need help optimizing fighter


Advice


so we just started playing the iron gods campaign our party composition is a cleric, sorcerer, wizard, rogue, barbarian and me the fighter. I was aware that we would be playing a new campaign but was unprepared for a 10 point buy it really took me off guard a messed a few things up for me as I normally roll for stats and can get normally a minimum of 2 18's and usually nothing lower than a 10.

my current stats after racial mods are
18 str
13 dex
16 con
7 int
10 wis
7 cha

only get one skill point per lvl 1st point went into clime

power attack and weapon focus great sword are my 2 lvl 1 feats and i can retrain the weapon focus at lvl 4 if need be I'm trying to figure out the best arc type to be in this situation I was planning on going two handed fighter arc type and use vital strike to its fullest potential but the dm doesn't like it so I was thinking armour master or normal fighter arc type although I would be open to any other suggestions of arc types as long as it could be pulled off reasonably with my current stats. I would also like some help with feats for each arc type and how I should spend my very limited skill points.


I'd lower CON in favor of raising DEX. Unless you're building for something specific, 16 CON won't help as much as having a slightly higher DEX. If you're not archetyping, then using a Greatsword and having Power Attack, Weapon Focus, and Weapon Specialization is the correct way to go if you want to make a really generic fighter that deals a lot of damage.


cant change stats as game has already had a 1st session can only looking for help figuring out weather i should take an arc type or not as the dm doesn't like me wanting to take two handed fighting and what feats to get depending on the arc type. me and the barbarian have kinda agreed that we will both be tanking/dpsing im thinking of puting my 4th lvl stat boost to dex and i have always liked the tought of vital strike altho i do wish it was when i take a single attack insted of as a standard action do this that way i could use it with AoO and cleave.


Vital Strike is a trap option. Unless you're rocking a ballista that normally does 3d6 or a t-rex bite that does 4d6 or something, you're not actually going to be doing that much extra damage. You're a bit too far in to be an archer, but if you can pick up a Belt of Hurling, you could pull off an interesting throwing build.


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original plan was great sword with impact to be 3d6 and then enlarge person for 4d6 dmg


10 point buy? Damn that's nasty. You should probably die and come back as something with casting and a big strong pet.


Yeah, the GM is practically screaming "PLAY A DRUID! PLAY A DRUID!" with that point buy. Might as well give him what he wants.


Since you have already created this character can you give us your full current build (race, alternate racial abilities, favored class bonus, feats, traits)?


I like your idea of make use vital Strike, but to optimizing Vital Strike, bloodrager is one of the best choice. Blooded Arcane Strike make Arcane Strike works with Vital Strike, also Furious Finish it what make Vital Strike works. If your Vital Strike doesn't deal over 150 damage, it's no good.


race human took the variant for +2 str cuz as a fighter you already get tons of feats and im not doing two weapon fighting so feats are a little more lenient and we got a skill monkey with like 8-9 skill points per lvl so i thought a +2 to stats would help with the super low point buy favoured class bonus into hp feats as previously stated power attack, weapon focus great sword (that can be traded out at lvl 4 if need be) traits are robot slayer(from the module) +1 to ac and attack rolls when fighting robots and defender of society +1 to ac provided by my armour normally in the module players get 15 point buy but dm says cuz there's 6 of us he's only giving us 10 point buy even thought gold is still balanced for 4 player party and we would have to split 6 ways anyway


as for bloodrager it looks cool but i really don't enjoy playing casters the exception being my 5.e pally


also at casual viking dying and coming back is not an option if one of us dies we are out of the campaign till we get rezed.


Ok, to summarize (your wall of text is difficult to read):

Human: traded out bonus feat and skill point for a +2 stat increase.
Favored Class bonus: hp
Feats: Power Attack and Weapon Focus Great Sword (fighter)
Traits: Robot Slayer and Defender of Society

So what do you want out of this? Damage, Defense, or Combat Maneuvers?

As for not coming back until raised, you are looking at weeks or months of gameplay (assuming 4-6hrs a session) until you guys are high enough level to be able to raise/resurrect someone. What's worse, anyone who dies early will have to wait even longer until resurrect can be cast because of Raise Dead's time limit.
So the question has to be asked, why would your GM choose to basically kick someone out of the group because they died?

Edited to ask the raised question.


damage but still being able to tank somewhat as the longer im up the more dps i can do and the longer the squishes stay safe i would also like to try and keep enemies from moving out of attack range from the barbarian so he can get as many full attacks as possible as he is going mostly pure dps but because well barbarian he can still tank a bit if im not around to help would prefer 2h weapon but if another build does the job better ill take it srry for text walls


I would focus primarily on defense considering you are out of the campaign if you die.


so would armour master arc type be best for buffing my defence? or should i stick to the normal fighter to retain some of my offensive capabilities.


Not really, Armor Master does not actually buff your AC and the DR/3 is not going to save you if you take big hits.
The really big bonuses are beyond the scope of most campaigns (most campaigns terminate about level 13-15).

Additionally, not all forms of 'defense' are based on AC/hp. You should also consider saving throws.

For example, the Unbreakable Archetype has bonuses to mind-affecting Will saves and gives you several bonus feats which result in longer survival. Eventually you can reroll some saves.
The bonus Diehard and Endurance feats can get you into the Deathless Initiate feat tree which allows you to fight (or drink a potion or run away) until dead (Note: Deathless Initiate requires the Racial Heritage feat to claim Orcish heritage).

Shielded Fighter can allow you to go into a defensive mode where your AC jumps up a lot.

Phalanx Soldier allows you to simultaneously use a heavy or tower shield and a reach weapon (polearm). At level 9 you can give yourself and adjacent allies partial cover (+2 AC).

Tower Shield Specialist gives you a huge bump in AC via a tower shield that has some advantages.

It really all depends on what you want and what your group needs.


ill look over the arc types that you named but in the mean time got a list of top 15 feats to get?


No, because there is no one right way to play Fighter. Typically, I pick a focus...either damage, defense, or 'tricks' (combat maneuvers or other special stuff).

That is not to say that you ignore other types of feats. If you are going defensive you still want the basic damage feats (Weapon Focus, Weapon Specialization and Power Attack).

Regarding defense, get 3 ranks in Acrobatics so that if you go fight defensively or go into total defense your AC is higher.


alright thanks for the tips guys mod can delete the forum now

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