Help planning generalist fighter

I would recommend Expertise first and Power Attack later. Even a small increase of your AC can really decrease the likelihood of an attack landing.

Power Attack will not be so useful until you have bigger BAB and lots of bonuses stacked up. It can wait until 4th or 6th level. The only reason to get Power Attack early is if you also plan on picking up Cleave; Cleave is very useful against low CR creatures you are likely to fight early in your career.

I am a big fan of Spring Attack plus Cleave while carrying a reach weapon. You can do some pretty impressive tactical moves with that combination. It will cause enemy spellcasters fits.

Consider picking up one unorthodox fighting technique at 6th or 8th level. Improved Disarm/Bullrush/Trip/Sunder can save your life where hacking away won't do. One is enough. Also Blind Fighting.
 

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My suggestion...

If you truly want to play a generalist, the question should be, "which Feat gives me access to the most options?" In this case, Expertise (Imp. Trip, Imp. Disarm, etc).

As far as the Sundering goes, I just had a fun thought... spend your hard-earned gold pieces on a magic weapon with the ability to cast a "shatter" spell on any hit. Probably would be worth just a +1 or +2 enhancement bonus tops (since it doesn't affect creatures except a very few constructs, so I would probably rule it at +1). Then take your +1 shattering weapon and use Sunder with it... suddenly your opponent's weapon is in pieces so he can't even pick it up and use it again after being disarmed... :D

--The Sigil
 

Thanks

Looks like others are interested in the same subject, which is good to see.

I agree that a small bonus to AC is a big deal, but so is Cleave. I mean, as long as there are multiple opponents, and I think I will kill one of them, cleave is good. If we're fighting a single high CR opponent, obviously cleave is wasted....

I also agree about some specialization down the line, but as others have replied, if I'm aiming to play the game mostly before level 10, I should aim to make the most of my character concept in the levels between say, 6 and 10. Anything above 10 is gravy.

So, with that in mind, here's a progression.

1. Dodge, Mobility, Combat Reflexes
2. Quickdraw
3. Expertise
4. Spring Attack
5. N/A
6. Power Attack, Cleave
7. N/A
8. Improved Disarm
9. Improved Trip (Wasted against high CR opponents?)
10. Mounted Combat (Take earlier?)

Then, for post-10, asssuming the game goes that long, I can start taking the saving throw boosters, the weapon focuses, etc.

I'll definitely look into spiked gauntlets and the exotic weapon master in my spare time, too. I'm not sure about the spiked gauntlets -- if I'm using the Glaive, I don't magically start threatening the square right next to me because I have spiked gauntlets, I wouldn't think... I'd think I'd need to drop the Glaive first.... In which case, I may as well quickdraw something. Hrm. (Though it's obviously good for grappling).
 

Sundering is cool but you end up destroying all those magical weapons... Tsss! You guys are careless with the material! :)

I'd recommend a feat in Songs and Silence which enables you to catch a weapon in mid-air after a disarm. I don't remember the name nor the requirements but I don't think it will be a problem.

I never playtested it but it looks cool on paper. Disarm, catch the weapon and attack the opponent with his own weapons... I love it! :)
 

Re: Thanks

SnowDog said:
I'll definitely look into spiked gauntlets and the exotic weapon master in my spare time, too. I'm not sure about the spiked gauntlets -- if I'm using the Glaive, I don't magically start threatening the square right next to me because I have spiked gauntlets, I wouldn't think... I'd think I'd need to drop the Glaive first.... In which case, I may as well quickdraw something. Hrm. (Though it's obviously good for grappling).

Ah, you have a glaive. In that case, take Combat Reflexes and Spring Attack as soon as you can. Who cares about threatening the squares next to you when you can just move away?
 

Re: Re: Thanks

hong said:


Ah, you have a glaive. In that case, take Combat Reflexes and Spring Attack as soon as you can. Who cares about threatening the squares next to you when you can just move away?

I hear that! I already have combat reflexes. Spring Attack requires BAB + 4, so I can't grab it at level 3. I want it at 4, though -- and with it I will aim to reduce my encumberance to let me move 30' instead of 20. With 10' reach and the ability to move before and after combat, and +4 to AC from AoO's during that move (mobility) ... that's a great way to control the battlefield.
 

Ah, a generalist who likes to use a glaive. Easy enough.

I would take:

3rd - Power attack
4th - Sunder
6th - Improved sunder, Weapon focus glaive
8th - Weapon spec: glaive
9th - Expertise
10th - power lunge


This should allow you to move around without a problem in combat and remove all those pesky weapons your friends have to deal with. You say you will have a 18 str which is +6 damage with a glaive.


So, at 1d10+8 + (any bonus for your glaive) time 2 vs inanimate objects should allow you to destroy most mundane objects you face.
 
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For a single classed human fighter who wants to be able to use a variety of weapons, I'd recommend the following

1. Power Attack, Cleave, Combat Reflexes
2. Dodge
3. Mobility
4. Spring Attack
5. n/a
6. Quickdraw, Iron Will
7. n/a
8. Blindfighting
9. Close Quarters Fighting (Sword and Fist)
10. Expertise

Alternate progressions for levels 8, 9, and 10
Expertise, Lightning Reflexes, Whirlwind Attack
(If possible--close quarters fighting, expert tactician, sunder)

Here's the logic: At level one, cleave will often enable you to double your attacks per round. Using a reach weapon and combat reflexes may also often give you an extra attack (even rogues and monks won't reliably make their tumble checks to avoid the AoO at this level).

Then start the spring attack chain--spring attack can be quite effective with a reach weapon. This way, you get it as soon as possible.

Quickdraw comes in at 6th level. This is really the first time that it's absolutely essential--before now, you don't have multiple attacks so spending an MEA to draw your non-reach weapon (or combining it with a move isn't that much of a sacrifice). With a high strength (17 probably goes to an 18 at level 4), using a two handed weapon as a backup is a good plan. Now, however, you can draw your weapon and make a full attack after your foes have closed. Alternately, you can move, draw a one handed weapon, ready a shield, and attack.

Iron will is also scheduled here. Will saves typically remove you from combat entirely or cause you to switch sides so you really want to make them. At first level, your wisdom bonus may be enough to get by against DC 12 to 14, but by 6th level, you can be expecting to see DC 17+ hold person/Charm/Suggestion/Phantasmal Killer spells as a matter or course. 2+ wisdom bonus won't cut it.

Level 8 is blindfighting. Getting flanked by rogues is bad enough but now, you can expect to see them with improved invisibility. You also will be facing a lot of foes with the ability to go invisible. Furthermore, blindfighting makes it practical for your friends to cast obscuring mist so that you can wipe up any rogues attacking the group (concealment negates sneak attacks and blindfighting is useful against all concealment--not just invisibility). As icing on the cake, you can now close your eyes against gaze attacks and still hit regularly.

Level 9 close quarters fighting. You probably started seeing foes with improved grab a while ago but this is the first place I could fit this into the feat schedule.

Level 10 I listed Expertise. By this point, you'll be hitting quite regularly but you're running out of ways to improve your AC. (And at level 12, you can get whirwind attack and Great Cleave which work nicely together and with expertise and power attack--OK, so I attack at my full attack bonus of +20 (12 BAB, +4 weapon, +4 strength). Most monsters have ACs of below 20, so you could pump 5 points into power attack and 5 points into expertise, and still hit on most rolls. The extra damage would help you get cleaves which would weaken the next monsters in the whirlwind attack, allowing even more cleaves, etc. It could be quite possible to lay waste to 5 or 6 opponents a round.

For weapons, you already have the glaive listed. I'd look at carrying a greatsword, warhammer, shield, dagger, and bow as well. That way, you have a close range 2 handed weapon as well as a one handed weapon (which is a bludgeoning weapon--quite useful if slashing weapons aren't cutting it). At higher levels, you'll probably have an animated shield to protect you as you wield the glaive so you might want to switch to a greatclub or see if your DM will let you get a Large warhammer (use the rules for scaling the weapon up and just wield it two handed). You can combine the bow and glaive quite nicely too. Fire the bow until your opponent is within charging distance. Keep the glaive planted in the earth next to you and ready to grab. When the foe is within charging distance, ready an action to fire the bow as soon as he gets within 30 feet. Then drop the bow (free action) and quickdraw the glaive (free action) and take the AoO as your foe completes the charge. Alternately, if you regularly have strength above 18 (buffing spells or items), consider swapping the bow for magic javalins. With quickdraw you can throw multiple javalins per round and magic javalins allow you your full strenth bonus--not just +4. They penetrate DR too--unlike magic bows and aren't consumed if they hit--unlike magic arrows.
 

Elder-Basilisk said:
1. Power Attack, Cleave, Combat Reflexes
2. Dodge
3. Mobility
4. Spring Attack
5. n/a
6. Quickdraw, Iron Will
7. n/a
8. Blindfighting
9. Close Quarters Fighting (Sword and Fist)
10. Expertise

A very well thought-out list, with great justification as well. I'll take another look at both blindfighting and CQ fighting, as well as put some serious thought into Iron Will in the not-too-distant future.

Unfortunately, I've already done levels 1 and 2 -- Dodge, Mobility, Combat Reflexes, and Quickdraw. So, the question is -- is Power attack + Cleave still worth it? Especially since I want to get Spring Attack at 4... So we're talking Power Attack at 3, and then not getting Cleave until 6. Hrm.

Thanks to everyone for all the great information. Lots of food for thought. I've got a couple more days to decide on my L3 feat. Right now Power Attack is a strong contender.

(For those who suggested weapon focus/etc w/Glaive ... a good idea, but I really want to avoid tying the character to any single weapon. On the other hand, +2 damage with the glaive, combined with Sunder, is a pretty good deal. Hrm ... disarm or sunder... *ponder*)
 

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