pfz555
2012-03-16, 07:45 PM
I'm looking to get some feedback on a fighter I've been working on for an upcoming campaign. I'm basically trying to get away from some of the more technical aspects of the game for a little bit and beat the crap out of stuff. Fighter seemed like a good class for that.
For the most part, what I'm trying to figure out right now is:
1. Optimizing Intimidation in battle. Spending a standard action against an enemy I threaten only seems kinda...meh. I know about Zhentarim Soldier's Swift Demoralization but is there another option available? The fluff behind that doesn't really fit my character and ideally I'd like to try to avoid random dips that don't make much thematic sense unless they're absolutely necessary. Is Intimidating Rage worthwhile?
2. Weapon enhancements. I know a few (about +6 or +7 worth, see bottom of post), is it worth just putting the remaining +3/+4 into enhancement bonus or are there good enchantments that I should look into?
3. General advice on feat selection and such. I don't think I made any ridiculously stupid feat selections (who ever thinks they did though :P) but maybe someone can think of a way to improve them a bit.
Annnnd with that...here's the character.
Class: Fighter 16/Barbarian 4
Race: Goliath
Alignment: CG
Levels:
Fighter for the first 6 levels - gets to the second tier of Dungeon Crasher
Lion Spirit Totem Barbarian at 7 level - Rage, Pounce
Fighter from level 8-17 - more fighter-y stuff, gets to Overpowering Attack
Barbarian from 18-20 - don't really need the last bonus feat from fighter, this gets me a slightly bigger hit die, a better fort save, a few extra skill points and an extra 1/day rage.
STR/DEX/CON/INT/WIS/CHA
32 PB: 18/8/16/8/12/8
28 PB: 18/8/14/8/12/8
24 PB: 18/8/14/8/10/8
Obviously lots of emphasis on STR and CON. I want to hit stuff, hit it hard and be able to take hits. DEX is an obvious dump, especially with the -2 penalty that goliaths take. Remaining points all went into WIS for the boost to Will saves, fighters just don't get enough skills for INT to be worth the extra skill 1-2 points and CHA is CHA.
Feats:
Feat selection is for the most part I think pretty standard two-handed weapon fighter.
Some of the maybe more outlandish options:
-Three Mountains and Brutal Strike: The idea behind having these two feats is basically to force multiple saves per round. Fortitude saves might be a little meh at the high end but the effects are pretty useful ones. At level 20 the first save is DC 30 (which, if successful, sickens) and the second is as high as DC 37 (for nausea) with some strength buffing so even some of the bigger critters will be failing a decent number of saves. If I can intimidate someone before trying to beat them up then it gets even easier.
-Rampaging Bull Rush: Trip+Bull Rush in the same attack while raging is pretty nice if I can't get an enemy into position for Dungeon Crasher. The AC penalty makes following up on them easier.
-Animal Devotion: Mostly selected over other feats for the +6 strength that it eventually gives as well as the tactical benefits of some of the other options. Not overly attached to this if another feat I'm not thinking of would be way better.
1: Improved Bullrush
1 bonus: Power Attack
2 bonus: Dungeon Crasher (ACF)
3: Weapon Focus (Heavy Mace) - Pre-req on Three Mountains
4 bonus: Resolute (ACF)
6: Shock Trooper
6 bonus: Dungeon Crasher (ACF)
Take 7 as a Spirit Lion Totem Barbarian
Racial Substitution: Mountain Rage 1/day
8-20 as a fighter
9 bonus: Cleave - Pre-req on Three Mountains
9: Extra Rage
11 bonus: Improved Sunder
12: Three Mountains
13 bonus: Combat Brute
15: Animal Devotion
15 bonus: Brutal Strike
17 bonus: Overpowering Attack (ACF)
18-20 as an SLT Barbarian
18: Rampaging Bull Rush
Weapon enhancements:
So far I have my eyes on (in order) Earthbound (Eberron Campaign Setting), Transmuting, Speed...don't know what else to put on there. Bane maybe?
For the most part, what I'm trying to figure out right now is:
1. Optimizing Intimidation in battle. Spending a standard action against an enemy I threaten only seems kinda...meh. I know about Zhentarim Soldier's Swift Demoralization but is there another option available? The fluff behind that doesn't really fit my character and ideally I'd like to try to avoid random dips that don't make much thematic sense unless they're absolutely necessary. Is Intimidating Rage worthwhile?
2. Weapon enhancements. I know a few (about +6 or +7 worth, see bottom of post), is it worth just putting the remaining +3/+4 into enhancement bonus or are there good enchantments that I should look into?
3. General advice on feat selection and such. I don't think I made any ridiculously stupid feat selections (who ever thinks they did though :P) but maybe someone can think of a way to improve them a bit.
Annnnd with that...here's the character.
Class: Fighter 16/Barbarian 4
Race: Goliath
Alignment: CG
Levels:
Fighter for the first 6 levels - gets to the second tier of Dungeon Crasher
Lion Spirit Totem Barbarian at 7 level - Rage, Pounce
Fighter from level 8-17 - more fighter-y stuff, gets to Overpowering Attack
Barbarian from 18-20 - don't really need the last bonus feat from fighter, this gets me a slightly bigger hit die, a better fort save, a few extra skill points and an extra 1/day rage.
STR/DEX/CON/INT/WIS/CHA
32 PB: 18/8/16/8/12/8
28 PB: 18/8/14/8/12/8
24 PB: 18/8/14/8/10/8
Obviously lots of emphasis on STR and CON. I want to hit stuff, hit it hard and be able to take hits. DEX is an obvious dump, especially with the -2 penalty that goliaths take. Remaining points all went into WIS for the boost to Will saves, fighters just don't get enough skills for INT to be worth the extra skill 1-2 points and CHA is CHA.
Feats:
Feat selection is for the most part I think pretty standard two-handed weapon fighter.
Some of the maybe more outlandish options:
-Three Mountains and Brutal Strike: The idea behind having these two feats is basically to force multiple saves per round. Fortitude saves might be a little meh at the high end but the effects are pretty useful ones. At level 20 the first save is DC 30 (which, if successful, sickens) and the second is as high as DC 37 (for nausea) with some strength buffing so even some of the bigger critters will be failing a decent number of saves. If I can intimidate someone before trying to beat them up then it gets even easier.
-Rampaging Bull Rush: Trip+Bull Rush in the same attack while raging is pretty nice if I can't get an enemy into position for Dungeon Crasher. The AC penalty makes following up on them easier.
-Animal Devotion: Mostly selected over other feats for the +6 strength that it eventually gives as well as the tactical benefits of some of the other options. Not overly attached to this if another feat I'm not thinking of would be way better.
1: Improved Bullrush
1 bonus: Power Attack
2 bonus: Dungeon Crasher (ACF)
3: Weapon Focus (Heavy Mace) - Pre-req on Three Mountains
4 bonus: Resolute (ACF)
6: Shock Trooper
6 bonus: Dungeon Crasher (ACF)
Take 7 as a Spirit Lion Totem Barbarian
Racial Substitution: Mountain Rage 1/day
8-20 as a fighter
9 bonus: Cleave - Pre-req on Three Mountains
9: Extra Rage
11 bonus: Improved Sunder
12: Three Mountains
13 bonus: Combat Brute
15: Animal Devotion
15 bonus: Brutal Strike
17 bonus: Overpowering Attack (ACF)
18-20 as an SLT Barbarian
18: Rampaging Bull Rush
Weapon enhancements:
So far I have my eyes on (in order) Earthbound (Eberron Campaign Setting), Transmuting, Speed...don't know what else to put on there. Bane maybe?