Feats / Traits suggestions for a Weapon Master fighter (crit & sunder focus)


Advice


Hello everyone!

I am a building a character for my friend's homebrew. Typically I go for character concept and pick up feats/spells/whatever that I find neat or in the character's personality as I level. However, this time around I am trying to plan out my character a little bit. I am not a min-maxer in any way, and that's not how I want to play my character. I really don't want or need to optimize my character to its fullest. But I thought of a cool concept and wanted to see if anyone had any suggestions.

I am rolling up a level 9 human fighter. I want my character to be really, really, really good with her longsword. I am going to take the Weapon Master path. Along with being good with my longsword, I want to focus on critting and sundering. My character has Shatterspike, which gives me an awesome bonus to sundering.

Here are the feats I've picked out so far:
Critical Focus
Improved Critical
Greater Sunder
Improved Sunder
Weapon Specialization
Weapon Focus

Next level I plan to pick up Sundering Strike. So what I'm looking for are any kind of suggestions for other feats or even some traits to pick up to help my character continue this theme. I was considering getting Vital Strike or looking into the Step Up/Following Step/Step Up and Strike feats, but I don't know how useful they tend to be. Any suggestions? If I'm not clear on anything please let me know! Thanks.

Sovereign Court RPG Superstar 2011 Top 32

Iron Will is always a solid defensive choice for a fighter.
You need Power Attack for the sunder feats - you didn't list it so I thought I'd mention it.


Power Attack. You want it to do more damage, you need it because it is the prerequisite for Improved Sunder.


Other good choices include Lunge, Disruptive, Combat Reflexes, Iron Will, Improved Iron Will, Improved Initiative, Greater Weapon Focus, Toughness.

Then there are feat chains worth taking but you can't get them all, so either ignore them or go for one. Dodge to Mobility to Spring Attack the Whirlwind Attack is nice but eats up lots of feats. Combat Expertise to the trip line, the dirty trick line, the reposition line all work but eat up all your feats.

If you are using just a longsword then Power Attack with 2 hands, If you are going to use a shield you might want to consider Improved Shield Bash and Two Weapon Fighting to make better use of it. None of this is necessary but none of it will hurt either, the important part is that you make a character you have fun playing.


Ah, I put Power Attack down and forgot to type it! I'm not sure if I will primarily use a shield or just go two-handed with the longsword. I will have a shield with me, just in case I need extra AC. I'll look into Shield Bash and see if it's something I'm interested in. Thanks!


Combat Reflexes (eventually get pin down - a great feat - better than step-up)

Cleave As a straight-class fighter (lots of static damage bonuses) you don't get much out of vital strike. Cleave would be a better use of a standard action (and feat) than vital strike.


Critical Versatility is great for crit fishing human fighters, since it is fairly similar to taking a straight critical feat, but you can choose which one you want to run. And it only take an hour to switch to a new one.

That way, you will never find yourself feeling useless when you took bleeding critical and the campaign has turned towards fighting elementals for the next 8 sessions. Or blinding critical when facing creatures with blindsight, or even beholders.

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