Advice on 2 Handed Fighter Advancement *already level 6*


Advice


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Here is what I am looking at:

I am not a normal race and I took 2 flaws to that is why there are 4 level 1 feats. I am already at level 6 so more focusing on beyond that.

Looking at a pure damage character while gaining items that will assist with assisting with will saves or other occurrences.

Took Dex at level 4 to bring my mod for dex to +4.

Feats:
Level 1 Bonus: Improved Initiative - +4 to initiative checks
Level 1 Fighter: Combat Reflexes - Additional Attacks of Opportunity equal to dex mod per a round.
Level 1 Flaw: Power Attack - Trade to hit for damage
Level 1 Flaw: Cleave - If you hit you get an additional attack against another foe with in range and take -2 AC
Level 2: Toughness - Gain +3 HP and +1 after 3HD
Level 3: Weapon Focus (greatsword) - +1 to hit
Level 4: Weapon Specialization (greatsword) - +2 to damage
Level 5: Great Cleave: Unlimited Cleaves
Level 6: Furious Focus: Do not take Power Attack penalty on first attack.
Level 7: Vital Strike – 2x damage for weapon
Level 8: Improved Critical - doubles critical range
Level 9: Greater Weapon Focus (greatsword) - +1 to hit with weapon
Level 10: Critical Focus - +4 to confirm critical
Level 11: Improved Vital Strike - 3x damage for weapon
Level 12: Bleeding Critical - critical gets an additional +2d6 bleed
Level 13: Devastating Strike - gain an additional +2 damage on each damage roll for the weapon (max +6)
Level 14: Greater Weapon Specialization (greatsword) - +2 damage with weapon
Level 15: Penetrating Strike(greatsword) - ignore 5 points of DR (does not include DR/- types)
Level 16: Greater Vital Strike - x4 damage for weapon
Level 17: Greater Penetrating Strike(greatsword) - ignore 10 points of DR (does not include DR/- types)
Level 18: Strike Back - can ready an attack against a foe as they attack you with their superior reach.
Level 19: Critical Mastery - can use 2 critical feats
Level 20: Staggering Critical - on crit 1d4 round with a fort save DC = 10 + BAB successful save changes it to 1 round (staggered creatures can only take a single move or standard action each round)

Ability Score:
Level 4: Dexterity
Level 8: Strength
Level 12: Strenght
Level 16: Strength
Level 20: Strength


You probably don't need vital strike. You generally are going to want to be full attacking.


Most of the time it's moving to target and attacking unless it's a boss. So generally it's a single attack and with cleave if there are others around I get another attack on an enemy next to me.

Though I do pretty good damage and with bosses most of the time you only hit with the first attack.

Shadow Lodge

I personally prefer to leave killing multiple targets to others and generally forego Cleave in favor of Improved/Greater Overrun. If you're two-handed you generally have the strength to back it up.

It really helps to get you to your intended target as well as forcing enemies to waste move actions and provoke AoOs (which gets you way more use out of Vital Strike/Combat Reflexes).

Also, if you're picking up crit feats, why not go with a falchion and crit way more often? Two-Handed builds don't care about the size of the dice.

Scarab Sages

Another thing you can consider is to acquire an Adamantine Greatsword and start sundering the crap out of everything, alternatively you could get weapon blanches to treat your weapon as Adamantium temporarily.

Either way I would drop Vital Strike as it does not work with either the Charge or Full Attack actions. So it is essentially never going to be used on or after level 6 when you should be charging or full attacking pretty much at all times.


I'm not a huge fan of the level 20 ability and so am taking 5 levels of the Armoured Hulk Barbarian as a multi-class. This give me extra move, better will save, rage, 2 rage powers, bonuses to move and some lesser stuff for 2 feats. I also get the same average hit points and a broader range of skills too even without favoured class bonuses.

Food for thought.


1DimensionalRobot wrote:

I personally prefer to leave killing multiple targets to others and generally forego Cleave in favor of Improved/Greater Overrun. If you're two-handed you generally have the strength to back it up.

It really helps to get you to your intended target as well as forcing enemies to waste move actions and provoke AoOs (which gets you way more use out of Vital Strike/Combat Reflexes).

Also, if you're picking up crit feats, why not go with a falchion and crit way more often? Two-Handed builds don't care about the size of the dice.

I want the kills in our game because kills get bonus XP, treating it like most games where everyone gets the same xp for participating and the one who gets the kill gets extra xp.

My party has a rogue and a magus, so typically the magus and me will be in the front lines and the rogue will be shooting from the outsides.

I currently have an 18-20 crit range with a Weighted Greatsword.


Braeden Caldwell wrote:

Another thing you can consider is to acquire an Adamantine Greatsword and start sundering the crap out of everything, alternatively you could get weapon blanches to treat your weapon as Adamantium temporarily.

Either way I would drop Vital Strike as it does not work with either the Charge or Full Attack actions. So it is essentially never going to be used on or after level 6 when you should be charging or full attacking pretty much at all times.

I am planning on doing that once I get another 8k, along with getting a enhancement.

Also my weapon is a large weapon, at level 6 I am doing 3d8+26 damage. It is a +1 large mercurial weighted greatsword with a x4 crit... so even if I don't crit on my hits this will increase the damage of my single attacks and increase the chance I'll kill whatever I am hitting.


strayshift wrote:

I'm not a huge fan of the level 20 ability and so am taking 5 levels of the Armoured Hulk Barbarian as a multi-class. This give me extra move, better will save, rage, 2 rage powers, bonuses to move and some lesser stuff for 2 feats. I also get the same average hit points and a broader range of skills too even without favoured class bonuses.

Food for thought.

I am interested in this, what rage powers would you recommend?

What level after level 8 would you do this? Reason I say that is at level 7 I get where all my attacks get the 2x Str mod and at level 8 I am getting the double crit range feat.


I was thinking about taking a few levels in something else, was leaning towards barbarian, but basically looking to maximize my damage, no so worried about DEF or SAVES, if it be the end of the character, so be it. But looking for pure attack type.


The five levels of Armoured Hulk should give you 12+Con bonus rounds of Rage (+4 Str & Con, +2 Will Saves, -2 A.C.), a +35' move rate in Heavy Armour, the same average hit points, 10 better skill points plus some useful class skills (Perception & Acrobatics), 2 Rage Abilities (I'd choose Scent and Strength Surge, one to find invisible things and one to escape grapples, but your choice really) and a couple of miscellaneous abilities.

You lose 3 Fighter feats and level benefits as well as access to the level 20 power but a. you may not play the game to level 20 and b. you get a lot more skill diversity whilst the rage 'boost' and 2 rage powers can give you abilities the feats wouldn't.

The Hit Points are d12+Con vs d10+1+Con (Favoured Class) so average out the same.

All in I'm happy with it.


I like the idea of making my character stronger both in hp and str.

Currently have a +6 str mod.

90 hp @ level 6

22 AC, though it usually is 20 as i am cleaving.

Currently have a movement speed of 40, though 75 would be nice :) is that only during rage?


For the Armoured Hulk no - the level 2 and 5 powers are the movement ones.

http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---b arbarian-archetypes/armored-hulk


In the higher levels, your ability to Cleave and use Vital Strike will in essence be shot down by the amount of attacks you can make, as well as the benefits of a cumulative strength modifier (and extra stuff) on your many attacks in comparison to the two in question.

It is not a bad idea to select them to start, since when you begin it will outrank your ability to make two attacks in certain instances, but when you get the attacks it's not worthwhile to keep them around, so if you selected them as Bonus feats, I would suggest the Retraining capability, transmuting your previous feats into more worthwhile feats. (If you didn't, I'd still talk to your GM about mixing around the feat allocation, since by rights you can still pull off your build by selecting different feats for the amount of feats you get.)

I also recommend not selecting Critical feats, since if you were built for it you would not be using a Greatsword to specialize in. If you were going for such a build, I'd strongly suggest using a Nodachi (or Falchion if the Nodachi is unavailable). You should also look at focusing a maneuver; with the changes to Sunder, it has become a very brutal maneuver, making any humanoid enemy with equipment powerless. The only caution I give to that is you'll end up breaking all of your items that you get from your adventure, so you should use it sparingly, otherwise it becomes an unnecessary WBL tax.

If you're worried about Will Saves, you can transform some of those unwarranted feats to Iron Will (and its Improved Version); combine it with a Defiant Greatsword (+2 Property), and you're looking with the ability to re-roll Will Saves up to 6/day (based upon your weapon's Enhancement Bonus).

Another idea is to save yourself a +1 Property put on your Greatsword and get the Improved Critical (Greatsword) feat in place of one of your other Critical type feats, so your weapon has that great 17-20/X2.

Strike Back is a very horrible feat. It requires you to take a Readied Action to go after creatures that use reach against you. (If it was an Immediate Action, it'd be an amazing feat; but it isn't.) May I instead recommend the Lunge feat (granting you an extra +5 feet on your reach in exchange for -2 AC); it fulfills the same purpose except on a better level.

Other than that, I believe everything should be in order. (Be sure to check your level pre-requisites and such for your feats; you have to take Critical Focus before taking Improved Critical.)

Scarab Sages

Another Barbarian archetype you could look at is invulnerable rager, you lose trap sense and uncanny dodge but you pick up DR/- equal to half your Barbarian level ie(+1DR every even level past 2nd starting at +1 at level 1), if you take 6 levels you can pick up a decent DR3/- and DR1/cold or fire (your choice between fire or cold).

As far as rage powers go, Reckless Abandon is really nice, it essentially trades the penalty from power attack from your to hit for a penalty to your AC for a round. It aslo scales at the same rate as power attack does (At level 4 you can give up 2 AC to add 2 to your attack) unfortunately it only counts barbarian levels in this way

Strength Surge is another nice one that gives a bonus to a single strength check while raging once per rage, strength checks include CMB checks on trip,sunder,overrun,et. as well as mundane things like breaking grapple and kicking down doors, this bonus is based off your barbarian level.

Beast Totem chain is nice Lesser BT gives claw attacks at 1d6 while raging, Beast Totem gives +2 Nat AC while raging, and one of the crowning glories of the barbarian is Greater BT which makes the claws d8s and gives you pounce, the full chain takes 10 levels of barbarian to complete


Critical Focus isn't required for Improved Critical. But when I do my critical range for my greatsword will be 15-20 :)

As stated further up my weapon is a large weapon, at level 6 I am doing 3d8+26 damage.

It is a +1 large mercurial weighted greatsword with a 18-20 crit range and x4 crit.

When I get my next weapon I'll make sure to make it Adamantine just wasn't affordable at the time.

Looking at some of these options for the weapon enhancement:
Maiming
Bloodfeeding
Wounding
Corrosive
Ghost Touch
Planar
Heartseeker

More than likely going with Bloodfeeding or Wounding. Maybe maiming depends on how I feel about how often I crit.

So with my crit range and I do think the crit parts might be handy but also thinking about dual classing with that Armored Hulk barbarian sub class.


Don't forget Impact as a weapon enhancement.


Thanks CloseUp, I had never heard of that enhancement before. :)

RPG Superstar 2012 Top 16

wounding just causes bleed damage now.

You're better off upping the enhancement bonus.
If you're going to take Barb levels, then you want furious and courageous.

If you're allowed 3.5 stuff, you want Valorous.

Keep in mind that the penultimate ability of the 3h W fighter is a standard action to inflict a crit, usable every round.

By 'weighted' do you mean 'heavy?' Not familiar with what Weighted does. I know it took a separate EWP...so, you would need to blow TWO EWP feats on your sword.

Instead of Ghost Touch try to get a Augment Stone against Death, and increase your enhancement bonus to +3, if possible. If not, Ghost Touch means there is nothing you can't hit.

==Aelryinth


We are doing a mix game with Pathfinder and 3.5 we just have to state which one at the time and source it.

There is a weapon called a Weighted Greatsword. It was in Arms & Armor V 3.5 by Jim Butler, Steve Cheech, and Kevin Ruesch.

Cost 80 gp
Medium damage 2d8
Crit Range 18-20 x2
Weight 12 lbs
Page 7

Ghost Touch is later my my list.

Already looking at the Greater Crystal of Life Drinking unsure if I can do the Augment Stone with that.


Changed my mind on that Armored Hulk, though might just go straight Barbaian. Here is my new layout for that:

First 8 levels Two-handed fighter Fighter last 12 Barbarian

Level 1 Bonus: Improved Initiative
Level 1 Fighter: Combat Reflexes
Level 1 Flaw: Power Attack
Level 1 Flaw: Cleave
Level 2: Toughness
Level 3: Weapon Focus (greatsword)
Level 4: Weapon Specialization (greatsword)
Level 5: Great Cleave
Level 6: Furious Focus
Level 7: Vital Strike
Level 8: Improved Critical
Level 9: Greater Weapon Focus (greatsword)
Level 10:
Level 11: Improved Vital Strike
Level 12:
Level 13: Devastating Strike
Level 14:
Level 15: Greater Weapon Specialization (greatsword)
Level 16:
Level 17: Greater Vital Strike
Level 18:
Level 19: Penetrating Strike(greatsword)
Level 20:

With Rage Powers:
Level 10 - Powerful Blow
Level 12 - Scent
Level 14 - Superstition
Level 16 - Crippling Blow
Level 18 - Increased Damage Reduction
Level 20 - Mighty Swing

RPG Superstar 2012 Top 16

Where's your Dazing Strike? Best BAB 12 feat you can take.

Where are the two EWP's for your Weighted and Mercurial effects? Each of those takes a different EWP, you don't just get to take Greatsword and use them.

And if it's a large weapon, you're taking a substantial penalty or you have to pick up Wield Oversized Weapon, which is ANOTHER feat you aren't paying for.

==Aelryinth


I'm fond of Critical Focus line of feats.


Penetrating Strike seems weak for level 15, at which point you should be close to having a +5 weapon that defeats all DR save epic...

You might consider moving up Staggering Critical and then picking up Stunning Critical to cap the line. Stunning Critical will stagger your opponent for 1d4 rounds when they make their save...


Only issue with my intimidation is that I have a Char bonus of 0..... so yeah.

Well which route are you thinking is best? The straight 2 handed fighter route or the fighter barbarian route?

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