
satio of the Steel Fang |
I need help optimizing my Feats and gear
I'm planning to go 2Handed Fighter (All Ready Locked this in witu the GM and going with A Falacata as My main weapon
I am playing a trox cause it's what I rolled on the GM Rebirth table for us
I also start aa with a wealth = To a 9th level character as O rolled noble on his Social tale
I know power attack and weapon Focus/ Spec I want but not sure what would be best
As for item I know its want a keen falcata and enough TO set my Ac to 25 even after the penalty di size and such and anything else that I might need
My stats before racial Adjustments
STR 18
DRX 16
CON 16
INT 12
WIS 10
CHA 8

Sysryke |
Neat. Trox are fun. You're going to have a tremendous boost to your strength, but all of your mental stats will be taking hits. Maybe not too important to you as a fighter, but your Will save is going to be abysmal, and you'll be worthless at all social skills, including intimidation.
Consider Iron Will, and Lightning Reflexes to cover some of your weaknesses.
The extra chest arms of Trox can't be used to wield weapons, but they grant Improved Grapple for free, you might lean into that and take the whole grapple chain, plus hunt for feats that add exploits to your grappling. If you can pick up any claw attacks, you could also put those on the smaller chest limbs.
You're also going to be large size, so I'd hunt for ways to allow yourself to act as medium size when in tight spaces. On the plus side, your going to have a 10' reach, so maximizing AoOs is a great way to go. Combat reflexes and whatever flows from there would be sweet. I don't know if 2-Handed fighter is just your build, or an archetype, but if you haven't settled on a specific weapon, then you might want to look for some good polearms, or whips/scorpion whip/chain whip if you're feeling exotic.

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Satio, I second Sysryke's suggestion about using reach and combat reflexes. Being a large & strong PC with a reach weapon (thus 20' reach), high DEX, and Combat Reflexes will massively increase your PCs average damage output and will ALSO reduce incoming damage. One typically sees about a ~50%+ increase in damage output, front-loaded to early in the fight when it's most important. One typically sees about a 10-15% reduction in incoming damage, because you'll sometimes slay things before they can get close enough to attack. The protection provided by reach typically exceeds the protection provided by a shield.
This combo typically provides several extra attacks per fight. While you don't NEED Combat Reflexes to get AoOs it helps a lot. The big benefit is getting an AoO even when you lose initiative. That 16 DEX also provides lots of AoOs with Combat Reflexes. The key item to understand is that your PC will inflict damage when it's NOT YOUR TURN.
No other feat will provide such a huge damage increase. Plus your PC has a larger "zone of control" and is more effective at controlling the battlefield. Here's an example of how using reach tactics works in play. This approach also protects your squishy allies, as foes who try to get close enough to attack a squishy ally must first reckon with your AoOs. This provides a protective screen around your allies.
A falcata, like most swords, is a sidearm. As a rule, sidearms are less effective than are battlefield weapons like the polearm, longbow, or long gun. Sidearms have the advantage of being attached to your body and thus always available. A sword is to a polearm as a pistol is to a rifle. Many places & situations (inns, some cities, diplomatic conferences, etc) don't allow battlefield weapons but do allow sidearms. Plus it's a BOTHER to always carry a long stick and you'll be tempted to put it down.
Perhaps carry a battlefield weapon and keep that falcata sidearm handy for when the battlefield weapon fails you. As a GM I've noticed that martials who specialize in a single weapon often build themselves a trap that reduces their effectiveness. Flexibility wins out.

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I'm planning to go 2Handed Fighter (All Ready Locked this in witu the GM and going with A Falacata as My main weapon
Starting with the obvious... A falcata is not a two-handed weapon so you're not going to get to use it with a lot of the Two-handed fighter's archetype abilities. Couldn't quite figure out if your GM was letting you count it as one or not.
You've got several build routes with a large character. The first is a battlefield control build as previous posters suggest. Another, which works well with the two-handed fighter archetype, is just to get the most damaging weapon you can (butchering axe, if available) and proceed down the Vital Strike path.
Weapon Focus is always helpful but Weapon Specialization is actually just a tiny bit of damage compared your other damage bonuses. If you need to drop a feat to pick up something else, Weapon Spec would be my first drop. The following is personal preference: but I like to pick up the Improved Critical feat if at all possible. It saves a ton of money over keen in the long run and lets you get the weapon all the way up to +5 faster.
Gearwise, Gloves of Dueling are a no-brainer. Mithral Breastplate +5 and a ring of protection +2 will get you to AC 25. (You can save 7,000 gp if you go to a +4 breastplate, +2 ring, and +1 amulet of natural armor but you use up your neck slot to do that.) Cloak of Protection is obviously a top buy.
Overall your rolls are crazy good. . . Trox, extra wealth, equivalent of 37 point-buy equivalent in stats. . . Not saying there's a problem. I've played in plenty of overpowered games myself. Just don't expect to always work out that well :)

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Another, which works well with the two-handed fighter archetype, is just to get the most damaging weapon you can (butchering axe, if available) and proceed down the Vital Strike path.
Belafon speaks truth. I play weekly with a two-handed fighter who fights with a big axe and Vital Strike. He is very effective. That said, for tactical reasons he sometimes prefers a reach weapon (usually a boarding pike aka longspear, since we're pirates) and finds that reach AoOs add an extra ~20% to his damage. He carries a reach weapon, takes his early AoOs when it's not his turn, then drops it and switches to his axe on his own turn.

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Well in pf1 most melee classes benefit from dipping in other frontloaded melee classes.
Fx. 4 levels of Blood Conduit black blood bloodrager gives you blood rage a swift action frost on your weapon after you get hit and 5 extra ft reach. And a free improved Trip feat without pre requests.
This will improve a reach build a lot and open up for bloodrager spells through wand and scrolls.

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Yes I'm starting level 7 with a large impact Butchering. Axe and going vital strike as my main plan
I have 46000 gold spend and my axe is like 21065. I think
Including material costI'd like Advice on my other equipment with what I have left to spend
So, 24,935 gold left to spend. My first pass looks like getting to AC25 is going to eat up almost all that gold, and one feat.
10 + 3 (dex) - 1 (size) = 12. You are looking for 13 more AC.
(+1 deflection) Ring of Protection +1 (2000 gp)
(+1 natural) Amulet of Natural Armor +1 (2000 gp)
(+9 armor) Mithral Breastplate +3 (13200 gp)
(+1 insight) Dust Rose Prism Ioun Stone (5000 gp)
Armor Focus (breastplate) feat - increases AC bonus of breastplate by +1
That's 22,200 gp. Leaving you with 2,735 to spend on all your other gear. Personally I'd drop the AC a bit so I could buy more gear.

Toshy |

(+9 armor) Mithral Breastplate +3 (13200gp)
Does a monstrous humanoid count as humanoid for armor pricing? One might assume that humanoid refers to bipedal, with two arms.
Since the trox has extra arms protruding from its torso, one might rule it as non-humanoid for armor pricing, which would increase the cost to about 15.800gp.

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You are correct. I forgot about the multiplier for non-humanoid AND the multiplier for being large. Total of x4, so the mithral breastplate alone would be 16,800. Plus another 9000 for +3, for a total of 25,800 for a +3 mithral breastplate.
Back to the drawing board.
Best armor (assuming you don't want to be slowed) is likely going to be Lamellar Leather (no special materials) for 390 gp (with masterwork). Significantly cheaper than 16,800 :) (4 Armor)
If you are OK being slowed you can get a masterwork breastplate (6 armor) for 950 gp. Or masterwork full plate (9 armor) for 6150 gp, but you won't be taking full advantage of your Dex bonus with the full plate.

satio of the Steel Fang |
@ Belafon. Eh want for high Ac is just a knee jerk reaction to playing in this particulars Gms Games . they tend to be high power and some times even mid 30 AC is not enough.
i guess maybe I could shore on my defense in a different way
I honestly Didn't know about extra cost do to my race
I guess maybe having What is consider good Armor class for my level and class would be nice .
these where my items before learning of extra cost of my armor
not to sure what to change around.....

satio of the Steel Fang |
so if my math is right my weapon cost 18365 of my 46000 starting wealth
Meaning I have
27,653 is what i have left
With the increase cost of my Armor Due to Race and Size im not sure what do. should I go for a lower AC but try to make up for it with other Gear.?
with that said should i focus on upping my saves and Maybe Grabbing A Dex Or con boosting belt as well
or for my Armor Should I Say no to my Dex and Grab Like The highest Enchantment Adamantine Breast plate Have lower AC but some Damage Reduction as well
Also What i better of going Another archetype. and if so what one?

Azothath |
Trox race
as a large sized monstrous humanoid type;
>> Lrg armor, Lrg shields will be *2 base cost(armor, special material) but *1 masterwork cost, *2 weight, *2 HPs, and *1 enhancement costs.
>> Lrg weapons will be *2 base cost(weapon, special material) but *1 mwk cost, *2 weight, and *2 HPs, for damage see Table: Weapon Damage Size Conversion. Weapon enhancements will still cost the same.
>> Wondrous items will be the usual cost.
• Lrg falcata 36gp extc 1hnd wpn (2d6 c19+ *3 S) Hrd:10 HP:10 Wt 8lb.
• Lrg bastard sword 70gp mrtl 2hnd/extc 1hnd wpn (2d8 c19+ *2 S) Hrd:10 HP:10 Wt 12lb.
• Lrg greatsword 100gp mrtl 2hnd wpn (3d6 c19+ *2 S) Hrd:10 HP:20 Wt 16lb.
• Lrg cold iron mwk greatsword 500gp mrtl 2hnd wpn (3d6 c19+ *2 S) Hrd:10 HP:20 Wt 16lb.
• Lrg adamantine mwk lucerne hammer 6030gp mrtl 2hnd wpn (3d6 c20 *2 B|P) Hrd:20 HP:27 wt 24lb brace, reach, +2 CMB to sunder med & hvy armr, ignore up to Hrd:20 w sunder.
with Impvd Grapple I'd look at brawler or some CM moves like Dirty Trick and I smell a sunder build...
and (of course) I'm going to suggest a level in Druid or Wizard for spell use (LoL)...
personally whips are a bad idea as they take 3 feats - but go for it!

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Please note that with a 12 Int before your -2 racial adjustment, this character is likely to have a serious communication issue if you don't put a rank or two into the Linguistics skill:
Source
Inner Sea Races pg. 253, Bestiary 4 pg. 264
Trox Racial Traits
+6 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Trox are very strong, but they can be dim, unreceptive, and inhospitable.
...
Languages: Trox begin play speaking Terran. A trox with a high Intelligence score can choose from the following: Common, Dwarven, Giant, Orc, and Undercommon.
...

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@ Taja the Barbarian
My stats to start before Adjusting for race are
18,16,15,14,12,10
How would you suggest i do them?
Your basic options are:
Put your 14 into Intelligence so you end up with one bonus starting language, orPut your 12 into Intelligence and acquire a +2 (or higher) Intelligence boost item that includes Common as a bonus language, or
Put at least one skill rank into the Linguistics skill.
Source
PRPG Core Rulebook pg. 100
Learn a Language: Whenever you put a rank into this skill, you learn to speak and read a new language.
...
The last option is almost certainly the easiest (assuming you don't already have specific needs for all of your extremely limited skill ranks).