Help with my Dwarven Fighter's Build Order, please?


Advice


Hi again. So this is still my first character in any D&D-derived system more modern than a heavily customised version of AD&D. It's also my first character that is not at least a secondary caster, or a hacker in that one sci-fi game we played. I'm pretty sure I've picked all the feats I want, I would just like help ordering them, please. I have a tentative build order, but it lease a lot of stuff very late that I'd prefer to have earlier, so any help shuffling stuff around so the more useful stuff goes as early as possible, given prereqs, would be greatly appreciated.

The character is a Dwarven Fighter with stats of:
Str 16
Dex 14
Con 14
Int 12
Wis 12
Cha 8

the Traits:
Defender of the Society(Combat)
Glory of Old(Regional)

and the alternate Racial Benefits:
Fey Thoughts(Fly, Acrobatics)
Craftsman
Rock Stepper

Tentative Build Order:
Lvl1: Power attack, Combat Reflexes.
Lvl2: Weapon Focus (Dwarven Longaxe)
Lvl3: Steel soul
Lvl4: Barroom Brawler
Lvl5: AWT: Warrior Spirit, Weapon Training: Axes
Lvl6: FAWT: Abundant Tactics
Lvl7: Improved Initiative, Armor Training
Lvl8: FAAT: Armoured Juggernaut
Lvl9: Cunning, AWT: Armed Bravery
Lvl10: Cut From the Air
Lvl11: Additional Traits(Militant Merchant, Eldritch Smith), Armor Training
Lvl12: Furious Focus
Lvl13: Improved Critical, AWT: Weapon Specialist(Axes)
Lvl14: Greater Weapon Focus
Lvl15: Weapon Specialization, Armor Training
Lvl16: Greater Weapon Specialization
Lvl17: Run, AWT: Versatile Training(Axes[Climb, Survival])
Lvl18: Smash From the Air
Lvl19: Sprightly Armor
Lvl20: Secured Armor

The main problem with the build order, as I see it, is leaving so much good stuff 'til after Lv11. I'd really like to pick up stuff like Furious Focus and Improved Critical sooner. His main weapon is a Dwarven Longaxe, but he will be picking up at least one backup axe, which is why Weapon Specialist will be useful - plus, I'm planning on getting my Longaxe enchanted with Transformative Greater to be able to turn it into a Greataxe for close-in work, a Pickaxe if something has S-based DR but no P-based, and a Dwarven Waraxe if I only have one hand free. With Weapon Specialist, all the weapon-specific Feats, like Weapon Specialisation and Greater and Improved Critical, will work on all of those.

Thanks for the help!


At L17, climb and survival aren't worth a feat to learn. By that point magic >>> skills except when dealing with people. You're actually getting fly as a class skill, by 17 you should be able to use it and that mostly negates a need to climb!

Given you're playing a dwarf the later armor trainings probably aren't worth much to you. Armor specialization, steel headbutt, master armorer and armored master are all worth considering. I'm not sure I'd take armored sprint, but if you're taking the run feat anyway then it's strictly better than that. And/or you could not get Feat AAT at level 8 and take something you wanted earlier like improved crit then.

If there's other characters buffing the party or doing battlefield control then improved initiative doesn't have as much value to you as some. You may want to delay until after the buffing/BFC anyway. If you swapped it with furious focus then one more piece of your 'good stuff' comes on line a bit sooner.


Pathfinder Lost Omens, Rulebook Subscriber

You seem like you are trying to do a lot of different things with your dwarf and so you are having trouble getting what you want from your character when you want it. You may need to pick a focus for them first and then fill in supportive/secondary feats and abilitys once you get some of the more core ideas you want on him first.

Couple questions though:
1). At lvl 5 how did you get AWT: Weapon spirit AND Weapon Training: Axes?
2). Weapon Specialist allows you a max of 4 feats (weapon training bonus maxes at +4) but you have atleast 5 feats; WF, GWF, WS, GWS & IC, are you not taking all of them or did you miss something in the description?


@dark: 1) there's a feat which gives you an AWT option, it looks like they took it at level 5.

2) gloves of duelling are a thing.


Dammit, I have tried making detailed posts that answer the points you guys have brought up TWICE, and both times I've hit Preview and merrily left, only to find later my post isn't here. Hopefully the third time's the charm.

avr wrote:
At L17, climb and survival aren't worth a feat to learn. By that point magic >>> skills except when dealing with people. You're actually getting fly as a class skill, by 17 you should be able to use it and that mostly negates a need to climb!

Hmm... fair point. Would I benefit from taking that AWT earlier, or should I just ditch it entirely?

avr wrote:
Given you're playing a dwarf the later armor trainings probably aren't worth much to you. Armor specialization, steel headbutt, master armorer and armored master are all worth considering. I'm not sure I'd take armored sprint, but if you're taking the run feat anyway then it's strictly better than that. And/or you could not get Feat AAT at level 8 and take something you wanted earlier like improved crit then.

Hm... I did want it for the Armour Check Penalty reduction, but... if I did swap stuff around... Updated test build at the end of the post, please take a look.

avr wrote:
If there's other characters buffing the party or doing battlefield control then improved initiative doesn't have as much value to you as some. You may want to delay until after the buffing/BFC anyway. If you swapped it with furious focus then one more piece of your 'good stuff' comes on line a bit sooner.

Ah, good point. Test build has all Initiative improvement stripped out, lemme know what you think.

dark78660 wrote:
You seem like you are trying to do a lot of different things with your dwarf and so you are having trouble getting what you want from your character when you want it. You may need to pick a focus for them first and then fill in supportive/secondary feats and abilitys once you get some of the more core ideas you want on him first.

That... is a problem I often have, yes. At the moment, the core concept for this guy is 'hit problem with big stick', and everything chosen is in aid of that. However, I might be letting my natural tendency to want to do ALL THE THINGS run away with me. I've put an updated build at the end of this post, can you have a look at it and see if it still has that problem, please?

dark78660 wrote:

Couple questions though:

1). At lvl 5 how did you get AWT: Weapon spirit AND Weapon Training: Axes?
2). Weapon Specialist allows you a max of 4 feats (weapon training bonus maxes at +4) but you have atleast 5 feats; WF, GWF, WS, GWS & IC, are you not taking all of them or did you miss something in the description?

1) INCOMPETENCE, THAT'S HOW! More seriously, I took the Feat that allows for AWT options, and was VERY CAREFUL to take it without violating the once-per-five-levels restriction. ...then I swapped stuff around before posting the build, and completely forgot about the restriction, so I was taking that feat at Lv5, then again immediately at lv6! Fixed in the test build at the end of the post.

2) I was planning on Gloves of Dueling, but do you think it would be better to have the normal max of four? If so, which would you ditch, out of GWS & IC?

Lvl1: Power attack, Combat Reflexes.
Lvl2: Weapon Focus (Dwarven Longaxe)
Lvl3: Furious Focus
Lvl4: Barroom Brawler, Str +1
Lvl5: Additional Traits(Militant Merchant, Eldritch Smith), Weapon Training: Axes
Lvl6: FAWT: Warrior Spirit
Lvl7: Cunning, AAT: Armoured Juggernaut
Lvl8: FAAT: Master Armourer, Str +1
Lvl9: Steel soul, AWT: Abundant Tactics
Lvl10: Greater Weapon Focus
Lvl11: FAWT: Armed Bravery, AAT: Armour Specialisation(Full Plate)
Lvl12: Cut From the Air, Int +1
Lvl13: Improved Critical, AWT: Weapon Specialist(Axes)
Lvl14: Weapon Specialization
Lvl15: Greater Weapon Specialization, AAT: Armour Master(Secured Armor)
Lvl16: Smash From the Air, Int +1
Lvl17: ???, AWT: Defensive Weapon Training
Lvl18: ???
Lvl19: ???
Lvl20: ???, Cha +1

Ditching Initiative improvements, and getting AATs instead of Armor Training, freed up four Feat slots. Lemme know if you think of something that should go in those, or alternatively should go earlier, with something already on the list going in those last four slots.


And my Wall of Text Spell goes off!

You're using Abundant Tactics to gain multiple uses of Barrroom Brawler? I like that. Clever, and it sounds like a great way for someone new to Pathfinder to acquaint yourself with how Feats work.

I like the fact that you are really piling on the Saving Throw Bonuses. One of the classic things to happen is that the party's big, scary Barbarian fails his Will Save, and the Witch turns the Barbarian on the party. Well, that's not gonna happen to you!

Armor Specialization Full Plate: Full Plate is a solid choice for a Dwarf: Regardless of your Encumberence, your Move is 20', so pile on the heaviest armor you can. Also take a look at those armor extras, and pile them on, too.

There is a problem with Full Plate: it take minutes to put on, and you can't even put it on with out assistance. I recommend a Full-Plated Dwarf dip a level in Paladin so you can use a Wand of Swift Girding. Swift Girding lets you don your Full Plate with 1 Standard Action. You're a first edition player: do you remember the evil gleam in your GM's eye when he asks, "Are you sleeping in your Armor tonight?" Yes: you wake up Fatigued. No: you WILL be fighting Wandering Monsters in your underwear tonight!

If you are wearing Full Plate, I think you should forget about Fey Thoughts. Your Armor Check Penalty will be -6. Acrobatics is just not your thing! Of course, if you follow my advice and carry around a Wand of Swift Girding, then you can spend most of your time without armor, and maybe it will be your thing. It all depends on which way you want to take your character build.

I'm seeing a big, 2 handed reach weapon, but no weapon for fighting adjacent opponents. Get Armor Spikes maybe? Also, why the Dwarven Long Axe? Why not use a Lucerne Hammer? Like the Dwarven War Axe, it's also a Reach Weapon that does 1d12, but the Lucerne Hammer does Piercing or Bludgoning damage where the DLA only does Slashing. That means the 'Hammer bypasses more kinds of Damage Resistance.

Also, in addition to being a Reach Weapon, the Lucerne Hammer is also a Brace Weapon. I see you are taking Combat Reflexes, but our only Attack of Opportunity Trigger is your Reach. If you hope to be skewering Charging opponents, it would be better if your Reach Weapon were also a Brace Weapon.

Take a look at the Horsechopper. Also Reach, also Slashing, only 1d10 instead of 1d12, but a Trip Weapon.

You might consider the Phalanx Soldier Fighter Archetype. At level 3, they can fight with a Pole Arm in 1 hand and a Shield in the other. Your Shield can be your Close Weapon. At level 5, PS Fighters get an ability called Ready Pike, which lets you set your Pole Arm to receive a Charge as an Immediate Action. Again, you seem to be wanting to go this way with your Dwarven Long Axe and Combat Reflexes.

If you are doing the skewering charging opponents thing, you need something else, like some method of finessing the charge, like maybe the Antagonize Feat, a Command Spell, (the command being "Charge!"). Or maybe just hanging out just outside your opponents's single Move Range, shooting arrows or throwing spears or something, then when they come, Drop your Bow, Quickdraw Feat and Ready Pike with your Lucerne Hammer, skewer them for double damage as a Readied Action, then when they leave the Threatened Square, skewer them for double damage again as an Attack of Opportunity!

Reach is not that great an Attack of Opportunity Trigger. If you want an Attack of Opportunity Build, you need something else. Tripping, maybe? The Broken Wing Gambit Feat? Snake Fang? Greater Bull Rush + Paired Opportunist? Something.

Why no love for Great Cleave? You have a big 2 handed weapon: they're made for each other!

I don't see a lot of benefit for Militant Merchant. A bonus to Perception checks is nice, but I don't really see it building to something all that great.

Why are you getting Eldritch Smith? If you want to be a crafty maker Dwarven Fighter, you should take some Feats to support that. I'm thinking Master Craftsman, which lets you take Craft Magic Arms and Armor, and also Craft Wondrous Item.

Improved Critical. I should disclose that I am not a lover of Critting. But if I were to play a Crit Fishing build, I wouldn't do it with a Dwarven Long Axe. I'd choose a weapon with a long Threat Range like Katana, Kukri, or Elven Curved Blade, all which Threaten Crits on 18-20, then when you take Improved Crit, you Threaten on a 15-20. Then take Crit Focus, maybe Outflank (you need some extra trick), and maybe some nasty Crit Focus Feat like Blinding Critical. Meanwhile, the Combination of Great Cleave, Elven Curved Blade, and Improved Crit. seems very effective.


Scott Wilhelm wrote:
...

Thank-you for the wall of text! It raised some good questions. The main reason for the Longaxe was probably a stupid one - I wanted to put Transformative Greater on my Longaxe, and have it turn into a Battleaxe when enemies got in my donut, and if they both counted as Axes I was good for getting weapon-specific Feats and then getting Weapon Specialist to make it all work together.

I've had it pointed out to me that I don't seem to have a core concept for my dwarf, and that I was over-specialising in some ways while under-specialising in others. So after thinking about it (and having it suggested to me), I want to build a Fighter that is basically area denial/tank. To that end, I want to get stuff like you said, for some ranged threat and other ways of encouraging them to close, and then more ways of punishing them once they do, apart from just hitting them with my axe on my turn - getting them into situations where I'm hitting them for doing stuff, rather than just on my turn sounds great!

But.

I have NO IDEA what I'm doing in Pathfinder. I've looked at the SRD, but there's SO MUCH of it.

So basically... help?

EDIT: Oh, and as for suiting up in the Full Plate, I was planning on enchanting it with Comfort, so I could sleep in it - then the only time I'd be without it would be when bathing and washing the armour.


Comfort for 5000 GP is probably a better idea long term than dipping a class and buying a wand you need to replace every so often. There will just be a time when you can afford the full plate, but not the enhancement, so you'll need to think of what you do then.

Spend another 2700 GP on glamered, and you basically never need to take off your full plate (unless you have to swim, I guess); you can wear it to parties.


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I'd recommend the step up and strike feat chain for those that want to tank and punish those for doing things.

It makes moving around a hard thing to do to get by you, and as a plus doesn't count against your movement later on.

Amazing for a dwarf.


Pathfinder Lost Omens, Rulebook Subscriber
avr wrote:

@dark: 1) there's a feat which gives you an AWT option, it looks like they took it at level 5.

2) gloves of duelling are a thing.

I am aware of the feat, but he took them at level 6 & 11 for other options, he didn't take one at level 5, and you can only take it once every 5 fighter levels anyways so I was asking how he got an extra one without taking the feet in the original build, but he has fixed this in an updated build.

@RecklessPrudence, Why not instead of taking several weapons and using AWT to allow all your weapons to get the benefit of so many feats, just keep your main weapon and take Weapon Versatility so you can deal B, P or S with the one weapon? You can also keep a back up/spare weapon in case something happens to your main weapon. let less to worry about and its a swift action to change damage type(becomes free later) and that would be faster than the move action to put away your weapon and a better option that dropping it if you are in a hurry to change damage type.

Sorry for such a late reply I was traveling :(


Weapon Trick (polearm) gives you a few useful options. A bardiche is an axe with brace if you want to use the last option with your planned greater transformative weapon property.

For the last few feats you could possibly get critical focus, staggering critical and stunning critical. You're not exactly a crit-fisher build but those are nice bonuses when they come up.


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I wouldn't bother with furious focus. It's not a good feat for a fighter. Or take it with a fighter bonus feat and swap it later. It's okay at low levels and a wasted feat at high levels.


With a Dwarf one really good weapon is the Dwarven Dorn-Dergar(aka Dwarven chain flail). This weapon does 1d10 damage and can gain or lose the reach property as a move action. This makes it a great weapon for dwarves that want reach and combat reflexes. The feat darting viper let's the character switch between reach and non reach as a swift action.


PossibleCabbage wrote:
Comfort for 5000 GP is probably a better idea long term than dipping a class and buying a wand you need to replace every so often.

The Wand of Swift Girding has an advantage over the Comfort Armor Enchantment. When your armor is off, you don't take any Armor Check Penalties. An anyway, sometimes you have to remove your armor for bathing and stuff.

Also, there are other reasons to dip.

PossibleCabbage wrote:
There will just be a time when you can afford the full plate, but not the enhancement, so you'll need to think of what you do then.

One thing he could do until then would be to purchase a Wand of Swift Girding: 750gp, level l Wizard Spell.


A Paladin dip is a pretty extreme left turn for a character though, YMMV.


PossibleCabbage wrote:
A Paladin dip is a pretty extreme left turn for a character though, YMMV.

It would mean committing to being Lawful Good.

Another problem is that it means now the OP would have a reason for keeping points in Charisma, which is problematic because Dwarves take a Charisma Penalty.

But it would still allow the character to get a +1 BAB, and it would mean 2 good saving throws, some extra bonuses, and access to spell trigger items like the Wand of Swift Girding that I described.


I meant in terms of roleplaying, "I"m a Paladin" results in a very specific character definition that is not going to fight every concept for "fighter."

If my character is a grizzled and cynical hidebound mercenary, a rare foxhole atheist who enjoys telling tall tales to elevate his own reputation, and is not above underhanded tactics to gain every advantage in order to stay alive, that's not exactly going to be a natural fit for "Paladin" even if it's a mechanical advantage.

Whereas "The Dwarf who refuses to let down his guard by taking off his armor even when it makes sense to do so" fits a lot of concepts, just don't go swimming (bathing is unnecessary with the "comfort" enhancement; it keeps you clean.)


You can just carry an armored coat until you get comfort put on the armor. [edit for some reason I thought armored coat was +5; you can just get a chain shirt and sleep in that until comfort]


Either way it's a huge investment for 1 level of paladin. Hell if you're going one level you'd do at least 2 for the good stuff.

I agree comfort is smart. It has a major advantage over the wand in that it's always on and always "drawn" and ready to use. Unless you cuddle with your wand at night that isn't going to be the case.


RecklessPrudence wrote:
I have NO IDEA what I'm doing in Pathfinder.

For me, when I am building a character by game mechanics, I like to identify a few features—combinations of Feats, class abilities, and spells-- that I think would be cool, and incorporate those into my build. I like features that compliment each other. I like features that make the character well-rounded. I try to keep the costs of the features in mind, cost measured in terms of how many feats and such it takes to get going. You should be warned: I make very complicated characters multiclassing several classes, combining lots of elements from lots of mechanics concepts, and it will be a lot to keep track of. But I will give you an idea of how I would accomplish something like what you are talking about. And hopefully, you will find some of my ideas useful.

So, for instance, I like Full Plate, but Full Plate is expensive, and I feel like it’s a big problem that you can’t sleep in it, and you get a -6 on your relevant skill checks while you are wearing it. So I’d like to have a Wand of Swift Girding, so if I’m caught with my iron pants down, I can suit up as just a Standard Action

Cavall wrote:
It has a major advantage over the wand in that it's always on and always "drawn" and ready to use. Unless you cuddle with your wand at night that isn't going to be the case.

Well, why not? Sleeping with a magic wand under your pillow doesn’t seem to be nearly as cumbersome nor as odd-looking as wearing steel pajamas to bed every night.

Getting this feature to go with your armor is cheap: a single level dip into a single other class: Paladin, Magus, Sorcerer, or Wizard. But, this doesn’t make sense to do until you can afford a thousand gp suit of armor and a 750gp wand. So take this dip a little later.

So, you want to be a Ranged threat. That makes sense: Dwarves are slow. Long Composite Bow is usually regarded as the best Ranged Weapon around: Long Range, there are lots of great special features you can attach to it, but you only need a few to be effective.

Start off with 2 levels in Ranger. I like the Freebooter Archetype. Freebooters have a modified Favored Enemy. As a Move Action they can pick any single opponent and designate that as the favored enemy, not just for himself, but for the whole party, giving everyone, himself included +1 attack and damage. Take another level, and you get Precise Shot without having to take Point Blank Shot. When you can afford it, get a Wand of Gravity Bow and a Wand of Lead Blades, 2 Level 1 Ranger Spells that make your weapons inflict damage as if they were 1 size bigger, so your arrows would do 2d6, and your Dwarven War Axe would do 2d8, and I think your Dwarven Long Axe would do 3d6, but I’m not sure: 1d12 is a weird number. Level 1 Wands cost 750gp each.

Close with your enemies at a leisurely pace, shooting as you go. You want to be able to close and hack down your enemies at close range, so maybe take the Quickdraw Feat, so when things get close, you just drop your bow and bristle out with your weapons. Honestly, I’d skip the reach weapon and fight with Dwarven War Axe and Shield. Dwarven War Axe is a 1 handed Weapon that does an impressive 1d10/hit, 2d8 if you buff it with Lead Blades. I recommend 2 weapon fighting with that axe and a Quickdraw Shield or Axe and Armor Spikes and use a Heavy Shield. So, for your first 3 levels, it would look something like this

1Ranger1: Freebooter’s Bane, Track, Wild Empathy, (Wands)Quickdraw
2R2: Precise Shot
3R2Fighter1: 2 Weapon, Improved Shield Bash
4R2F1Paladin1: Aura of Good, Smite Evil, Smite Evil, (more Wands)

I’m kind of thinking that a Reach weapon isn’t super necessary: if you are fighting something with greater Reach than you, just shoot it with your bow! So far, this character is good at Range, and good in Melee, has full +4 BAB, can wear heavy armor and has great saves: Fort +7, Reflex +3, and Will +2, and that’s before any other bonuses, such as Dwarven save bonuses vs. Magic, and your saving throw bonuses due to high Con, Dex, and Wisdom. Compare with a level 4 Paladin: +4/+1/+4, a level 4 Ranger: +4/+4/+1, and a level 4 Fighter: +4/+1/+1.

Cavall wrote:
Hell if you're going one level you'd do at least 2 for the good stuff.

Not a bad idea at all!

5R2F1P2: Divine Grace, Lay on Hands, Power Attack

You get to heal and add your CH Mod to all your saves.

6R2F2P2: Bravery +1, Shield Slam

Free Bull Rush with evrey Shield Bash

7R2F3P2: Armor Training +1, Improved Bull Rush
8R2F4P2: Greater Bull Rush

With every Bull Rush, you give all your allies Attacks of Opportunity. There is a bit of rules controversy. Between them, Improved and Greater bull rush should give you a +4 on those Bull Rush Checks. But some people feel that due to the wording of Shield Slam, those Bull Rushes don’t. I think they are mistaken, but check with your GM. Personally, I think that +4 bonus or +0, the Attacks of Opportunity make GBR worth it.

9R2F4P2Cavalier1: Mount Tactician, Challenge, Paired Opportunist, Combat Reflexes

The Cavalier Tactician Class Ability lets you gift your Teamwork Feat to all your allies. The Paired Opportunist Teamwork Feat makes it so that if any of you get Attacks of Opportunity, all of you do, and they get +4s. There is no reason why you might not Flank your opponent with your ally and your Attack of Opportunity might be yet another Bull Rush, looping attacks of opportunity for as long as your Combat Reflexes holds out!

So, some variations on this:
Instead of 1 level in Cavalier and some of the levels in Paladin and Fighter, take 3 levels of Inquisitor. Inquisitors are slightly less good fighters, but this is offset by Class Abilities and Spells, but one Class Ability in particular, Solo Tactics, is superior to Tactician, at least for this character. Solo Tactics lets you use any and all Teamwork Feats work for you as if all your allies had your Teamwork Feats, so you still get to use Paired Opportunist like I said earlier, and Teamwork Feats are awesome. For instance, there is Broken Wing Gambit, which gives you another AoO trigger, and you already have Combat Reflexes. There is Harder they Fall: Bull Rushing has a Size Limit, but Harder they Fall lets you get around that. And btw, when I’m talking about taking levels in Inquisitor instead of fighter or paladin, I mean before level 9, you can still take those levels later.

Take the Fighter levels in the Phalanx Soldier Archetype.
At level 3, you can use a Pole Arm in 1 hand and a Shield in the other, so you might do that Reach thing with the Dwarven Long Axe, Lucerne Hammer, or Horsechopper. You might take Great Cleave sooner than later and then mow down all opponents within 5’ and 10’ alike, some with your ‘Hammer, some with your Shield or Armor Spikes. You still might choose to use 2 Weapon Fighting to fight with War Axe and Shield, or now Halberd and shield, which offers certain advantages. Also, with your 5th level in Phalanx Soldier Fighter, you get the Ready Pike ability. You’ll need something else, like the Antagonize Feat to help finesse your enemies into Charging, or you might just count on using your Long Bow to finesse the charge. Lucerne Hammer and Halberd both are Brace Weapons, but there is a Feat, Let them Come, that Dwarves can take that makes just about every weapon into a Brace Weapon.


PossibleCabbage wrote:
I meant in terms of roleplaying, "I"m a Paladin" results in a very specific character definition that is not going to fight every concept for "fighter."

It has restrictions, but it's not like you don't still get to roleplay your character.

PossibleCabbage wrote:
If my character is a grizzled and cynical hidebound mercenary,

I don't know about hidebound or cynical, but there sure can be grizzled Paladins, it's not like Paladins aren't allowed to grow old or gain high level. And even though a Paladin's strong moral fiber may not let him degenerate into out-and-out cynicism, there is no reason to think a Paladin's idealistic notions won't be tempered with experience, you know, like when Wonder Woman discovered that World War I didn't just end when she thought she killed Aries. It was hard. It shattered her childish notions about the world, but it tempered her character and made her an even greater hero.

PossibleCabbage wrote:
who enjoys telling tall tales to elevate his own reputation,

Well, a Paladin wouldn't lie to gain reputation, but they certainly gather reputation. Remember the Prime Ability of Paladin is Charisma. The main thing Paladins are supposed to do is lead and support others.

PossibleCabbage wrote:
and is not above underhanded tactics to gain every advantage in order to stay alive, that's not exactly going to be a natural fit for "Paladin" even if it's a mechanical advantage.

Again, roleplaying challenges make gameplay better, not worse. And what do you mean by "underhanded tactics?" It's not like Paladins are not allowed to use spies, attack at night, employ snipers, engage in flanking maneuvers and stuff. It does mean they don't kill in cold blood and will try to keep their fellows from doing the same.

Worf wrote:
Nothing is more honorable than victory

It does mean they won't tolerate prisoners being tortured for information. It means that after defending the village from the orcs/dragon/or whatever, the Paladin will insist on the party remaining behind to help rebuild the village and tend to the wounded.

At least, that's what it would mean to me.

PossibleCabbage wrote:
Whereas "The Dwarf who refuses to let down his guard by taking off his armor even when it makes sense to do so" fits a lot of concepts,

Including most players' notions of Paladin!


Sorry I disappeared for a few days there - RL stuff, as well as being sick.

Okay, so taking a lot of this on board, I've come up with a list of stuff to get. I'd like some help ordering it please, if you guys don't mind?

General Feats - 3
Steel Soul
Additional Traits(Seeker, Family Trade[Acrobatics]),
Cunning

Advanced Weapon Training - 5
Warrior Spirit
Abundant Tactics
Armed Bravery
Defensive Weapon Training OR Fighter's Reflexes

Advanced Armour Training - 2
Armoured Juggernaught
Armour Specialisation

Combat Feats (Definite) - 12
Dirty Fighting
Dwarven Hatred Style, Dwarven Seething, Dwarven Fury
Power Attack
Combat Reflexes
Weapon Focus (Bardiche)
Barroom Brawler
Secured Armor
Cut From the Air, Smash From the Air
Weapon Trick (Polearm)

Combat Feats (Possible) - 12
Cleave, Great Cleave
Point-Blank Shot, Rapid Shot, Deadly Aim
Improved Bull Rush
Improved Reposition, Tactical Reposition
Improved Trip, Greater Trip
Greater Weapon Focus
Improved Critical

The combination of Dirty Fighting, Barroom Brawler, and Abundant Tactics leaves the Improved Combat Maneuvers as a 'nice-to-have' instead of a 'must-have'. I think?

Some of the Combat Feats can be taken as additional AWT or AATs, if necessary.

Steel Soul and Armed Bravery can wait until the Lvl 9-12 range, right? That's what somebody said, anyway, as that's when we'll be running into the sort of threats those things work against.

Any help trimming the couple of Combat Feats I need to lose to bring the total down to the right number, as well as ordering this giant damn list, would be much appreciated.

I want to stay monoclass, though - Fighter all the way through, please.

Thanks!


Steel Soul goes where you can fit it. There probably aren't a lot of spells you absolutely must save against at low levels, so it can wait but I usually take it at low levels because the prereqs are so easy (but that's often as a level 1 feat on a 3/4 BAB character.)

Armed Bravery should probably be up by the time that baddies starting having dominate person type effects; you don't want to become a threat to your allies, after all.


Why Bardiche?

I am a fan of the Lucerne Hammer. Also a Reach Weapon, but also a Brace Weapon. 1d12 instead of 1d10, Piercing or Bludgeoning instead of the Bardiche which does Slashing only.

I like Dwarven Longaxe better than Bardiche, too. Both are Slashing, Reach Weapons, but your Dwarven Longaxe does 1d12 instead of 1d10.

An interesting alternative to Dwarven Longaxe would be Horsechopper, it only does 1d10, but it is a Trip Weapon in addition to being a Reach Weapon.

Unless you have some special, roleplaying reason to use it, Bardiche is just an inferior weapon.


1Fighter1: 2 Weapon, Eldritch Gaurdian, Fox Mauler Familiar: +2 Reflex Saves, Empathing Link, Alertness, +1 Nat Armor

In melee, the fighter fights with Dwarven War Axe and Heavy Shield. He 2 weapons fights. His off-hand weapon is Armor Spikes. A Fox Familiar gives +2 on Reflex Saves, and Fighters will need that.

2F2: Share Training, +1 vs. Mind Affecting
3F3: Armor Training +1, Quickdraw, Familiar: St +1, Battle Form

He will also carry a lot of throwing weapons, switching easily between ranged and melee with Quickdraw. I don't think if you can shoot from a distance and work well close up, you don't need Reach. Dwarves are slow, so being dangerous at Range seems important.

F4: Point Blank Shot
F5: Weapon Training +1, Precise Shot, Familiar: +2 Attack and Damage after dropping your 1st foe, +1 ST, +1 Nat Armor.

Because Dwarves are slow, they are often the last into battle. Firing into melee will be a thing.

6F6: +2 vs. Mind Affecting, Exotic Weapon, Throwing Shield.

Acquire a Blinkback Belt. Your Throwing Shield (or any other Thrown Weapon) will return to it instantly after your attack is resolved. Make your Shield a Light, Quickdraw Throwing Shield. A Quickdraw Shield can be re-drawn from your 'Belt as a Free Action, same as any other weapon.

Put the Bashing Enchanment on it. Your Shield will 1d6 on a Shield Bash, but 2d6 when Thrown. Between your Axe, Armor Spikes, and Shield, you will do Slashing, Piercing, and Blunt Damage.

7F7: Armor Training +2, Rapid Shot, Familiar ST +1, +1 Nat Armor
F8: Snap Shot
F9: Improved Snap Shot, Weapon Training, Familiar ST +1, +1 Nat Armor

Now, with your Throwing Shield, you Threaten all squares within 10', but because you aren't using a Reach Weapon, that's not immediately clear to your opponents.

10F10: Paired Opportunist, +3 vs. Mind Affecting

Eldritch Gaurdian Familiars know all the Combat Feats their masters know. So now, Whenever you get an Attack of Opportunity, so does your Familiar.

F11: Dirty Fighting, Armor Training, Familiar ST +1, DR 5/Magic, +1 Nat Armor

You and your Familiar get an Extra +2 when you are Flanking.

F12: Improved Trip

Throwing Shields are also Tripping Weapons. The chief Advantage of a Tripping Weapon is that sometimes when you attempt to trip someone, you have a catastrophic roll, and you get Tripped yourself. But if you are Tripping with a Tripping weapon, you can elect to drop the weapon instead. Your Shield will then instantly teleport back to your Blinkback Belt.

F13: Harder they Fall, Weapon Training, Familiar ST +1, +1 Nat Armor

Your tripping had a size limit. Now, if your Familiar Aids you, you can Trip Creatures of any Size.

F14: Greater Trip, +4 vs. Mind Affecting

You and your Familiar get an extra +2 on attempts to Trip, and you both get Attacks of Opportunity when either of you Trips your opponent, and another when they try to get up.

F15: Combat Reflexes, Armor Training, Familiar ST +1, +1 Nat Armor
16F16: Fury's Fall(Add Dex Mod to Tripping)
17F17: Power Attack, Weapon Training, Familiar ST +1, +1 Nat Armor
18F18: Cleave, +5 vs. Mind Affecting
19F19: Great Cleave, Armor Training, Familiar ST +1, +1 Nat Armor

You can Great Cleave with your Throwing Shield. You can Trip with it, too, and use it to make your Attacks of Opportunity. Your Familiar just got Great Cleave, too, of course.

20 F20: Improved Shield Bash
21 F21: Shield Slam, Weapon Training, Familiar ST +1, +1 Nat Armor
22 F22: Improved Bull Rush
23 F23: Greater Bull Rush, Armor Training, Familiar ST +1, +1 Nat Armor

Every time you Shield Bash your oppoent, you get a Free Bull Rush. Every time you Bull Rush an opponent, all your Allies get Attacks of Opportunity. With Paired Opportunist, so do you. If you are Flanking, your Bull Rushed Opponent doesn't actually go anywhere, and there is no reason why your next AoO can't be yet another Shield Bash, triggering more Attacks of Opportunity, looping until your Combat Reflexes gives out.


Why do armour training +2?


Cavall wrote:
Why do armour training +2?

It's not an important distinction to me. I was just marking the place where that happened. I was only thinking about Feats, not Advanced Armor Training.

But, on the subject of Feats, I forgot that you need to take Weapon Focus before you can take Snap Shot, so Weapon Focus Throwing Shield would have to be worked in between EWP and Snap Shot, and the other Feats would have to be bumped forward.


Scott Wilhelm wrote:

Why Bardiche?

I am a fan of the Lucerne Hammer. Also a Reach Weapon, but also a Brace Weapon. 1d12 instead of 1d10, Piercing or Bludgeoning instead of the Bardiche which does Slashing only.

I like Dwarven Longaxe better than Bardiche, too. Both are Slashing, Reach Weapons, but your Dwarven Longaxe does 1d12 instead of 1d10.

An interesting alternative to Dwarven Longaxe would be Horsechopper, it only does 1d10, but it is a Trip Weapon in addition to being a Reach Weapon.

Unless you have some special, roleplaying reason to use it, Bardiche is just an inferior weapon.

Main reason is that the Bardiche is both an axe and a polearm, so I can use Weapon Trick(Polearms) with it while also getting Weapon Training(Axes), which allows me to use Greataxes and Dwarven War Axes and the like in a pinch. I like the Longaxe too, but I don't think I can use Polearm Tricks with it, can I?

And with Polearm Trick, I can use Trip without needing a weapon with it.

Does that make sense, or am I doing something stupid?

Also, that progression for the axe and shield fighter looks great! I might not use it for this one, but that's certainly going in the 'future characters' folder!


You are correct about the weapon groups. The Bardiche is cross-listed, while the longaxe and longhammer are not (neither are, curiously, polearms.)

However a GM in a home game is explicitly allowed to add weapons to a weapon group (or create new groups from whole cloth) and I'd figure "Can the Longaxe/Longhammer be counted as polearms" seems like a pretty reasonable decision to make.


Ah yeah, duh. I'll check with my GM.

Hm. How's this look for up to level nine?

Lvl1: Power attack, Combat Reflexes.
Lvl2: Weapon Focus (Dwarven Longaxe)
Lvl3: Additional Traits(Seeker, Family Trade[Acrobatics]), Armour Training
Lvl4: Barroom Brawler, Str +1
Lvl5: Dirty Fighting, Weapon Training: Polearms
Lvl6: FAWT: Warrior Spirit
Lvl7: Cunning, AAT: Armoured Juggernaut
Lvl8: Weapon Trick(Polearm), Str +1
Lvl9: Steel soul, AWT: Abundant Tactics

That leaves:

AWT:
Armed Bravery
Defensive Weapon Training/Fighter's Reflexes

AAT:
Armour Specialisation (Full Plate)

Combat Feats (Definite):
Dwarven Hatred Style, Dwarven Seething, Dwarven Fury
Secured Armor
Cut From the Air
Smash From the Air
Greater Weapon Focus

Combat Feats (Possible):
Quickdraw
Cleave
Great Cleave
Point-Blank Shot
Precise Shot
Improved Bull Rush
Improved Reposition
Tactical Reposition
Improved Trip
Greater Trip
Improved Critical
Stand Still

To get. I just have to narrow down the Possible list something fierce. Maybe ditch some stuff from Definite. Any advice?

Also, if I wanted a Versatile Weapon enchantment on my Longaxe, would that take up a +# slot? If so, how much? Or would it just be a 'costs, but doesn't take up a slot' enchantment?


Secured armor is an armor mastery feat, you could get it from an advanced armor training.

The possible feats are leading in about five different directions. Choose one or two - non-spellcasters don't get to follow huge numbers of different directions simultaneously.


If it helps this is my current fighter. He's human.

Fighter 1
-weapon prof exotic Falcata
-power attack
-weapon focus Falcata

Fighter 2
Feat: Step up

Fighter 3
Feat Combat reflexes
*armour training 1

Fighter 4
Feat Weapon specialize Falcata

Fighter 5
*Weapon training Heavy Blades
Feat Advanced weapon training : warrior spirit

Fighter 6
Feat Cut from air

Fighter 7
*Juggernaut armour training (2 DR)
Feat: Follow step

Fighter 8
Feat: Step and strike

Fighter 9
Spellcut
*Advanced weapon training
Defensive weapon training half weapon enhance plus 2 to shield.

Fighter 10
Feat: Advanced Weapon ______

Fighter 11
3 DR from Juggernaut
Armour specialize 1/4 level.  2 ac
Feat:  Outflank teamwork

Fighter 12
3 ac armour specialize
Feat: strike from air

As you can see I, like you, have some spaces to fill.

I have a bard in the party which allows me to do 2 things. 1, power attack with no real loss; and 2, know what creature type I'm fighting with no player knowledge. That allows me to bane my weapon with warriors spirit and perhaps an energy type they are weak to of she rolls well enough.

I felt no real need to do a huge boost to will saves with a bard using distract and counter song, plus I can cut spells from the air, practically tripling the save.

Frankly if I have to make multiple will saves a round I blame the party not me.

Due to following up and striking and a hefty 17-20 x3 crit, I do about 3d8 + 2d6 + 93 (includes bane but nothing else) on a crit. Combat reflexes means few people get away, and I like to add fortuitous to my weapon to make sure you're either beside me forever or you're dead from 2 quick cuts.

I'm currently looking at using my sword to fly as of level 10. May go that route.


Hm. For a focus, how about a Dirty Tricks Reach Tripper that provides their own Flanking through a Familiar, like the Mauler Fox posted upthread? And is pretty tanky, to boot. If there's room, I'd like SOME ranged ability, so I'm not entirely impotent towards threats I can't catch. I wouldn't mind having Dwarven fury against everything and everybody too, but I can lose that if I have to.


For ranged ability think rather about how you can catch threats. Flight, teleportation and/or just increased movement speed (all these via allies, items or item mastery feats probably). Once you've spent half a dozen feats and class features on melee, ranged isn't a good option & vice versa.

Dirty tricks is a reasonable possibility. The minimum number of feats to put into it is three - dirty fighting, improved dirty trick, quick dirty trick. Greater dirty trick and dirty trick master are useful but not essential.


Which feat chain is easier to... maybe not <i>complete</i>, but invest enough in to be good at - Trip, Reposition, Bull Rush or Dirty Tricks? If I get Dirty Tricks I can drop Weapon Trick(Polearms), but I think they all require Combat Expertise. Luckily since we're using Stamina, I don't need Int 13. Speaking of, should I grab any Stamina-related Feats, since we're using it?

Which of those combat maneuvers would be most useful, for a Reach Fighter? Bull Rush and Reposition can get them out of my donut, Trip can proc AOOs, and Dirty Tricks just seem very useful.

I've got four feats free, but if I give up crafting magic armour, I can increase that to six.

Also, anyone got any idea about whether enchanting Versatile Weapon into a weapon would take a +# slot? If so, how big of one?


Past time limit, so can't edit: And Overrun. Out of Reposition, Bull Rush, Trip, Overrun, or Dirty Tricks, which are easiest to get functional? Which are most often useful?

Keeping in mind I can grab the Relentless Racial Feature as a Dwarf for a +2 on Bull Rush & Overrun, losing Stability (+4 to CMD against same)


Any combat maneuver can use the dirty fighting feat - this replaces combat expertise/int 13 or power attack/str 13 in the prereqs.

Overrun wants improved overrun and charge through at a minimum. You have power attack already. Spiked destroyer, poised bearing, imposing bearing & greater overrun are more optional.

Bull rush wants improved bull rush and greater bull rush. Spiked destroyer, poised bearing and imposing bearing are optional. Pushing assault is a way of doing something similar with just one feat.

Reposition wants dirty fighting, improved reposition, greater reposition and tactical reposition. Yes, all of those. It's a greedy maneuver, and it doesn't even have the option of using poised/imposing bearing to take on larger enemies.


avr wrote:

Any combat maneuver can use the dirty fighting feat - this replaces combat expertise/int 13 or power attack/str 13 in the prereqs.

Overrun wants improved overrun and charge through at a minimum. You have power attack already. Spiked destroyer, poised bearing, imposing bearing & greater overrun are more optional.

Bull rush wants improved bull rush and greater bull rush. Spiked destroyer, poised bearing and imposing bearing are optional. Pushing assault is a way of doing something similar with just one feat.

Reposition wants dirty fighting, improved reposition, greater reposition and tactical reposition. Yes, all of those. It's a greedy maneuver, and it doesn't even have the option of using poised/imposing bearing to take on larger enemies.

Thanks! You probably didn't see my edit, but I put Trip back on the table. Would I be right in saying it needs Improved Trip & Greater Trip, and benefits from Fury’s Fall, Steady Engagement, and Stand Still?

And out of Overrun, Bull Rush, Trip and Dirty Tricks, which is most useful, generally? Greater Overrun can trigger AOOs, but at the time it does, I'll only be able to use something without Reach, right?


Nevermind, Dirty Tricks it is!

So my feats I want look like:

AWT - 4
Warrior Spirit
Abundant Tactics
Armed Bravery
Defensive Weapon Training/Fighter's Reflexes

AAT - 3
Armoured Juggernaught
Armour Specialisation
Master Armourer

Common - 4
Steel Soul
Additional Traits(Family Trade[Acrobatic], Eldritch Smith[/Seeker])
Cunning
Cosmopolitan(Perception, Sense Motive)

Combat Feats (Definite) - 15
Power Attack
Combat Reflexes
Dwarven Hatred Style
Dwarven Seething
Dwarven Fury
Weapon Focus (Dwarven Longaxe) (Prereqs: Proficiency with selected weapon, BAB +1)
Barroom Brawler (Prereqs: BAB +4)
Cut From the Air (Prereqs: Str 13, Power Attack, BAB +5, weapon training class feature with a melee weapon)
Smash From the Air (Prereqs: Str 13, Cut from the Air, Power Attack, BAB +9, weapon training class feature with a melee weapon)
Greater Weapon Focus (Prereqs: Proficiency with selected weapon, Weapon Focus with selected weapon, BAB +1, 8th-level fighter)
Secured Armour (Prereqs: BAB +11 or fighter level 8th, armor training class feature, proficiency with medium or heavy armor)
Dirty Fighting
Dirty Trick, Improved
Dirty Trick, Greater
Dirty Trick, Quick
Improved Critical (Prereqs: Proficient with weapon, BAB +8)

And my tentative build looks like:

Lvl1: Power attack, Combat Reflexes.
Lvl2: Weapon Focus (Dwarven Longaxe)
Lvl3: Cosmopolitan(Perception, Sense Motive), Armour Training
Lvl4: Barroom Brawler, Str +1
Lvl5: Additional Traits(Family Trade[Acrobatic], Eldritch Smith), Weapon Training: Axes
Lvl6: FAWT: Warrior Spirit
Lvl7: Cunning, AAT: Armoured Juggernaut
Lvl8: Dirty Fighting, Str +1
Lvl9: Steel soul, FAWT: Armed Bravery
Lvl10: Improved Dirty Trick

Should I swap some stuff around to get it earlier? Is some of the stuff I took better later? HALP PLZ!


For trip, dirty fighting and improved trip are all that's absolutely essential. Once they're prone they're at a sufficient disadvantage that you don't necessarily need more, unlike bull rush which just moves people around a little for example. Given all the restrictions on what trip can target poised bearing to expand that a little is the next priority, then greater trip and/or felling smash, then fury's fall. Stand still and steady engagement are down a different path.

Dirty tricks are about the most reliably useful. Overrun with charge through lets you target someone behind the front line - it's an enabler of that charge rather than a debuff with just a couple of feats in it. Trip has real problems with all the creatures immune or nearly so to it - flyers, creatures with no legs or a lot of them, creatures too much bigger than you, later on outsiders which can teleport away too. When it works right it's really good though. Bull rush requires careful positioning and allies good at AoOs to be useful at all, it doesn't hugely impress me.


You don't need both combat expertise and dirty fighting. The dirty fighting feat replaces combat expertise for combat maneuvers. If you're going for dirty tricks that means you can take improved dirty trick at level 10, quick DT at 11, maybe greater DT at 12, but greater weapon focus is looking tempting by then.

BTW, improved critical isn't great on a weapon with a critical only on 20. A bardiche has 19-20 which is the minimum I'd take that feat on. A dwarven longaxe, not so much.


Oops, thought I swapped Combat Expertise for Dirty Fighting. I removed it from the master list, but instead I put it in in Improved Trip's place, which should have been Improved Dirty Fighting.

No Improved Crit, huh? Okay, in that case, I have one feat free. Maybe some of the options I've ditched, like Weapon Specialist or something? Or would there be something I haven't had in any of my builds that would complement what I've got better?


avr wrote:
Any combat maneuver can use the dirty fighting feat - this replaces combat expertise/int 13 or power attack/str 13 in the prereqs.

Are you sure? I thought it replaced Combat Expertise and Improved Unarmed Strike, not Combat Expertise and Power Attack.

Dirty Fighting, pfsrd.com

Dirty Fighting wrote:
This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.


Hmm... last feat: Spellcut, or get Improved Critical and craft my own Modified Dwarven Long-axe, with all the same rules, but swap the 1d12 for a 2d6 and get an improved critical range as well? You can juuust squeeze it in, leaving you with a 2d6 19-20 x3 Reach weapon, which after the doubling crit range from Improved Crit/Keen and the Impact enchantment, gives you a 3d6 17-20 x3 Reach weapon. Alternatively, don't get one of the Improved Crit Range/Multiplier, and get Spring-Loaded to be able to close the donut.


RecklessPrudence wrote:
Scott Wilhelm wrote:

Why Bardiche?

I am a fan of the Lucerne Hammer. Also a Reach Weapon, but also a Brace Weapon. 1d12 instead of 1d10, Piercing or Bludgeoning instead of the Bardiche which does Slashing only.

I like Dwarven Longaxe better than Bardiche, too. Both are Slashing, Reach Weapons, but your Dwarven Longaxe does 1d12 instead of 1d10.

An interesting alternative to Dwarven Longaxe would be Horsechopper, it only does 1d10, but it is a Trip Weapon in addition to being a Reach Weapon.

Unless you have some special, roleplaying reason to use it, Bardiche is just an inferior weapon.

Main reason is that the Bardiche is both an axe and a polearm, so I can use Weapon Trick(Polearms) with it while also getting Weapon Training(Axes), which allows me to use Greataxes and Dwarven War Axes and the like in a pinch. I like the Longaxe too, but I don't think I can use Polearm Tricks with it, can I?

Good answer.

RecklessPrudence wrote:
And with Polearm Trick, I can use Trip without needing a weapon with it.

Of course, you don't need a weapon to Trip with anyway. I like Trip Weapons because sometimes when you make a bad roll on your Trip attempt, you get Tripped instead, but with a weapon with the Tripping Quality is that in the event of a bad roll, you can elect to drop the Trip Weapon rather than get Tripped yourself.

That is one of the things behind the idea of using the Throwing Shield as to Trip with. It has the Tripping Quality, and also because it is a Ranged Weapon, you sort of are "dropping it" already anyway. And with the Blinkback Belt, it automatically comes back to you. But it comes with a very high Feat Tax, so it's easy to see not taking it. Another idea I like for a Trip weapon is something like a sickle or light flail. Drop your Halberd or Horsechopper, and you will miss it when it's gone. Drop your sickle, shrug your shoulders, and pull another one off your belt.

But that won't do for you since you want a 2 handed weapon, reach weapon that counts as both a Polearm and an Axe because there are other awesome things you want to do with it.

RecklessPrudence wrote:
Also, that progression for the axe and shield fighter looks great! I might not use it for this one, but that's certainly going in the 'future characters' folder!

Thank you!


Scott Wilhelm wrote:
*snip*

I ended up switching back to the Longaxe, and I've decided on specialising in Dirty Tricks rather than Trip - I asked a lot of questions, and had it narrowed down to Trip or Dirty Tricks, and for roleplay reasons as well as mechanical ones, went for Dirty Tricks.

I am thinking about custom-building a Longaxe variant, though - either with Improved Critical Range or Spring-Loaded. If I go for Improved Critical Range, I'm getting Improved Critical as my last feat I'm missing, not crit-fishing, but just with that pretty high chance of crits. Or if I go for Spring-Loaded, getting Spellcut.

Now I just need to decide on that, and then work out build order!


Dammit, can't fit Improved Crit Range and Improved Crit Multiplier. Spring-loaded it is!

Get Weapon Versatility as my last missing feat. Or maybe spellcut? My weakness is my Reflex save, after all. But I've got Steel Soul and Smash From The Air, do they mostly cover it?


Reflex saves mostly do damage, try to make sure you're covered by an appropriate resist energy when it matters and you should be OK. Weapon versatility is likely more useful.

Also, 'Once per round, you can use your base attack bonus in place of your total saving throw bonus' probably isn't going to be a huge improvement if you have a decent cloak of resistance and steel soul.


Okay, thanks. In that case, my total list is:

AWT - 4
Warrior Spirit
Abundant Tactics
Armed Bravery
Defensive Weapon Training/Fighter's Reflexes

AAT - 3
Armoured Juggernaught
Armour Specialisation
Master Armourer

Common - 4
Steel Soul
Additional Traits(Family Trade[Acrobatic], Eldritch Smith[/Seeker])
Cunning
Cosmopolitan(Perception, Sense Motive)

Combat Feats (Definite) - 16
Power Attack
Combat Reflexes
Dwarven Hatred Style
Dwarven Seething
Dwarven Fury
Weapon Focus (Dwarven Longaxe) (Prereqs: Proficiency with selected weapon, BAB +1)
Barroom Brawler (Prereqs: BAB +4)
Cut From the Air (Prereqs: Str 13, Power Attack, BAB +5, weapon training class feature with a melee weapon)
Smash From the Air (Prereqs: Str 13, Cut from the Air, Power Attack, BAB +9, weapon training class feature with a melee weapon)
Greater Weapon Focus (Prereqs: Proficiency with selected weapon, Weapon Focus with selected weapon, BAB +1, 8th-level fighter)
Secured Armour (Prereqs: BAB +11 or fighter level 8th, armor training class feature, proficiency with medium or heavy armor)
Dirty Fighting
Dirty Trick, Improved
Dirty Trick, Greater
Dirty Trick, Quick
Weapon Versatility

And the prospective lvl1-10 is:

Lvl1: Power attack, Combat Reflexes.
Lvl2: Weapon Focus (Dwarven Longaxe)
Lvl3: Cosmopolitan(Perception, Sense Motive), Armour Training
Lvl4: Barroom Brawler, Str +1
Lvl5: Additional Traits(Family Trade[Acrobatic], Eldritch Smith), Weapon Training: Axes
Lvl6: FAWT: Warrior Spirit
Lvl7: Cunning, AAT: Armoured Juggernaut
Lvl8: Dirty Fighting, Str +1
Lvl9: Steel soul, FAWT: Armed Bravery
Lvl10: Improved Dirty Trick

Would anything from the total list do better earlier in the list? I tried to get the skill stuff as early as possible, but that leaves a lot of combat stuff undone until the later half, and I AM supposed to be The Combat Guy, considering I'm a Fighter...

What do you guys think?


Apologies, replace the 1-10 build with:

Lvl1: Power attack, Combat Reflexes.
Lvl2: Weapon Focus (Dwarven Longaxe)
Lvl3: Additional Traits(Family Trade[Acrobatic], Seeker), Armour Training
Lvl4: Barroom Brawler, Str +1
Lvl5: Cunning, Weapon Training: Axes
Lvl6: FAWT: Warrior Spirit
Lvl7: Dirty Fighting, AAT: Armoured Juggernaut
Lvl8: Improved Dirty Trick, Str +1
Lvl9: Steel soul, FAWT: Armed Bravery
Lvl10: Greater Weapon Focus

Remove Master Armourer and Cosmopolitan from the list, move Secured Armour into an Armoured Master AAT choice, alter Additional Traits to get Seeker instead of Eldritch Smith, and add Quickdraw and Phalanx Formation

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