the_other_gm
2014-04-25, 01:44 AM
I rarely play fighters. For the most part I find the class rather boring but I decided I'd try to see if I could make one I'm content with. I was about ready to give up when I started looking at traits and see the "rough and ready" equipment trait.
In short, it allows a character to use a familiar tool (one commonly used in a profession or craft) as an improvised weapon but without the penalties and with a +1 trait bonus to hit.
The wheels in my head start working and I hit on my character idea: a woodcutter.
Armed with his splitting maul (treated as a greatclub, only with slashing damage) and some carpenter tools, this large rustic fellows splits heads like logs.
The core of the build is the Two-handed fighter archetype, focusing on single, powerful strikes (power attack, vital strike and the like) and sundering. My biggest concern is AC, as i would like to stick with lighter armors for characterization's sake but at that point since I'm using a two-hander (thus no shild), I wonder if it's even woth investing in any AC beyond a few token points at low levels.
Now, i'm thinking of going human with 18(16+2)/14/14/9/10/7 with 15 pt buy if I'm going to invest in any armor, otherwise I'll probably forsake defense for a better Will save and more skill points via a 18/10/14/12/12/7 spread. Favoured class bonus will be going to HP.
For skills, Profession (Woodcuter) is the main one, with Climb & Swim as optional ones if a high Int allows.
For feats I'm thinking something like:
Human - power attack
Level 1- furious focus
Fighter 1 - improved sunder
Fighter 2 - Weapon Focus (splitting maul)
Level 3 - Improved Initiative
Fighter 4 - Wp. Sp (splitting maul)
Level 5 - Toughness
Fighter 6 - Vital Strike
So, how does it look?
In short, it allows a character to use a familiar tool (one commonly used in a profession or craft) as an improvised weapon but without the penalties and with a +1 trait bonus to hit.
The wheels in my head start working and I hit on my character idea: a woodcutter.
Armed with his splitting maul (treated as a greatclub, only with slashing damage) and some carpenter tools, this large rustic fellows splits heads like logs.
The core of the build is the Two-handed fighter archetype, focusing on single, powerful strikes (power attack, vital strike and the like) and sundering. My biggest concern is AC, as i would like to stick with lighter armors for characterization's sake but at that point since I'm using a two-hander (thus no shild), I wonder if it's even woth investing in any AC beyond a few token points at low levels.
Now, i'm thinking of going human with 18(16+2)/14/14/9/10/7 with 15 pt buy if I'm going to invest in any armor, otherwise I'll probably forsake defense for a better Will save and more skill points via a 18/10/14/12/12/7 spread. Favoured class bonus will be going to HP.
For skills, Profession (Woodcuter) is the main one, with Climb & Swim as optional ones if a high Int allows.
For feats I'm thinking something like:
Human - power attack
Level 1- furious focus
Fighter 1 - improved sunder
Fighter 2 - Weapon Focus (splitting maul)
Level 3 - Improved Initiative
Fighter 4 - Wp. Sp (splitting maul)
Level 5 - Toughness
Fighter 6 - Vital Strike
So, how does it look?