![]() Str: Nearly every fighter needs a bonus to Because they are so diverse, ability allocation must be similarly diverse. Unfortunately it’s impossible to make broad generalizations about abilities for Fighters. Making critical hits more reliable provides a massive boost to your damage,Īnd you can retrain Critical Focus if you haven’t taken any critical feats. Weapon Mastery (Ex): Absolutely fantastic. They’re much cheaper and already apply your Strength bonus to damage.Īrmor Mastery (Ex): A bit late in the game, The range increment isn’t as good as a Bow, but Polearms, but Spears typically have a range increment in place of the Options, but most of them are exotic and their damage is poor. Spiked Chain in Pathfinder it is worthless. Superior reach similar to the Spiked Chain in 3.5. Flails often provideīonuses to Trip and/or Disarm, and with a few feats the Whip can provide Great options for Defender builds and Trip builds. Flails: The Flails group offers a lot of.Gunslingers, but potentially a good second choice for a melee Fighter who Of a weapon as a two-handed weapon, and your GM may allow you to makeĪttacks of opportunity as though using a double weapon two-handed. There are rareīuilds which can easily switch between two-weapon fighting and using one end The biggest draw forĬrossbows is their complete lack of dependence on Strength.Įxception of the double-chained kama, are usually terrible. Crossbows: Crossbows have a huge feat taxĬompared to bows, and can’t compete in terms of damage.For shield fighters who like to shieldīash, the Close weapon group is your best bet. A good second choice for primarily melee Fighters who Bows: A very small group, but the obviousĬhoice for archers.Suffer from a very short range increment. ![]() Provide an excellent option for both melee and ranged combat, though they
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