Build Advice for my first Two handed fighter


Advice

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rockdoctor wrote:

I think you're confusing "use" and "wield." If you attack, you're using the weapon, which requires your off-hand. Just because you then let go and are no longer wielding the weapon with your off-hand doesn't negate the fact that you've already used a weapon with that hand, and thus lose the buckler's AC bonus until your next turn. You then regain the AC bonus at the beginning of your next turn, so it would apply against enemy AoOs while you move, up until you attack again.

However, I agree it's not necessarily that cheesy, since you're trading reduced damage for increased AC.

Yeah, you are correct, but only because (as I was unaware) the buckler specifically states that you lose it's AC bonus "until your next turn" if you attack with the appendage wielding the buckler.


Lemmy wrote:
master_marshmallow wrote:
Lobolusk wrote:
why is sunder bad? because the Gm will start doing it to me?
Because you destroy your own loot and get no moneyzzzz.
Well, he can simply give armors and weapons the "Broken" condition, causing a bunch of penalties to the enemy. And then, after combat, have the wizard cast "Mending" (you know, the cantrip) on the loot.

I may be wrong on this, as my experience might be based on house rules that aren't real, but does mending fix magical weapons?


Lobolusk wrote:
Wiggz wrote:

This is the best two-weapon fighter I've got. Its built as a Weaponmaster to take maximum advantage of everything it can do, but you could rework it to a standard Fighter build fairly easily.

Human 20th level Weaponmaster

Attributes: (20 point build)
STR - 15 (+2 racial bonus, +1 at 4th, 8th, 12th, 16th & 20th)
DEX - 14
CON - 14
INT - 14
WIS - 12
CHA - 7

Traits
Defender of the Society
Carefully Hidden

Feats:
1st - Dodge
1st - Power Attack
1st - Cleave
2nd - Mobility
3rd - Combat Expertise
4th - Spring Attack, (retrain Cleave to Whirlwind Attack)
5th - Combat Reflexes
6th - Lunge
7th - Weapon Focus: Bardiche
8th - Improved Critical: Bardiche
9th - Critical Focus
10th - Greater Weapon Focus: Bardiche
11th - Dazing Assault
12th - Sickening Critical
13th - Staggering Critical
14th - Critical Mastery
15th - Weapon Specialization: Bardiche
16th - Greater Weapon Specialization: Bardiche
17th - Stunning Critical
18th - Vital Strike
19th - Improved Vital Strike
20th - Greater Vital Strike

Skills:
5 ranks/level, assign as you wish

This character can work almost as well with a Falchion as it can with a pole-arm - reach is a tremendously valuable tool, but a Falchion has a greater crit range. Its something to consider, but if you do you might want to replace Combat Reflexes at 5th level with Iron Will.

The trick to this build is the value of Whirlwind Attack. Sure you can absolutely go to town against a single target and will do so as effectively as any Fighter out there, but by getting WWA at 4th level, you can make multiple attacks against multiple foes at full BAB two levels before anyone else gets their first iterative. At 6th level you can make a Lunging WWA. Do this - sit down with a piece of graph paper and draw an 'O' in one square to represent your character, then draw an 'X' in every square he can hit with a reach weapon. Then add the squares he can reach with Lunge. Then move the 'O' as if you

...

This build disproves everything I ever thought about whirlwind attack. Simply amazing.


master_marshmallow wrote:
Lemmy wrote:
master_marshmallow wrote:
Lobolusk wrote:
why is sunder bad? because the Gm will start doing it to me?
Because you destroy your own loot and get no moneyzzzz.
Well, he can simply give armors and weapons the "Broken" condition, causing a bunch of penalties to the enemy. And then, after combat, have the wizard cast "Mending" (you know, the cantrip) on the loot.
I may be wrong on this, as my experience might be based on house rules that aren't real, but does mending fix magical weapons?
PFSRD wrote:
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

So unless you're sundering a really powerful item, your casting freinds should have no problem fixing it.

I kinda like Sunder, actually... It's the one useful combat maneuver with no terrible prerequisites (I really, really hate Combat Expertise...)


Lemmy wrote:
master_marshmallow wrote:
Lemmy wrote:
master_marshmallow wrote:
Lobolusk wrote:
why is sunder bad? because the Gm will start doing it to me?
Because you destroy your own loot and get no moneyzzzz.
Well, he can simply give armors and weapons the "Broken" condition, causing a bunch of penalties to the enemy. And then, after combat, have the wizard cast "Mending" (you know, the cantrip) on the loot.
I may be wrong on this, as my experience might be based on house rules that aren't real, but does mending fix magical weapons?
PFSRD wrote:
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

So unless you're sundering a really powerful item, your casting freinds should have no problem fixing it.

I kinda like Sunder, actually... It's the one useful combat maneuver with no terrible prerequisites (I really, really hate Combat Expertise...)

Then my opinion of Sunder has been based on a false notion that it was nigh impossible to repair magic items and have them retain their magic.

I retract the notion that Sunder is bad based on that notion alone.
It still being useless against dragons and monsters is still a solid argument against it.


The problem is that broken really isn't that amazing of a debuff, and if the item is actually really powerful, it will have a ton of hardness and hp to hack through (adamantine weapon greatly helps, of course). On top of the "disarm problem" of not many foes actually having gear to use it on. At least with disarm, one check and the item is gone. Enemy can get it back (if you didn't disarm with a free hand), but combats tend to be short, so a turn wasted fetching the weapon is nearly as good as sundering it outright (and I mean destroying the item, not just breaking it). If you do destroy the item, you still ruin treasure because the magic in the item is lost.

Just doesn't seem worth it to me.


The buckler problem could be solved with the quick draw feat using a quick draw shield, which turns readying and stowing into a free action. If you didn't mind giving up threating squares after your attacks you could use a two-hander, attack, take one hand off (free action), Ready Shield (free action), end turn get you ac bonus. At the start of your next action stow shield attack ready shield ad nauseum. Now for most classes this just isnt worth it for the 1 AC but for a Viking...


blackbloodtroll wrote:
The Rogue that does nothing but steal, lie, and backstab, is a cliche that needs to die.

Tanks fer backin up m'cover story.

Wat's a clich-eee?


master_marshmallow wrote:
This build disproves everything I ever thought about whirlwind attack. Simply amazing.

I'm assuming contextually that that is a good thing? Something I tell people is that WWA is worth pursuing IF you have a Fighter and therefor room for all of the requisite feats because at 4th level you can attack two different foes at full BAB. If you're only attacking two targets instead of one its worth it right there, especially at those levels.

Not everybody likes reach weapons which is fine - the build is pretty devastating with a Falchion, especially if you take the Weaponmaster's class features into account.

EDIT: I just realizd I called this a 'Two-Weapon Fighter' build, and clearly I meant 'Two-handed Fighter'.


master_marshmallow wrote:
Lemmy wrote:
master_marshmallow wrote:
Lobolusk wrote:
why is sunder bad? because the Gm will start doing it to me?
Because you destroy your own loot and get no moneyzzzz.
Well, he can simply give armors and weapons the "Broken" condition, causing a bunch of penalties to the enemy. And then, after combat, have the wizard cast "Mending" (you know, the cantrip) on the loot.
I may be wrong on this, as my experience might be based on house rules that aren't real, but does mending fix magical weapons?

what about having the item destroyed instead of merely broken does this spell still fix that?


master_marshmallow wrote:
It still being useless against dragons and monsters is still a solid argument against it.

That's always been more than a good enough reason for me. An entire feat chain that will benefit you against - at best - half your opponents? Moreover, I'd rather spend my actions as a Fighter killing a foe rather than killing his weapon...

Combat manuevers in my opinion are rarely worth pursuing in a build.


How do you get two WWA in one round? You mentioned making your WWA and then taking a 5ft step and doing it again. How is this possible?

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