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Boromirs
04-18-2010, 10:21 AM
Deciding to roll one up soon. I play mostly sorcs so this is virgin territory im meandering into so any pointers negative or positive will be of great help, cheers.

Now, I was just taking a quick glance at the Kensai Fighter and barbarian since there seems to be a great deal of overlap so this is what I've figured out.

I've decided to take only up to 12 Barbarian levels. What do I lose out of the rest of the 8 levels?

Barbarian Item Defense III - no big lose here.
Extra Action Boost- 1 more action, useful sometimes.
Frenzied Berserker III - The biggest loss, glancing blows and magical effects are not so needed.But the biggest loss is the extra 2 increase in critical threat range due to death frenzy. This drastically increases the amount of damage a barbarian can dish out.
Barbarian Might - extra 2 strength and increases in glancing blows, good to have but not a huge loss overall.
Trap sense - Useful, but not needed for damage purposes.
Indomitable will - +4 to will, again useful.
Mighty rage - I will miss out on an extra +2 to str, con and +4 to will saves, all useful.

Now, what do I gain from taking 8 levels of fighter?

-Weapon Specialization I, II: +4 damage
-Weapon Focus I,II,III: +3 to hit
-Fighter Toughness(I,II,III): +30 to HP, eh but more hp the better.
-Fighter Strat (Stunning Blow)- useful
-Fighter Strength: Extra +1 to strength all the time, useful.
-Fighter Great Axe Specialization: +1 to damage useful.
-Kensai Fighter: The biggest bonuses arrive here. +1 to Bluff, Concentration, Diplomacy, and intimidate are all fairly useless. +1 to combat DC is fairly useful, +1 to reflex saves and magic effects also useful. Additional Action boost just negates the action boost lost from barbarian levels.
-Greataxe Mastery: +1 to Hit and +2 to damage and an addtional +4 to damage on a critical before any multipliers, clearly useful.
-Fighter Haste boost: This stacks with Haste spell which I just found to my amusement. It is useful, for short boosts of +25% attack spped boost.
-Fighter Critical Accuracy: Slightly increases the chances of criticals unless you are fighting things that you miss on a lot, then can boost critical chance by significant margin.
- +13 more AC to +5 more AC depending on wether you are a WF or not. This is due to armor mastery.

What is your critique, what am I missing? And what do you believe weighs wins out in the end?