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belkasro1
2017-05-26, 07:48 AM
I'm playing a human fighter (martial master archetype) in a sword and board. With martial flexibility at level 5 leaves me with imagination is the limit. So after level six I'm drawing a blank to fill feats in. Most say must get combat expertise, power attack, and weapon focus for having enormous feat to flex . what other feats help branch out. Here be two questions

1. If continue to sword and board. What are the beast feats

2. If leave sword and board / what make a great build for martial master with these stats below.


(got really lucky on the score rolls.)


SAM
Human Fighter 6;
Neutral Good Medium
Init: 3
Senses: perception 13

Defense AC: 21
Touch: 13
Flat-Footed: 18

HP: 90

Saves
Fort: 9
Ref: 5
Will:5

OFFENSE
Speed: 30
Melee: 12
Ranged: 9

STATISTICS
Str 18
Dex 17
Con 18
Int 14
Wis 16
Cha 12

Base Atk: 6
CMB 10
CMD 23

ABILITIES

Feats:
Lvl 1 feats
Improved shield bash
Fast learner
Weapon focused (bastard sword)

Level 2 feat
Power attack

Level 3 feat
Combat Expertise

Level 4 feat
Weapon speciation (consider retraining for something else)

Level 5 feat
Two weapon fighting

Level 6 feat
Shield slam

Level 11
Shield master if continuing sword and board.

Geddy2112
2017-05-26, 12:19 PM
Are those rolls set in stone? Where did you put your +2 human bonus? What about the +1 advancement at level 4(also those are freaking incredible rolls). I would probably prioritize dex over con because fighters have good fort saves and d10hd, and having 20 dex can get you greater 2 weapon fighting.
You have a fairly solid setup for grabbing flexibility feats, namely maneuvers. You don't have grapple as an option, but you are sword and board so not really a thing anyways. A lot of style feats are good to grab on the fly, but require improved unarmed strike, so if you see some you might like or eventually want to know grab it as a hard feat.

If nothing else, dodge or a save boosting feat(namely will) are better than nothing for flexibility choices. If you nab a greater save feat, re roll the first save you fail since you won't know it for very long. If you can grab it before a combat breaks out, improved initiative is a great one(although you might want to hard take this). Cleave and greater are situational, but since you can learn them on the fly great choices for flexibility when you are fighting hordes of things. Endurance is bleh(unless you want to sleep in your medium armor which is kind of useful) but having diehard in combat is very handy and a decent(better if you have endurance) on the fly choice.

With power attack, furious focus is almost always a no brainer. It is a penalty free power attack on the charge or anytime you move, and grows well with age. Since you have the dex to power it, get at least improved two weapon fighting. I would pass on weapon specialization-you need focus to get other feats(dazzling display is a good niche if you maxed intimidate) but you are fighting with 2 weapons and doing damage by swinging more. Not a bad feat at later levels and you could have it on your sword and shield, but not as good since you are not 2 handing one weapon. Maybe grab it with martial flexibility when you really want oomph.

Drop fast learner for almost any other feat. You have 5 skills/level already, and 6 if you use your FCB. Most of the fighter class skills are 1 rank and done, you max perception, then 2-3 other skills and you are fine. If you want skills don't play a fighter.

Calthropstu
2017-05-26, 12:57 PM
I would, if you have endurance anyways, go for fast healer feat, boost con and get some sort of fast healing or regen. 20 con with fast healing 1 means fast healing 6... which becomes a serious threat to most monsters.
You may also want to pick up a skill focus feat to help out of combat. Diplomacy, bluff or intimidate are good ones.
Power attack on a sword and board is a no brainer.

Florian
2017-05-27, 08:13 AM
Thatīs.... not a very good build.

Passive swordīnīboard is a waste. You want to go with that style, you should go deep into the TWF feat chain and put that shield to good use.

Both, the Bastard Sword and the Weapon Master archetype are trap options for a Fighter. Overly focussing on one weapon, especially one with only one damage type, will lead to a very ineffective Fighter at low levels, that fails against basic DR types.

Drop stuff that is not immediately connected to your chosen fighting style. You donīt need Fast Learner, Power Attack or Combat Expertise.

So, Iīd recommend that you drop the archetype, focus on the TWF and Shield feats, pick up Barroom Brawler along the way to get Missile Shield or Ray Shield when you need it. Youīd also want to get Quick Draw along the way, as both, the "Blades, Light" and "Close" weapon group have options for thrown weapons.

Edit: Active swordīnīboard is all the mayhem of dual-wielding, coupled with the AC of a defensive build. Feats-wise, itīs a tight package with very few wiggle-rooms.
So, Iīd say Fighter 1/Barbarian (Dreadnaught) 2/Fighter 2-12/Barbarian (Dreadnaught) 3+ to the end.

Edit 2: The reason for the Dreadnaught dip is simple. That archetype has a serious flaw because its "Dead Calm" rage variant allows to rage cycle straight from the start. Compare what a Fighter has to pay for Spell Sunder (and with which limitations), now you can get it with one Extra Rage Power feat.