1st Fighter


Advice

Grand Lodge

I have never played PF before. I used to play 3e, but that was 5+ years ago.

I can either roll 4d6 take best three or have 20 points.

I am making a dwarf fighter. What would be the best build for this?


depends on what books you are using really, and I would roll the dice. Better chances for higher numbers than the buy.

Grand Lodge

I am just using the core book.


You have had experience in gaming before and gaming is still gaming...do you have anything in mind?

Grand Lodge

Something that will do much damage in melee. the party I am going into has a lack of melee fighter types.

Grand Lodge

Christopher Yoder wrote:


I am making a dwarf fighter. What would be the best build for this?

The best character build is the one that is enjoyed the most at your table. One build will perform better depending on the campaign and other characters. If you are limited to the Core Rulebook then your choices are simplified. This restriction is pretty uncommon though. If the case though, I suggest going a traditional fighter build. Get your hit points and armor up there. You'll want to consider using a 2-handed weapon to hold the attention of monsters. Power Attack, Iron Will and Great Fortitude are all good feat choices to increase damage and resist some of the worst effects in the game.

This point buy allows you take combat maneuver feats. If you don't care about feats that require 13 Dex or Int then you can adjust those ability scores as you see fit.

STR 18 (16 base + racial)
DEX 13
CON 15
INT 13
WIS 11
CHA 7

There are lots of other considerations, but without more information I could be wasting your time.

Dark Archive

xebeche wrote:
Christopher Yoder wrote:


I am making a dwarf fighter. What would be the best build for this?

The best character build is the one that is enjoyed the most at your table. One build will perform better depending on the campaign and other characters. If you are limited to the Core Rulebook then your choices are simplified. This restriction is pretty uncommon though. If the case though, I suggest going a traditional fighter build. Get your hit points and armor up there. You'll want to consider using a 2-handed weapon to hold the attention of monsters. Power Attack, Iron Will and Great Fortitude are all good feat choices to increase damage and resist some of the worst effects in the game.

This point buy allows you take combat maneuver feats. If you don't care about feats that require 13 Dex or Int then you can adjust those ability scores as you see fit.

STR 18 (16 base + racial)
DEX 13
CON 15
INT 13
WIS 11
CHA 7

There are lots of other considerations, but without more information I could be wasting your time.

Do yourself a big favor if you do the point buy: don't start with odd stats in DEX, CON, INT and WIS (as suggested above) - you are wasting valuable points that could help you out in other ways.

Vanilla axe and shield Dwarf Fighter 20 pt buy:

STR 17 (13 pts)
DEX 12 (2 pts)
CON 16 (5 pts)
INT 10
WIS 14 (2 pts)
CHA 6 (-2 pts)

All stat bumps to STR!

Feats:
1) Weapon Focus: Dwarven Waraxe, Toughness
2) Dodge
3) Iron Will
4) Weapon Specialization: Dwarven Waraxe

If you want more versatility, try a tripping dwarf fighter build:

STR 16 (10 pts)
DEX 14 (5 pts)
CON 16 (5 pts)
INT 13 (3 pts)
WIS 13 (1 pt)
CHA 5 (-4 pts)

Again, all stat bumps to STR.

Feats:
1) Weapon Focus: Dwarven Waraxe, Toughness
2) Combat Expertise
3) Improved Trip
4) Weapon Specialization: Dwarven Waraxe
5) Combat Reflexes
6) Greater Trip
7) Iron Will


I agree with everybody else who has posted so far, it depends on what you want to do. Do you want to just deal as much damage per hit as you can? Do you want to be battlefield control and reduce the opportunities your opponents have? Do you want to maximize the NUMBER of attacks you make per round, even while moving about the battlefield?

Please note that not including advanced versions of these feats should not equate to saying there's no advantage in taking the further power-ups, just that I'm trying to keep things short and simple in this post.

Combat Expertise, Improved Trip, Improved Disarm and Combat Reflexes are all core items for battlefield control.

Weapon Specialization, Power Attack, Vital Strike and even Penetrating Strike are all huge for maximizing damage.

More attacks have two or three different paths. One is the Whirlwind Strike path, which I think PF made sub-optimal. Another is the Power Attack, Cleave, and Great Cleave path. PF changed Cleave and Great Cleave SUBSTANTIALLY. Now you get the follow-on attack(s) if you hit the last guy you swung at, you don't have to drop him! The Cleave group is the ONLY group that lets you get multiple attacks in with significant movement . . .. The final option is two-weapon fighting.

Dodge, Combat Expertise and Shield Focus help with a "turtle" build, but a build focusing on being hard to hit only works for so long. Somewhere around Level 9, you will start facing things that are going to hit you anyway.


Personally, I'd roll. I detest stat dumps. Use a rolled set of stats and RP it up. The real deal comes in the feats. Mind you some you might not reach the req.

Dwarf Fighter feats by level

1. Iron Will
1. Weapon Focus
2. Power Attack or Dodge
3. Power Attack or Dodge
4. Weapon Specialization

After lv 4 I'd worry about what feat path to pursue. Cover the basics early and get a feel for what you'll really need to do.


Buddah668 wrote:
Cover the basics early and get a feel for what you'll really need to do.

Sound advice, this. There's no need to paint yourself in a corner right away.


Hmm. A dwarf fighter who doesn't dump Wis has a pretty solid Will save against magic, so you can wait to take Iron Will. Power Attack is more important to the raison d'etre of the fighter...

cheers

Grand Lodge

I have nothing more to add except while some posters hate point buys, it is my preferred method to get a character stats that I need to make the concept I have in mind.

Nothing blows more than the dice not falling your way and and you are looking at a 15 str after racial adustments when you were wanting to play Beefy McBiff


Adventure Path Charter Subscriber
Clangis wrote:


I have never played PF before. I used to play 3e, but that was 5+ years ago.

I can either roll 4d6 take best three or have 20 points.

I am making a dwarf fighter. What would be the best build for this?

Keep this mantra in mind as you play and build your fighter

I kill stuff.(this is what you do)
I take care of my friends.(you are a flanking buddy/meat shield, get in front and stay there)
Skills aren't my thing.(Int/skills not what you do, do not ever try, everyone will be better at it)
I don't die.(If you do not have the highest AC, Fort save and Hit point total in the party, you fail this one)

For simple damage and pain use a two handed weapon, great sword, scythe and falcion are all top picks because of multiple damage dice( a good thing later with the vital strike feats, Enlarge person, etc.)

As for stats, your highest stat should be Strength, dex and con should be about the same I like 14's, but if you can get 16 or more in dex DO IT(HIgher AC, Better CMD and reflex saves). Int and Cha are useless, and wis should a 10-12, use any other leftover points to buy some if able.

Feats, for a killer are simple
#1 POWER ATTACK
#2 Combat Reflexes(more possible attacks), Cleave(also more possible attacks), Dodge(+1 AC always great!), NOT WEAPON FOCUS( this is great to take, but wait on it until later)

Party make-up is also key, as a fighter you will be best as part of a team, the more you know of them the better it is for all.
A caster/ranged heavy group would likley be happy with a more defensive build, a sneaky/rougey group might like choppy chop action and less clang clang with the plate.

Dark Archive

If you go shield and plate at low levels (until you get your strength up to 18), Weapon Focus is more useful than dodge. Cleave is extremely situational: the enemies need to be adjacent to each other. That typically doesn't happen very often.


Reasons i Prefer Point Buy
1. I can build the Type of character i want to play instead of getting locked in to something not quite what im looking for.
2. Points are consistent - its fun to be the super hero, but it sucks to play the gimp
Reasons i don't
1. I hate dump stats because they are rarely RP'd that way.
2. its easy to be a muchkin if you try

Have you looked in to going Dwarve.... sorry Stalwart Defender?


Clangis wrote:

Something that will do much damage in melee. the party I am going into has a lack of melee fighter types.

Even if you are only using the core rule book there are several melee roles your fighter can fill.

1. If you only care about dmg, a high strenth "two-handed" build can put out the most dmg consistantly. Go Earthbreaker, Dwarven Dorn Drugar (awesome dwarf weapon btw), or other highdamage/high crit weapon.

2. If by "lack of" you mean your party has zero melee besides you, I might want to focus more "Sword and Board" and be the wall between the enemy and the rest of your party while wielding a Waraxe and Tower Shield.

This build would focus less on dmg but more on staying alive so you can keep the party alive. (You can also still move-action drop the Shield and twohand the waraxe when necessary.)

3. If you arent the only guy who can melee you could also go the two-weapon-fighting route and flank with the other 'melee' guy to ensure both your strikes hit.

This build pumps a little more into Dex/Int than the other builds to ensure you can control the bad guys better with trips/disarms. You can still shieldbash with a Light Shield in your off hand weapon with this build if you want more AC.

What works will depends on your party makeup but more so on what you think you will have fun playing.

If you are still unsure at first level, it pays to stay flexible. Use a weapon you can use in one or two hands, grab a shield and make sure you have a ranged weapon. (at the very least grab a sling, they are free!!)


Lots of advice here as for me I would say roll stats (I'm not a fan of points buy) then it depends on what you like the look of
Then I don't think you can go to far wrong with power attack and cleave as this gives you the chance for more attacks and more damage
Dodge is aways handy who dosent want better AC
Also think how your going to use your character having a couple of javlins to throw into combat first can be a good idear to soften up a tougher target
And don't plan to far ahead as you could end up making a character that dosent fit in with the groups style of play
But moast of all make a character you want to play

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