Ebony Dragon
First Post
Updated 5/8/12
Switched things up to using a reach weapon to better utilize trips. Thanks for the discussion everyone!
In an upcoming game I am considering playing a Fighter. I expect the game will go all the way to level 20, so I would like my character to remain effective throughout.
This will be my first time playing a purely feat based melee character since the early days of 3.0 (usually I play spell casters), so I am feeling a bit unsure of exactly how build him. I am expecting we will use the 18 point buy for stat generation, and we will start the game with two traits.
My current thinking is to be primarily a THF taking many feats along the trip chain and the critical chain, along with other combat utility feats when possible. Of course I will have a longbow as backup, but I don't really find archery very fun to play so I don't want that to be a primary role for the character.
So what I am asking for advice about, is what should I do to make this character effective? I have a rough outline posted below, but I'm sure I missed things and would appreciate input. Are there feats I forgot to take that should be on this list? What about feats for high level? What about class archtypes for this kind of character? Most of the fighter archtypes seem to ditch armor training for their powers, which I am reluctant to do because armor training is SO GOOD. But maybe its worth it?
Human Fighter
Str: 14 (16 after race bonus)
Dex: 14
Con: 14
Int: 13
Wis: 12
Cha: 8
Traits:
Eyes and Ears of the City (Perception)
Suspicious (Sense Motive)
Feats:
01- Exotic Weapon Prof (Fauchard)
01- Weapon Focus (Fauchard)
01- Combat Expertise
02- Improved Trip
03- Combat Reflexes
04- Outflank (teamwork)
05- Iron Will
06- Greater Trip
07- Power Attack
08- Improved Critical (Fauchard)
09- Tripping Strike
10- Greater Weapon Focus (Fauchard)
11- Pin Down
12- Critical Focus
13- Critical Stagger
14- Fury's Fall
15- Disruptive
16- Spellbreaker
17- Critical Stun
18+ ??
Switched things up to using a reach weapon to better utilize trips. Thanks for the discussion everyone!
In an upcoming game I am considering playing a Fighter. I expect the game will go all the way to level 20, so I would like my character to remain effective throughout.
This will be my first time playing a purely feat based melee character since the early days of 3.0 (usually I play spell casters), so I am feeling a bit unsure of exactly how build him. I am expecting we will use the 18 point buy for stat generation, and we will start the game with two traits.
My current thinking is to be primarily a THF taking many feats along the trip chain and the critical chain, along with other combat utility feats when possible. Of course I will have a longbow as backup, but I don't really find archery very fun to play so I don't want that to be a primary role for the character.
So what I am asking for advice about, is what should I do to make this character effective? I have a rough outline posted below, but I'm sure I missed things and would appreciate input. Are there feats I forgot to take that should be on this list? What about feats for high level? What about class archtypes for this kind of character? Most of the fighter archtypes seem to ditch armor training for their powers, which I am reluctant to do because armor training is SO GOOD. But maybe its worth it?
Human Fighter
Str: 14 (16 after race bonus)
Dex: 14
Con: 14
Int: 13
Wis: 12
Cha: 8
Traits:
Eyes and Ears of the City (Perception)
Suspicious (Sense Motive)
Feats:
01- Exotic Weapon Prof (Fauchard)
01- Weapon Focus (Fauchard)
01- Combat Expertise
02- Improved Trip
03- Combat Reflexes
04- Outflank (teamwork)
05- Iron Will
06- Greater Trip
07- Power Attack
08- Improved Critical (Fauchard)
09- Tripping Strike
10- Greater Weapon Focus (Fauchard)
11- Pin Down
12- Critical Focus
13- Critical Stagger
14- Fury's Fall
15- Disruptive
16- Spellbreaker
17- Critical Stun
18+ ??
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