What to buy next for my 2H fighter?


Advice


So my PFS 1/2 orc 2H fighter is 9th level and I'm just about to upgrade my falchion to +3 (mainly to bypass silver and cold iron DR). After that, I'm in the home stetch before level 12 and I thought I'd plan out what I'm going to purchase.

I'll have about 62 000 gold to work with. These are the things I was considering. The order matters too (for example, determination could save me a raise dead bill).

- Armor enchantment - Determination (30K): When I go below 0 hp, it automatically heals me with Breath of Life at CL 10 (about 33 hp). I like this because it saves money for Raise Dead and keep me in the fight.

- Armor enchantment - Energy Resistance - Fire 10 (18K): Fire resistance is very important imo and common. I like the armor enchantment better because it doesn't use a slot.

- Belt of Strength +4 (12K upgrade): No explanation needed. Not as good as I would hope, since being Enlarged gets me to the next even strength increment (so the belt only adds +1 hit/damage).

- Shirt of Drinking? (5K): Some shirt in Ultimate Equipment that allows you to consume a potion as a swift action. I would probably use this with Enlarge Person (if I wasn't pre buffed). Enlarge is practically a requirement at high levels for melee.

- Ioun Stone - +2 Constituation (8K): Better Fort saves, more hp, I like surviving.

- Ioun Stone - +1 hit (4K): +1 hit

- Duelling Gloves (15K): +2 hit and damage, +4 CMD vs disarm and sunder.

- Ring of Ferocious Action (orc only, 3K): Ring usuable by orcs that can allow them to ignore the staggered condition several times per day.

So 95K worth of stuff I'd like and only 63K of cash. It's a problem.

Things that I already have (going by memory only): Handy Haversack, +2 full plate, +1 ring of prot, +1 amulet of nat armor, +2 cloak resistance, boots of flying, belt of str +2, Falchion +2.

Maybe there are also some things I didn't think about (especially in Ultimate Equipment because I don't own it)? Maybe I should upgrade my defense items again because defense is increasingly important for melee?

Anyway, just brainstorming, please feel free to express your opinion.


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I would definitely get the determination enhancement to armor, that's one of the best gems I found in equipment guide and now get it every chance I can with a melee character. And you might want to think about upgrading your +2 cloak to a +5, buying one straight off the shelf only costs 25k and you already have a +2 version. Maybe I am being too careful but maxing out the cloak of resistance is an extremely important thing to do when I play barbarian, I cringe at the thought of the enemy taking control of my character via failed will save and turning that raw power back on the group


"Belt of Strength +4 (12K upgrade): No explanation needed. Not as good as I would hope, since being Enlarged gets me to the next even strength increment (so the belt only adds +1 hit/damage)."

I'm not following how +4 str only adds +1...regardless of your starting point, +4 to an attribute should always get you a +2 bonus. Does the Belt of Strength not stack with Enlarge Person?


He's upgrading from a +2 to a +4, so an increase in strength mod by +1. However you are a two handed fighter dude, you use twice your str. bonus for damage, so that additional bump gives you +1 to hit and +2 for damage.

I'd take the gloves of dueling, strength belt, and then go from there.

Grand Lodge

He's saying that he already has the +2 belt, and since enlarge brings him to an even str score, adding the additional +2 won't get the two handed weapon boost to damage. That being said to hit is extremely valuable at the higher levels. I'm assuming you've keened your falchion or gotten improved crit? If not its necessary. The gloves of dueling look like a must. That's just too powerful. Determination is your call. My characters don't drop too often, but it could be just me. Adding pluses to your armor, ring, and amulet may just be better depending on your other AC modifiers. It costs a large portion of your money, but the +4/+4 belt of Str/Con is a pretty big buff.

Lantern Lodge RPG Superstar 2015 Top 16

Quickrunner's Shirt: 1/day, use a swift action to grant you a move action for movement. Basically a free pounce once a day! Costs only 1K gold, too.

Another cheap defense item is the Jingasa of the Fortunate Soldier: Head item that adds +1 luck to AC and allows you to negate a critical hit or sneak attack 1/day as an immediate action. Great when you don't want to let a lucky shot bring you down.


Oh, from his first post it looked like he was saying that he was the 2 handed fighter archetype.


With a Falchion, I always think of Keen as great investment: threat range becoming 15 thru 20 is pretty sweet and to add that to the +3 weapon is an additional 14,000. Doing double the damage 30% of the time might be a better use of the $$ than the +2 to damage of the Gloves (unless you find yourself getting disarmed very often in which case the Gloves are definitely better).


I'm a big fan of the Dueling Gloves. It's a bonus to your Weapon Training, which means more To-Hit and more Damage.

Since you're a Two-Handed Fighter, the Belt of Strength +4 is gonna give you another +2 to your Damage rolls, as pointed out above, and Determination is always nice.

Getting all three will run you about 57k, leaving you about 5-6k to work with for anything else.


Add +2 CON to the Betl is only +6k. cheaper than +2 CON Ioun Stone


Boost your saves. Bad will save can kill you and your party.

Cloak of Resistance: At least a +3 (9k gp), but if you have the gold, get the top versions. 25k gp for a +5 to all will saves is more than worth it!

Wayfinder + Clear Spindle Ioun Stone: Permanent protection from mind control and possession as per the Protection From Evil spell. And it costs a grand total of... 4500gp! Cheap! And it doesn't even take an item slot! I'll never again play a Fighter without this! Actually, sooner or later, I think all my characters buy this!

Other than that:

Bracers of the Falcon: 4k gp (I think) for a bonus to Perception and much improved archery. Pretty cool!

There is also a new pair of boots in U.Eq that lets you walk on difficult terrain and even make 5ft-steps on it. I don't remember its name, but its costs surprisingly little. Less than 10k gp, IIRC.


Add +2 CON to the Belt is only +6k+ 2 DEX and CON is only 12k. Cheaper than +2 CON Ioun Stone.

This add +1 FORT, +1 Reflex +1, Initiative +1, to AC +1, +1 to touch AC
+1 CMD, +1 to all DEX Base skill, Drops you death door #by 1. That at least +9 total value for you.

Cloak of resistance +5 upgrade form +2 to +5 is only 14K +9 total added to your saves. Add this to your Belt that +11 to saves

Ring of shield 8.5K +2 AC can be use with two-handed weapons.
+1 ring of protection to +2 6K, +1 amulet of nat armor to +2 6K,This with DEX Belt ADD +5 to your AC. For 32.5k

The +1 to hit +2 damage form Belt STR +4 or +2 hit and damage +4 CMB and +1 hit Ioun Stone will Net you +4 to hit +4 Damage +5 CMD vs xyz+1 vs all CMD. Do really not hit that often? And how often do they attack your CMD?

Pearl of power 1 1k
Pearl of power 2 4k
Pearl of Power 3 9k

This is hard sell to fighter for this 3 items but Wizard, Druid, Cleric & Witches cast cool buff on them selves or healing spell. What ever have them pearl it back and cast it on you as well. Cool part is you never know what your are going to get with them.

The no brainer stuff

Scroll of remove fear 25 gp Both Arcane and Divine 50 gp
Scroll of Suppress Charms and Compulsions 150gp both Arcane and Divine 300 gp
Again buy them out +4 to your save. And they keep you there in the fight.

Anit Plague and Anit Toxin 50 gp each. +4 to save.

Potion of Blur 300 GP
Potion of inv 300 GP
Scroll of Blur 150 GP

3 Potion of Restoration, Lesser 300 gp Abilty damage sucks

50 gp master work ring for spell Shield Other and scroll of it 150 GP
This is huge if you can get healer type cast it on you. It doubles the strength of healing bursts.

2,350 gp total for all this junk and you will have to refill it some time but it will save your but in the long run it cheaper than 5k for raise dead.

With this line of thinking you may not kill the big bad in Round 2 but sure will be there in 5 or latter due to better Saves AC and HP.

Hit and damage is cool but getting a condition sucks A@@ big time.

Side note are you from STL Jason, because I am Tom S form Edwardsville IL.


Gloves of Dueling are especially good since they pump up your primary weapon group and any ancillary ones; in most cases archery. It'd make you much better in melee and improve your ranged options; combined with Bracers of the Falcon and an adaptive composite bow you'd be able to deal some significant ranged damage with minimal investment.


Hey guys, thanks for your responses.

Yes, I’m using the 2H fighter archetype. I’ve also purchased a wayfinder and clear crystal spindle.

I can’t purchase the Quickrunner shirt because it’s PFS and its banned.

I already have Improved Crit so I don’t need Keen.

Yes I could add Con into the belt, but I’m also considering going +6 Str with the belt someday maybe. It’s gets too expensive with 2 stats on a belt after +2 imo. I’m on a budget. :)

Cloak of Resistance: Really good point, especially since saves are so important and you can get burnt so badly. And it’s cheap. Most of the time however, I’m covered by a wayfinder and clear spindle. I’ll probably upgrade anyway.

Nope, I’m from Toronto Canada.

I’m pretty sure I read somewhere that 2H weapons and monks can’t use the ring of force shield effectively.

Yup, I have lots of consumables that go way beyond some of the consumables mentioned. Very useful. Suppress Charms and Compulsions is amazing and I never knew that existed.

Thanks for the suggestions.

Lantern Lodge

Jason S wrote:

Cloak of Resistance: Really good point, especially since saves are so important and you can get burnt so badly. And it’s cheap. Most of the time however, I’m covered by a wayfinder and clear spindle. I’ll probably upgrade anyway.

I was thinking of using the clear spindle but how has it worked in PFS play? I know there is much confusion as to what it actually protects against and on the boards the devs said it doesn't protect against sleep,confusion, ect. only spells that directly control the target such as command. Of course there is a lot of argument over what "direct control" is so I'm leary about bringing one to a PFS table...

As for gear, cloak of resist is vital at high tier. Nearly every scenario uses save or die/be taken out of the encounter spells.

Also, enemies will be dealing a massive ammount of damage with high attack bonuses so AC is of little use. The only way for a melee to survive is by hitting enemies with a devastating full-attack before they can hit you. To that end I highly suggest Boots of Haste>Dueling Gloves>Str boost>any other damage bonus such as Corrosive gloves (8,000 gp investment that gives your weapon +1d6 acid damage).


@ Kaisc006: I mean no offense when I say this, and I would agree that those are good options for him to take for items.

However, the only things that can help him hit enemies with a devastating full-attack before they hit him is Initiative. When combat starts, higher initiative dictates who goes first, and when.

Generally, raw Initiative is hard to come by, and for a Fighter, if they want to go first, they need that Initiative to be high. Getting a Dex modifier item would be quite nice. If you can get a Feat that allows you to pick 2 traits, pick a Reactionary trait with +2 to Initiative, and another decent trait you might like (such as +1 to Will Saves). Improved Initiative as a Feat would also be key.

As far as actual items are concerned, I have no clue as to what would increase that outside of Dexterity items.

Lantern Lodge

Darksol the Painbringer wrote:


However, the only things that can help him hit enemies with a devastating full-attack before they hit him is Initiative. When combat starts, higher initiative dictates who goes first, and when.

Initiative doesn't determine who gets a full-attack first. Tactics do. If you have initiative, ready to attack an opponent when he gets within reach. He moves up, your readied action goes off, and he makes one attack. Then you make a full attack.

If you don't have initiative, he moves up and makes one attack. Then you make a full attack.

So the difference is one attack.


Clear spindle and wayfinder protects against charms and dominate (and maybe sleep) from evil sources, but not against confusion. Still for 4000g it's worth it. Actually, I wish they'd ban it because it's cheese (and makes designer use neutral enemies, just to work around it).

I find that Boots of Flight are 100% essential for a melee PC. If you can't reach your opponent, your DPR is 0. It means I can often outmaneuver to the boss, I can escape where everyone else dies, or I can fly up and ping a melee only mob with my longbow. It also increases my speed substantially (which is only 20'). Also, the #1 buff you'll see at any high level table is Haste of Blessig of Fervor, so most of the time I'm covered already. So Boots of Haste aren't needed, for me. YMMV and different players have different preferences.

Initiatize doesn't matter either. Most of the time, it's a really bad idea to charge at high level. Charging often means eating the full attacks from all enemies, which can sometimes kill you (or disable and then kill you) in a round. Imo it's better to ready an action or delay, get your buffs, and when he charges, you get your full attacks and won't eat AoO from reach.

Dex mods don't help, I have the 2H archetype and my full plate max dex bonus is +1, which is already maxed.


@ Jason S

The Wayfinder can be pretty broken if done right. I tend to stick to official hardcover books only, since some of the rules with the Society sources and such can be pretty broken compared to the rest of the other published rules. I believe the feature is pretty cool, but it does need to be adjusted for it to function on a proper level.

It is and it isn't. It's essential if all you have is a melee weapon. Generally, characters (especially endgame) aren't going to be using just a melee weapon, unless that melee weapon can also be used at a range. The Boots pretty much eliminate that, but I think it would be pretty hilarious for a melee fighter to be up in the air at 200 feet, facing the Big Bad Dragon, then the Dragon casts Dispel Magic (or Greater, most likely), or an Anti-Magic Field, and then you plummet to your death. That is to say, it's not a silly or bad choice, since it can be quite handy to have regardless, but it can still backfire in a way you will regret.

Initiative is still important. Even if you don't charge or whatever (since I'm a Mobile Fighter, I don't have to worry about that stuff), it's nice to buff yourself up (or to have others buff you) before the Big Bad Evil Guy moves up and slaughters you.

Dexterity is a lot more useful than you think. Dexterity helps Reflex Saves, certain important skills, Attacks of Opportunities from Combat Reflexes, and of course, the Armor. I don't see why you don't wear Mithril armor, which bumps that MDB up to +3. It costs maybe 16K at the most, and it gives you 2 MDB, reduces ACP by 3 (including Masterwork), and classifies it as Medium Armor, which synergizes well with the Endurance feat.

Lantern Lodge

Jason S wrote:
I find that Boots of Flight are 100% essential for a melee PC. If you can't reach your opponent, your DPR is 0.

Boots of Flight are nice, however a simple potion will do. For 2 PP you can have yourself a potion of flight. Also, many flying creatures are melee fighters so simple ready an action to strike them within reach. And being PFS, not every table has a caster who will cast haste which is why I personally prefer boots of haste.

Darksol the Painbringer wrote:
Initiative is still important. Even if you don't charge or whatever (since I'm a Mobile Fighter, I don't have to worry about that stuff), it's nice to buff yourself up (or to have others buff you) before the Big Bad Evil Guy moves up and slaughters you.

I'm not denying Initiative is important, but with PFS you really have to budget. Melee characters should focus their money towards damage output > saving throws/AC > bells and whistles. For a fighter who has no way to buff himself, I would classify Initiative under bells and whistles. Same with Mithril Armor too. It works great for a ranger or barbarian with a few level dips in fighter but aside from that is unnecessary. Not to mention it's too expensive to get a Str/Dex belt.


Darksol the Painbringer wrote:
Dexterity is a lot more useful than you think. Dexterity helps Reflex Saves, certain important skills, Attacks of Opportunities from Combat Reflexes, and of course, the Armor. I don't see why you don't wear Mithril armor, which bumps that MDB up to +3. It costs maybe 16K at the most, and it gives you 2 MDB, reduces ACP by 3 (including Masterwork), and classifies it as Medium Armor, which synergizes well with the Endurance feat.

Because I don't have those feats (Endurance, Combat Reflexes) and would rather spend my 16K (which is a lot) elsewhere. Any skills affected by armor check penalties are OK (climb, acrobatics, swim), but they don't mean much when you can fly.


I use my Winged Boots 2-3 times per scenario. It's saved my life more times than any other item. It's just not cost effective to use potions when the item is used this much. Like I said, it's a personal preference.

By the same argument, I could say buy a potion of haste with PP.

While I agree initiative is somewhat important, I can't afford to spend feats or gear on it.

Damage output is somewhat important, but I find utility feats more important. For example, I still haven't taken weapon specialization, I'd rather take a feat like Lunge or Blind Fight instead. It's odd but it's really tough picking feats, even as a fighter.

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