I need a heavy duty character


Advice


Guys i need help im not sure what type of fighter to play or should i go straight fighter. My campaign needs a Melee character and my Lion shaman isnt cutting it. So i want to make a heavy hitting fighter but can still take a good amount of blows for the team


Maybe a brawler with a sheild and pick up sheild bash

RPG Superstar 2012 Top 32

if the alignment/code will work with the party, make a paladin. 2hander fighting is not real feat intensive, so you can do it well with other melee classes. the pally can take hits like a champ thanks to being able to heal himself as a swift action, and smite will take his damage from good to great against the BBEG. put your Str and Cha as high as you can- Dex will help with AC and open up combat reflexes (especially useful if you use a reach weapon), and Con can be helpful but unnecessary (have +Cha to fort save, and swift heals to compensate for lower hp).


Heavy Hitter? Damage Mitigation? Sounds like a barbarian or fighter to me.

Barb may seem less defensive but Invuln rager gets you DR. and More HP to soak the damage. And if you worry about barb being to "simple" to play just look at rage cycling and 1/rage powers and finding gear to mitigate the fatigue. It can be a fun type to play.


While i would never dissuade someone from going Pally lets face it, its not a class for everyone. so if role playing the Holy warrior(gasp) is not your thing, I suggest the Defender of the weak. There is a fighter optimization guide linked off the class guide sticky that basically teaches you different fighter types and the defender of the weak fighter is a heavy AC sword and board shield basher with like a long sword. i built one who did well several campaigns ago with a half orc using the toothy racial trait. he had 3 attacks a round before he got iterative attacks. he had tank AC and dealt damage with melee weapons like it was going out of style. with feats like step up to keep people from 5' stepping away and shield slam to give him free bull rush attack he kept the ranged and caster characters clean. Look up the fighter class guide and try defender of the weak. its feat intensive with TWF and shield bash etc. but its a lot of fun!


Fun fact about having SKY high ACs. People ignore you and go for squishies. But to someone without a good heal check cant tell that the raging barbarian is any worse for wear than he was 60 damage ago.

If you do go fighter use your bonus feats to make reach weapons super awesome. Dwarf with a helmet for up close threats.


1 person marked this as a favorite.

I made a bit of a joke post a few weeks ago in response to a GM wanting more "descriptive roleplay" from his players involving a very straight-played, bare-bones fighter named Norman who is about as stereotypical as a Human Fighter can get, eschewing fancy techniques and such and just favoring "plain, simple, no-frills combat". Then, I figured I'd build that fighter. This is what I came up with:

Norman, the TN Human Fighter:
Stats and Traits

Spoiler:
20pt buy
Str: 19* (13)
Dex: 12 (2)
Con: 13 (3)
Int: 8 (-2)
Wis: 12 (2)
Cha: 12 (2)

Seeker: +1 Perception, always class skill
Tactician: +1 Initiative; +2 attack on AoO, 1/day

Focused Study: Bonus Feat> Skill Focus at lvl 1, 8, and 16

Level Progression

Spoiler:

Fighter 1: Bab +1, Power Attack (fighter), Toughness (lvl 1), Skill Focus: Intimidate (human)
Fighter 2: Bab +2, Cleave (fighter)
Fighter 3: Bab +3, Step Up (lvl 3)
Fighter 4: Bab +4, Improved Initiative (fighter) Con +1
Fighter 5: Bab +5, Iron Will (lvl 5), Weapon Training: Heavy Blades
Fighter 6: Bab +6, Improved Unarmed Strike (fighter)
Fighter 7: Bab +7, Alertness (lvl 7)
Fighter 8: Bab +8, Dodge (fighter), Skill Focus: Perception (human), Dex +1
Fighter 9: Bab +9, Intimidating Prowress (lvl 9), Weapon Training: Bows
Fighter 10: Bab +10, Following Step (fighter)
Fighter 11: Bab +11, Uncanny Alertness (lvl 11)
Fighter 12: Bab +12, Step up and Strike (fighter), +1 Dex
Fighter 13: Bab +13, Weapon Focus (Greatsword), Weapon Training: Polearms
Fighter 14: Bab +14, Dazing Assault (fighter)
Fighter 15: Bab +15, Improved Bull Rush (lvl 15)
Fighter 16: Bab +16, Point Blank (fighter), Skill Focus: Profession (Sell-sword) (human), Dazing Assault -> Stunning Assault, +1 Con
Fighter 17: Bab +17, Precise Shot (lvl 17), Weapon Training: Hammers
Fighter 18: Bab +18, Bullseye shot (fighter)
Fighter 19: Bab +19, Persuasive (lvl 19)
Fighter 20: Bab +20, Improved Critical (Greatsword), Weapon Mastery (Greatsword), +1 Str

Strategy and Gear

Spoiler:
Starting item>Intended upgrade (Starting Item Price)
Greatsword>Defending Greatsword (50g)
Four-Mirror Armor>Agile Half-Plate (45g)
Shortbow>Composite Longbow (30g)
Arrows (20) (1g)
Cold Iron Arrows (20) (2g)
Fighter's Kit (9g)
Silver Blanche x2 (10g)
Shaving Kit (15g)
Light Hammer x2 (2g)

Strategy: You can play "bad cop" to your party's Diplomacy face with enough training in Intimidate and shake things up in combat. Charge in to attack, or move in to intimidate as the situation demands. Save your bow for flying enemies or against enemies with DR/Cold Iron. Always sharpen your Greatsword with the whetstone from your shaving kit when you have a spare moment. Your Light Hammers will be your backup weapons against DR/B and you can throw them if need be. IUS at lvl 6 will be yet another backup weapon and allow you to threaten with a Blunt weapon even while wielding your sword. Leverage Step Up and subsequent feats to stay glued to your target and Bull Rush for battlefield control. You won't be some Elven Archer loosing 20 arrows in a round; remember, you're Norman the straight-forward, sensible fighter. You know your limitations and your Dex isn't exactly conducive to taking Rapid Shot accuracy hits so you go the other direction instead, taking Bullseye later on and focusing on single shots and maneuvering. Seeker gives you perception as a class skill as well as a bonus to checks and Tactician gives you a bonus to initiative to compensate for your low Dex and lets you get a bonus to one AoO attack roll per day; use it if you really need it. You'll be reasonably tanky, but also focus on dropping targets because, as we all know, the best defense is an unstoppable offense. And spend downtime pulling in extra cash from your day job as a sword-for-hire; guard a carriage or play bodyguard if you have a slow week for adventuring for some extra pocket change to cover the cost of arrows and stuff.

If you want to see his original "character profile", check it out here

Feel free to use it.


Heavy duty front line combatant? Just roll a paladin, don't even bother with the shield. Between full plate and paladin's damage mitigation you won't miss the +2 to hit. Grab a 2 handed weapon, reach or typical great-sword both work fine. The idea behind going melee is not just soaking attacks (tank isn't a role) its dealing damage. Being able to soak attacks is part of being able to deal damage (you don't need to stop all of it, only enough to buy time to get the killing done).

If you don't want the paladin (due to party or GM reason, some people have a fallen paladin fetish). Then a fighter specializing in 2 handed combat is best. You can go for an archetype, but they do give up some nice things for being more one dimensional. Still worth looking into though.

Alternatively you can avoid the full BAB classes and go combat cleric. A cleric of Gorum (negative energy) when built correctly can almost keep up with a fighters damage ability. Rage domain gives some nice bonuses, as does channeled smite and proper use of buff spells. Tactics domain gives you a nice potential boost to going first (important for buff reliant builds) and eventually the free use of any combat feat. A combat cleric is only a little bit behind a fighter in BAB, with buffing its not hard to make up that deficit. In terms of damage mitigation, offense often removes the need for defense. And if nothing else you can cast cure spells after combat. One thing I have been looking into is using the aasimar specific feat chain that lets you pull and push the enemy with channels. Its a bit of a trap in terms of dpr but honestly its actually not a bad "tanking" ability since you can use it to pull in enemies into melee range while doing mild damage.


i was really considering a sword and board 2 weapon fighter feat and sheild bash or slam to give me the extra attacks and the feat where it allows me to use my sheild w/o deducting my ac after my turn. i would like to bea able to deal a fair amount of dmg while still able to tank for the party. any ideas or suggetions? we already have a paladin who almost broke our group apart because of his diety rogathian i believe( the one who says sacrifice is good if they commit and evil deed)


Texasterminator wrote:

i was really considering a sword and board 2 weapon fighter feat and sheild bash or slam to give me the extra attacks and the feat where it allows me to use my sheild w/o deducting my ac after my turn. i would like to bea able to deal a fair amount of dmg while still able to tank for the party. any ideas or suggetions? we already have a paladin who almost broke our group apart because of his diety rogathian i believe( the one who says sacrifice is good if they commit and evil deed)

Tanking isn't really a role. Damage mitigation is, but anybody can do it (and should) and AC buffing at the expense of offensive ability is a terrible sacrifice you don't have to make.

2-3 feats and -2 to each of your attacks is not a small sacrifice, especially since you are doing it for +2 AC and a 1d3+1/2str attack. Use those feats for other things that have more value. Heck expertise + dodge gets you similar AC without so much offensive loss and gets you a good way towards the spring attack and whirlwind attack feat path (not to mention all the other expertise related feats). In comparison the TWF+shield group of feats spend all of their efforts in penalty mitigation + minor AC buffs. Removing negatives vs adding positives...


There's a pretty good thread about the Mamoth Lord Prestige Class. If that ain't a front line fighter I don't know what is. I'll see if I can find the link.


We have a two handed fighter with a greatsword, cleave, and cleaving finish in our group and he hits super hard every time. Last night he one-shotted three mooks in one round with cleave and cleaving finish and didn't roll an attack higher than 5 on the dice. Sure there are better optimized builds for specific groups and campaigns, but fighter damage is very reliable.


Texasterminator wrote:

i was really considering a sword and board 2 weapon fighter feat and sheild bash or slam to give me the extra attacks and the feat where it allows me to use my sheild w/o deducting my ac after my turn. i would like to bea able to deal a fair amount of dmg while still able to tank for the party. any ideas or suggetions? we already have a paladin who almost broke our group apart because of his diety rogathian i believe( the one who says sacrifice is good if they commit and evil deed)

It can work moderately well imo, play it like a TWF fighter with a few more feats (shield bash). Luckily, fighters have a fair amount of feats if nothing else.

Still, if you have a melee paladin, you may feel a bit superfluous. You can try to go heavy on defense (but not at the expense of defense) and use antagonize to focus the heat on you, I guess.


i have decided to go Two-weapon foghter archtype who specializes in disarming

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / I need a heavy duty character All Messageboards

Want to post a reply? Sign in.