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Fighter help for an upcoming campaign
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<blockquote data-quote="Traveon Wyvernspur" data-source="post: 5893386" data-attributes="member: 73201"><p>You can always take a 5 foot step back and full-attack with a reach weapon, just have to think tactically and try not to get boxed in, use the terrain to YOUR advantage instead of letting the DM get the advantage on you. Another thing is to always have a backup weapon for those situations where you would be hemmed in or perhaps dealing with creatures who have DR to particular types of weapon damage (i.e. have a bludgeoning weapon that can bypass a skeleton's piercing DR).</p><p></p><p>I'd second the Furious Focus suggestion by [MENTION=6687585]Ramaster[/MENTION], though I still believe that the Vital Strike chain isn't worth going down especially if you are taking a reach weapon/tripping build. Vital Strike can't be combined with too much since it's an attack action (read: standard action) and it cannot be multiplied on a critical hit. It's best for the guy who rushes in and attacks to get max damage whenever he's trying to move/attack, otherwise most melee really do try to get their full attack round because of the increased damage and increased potential of critical threat and critical damage when that happens. </p><p></p><p>Another thought is to maybe pick up <a href="http://www.d20pfsrd.com/feats/combat-feats/dreadful-carnage-combat" target="_blank">Dreadful Carnage</a> and rework your stats a bit to get more Cha or pump in skill points to intimidate, this is a pretty nifty little feat to have especially if you already have Power Attack and Furious Focus, this is a free action to attempt a debuff to all enemies within 30 feet of you.</p><p></p><p>Another neat feat to consider is pretty close to Dreadful Carnage, but can be done every time you use Power Attack and that's <a href="http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat" target="_blank">Cornugon Smash</a>. The only downside is that is affects only one opponent at a time so it's less of a "team" feat and weakens the opponent you are currently fighting.</p></blockquote><p></p>
[QUOTE="Traveon Wyvernspur, post: 5893386, member: 73201"] You can always take a 5 foot step back and full-attack with a reach weapon, just have to think tactically and try not to get boxed in, use the terrain to YOUR advantage instead of letting the DM get the advantage on you. Another thing is to always have a backup weapon for those situations where you would be hemmed in or perhaps dealing with creatures who have DR to particular types of weapon damage (i.e. have a bludgeoning weapon that can bypass a skeleton's piercing DR). I'd second the Furious Focus suggestion by [MENTION=6687585]Ramaster[/MENTION], though I still believe that the Vital Strike chain isn't worth going down especially if you are taking a reach weapon/tripping build. Vital Strike can't be combined with too much since it's an attack action (read: standard action) and it cannot be multiplied on a critical hit. It's best for the guy who rushes in and attacks to get max damage whenever he's trying to move/attack, otherwise most melee really do try to get their full attack round because of the increased damage and increased potential of critical threat and critical damage when that happens. Another thought is to maybe pick up [URL="http://www.d20pfsrd.com/feats/combat-feats/dreadful-carnage-combat"]Dreadful Carnage[/URL] and rework your stats a bit to get more Cha or pump in skill points to intimidate, this is a pretty nifty little feat to have especially if you already have Power Attack and Furious Focus, this is a free action to attempt a debuff to all enemies within 30 feet of you. Another neat feat to consider is pretty close to Dreadful Carnage, but can be done every time you use Power Attack and that's [URL="http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat"]Cornugon Smash[/URL]. The only downside is that is affects only one opponent at a time so it's less of a "team" feat and weakens the opponent you are currently fighting. [/QUOTE]
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