Critique my Build: 2H fighter with wolf companion


Advice


Hi Community. It's been a while since I last posted but I've extensively read what was posted on several topics. Happy to see it's still so active :-)

Ok, so this time I'm on a (quite) simple concept and not looking after a perfectly optimized build.

Lothar is a not very talkative, taciturn and to the extreme kinda sociopath human fighter raised by a pack of wolves.

Alignement : Lawful Neutral
Race : Human
Class : Fighter (all along, not willing to multi)
Archetype : 2H fighter

Traits : Beastkin, +1 still to be chosen
Drawbacks : Scarred (RP interest, while he was young, another wolf pack attacked his own pack and he was badly injured by enemy pack alpha)

Feat progression
1: Natural Soul, Wpn Focus : Falchion (fighter feat), +1 still to be chosen
2: Power Atk (fighter feat)
3: Defiant Luck
4: Wpn Specialization (fighter feat)
5: Animal Ally (wolf)
6: Arcane Strike (fighter feat, thanks to Beastkin)
7: Boon Companion
8: Improved Critical : Falchion (fighter feat)
9: Inexplicable Luck
10: Gr Wpn Focus (fighter feat)
11: Monstrous Companion (maybe to switch to winter wolf, not sure)
12: Gr Wpn Specialization (fighter feat)
13: Bestow Luck
14: Martial versatility (fighter feat)
15: Surge of Success
16: Martial mastery (fighter feat)
17: +1 still to be chosen
18: +1 still to be chosen
19: +1 still to be chosen
20: +1 still to be chosen

I plan on using Falchion (and crits) till very late levels (19+) and then switch to scythe, getting back all bonuses thanks to human feats.

I plan to fight as a pair with wolf (feat selection note done yet but maybe aim for one or two teamwork feat such as outflank or paired opportunists)

I think I may invest in Vital Strike chain as we often get rounds where mobility interferes with full attacks.

Going critical feats, I may select Bleeding Criticals.

All feedback on these small notes will be welcome :-)


Not talkative, taciturn and extreme kinda sociopath is asking to be left out of half the game (especially as a fighter, who's unlikely to be able to contribute to a lot of out of combat problem solving). I don't recommend that line of roleplaying.

Speak with animals as a spell-like ability is not the same as an arcane spellcasting caster level. It does not enable arcane strike.

Your offence is solid but your mobility is low (vital strike would help there but only a little) and your saves are likely so-so. That's not impossible to work with, but remember to get magic items or something to patch those when you can. That may involve a few hard choices because you have a wolf to equip as well.


First, Two-Handed Fighter is pretty weak, as it doesn't really help with any of the Fighter's weaknesses. I would suggest Mutation Warrior - not only does it increase your damage, it also grants Flight, all without touching Weapon Training or Bravery, which is needed for...
Second, you aren't using any Advanced Weapon Training. The main standouts are Warrior Spirit, which grants temporary weapon enchantments (inlcuding Bane or Training) and Armed Bravery, which helps patch up the will save (I'd also take Iron Will, to be honest).

zerion69 wrote:
Arcane Strike (fighter feat, thanks to Beastkin)

Unless your GM grants you an exception, this doesn't work - having a spell-like ability does not count as being able to cast spells.

Remember that wolves are highly communicative, social animals.

---

Purely out of interest, why weapon-based Fighter? The backstory sounds more fitting for either a companion class, or a natural attack build.


I would go with Eldritch Guardian, and Mauler Familiar instead of animal companion (if you want to stick with fighter). But yes, Two Handed Fighter is a sub optimal way to go if you want a Two Handed Weapon fighter.


By default spell like are arcane unless they do not exist on arcane spell lists. Or by RAI and not RAW, should be divine.

True, it's a point I'll have to check with DM.

I haven't published magic item intent as I'll to handle with what I will loot. One or two items will be precious for a fighter build, including this one, others can be more common. For now, I'm just designing the character's "skeleton".

@Dekarlord : recently, we had a Mutation Warrior in another. He butchered 4 players by falling under enemies control. Last time he died during a fight, we were not "in a mood" to raise him. Since then, this archetype is not very popular in my group :-)

True, I totally forget Advanced Weapon Training. I will correct and yes Warrior Spirit is in mind. Armed Bravery is impossible with this archetype.

I was about to take Iron Will too.

@Lelomenia : I'll check Eldritch Guardian. I was more on a "natural/wild" concept than a magical one.

Thanks all for your feedbacks ! Much appreciated.

Sovereign Court

You could go Fox for Eldritch Guardian. Maybe refluff to wolf. The only 'magical' aspect of Eldritch Guardian is that it has a familiar and different skills (perception, spellcraft, use magic device vs intimidate, ride, swim). It also gets a slightly better 'bravery' as it applies to Fear and Mind-Affecting instead of just Fear... but doesn't technically have Bravery anymore so the Advanced Weapon Training and some feats don't apply.

Mauler gets you a medium sized familiar and Maulers Endurance for +2 HP/level, but Protector lets you keep it alive easier since the Shield Master goes both directions.

If you wanted to really mix up the wild/pack fighter aspect, consider Kitsune and Fox Shape. Since your Familiar gets all off your combat feats, you are basically doubling up on the effectiveness of your natural-style feats. If you are going with Protector, you may consider doubling down on on being a dex fighter to share all that too.


Zerion, your link to Sean's post is less official than the FAQ Derklord linked, and also the later ruling is usually treated as the current one (which is Derklords, again).

One other natural but not magical option is the wild child brawler. It's not a powerhouse but the flavour match is perfect. Also you might want to try out beastmaster style.

Dark Archive

honest feedback?

Its a meh. Middling damage, bad no versatility, standard edgelord/lone wolf meme character.

maybe if you'd gone with improved trip and the teamwork feat to boost trips, at least it'd have a theme with the wolf having trip

as noted above, you don't qualify for arcane strike (there WAS a window of time that things worked the way you said, but that was a small window long long ago)


Okay, was not aware rule about Arcane Strike was re-re-done.

Anyway, I don't understand why Two Handed Fighter is so weak to you all ? I read several guides on the subject, all pointing damage output with this archetype (actually STR x2 instead of x1,5 and PA x4 instead of x3)

I understand lack of mobility in my building that I should "correct" with Vital Strike chain for instance and an oversized falchion for instance.

I also understand my Will save will be low and I must "correct" it too.

Level 19 ability, as I planned to switch to a scythe, is more or less a "move and kill" every round (I estimated I would be +40 to hit and 220+ dmg). Not on very big mobs sure like giants and dragons. Mass damage might not suffice.

Should I go with a "basic" fighter to get a more balanced fighter then ?


At level 19 even 220+ damage probably isn't a move and kill, judging by the CR 17+ monsters (mean CR 17 HP is 276). Vital strike adds little to this - it really isn't a great solution to fighter mobility, especially on a fighter without armor training. 20' move and then one-and-a-bit attacks isn't that effective.

Advanced armor training and advanced weapon training are good enough that many fighter archetypes that lose armor or weapon training are unimpressive. Maybe your guides were written before AWT/AAT came out? The other problem is that fighters at mid to high levels have to work hard to make their full melee attacks actually happen. Many mid-high level enemies will have mobility, lots of reach, ranged attacks, spells etc.


I was going to say, Vanilla Fighter, taking full advantage of AAT and AWT, with the proper selection of traits to assist saves and essential skills...

Combat Reflexes and Bodyguard will provide a greater benefit to the party, and be online way sooner, than Bestow Luck as far as actually helping the people around you... nevermind Cut/Smash From the Air combined with any weapon (reach is nice) and Disruptive/Spellbreaker/Teleport Tactician...

Vanilla Fighter, Greatsword, Worship Gorum, Divine Fighting Technique/Vital Strike, Power Attack/Furious Focus/Improved Bullrush/Rhino Charge... every alternative racial feature and trait possible to make you not suck when not chopping things to bits...

Damage comes naturally, almost by accident, open your mind... have you thought about Aid Another... or Dazzling Display...? Helping the party in literally any other possible way besides damage alone?

Humans can replace Skilled with Imposter-Wary... max ranks in Sense Motive... probably want some Wisdom for your Will saves anways... maybe you went Charisma for Intimidate and UMD (obviously take a trait), throw around Dazzling Display to debuff the enemies... that's fine, too... replace Skilled with Low-Light Vision... replace your Bonus Feat with Skill Focus Intimidate AND Perception AND Use Magic Device...


i would switch the flachion for a nodachi.

both are Martial weapons but it's superior in every way and cost less.
and as a pole-arm you can use it with a heavy shield if you grab shield brace feat (which need shield focus first) getting you at least 3 more ac (and more if you get a magical shield). if you do, make sure to get darkwood or mithril shield to avoid penalties to attack.

ever since ultimate equipment got out the only ones who should use a falchion are non-martial half orcs or some1 who found a named unique magical falchion.


zza ni wrote:

i would switch the flachion for a nodachi.

both are Martial weapons but it's superior in every way and cost less.
and as a pole-arm you can use it with a heavy shield if you grab shield brace feat (which need shield focus first) getting you at least 3 more ac (and more if you get a magical shield). if you do, make sure to get darkwood or mithril shield to avoid penalties to attack.

ever since ultimate equipment got out the only ones who should use a falchion are non-martial half orcs or some1 who found a named unique magical falchion.

Nodachi is an eastern weapon and still read like that in our group. And it's a very rare weapon in non custom made and/or non eastern campaigns. That means, should I want to buy or upgrade that weapon, I'd better get proper feats to do so.

I agree, technically it's a better weapon than falchion.
On a RP point of view, we found falchions (including magical and named/unique) far more frequently :-)

I never used polearm so I barely noticed Shield Brace. Good recommandation :-) Thank you


VoodistMonk wrote:
I was going to say, Vanilla Fighter...

Wow, that's recommandation so I'll try to get a point by point answer :

- I get the point with AAT/AWT and will see what comes out

- Combat Reflexes has always been a bad choice in my practice, with the exception of CAGM barbarian of course. How often are you in position to land more than 1 AoO in a round ? And have invested enough to get these 2 AoO

- Bodyguard and then I see the synergy with previous feat. Interesting but as we play we rarely fight side by side. We prefer flanking position or we are splitted due to spread fight

- Human luck chain feats, of course ! Great chain

- Disruptive/Spellbreaker/Teleport Tactician is a too feat intensive chain for our practice : melee in our group are usually efficient in close combat and DMs know how to use summoned critters, henchmen and environnement... or flying to avoid like plague melee for their casters. When we get in range for melee, usually, it's the end of the fight for the caster in one or two rounds

- Worship Gorum is not available, we got our own pantheon for about 30 years now but I get the idea :-)

- Vital Strike chain is a feat chain I learned to hate by the past as not being efficient at first reading. I'm changing my mind but I still have to get good working (ie weapon with several dices + changing size effects)

- Furious Focus, of course ! Especially for mobility.

- Rhino Charge will be quite a niche in our gameplay.

- Aid Another is, as I feel it, a bit intensive to be efficient and costly (vs action economy) I may not see your point...

- Dazzling Display will rarely (not to say never) efficient : 1) our main DM is just lucky to a point it's just unaffair. He missed about one save every 20 rolls (good days for us) and he's not cheating.. 2) besides malus, I've never seen a real efficiency, within our group, of Intimidate builds. Usually these builds are feat intensive and when you get the whole chain you're close to mid-high levels when mind affecting effects are loosing efficiency due to protection / immunities

- Focused Study from Human is cool, I took it once or twice with previous characters.


avr wrote:

At level 19 even 220+ damage probably isn't a move and kill, judging by the CR 17+ monsters (mean CR 17 HP is 276). Vital strike adds little to this - it really isn't a great solution to fighter mobility, especially on a fighter without armor training. 20' move and then one-and-a-bit attacks isn't that effective.

Advanced armor training and advanced weapon training are good enough that many fighter archetypes that lose armor or weapon training are unimpressive. Maybe your guides were written before AWT/AAT came out? The other problem is that fighters at mid to high levels have to work hard to make their full melee attacks actually happen. Many mid-high level enemies will have mobility, lots of reach, ranged attacks, spells etc.

220+ (not counting dices) is from time to time a one shot kill as we play we massive damage optional rule. That means a critter with less then 440 (not counting dices) will have to pass a save. Once every three hits like that, enemy dies.

For mobility, we use a lot mithral armors and/or haste. And I frequently choose to use breastplate to avoid reducing too much my movement.

Again, I agree with AWT/AAT. I will try give it a try with a later post. I promise :-)

I was looking for pounce, as I was used to pounce with my barbarian, but it seems to be difficult to get it for a fighter.


Imma be real with you. I loathe the Two-Handed Fighter archetype. It's clunky, it only get passable at level 15, and people won't stop recommending it. You don't add the extra damage on attacks of opportunity, you don't add it on swift action attacks, and you don't add it on the first attack during a full-attack.

For the majority of your career, it's going to be a measly +2 or +3 dmg bonus. The archetype is honestly worse than Weapon Specialization before you get the increased Power Attack damage. Which takes a while.

zerion69 wrote:
I was looking for pounce, as I was used to pounce with my barbarian, but it seems to be difficult to get it for a fighter.

Indeed it is. Some fairly effective "pounce-like" options can be achieved by taking the Advanced Weapon/Armor Training options. But specifically pounce is hard to come by.

Heroic Interposition/Abundant Tactics:
Fighter levels:
7 Shield Brace/Unhindering Shield*, Advanced Armor Training: Armored Master**: Defended Movement (B)
8 Improved Initiative (B)
9 Barroom Brawler/AWT: Warrior Spirit, Advanced Weapon Training: Abundant Tactics

The trick revolves around getting more uses out of Heroic Interposition through the Abundant Tactics AWT. By using Warrior Spirit to add Training or flexing into the feat with Abundant Tactics you're exponentially adding to the uses per day. (Unlike the Brawler's Martial Flexibility, Barroom Brawler has no clause about temporary feats counting against the daily limit)

At level 9 with Barroom Brawler you could flex into Heroic Interposition as a move action, and you'd get three uses out of it during that fight. Then in the next fight you flex into it again, with a new pool of "uses per day", until your uses of Barroom Brawler (or Warrior Spirit AWT) runs out. You do want to get your hands on the Gloves of Dueling when possible.

Heroic Interposition is much more versatile than pounce as it can be done through allies, difficult terrain, and both the movement and positioning can be done as you like. So you immediate action move when an ally gets attacked, preferably by a ranged foe so that you walk up and get an AoO, and start your turn in a position to full-attack.

===

*Characters with Armor Training can skip the Shield Focus requirement for any Shield Mastery feat, so that isn't needed. Shield Brace/Unhindering Shield is only mandatory if you lack the free hand to carry a shield.

**If you lack Armor Training and wouldn't normally need Shield Focus, you might as well take Dodge and Mobility instead of Defended Movement.

Also. PFS Legal if you don't take Unhindering Shield or Warrior Spirit.

===

Coordinated Charge/Fighter's Tactics:
Fighter levels
8 +1 Teamwork Feat (B)
9 +1 Teamwork Feat, Advanced Weapon Training: Fighter's Tactics
10 Coordinated Charge (B)

A lot simpler, lasts the whole day, but requires more setup.

Immediate action charges means that you can both charge and full-attack in the same round. It works best with a companion or familiar that charges on your command, as you both need to secure ally charging and make sure that you charge a valuable target.

Normally this would be best achieved with a one-level dip into maybe Bloodrager for full BAB and a Valet Familiar. Then you wouldn't even need Fighter's Tactics.

===

As you've already decided on an animal companion option #2 can probably be squeezed into your build.


Wonderstell wrote:

Imma be real with you. I loathe the Two-Handed Fighter archetype..

Coordinated Charge/Fighter's Tactics

** spoiler omitted **...

True ! I was thinking about taking Fighter Tactics + Coordinated Charge, with Wolf companion

I know there can be better animal companion/familiar (especially with Mauler) than Wolf but, from a RP point of view I prefer to stick with Wolf. Familiar, even if going medium with Mauler, are fluffy pokemons more or less. Yes, they can be dangerous technically.

Options I consider for companion are
- Monstrous Companion : if going Winter Wolf (RP mainly) or Worg (3 nat atks)
- Evolved Companion : to add claws or other cool options

My strategy, by default is
- Base feats + Human feat = racial feats, companion and other shinny options
- Fighter feats = combat feats (base + extra adv armor / wpn training)

Some exotic feats are not available and I'm looking for build that makes sense from a RP point of view. And I'm forced to have a 100% autonomous character, we are used to play as a group for years now and we are quite efficient at that :-)


Cornugon Smash/Hurtful is a pretty easy combo for a Fighter to build toward.


I gave a try to AWT/AAT :

1: Natural Soul, Weapon Focus, Defiant Luck
2: Power Atk
3: feat/AAT : Master Armorer
4: Coordinated Charge
5: Animal Ally
6: Outflank
7: Boon Companion, AAT : Armored Juggernaut
8: feat/AWT : Fighter Tactics
9: feat/AAT : Armored Sacrifice, AWT : Armed Bravery
10: Improved Trip
11: Inexplicable Luck, AAT : Armor Specialization,
12: feat/AWT : Warrior Spirit
13: feat/AWT : Fighter's Reflexes, AWT : Trained Initiative
14: Furious Focus
15: (to be chosen), (to be chosen)
16: feat/AWT : Defensive Wpn Training
17: (to be chosen), AWT : Weapon Specialist
18: Greater Trip
19: (to be chosen)
20: (to be chosen)

- No Wpn Spe / Gr Wpn Focus / Gr Wpn Spe as it was small bonuses for what I was looking for ... but I will need to optimize damage still :-(

- "feat/A_T" = feat to get extra training

Armored Sacrifice will be used with spare wooden bucklers.
Weapon Specialist is in order to be able to switch to other weapon at higher levels if necessary


Lelomenia wrote:
Cornugon Smash/Hurtful is a pretty easy combo for a Fighter to build toward.

True. One interesting option with Intimidate.


zerion69 wrote:
recently, we had a Mutation Warrior in another. He butchered 4 players by falling under enemies control. Last time he died during a fight, we were not "in a mood" to raise him. Since then, this archetype is not very popular in my group :-)

Let me get this straight: You recently had a Fighter kill multiple PC due to a failed will save, and your response to that is to play a Fighter with an even worse will save?

zerion69 wrote:
Anyway, I don't understand why Two Handed Fighter is so weak to you all ? I read several guides on the subject, all pointing damage output with this archetype (actually STR x2 instead of x1,5 and PA x4 instead of x3)

Like I said in my last post, it doesn't really help with any of the Fighter's weaknesses.

It doesn't help fighting non-adjacent enemies, or flying/unreachable enemies, or hidden/invisible enemies, or swarms. Against will-save enforcing enemies it not only doesn't help, it actually makes the Fighter worse by preventing Armored Bravery. It doesn't help the Fighter be useful outside of combat at all.

It's not that the archetype has any abilities that are a downgrades compared to what they replace, it's that the archetype prevents replacing them with something better. Yes, Fighter is weird that way.


Derklord wrote:
zerion69 wrote:
recently, we had a Mutation Warrior in another. He butchered 4 players by falling under enemies control. Last time he died during a fight, we were not "in a mood" to raise him. Since then, this archetype is not very popular in my group :-)

Let me get this straight: You recently had a Fighter kill multiple PC due to a failed will save, and your response to that is to play a Fighter with an even worse will save?

zerion69 wrote:
Anyway, I don't understand why Two Handed Fighter is so weak to you all ? I read several guides on the subject, all pointing damage output with this archetype (actually STR x2 instead of x1,5 and PA x4 instead of x3)

Like I said in my last post, it doesn't really help with any of the Fighter's weaknesses.

It doesn't help fighting non-adjacent enemies, or flying/unreachable enemies, or hidden/invisible enemies, or swarms. Against will-save enforcing enemies it not only doesn't help, it actually makes the Fighter worse by preventing Armored Bravery. It doesn't help the Fighter be useful outside of combat at all.

It's not that the archetype has any abilities that are a downgrades compared to what they replace, it's that the archetype prevents replacing them with something better. Yes, Fighter is weird that way.

Yes, his Will was even lower than Will of this PC, beginning with a 7 WIS.

Anyway, I got your point on fighter weaknesses and using more AWT/AAT instead of archetype.

But then, how do I catch up with damage ? I mean with feat and abilities. I got it with items :-)

I gotta strange feeling that if I wanna address all fighter weaknesses, I'm up to paladin or ranger.


What are you looking to deliver to the table? Damage? Literally nobody cares. Damage will come by accident as your stats go up through leveling and items, those static bonuses just keep climbing... sure, take a feat or something to add more... or don't, it's your choice...

I have found that some of my favorite characters do not take anything that subtracts from accuracy... no Power Attack unless it is only taken as a prerequisite for something like Cut/Smash From the Air, no Deadly Aim unless I want Ranged/Ace Trip, no dumb $#!+ like TWF or Rapid Shot... opens up a lot of feats to actually provide the party with something besides a lump of meat that occasionally deals damage to things...

I don't actually see where you are lacking damage potential in a build focused on fixing weaknesses. Oh no, you are alive and in control of your character to possibly to attack the enemy. Oh no, you can actually get to the enemy with your own movement. Oh no, your attacks never miss now that you have moved closer to the enemy.

Meanwhile, the meathead that was d!ckh!gh for damages is already dead, or worse yet confused/dominated, can't cross difficult terrain to get to the enemy, and misses because of self imposed penalties once he finally arrives at his target...

"And it's sad..."
-Tom Green [Road Trip]

Dark Archive

VoodistMonk wrote:

What are you looking to deliver to the table? Damage? Literally nobody cares. Damage will come by accident as your stats go up through leveling and items, those static bonuses just keep climbing... sure, take a feat or something to add more... or don't, it's your choice...

I have found that some of my favorite characters do not take anything that subtracts from accuracy... no Power Attack unless it is only taken as a prerequisite for something like Cut/Smash From the Air, no Deadly Aim unless I want Ranged/Ace Trip, no dumb $#!+ like TWF or Rapid Shot... opens up a lot of feats to actually provide the party with something besides a lump of meat that occasionally deals damage to things...

I don't actually see where you are lacking damage potential in a build focused on fixing weaknesses. Oh no, you are alive and in control of your character to possibly to attack the enemy. Oh no, you can actually get to the enemy with your own movement. Oh no, your attacks never miss now that you have moved closer to the enemy.

Meanwhile, the meathead that was d!ckh!gh for damages is already dead, or worse yet confused/dominated, can't cross difficult terrain to get to the enemy, and misses because of self imposed penalties once he finally arrives at his target...

"And it's sad..."
-Tom Green [Road Trip]

i generally take power attack, but thats it on a melee. ususally take furious focus to off set the penalty

playing ranged i will almost always grab point blank/precise/rapid -shot and usually manyshot too

i actually had a moment in pfs, where everyone was confused, and i had a net wielding, shield slam using Witchguard ranger based around bodyguard. at one point in a game the entire group was confused. luckily i broke first, and used a net to restrain teh rogue and slammed them away, then danced with the archer knocking them prone, and chased down the BBEG who confused us.

my damage was never bad, but never felt the need for more. i didnt even bother with buffs. i was mainly there to guard others, but the damage did just pop up easily. i had power attack because it was easy enough to hit everything anyway, so i might as well kill it easier to protect the groups


I had a Dazing Channel Cleric with Selective Channel/Sacred Conduit/Improved Channel/Ability Focus and a Charisma that matched my Wisdom... but I used Adopted:Helpful/Aid Another/Battlefield Disciple/Combat Reflexes/Bodyguard almost every round, at least once per combat... probably used Aid Another more than I casted spells, even as a 9th level caster... I might have taken Weapon Focus as an actual offensive melee feat, maybe?... I think I have Point Blank Shot and a bow, too...

Point is, I had a very effective ace in my pocket, and all the right resources/investment to make sure it was very effective... used it maybe 3 times, when things got really bad... I used Aid Another, not even including Bodyguard, at least once EVERY time we had to roll initiative. Literally used it more than I found myself casting spells.

Casually giving someone a +5 AC and saving them from an otherwise guaranteed hit is legit... totally worth it, all the time... every time it works, that is... but it's just an AoO, so whatever...

Always having a way to contribute felt way better than occasionally saving the day with a Dazing Channel nuke. Doing more than just damage will make for a more rewarding gaming experience...


OK! I understand way better your recommandations. Actually, we have a different gameplay experience and that explains why I had trouble getting your recos.

Using Aid Another as I read the rules and except for some rare niche feats, is something you do frequently at close range or being adjacent to an ally. Within our group, we avoid like plague packing as it's a call for very frequent mass punishment (AoE mainly).

We use to play splitted on battlefield and with a shock and awe tactic. We try to hit fast and hard. Mainly because we often have to deal with ambushes and casters. And our GMs know quite well their job with spells... and about 80% of our adventures go up to level 16+, when spell effects count and hit hard, not always allowing a save or SR for resisting.

As we have to react quite fast, we try to prepare as much as we can before combat (or dangerous areas) and casters always keep spell slots for protecting fighters (I mean not just buff/protection, I mean immunity when we can as save DC can be crazy high sometimes).

Anyway, by reading "last/recent" books and forums, there's seems to have new usages of Aid Another actions I wasn't aware of so I spend a few time today searching and building around, using your recommandations. I got an idea of a new character highly focus on aid another. I will give it a try and may post it later to get feedback :-)


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
zerion69 wrote:

I gave a try to AWT/AAT :

1: Natural Soul, Weapon Focus, Defiant Luck
2: Power Atk
3: feat/AAT : Master Armorer
4: Coordinated Charge
5: Animal Ally
6: Outflank
7: Boon Companion, AAT : Armored Juggernaut
8: feat/AWT : Fighter Tactics
9: feat/AAT : Armored Sacrifice, AWT : Armed Bravery
10: Improved Trip
11: Inexplicable Luck, AAT : Armor Specialization,
12: feat/AWT : Warrior Spirit
13: feat/AWT : Fighter's Reflexes, AWT : Trained Initiative
14: Furious Focus
15: (to be chosen), (to be chosen)
16: feat/AWT : Defensive Wpn Training
17: (to be chosen), AWT : Weapon Specialist

I would recommend fitting in Cut from the Air, Smash from the Air, and possibly Combat Reflexes.

For a good two-handed trip weapon, both the hooked lance and scythe are martial weapons with a x4 critical multiplier. If the table isn't allowing a nodachi, the hooked lance may also not be allowed; a scythe is still good, it just doesn't have reach like the hooked lance. Since the feat progression above isn't focusing on the Critical Focus dependent feats that impose status effects, a keen hooked lance or a keen scythe can do about the same average DPR as an 18-20/x2 keen weapon (threatens a critical less often, but does more damage when it confirms).

I'd also recommend starting with the Birthmark trait and investing in a headband of inspired wisdom or headband of inspired resolve as soon as they are affordable.

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