What do you think of this fighter?


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Human 2-weapon Fighter 20lvl
Hp 324
AC 44(49)(10+10 celestial armor+8 dex+10(2 ring’s of protection)+5(clock of resistance)+1 dodge (+5 when full attack))
Str 28(16 +2 +2 +2+6+2wish)
Dex 28 (15+2+2+6+3wish)
Con 30 (15 +2 +2+6+3wish)
Int 10
Wis 10
Cha 7
Attack 2 speed keen vorpal mstrwrk short swords+1(from wish) (37/37) from haste/37/37/37/37/37/32/32/27/27/22 1d6+9/2d6+18 17-20/ vorpal
Belt of physical perfection +6, boots of speed 3 rings of 3 wishes, lavender/green ellipsoid ioun stone (Absorbs spells of 8th level or lower), ring of invisibility, hand of glory, ring of protection X2 +5

Defensive flurry+5, twin blades, double strike, improved Balance, equal opportunity, perfect balance, deft doublestrike, double defense
Feats: Dodge, 2-weapon fighting, power attack,cleave, weapon focus (short sword), double slice, mobility, sidestep, imp. Sidestep, two weapon fighting greater, two weapon fighting improved, weapon focus greater, improved inititave, death from above, wind stance, lightning stance, weapon finesse, piranha strike, toughness, diehard, godless healing,


sorry if it is incorrectly formatted.


Before I build a character, I ask myself, "What am I trying to accomplish?" Without that information, I can't even begin to optimize.

So, what are you trying to do? Be as specific as possible. Remember that there is a combat and non-combat portion of the game.

I do want to point out that two speed weapons will not grant you two additional attacks. You can only benefit from one speed weapon. That's ok because you can either spend that +3 bonus on something else or bank the money.

Also, I would consider building the character at several different levels to make sure it's playable throughout the campaign unless you are only going to need it for the level you are building (in this case level 20). It doesn't do you any good to build a level 20 character if you have to play it from level 1 on up and it won't live to see level 2.

With a two-weapon character you don't have to go for as many attacks as possible. To be honest, you don't have to go for two-weapon fighting either. You only need that if you want more attacks and to reduce your penalties. You can have a two-weapon fighter that has 5 attacks per round and doesn't use two-weapon fighting or even uses light weapons.


I was creating a character based around vorpal at first (might change my weapon to a better crit chance one) Since I have so many attacks I decided to get power attack to deal more damage/get important feats for latter. I did not know about the speed limitation ): I was going two weapon fighting for extra ac


I'll try to work on earlier versions of the fighter, also since you said I only could have one speed weapon, but how does that work with boots of speed, I'm guessing that does not stack.


Pathfinder Battles Case Subscriber

also, the two rings of protection +5 do not stack and the cloak of resistance does not confer an AC bonus, but a saving throw bonus


oh thanks obi wan shinobi.


So some things to keep in mind:

1) It doesn't matter what your crit range is if you are focused on Vorpal. Vorpal only triggers on a Natural 20 and then you have to confirm the crit. So the best feat for that is Critical Focus.

2) If you want to increase your AC with two weapons, then you should make one of them a defending weapon. Since you can't use two speed weapons anyway, make the offhand weapon a +5 defending guardian dueling short sword. You will want it to be +5 so you have as much of a bonus to play with as possible. I wouldn't put anything else on the off hand weapon unless absolutely necessary. You can use it strictly as a defensive weapon (you still need to attack with it but you don't have to put offensive abilities on it).

3) When asking for advice on how to optimize something, let us know which books are available, any house rules, and the point buy you are using (or method of die rolling). The more information we have the more reliable we can be. I may have already given you advice you can't use.

4) Vorpal must be on a slashing weapon. Short swords are piercing.


ok so 139k more to spend


ok, well I've learned a lot about why I do badly, I need to read things fully


pfsrd is all usable


Theos Imarion wrote:
I'll try to work on earlier versions of the fighter, also since you said I only could have one speed weapon, but how does that work with boots of speed, I'm guessing that does not stack.

That is correct. Multiple haste effects won't stack. And that's something to keep in mind as well. If adding speed costs you a lot of money, you may be able to save money by getting boots of speed (multiple pairs you can trade out), full plate of speed, wand of haste (for the wizard to use or you can put ranks into UMD), etc.


with +5 defending I have 47k since I removed the cloak of resistance and I will change my weapons to Sai


Well since I want the celestial armor I'll go with wand of haste or boots of speed


Sai's are blunt weapons, and vorpal only works on piercing or slashing weapons.


wand of haste


Whoops ment kukri


The boots are better. The wand is really expensive and it cuts into actions economy in several ways.

It is a standard action to use the wand.
If the want is in your hand then you are not holding a weapon in that hand.
Putting the wand away is a move action, and drawing the weapon out in its place is another move action unless you have quick draw. You could drop the wand on the ground as a free action, but if a bad guy has UMD, and he picks it up then he might use it.


wraithstrike wrote:

Sai's are blunt weapons, and vorpal only works on piercing or slashing weapons.

Slashing only according to the PRD. There are plenty of slashing only weapons to grab. If it we me, I would consider focusing on a one-handed slashing weapon for my primary attack and the other weapon just needs the defenses added to it. It would depend on the campaign and what other things I wanted to do.


I did not read the parenthesis.


should I wield a nine ring Broadsword and a kukri instead of 2 kukri?


ok so wands of haste


should I get 2 kukri and not focus on vorpal but crit feats instead?


If you want to be the guy who deals a lot of damage while wielding two weapons then critical hits are probably better. If you want to be the guy who chops off heads, then you need vorpal. You can do both.

I wouldn't take the two-weapon fighter archetype though. I would take mobile fighter. This way you can get more attacks in if you move.

I would also look into ways to grab feats with cash so I could use my feats for other things. Scabbards of keen edges are only 16k each and they allow you to keen your weapons 3/day.

Is there a reason you want the celestial plate? It's a fine armor but I don't like to be restricted when I build my characters. If something needs to go to have something nicer, I am more than willing to make adjustments.


I get a good ac bonus, flight and high dec to ac, and dang mobile fighter is good.


*dex


K I'll look into changing feats


Before we go too far, what level game are you bringing him into?


none as of know although when I do use him probably first level


I thought maybe ding this would teach me a lot about why I do badly beyond dice having it in for me.

Dark Archive

Its not really a good idea to build your character at 20th level if you are going to start him at fist level.

There are a whole lot of things that will go on which might inspire or change your concepts between first and twentieth levels.

Unless the game is purely mechanical and you know all the gear or items you will have and get things change and are fluid.

I would hate to know what my character will look like at 20th level when I am just starting out. It kind of takes the fun out of the game.


Ok I'll keep that in mind although I imagine he would have power attack and T-weapon fighting, and imp. initiative as his 1st lvl feats.


At level 1 you can probably forgo power attack. It's a good feat but you will probably deal enough damage already without needing to deal a few more points. I would take either dodge or weapon focus. The extra AC is always nice and counteracting the two-weapon penalties any way you can is also nice.


ok then weapon focus, also since I'm going 2 kukri and getting a lot of crit feats I'd probably forgo power attack, instead getting stuff like stunning critical


Falcata or Saw-toothed Sabre are great for TWF/Crit builds as well.

Just cost an exotic feat.

Falcata 1-6/1-8 19-20/x3 crit

Sawtooth Sabre 1-6/1-8 19-20/x2

Description: A sawtooth sabre may be used as a Martial Weapon (in which case it functions as a longsword), b ut if you have the feat Exotic Weapon Proficiency (sawtooth sabre), youtreat the weapon as if it were a light weapon for the purpose of two-weapon fighting—the sabre remains classified as a one-handed melee weapon for all other purposes.

Thus you can dual wield them. Yup, they're 19-20 crit range, but, the x3 multiplier for the falcata and the ability to use two sabres, kind of make up for it, when they're keen, or you have improved crit, to drop it to 17-20 (20% chance), those harder hitting crits can make a difference.

20% chance of 3d8+3xSTR (falcata) or
20% chance of 2d8+2xSTR in each hand (sabre) or
30% chance of 2d4+2xSTR (kukri)


Well, overall i would say that you need to re read all of the rules before rebuilding this character. Not being mean but you have made a lot of mistakes.

Piranha strike and power attack are mutually exclusive, you can only use one or the other, other people have mentioned some of the other mistakes but i would suggest working through the build again yourself and attempting to correct the mistakes yourself so you can learn more about the system and rules in use.

If you want optimisation advice post what books are available, what you are trying to do, and any limitations you want to put in (eg. i can use any paizo book, nothing third party, i want to make a twf with loads of vorpal threats and i don't want to multiclass).

optimising a 20th level character is hard work as well, start of slow and work your way up, optimise yourself a two weapon fighter for level 7 or 12 or 17 as they are the big change levels for fighters (base attack bonus iterative attacks or big feats coming online) and always try to build in some redundancy like the critical focus chain for the kukri fighter trying to vorpal (critical focus helps you confirm your vorpal hit).


the psfrd is avalible but not psionics.


I'm a bit tired and not really in a mood to build characters. I'm going to come back to giving advice tomorrow. Take this time to read up on the combat section of the CRB.

Grand Lodge

Pathfinder Adventure Path Subscriber
Theos Imarion wrote:

Human 2-weapon Fighter 20lvl

Hp 324
AC 44(49)(10+10 celestial armor+8 dex+10(2 ring’s of protection)+5(clock of resistance)+1 dodge (+5 when full attack))
Str 28(16 +2 +2 +2+6+2wish)
Dex 28 (15+2+2+6+3wish)
Con 30 (15 +2 +2+6+3wish)
Int 10
Wis 10
Cha 7
Attack 2 speed keen vorpal mstrwrk short swords+1(from wish) (37/37) from haste/37/37/37/37/37/32/32/27/27/22 1d6+9/2d6+18 17-20/ vorpal
Belt of physical perfection +6, boots of speed 3 rings of 3 wishes, lavender/green ellipsoid ioun stone (Absorbs spells of 8th level or lower), ring of invisibility, hand of glory, ring of protection X2 +5

Defensive flurry+5, twin blades, double strike, improved Balance, equal opportunity, perfect balance, deft doublestrike, double defense
Feats: Dodge, 2-weapon fighting, power attack,cleave, weapon focus (short sword), double slice, mobility, sidestep, imp. Sidestep, two weapon fighting greater, two weapon fighting improved, weapon focus greater, improved inititave, death from above, wind stance, lightning stance, weapon finesse, piranha strike, toughness, diehard, godless healing,

a few things to start

1) Max magic bonus for armor is +5 although you can add another +5 in other goodies...like free breath of life 1/day or energy resistance or fortify.

2) Ring of protection wont stack with another ring of protection. Try ring of displacement or ring of regeneration.

3) Cloak of resistance is a must, however, it is for saves not ac.

4) Headband, you do need Wis for will saves so you don't turn on your party.

5) Kukri's are a good choice. Make then +5 and you won't have an issue with DR. Make one of them menacing to give you and allies an extra +2 hit for flanking. Haste and speed don't stack so drop speed and keep the boots...unless your DM will let you make a vest of haste or something then pick up stride boots. Oh, and vorpal will be nice when you roll Nat 20 but good luck with that. So ya drop vorpal for burst energy of some kind or holy or bane.

6) You might think ring of invisibility is good...but its not. By the time you can afford it mobs will see you anyway. As for ring of 3 wishes boosting your stats, that seems solid but expensive.

7) Ione stones. Get a bunch of them. Dusty rose and cracked dusty rose stack for ac, there is one for not needing air and another for food. All kinds of goodies here so check it out...you can have as many as you want and implant them in your skin too.

8) Your a fighter...why do you not have gloves? APG has dueling gloves that boost fighter abilities. Oh and remember haste only gives you 1 extra attack not 1 per weapon or bab step...just one.

9) You can do better than hand of glory...think natural armor.

10) You must be able to fly. And take a bow.

11) cleave is a trap. forget you ever thought about it.

12) I know you are on this AC kick but at high level mobs don't care what your AC is. Last game I was in the 50 ac T-Rex got hit almost every round but the 7 AC barb got hit far less despite being the subject of many more attacks. But that is a trick for another day.

13) piranha strike doesn't stack with power attack so drop it and finesse. godless healing...waste of time. tell your cleric to do his job and heal you and buffs are nice too. Diehard is ok at best but death from above is just silly. Not sure what you are don't with sidestep. As for wind/lightning stance, why? If you more more than 5ft you only get one attack...no matter what you do. Sidestep doesn't help. and if you run away you certainly aren't killing things. There are better things to do with your feats like improved crit.

14) Weapon spec!

Hope this helps


wow thank's TheGuyOverTheir, which crit feats should I get?


revised, still have 114000 gp
Human 2-weapon Fighter 20lvl
Hp 324
AC 33(37)(10+10 celestial armor+8 dex+5(1 ring’s of protection) dodge (+5 when full attack))
Fort 27 12+10+5
Ref 20 6+9+5
Will 11 6+0+5
Str 28(16 +2 +2 +2+6+2wish)
Dex 28 (15+2+2+6+3wish)
Con 30 (15 +2 +2+6+3wish)
Int 10
Wis 10
Cha 7
Attack 2 keen mstrwrk kukri (1 flaming burst 1 icy burst)16-20/X2 (+1(from wish) (36/36) from haste/36/36/36/36/36/31/31/26/26/21 1d4+10+1d6(1d10)
Belt of physical perfection +6, boots of speed 3 rings of 3 wishes, lavender/green ellipsoid ioun stone (Absorbs spells of 8th level or lower), hand of glory, ring of protection +5, celestial armor, cloak of resistance +5, ring of evasion,

Defensive flurry+5, twin blades, double strike, improved Balance, equal opportunity, perfect balance, deft doublestrike, double defense
Feats: weapon proficincy(kukri), 2-weapon fighting, weapon focus (kukri), double slice, mobility, two weapon fighting greater, two weapon fighting improved, weapon focus greater(kukri), improved inititave, death from above, wind stance, lightning stance, weapon finesse, toughness, diehard, critical focus, bleeding critical, stunning critical, critical mastery


I haven't looked it over in detail but at first glance, you can't have magical enhancements on weapons unless the weapon already has a +1 bonus. Being masterwork isn't enough.

You also don't need the hand of glory. I would drop the rings of wishes honestly. That's just me though. I also don't see the Endurance feat, which is a prerequisite for Diehard. I don't think you need Diehard anyway. You've got a lot of hit points already. I would look for something that gives you a miss chance so that you simply don't get hit as often. Even raising AC is only going to help so much.

Look at it this way: let's say that you are fighting a an ancient red dragon (CR 19). It's going to hit you 95% of the time already. A cloak of minor displacement changes that to 76% of the time. A cloak of major displacement changes that to 47.5% of the time. Even if you are defensive and have that 37 AC, the dragon will normally hit 90% of the time, 72%, and 45% respectively. Miss chances can be a way to go.

Also, remember that you want to do more than hit things. Take some feats that help you either with defense (Iron Will for example) or help you out of combat (skill affinity feats and cosmopolitan for example).

I still think you would be better with a mobile fighter instead of a two-weapon fighter. You can still use two-weapon fighting but you will get more attacks and still be able to move.

This is a preliminary build that I would start with. It still needs work but it can get the job done.

Spoiler:

UNNAMED HERO CR 19
Male Human Fighter (Mobile Fighter) 20
NN Medium Humanoid (Human)
Init +18; Senses Perception +33
--------------------
DEFENSE
--------------------
AC 35, touch 23, flat-footed 27. . (+12 armor, +8 Dex, +5 deflection)
hp 224 (20d10+100)
Fort +16, Ref +14, Will +12
Defensive Abilities Agility; DR 5/&#151;
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +2 Speed, Vorpal Adamantine Kukri +23/+23/+18/+13/+8 (1d4+25/15-20/x2) and
. . +3 Defending, Dueling, Guardian, Vorpal Silversheen Kukri +24/+19/+14 (1d4+26/15-20/x2)
Special Attacks Fleet Footed (4/day), Leaping Attack +4, Rapid Attack, Whirlwind Blitz
--------------------
STATISTICS
--------------------
Str 18/24, Dex 20/26, Con 13/19, Int 10/16, Wis 12/18, Cha 8
Base Atk +20; CMB +27; CMD 50 (52 vs. Disarm52 vs. Feint)
Feats Acrobatic, Acrobatic Steps, Bleeding Critical, Cosmopolitan: Perception, Knowledge (Arcana), Critical Focus, Double Slice, Greater Two-weapon Fighting, Greater Weapon Focus: Kukri, Greater Weapon Specialization: Kukri, Hammer the Gap, Improved Critical: Kukri, Improved Initiative, Improved Two-weapon Fighting, Iron Will, Nimble Moves, Penetrating Strike, Power Attack -6/+12, Skill Focus: Perception, Toughness +20, Two-weapon Fighting, Weapon Focus: Kukri, Weapon Specialization: Kukri
Traits Jenivere Crew: Acrobatics, Reactionary
Skills Acrobatics +35, Climb +6, Diplomacy +19, Escape Artist +7, Fly +31, Knowledge (Arcana) +26, Knowledge (Dungeoneering) +26, Perception +33, Ride +7, Stealth +27, Swim +6
Languages Common, Draconic, Dwarven, Elven, Giant, Infernal
SQ Armor Mastery (Ex), Armor Training 2 (Ex), Ring of Evasion
Combat Gear +2 Speed, Vorpal Adamantine Kukri, +3 Defending, Dueling, Guardian, Vorpal Silversheen Kukri, Celestial Plate Armor; Other Gear Belt of Physical Perfection, +6, Cloak of Displacement, Major, Headband of Mental Prowess, INT & WIS +6: Fly, Diplomacy, Manual of Gainful Exercise, +2, Ring of Evasion, Ring of Protection, +5
--------------------
TRACKED RESOURCES
--------------------
Fleet Footed (4/day) (Ex) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
Agility +5 (Ex) +5 save vs. Paralyzation, slowing, or entangling
Armor Mastery (Ex) DR 5/- while wearing armor
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Fleet Footed (4/day) (Ex) Always take 10 on acrobatics checks, sometimes take 20 on acrobatics checks.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Leaping Attack +4 (Ex) +4 to hit and damage if you move at least 5' before attacking.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Penetrating Strike Ignore up to 5 points of DR/?.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Rapid Attack (Ex) May move and full attack (except for highest BAB attack).
Ring of Evasion
Whirlwind Blitz (Ex) Full attacks and the Whirlwind Attack feat are standard actions.

I don't have his attack bonuses or damage where I want them. His saves are also lower than where I would like them. I didn't spend hardly any time working on his gear. I just threw some stuff on him. Honestly though, if I was going for the cloak of displacement I would consider dropping the celestial armor and going for another way to fly. Winged boots are cheaper. The only issue with that is that true seeing will ignore the cloak.


My lvl. 1 fighter, what do you think?
lvl. 1
HP 12
AC 18(10+2dex+6armor(chainmail)
Fort 3(2+1)
Ref 2
Will 0+1vs fear
Str 18 (16+2)
Dex 15
Con 15
Int 10
Wis 10
Cha 7
Attack: 2 kukri +3/+3 1d4+4 18-20
Feats: weapon proficancy (kukri), 2-weapon fighting, double slice
skills climb+8, acrobatics +3


I would drop double slice at this level and take toughness or improved initiative.

Also, don't worry about Climb. Put those points into Perception. You're climb skill is a non-issue. Grab some rope and some pitons and you can climb just fine.

Are you using an archetype or just the standard fighter?


ok then imp. initiative it will be.

Grand Lodge

Pathfinder Adventure Path Subscriber
Theos Imarion wrote:
wow thank's TheGuyOverTheir, which crit feats should I get?

Bleed dmg is hard to stick at high level so you may want to stay clear of bleeding crit. Also assume mobs will always save. I suggest picking crit feats with this in mind. With that you may want to try Exhausting, Blinding, or Stunning.


thanks

Dark Archive

Xaaon of Korvosa wrote:

Falcata or Saw-toothed Sabre are great for TWF/Crit builds as well.

Just cost an exotic feat.

Falcata 1-6/1-8 19-20/x3 crit

Sawtooth Sabre 1-6/1-8 19-20/x2

Description: A sawtooth sabre may be used as a Martial Weapon (in which case it functions as a longsword), b ut if you have the feat Exotic Weapon Proficiency (sawtooth sabre), youtreat the weapon as if it were a light weapon for the purpose of two-weapon fighting—the sabre remains classified as a one-handed melee weapon for all other purposes.

Thus you can dual wield them. Yup, they're 19-20 crit range, but, the x3 multiplier for the falcata and the ability to use two sabres, kind of make up for it, when they're keen, or you have improved crit, to drop it to 17-20 (20% chance), those harder hitting crits can make a difference.

20% chance of 3d8+3xSTR (falcata) or
20% chance of 2d8+2xSTR in each hand (sabre) or
30% chance of 2d4+2xSTR (kukri)

This is really poor advice for a damage-oriented build. The extra -2 penalty that you take for NOT using a light weapon in your off hand makes falcatas and sawtooth sabers a very bad option for a TWF character.

Stick with 2 Kukris - and pick up Weapon focus at first level, rather than Improved Init. Two Weapon Fighters don't need to go first: if your enemies beat you in initiative and charge you, you get to return the favor by hitting them with a full attack.

Try something like this:

1) Exotic Weapon Prof: Kukri, TWF, Weapon Focus
2) Toughness
3) Power Attack (Armor Training)
4) Weapon Specialization: Kukri
5) Iron Will; Weapon Training
6) Improved TWF
7) Double Slice (Armor Training 2)
8) Greater Weapon Focus: Kukri
9) Improved Critical; Weapon Training 2
10) Improved Iron Will
11) Two Weapon Rend; Armor Training 3
12) Greater TWF


thanks, but double slice so late?

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