Fighter Build Advice


Advice


Hi all, thanks for looking at this. I'm joining a game to be the tank/melee damage dealer. I have tried to set this guy up to stop people getting past him and and make it easier to set up flanks with my group. It's a 20 point buy game with no stat below 8 and 2 traits to start. So here he is:

Thoten Azlode
Dwarf Fighter 7 59HP
Str 20 (17 point buy, +1 Level, +2 belt of giant str)
Dex 14 (14 point buy)
Con 14 (12 point buy, +2 race)
Int 12 (12 point buy)
Wis 10 (8 point buy, +2 race)
Cha 8 (10 point buy, -2 race)

Traits
Glory of Old
Eyes and Ears of the City

Fighter Abilitys:
Weapon Training - Flails (for the Dorn Dergar)
Armor Training
Bravery +2

So I put my favored class bonus into skill points and I end up with 4 a level. My Skills with points in them are:
Climb: +12 (+7 ranks, +5 AB Mod, +3 Class, -3 ACP)
Perception: +10 (+7 ranks, +3 class)
Knowledge (Engineering): +10 (+6 ranks, +1 AB Mod, +3 class)
Survival: +8 (+5 ranks, +3 class)
Swim: +6 (+1 rank, +5 AB Mod, +3 class, -3 ACP)
Profession (Soldier): +4 (+1 rank, +3 class)
Ride: +3 (+1 rank, +2 AB Mod, +3 class, -3 ACP)

From here I thought I should just put the points into climb, percep, Knol Engi and ride. Should I keep it like that or spread it somewhere else?

Feats:
Level 1: Combat Reflexes, Power Attack
Level 2: Furious Focus
Level 3: Steel Soul
Level 4: Cleave
Level 5: Stand Still
Level 6: Darting Viper
Level 7: Great Cleave

For the next couple of levels I am thinking of taking Lunge then the Weapon Focus/Specialization/Penetrating Strike lines. Suggestions?
His main weapon is a +1 Flaming Dorn Dergar with a pair of javlins as backup. The armor is +2 Full Plate.

Armor Stats:
AC 23, Touch 12, Flat-Footed 21, CMD 24, FFCMD 22.
Saves:
Fort: +9 (+5 base, +2 AB Mod, +2 Cloak of Resistance)
Ref: +6 (+2 base, +2 AB Mod, +2 Cloak of Resistance)
Will: +4 (+2 base, +2 Cloak of Resistance)
With a +5 vs Spells, Spell-like abilitys and poison. Also a +2 vs Fear.

Attacks:
With the Dorn Dergar TAB: +14/+9 DMG 1d10+8+1d6 Fire
DD + PA + FF: +14/+7 DMG 1d10+14+1d6 Fire
DD + PA: +12/+7
Javlin range: +9 DMG 1d6+5
Is any of my maths wrong?

What he is carting around: +1 Flaming Dorn Dergar, +2 Full Plate, +2 Belt of Giant Strength, +2 Cloak of Resistance, Javlin x2, Soldier's Uniform, Backpack, Bedroll, Belt pouch, Flint & steel, Mess kit, Rope hemp 50', Trail Rations (5), Waterskin. I have 1498gp left. Any idea of what else to get, look out or save up for? Any other infomation you want just ask, I appreciate any help given.


Any help at all? Pretty Please??


http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html

Idk if you've looked at this, or if its allowed in your game, but there's a weapon there that gives bonuses to cleaves. There's also a feat that allows you a 5' step with your cleave. Might up the ante for you there.

Edit: also, if blockading for flanks is your thing, you might also consider the step up feat to keep casters casting defensively if/when they step out of your flanked position. You might also consider as many tanglefoot bags and caltrops you can carry. While they wouldn't fit your "but SMASH" character ideology, they might keep the battlefield contained. If you go that route, I'd also consider a masterwork backpack for the extra ten pounds it can carry.


Note you can't use Stand Still with reach, since it says adjacent. (I think it should be able to work at range, just from the text). If the GM says it works, keep it. If not, get Imp Trip (basically the same thing, trip with AoO's and they have to stop moving and stand up).

Or, as was ninja'd, grab the dwarven cleave feats to cleave to anything within reach, Goblin Slayer, Orc Hewer, and later Giant something.
Cleaving Finish is also good, extra swings anytime you kill something.

Instead of Javelins, take a look at the Pilum. I think it's the same range, thrown, but it has a bonus effect. It negates the shield bonus of a hit target until they spend a standard action digging it out of their shield.

Pick an Archetype that gives up Armor Training, dwarves don't need it, since they ignore the speed reduction from armor.
Two-Handed gives you double Str damage with 2handed weapons
Weapon Master gives you some nice abilities and faster weapon training.

Gear:
Need to make that Dorn Duergar Adamantine. At this level, you'll fight golems with hardness, or heaven forbid the carytid columns that damage the weapon on each strike.
Jingasa of the Fortunate Soldier, 5k. INVALUABLE.
Gloves of Dueling 15k. +2/+2 to weapon training.
Featherstep Slippers 2k. Ignore Difficult Terrain.
Boots of Striding/Springing 5500g. More Movement is always awesome.

Potions of Fly. 750g each. At 7+ you need to be able to fly.
Oil of Align Weapon. (alignment DR is common now)
Oil of Versatile Weapon (Material DR is common now too)


Thanks for that, I will certanily have to look at the cleave feats. I forgot about the Pilum, cheers. First I'm going to save up and get the Jingasa. Didn't know about the potions and oils. Thanks chkflip, TGMaxMaxer this helps a lot.

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