
CycloBerrick |
this may sound kinda tedious but I was wondering if someone could give me a level by level build guide for a fighter with the two handed fighter archetype. Whenever I look up builds they give all the information on what feats to get and various things to focus on but they never say what level to put in specific feats and things like that. so if someone could give me a level by level guide it would be much appreciated because I'm pretty sure my GM is going to attempt to try and kill my current character soon.

master_marshmallow |

well, mainly there isnt so much of a 'superior' order to take your feats, unless you really find yourself getting wrecked early on
pretty much always take power attack at lvl 1, and depending on what other feats you plan on taking go from there
personally i like toughness at lvl 1 (especially for 2 handed fighters with lower ac because they lack a shield)
but you do realize that fighters get 20+ feats right? it all depends on what you want, and what level are you starting at? what are you stats? what feats do you already have?

CycloBerrick |
well, mainly there isnt so much of a 'superior' order to take your feats, unless you really find yourself getting wrecked early on
pretty much always take power attack at lvl 1, and depending on what other feats you plan on taking go from there
personally i like toughness at lvl 1 (especially for 2 handed fighters with lower ac because they lack a shield)but you do realize that fighters get 20+ feats right? it all depends on what you want, and what level are you starting at? what are you stats? what feats do you already have?
I'll be starting as a level 1 human and most likely all of my ability scores will be above 10 and I'd preferably roll and 18 and have a 20 in STR. I would start with any type of heavy or medium armor and a greatsword. other than that I don't know anything else

Dazaras |

There is no "best" order of feats to take. You really need Power Attack at 1st level, but other than that everything is up in the air. I assume you've looked at guides for this sort of thing, so you know how to find good feats. Just pick the feats that fit your desired play-style or cover perceived weaknesses.
The only other "mandatory" feats are Iron Will/Improved Iron Will, which you'll need to take since your will saves are terrible. You don't need to take those at level 1 though, you could safely wait until 10+ even.
Some suggestions: Cleave is good at level 1-5 or so, but then it falls behind (ask your DM if Overhand Chop applies), though as a fighter you can retrain your feats when they're no longer useful. The Two-Handed Fighter archetype is pretty good at standard attacks, so maybe think about the Vital Strike line. Full attacks are still better, but you can't always get those. Finally, at higher levels I hardly ever build a fighter without Critical Focus and one or two feats in that line. Staggering Critical is really good for action denial, and later you can upgrade it for Stunning Critical.

master_marshmallow |

you're rolling stats and not doing point-buy then?
max out STR and CON as 1st priorities
you want dex to be at about 13, more is okay, but you dont need it for heavy armors
if you can, keep a decent WIS score (helps with perception and you need dem will saves)
feat progression:
[lvl 1]Power Attack, Toughness, Weapon Focus(greatsword)
[lvl 4]Weapon Specialization(greatsword)
[lvl 8]Greater Weapon Focus(greatsword)
[lvl 9]Improved Critical(greatsword)
[lvl12]Greater Weapon Specialization
most of the other stuff is character specific based on what you wanna do
dodge/mobility/spring attack chain was one of my favorites when playing a fighter, to get yourself out of trouble more easily (and also keep that AC up while moving around)
Combat reflexes and stand still will make you more of a defensive wall
the vital strike chain, or critical focus with some good critical feats are also ok, but they dont matter until higher levels

Nicos |
Nicos wrote:I have enough people in my group that all I need to worry about would be maximum DPRYou really need to be more specific there are a lot of ways to make a two handed fighter.
what do you particulary want?
It shoudl be easy then, but you have to know that there are few feat that improve the DPR. The DPR feats are
1. Power attack, weapon focus
2.
3.
4. Weapon specialization
5. Furious focus
6.
7. Greater weapon focus
8. Improved critical
9.
10.
11.
12. Greater weapon specialization
Then you could take feat that improve your defense (tougness, Iron will, ligthing reflexes) and maybe go with the intimidation feat chain (Intimidating prowess, conrnugon smash)

Damocles Guile |
6 people marked this as a favorite. |

this may sound kinda tedious but I was wondering if someone could give me a level by level build guide for a fighter with the two handed fighter archetype. Whenever I look up builds they give all the information on what feats to get and various things to focus on but they never say what level to put in specific feats and things like that. so if someone could give me a level by level guide it would be much appreciated because I'm pretty sure my GM is going to attempt to try and kill my current character soon.
This is what you want:
Human Fighter (Weaponmaster)
Attributes: (20 point buy)
STR - 15 (+2 racial bonus, +1 at 4th, 8th, 12th, 16th and 20th)
DEX - 14
CON - 14
INT - 13
WIS - 12
CHA - 8
Feats:
1st - Power Attack
1st - Cleave
1st - Dodge
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack, retrain Cleave to Whirlwind Attack
Now, at 4th level, you can attack everyone adjacent to you or everyone within 10' if you have a reach weapon at your full BAB while others are still levels away from their first iterative.
5th - Combat Reflexes
6th - Lunge
Now, you can pretty much attack everyone on the battlefield using Lunge and Whirlwind Attack. I'd reccomend using a reach weapon because - as many don't realize - you can take a 5' step during your full attack action. If you go with a non-reach weapon, then you should exchange Combat Reflexes for Toughness or Iron Will.
7th - Weapon Focus
8th - Greater Weapon Focus
9th - Improved Critical
10th - Critical Focus
11th - Dazing Assault
Now you're capable of a Lunging Dazing Whirlwind Attack for some serious crowd control, or you can really make life difficult on a single target.
12th - Sickening Critical
13th - Staggering Critical
14th - Critical Mastery
15th - Weapon Specialization
16th - Greater Weapon Specialization
17th - Stunning Critical
Keep in mind that there is no save against Sickening Critical, and once you get Critical Mastery you can apply its saving throw penalty against the save vs. Staggering or Stunning Critical (as well as against Dazing Assault) - also the Weapon Master applies penalties of its own to that saving throw as well.
Levels 18-20 are yours to do with as you please.

Damocles Guile |

Nicos wrote:I have enough people in my group that all I need to worry about would be maximum DPRYou really need to be more specific there are a lot of ways to make a two handed fighter.
what do you particulary want?
Now, if ALL you're concerned about is maximum DPR, then I've a two-handed Brawler who would outshine pretty much any traditional Two-Handed Fighter in that department...

Dazaras |

I agree with Nicos, there are few enough DPR feats that you could grab them all and still have room for an extra feat chain or two.
Here's an example of something I might do:
1. Power Attack, Weapon Focus, Cleave
2. Combat Reflexes
3. Toughness
4. Weapon Specialization
5. Step Up
6. Vital Strike
7. Iron Will
8. Greater Weapon Focus
9. Improved Critical
10. Critical Focus
11. Improved Vital Strike
12. Greater Weapon Specialization, (retrain Cleave -> Bleeding Critical)
13. Staggering Critical
14. Devastating Strike
15. Critical Mastery
16. Greater Vital Strike
17. Stunning Critical
18. Following Step
19. Improved Iron Will
20. Step Up and Strike
EDIT: afterthought: As far as weapon choice is concerned, I'd go with a Bardiche at low levels for reach, or a Falchion to better benefit from critical hits. Greatsword is a classic, and also a good choice.

Nicos |
A feat progression could be
1. Power attack, weapon focus , toughness
2. Intimidating prowess
3. Iron will
4. Weapon specialization
5. Furious focus
6. Cornugon snmash
7. Greater weapon focus
8. Improved critical
9. Citical focus
10. Sickening critical
11. Dazing assault
12. Step up
13. Ability focus (dazng assault)
14. Greater weapon specialization
15. Lighting reflexes

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-Race-
Human
-Stat Minimums-
STR 13
DEX --
CON --
INT 13
WIS --
CHA 17
-Feats-
01 Power Attack, Furious Focus, Exotic Weapon Prof Tetsobo
02 Weapon Focus
03 (13 int needed)Combat Expertise
04 Weapon Specialization
05 Improved Trip
06 Greater Trip
07 Felling Smash
08 Vital Strike
09 Greater Weapon Focus
10 Skill Focus: Survival
11 Improved Vital Strike
12 Greater Weapon Specialization
13 (13 cha needed)Eldritch Heritage (Orc Bloodline: Touch of Rage)
14 (15 cha needed)Improved Eldritch Heritage (Orc Bloodline: Strength of the Beast)
15 Devastating Strike
16 Greater Vital Strike
17 (17 cha needed)Greater Eldritch Heritage(Orc Bloodline: Power of Giants)
18
19
20
The cha will grant u the abillity to obtain Greater Eldritch Heritage (Orc Bloodline). Orc bloodline will grant Strength of the Beast which grants a +6 inherant bonous to str and Power of Giants wich will grant Large size with a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.
Damage will be, at level 20, an auto confirmed crit of x5(Vital Strike(4d10) + Power Attack(24) + Devastating Strike(6) + Double Str mod)

Damocles Guile |

A feat progression could be
1. Power attack, weapon focus , toughness
2. Intimidating prowess
3. Iron will
4. Weapon specialization
5. Furious focus
6. Cornugon snmash
7. Greater weapon focus
8. Improved critical
9. Citical focus
10. Sickening critical
11. Dazing assault
12. Step up
13. Ability focus (dazng assault)
14. Greater weapon specialization
15. Lighting reflexes
Generally speaking, Furious Focus isn't as useful for full BAB classes... and Cornugon Smash is a Charisma-based feat which is usually a dump stat for Fighters. Sickening Critical can't be taken til 11th level.

Damocles Guile |

The cha will grant u the abillity to obtain Greater Eldritch Heritage (Orc Bloodline). Orc bloodline will grant Strength of the Beast which grants a +6 inherant bonous to str and Power of Giants wich will grant Large size with a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.Damage will be, at level 20, an auto confirmed crit of x5(Vital Strike(4d10) + Power Attack(24) + Devastating Strike(6) + Double Str mod)
Those are impressive totals, but you can't cash in on them until 17th level, a time period where most AP's are ending.
I use the Eldritch Heritage feats for the Orc Bloodline with my Paladin/Sorcerer/Dragon Disciple and my Summoner and in both cases they are extremely effective - but in both cases we're talking about Charisma-based classes. the Fighter, in my opnion, gives up far too much for far too long to gain those benefits. Better to focus on making many attacks and maximizing your critical chances than leaning on the over-priced Vital Attack chain and an inflated Charisma.

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Psion-Psycho wrote:
The cha will grant u the abillity to obtain Greater Eldritch Heritage (Orc Bloodline). Orc bloodline will grant Strength of the Beast which grants a +6 inherant bonous to str and Power of Giants wich will grant Large size with a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.Damage will be, at level 20, an auto confirmed crit of x5(Vital Strike(4d10) + Power Attack(24) + Devastating Strike(6) + Double Str mod)
Those are impressive totals, but you can't cash in on them until 17th level, a time period where most AP's are ending.
I use the Eldritch Heritage feats for the Orc Bloodline with my Paladin/Sorcerer/Dragon Disciple and my Summoner and in both cases they are extremely effective - but in both cases we're talking about Charisma-based classes. the Fighter, in my opnion, gives up far too much for far too long to gain those benefits. Better to focus on making many attacks and maximizing your critical chances than leaning on the over-priced Vital Attack chain and an inflated Charisma.
The thing is though he gets to roll his stats instead of buy them. Otherwise i would agree with u. The character though is still quite viable and very playable to the levels of were it gets its great power. Example like all 2h fighters from levels 1-5 he will only get 1 attack but at those levels he will be doing Weapon Damage(d10) + Power Attack(3) + Weapon Specialization(2) + 1 1/2 str with out taking any penalty to his to hit because of Furious Focus meaning if he so wished he can take a -1 to hit for 2 dodge ac from Combat Expertise. At level 7 he will be able to do 2 attacks with onl the 2nd attack taking the Power Attack penalty and as a swift action since he Power Attacked he can make a trip attempt. At level 8 instead of taking the 2nd attack with its penalty vital striking will still do great damage and will be a guaranteed hit that still will allow for the swift action trip. I would consider though getting Improved and Greater Feint though with Skill Focus: Bluff to further increase the chance to hit and use up a move action.
Also i vergot to add in that damage total Weapon Specialization and fighter training. So the equation will be as such. Auto confirmed crit of x5(Vital Strike(4d10) + Power Attack(24) + Devastating Strike(6) + Weapon Specialization(4) + Fighter Training(4) + Double Str mod). The equation of course does not take into consideration magic items like the weapon being +5 or gloves of dueling. So assuming he has a 20str at level 1 and putting every thing into str including a +6 item the damage would be 430. 455 with the weapon being +5.

Damocles Guile |

Damocles Guile wrote:The thing is though he gets to roll his stats instead of buy them. Otherwise i would agree with u. The character though is still quite viable and very playable to the levels of were it gets its great power. Example like all 2h fighters from levels 1-5 he will only get 1 attack...Psion-Psycho wrote:
The cha will grant u the abillity to obtain Greater Eldritch Heritage (Orc Bloodline). Orc bloodline will grant Strength of the Beast which grants a +6 inherant bonous to str and Power of Giants wich will grant Large size with a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.Damage will be, at level 20, an auto confirmed crit of x5(Vital Strike(4d10) + Power Attack(24) + Devastating Strike(6) + Double Str mod)
Those are impressive totals, but you can't cash in on them until 17th level, a time period where most AP's are ending.
I use the Eldritch Heritage feats for the Orc Bloodline with my Paladin/Sorcerer/Dragon Disciple and my Summoner and in both cases they are extremely effective - but in both cases we're talking about Charisma-based classes. the Fighter, in my opnion, gives up far too much for far too long to gain those benefits. Better to focus on making many attacks and maximizing your critical chances than leaning on the over-priced Vital Attack chain and an inflated Charisma.
Not all. The build I posted above will allow him to make a full BAB attack against every foe in reach - more than that, actually - by just 4th level.
By 6th, with a reach weapon, he'll literally be hitting everything within 20' of him..
As far as rolling his stats goes, its a crapshoot, and whatever score he puts into Charisma to qualify for a feat line that won't start giving him benefits until he's in his teens is something that could be better spent in pretty much any other attribute.
I also think that chasing the Trip feats is a waste for a front-line guy... those feats could also be used elsewhere - not every foe can be tripped and when they can I'd still rather see them dead.
See what that character's combat stats are at 6th and 12th level and get back to me - there's no point in back-loading a character so badly unless you're starting him out at 16th or 17th level anyway.

Nicos |
Generally speaking, Furious Focus isn't as useful for full BAB classes... and Cornugon Smash is a Charisma-based feat which is usually a dump stat for Fighters. Sickening Critical can't be taken til 11th level.
Cornugon smash is cha based that is why intimidating prowess is in there. Cornugon smash impose a -2 to saves to the target, that make good sinergy with dazing assault, not to mention give the fighter something to do in social situation. Without furious focus if you try to daze an enemie and power attack the minimum penalty to the first attack is -8 to -11, at least with furious focus the penalty is just -5.

Damocles Guile |

master_marshmallow wrote:I'll be starting as a level 1 human and most likely all of my ability scores will be above 10 and I'd preferably roll and 18 and have a 20 in STR. I would start with any type of heavy or medium armor and a greatsword. other than that I don't know anything elsewell, mainly there isnt so much of a 'superior' order to take your feats, unless you really find yourself getting wrecked early on
pretty much always take power attack at lvl 1, and depending on what other feats you plan on taking go from there
personally i like toughness at lvl 1 (especially for 2 handed fighters with lower ac because they lack a shield)but you do realize that fighters get 20+ feats right? it all depends on what you want, and what level are you starting at? what are you stats? what feats do you already have?
If you're using Traits, make sure you take Defender of the Society as one of them.

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Hmm, first thing I would do is go Half Elf instead of Human.
As a Fighter you get lots of Feats, as a Two Handed Fighter you don't need all that many Feats.
As a Fighter your Will sucks. Going Half Elf goes a long way to solving that issue: Replace Adaptability with +2 Will Saves, this in addition to the +2 you already get for mind effecting spells (the scary ones!) puts you in a good place.
Take the Trait Indomitable Will and at lvl 1 you are a Fighter with an effective +5 Will against the scary spells. Add in Iron Will witho ne of your Feats and that is +7 to mask the innate poopy save you have as a Fighter

ikarinokami |

race half orc
alternate abilites
free endurance
plus 1 skill point
+2 perception
+1 luck bonus to all saving throws
take iron will
at level 6 one level of living monolith, now you get plus 2 to mind affecting, and 3 times a day/6 rounds a day swiften enlarge person, is about 100X times better than lunge feat.

Fangteeth2 |
1 person marked this as a favorite. |
Personally I enjoy a Half-Orc with the +2 str -2 mental attribute for core race for a total of +4 to STR (since you'll be using a nice two hander) Note: This build goes for a single BIG hit followed by a Trip then an AOO as they fall down. Then another one when they stand up. I only have up to level 11 figured out fully, and feel free to build beyond that. But here were my ideas.
Minimum stats:
STR: 13 (Power Attack)
DEX: 12 (for 2 AOOs per round)
INT: 13 (Combat Expertise)
the rest don't matter
Feat Progression:
Level 1 Feat: Power Attack
Fighter Bonus Feat: Furious Focus(Trust me here, you NEED to hit things)
Level 2 Fighter Bonus Feat: Combat Expertise (need to get up to Greater Trip)
Level 3 Feat: Improved Trip
Level 4 Fighter Bonus Feat: Combat Reflexes
Level 5 Feat: Martial Focus (Heavy Blades)
Weapon Training (Heavy Blades)
Level 6 Fighter Bonus Feat: Vital Strike
Level 7 Feat: Greater Trip
Level 8 Fighter Bonus Feat: Improved Critical (Greatsword)
Level 9 Feat: Devastating Strike
Advanced Weapon Training: Weapon Specialist
Weapon Specialist: Weapon Focus (Greatsword)
Weapon Specialist: Weapon Specialization (Greatsword)
Level 10 Fighter Bonus Feat: Bloody Assault (This is just for flavor)
Level 11 Feat: Improved Vital Strike
Putting all points into STR, if you start with a 16 then w/ racial bonus up to a 20, then both points into str you have a 22 str before gear.
This equates to, in a single round the following events:
Swing like your life depended on it (Power attack, Improved Vital Strike, Bloody Assault) with a +15 to hit (+11 BAB + 6 STR + 2 Weapon Training + 1 Weapon Focus -5 Bloody Assault) with a non-magical non-masterwork greatsword. If you hit, you deal a solid 6d6 + 30 + 1d4 bleed damage (+12 from STR + 9 PA + 4 DS +2 Weapon Training +1 Martial Focus + 2 Weapon Specialization) AND that's not the end of it: FREE TRIP ATTEMPT with a +21 to trip.
When you trip, you get an AOO, here the opponent is already bleeding from bloody assault, or you can use the bloody assault here to apply the bleed. Either way you get a +15 or +20 to hit here with the chance of dealing a less impressive, but still hurtful, 2d6 + 26 (No vital strike & no Devastating strike). Then your target attempts to stand up after sustaining a total of 8d6 + 56 +1d4 bleed damage and you get YET ANOTHER SWING AT HIM. If you hit every strike you can deal a total of 10d6 + 82 +1d4 bleed damage IN A SINGLE ROUND. And if your buddies are around the poor sap at the end of your blade they get AOOs as well when you trip him.
Minimum damage if you get lucky and hit every time and they don't have damage reduction is a frightening: 92 + 1 bleed damage
Maximum damage the poor sap no longer looks like a creature and has more in common with a large pile of meat: 142 + 4 bleed.
Then after he stands up, if he stands up, rinse and repeat until dead.

Scott Wilhelm |
Personally I enjoy a Half-Orc with the +2 str -2 mental attribute for core race for a total of +4 to STR (since you'll be using a nice two hander) Note: This build goes for a single BIG hit followed by a Trip then an AOO as they fall down. Then another one when they stand up. I only have up to level 11 figured out fully, and feel free to build beyond that. But here were my ideas.
Minimum stats:
STR: 13 (Power Attack)
DEX: 12 (for 2 AOOs per round)
INT: 13 (Combat Expertise)
the rest don't matterFeat Progression:
Level 1 Feat: Power Attack
Fighter Bonus Feat: Furious Focus(Trust me here, you NEED to hit things)
Level 2 Fighter Bonus Feat: Combat Expertise (need to get up to Greater Trip)
Level 3 Feat: Improved Trip
Level 4 Fighter Bonus Feat: Combat Reflexes
Level 5 Feat: Martial Focus (Heavy Blades)
Weapon Training (Heavy Blades)
Level 6 Fighter Bonus Feat: Vital Strike
Level 7 Feat: Greater Trip
Level 8 Fighter Bonus Feat: Improved Critical (Greatsword)
Level 9 Feat: Devastating Strike
Advanced Weapon Training: Weapon Specialist
Weapon Specialist: Weapon Focus (Greatsword)
Weapon Specialist: Weapon Specialization (Greatsword)
Level 10 Fighter Bonus Feat: Bloody Assault (This is just for flavor)
Level 11 Feat: Improved Vital StrikePutting all points into STR, if you start with a 16 then w/ racial bonus up to a 20, then both points into str you have a 22 str before gear.
This equates to, in a single round the following events:
Swing like your life depended on it (Power attack, Improved Vital Strike, Bloody Assault) with a +15 to hit (+11 BAB + 6 STR + 2 Weapon Training + 1 Weapon Focus -5 Bloody Assault) with a non-magical non-masterwork greatsword. If you hit, you deal a solid 6d6 + 30 + 1d4 bleed damage (+12 from STR + 9 PA + 4 DS +2 Weapon Training +1 Martial Focus + 2 Weapon Specialization) AND that's not the end of it: FREE TRIP ATTEMPT with a +21 to trip.When you trip, you get an AOO, here the opponent is already bleeding from bloody assault, or you can use the...
It looks to me like your build is mostly a Tripping Build, and I personally wouldn't normally go for a 2 handed weapon build for that. I'm very concerned about getting tripped myself by a catastrophic Trip Check, so I like weapons with the Trip Quality. The advantage of those is that in the event of a catastrophic roll, you can drop the weapon rather than get tripped yourself. And since I get the Trip Weapons just to drop them, I favor small, cheap weapons such as Sickles.
So I would go with Sickle and Bastard Sword or Sickle and Hammer and be the Soviet Union.
I was also thinking Throwing Shield would be a swell choice for Tripping Weapon, especially if you get a Blinkback Belt to go with it, but making that work has a high Feat tax.
Keeping it 2 weapon, a Tripping Reach Polearm is a classic thing to use. My favorite of these is the Horsechopper. My other favorite Reach Polearm is the Lucerne Hammer. Not Tripping, but it does 1d12 Bludgeoning and Piercing, and is also a Brace Weapon. But I must admit, i am not a super fan of 2 handing my Pole Arms, either: I like the Phalanx Soldier Archetype, I can use my Pole Arm in 1 hand and a Shield in the other.
Tripping has a Size limit. The Teamwork Feat Harder they Fall fixes that. Dip a level in Cavalier, and you will also get the Tactician Class ability, gifting Harder they Fall to all your allies. Or 3 levels in Inquisitor, or take the Eldritch Guardian Archetype and your Familiar will have all your Combat Feats.
I notice you are taking Furious Focus at level 1. I think you would be better served by Weapon Focus at that point. I don't exactly have anything against Furious Focus, but a Full-time +1 Attack bonus is generally better than allieviating a -1 Penalty on 1 hit/round. I think you should probably take Furious Focus later.
I have been playing a 2 handed fighter in PFS, and she has been having survivability problems. Do not neglect your character's Armor Class!
For my character, I am deciding to abandon her Greatsword and go Sword and Shield instead, investing in a +1 Throwing, Heavy Shield (She is not going to be throwing her shield per se, but she wants to be able to drop it as a Free Action. I am planning to retrain Power Attack and Cleave, and take Quickdraw, 2 weapon, and Bastard Sword over the next 2 levels. She is also taking levels in Monk and so is getting Evasion. That means she will really benefit from Light Armor. She will avoid enchanting her Lamellar Leather Armor in favor of getting a Mithril Agile Breastplate.
That character is intended to be more of a generalist, though. If I were committed to 2 weapon fighting, I'd also commit to Full Plate. Beccause I've seen quite enough of the wicked gleam in GMs' eyes as they ask, "Are you sleeping in your armor?" I feel a strong need to use a Wand of Swift Girding. That means dipping a level in Magus, Wizard, Sorcerer, or Paladin.

Scott Wilhelm |
Scott Wilhelm wrote:StuffScotty No...don't fall for the Necromancer's plot...
Meh, he's just offering his build for consideration. I'm just offering my consideration of it. What does it matter if he put it on a new 2 handed Fighter thread or necroed an old one?
It's not like he's trying to start an argument with the OP after the thread was dropped.
I don't really get why necroed threads are considered to be so rude, anyway. Some forums think it is rude to start new threads when an old one exists. Here people think it is rude not to start a new thread when an old one has been dropped for _________ time?
What's up with that?