
Dragonchess Player |

This example is focused on tripping instead of sunder and intimidation, but can probably work as general framework. Replace Combat Expertise and Improved Trip at 1st with Power Attack and Improved Sunder, take Intimidating Prowess at 2nd level, switch out the rage power (Intimidating Glare instead of Knockback) and take the Extra Rage Power feat for Terrifying Howl at 13th level, etc.

JuliusCromwell |
@ Dragonchess Player
It maybe a while before I get to it but as a Two-handed Fighter I get the to Follow Up a Standard action Attack with either a Bullrush or Trip attempt. Should I just leave as or would one or the other be worth investing in
It be at level 11 so probably be my level 12 feat. Could take improvef bullrush but not sure if I should.
This what I have planned out
1st Power Attack
1st Improved Sunder
1st Weapon Focus (Earth Breaker)
2nd Intimidating Prowess
4th weapon Specialization
5th Furious Focus
6th Greater Sunder
8th
9th
10th Iron Will
12th
13th Extra Rage Power = Terrifying Howl
14th

zza ni |

don't forget to pick the trait that specifically mention earth breaker and give +2 to intimidate when wielding a two-handed melee weapon:
- Thunder and Fang Performer

Phoebus Alexandros |

No, both provide a trait bonus to Intimidate. You'd get the +2 from Thunder and Fang but just the +1 to CMB from Bred for War.
To your earlier point, the Piledriver class feature is nice, but with no feats dedicated to tripping or bullrushing you're going to find it increasingly challenging to pull off those combat maneuvers.
A couple of other things to consider:
1. Intimidating Glare is a requirement for Terrifying Howl, so that's probably your 9th level feat.
2. Unless you take a the Signature Skill feat, Intimidating Glare is limited to inflicting the Shaken condition on enemies... as a move action... which locks you into a single attack a round.
3. Terrifying Howl is a standard action, and puts distance between you and the people whose things you're trying to sunder. You now have to catch up to them, but you don't have a pounce mechanism or something to add to your charge.
Honestly, if you want to focus on Intimidate, skipping the VMC route and going with Signature Skill, Cornugon Smash, and Hurtful would do more for you long before you got Terrifying Howl. You'll be making Intimidate checks as a free action and getting an extra attack as a swift action. What you'll lose out in damage bonuses you'll more than make up by virtue of making a full attack (with an extra attack at that).
That said, flavor and personal taste trump everything. If you want a barbarian-ish character who hits things hard once, go for it!

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I had a ranger/fighter that I played to 20th level who wielded an earth breaker. I focused more on damage output than maneuvers, but he did take Improved Sunder eventually. I don't have his binder close at hand at the moment, but his most important feats were:
Power Attack
Cleaving Finish
Furious Focus
Vital Strike (plus Improved and Greater)
Improved Critical
Critical Focus
He was built to take out enemies with just one or two Vital Strikes (then soften up his next target with Cleaving Finish), but he would change to iterative attacks if that was overkill. As soon as he afford it, he upgraded to adamantine and got his weapon enchanted with impact (for 3d6 base damage).
Covid forced us to move that game online at a fairly low level. But one silver lining was that I could have Roll20 do the math instead of adding up the mountain of d6's myself whenever he landed a crit.

JuliusCromwell |
@ Phoebus Alexandros
That's kinda what I thought
I know I want my character to be a larger imposing figure (Think I have him planned out as 6 Foot 6 inches) for weapon I know I want the Earthbreaker cause it's how I envision the character a gigantic figure in stature, covered In Pitch Black Armor who wields a equally impressive
Hammer.
The game I'll be in is about our characters being legendary Heros from other worlds Summoned to Aid the world we find are selves In
We will also have Mystic Tiers but we don't get to chose are Mystic path, that is up to the gm who will choose based on 3 legends we craft for are characters
One of mine is how my character out Drank a powerful giant king in a drinking Contest .
I still need to refined that legend and come up with two more
But we will start at level 5 (a fraction of our true selves)
And the game will go to at least level 15
I chose to go Two-handed fighter as the perks of the archetype seemed nice and the VMC Barbarian seemed like a nice touch.
But I'm open to suggestions
I basically want a character who can wear Full plate.
Swings around a Earth Breaker in two hands and Can Deal Decent Damnage as well as have 1 or 2 other tricks be in combat maneuvers or something else
I though of going Thunder and Fang but not sure how I feel about that UT admittedly the idea dose them cool