Fighter build


Advice


I have seen a ton of builds with people tweaking out AC to make them unhitable, but then the character is on the weaker side of things. I have also seen characters that are very much unstopable, but are extremely hard to lvl up due to so many feat dependancies that are useless until late in game. So I was brainstorming one that I could play from LvL 1 and never be lacking and also seem only to get better and better. This isn't gear dependant, but the right gear would make it that much more powerful.

Half-Orc or Dwarf (I usually go Half Orc just personal preference and you can bump the STR.)

Starting Stats 20 Pt. Buy:
Str:18 +2 Orc= 20
Dex:10
Con:13
Wis:10
Int:10
Cha:10

Also could go (18,12,15,8,8,8); (18,14,14,9,8,7); (18,16,14,7,7,7) or some other variations. Just depends on how you want to make the guy. Just need 13 Con and max STR.

Feats: Ironhide +1 Natural AC (Half-Orc/Dwarf Only)
Fighter: Weapon Focus: Battle Axe

Depending on funds at lvl 1 get biggest AC boost and Heavy steel shield. Probably Scale Mail +5 (50G) or Chain Mail +6(150G) Steel shield +2 (20G), Battle Axe (10G)

So LVL 1 AC should be 18 or 19 and +7 attack with Battleaxe at 1d8+5.

Lets move along to LVL 10.
Stat bump at 4 and 8 to STR.
STR: 22
Con: 13
Dex, Wis, Int, Cha: 10

Feats:
Lvl 3,5,7, and 9: Improved Natural Armor
Fighter 2: Power Attack
Fighter 4: Weapon Specialization: Battleaxe
Fighter 6: Shield Focus
Fighter 8: Greater Weapon Focus: Battleaxe
Fighter 10: Greater Shield Focus

Weapon Training:
LVL 5: Axes (Battleaxe)
LVL 9: Close (shield and gauntlets)

Gear upgrades +2 mithral full plate, +2 heavy shield and +2 Keen battleaxe (could be more or less, but lvl 10 with +2 gear isn't that big a stretch) Also I didn't give him any other magical items.

LVL 10 AC 32 and +22,+17 1d8+12 (19-20x3)

Now LVL 20
Stat Bump at 12 and 16 go to STR giving you 24.
Stat Bump at 20 to Con to get you the extra HP if you want them here.

Gear upgrades +5 Mithral full plate(keeps you in medium armor and thus 30 ft movement) or +5 Adamantite Full Plate (drops you to 20 Movement, but gives you +3 DR with fighter class that would be +8) +5 Heavy Sheild, and +5 Keen Battleaxe.

LVL 20 AC 43 and +38,+33,+28,+23 1d8+20 (19-20X4)

Toss in a Belt of Physical Perfection +6, Amulet of Natural Armor +5, and Ring of Protection +5.

You are now at AC 56 and +41,+36,+31,+26 1d8+23 (19-20X4)

If your DM wouldnt have a problem with some Manuals of STR, Dex, Con. you could add 2-3 more AC, 2 more to hit and damage, and about 40 HPs I know that is asking for a lot, but hey this is sumthing I am just tossing together why not make it maxed out.

The class would be nothing but a melee guy, but thats what most fighters are anyways. This one selects a special weapon and tries to max out his effectiveness. A lvl 20 with 56-61 AC and DR 8 isn't to bad a meat shield. The gear selections at the end would be best case and make it optimal. However, even without the MAXED gear listed the build still seems to be pretty effective IMHO. I haven't been able to try it out, but if anyone would be able to give me some feedback on what they think of the build and how it would play please let me know.

Also I toyed with the idea of taking Intimidating Prowess and Cornugon Smash since Intimidate is the only class skill I found usefull for this guy. I just thought that some of the other options filled out the character better. Thanks in advance for all feedback.

Dark Archive

Nice work. I do not play fighters so I don't have alot to say, I did see something that might have to be worked out with the DM. Improved natural armor is a monster feat from bestiary. Not sure how DM's are handling PC using them?

Possible replacement feats if you cannot use the feat could be: Dodge / Mobility / Missile Shield.

Improved Natural Armor (Monster)

This creature's hide is tougher than most.

Prerequisites: Natural armor, Con 13.

Benefit: The creature's natural armor bonus increases by +1.

Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.

Dark Archive

Enjoy your will save and skill selection.


Mergy wrote:
Enjoy your will save and skill selection.

Agreed...you sound like a perfect candidate for a dominate person from the wizard floating 60' up.

Dark Archive

malanthropus wrote:
Agreed...you sound like a perfect candidate for a dominate person from the wizard floating 60' up.

I ran a game last night that involved an underwater encounter with a sea hag. The fighter ended up unconscious and they barely dragged his drowning butt back to shore before he died.

At level 5, facing this CR 4 opponent, this fighter will have a 60% chance of failing his first save and being staggered for the fight, and a 36% of going unconscious the next round.

Just throwing that out there.

Actually, I wrote my column on the subject a few months ago:

Mergy's Methods: Stable Statistics


WhipShire wrote:

Nice work. I do not play fighters so I don't have alot to say, I did see something that might have to be worked out with the DM. Improved natural armor is a monster feat from bestiary. Not sure how DM's are handling PC using them?

Possible replacement feats if you cannot use the feat could be: Dodge / Mobility / Missile Shield.

Improved Natural Armor (Monster)

This creature's hide is tougher than most.

Prerequisites: Natural armor, Con 13.

Benefit: The creature's natural armor bonus increases by +1.

Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.

Didn't notice it was a "Monster only feat" just tossed it together in Hero Lab and they just have it pop up when you have 13 Con and Iron Hide. So that pretty much takes this idea and tosses it out the window. Nice catch.

As for the Will saves I know they are low and like I said this was thrown together with one thing in mind upfront Melee. I am asking for tips to see how it might/could it possibly work. Cloak of Resistance could bump it a bit. Still would be on the low side. Possible Headbands for stat bump. I just dont know that many barbarians and Fighters that arent susceptible to Failed Will saves.

Base 6 at lvl 20... what suggestions you got? Max Cloak gets it to 11. What else make a Wisdom based Fighter? I mean I know they have options, but what you think is the best choices? Granted now knowing I can't take Improved natural armor I could take Iron WIll but that only gets me to 13. Still not that impressive at 20.

Dark Archive

My suggestion is to change the point buy, modify things, remove some points for strength because there is no need for a 20 at first level.

This is still pretty min/max:

Str 18, Dex 12, Con 14, Int 12, Wis 14, Cha 7

Feats Ironhide, Iron Will

Traits Defender of the Society, Indomitable Faith

Alternate Racial Trait Sacred Tattoo

We're left with a Half-Orc fighter who has a melee attack of +5 and an AC with scale mail and a heavy wooden shield of 20.

His saves are Fort +5, Ref +2, Will +6. His reflex save is kind of low, but that's the least important of the three. His fortitude save will always be great, and his will save will always be adequate.

By doing this, I would recommend losing a few of your Improved Natural Armours so you can pick up more versatile feats. For your first five levels I would go

1 Ironhide, Iron Will
2 Power Attack
3 Weapon Focus
4 Weapon Specialization
5 Improved Iron Will

Feel free to take Improved Natural Armour whenever you can't think of another feat, but there are a ton of great feats out there, and frankly, +1 to AC for a feat is ho-hum, especially because it doesn't apply to touch attacks (and all the nastiest attacks are touch attacks).


I usually spread my stats. I was just in a maximize build mode. Also with the Improved Natural Armor a no go I have room to play. I would probably go with a 16,14,13,12,10,10

Grab Indominable Faith and Deft Dodger (which is one I had)
Possibly take Additional Traits as a feat to grab Defender of the Society and Bellis Axe Master for the confirm crit bonus.

Iron WIll and Lightining Reflexes
Dodge

The AC would prolly drop by 7-8, but I could bump all saves and pick up a few more balanced skills or spread out combat options.

Also possibly a headband to get some higher mental stats and skills. There are options I would have to play with it some more. I appreciate the tips and understand where you coming from. I just dont see many fighters being that high on the saves I guess thats why you suggesting taking all the things to bump that option. Never a bad reason. I usually dont get high enough to have to deal with the big difference in saves. So I really am just buidling characters with NO CLUE of high end game play. Thanks for the tips though!

Dark Archive

It's no problem. Saving throws become more and more lethal as things go on, but even at first level there's a possibility of encountering an evil third level cleric who has prepared hold person. If you fail that, you're as good as dead once his zombies are on you.


With all those feats, every fighter should take Iron will at most at level 3.

RPG Superstar 2012 Top 16

Also note that you will probably never need mithral armor if you start with a 13 or less Dex.

Armor training gets you full movement in heavy armor by level 9, and you will never get your Dex high enough to max out your Armor Training for AC by fighter levels until you are level 18+. There is literally no need for mithral, but buying adamantine heavy armor is +9k...the cost of +3 armor!

And yes, your saves are going to be horrible. You definitely need to buff the Will save.

AC tends to go up fairly quick if you just maximize your AC to gold spent, and abuse potions of barkskin like the monks do. You don't need to blow feats on it. Giving your low Reflex save and the saves you are going to fail from that, I'd recommend Toughness! Also, get Dodge before Nat AC if possible.

==Aelryinth

Dark Archive

Aelryinth wrote:

Also note that you will probably never need mithral armor if you start with a 13 or less Dex.

Armor training gets you full movement in heavy armor by level 9, and you will never get your Dex high enough to max out your Armor Training for AC by fighter levels until you are level 18+. There is literally no need for mithral, but buying adamantine heavy armor is +9k...the cost of +3 armor!

And yes, your saves are going to be horrible. You definitely need to buff the Will save.

AC tends to go up fairly quick if you just maximize your AC to gold spent, and abuse potions of barkskin like the monks do. You don't need to blow feats on it. Giving your low Reflex save and the saves you are going to fail from that, I'd recommend Toughness! Also, get Dodge before Nat AC if possible.

==Aelryinth

Actually, level 7.

RPG Superstar 2012 Top 16

Well, that's before level 9, isn't it? :)

==Aelryinth

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Fighter build All Messageboards

Want to post a reply? Sign in.