
JDawg75 |

We will be starting a new AP this weekend, and I want to build a dwarven fighter. I see him as a front-line guy in plate mail with a two-handed weapon. I want to play a dwarf's dwarf, taking those cool dwarf traits and feats that I've wanted to for years.
For example, I will definitely take Steel Soul and Shatterspell. I'm also considering the cleave feats including Cleave Through, the Goblin/Orc/Giant cleave chain, cleaving finish etc. Only I'm not quite sure which of the cleave feats are the most useful as I haven't done a cleave build before, I just know that dwarves get exclusive ones.
Alternatively it might be simpler to just go the Vital Strike route paired with Gorum's Swordsmanship. I initially thought an axe would be thematic, but I can't deny the power of a charging greatsword paired with VS.
I love the idea of improving his move speed to at least 30'. It's been suggested to take a level in cleric with the Travel domain, which gives me +10 movement and Longstrider. I can live with that, as I could also take another domain like Liberation and a couple of cleric spells, but it would push back all my BAB-based and fighter-exclusive feats back by a level. Not the end of the world maybe, I dunno.
In terms of traits, definitely Glory of Old. I'm also considering Pathfinder's Focus, Totemist, Reactionary, Denial of Fate, Defensive Strategist.
I do have an interest in crafting my own armor, so I took the Craftsman racial trait and am looking strongly at Master Armorer.
I feel like I'm over-thinking, so recommendations are welcome.

Lelomenia |
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What AP is it? I would generally view Cleave as an occasionally useful thing, but too situational to be worth investing much in. Vital Strike is kind of in the same boat. Usually full attacks are just much, much better after you get iteratives. Cleave at least is nice at low level.
Looking at Dwarf specific things, the Dwarven Fury style feat chain looks kind of neat, though i’ve never used it.

JDawg75 |

The AP is Ruins of Azlant. I'll be taking Saltbeard and Aquatic Combatant to help. I don't think a guy in plate mail will do great in this campaign, hmm...
Not sure if we'll have time or resources to craft, but there is a campaign trait that reduces crafting time: "You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp)."
J

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I did several iterations of a Cleave build for my PFS “ball of GM credit.” I came to three conclusions:
1) It’s really only worth focusing on Cleave if you are going down the Goblin Cleaver/Orc Hewer/Giant Killer path. Otherwise you are left hoping the enemies are kind enough to stand next to each other.
2) A Cleave-focused build is very feat-intensive. Just getting to Giant Killer requires seven feats. And there are other feats you will want. Great Cleave for one.
3) if you are OK with all that, then the other thing you really need is reach. Lots and lots of reach. Because it is very disappointing to have spent all those feats and realize that because the enemies are 15’ apart your best option is still a regular full-attack.
The most powerful build I came up with was a “walking fireball” that at 11th level could move into the center of a group of enemies and do 12d6 damage to everyone in a 20’ radius. (Assuming he hit with the attacks.). Could have been 16d6 but PFS does not allow purchasing a large butchering axe. However the character would have very much been a one-trick pony. Absolutely everything was dedicated to getting to that point.

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Should clarify that the above is talking about a Cleave-focused build.
Just taking Cleave by itself is a pretty decent choice for a PC that prefers to make melee attacks. If you need to move and can't make a full-attack it gives you the chance to get two swings in. Positioning may not work out all the time, but when you're moving you can set yourself up right in a decent amount of combats.
I'm not a fan of Cleave Through unless you are going fairly deep into a Cleave build. At least Great Cleave. Even then you'll often have better options. The problem is with the 5' step.
Yes, the iteratives have a lower chance to hit. However if you only have Cleave (not Great Cleave) it's more attacks overall. And if you roll terribly on your first attack and miss that's the end of your action with Cleave. Two more chances with the iteratives.

Mightypion |
Is the elephant in the room ruleset on? If Yes, you are probably better off with whirlwind attack.
Vital strike benefits greatly from felling smash and greater trip, as this kind of allows 2 Attacks while vital striking (although the AoO you proc if you trip is not a vital strike).
It gets pretty expensive feat wise though.

DeZrog |

MultiClass Dip:
I personally prefer 1st level as Barbarian for the +10 movement speed and 12 starting hp... but then you're stuck wearing a Breastplate. You DO get other goodies for the Barbarian, though, including skills (Perception as a class skill)! If you want to go to L2 Barb, you also get uncanny dodge and a rage power (but it delays your Fighter feats), or go Invulnerable Rager archetype and get DR 1/-- at L2 Barb.
If you can use the Unchained rules though... things can get simpler for your combat calculations.
Racial Traits:
As a dwarf, I also like the alternate racial trait Rockstepper (instead of Stonecutting), to avoid very-annoying difficult ground in some situations. However, if your DM loves dungeons with stone traps, then you're forced into Stonecutting, pretty much.
If you want to Craft, take the racial trait "Craftsman" instead of "Greed" for the +2 to craft stone or metal items (like armor).
Another racial trait is Iron Within, which can be a better general (although 1/day) replacement for Hatred and Defensive Training, which are both very situational. Again, you might want to ask your DM for what kind of monsters you might be facing, and if he's thinking of a thematic-monster type of campaign.

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I don't actually need to worship Gorum to benefit from Gorum's Swordsmanship do I?
You do not. You do, however, have to be Chaotic Neutral. The version of the feat that appears in Weapon Master's Handbook (where Gorum's Swordsmanship is) is different than the version that initially appeared in Divine Anthology.
Although each deity’s divine fighting technique is primarily preserved and passed on by her faithful, worship is not required to learn one. Instead, these fighting styles simply require a certain manner of looking at the world and specific combat training.
Divine Fighting Technique (Combat) wrote:You have trained in the fighting technique of a deity.
Prerequisite: Same alignment as chosen deity.
Benefit: Select a deity. You can use that deity’s fighting technique and receive any benefit for which you qualify, as described in the Divine Fighting Techniques section below.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new deity’s divine fighting technique.
Anyone faithful to a deity can learn that god’s divine fighting style by taking the Divine Fighting Technique feat (see below).
Divine Fighting Technique (Combat) wrote:You have trained in the divine fighting technique of a specific deity.
Prerequisite: Must worship a single patron deity that has an established divine fighting technique.
Benefit: You can use your patron deity’s fighting technique and receive any benefit associated with that technique for which you qualify, as described in the Divine Fighting Techniques section below.

thorin001 |

In this AP you are going to spend a lot of time in the water. That means you will need to make swim checks. Also you need to use a piercing weapon or you will do no appreciable damage. If you do not plan for this, the game will be an exercise in frustration.
You are on an isolated island, so you will have a problem upgrading and customizing your gear. So thinking you will just get some aquatic upgrade for your armor or weapons is probably misplaced.
The cleave feat change is generally garbage. Until you are 3 or 4 feats deep into the chain your targets must be adjacent to each other. This is very rare in my experience as the enemy is usually trying to flank you.

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Giant Killer Is not worth it.
When you enlarge (as you should), it is only huge and bigger monsters you can cleave with this feat. They take up a lot of space and are therefore very difficult to cleave anyway.
And very Big monsters have a lot of HP, so using a full attack is better to bring them down, than cleave anyway.
Perhaps a shield slam build could be awesome.
Shield bash cleave your target, then use your free Bull rush from shieldslam to move after your target with movement from your move action and cleave the next target from your new position.