Versatile Fighters? How Do You Do It?


Advice


A fighter is a fighter is a fighter. Yet, they can be wonderfully versatile when it comes to combat.

How do you prefer to build your fighters so that they survive more effectively or provide you with more flexibility, not outside of combat, but within it?

What are your minimum requirements for a "versatile combat fighter", that you would actually play and build?

I prefer my fighters to have a ranged and melee option at minimal, for example. The guy who stands in front needs options when the enemy shifts. He or she may not have a fly potion at the ready, or the terrain, creature type, or battlefield setup might dictate that isn't the best option.

Another friend of mine prefers any fighter she plays has a combat maneuver of some type, preferably of the disabling nature. Another demands IUS, for the times weapons are lost or ICly, due to the game, aren't something you'd have on hand.

How do you build yours, or how would you approach it?

This is not about being flexible outside of combat--it is about being flexible within it.

Sczarni

Make a Switch Hitter Ranger with the ability to set your Favored Enemy to what you are currently fighting...then profit.


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I just started a polearm Phalanx Soldier fighter, and I'm loving it. Can't wait till level 3 when I can take my tower shield in 1 hand and polearm in the other!

Reach weapon basically instead of ranged...it's a stretch to make this feasible all the time, but hopefully if I'm facing an enemy who's consistently more than 10ft above my head I have friendly spellcaster flying me.

I also like tripping and grappling so CMB is pretty important to me.

If all else fails I can always throw a rock :)


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Quickdraw is often ignored by single weapon wielders, because they assume they'll have it at hand already, or plan on drawing it with their move, yet it is necessary for full attacking with thrown weapons when your enemy is beyond your reach. It will also let you sheath your primary weapon, quickdraw a bow and take a shot, rather than dropping your primary weapon to draw the bow and shoot.

Variety in weapons is also important. If your primary weapon does slashing, carry a bludgeoning backup. Entirely too many times I've seen people have to fall back from their one handed weapon to a dagger because they can't bypass the zombie's DR otherwise.

In some cases, this is going to require carrying a bag of holding to store extra weapons in, but that's not a bad option. Gloves of storing are also nice, especially for sneaking weapons in where you aren't permitted to bring them.


ossian666 wrote:
Make a Switch Hitter Ranger with the ability to set your Favored Enemy to what you are currently fighting...then profit.

You do this with 3rd level spell or with something else?


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Quickdraw is pretty handy. Samurais get it for free with their favored weapon and I use it all the time - my samurai never starts a combat with his katana in hand.

Options I use with my samurai on the regular:

Mounted combat - full druid companion mount for battlefield mobility, lancing and mounted archery. After lancing a target I'll dismount and flank with the horse, dropping the lance and drawing my katana as a free action. The mount also comes in handy for riding down escaping enemies.

Polearms and longbow - I always start combat with either a long bow or a pole arm (for 5' corridors this allows me and the barbarian to work in tandem). Once I can close distance with the enemy I'll drop the previous weapon and wield the katana two-handed. Against rogue-ish types I'll usually stay with the guisarme (my pole arm of choice) and trip with impunity which let's the 3/4 BAB guys get in on the fun while keeping enemies from escaping.

Bulwark mode - when it's more important to survive than to do damage (e.g., occupying a choke point) I can wear a shield, fight defensively or with total defense and wield the katana with one hand. If the enemies start to ignore me I'll use a challenge, fight normally for one round and slice an enemy or two in half.


Two weapon fighter for me is the best. More swings more chances to hit. Isn't that what a fighters primary asset is? My favorite fighter, recently, was only equipped with a very, very big sword and a battle gauntlet. The battle gauntlet was basically a full-arm shield with spikes. The game master I had at the time had us pick pictures of our characters for custom sheets and we could modify the build (within reason) to fit the pic. I had better stop here before I get carried away.


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Biggest thing for me is not to make the too much of a one trick pony. Which is really a list of what not to do.

Do NOT:

dump all the mental stats
put every single feat and all items toward just one thing (like just TH criticals, just AoO, or just disarms)
neglect missile combat if PC is primarily melee (or the other way around)
require some particular 'thing' (opponent, magic item, etc...) just to be reasonable effective
try to be every thing in every situation, you have to rely on your associates for some things


Give them one strength in mental stats, throw some skills at this area, plan the feat tree ahead of time. Give them capabilities at all levels, don't forget to boost saves a bit too.

Sczarni

carn wrote:
ossian666 wrote:
Make a Switch Hitter Ranger with the ability to set your Favored Enemy to what you are currently fighting...then profit.
You do this with 3rd level spell or with something else?

Yea just grab a wand of it and go nuts.

Here it is


I prefer the one trick pony fighters. Oh sure, I'll carry some weapons for other circumstances so I'm not useless, but I think the fighter operates best by maximizing one thing and becoming a master of it. Just try getting past a polearm equipped combat controller who hasn't 'wasted' effort trying to be versatile. That's the way fighters work, they can pick one area of combat to shine at and do it at lower levels than anyone else. Eventually other classes can catch up and beat fighters at their one trick (if they are willing to invest heavily), so fighters have to be aware of that and after level 12 or so diversify, but before having mastered their one trick everything goes to improve that trick. If you want combat versatility play a ranger, if you want one trick excellence early play a fighter.


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Missile weapon, melee weapon, light weapon. I like two-handed weapons (lots of damage) and reach weapons (slow down enemies before they get to you), But you must be able to fight both in-your-face enemies and stay-away-from-me enemies, andthe occasional one that swallows you. That's basic versatility.

For advanced versatility, you need to build in feat and magic support. It can be useful to take feats that aren't focused on a single weapon or type of combat. Quickdraw helps switch fast but isn't needed. Most styles really only need or four feats todo quite well at, and more than that is gravy. Power Attack, Furious Focus, Cleave (switched out at high levels), maybe Weapon Specialization, and you're inflicting lots of damage with a two-handed weapon. PB Shot, Precise Shot, Rapid Shot,Manyshot,andDwadly Aim, and you're a whirlwind of ranged destruction. Sure, you can do more with more feats, but you dontneed to have more. Combat Reflexes, Combat Expertise, Improved X Maneuver,, and Greater X Manuever, and you're a maneuver master. Don't use feats for things cash can get you -- a keen weapon is usually better than Improved Critical, for instance.

Fighters generally have enough feats to bereally good at two things. You have to decide what those two things are, and there's a variety of builds to do it. Weapon training helps a lot; your primary weapon first (melee or ranged), then your other weapon, then light weapons.

Rangers can bypass feat requirements for their combat style and then use their regular feats to support the other half.

As a GM, I tell my players, "If you build a one-trick pony, smart opponents will out-trick you," and even stupid minions may have a smart boss.


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The versatile fighter gets past the combat ontroller one-trick by standing back and filling him with arrows. :). Don't play the enemy's game.

The Exchange

I don't think there is a staple for diversity, but beyond power attack and a minimum 16 str and full bab everything else is a bonus.

Second chance and furious focus get my combat dpr shout out. For defense the spring attack tree is great.

If you are a fighter you still have tons of feats for saves and fun things.

I really recommend no dump stats on a fighter. (other full bab can dump though).


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cnetarian wrote:
I prefer the one trick pony fighters. Oh sure, I'll carry some weapons for other circumstances so I'm not useless, but I think the fighter operates best by maximizing one thing and becoming a master of it. Just try getting past a polearm equipped combat controller who hasn't 'wasted' effort trying to be versatile...

I understand what you are saying and kinda agree. However,

First, wasn't what the OP asked about ;)
Second, the one trick ponies tend to be too close to useless when not in their chosen situation.
Third, the players of OTP's tend to whine when they are not allowed to shine all the time. Not always, but often.

A while ago one of my fellows made a TWF that was only a TWF. A significant portion of the campaign ended up on ships at sea. Meaning missile fire, spells, acrobatics, and skills became very important. For weeks he was always complaining about failing another saving throw, not having the opportunity to full attack with 2 weapons, missing with ho-hum arrow shots, and why was the GM picking on him. The GM wasn't picking on him, earlier and later in the campaign he was allowed to do his thing. But if the campaign didn't revolve around him there large amounts of time where he felt like he was useless. If he had taken iron will and maybe spent some money on a strength long bow, he may have felt like he was doing more. Incidentially, the rest of us didn't feel that way. We still felt like he was contributing.


I tend to build focused fighters, because they can do amazing things in their specialties.

I really enjoy battlefield control fighters and the expanded Pathfinder feats that support them. Greater Trip is HUGE! My most advanced current PFS character is one of these builds. He carries multiple melee weapons and a bow. This guy has quickdraw.

I am playing a dedicated two-weapon fighter in the Jade Regeant Adventure Path. He carries 3 one-handed blades, a pair of tonfa, and a bow. He's got SO MANY feats lined up more than I can take that quite a few which I really want him to get he'll never see. Quickdraw is one of those.

I just started a more traditional Strength-based fighter in a PFS game this weekend. He does NOT carry extra weapons, yet. Didn't have the money for them. He picked things up in module, just in case, and will continue to do so until I can afford to finish outfitting him. (Most of the money from his first module went to replacing his primary weapon with a masterwork version to be replaced later. The next planned purchase will be a MW Strength Composite Longbow.) This build is based on doing maximum damage with Standard Attacks only, so he won't get quickdraw.

I have a PFS dedicated Archer sitting in the wings, but tables are usually pretty adamant that they need a front-line guy, not another back-line guy, so I don't expect him to see play for a long time to come. I honestly don't remember how I outfit him.

A "generic" fighter should look to non-weapon specific and pretty universally useful feats. NOT in order of importance, ones that jump out at me as reasonable qualifiers are: Dodge, Mobility, Power Attack, Cleave, Combat Reflexes, Combat Expertise, Blindfight, Lunge/Spring Attack, etc. I skipped the Weapon Focus/Specialization (and associated tree) more to help the character to be reasonably happy with whatever weapon he gets. I would probably have this guy carry a reach pole-arm, a non-reach two-handed weapon, a one-handed weapon, a shield, and a bow. Bludgeoning/Piercig/Slashing rotation could roll around the variety of weapons (Heck, you could use the shield for the bludgeoning weapon.), as could material choices once you've got the money. Versatility is the point of the question, right?


Dodge bonuses stack, stack dodge.

Liberty's Edge

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Take feats that don't hinge on weapons. There's one category of exceptions, and that's bow-specific feats (manyshot, etc.).

Improved Trip, Improved Disarm, and Improved Sunder work with every melee weapon. Power Attack is also excellent. This also means that if (when) the wizard transforms you into something huge, you keep all of your feats.


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GeneticDrift wrote:
Beyond power attack and a minimum 16 str and full bab everything else is a bonus.

+1 to this. This is the baseline, and fighters can be surprisingly strong with just this backing them up. The key to making an effective fighter is starting here, to make sure you dont skimp on the damage department. From here you can take pretty much whatever you like. No joke.

I've built plenty of fighters on these boards for one PbP or another, and with these two things you can do just about anything comfortably. A high str (and for an added bonus, the lore warden archetype) can let you get away with "winging it" with manuevers, and a high AC can protect you from the AoOs. Power attack can let you get away with using any weapon you need, especially at level 1. I've been one-shotting armigers in CoT with a shield and sap combo. It's really something else. I like using a one handed weapon in two hands early, and donning a shield once I stumble across one as loot, reach the mid-level range, or feel it's dramatically appropriate to armour up in such a fashion.

I like Power Attack, Cosmopolitan, Deadly Aim, Iron Will and Combat Reflexes - depending on my ability scores - and a high wisdom score. Weapon Specialisation is amazing, but it can easily be delayed until you get your shiny +2 longsword. I use my favoured class bonus and (maybe) the human bonus and spread what few skill points I get around.

Two of my fighters have taken Improved Unarmed Strike. One, a guardsman, took it for Improved Grapple, which he did at a -4 penalty with his weapon drawn but could still usually manage to manacle surviving opponents. Another has taken it for the prospect of Stunning Fist somewhere in the future. His high wisdom and abundance of feats will certainly bring the Fort DC up to par, especially if I can squeeze in mantis style.

Here's a post of mine extolling the virtues of the shield. Basically, I argue that your power attacks are still an excellent trade, and thanks to cheap enhancement bonuses your AC scales to match the small amount of damage you lose. AC becomes increasingly "all-or-nothing" as you climb up the CR ladder, and the versatile fighter is always prepared.


Kydeem de'Morcaine wrote:
cnetarian wrote:
I prefer the one trick pony fighters. Oh sure, I'll carry some weapons for other circumstances so I'm not useless, but I think the fighter operates best by maximizing one thing and becoming a master of it. Just try getting past a polearm equipped combat controller who hasn't 'wasted' effort trying to be versatile...

I understand what you are saying and kinda agree. However,

First, wasn't what the OP asked about ;)
Second, the one trick ponies tend to be too close to useless when not in their chosen situation.
Third, the players of OTP's tend to whine when they are not allowed to shine all the time. Not always, but often.

A while ago one of my fellows made a TWF that was only a TWF. A significant portion of the campaign ended up on ships at sea. Meaning missile fire, spells, acrobatics, and skills became very important. For weeks he was always complaining about failing another saving throw, not having the opportunity to full attack with 2 weapons, missing with ho-hum arrow shots, and why was the GM picking on him. The GM wasn't picking on him, earlier and later in the campaign he was allowed to do his thing. But if the campaign didn't revolve around him there large amounts of time where he felt like he was useless. If he had taken iron will and maybe spent some money on a strength long bow, he may have felt like he was doing more. Incidentially, the rest of us didn't feel that way. We still felt like he was contributing.

That's the point though. Instead of a TWF fighter the player would have been more useful as a TWF ranger (a dual temple sword monk perhaps, or a TWF barbarian or ...). The strength of the fighter as a class is that it is great for making one trick ponies, there is no shortage of classes which have versatility. If versatility the issue it's just better to chose one of them, but if to shine in one field is the goal then fighter is the class to take. Making a versatility built fighter is just throwing away the greatest strength of the fighter and will result in a character weaker in more areas than a class which has versatility built in.

Not that fighters have to be useless outside their specialty, they just won't dominate the way they do when they are using their specialty. A combat controller fighter trading arrows with a versatile fighter is still a full BAB class with a higher AC & hit chance than the versatile fighter (combat controllers have higher dex than versatile fighters for the AoOs, although the versatile fighter hits harder), and wouldn't be using the precise shot feat the versatile fighter took anyway.


Ruggs wrote:
How do you prefer to build your fighters so that they survive more effectively or provide you with more flexibility, not outside of combat, but within it?

I prefer dexterous fighters - or duelists - to straight-up sloggers, so I usually focus on at least one maneuver as well as keeping a missile option (easy enough with dex as your main stat).


I've often felt that Mobility was an overlooked feat...

These are great ideas, guys. Thanks for sharing all of them. :)

Also:

tonyz wrote:
As a GM, I tell my players, "If you build a one-trick pony, smart opponents will out-trick you," and even stupid minions may have a smart boss.

Yes. And to me, an opponent being intelligent isn't so much about punishing the player as it is being interesting and engaging. But, there are all types of campaigns, all variety of play styles, and need for them.

And that is another discussion...one that likely ends with, "and we've a need to be different."


Take Quickdraw. Look through all Martial and Exotic weapons for weapons that have unique non-damage effects. Nets, Mancatchers, Bolas, et cetra. Equip them--screw weapon proficiency, most are touch attacks or can be compensated with Weapon Training. That said if you can take a trait to lower non-proficiency penalties that's great. This also makes the gnome an effective fighter.

Note that this can be repeated with basically any class, what a Fighter brings to the table is massive feats and enough to-hit to mitigate no-proficiency penalties.

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