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Help planning generalist fighter
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<blockquote data-quote="Elder-Basilisk" data-source="post: 138374" data-attributes="member: 3146"><p>For a single classed human fighter who wants to be able to use a variety of weapons, I'd recommend the following</p><p></p><p>1. Power Attack, Cleave, Combat Reflexes</p><p>2. Dodge</p><p>3. Mobility</p><p>4. Spring Attack</p><p>5. n/a</p><p>6. Quickdraw, Iron Will</p><p>7. n/a</p><p>8. Blindfighting</p><p>9. Close Quarters Fighting (Sword and Fist)</p><p>10. Expertise</p><p></p><p>Alternate progressions for levels 8, 9, and 10</p><p>Expertise, Lightning Reflexes, Whirlwind Attack</p><p>(If possible--close quarters fighting, expert tactician, sunder)</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 138374, member: 3146"] 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. [/QUOTE]
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