Monation
2008-11-20, 04:50 AM
So in case anyone doesn't still know about Pathfinder RPG, I'm just going to leave this little link over here: http://paizo.com/pathfinderRPG :smallbiggrin:
Some quick info on Pathfinder:
Pathfinder is basically 3.5 with some much needed fixes to various game mechanics (grapple anyone? polymorph?) and updates to the base classes so they are on par with the most recent supplementary classes from 'complete' books and others. Skills are now more logical and realistic. Feats are gained faster (every even level) and work much better.
So now that that's over with... I was trying to construct a proficient Fighter built around Two-Weapon Fighting. He will begin using a Scimitar and Short sword and later switch to just his Scimitar upon reaching lvl8 with Weapon Swap, the only Pathfinder feat in the whole build. (After you make all your mainhand attacks, it lets you swap you mainhand weapon to you offhand so you can make all your offhand attacks with the same weapon.)
Here's his feat progression: (lv = level feat | f = Fighter feat)
1lv Weapon Focus (Scimitar)
1f Dodge
2f Two-Weapon Fighting
3lv Combat Focus (+2/4 Will)
4f Weapon Specialization (Scimitar)
5lv ->Combat Stability (3lv)(+4/8 vs. Grapple, Trip, Bull rush, Overrun)
6f Improved Two-Weapon Fighting
7lv ->Combat Defense (change Dodge as Immediate / +1 to Dodge)
8f Weapon Swap <--Pathfinder RPG Feat
9lv Oversized Two-Weapon Fighting
10f ->Combat Vigor (9lv)(Fast Healing 2/4)
11lv Greater Weapon Focus (Scimitar)
12f Greater Two-Weapon Fighting
13lv Blind Fight
14f ->Combat Awareness (12lv)(learn HP of enemys / blindsense 5ft)
15lv ->Combat Strike (15lv)(+6 Attack & Damage, 1 round)
16f Improved Critical (Scimitar)
17lv Greater Weapon Specialization (Scimitar)
18f Melee Weapon Mastery (Slashing) (+2 attack&damage with slashing)
19lv Slashing Flurry (one extra attack, -5Attack to all attacks in the round)
20f W.Supremacy (Scimitar)(+5 vs. Disarm, Full Attack even when grappled, +5 on one Attack after first hits, take10 on 1roll/round, +1AC)
He does not have Power Attack because he relies on a massive attack bonus so that every single one of his blows lands. The "Combat" feats are in there to improve the character all around, they improve after three of them are chosen, hence the '/' sign. Also, Combat Strike gives him a good extra +6 to attacks and damage on a single round, which would make him hit a lot harder in all his 6 attacks at level 15 (and 9 attacks at level 20).
Next up an analysis of how much average damage he would deal at level 20 in a single round. This calculation is assuming he used his Combat Strike feat and was wielding a +1 Vicious Flaming Burst Shocking Burst Scimitar (+6 Scimitar). It includes two confirmed critical hits (25% chance to hit a critical, 15-20/x3). Assuming no other items and STR of 22.
Attack:
BAB: +20/+15/+10/+5
STR: +6
2WF: -2
Weapon Training: +4 <--Pathfinder RPG class ability
Weapon Focuses: +2
Combat Strike: +6
Slashing Fury: -5 (and one extra attack)
Weapon Mastery: +2
Weapon: +1 Vicious Flaming Burst Shocking Burst Scimitar
Mainhand Attacks: +34/+34/+29/+24/+24 (+5 to lowest from W.Supermacy)
Offhand Attacks: +34/+29/+24/+19
Total: +34/+34/+34/+29/+29/+24/+24/+24/+19/
Damage:
1d6+1(Weapon)
+6(STR)
+6(C.Strike)
+2d6(Fire/Shock)
+2d6(Vicious)
+12(Weapon Training & Feats)
Total: 5d6+25 = ~40 (Offhand ~37)
Critical chance: 15-20/x3
2 assumed criticals:
Critical Damage:
2d6+2(Weapon)
+12 (STR)
+12 (Combat Strike)
+2d6 (Fire/Shock) <--not multiplied
+2d6 (Vicious) <--not multiplied
+24 (Training & Feats)
+4d10 (Weapon Bursts) <--not multiplied (weapon is considered 'x3', so 2 bursts each)
Total: 6d6+4d10+50 = ~90 (Offhand ~84)
Mainhand: 40x4 + 90(critical) = 250
Offhand: 37x3 + 84(critical) = 195
Total damage dealt in one round: 445 HP
Here are some other feats I had considered to add but decided not to in the end:
Quick Draw
Armor Specialization (12lv)(DR 2/- with armor)
Steadfast Determination (Con to Will)
Iron Will
->Indomitable Soul (Reroll vs fear/mind affecting)
Einhander (6lv)(+2AC while defensive, +2 vs AoO, Free feint after full attack)
Dash (+5 Speed)
Power Critical (+6 to confirm critical roll)
Victor's Luck (Reroll a critical confirmation)
->Unbelievable luck (+2 rolls for Victor's Luck, +2 Will)
True Believer (+2 to one save per day, can use relics)
So I'd like to know what your opinion on this build is, which options or items would go well with it. I hadn't thought about the 9d6 damage he takes from vicious after I calculated all of this, so that weapon ability could change. Although this is a pure fighter build, it would be interesting to see what a Tempest build would produce. General critique is appreciated since this is a character I will probably be playing in the near future. If you have any questions on where a certain feat comes from I'll be glad to post which books they correspond to, but for now I shall go to sleep. :smalltongue:
Some quick info on Pathfinder:
Pathfinder is basically 3.5 with some much needed fixes to various game mechanics (grapple anyone? polymorph?) and updates to the base classes so they are on par with the most recent supplementary classes from 'complete' books and others. Skills are now more logical and realistic. Feats are gained faster (every even level) and work much better.
So now that that's over with... I was trying to construct a proficient Fighter built around Two-Weapon Fighting. He will begin using a Scimitar and Short sword and later switch to just his Scimitar upon reaching lvl8 with Weapon Swap, the only Pathfinder feat in the whole build. (After you make all your mainhand attacks, it lets you swap you mainhand weapon to you offhand so you can make all your offhand attacks with the same weapon.)
Here's his feat progression: (lv = level feat | f = Fighter feat)
1lv Weapon Focus (Scimitar)
1f Dodge
2f Two-Weapon Fighting
3lv Combat Focus (+2/4 Will)
4f Weapon Specialization (Scimitar)
5lv ->Combat Stability (3lv)(+4/8 vs. Grapple, Trip, Bull rush, Overrun)
6f Improved Two-Weapon Fighting
7lv ->Combat Defense (change Dodge as Immediate / +1 to Dodge)
8f Weapon Swap <--Pathfinder RPG Feat
9lv Oversized Two-Weapon Fighting
10f ->Combat Vigor (9lv)(Fast Healing 2/4)
11lv Greater Weapon Focus (Scimitar)
12f Greater Two-Weapon Fighting
13lv Blind Fight
14f ->Combat Awareness (12lv)(learn HP of enemys / blindsense 5ft)
15lv ->Combat Strike (15lv)(+6 Attack & Damage, 1 round)
16f Improved Critical (Scimitar)
17lv Greater Weapon Specialization (Scimitar)
18f Melee Weapon Mastery (Slashing) (+2 attack&damage with slashing)
19lv Slashing Flurry (one extra attack, -5Attack to all attacks in the round)
20f W.Supremacy (Scimitar)(+5 vs. Disarm, Full Attack even when grappled, +5 on one Attack after first hits, take10 on 1roll/round, +1AC)
He does not have Power Attack because he relies on a massive attack bonus so that every single one of his blows lands. The "Combat" feats are in there to improve the character all around, they improve after three of them are chosen, hence the '/' sign. Also, Combat Strike gives him a good extra +6 to attacks and damage on a single round, which would make him hit a lot harder in all his 6 attacks at level 15 (and 9 attacks at level 20).
Next up an analysis of how much average damage he would deal at level 20 in a single round. This calculation is assuming he used his Combat Strike feat and was wielding a +1 Vicious Flaming Burst Shocking Burst Scimitar (+6 Scimitar). It includes two confirmed critical hits (25% chance to hit a critical, 15-20/x3). Assuming no other items and STR of 22.
Attack:
BAB: +20/+15/+10/+5
STR: +6
2WF: -2
Weapon Training: +4 <--Pathfinder RPG class ability
Weapon Focuses: +2
Combat Strike: +6
Slashing Fury: -5 (and one extra attack)
Weapon Mastery: +2
Weapon: +1 Vicious Flaming Burst Shocking Burst Scimitar
Mainhand Attacks: +34/+34/+29/+24/+24 (+5 to lowest from W.Supermacy)
Offhand Attacks: +34/+29/+24/+19
Total: +34/+34/+34/+29/+29/+24/+24/+24/+19/
Damage:
1d6+1(Weapon)
+6(STR)
+6(C.Strike)
+2d6(Fire/Shock)
+2d6(Vicious)
+12(Weapon Training & Feats)
Total: 5d6+25 = ~40 (Offhand ~37)
Critical chance: 15-20/x3
2 assumed criticals:
Critical Damage:
2d6+2(Weapon)
+12 (STR)
+12 (Combat Strike)
+2d6 (Fire/Shock) <--not multiplied
+2d6 (Vicious) <--not multiplied
+24 (Training & Feats)
+4d10 (Weapon Bursts) <--not multiplied (weapon is considered 'x3', so 2 bursts each)
Total: 6d6+4d10+50 = ~90 (Offhand ~84)
Mainhand: 40x4 + 90(critical) = 250
Offhand: 37x3 + 84(critical) = 195
Total damage dealt in one round: 445 HP
Here are some other feats I had considered to add but decided not to in the end:
Quick Draw
Armor Specialization (12lv)(DR 2/- with armor)
Steadfast Determination (Con to Will)
Iron Will
->Indomitable Soul (Reroll vs fear/mind affecting)
Einhander (6lv)(+2AC while defensive, +2 vs AoO, Free feint after full attack)
Dash (+5 Speed)
Power Critical (+6 to confirm critical roll)
Victor's Luck (Reroll a critical confirmation)
->Unbelievable luck (+2 rolls for Victor's Luck, +2 Will)
True Believer (+2 to one save per day, can use relics)
So I'd like to know what your opinion on this build is, which options or items would go well with it. I hadn't thought about the 9d6 damage he takes from vicious after I calculated all of this, so that weapon ability could change. Although this is a pure fighter build, it would be interesting to see what a Tempest build would produce. General critique is appreciated since this is a character I will probably be playing in the near future. If you have any questions on where a certain feat comes from I'll be glad to post which books they correspond to, but for now I shall go to sleep. :smalltongue: