Need some advice about my two handed fighter


Advice


So I am playing a half-ogre fighter for a campaign and I want to make sure this feat build looks good.

1: Weapon Focus: Falchion, Power Attack
2: Cleave
3: Intimidating Prowess
4: Weapon Specialization
5: Dazzling Display
6: Shatter Defense
7: Vital Strike
8: Greater weapon focus
9: Improved critical
10: Lunge
11: Deadly Stroke
12: Improved Vital Strike
13: Great Cleave
14: Critical Focus
15: Greater weapon spec
16: Greater Vital Stike
17: Bleeding Critical
18: Pentrating Strike
19: Greater Penetrating Strike
20: Iron Will

The problem I am currently facing is getting these feats in the right order to maximize my damage as I go along.
More or less the plan is to do a ton of single target damage and to also do some "aoe" damage to nearby opponents.
Any help with this would be appreciated...also fyi since I am half ogre I have no intention of going for a whirlwind attack build.

Grand Lodge

Cleave doesn't work with Vital Strike.

Nab Furious Focus instead.


Pathfinder Lost Omens, Rulebook Subscriber

Are you using the normal Fighter? or the Two-Handed Fighter Archetype?

Since you are a fighting with a Two-Handed weapon I would not go with Pentrating Strike or GPS, since your focus is going to be high damage in only a few hits, or a single hit. If you went Two Weapon fighting then you need that PS/GPS advantage cause each hit dose less damage and all of them get reduced (not to mention they have to enhance 2 weapons)

And if its DR your worried about, then a weapon with;
+1 enhancement overcomes DR magic
+2 enhancement overcomes DR magic
+3 enhancement overcomes DR magic/cold iron/silver
+4 enhancement overcomes DR magic/cold iron/silver/adamantine*
+5 enhancement overcomes DR magic/cold iron/silver/adamantine*/alignment-based

^ found in CRB pg. 562

Also if you are going to rely on Vital Strike feat chain you may want to think about Devastating Strike feats as well.
Devastating Strike: gives +2 damage for each vital strike feat you have(+2 VS, +4 IVS or +6 GVS) This bonus damage is multiplied on a critical hit.
Improved Devastating Strike: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage rolls you gain from Devastating Strike.

Since Cleave and Vital Strike are both standard actions to use, and Cleave chain is really useful when fighting multiple enemys with high mobility, where as Vital Strike chain is for high power single attacks with mobility, I would suggest one or the other, and not both.
Honestly let the caster deal with the waves of mooks and you focus on the big baddy. but that’s just my suggestion.

Lastly I would get rid of Dazzling Display/Shatter Defense/Deadly Stroke, and go for Furious Focus/Dreadful Carnage, you aren't generally going to gain much for going against an enemy’s FF AC (if you were a rouge or something I could understand) Furious Focus you ignore the PA penalty to attack rolls on the first attack you make in a round (works wonders with Vital Strike) and Dreadful Carnage is so fun, when you down an enemy to 0hp or fewer (and you certainly will) you can make an Intimidate check to demoralize all enemies within 30 feet as a free action.(now they are all a bit less likely to hit you.)

But that’s just my 2 cents.

I still have a dollar if you want :)


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For archetypes, I'd suggest either 2H Fighter or Lore Warden (which is just good for any fighter build).

I would drop the entire Dazzling Display line, including Shatter Defenses -- flatfooted does little for you.

I would drop cleave at level 4 when fighter lets you swap a feat. Never take it again nor get the later feats in the tree.

Vital Strike is a trap. I guess it's ok if you have nothing better to choose, but it would be very low on my totem pole. Get rid of Deadly Stroke.

I'm not a fan of the Critical feats; at least hold off on committing to them until BAB +14 or even +17, when you can get the real winners -- Stunning Critical and Tiring Critical.

I would take Lunge right at level 6 or close to it -- It's very useful.

Other feats to consider (and min. level you can get it):

Step Up (1): This messes up archers and reach weapon users pretty hardcore. It mildly inconveniences spellcasters.

Cornugon Smash (6): You should always be power attacking, so this gives you a free demoralize debuff if they survive.

Dreadful Carnage (11): THIS is what area demoralize should look like! Consider swapping Cornugon Smash out at 12 for this. Sadly, requires Furious Focus, which is a mediocre feat.

Pin Down (11): Awesome fighter-only feat to deny the safety of 5 ft steps.

Dazing Assault (12): Words cannot describe how awesome this one is. GET IT. Works best on an AoO build, but still good in general.

Stunning Assault (16): Honestly, I think this is redundant w/ Dazing Assault, but if you have the space for it...why not? I'd keep Dazing over this if picking one; daze is less severe than stunned but unlike stunned, practically nothing is immune to dazing, plus there's no such thing as "Dazing Critical."

Teleport Tactician (10): This feat itself is awesome. You get to disrupt teleporting in/out of your threatened area! But it requires two EXTREMELY terrible feats to acquire and the benefit, while great, is situational. Probably not worth it, but I felt I should mention it.

Whirlwind Attack (supposedly 4; good luck w/ that): This feat has a giant list of absolutely horrid pre-reqs and generally isn't worth it. However, at higher levels when combined with Lunge and Dazing Assault, this can be a pretty nice area debuff. Works better with a reach weapon, though.
EDIT: Wait, why does being half-ogre make you not want to take WWA?


Pathfinder Lost Omens, Rulebook Subscriber

I'm not sure on why he didn't want to take WWA either when he mentions being a half-ogre.... was hoping he would reply soon so I could find out.

Also Stream, I agree FF isn't that great of a feat, but it has amazing synergy with the Vital Strike/Devastating Strike and then Dreadful Carnage for a high crit chance weapon when you only get to make one attack in a round cause you actually had to move since the enemy is to afraid to come near you, and if they aren’t afraid of you... then something is wrong.


Here is a build that uses the two-handed fighter archetype for maximum single-hit damage. It will certainly give you ideas, although it is more of a Rogue and it might be too min-maxed for your tastes.


Nice advice you got there. I want to point out though that the Vital strike feats are not a trap, they just want you to build and optimise your character around them. Lets say you start with 16 Str. Grab a Greatsword and power attack (2d6 damage). Take Furious Focus, weapon focus and specialization. After these take vital strike. Lets say you are 4 lvl. Now you have a standard action attack of 4d6+12(overhand chop)+ 6 power attack +2 from weap. spec. = 4d6+20. This is a lot of damage for a 4 lvl character. And your half-ogre will probably start with more strenght.

When you start adding iteratives it certainly looses power, but still with Devastating Strike and all the dices from improved and greater vital strikes the damage really adds up. With a higher point buy (at least 20) you can raise charisma and go for the eldrich heritage (orc) line of feats too, for massive str gains and payoffs from overhand chop.

Grand Lodge

You can find a lot of those big hit builds here.


You could do something like this:

Half-Ogre Two-handed fighter

Stats (20 pb): Str 20, Dex 14, Con 14, Int 8, Wis 8, Cha 13(+1 at all levels)

Traits: Defender of the Society, Opportunistic Gambler

1 Power Attack, Weapon Focus (Greatsword)
2 Skill Focus: Survival
3 Eldrich Heritage (Touch of Rage)
4 Furious Focus
5 Weapon Specialization (Greatsword)
6 Vital Strike
7 Cornugon Smash
8 Greater Weapon Focus (Greatsword)
9 Devastating Strike
10 Lunge
11 Improved Vital Strike
12 Improved Eldritch Heritage (Strenght of the Beast)
13 Greater Weapon Specialization (Greatsword)
14 Dreadful Carnage
15 Improved Critical: Greatsword
16 Greater Vital Strike
17 Greater Eldritch Heritage (Orc Bloodline - Power of Giants)
18 Quicken Spell-like ablitity (Power of Giants)
19 Iron Will
20 Improved Iron Will

Grand Lodge

Half-Ogre is third party.


blackbloodtroll wrote:
Half-Ogre is third party.

true


Well in the above build switch iron will with intimidating prowess and ditch improved iron will.

Shadow Lodge

Does your GM allow oriental weapons? If so the nodachi is better 2h weapon then the falchion. Since your taking a high crit threat weapon you should definitely go for crit feats.


Jacob Saltband wrote:
Does your GM allow oriental weapons? If so the nodachi is better 2h weapon then the falchion. Since your taking a high crit threat weapon you should definitely go for crit feats.

For most two-handed fighters nodachi is supreme. For one using vital strike feat tree though, the bigger dice of greatsword comes on top, at least early-mid game.

Still in the above build Iron Will and Intimidating Prowess could be changed for Critical Focus and Blinding Critical.


At high levels with a high crit range weapon I like Stunning Critical. Even if they save they are staggered for 1d4 rounds. Combine it with bless weapon to auto confirm crit threats and you can really reduce the combat effectiveness of your evil enemies.

Grand Lodge

What's the difference between Oriental and Negro weapons?


blackbloodtroll wrote:
What's the difference between Oriental and Negro weapons?

(racist comment)

Negros don't have weapons.


Just kidding


I don't want to go Whirlwind because it would be to hard on my stats to get my int up, seeing as how half-ogres have a -2 to int already and I wish to keep my 22 str and 14 dex/con.
And yes the Half Ogre is third party and I am using this one Half Ogre
They are more or less orcs (stat wise) except the only orcs I like are warhammer40k ones. I checked the monster creation and these half ogres are like 13 rp or so.

As for the advice given, I will spend the next hour or so looking into it and see what I like.

Grand Lodge

That -2 to wisdom will really hurt.


1: Power Attack, Intimidating Prowess
2: Weapon Focus: Falchion
3: Furious Focus
4: Weapon Specialization
5: Iron Will
6: Vital Strike
7: Cornugon Smash
8: Greater Weapon Focus
9: Improved Critical
10: Devastating Strike
11: Dreadful Carnage
12: Improved Vital Strike
13: Improved Devastating Strike
14: Lunge
15: Greater Weapon Specialization
16: Greater Vital Strike
17:
18:
19:
20:

Ok, this is what I got so far. Still got 4 feats to mess around with at the end levels. I am considering taking lunge at lvl 7 instead of cornugon smash. If I do that I may not bother with the smash at all.
Any other suggestions to add to this?

(I am taking weapon focus falchion at lvl 2 because I am not starting with one right off, around lvl 2 is when we head back to town and are able to shop again)


Vital Strike is better for higher damage dice weapons, I'm not sure it is better than Lunge (which will give you more attacks of opportunity) on the damage dice of a Falchion.

I appreciate the crit range is higher but I prefer weapons with a higher damage dice and critical multiplier (yes I know the maths but damage reduction can be quite common).


Yeah I know, 2d4 is meh..I may switch to a a great sword.
Just trying to figure out some last feats for the high end levels..maybe improved iron will.
The DM is allowing 3rd party feats so if you are familiar with them it would be great.


No Eldrich heritage then? Well, in the build you posted I would delay Intimidating Prowess until you actually make use of the intimidate effect with cornugon smash. In addition, Greatsword works better with Vital Strike. Maybe do something like this:

Half-Ogre Two-handed fighter

Stats (20 pb): Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 7
Raise Str every 4 lvls

Traits: Defender of the Society, Adopted: Carefully Hidden

1: Power Attack, Furious Focus
2: Weapon Focus (Greatsword)
3: Iron Will
4: Weapon Specialization (Greatsword)
5: Intimidating Prowess
6: Vital Strike
7: Cornugon Smash
8: Greater Weapon Focus (Greatsword)
9: Devastating Strike
10: Big Game Hunter
11: Improved Vital Strike
12: Dreadful Carnage
13: Greater Weapon Specialization (Greatsword)
14: Lunge
15: Improved Iron Will
16: Greater Vital Strike
17: Improved Critical
18: Improved Devastating Strike
19: Critical Focus
20: Blinding Critical

I added Big Game Hunter at 10th, it is very effective since most enemies from this point in the game are bigger than you. The critical confirmation boosters are really nice to have at 19 lvl when you obtain the Devastating Blow class feature. Until then I find them very situational though, you will hit only once per round, criticals will not happen often enough.

Lunge does not give more attacks of opportunity, the reach increase lasts only until the end of your turn. Only the AC penalty lasts until the end of the round.

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