Comments for PFS fighter


Advice

Scarab Sages

So I have created this now infamous Tengu Lore Warden for society play. I am torn about what I want to do vs advise I have gotten. Some points are as follows.

1. Armor. Everyone swears up and down that it will be 'worth it' to just survive until about 5th level then lack of heavy armor will be moot. I have endured 2 final fights by bleeding in negative hp because I get smacked in round 1 or 2 and cannot contribute.

2. I have some advise to take a level of Manuveur master monk. Sounds like a killer idea, But I am deciding to take a level of paladin - heavy armor use, smite evil and social skills (for rp and faction challenges) are winning over the extra CM (not to say I cannot just take that monk level too...)

3. I guess what I am getting at, is I prefer to not bank on 1 thing. I want to be able to do manuveurs, but I want to be effective beyond that- feats in missile weapons, manuveurs, and generally being 'pretty good' at several things as opposed to dynamite at only 1 thing.

What do you guys think? Does the generalist fighter type win out over the niche fighter?

Lantern Lodge

Mainly its dependent on play style. Personally i prefer being good at an ideal but not straitjacketing me in2 special snowflake status like a lot of people do. The lore warden is a great archetype if approached correctly. Example being lore warden fighter using 2 whips and the feats to back it up being Whip Mastery and Improved Whip so u can actually do damage, threaten, and attack with out provoking. The two-weapon- fighting feats are a must and the great Improved trip, greater trip, and combat reflexes feat. Toss in a few levels of rogue or Vivisectionist Alchemist or both with the Intimidating Prowess, Shatter Defenses, and Dazzling Display feat combo. Also for giggles lunge and whirlwind attack feats with all its prerequisites. With all this u can make 7 trip attacks and an additional attack on any of those that fell prone and an additional attack on any of them that decide to stand up. Make a 30ft aoe intimidate that makes all enemies flat footed for x amount of rounds. Do a 20ft aoe whip attack. Since u have levels in a class(s) that add sneak attack dmg to those that are flat footed then the normally crappy d4 weapon becomes an instrument of close and mid range pain.

Scarab Sages

Along that line, Psion, I took meteor hammer. I wanted a 2 weapon fighting type, and stumbled onto that weapon. Also, I am going to use javelins for range (plus ease of switching from melee to range),
backed up with twin wakizashi for slashy/pointiness.

Lantern Lodge

If i may be so bold to suggest daggers instead of javelins since they way less and are easier to carry around. After all u still have to factor weight of equipment.


Indivar wrote:

Along that line, Psion, I took meteor hammer. I wanted a 2 weapon fighting type, and stumbled onto that weapon. Also, I am going to use javelins for range (plus ease of switching from melee to range),

backed up with twin wakizashi for slashy/pointiness.

I would recommend getting Amentum wound for those javelins, as it increases the base distance from 30 ft. to 50 ft. I did that with my Mobile Fighter, and within the very first fight that I got them with I was able to utilize that extra range. The best part is, they don't cost anything to get for your javelins, and you can wind them up between encounters, which would take you no more than a minute or two of rounds.

Psion is right; the Lore Warden is a great archetype and is generally an Archetype that a fighter would go if they want to focus on maneuvers or dexterity-builds. I wouldn't know the exact details, but I can say that you should give it a shot.

In addition, I would try to mediate between having 5 total weapons; I have a Greatsword, a Lucerne Hammer, a set of Amentum-wound Javelins, a Battle Aspergillum, and a Gladius. With this set-up, I can always have a weapon in any given situation.

Scarab Sages

Thanks for the tip - that Amentum winding is pretty cool. I have always wanted to pack javelins around, just to have a quick-grab throw in the early rounds of closing to melee. Switching to and from a bow can be less than elegant.


For quick throws before melee, I prefer the chakram. Costs the same as a dagger, does 1d8, has a range increment of 30 ft, and looks awesome.

(I have a kitsune Lore Warden who juggles chakrams and throws them out of her juggling pattern.)


Ah, but beware a Lucy Law-less suit!

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