| DoctorShevek |
I am new to pnp rpgs (I played some in college but I didnt like it much then because the DM seemed to enjoy killing players more than telling a good story or having a satisfying adventure). Anywho, I want to give it another go. I am new to pathfinder and was looking through all the rules and came up with this guy:
Half-Orc Fighter
Stats (25 pts, nothing below 10, could probably pull this off with less points and some 8s)
16 Str (+2 more)
14 Dex
14 Con
14 Int
10 Wis
10 Cha
Feats:
f - power attack (1)
g - nature soul (1)
f - furious focus (2)
g - weapon focus X (3)
f - weapon specialization X (4)
g - animal ally (5)
f - improved initiative (6)
g - beast rider (7)
f - improved critical X (8)
g - dazzling display (9)
f - critical focus (10)
g - critical versatility (11)
f - greater weapon specialization X (12)
g - shatter defenses (13)
f - greater weapon focus X (14)
g - deadly stroke (15)
f - cornugon smash (16)
g - intimidating prowess (17)
f - step up (18)
g - following step (19)
f - step up and strike (20)
Additional ability scores all to Str
Alternative Racial Abilities:
Sacred Tattoo
Traits:
Rice Runner
Eyes and Ears of the City
Skills to focus on:
Intimidate
Perception
Acrobatic
Handle Animal
Idea: Smack stuff around with a two hander (probably a falchion or maybe a katana for flavor) and have a nice big rhino (at -1 your characater level) knocking stuff around. Should be easy with no fussing around with spells or whatever. Acrobatics for moving through the battlefield. Intimidate for demoralizing enemies. Regular fighter with no archetype since I didnt like any of them. Does he seem OK? Will he struggle at any levels?
| lemeres |
You probably wants Iron will ti improves your saves. BUt it seems functional.
EDIT: What exactly is this beast rider at level 7?
Beast Rider is an orc/half orc feat. Basically, if you have an animal companion/mount, you can take this feat to get more options and a slightly weaker version of boon companion (thus, why the gap in his effective druid level goes from -3 to -1). New options for animal companions include: rhinios, elephant, triceratops, stegosaurus, and pteranodon (yes, a flying option).
Also, yes, it does share the same name as that cavalier archetype which also gives you more AC options, and thus it is confusing.
Overall, I like it. Decent enough build, and you take advantage of the options given to you. You try to expand your options both in and out of battle by getting more skill points, and you provide a beast of burden and power house with your rhino. A nice addition to the typical Twohanded high crit build. I'd personally go for riding feats to get ride by attack, but that is just a style choice on my part.
| Marthkus |
1 |Toughness, Intimidating Prowess, Combat Reflexes
2 |Bravery, Power Attack
3 |Armor training, Cleave
4 |Great Cleave
5 |Weapon training(Blades, Heavy), Blind-Fight
6 |Bravery, Lunge
7 |Armor training, Iron Will
8 |Quick Draw
9 |Weapon training(Thrown), Step Up
10|Bravery, Vital Strike
11|Armor training, Improved Vital Strike
12|Strike Back
13|Weapon training(Bows), Improved Iron Will
14|Bravery, Stand Still
15|Armor training, Deadly Aim
16|Greater Vital Strike
17|Weapon training(Close), Disruptive
18|Bravery, Spellbreaker
19|Armor mastery, Great Fortitude
20|weapon mastery(GS), Improved Critical(GS)
Mythic Feats: Power Attack, Toughness, Vital Strike, Quickdraw, Spellbreaker
Mythic Path Abilities: Longevity, Armored Might, Adamantine Mind, Ever Ready, Parry Spell, Mythic Resolve, Shrug it off, Borrow Elements, Mythic Sustenance, Sleepless
Throw weapons are a really nice secondary because you can keep your two-hander in one hand while the other throws.
I really recommend NOT overspecializing in damage. As a fighter you will out DPR most builds with just a two-handed weapon, power attack, high-strength, and weapon training. Your full attack will still two-round most encounters you are likely to face.
| Cheburn |
TY for the replies. I am concerned about his will saves as well (maybe swap out improved intiative..hmm...). I dunno, I was thinking of mounted combat but that seemed so situational - would depend on the dm's campaign I guess.
Anywho, thanks for the feedback. I'm glad my build isn't too crappy.
It's an interesting build. I'd personally drop Dazzling Display, Shatter Defenses, and Deadly Stroke. Deadly Stroke is nice, but it's a heavy feat tax to get to it, and it precludes a full attack.. That frees up space (A) to move Cornugon Smash and Intimidating Prowess earlier (stack with a Cruel weapon for extra debuffs), and (B) pick up Iron Will and Dazing Assault with one slot left over.
Similarly, Improved Critical could be replaced by a Keen weapon (or a Scabbard of Keen Edges), and you could then pick up Staggering Critical/Critical Mastery. Doing this gives you a lot more potential to Daze/Stagger/Stun (possibly all three at once) an opponent, which can be really, really nice. You lose the ability to give a Con bleed and have a single larger attack. Your choice in the end.
Improved Initiative is great (IMO). I wouldn't drop it. I agree about dropping Weapon Spec/Greater Weapon Spec. It's a drop in the bucket for dmg (+4 per hit) at the cost of two other feats. Also, your build order is technically illegal right now, as you need Great Weapon Focus before you pick up Great Weapon Specialization.
None of these things are dealbreakers regardless (except not having Iron Will). All in all though, it's an interesting build. I'll be curious to hear how it turns out.
| DoctorShevek |
Ooh, thanks for the heads up on greater weapon focus - shouldn't have missed that one. Lots of good advice, I appreciate it. I guess I could let go of the weapon specs... I dunno if I wanna ditch Deadly Stroke, though.
Maybe dump the weapon specs, grab iron will and the feat that gives additional traits (then grab two more traits that add to will save..)? So, lose +4 dmg and get +4 will save. Seem worth it?
f - power attack (1)
g - additional traits (1) (auspicious tattoo & carefully hidden)
f - furious focus (2)
g - nature soul (3)
f - weapon focus X (4)
g - animal ally (5)
f - improved initiative (6)
g - beast rider (7)
f - improved critical X (8)
g - greater weapon focus X (9)
f - critical focus (10)
g - critical versatility (11)
f - dazzling display 12)
g - shatter defenses (13)
f - deadly stroke (14)
g - cornugon smash (15)
f - intimidating prowess (16)
g - iron will(17)
f - step up (18)
g - following step (19)
f - step up and strike (20)
Better? Worse?
Deadmanwalking
|
Maybe dump the weapon specs, grab iron will and the feat that gives additional traits (then grab two more traits that add to will save..)? So, lose +4 dmg and get +4 will save. Seem worth it?
Traits don't stack like that, since they give Trait bonuses and the same kind of bonuses don't stack. Still, you could get +3 Will Save and, say, +2 Initiative or another Class Skill or two.
| Pupsocket |
I am new to pnp rpgs (I played some in college but I didnt like it much then because the DM seemed to enjoy killing players more than telling a good story or having a satisfying adventure). Anywho, I want to give it another go. I am new to pathfinder and was looking through all the rules and came up with this guy:
Fighter is a gimp class. Ranger requires a tiny additional investment in the rules, but rewards you with a lot more participation and options.
| lemeres |
DoctorShevek wrote:Maybe dump the weapon specs, grab iron will and the feat that gives additional traits (then grab two more traits that add to will save..)? So, lose +4 dmg and get +4 will save. Seem worth it?Traits don't stack like that, since they give Trait bonuses and the same kind of bonuses don't stack. Still, you could get +3 Will Save and, say, +2 Initiative or another Class Skill or two.
With the traits, it depends on whether they can stack. I suppose that you would need a trait that gives a bonus that isn't a trait bonus. For example, fate's favored is perfect for that, since it adds +1 to all luck bonuses (such as the one on all your saves due to sacred tattoo). Since it is improving the luck bonus, rather than applying a bonus itself, that trait should stack with just about anything.
After that, just grab another appropriate trait. It should be either one that just gives a generic plus to will, or a more specialized one like Birthmark, which gives a +2 against charm and compulsion effects... which are the most common ones you really want to save against. The fact that it says 'effect' seems like a boon, since I am fairly sure that it covers spells, SLAs, and other special abilities.