etc). For regular feats, cover your arse with things like Iron Will and Improved Iron Will. Depending on the campaign, maybe some noncombat feats like Skill Focus (diplomacy) or something.


can you just delete the extra posts? I don't know why is posted it four times...


Technically speaking, the Greatsword does slightly more average damage because it's also a 2d6, but it has a slightly better critical range. The difference is pretty minor though.

Although, how often you find weapons is really up to the DM. I've been in campaigns where the DM basically just let us buy whatever we wanted, and I've also been in campaigns where we had to scrounge for weapons.


Talk with the DM about weapons. The earthbreaker is a good one, and some DMs are fine with you continuing with a starting weapon and/or finding better ones. Others will let drop whatever lets drop.

Fighters have so many feat choices,its hard to say without some idea of where you want to take the character. Melee types worksifferentlythanfighters,lots of stuff depends on the campaign, etc. There are some basics, though.

If you decide to stay with the earthbreaker, then Weapon Focus doesn't hurt, and later you can get Weapon Specialization and the Greater version of those two feats. Combined with the fighters weapon training ability, you can do a lot.

You will generally have enough feats to do your major specialization one other path as well. Archery needs Point Blank Shot, Rapid Shot, Manyshot,and Deadly Aim. There are others, but those four will make you quite capable at hitting people who stay away from your earthbreaker. The various combat maneuver feats might be handy as well - Improved Trip and Greater Trip in particular are very handy for battlefield control, ie keeping your enemies from having a free hand or from getting around you to attack other party members. But keep a close eye on the prerequisites.

After that, it depends on the campaign. Are you constantly being charmed by evil dryads? Take Iron Will. Are you up against foes who always attack out of mists and fogs? Take Blindfight. Always up against crowds of foes? Take Cleave, or work up to Whirlwind Attack.

And if you want to experiment with a feat but aren't sure how good it will be in the long run, remember that fighters can swap out their fighter bonus feats at higher levels. Experiment and see what works!


Tumerking wrote:
can you just delete the extra posts? I don't know why is posted it four times...

Actually, YOU can delete them.

Shadow Lodge

Sakagamihime wrote:
Technically speaking, the Greatsword does slightly more average damage because it's also a 2d6, but it has a slightly better critical range. The difference is pretty minor though.

Actually 19-20/x2 and x3 do the same damage on average as long as what you need to roll to hit is lower than the threat range. Although if you are needing a roll that high you're probably in a very bad place and weapon choice is going to make very little difference.

The main difference between 19-20/x2 and x3 (and 18-20/x2 and x4) is that the higher threat ranges will crit more often for less, while the higher multipliers crit less often for more. "Well no s#$@ Skerek" I hear you say, well listen to what this means though. As i mentioned before higher threat ranges can be undermined by things with a high AC, I've heard this been called 'wasted threat'. Higher multipliers on the other hand often end up wasting damage, a scythe critting can easily get damage higher than 8d4 + 40. Problem with that is when you only needed 30 damage to finish off the monster. I'd call this wasted damage.
People do tend to prefer higher threat ranges because wasted threat comes up a lot less often than wasted damage, and well, it's more consistant, even when you don't consider wasted damage or wasted threat people like to roll those confirmation rolls as much as they can.

As far as most damaging weapon, the good ol falcata actually ends up dealing the most damage once you get your static modifiers up high enough (+22 or +10 with keen/improved crit compared to a greatsword/earthbreaker).

If you don't want to spend a feat for the falcata, your next best choice is probably the Nodachi. (+27 or +12 with keen/improved crit compared to a greatsword/earthbreaker)

Anyway, another huge advantage of the falcata is that it's one handed. Yep that actually works better for you in the end. If you get grappled you can only use a one handed or light weapon. Need the extra AC? sweet throw a shield on and keep hacking away, And there are times where putting on a +1 tower shield and taking a -2 on attack rolls will end up helping a lot.

But it doesn't even need to be a Falcata, even the good ol longsword will do the trick. Longsword vs Greatsword? Greatsword does on average 2.625 more damage on a hit, 2.875 with keen/improved crit.

From GMing PFS a bit in the past year or so the biggest advice i can give you is "versatility". Yes yes, it's good and all if you can dish out a bucket load of damage with your big two handed weapon, but sometimes you won't be able to swing that weapon around. Previously mentioned grapples are one problem. One I had a guy who liked swinging a great axe around have to use one hand for something else (steering a boat) and he was about to swing his axe, he even rolled the attack, but then i asked him "How are you doing that? You are using one hand to steer the ship and that's a two handed weapon." Not a happy chappy I tell you.

Oh and as a player, the amount of times the tin can with a tower shield has managed to save my and other people's skins is amazing.

tl;dr
-19-20/x2 and x3 actually do the same average damage, but people tend to prefer 19-20/x2
-The Falcata does the most damage in the game, it's fairly broken
-Versatility is awesome (which the broken Falcata provides)


x3 or x4 crit weapons are awesome when they crit.

High crit range weapons do crits more often. This will be extremely nice at higher levels when you have a critical feat or something else that triggers off scoring a crit, like a burst weapon. Keen scimitars, for instance, will be scoring a crot close to a third of the time with their 15-20 crit range. If, say, you stun someone every time you crit...

RPG Superstar 2008 Top 32

I merged the threads on this topic.


Thanks for the advice. I want to stick with two-handed weapons because flavor-wise I enjoy them much more, and this character is sort of based off of my Skyrim character (Lizardfolk = Argonian :D). I do like the Greatsword better than the Earthbraker. Mo crits are mo betta.

I still don't know what else I want my character to do besides bash face with giant weapons. Should I also focus on getting my saves up with feats like iron will?

So many feats, so many choices!

Shadow Lodge

Tumerking wrote:
Should I also focus on getting my saves up with feats like iron will?

After Furious Focus and Power Attack, yes, cover your weaknesses. With PA and FF you'll be doing enough damage, I'm sure you could end up doing more, but covering your weaknesses is a better option


Tumerking wrote:
I still don't know what else I want my character to do besides bash face with giant weapons. Should I also focus on getting my saves up with feats like iron will?

It's one approach. Staying alive is never a bad thing, and failed Will saves are almost the worst thing that can happen to you (they don't kill you directly, but they can easily result in the death of fellow party members).

On the other hand, it's often more fun to DO things than to not have things done to you. Try and make sure one or two skills are reasonable so you have something to do outside of combat. Have a hobby. Figure out your character's personality (which might or might not be your own!).

Fighters have lots of choices feat-wise. Don't go overboard -- you can do anything, but not everything. Pick something else besides in-your-face damage to make work. Archery, tripping, mounted combat, some sort of knowledge of the local area, some exotic technique -- whatever it is, be able to do it along with your in-the-face combat.

I'll second the earlier recommendation for versatility. Lots of people specialize in one thing and do it very well. It's fun to do that one thing. But if something else happens, what do you do? (This is where it helps to talk with your GM and see if he'll tell you if you're in an all-combat game, an all-roleplay game, what sort of game he plans to run, etc.)

Sczarni

A while back, someone on these very boards (I wish I could remember who) wrote a Guide to Weapons, in which much math was done. The conclusion was that 19-20/x2 and x3 crit ranges do the SAME amount of damage, as do 18-20/x2 and x4 crit ranges. This math would also suggest that despite popular conception, the Keen enhancement or Improved Critical would increase the average damage output of an 18-20/x2 weapon by the same amount as a x4 weapon.

As far as what else you want to do, I would recommend using a feat or two to improve your ranged combat capability. Every character should always have at least one melee and one ranged weapon, regardless of whether or not they intend to use them. And if you've got feats to spare, it's worth spending one for when you just can't get up close to the thing you're hitting.

Another idea might be the Dodge chain. Mobility might not look impressive, but Spring Attack and Combat Patrol are.

Dark Archive

I believe that this is the guide you were looking for The Viking Irishman's Guide to Weaponry
EDIT: Also this page has a couple fighter guides that might help as a reference. Guide to the Guides

Shadow Lodge

Silent Saturn wrote:
A while back, someone on these very boards (I wish I could remember who) wrote a Guide to Weapons, in which much math was done. The conclusion was that 19-20/x2 and x3 crit ranges do the SAME amount of damage, as do 18-20/x2 and x4 crit ranges. This math would also suggest that despite popular conception, the Keen enhancement or Improved Critical would increase the average damage output of an 18-20/x2 weapon by the same amount as a x4 weapon.

Yes this is correct. Although since crit fishing is popular people tend to go for the higher threat range

SaddestPanda wrote:
I believe that this is the guide you were looking for The Viking Irishman's Guide to Weaponry

Interesting, but the guide does not have a break down of different weapons and the damage they'll do... I might make a huge spread sheet that will contain the weapons from the Core, APG and UC and show their average damages

Sczarni

Yes! That was indeed the guide I was thinking of!

Skerek: As a man who can't remember his last natural 20, I don't discount the appeal of wider range over higher multipliers. Especially given the mechanics by which feats like Blinding Critical work-- if the OP wishes to look into taking critical feats, a wider range would definitely be the better choice.

Shadow Lodge

Silent Saturn wrote:

Yes! That was indeed the guide I was thinking of!

Skerek: As a man who can't remember his last natural 20, I don't discount the appeal of wider range over higher multipliers. Especially given the mechanics by which feats like Blinding Critical work-- if the OP wishes to look into taking critical feats, a wider range would definitely be the better choice.

Oh yes very much so. Once you add in mechanics that rely on critical hits the higher threat weapons are better. Although apart from the burst weapon abilities these tend not to add in damage.

You'd probably hate the guy that rolled 4 20s in a row that I game with.

After reading though Viking Irishman's guide there is one thing that kinda urks me, he only did his calculations for 0 to +10 strength modifiers. My current sheet has damage modifiers 0 to +50, yay spread sheets.


I'd recommend the Falchion as probably the best weapon for a THW fighter without exotic weapon proficiency. Most of your damage at higher levels is coming power attack + strength bonus + weapon specialization + enhancement bonuses. When you crit all of that gets multiplied increasing damage output by large amounts a wider crit range means you're doing more damage more often.

For example a 13th level fighter might look something like this:

Match Crunch:

Falchion: 2d4+ 12[STR] + 12[Power-Attack] + 3[Weapon-Training] + 2[Enhancment] + 2[Weapon Specialization].

That totals to: 2d4+31 (Average: 36) w/ a 15% chance to double. With improved crit it's a 30% chance to double.

Earthbreaker: (Same as before) totals to 2d6+31 (Average: 38) w/ a 5% chance to triple or a 10% chance with improved crit.

The math for Damage Per Round usually favors the Falchion because while it's multiplier is lower it crits 3 times as often pushing it leaps ahead of an earthbreaker or greatsword. The base damage dice is slightly lower, but you make up for it and then some with the wider crit range. The elven curve blade is slightly better, but costs Exotic Weapon Proficiency as a feat.

The next best weapon is a Falcata, but that also requires EWP feat.

It really depends on what kind of fighter you want to be:

-A THW bruiser (Damage Dealer):

*Falchion
*Greatsword
*Earthbreaker
*Heavy Flail (Trip + Disarm is nice)
*Dire, Flail (Better than Heavy Flail, requires EWP)
*Curve blade, elven (Slightly better than Falchion, requires EWP or Elf)
*Oversized Falcata/ Falcata (Very good takes a hit on to hit if oversized, Requires EWP)

-A tripper (Pretty good idea):

*Guisarme
*Heavy Flail
*Dire, Flail
*Scythe (picking up improved crit makes this OK)
*Fauchard (Reach + Trip, probably best trip weapon, requires EWP)
*Whip/Scorpion Whip (Feat intensive, but good, requires EWP)

-A Sword and board (TWF w/ spiked shield and one handed weapon):

*Longsword
*Scimitar (For improved Crit)
*Battle Axe (Not a horrible option, but could do better)
*Falcata (Probably best weapon in the game, worth the EWP feat)

A quick online reference to use would be: Pathfinder SRD (Weapons)

Rogue Eidolon's guide to Fighters won't steer you wrong.

Additionally I'd recommend picking up a net. It's a touch attack so not being proficient penalties usually cancel each other out. Entangling a foe is nice sometimes. A composite longbow is also a good idea to keep as a staple for ranged attacks.

If you're playing with Archetypes I'd recommend THF achetype: It trades away Armor Training, but you rarely get DEX high enough to make that much use of it.


One melee weapon. Maybe more if you want to have a couple of extra types for, say, overcoming DR/blunt and DR/slashing. Depends on your campaign.

One long-range missile weapon. Doesn't matter if you're the Cuisinart of Death at anyone within weapon reach if they figure that out and never approach you closely. Flying foes, foes on the other side of chasms or on top of walls, people with Auras of PC-Rotting that you don't want to get close to--- you need have a means to deal with them.

One light weapon, preferably a dagger, for use in grapples or if you get swallowed. Or just to have available in case you go somewhere that asks you to leave at the door any weapons taller than the halfling barkeep.


I second the falchion for straight fighter after level 10. The critical hit feats are pretty spectacular. I'd go blinding (especially if you have a rogue in the party), staggering, then stunning with critical mastery.

The weapon master archtype also gets bonuses to confirm criticals, increase critical damage multipliers, and critical save DCs. With a keen falchion, you critical nearly every round statistically, and leave your foe blind, staggered, stunned, and eating x3 damage. Ouch.


bfobar wrote:
I second the falchion for straight fighter after level 10. . .

Just posting relevant stats, as nodachi was mentioned. The nodachi is the better weapon in every relevant way. The nodachi is even still martial. It is basically the elven curve blade, but better as I doubt you will be using finesse.

Falchion 75 gp 2d4 18–20/×2 8 lbs. S No Special
link

Nodachi 60 gp 1d10 18–20/×2 8 lbs. S or P brace
link


yes, but I usually don't recommend eastern weapons unless its an eastern campaign.


Here's the thing with 2d6 weapons compared to 1d12. It is statistically more likely to roll a number closer to a 7, so your average rolls will be higher, but it is statistically less likely to roll high numbers.

The chance to roll a value of 1,2,3...,11,12 on a D12 is 1/12 for each number

The chance to roll a value of X on 2d6 are as followed
1 = 0 (it is impossible)
2 = 1/36
3 = 2/36 (1/18)
4 = 3/36
5 = 4/35 (2/18) (1/9)
6 = 5/36
7 = 6/36 (2/12) (1/6)
8 = 5/36
9 = 4/36 (2/18) (1/9)
10 = 3/36
11 = 2/36 (1/18)
12 = 1/36

Overall a 2d6 is better than a 1d12, but best case scenarios (rolling 12s) is a third less likely to happen (at the same time, worst case scenarios are three times more likely to happen). It is really personal preference, but it really just depends on which of your dice are loaded ;)

I'm a two-handed fighter specializing in sundering, so I use a Lucerne Hammer (1d12, x2crit, reach, brace). I took this weapon mostly because it gave me +2 CMB on sunder attempts on medium or heavy armour, but the reach gives me a lot of versatility in combat. I made it out of Adamantine as well, with permission from my GM, so that I would be smashing everything and anything with relative ease.

The drawback to my class is that I have piss-pour defences. My health is decent for a level 6, up at 63, but my AC is only 16 and my Fort/Ref/Will is only 7/3/2 respectively.

Liberty's Edge

If you plan on using many combat maneuvers, the Fighter Lore Warden archetype with a reach weapon is probably the go-to option.

You lose Armor Trining and medium.heavy armors, but get Combat Expertise as a bonus feat.

You gain extra skill points, as well as all Int-based skills as class skills.

And, as you level up, you get an increasing across-the-board bonus to CMD & CMB.

At 11th level, using a Lore Warden without any of the Improved feats, he has a +31 to trip and +29 to disarm attempts, and is using a whip with Improved Whip Mastery, so 15' reach to attack, 10' reach for AoOs.

Another 11th level Lore Warden build I have seen, with the Sunder line of feats, and an adamantine greatsword, tends to destroy enemy weapons in one hit. Ugly. Especially since the Greater Sunder feat means that excess sunder damage carries over into actual damage to the wielder...


Play any big two-handed weapon you like. Don;t specialize. Wait for a cool drop, then specialize.


Keep in mind feats too for weapons. People say Falcata's are the best weapon for damage (and its true mathematically) But if you have a critical feat, (Take staggering or blinding critical for example) The high range 18-20x2 weapons (while not doing as much damage) can be found to be much more useful in many situations. (17-20 isn't bad at all, but 15-20 with a critical enhancement feat just takes the cake)

Just my two cents!

Lantern Lodge

Great suggestions here about high critical threat weapons. Get any 18-20 crit range weapon that suits your style. Mathematically yes they have the same DPR as a x4, but they crit more often and don't have as much wasted damage.


As a fighter you get a ton of feats. Dont be afraid to take ones you think will be good. If you aren't sure about a feat, make it a bonus feat (the ones gained specifically from the fighter class). Because, if you decide you dont like it, you can change one of them every 4 levels. So if you take weapon focus earth breaker, or great sword, and at level 3 decide you want to use this cool new great axe instead, thats ok, because at level 4 you can change it to weapon focus great axe.

Most dms allow retraining of feats in some fashion, especially for new players, but the fighter has it written into the class, so dont be afraid to use those bonus feats for something that you might not be sure of. Talk to your dm also about other potential retraining options, and how he will handle treasure. A fighter's weapon is very important, and if you cant get your hands on a badass weapon of whatever kind you specialize in at higher levels, it will be a problem.


My advice is that it doesn't matter too much. Yes, you can squeak out a few more percentage points with the mathematics shown above. Do you need to? Not really.

Do have some back up weapons though. In addition to the hammer, you need a ranged weapon and a one handed weapon. It's also good to have a bludgeoning, piercing, and slashing weapon.

Like in Skyrim, you can be disarmed, and you don't want to be standing there with nothing.

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