Ze'Rehan |
So, new campaign will be starting. I'm sure that this isn't an "optimized" build, but that's A-OK. I picture this character being a bit of a "sword for hire" (disregard that he doesn't use a sword) to pay for his bar tab.
We rolled for stats, so I rolled this:
Str 16
Dex 15
Con 16
Int 14
Wis 11
Char 12
After racial mods, it is now:
Str: 16
Dex: 15
Con: 18
Int: 14
Wis: 13
Char: 10
I've already planned out my feat progression from 1st through 20th:
Level 01 Enforcer; Bludgeoner
Level 02 Unarmed Strike
Level 03 Toughness
Level 04 Weapon Focus (Earth Breaker)
Level 05 Two-Weapon Fighting
Level 06 Weapon Specialization (Earth Breaker)
Level 07 Skill Focus (Intimidate)
Level 08 Greater Weapon Focus (Earth Breaker)
Level 09 Power Attack
Level 10 Improved Sunder
Level 11 Combat Expertise
Level 12 Greater Weapon Specialization (Earth Breaker)
Level 13 Penetrating Strike
Level 14 Vital Strike
Level 15 Improved Vital Strike
Level 16 Greater Vital Strike
Level 17 Improved Disarm
Level 18 Greater Disarm
Level 19 Improved Trip
Level 20 Greater Trip
Equipment:
Earth Breaker
Chainmail
Gauntlet, Spiked (x2)
Battleaxe
Handaxe
Belt pouch
Backpack
Bedroll
Whetstone
Waterskin
Pot
Flint & Steel
Mess kit
Rope
Grappling hook
At night, I should be able to have him take off the pants portion of the chainmail to turn them into a chain shirt to rest at night. The idea is that he'll use the earth breaker most of the time. First strike will be non-lethal which will grant him a free intimidate check against that person that will last for founds. Non-lethal will not give him an attack penalty due to the bludgeoner feat. If disarmed, he has the spiked gauntlets and can draw the handaxe / battleaxe as needed. Also, he has all three damage types covered for overcoming damage reduction.
Using the preferred class bonus for skill points instead of hit points (preference on my part). And took a trait to turn perception into a class skill... Here's the skill point allotment for first level:
Skills: 5
Climb 1
Craft (weapon smithing) 1
Intimidate 1
Perception 1
Survival 1
I've also planned out to third level on the skills. Survival, Intimidate, and Perception will be taken at every level. Thinking craft, too.
Still have one trait slot available for the campaign trait. (Hold at Belkzen or something like that.)
So... Yes... Not "optimized", but I *think* it should do nicely for what is planned. Alignment of CG and follows Cayden Calean. Seemed perfect for a dwarf who likes to drink his ale more than most.
avr |
It does look a bit unfocused. e.g. you get TWF at 5th level despite using an earthbreaker primarily, and then you get nothing to build on it or back it up. Those combat maneuver feats late are similar. Aside from toughness, nothing defensive. No mention of advanced weapon or armor training; while you could probably use the basic first two of each I don't know that you need all four.
The fluff with the enforcer feat is that you are/were a criminal enforcer. Are you OK with that?
Are there restrictions on which sources you can use?
Ze'Rehan |
TWF was just because of using two spiked gauntlets or using the hand axe and battle axe. Some hefty penalties, but I don't want to focus on 2 weapons. It's a backup. But, I don't plan to use a shield at all.
And yeah... The combat feats at the end (trip, disarm) were a bit of an after thought.
As for enforcer, that may be a fluff that they wrote into it, but it doesn't require that the person was a criminal. I don't see him as a criminal, but he does get into bar fights. Hence the desire for improved unarmed strike, although it would almost never be needed as spiked gauntlets can't be disarmed in combat.
Class traits (weapon and armor increases) are here. I probably should have included it originally. Sticking with the base template:
Class Features:
Level 1 Bonus Feat
Level 2 Bonus Feat, Bravery +1
Level 3 Armor Training 1
Level 4 Bonus Feat
Level 5 Weapon Training 1 (Hammers)
Level 6 Bonus Feat, Bravery +2
Level 7 Armor Training 2
Level 8 Bonus Feat
Level 9 Weapon Training 2 (Hammers, Axes)
Level 10 Bonus Feat, Bravery +3
Level 11 Armor Training 3
Level 12 Bonus Feat
Level 13 Weapon Training 3 (Hammers, Axes, Close)
Level 14 Bonus Feat, Bravery +4
Level 15 Armor Training 4
Level 16 Bonus Feat
Level 17 Weapon Training 4 (Hammers, Axes, Close, Light Blades)
Level 18 Bonus Feat, Bravery +5
Level 19 Armor Mastery
Level 20 Bonus Feat, Weapon Mastery (Earth Breaker)
Slim Jim |
Are you playing this character from 1st-level, or parachuting in at high-level? If from 1st, you can essentially chuck everything in your build from 10th onward because of the minuscule chance that your home-game will run that far.I've already planned out my feat progression from 1st through 20th:
Toughness, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Power Attack...Or you could dip a level of barbarian at 1st level and get all of those for free while raging and save on a massive pile of feats, taking instead very useful things like Extra Rage, Combat Reflexes, and Steel Soul.
EarthbreakerThe better version of this weapon is the Dwarven Longhammer, which your guy automatically knows how to use.
Skill Focus (Intimidate)
You're a dwarf with no charisma bonus to the skill in question, no apparent ability to intimidate as other than a standard action, and no shown exploit to capitalize on a demoralized opponent.
Better idea: Just kill the target by hitting it.
- - -
trait: accelerated drinker, berserker of the society
1 barbarian1, Extra Rage
2 cleric1 [community, travel domains]
3 fighter1 [Quick Draw], Steel Soul
4 fighter2 [Combat Reflexes], DEX>16
5 fighter3 [armor training], Raging Vitality
6 fighter4 [Power Attack]
equipment: longhammer, composite longbow, kukri, tatami-do armor, quickdraw shield, 30-packs of Enlarge Person potions in a haversack, spring-sheaths.
...with this build, you have a broadly flexible martial with a polearm bludgeoner, a ranged piercer, and a light slasher, as well as the ability to deploy any of them immediately. Generate mass piles of AoOs while enlarged. Your saving throws while raging are F+7/R+1/W+5 higher at 3rd than as a straight fighter without that feat selection.
WagnerSika |
I don't think this is in PRD as it's from Weapon Masters handbook but...
If you took Improved Unarmed strike for fluff reasons (bar fights) why not swap it for Cayden Cailean's Blade and Tankard ? Very thematic and you get more use of your Two weapon fighting. If you don't ever plan to use a shield, you can swap your shield profiency for it and use your 2nd level feat for something else since you are CG.
Slim Jim |
If you need to disarm someone as a high-AC fighter, and you have good enough odds of pulling it off such that it's worth your time, it usually means you're facing a humanoid opponent of your size and whom you desire to capture rather than kill. Such opponents are typically plot-NPS who are not a great physical threat to a fighter or other martial who attends to their AC. (In these cases, I wade in without Improved Disarm and just eat the AoO attempt.)
Brawler's Martial Flexibility is nice, but it doesn't get really good until 6th level in the class when you can get the feat as a swift action. (A single level is OK if you're routinely getting a lot of time of plot out an encounter, or expect to be a gladiator always fighting with a randomly-selected oddball exotic weapon.)
J4RH34D |
1 person marked this as a favorite. |
You are playing a dwarf, take advantage of the fact.
Goblin Cleaver
Orc Hewer
And Cleaving Smash Two handed weapon trick to combine vital strike and cleave.
If you have a reach weapon and spend a lot of time as a large creature you can become an absolute whirlwind of destruction.
1: Power Attack
2: Cleave
3: Goblin Cleaver
4: Great Cleave
5: Orc Hewer
6: Vital Strike
7: Anything
8: Anything
9: Anything
10: Anything
11: Improved Vital Strike
12: Cleaving Smash
13: Anything
14: Anything
15: Anything
16: Greater Vital Strike
17: Anything
18: Anything
19: Anything
20: Anything
You have 11 feats you can spend on other stuff.
That is the earliest you can get that all on line. You could easily shift it down.
This gets great as if you are large with reach you can be doing IVS to literally everyone you can reach, as a standard ation.
Ze'Rehan |
Quote:Are you playing this character from 1st-level, or parachuting in at high-level? If from 1st, you can essentially chuck everything in your build from 10th onward because of the minuscule chance that your home-game will run that far.I've already planned out my feat progression from 1st through 20th:
Quote:Toughness, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Power Attack...Or you could dip a level of barbarian at 1st level and get all of those for free while raging and save on a massive pile of feats, taking instead very useful things like Extra Rage, Combat Reflexes, and Steel Soul.Quote:EarthbreakerThe better version of this weapon is the Dwarven Longhammer, which your guy automatically knows how to use.Quote:Skill Focus (Intimidate)You're a dwarf with no charisma bonus to the skill in question, no apparent ability to intimidate as other than a standard action, and no shown exploit to capitalize on a demoralized opponent.
Better idea: Just kill the target by hitting it.
- - -
trait: accelerated drinker, berserker of the society
1 barbarian1, Extra Rage
2 cleric1 [community, travel domains]
3 fighter1 [Quick Draw], Steel Soul
4 fighter2 [Combat Reflexes], DEX>16
5 fighter3 [armor training], Raging Vitality
6 fighter4 [Power Attack]equipment: longhammer, composite longbow, kukri, tatami-do armor, quickdraw shield, 30-packs of Enlarge Person potions in a haversack, spring-sheaths.
...with this build, you have a broadly flexible martial with a polearm bludgeoner, a ranged piercer, and a light slasher, as well as the ability to deploy any of them immediately. Generate mass piles of AoOs while enlarged. Your saving throws while raging are F+7/R+1/W+5 higher at 3rd than as a straight fighter without that feat selection.
I'm playing him from 1st level. We're going to be using an adventure path from Paizo. I don't know the name, but it is the one that takes place in Hold of Keldzen. As for miniscule... Last time I ran an adventure path, we made it further than that. That was a different group, but the adventure paths make it easier to keep the story going.
In all the times I've taken Combat Reflexes (there have been many), I could count the number of times I've actually been able to use it on one hand with fingers left over. With the intent to eventually be using heavy armor, that offsets some of the benefits of being a barbarian (faster speed) and can only rage for 8 rounds a day. Combat could easily last longer (I've seen that happen many times) which leaves me fatigued during combat, which would hurt. Don't get me wrong, I was pretty tempted to go straight barbarian and use rage with this same concept. That may very well be my next pursuit. Take the feat to add my Str to my intimidate, rage and hit... It does have its appeals.
How is the longhammer any better? Damage and crit range / multiplier. It grants reach, but with reach you cannot attack anyone adjacent. Sure, you can get an AoO if someone moves up to you to fight, but after that... You have to keep repositioning yourself so you aren't adjacent.
Enforcer allows me to make a free intimidate check against anyone I just dealt non-lethal damage. With Bludgeoner, I can do non-lethal damage with blunt weapons without penalty. The intimidate I do with Enforcer lasts for rounds, causing that person to have the shaken condition. With the damage the earth breaker does (2d6 + (1.5 x str mod)), that'll last through a good amount of combat. With the added bonus that the opponent can be taken alive / interrogated. And skill focus improves my chances, which are already not that bad. The DC to demoralize the opponent is: 10 + the target's Hit Dice + the target's Wisdom modifier. And, to spread the effect, I'll be able to hit a different creature each round (if within range) to make multiple creatures shaken, helping everyone. And since non-lethal counts up and lethal counts down, the chances of knocking out the opponent are pretty decent.
Which sources are the traits from?
Ze'Rehan |
I don't think this is in PRD as it's from Weapon Masters handbook but...
If you took Improved Unarmed strike for fluff reasons (bar fights) why not swap it for Cayden Cailean's Blade and Tankard ? Very thematic and you get more use of your Two weapon fighting. If you don't ever plan to use a shield, you can swap your shield profiency for it and use your 2nd level feat for something else since you are CG.
That does look fun, but none of us have that book and it isn't an open license item. Might be useful for a future campaign (I'll need to purchase it). Especially if I combine it with the barbarian idea (see above).
Thanks! It is very thematically appropriate. :-)
Ze'Rehan |
You should consider a dip in brawler. That way when you NEED to disarm someone or something like that you can just do it and spend the feat slot on something you'll use more. Same for TWF.
Pathfinder rewards specialization, but there is a way to maximize versatility with few resources.
This is actually a very good idea... I'm going to have to look more into it. And the bonus skill point from favored class isn't really lost since brawlers get 4+int instead of the fighter's 2+int. Losing the bonus feat and weapon mastery at level 20 aren't major since earth breakers only get crits on a nat 20 and the brawler's ability to use any combat feet for free (well, costing a single move action) 4 times a day definitely makes up for not needing those other feats. (Though, greater improved trip has a nice side effect of granting a AoO to all allies next to that opponent... But Improved Disarm and Greater Improved Disarm wouldn't really be needed. Most opponents at that level do tend to be larger or, if near our size, have natural attacks.
I like this idea. Thanks!
Asmodeus' Advocate |
There's actually an archtype of fighter that gives you the brawler's martial flexibility. Here's a link to it. It's even better if your GM uses combat stamina from unchained.
Ze'Rehan |
At later levels, if you're worried about sleeping armored, you can sleep in full plate w/ Restful or mithril full plate w/ Comfort
Oooh, I like that Restful one! (At 1st level, we can't get it, but will definitely look into it later in the game!) The Comfort one is not from an open source document and we have not purchased it, so I can't use it. But, would definitely be nice to get that. It'd be highly useful.
Thanks!!
Ze'Rehan |
There's actually an archtype of fighter that gives you the brawler's martial flexibility. Here's a link to it. It's even better if your GM uses combat stamina from unchained.
It does do that... But at a heavy cost. Weapons Training is very useful. (I don't care about giving up Weapons Mastery.) Not sure if I'd want to give up weapons training (increasing bonus to both damage and attack is awesome). But, gaining those feats as swift (and eventually free) actions is very useful, too.
Definitely intriguing and something to think about, though.
SorrySleeping |
http://www.d20pfsrd.com/feats/combat-feats/barroom-brawler-combat/
You can use this to avoid a dip. If you don't take Advance Weapon Training at level 5, you can take Abundant Tactics, giving you more uses when you need.
Don't think about the level 20 when you dip. Think of the level 5 vs level 6 with weapon training/advance training. Think of all the weapon/armor training that gets bumped back a level.
Ze'Rehan |
http://www.d20pfsrd.com/feats/combat-feats/barroom-brawler-combat/
You can use this to avoid a dip. If you don't take Advance Weapon Training at level 5, you can take Abundant Tactics, giving you more uses when you need.
Don't think about the level 20 when you dip. Think of the level 5 vs level 6 with weapon training/advance training. Think of all the weapon/armor training that gets bumped back a level.
Hmm... I'm going to have to give that one some considerable thought. And yeah, the level 20 didn't concern me much. That weapon / armor training progression is exactly along my thoughts. And the extra feats being delayed another level if a dip occurs. But that barroom brawler does have a nice amount of appeal!
skulky |
Not being optimized is fine, just think you’re spreading yourself thin and a little too focused on your backup plans. I’d work a little more on your primary focus. Do you want to swing a big weapon and kill stuff? I’d skip the two weapon fighting and non lethal stuff. if your main weapon is an earthbreaker power attack at 1 not 9, and just pick up Cornugon smash at 6. You could also take the bruising intellect trait, to get int to intimidate instead of cha and swap your charisma and wisdom starting scores for better will save and wis skills like perception ie stonecunning.
I agree with another poster’s recommendation for the dwarf only feat steel soul, which can really help a fighters big weakness. You can also add the glory of old racial trait for a total of +5 to saves against a lot of spells and spell like abilities.
Asmodeus' Advocate |
Not being optimized is fine, just think you’re spreading yourself thin and a little too focused on your backup plans.
I think that that's precisely the reason why so many people are suggesting some way to get martial flexibility. Martial flexibility is all the backup plans you'll ever need, rolled up in one class feature.
It does do that... But at a heavy cost. Weapons Training is very useful.
Myself, I'd swap out weapon training in a heartbeat. All the feats you free up by not taking your more situational flavor feats will more than make up for the damage and accuracy. (It seems that +1 to hit is worth one feat, +1 damage worth half a feat.)
avr |
BTW, Archives of Nethys has a lot more material, more up to date and better organised than the prd.
Ze'Rehan |
Not being optimized is fine, just think you’re spreading yourself thin and a little too focused on your backup plans. I’d work a little more on your primary focus. Do you want to swing a big weapon and kill stuff? I’d skip the two weapon fighting and non lethal stuff. if your main weapon is an earthbreaker power attack at 1 not 9, and just pick up Cornugon smash at 6. You could also take the bruising intellect trait, to get int to intimidate instead of cha and swap your charisma and wisdom starting scores for better will save and wis skills like perception ie stonecunning.
I agree with another poster’s recommendation for the dwarf only feat steel soul, which can really help a fighters big weakness. You can also add the glory of old racial trait for a total of +5 to saves against a lot of spells and spell like abilities.
We don't have the Chronicles. So, only what is on Paizo's PRD site is available, so I can't use Cornugon Smash. Does look appealing, though!
For the non-campaign trait, I took Seeker so that Perception would be a class skill. Perception is one of the single most important skills, in my opinion... And seems very important for a fighter.
Glory of Old is from a source we can't use. Again, restricted to the PRD sources. http://paizo.com/pathfinderRPG/prd That trait does seem really useful, though!
Slim Jim |
How is the longhammer any better? Damage and crit range / multiplier. It grants reach, but with reach you cannot attack anyone adjacent.
To get adjacent to you, the enemy has to grant you an AoO while moving in. That's a FREE ATTACK, one of the best freebies in the game, particularly if it enables you to unload chain-reaction whoopass. Grab a Fortuitous weapon, and any dumb schmuck who triggers you gets double-tapped (well, once per round anyway, unless you buy two Fortuitous weapons).
Polearm barbarians are the most destructive martials out-of-the-gate, bar none. They are so much fun.
Adjacent? Feh. Say hello to my 5' step. <whoosh> *BWAAM!*
(Maybe 10-20% of the time a 5' won't address the situation, and that's part of the reason Quick Draw was in the build I submitted. It's even more likely that no one will be near you at all from time to time, and you'll need an archery mechanic to avoid being useless in those rounds.)
Ze'Rehan |
So if you're not worried about optimization what type of feedback are you looking for?
There's been several ideas above that I have found intriguing. The feedback I've gotten on here has given me plenty to think about. I appreciate it because it helps me see the possibilities I've either overlooked or hadn't considered. And, in some cases, reveals things I didn't even know about. Like the feat Barroom Brawler. It's one I would never have even considered... But the fact that it allows me to meet the thematic desire for this character and use less feats... It gives me pause to reconsider it.
I didn't even know about the Restful ability (I've always only looked at the abilities that have a + value). I'm definitely going to pursue it. And the other ability in that same entry... I now know I need to get that book so I can get it as it is very useful.
Basically... Short answer to your question... I'm just looking for insights. Everyone has their own take, and getting feedback helps me to better improve how I look at my own characters.
Ze'Rehan |
Quote:How is the longhammer any better? Damage and crit range / multiplier. It grants reach, but with reach you cannot attack anyone adjacent.To get adjacent to you, the enemy has to grant you an AoO while moving in. That's a FREE ATTACK, one of the best freebies in the game, particularly if it enables you to unload chain-reaction whoopass. Grab a Fortuitous weapon, and any dumb schmuck who triggers you gets double-tapped (well, once per round anyway, unless you buy two Fortuitous weapons).
Polearm barbarians are the most destructive martials out-of-the-gate, bar none. They are so much fun.
Adjacent? Feh. Say hello to my 5' step. <whoosh> *BWAAM!*
(Maybe 10-20% of the time a 5' won't address the situation, and that's part of the reason Quick Draw was in the build I submitted. It's even more likely that no one will be near you at all from time to time, and you'll need an archery mechanic to avoid being useless in those rounds.)
Out in the open, it can be useful. I don't know if it is just my groups or what, but we tend to deal with a lot of narrow quarters. I'd say at *least* a quarter of the time we have combat in areas that doesn't have a whole lot of maneuverability. 5' step may work a few times, but then backed against a wall or have an ally behind blocking me. Fighters are supposed to be the meat shield, especially in a smaller group. But, out in the open, I could see the appeal. Especially in a formation.
And yeah, I'm going to be hurting without a missile weapon. Unfortunately, at 1st level, there isn't a whole lot of funds available. When I get the opportunity, I will acquire a bow.
And I didn't even know about that Fortuitous ability. Nice!!
Scott Wilhelm |
At night, I should be able to have him take off the pants portion of the chainmail to turn them into a chain shirt to rest at night.
There is an item that lets you do that officially: the Armored Kilt can be worn with other armor. It adds like +1 to your AC and it makes your whole suite of armor 1 category heavier. So a Chain Shirt + an Armored Kilt is Medium Armor with improved AC over just a chain shirt.
The thing about being a Dwarf, though, is that your Movement rate is completely unaffected by Encumbrance. That means that it behooves your Dwarf Character to travel heavy and wear heavy armor. Dwarves can't particularly sleep well in heavy armor, and it take minutes to don heavy armor, so if you can find a way to don your heavy armor quickly, you should go for it, imho.
I like the Swift Girding Spell, which lets you suit up as a Standard Action. If you dip a level in Paladin, Magus, Wizard, or something, you can learn Swift Girding or use a Wand of Swift Girding. If your campaign is one in which minor magic items such as level 1 wands are readily available, you should consider a dip into something that will give you Swift Girding and let you pile on the Living Steel, Spiked, Deflecting, Jarring, Vital Guard Full Plate as a Standard Action.
Ze'Rehan |
Ze'Rehan wrote:At night, I should be able to have him take off the pants portion of the chainmail to turn them into a chain shirt to rest at night.There is an item that lets you do that officially: the Armored Kilt can be worn with other armor. It adds like +1 to your AC and it makes your whole suite of armor 1 category heavier. So a Chain Shirt + an Armored Kilt is Medium Armor with improved AC over just a chain shirt.
The thing about being a Dwarf, though, is that your Movement rate is completely unaffected by Encumbrance. That means that it behooves your Dwarf Character to travel heavy and wear heavy armor. Dwarves can't particularly sleep well in heavy armor, and it take minutes to don heavy armor, so if you can find a way to don your heavy armor quickly, you should go for it, imho.
I like the Swift Girding Spell, which lets you suit up as a Standard Action. If you dip a level in Paladin, Magus, Wizard, or something, you can learn Swift Girding or use a Wand of Swift Girding. If your campaign is one in which minor magic items such as level 1 wands are readily available, you should consider a dip into something that will give you Swift Girding and let you pile on the Living Steel, Spiked, Deflecting, Jarring, Vital Guard Full Plate as a Standard Action.
I think you misunderstood me. During the day (AKA - traveling), the pants part would be worn so I would be wearing full chainmail. It's just when my character is resting that he would lighten it down to a chain shirt. Until I can get that restful magic enhancement on a suit of armor, he'll have to rest in light armor to not be fatigued.
You'd have to make multiple dips into Paladin; they don't get casting at 1st level.
Sadly, we don't own Pathfinder Chronicles: Faction Guide (for the armor enhancements you mentioned), Pathfinder Companion: Adventurer’s Armory (for the kilt), or Pathfinder Player Companion: Knights of the Inner Sea (for the spell). Once my credit card is paid off, I'm going to have to start investing in these Player Companions... They look like they have some really awesome items in them!
Scott Wilhelm |
I think you misunderstood me. During the day (AKA - traveling), the pants part would be worn so I would be wearing full chainmail. It's just when my character is resting that he would lighten it down to a chain shirt. Until I can get that restful magic enhancement on a suit of armor, he'll have to rest in light armor to not be fatigued.
Nope. That's exactly what I thought you said. I would have you wear Chain Shirt + Armored Kilt during your waking hours, then sleep in just your Chain Shirt jammies at night. The combination of the 2 would gives you +5 Armor Bonus to AC instead of Chainmail's +6, but you keep your Chain Shirt's max Dex Bonus of +4 where Chainmail's is +2. Your character has a Dex of +5 with a +2 Dex Bonus, but that will by +3 by level 4 when you get a +1 Ability Boost, making your Dex 16, so the AC will be the comparable for you. Plus it might be advantageous to have 2 pieces of Armor you can enchant instead of 1, but ask your GM about that. Anyway, I am describing kit that is in the rulebooks that is like what you are describing.
You'd have to make multiple dips into Paladin; they don't get casting at 1st level.
You need 4 levels in Paladin to get spellcasting, but even level 1 Paladins can use magic wands with Paladin Spells.
Sadly, we don't own Pathfinder [stuff] for the armor [stuff] you mentioned) [stuff] Once my credit card is paid off...
Well, that's a different matter. Your GM won't let you use online resources, so you have to buy the actual books or at least PDFs, and until you have the money for it, you can't get it? I'm sorry I teased you about it, then.
What Knights of the Inner Sea is a MUST HAVE!!!!! for is a Grappling build.
Scott Wilhelm |
TWF was just because of using two spiked gauntlets or using the hand axe and battle axe. Some hefty penalties, but I don't want to focus on 2 weapons. It's a backup. But, I don't plan to use a shield at all.
If you are considering sometimes fighting with different combinations of weapons, then you should really consider using a Shield, expecially if you aren't wearing Heavy Armor. I would have you use a Dwarven War Axe and use a Shield. I would have you take 2 Weapon Fighting, using either your Shield or Armor Spikes as your Off-Hand Weapon, depending on whether you'd prefer the Shield Slam Bonus or the extra +1 Bonus to your AC. Compared with your Earthbreaker, Dwarven War Axe, Heavy Shield, & Armor Spikes gives you +2 AC and +1 Damage (1d10 for the Axe + 1d6 for the 'Spikes as opposed to 2d6 for the Earthbreaker) at the cost of -2 to your Attack. Or just Dwrarven War Axe and Shield without 2 weapon fighting gives you a -1.5 Damage but gives you a +2 AC.
I'd have you take Quickdraw and Precise Shot so you have some Ranged capability from behind your Shield. I think the ability to use Thrown Weapons from the frontline is a neat tactical trick.
I'd have you dip 1-4 levels in Ranger. At level 1, you can use a Wand of Lead Blades when you get a round before Combat for Self-Buffing, which raises your Earthbreaker's Damage to 3d6, your Warhammer's Damage to 2d6, and your Dwarven War Axe Damage to 2d8. Plus, I like the Freebooter Archetype. At level 2, you would get a Bonus Feat you would be bound find useful. At level 3, you get the Endurance Feat, which would let you just sleep in Medium Armor instead of messing around with 2 piece chainmail swimsuits going to bed half-dressed. At level 4, you get those tasty Ranger Spells straight up instead of having to use those Wands.
I'd also have you consider taking levels in the Living Monolith Prestige Class. You get Enlarge Person as a SLA as a Swift Action, giving you a Size Bonus to your Weapon Damage that would stack with your Virtual Size Bonus from Lead Blades. Plus you would start getting Damage Reduction, and who doesn't like Damage Reduction?
All the talk about Wands makes me think about Magus. Swift Girding is also a Magus Spell. And there is that Magu Arcana Wand Wielder, so you might continue to Buff yourself with Wands after Combat begins and still keep fighting. I'm not exactly sure how it would work.
But you don't want to optimize.
Slim Jim |
I'd say at *least* a quarter of the time we have combat in areas that doesn't have a whole lot of maneuverability. 5' step may work a few times, but then backed against a wall or have an ally behind blocking me.The nice thing about being a dwarf barbarian is that you have a LOT of hitpoints. I've actually beaten low/mid-level opponents to death with my fist after they crowded me -- no gauntlet, no spikes, no Improved Unarmed Strike, and giving them a free AoO with each punch.
Fighters are supposed to be the meat shield, especially in a smaller group.
On occasion (such as eating a x3 crit dropping me to 1hp while not being in a position to disengage from melee without tempting enemy AoOs), I have had to deploy the following trick:
- drop polearm
- deploy light quickdraw shield (free action)
- go on Total Defense
...this is an immediate pick up of 5+(shield enhancement bonus) to AC.
But, out in the open, I could see the appeal. Especially in a formation.
The other benefit of polearms is that you don't have to eat AoOs to engage reach-monsters. (Stupid assassin-vines.)
Guzzle an Enlarge potion, and you control a 50' span of real-estate.
And yeah, I'm going to be hurting without a missile weapon. Unfortunately, at 1st level, there isn't a whole lot of funds available.
Slings and javelins are pocket-lint, and will get you by for awhile.
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karlbadmannersV2 wrote:So if you're not worried about optimization what type of feedback are you looking for?There's been several ideas above that I have found intriguing. The feedback I've gotten on here has given me plenty to think about. I appreciate it because it helps me see the possibilities I've either overlooked or hadn't considered. And, in some cases, reveals things I didn't even know about. Like the feat Barroom Brawler. It's one I would never have even considered...
You are so absolutely dipping barbarian if you're going to be a Barroom Brawler. It's like a veritable requirement.
(Drunken Brute archetype complements the theme and saves on having to take the trait Accelerated Drinker to accommodate your Enlarge potion-addiction; also stacks with Savage Technologist archetype if you prefer gaining dex/ac instead of con/hp while raging.)