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Simon Legrande wrote:
I love playing fighters and rogues in spite of everyone on the Paizo forum telling me how worthless they are.
It's NOT "everyone" it's just a few VERY LOUD posters. A couple of them don't even play Pathfinder.
Fighters & Rogues are fine classes that are a lot of fun for the right player.
I feel like that's half-true.
Fighters are great for AM SMASH style players - the Barbarian, ironically, is actually a lot more sophisticated than the fighter and requires a bit of planning and resource management. (Superstitious is, of course, the best rage power mechanically, but you can make several viable builds without it)
But if you have a player who just wants to hit things real hard and a GM who likes a lot of combat without too many Will saves or social dilemmas, then BOOM! Your fighter is a worthwhile party member.
(8th level human fighter - Power Attack + Weapon Focus + Greater Weapon Focus + Weapon Specialization + Point Blank Shot + Precise Shot + Deadly Aim + Quick Draw + Rapid Shot + Clustered Shot is a pretty good switch hitter that you can qualify for with feats to spare. Use that human alternate that lets you get +2 in two stats at the expense of a feat and you can make it work on a 15 pt buy (18, 18, 14, 10, 10, 7 with level bonuses) before any further investment in gear. Just, again, hope your DM doesn't like to use mind-affecting magic.)
For one shots, I actually love that flavor of character. The hulking stereotypical fighter who is looking for his next drink and his next lay and plans to kill things real good till he has enough money to get both. Even better if he fails at the latter due to an abysmal CHA. I would never bring a fighter to a campaign, but for a dungeon crawl - heck yeah! And it's a great introduction to the rule set with several static bonuses that only require new players to write them down once.
But this actually reminded me of the other thing that I forgot for my Rogue "Hate" column, although I could put it in my hate column for a lot of classes. I hate conditional benefits - when flanking, when charging, within this range increment, while clutching a chicken in the off hand and performing a sacred dance to the god Knyuck-Knyuck on the third full moon. The Paladin's smite is the only one that gets a pass in my book since 'evil' is the default alignment for almost every big bad in every game ever, and she's still competent without it. Smite just makes her ridiculous.
The other major offender is the Cavalier, with its dependence on charging, but the rogue not only has a dreaded situational modifier, but instead of leaving it to GM's to shut it down, it looks like the devs went out of their way to make it never work. It doesn't work on constructs, undead, most aberrations, anything immune to precision damage, anything under a spell effect like 'blur', incorporeal creatures, almost all outsiders and any humanoid smart enough to stay in dim light or that happens to be out on a foggy day.