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Looking for some seasoned Fighter advice


Pathfinder Society® General Discussion


So I am working on developing a fighter that does not min max. I want to still be viable in a pathfinder society adventure from fights to roll playing. Below are some of my current stats.

Race: Tiefling
STR: 14
Dex: 16
Con: 14
Int: 13
Wis: 14
Chr: 7

I am conflicted on my feat choices. I was leading towards possible combat expertise and combat reflexes. I am however torn on what weapon to carry. I chose the profession of Gambler for my day job for both roll play and a little extra cash.

Any help and suggestions would be greatly appreciated.

Shadow Lodge ***** Venture-Captain, Washington—Eastern Washington aka WalterGM

Welcome Xtirium!

You can have tons of fun without min-maxing, especially with a fighter. Without definining what you want to do with your character, here are a few general things you might consider.

1. Consider grabbing a copy (.pdf or otherwise) of the Blood of Fiends book. It will allow you access to some PFS legal variants for tieflings, namely, different heritages. These change what stats you get bonuses too, what your spell-like ability is, and what skills your better with.

2. Consider reducing your Dexterity. As a fighter, you can wear the heaviest armor in the game, so, unless you want to do something with two weapons or archery, you can probably roll this back to a +1 or +2.

3. Increase your Strength or Con respectively. More Str is going to mean you hitting more often, doing more damage, and having a good time. More Con will leave you alive long enough to enjoy that good time.

4. Pick a weapon and run with it. Since fighters can get Weapon Specialization and greater, as well as their weapon training class ability, they do great when using "Ol' Reliable," which is any weapon you want it to be. It doesn't have to be two handed, but if you want to do more damage, it probably should be.

5. For feats, consider Toughness and Power Attack. As a fighter, people are going to expect you to have the ability to survive the longest, and as a front-liner, you'll want to. Power Attack is more or less a staple for any melee character with a Str over 13. It allows you to keep up with the damage curve of other characters, even if you don't have a Str of 20. And with your high base attack bonus, you'll be getting the maximum effect out of the feat!

Hope some of that is helpful!


If you aren't min maxing then why did you drop charisma

**

CWheezy wrote:
If you aren't min maxing then why did you drop charisma

Sigh. He has a 14 str and started with a 9 charisma, which -2 for race gives him a 7. Having preracial scores between 9 and 14 preracial is about the definition of not min maxing.

**

Even for a non-min maxer, I always recommend starting with at least a 16 pre-racial in your main stat. You were practicing swinging that sword around for at least 3 years, which is the minimum amount of training you must have received. Barring something unusual, this would make you stronger than you are wise or intelligent.

Grand Lodge ** RPG Superstar 2012 Top 32

Furious Kender wrote:
Even for a non-min maxer, I always recommend starting with at least a 16 pre-racial in your main stat.

"At least"? "At least" within 2 points of the legal maximum is non-min-maxing?

On the contrary, for non-min-maxing, 16 pre-racial (18 post-racial) is the maximum. When you're spending more than half your build points on one stat, you're min-maxing.

Anyway, I'd like to re-emphasize Walter's suggestion of picking up Blood of Fiends - it's incredible. For instance, my tiefling cleric is oni-spawn, giving him +2 STR/WIS and -2 CHA. His stats at level 1 were:

STR 16
DEX 14
CON 13 (bumped at 4th)
INT 12
WIS 15
CHA 10

Very satisfactory. If you're planning on heavy armor, you could try this if you were oni-spawn:

STR 17 (bump at 4th)
DEX 12
CON 14
INT 10
WIS 16 (yay will saves!)
CHA 09

Obviously you could lower that WIS for keeping your CHA up or getting some INT for skills, as you see fit.

Oh, also (if it's feasible for your budget) try picking up the Advanced Race Guide. Getting a prehensile tail and/or spending a feat for +2 natural armor can be pretty sweet. :D


Your stats are great for an archer.

*

Xtirium wrote:
So I am working on developing a fighter that does not min max. I want to still be viable in a pathfinder society adventure from fights to roll playing.

Note that at nothing stat-wise will actually influence your characters roleplaying ability, with the possible exception of charisma if your GM makes you roll to back up your words. For the most part though, 90% of roleplaying depends on the player, not the character's stats.

For contributing in fights, everyone should have one thing they specialize in. This isn't about min-maxing, this is about knowing who you are. With your current stats, you could go for two-weapon fighting, archery or combat maneuvers such as tripping or disarming. If you end up boosting your Strength a little bit, then two-handing a greatsword or axe would also work well for raw damage. Think about how you will work with the party - once you decide this building the rest of your character will come much easier.

Grand Lodge ** RPG Superstar 2012 Top 32

Sean H wrote:
If you end up boosting your Strength a little bit, then two-handing a greatsword or axe would also work well for raw damage.

On the other hand, he could continue to invest in DEX, pick up EWP:Elven Curve Blade, and combine Weapon Finesse with two-handed Power Attack damage.

If he has the ARG, picking up Armor of the Pit would essentially make up for the lack of a shield, so he could really be a high-AC damage machine, and without the need to invest more than 3 or 5 points in STR he can keep his mentals up.

All in all, it'd be a great melee route for a base tiefling.

Taldor **** RPG Superstar 2014 Top 32

1 person marked this as a favorite.

Seasoned fighter advice?

Well, fighters are pretty tough, so they require spices that will help bring out the flavor and tenderness. Personally, I'm fond of garlic, but many will tell you that something more exotic, like ginger or saffron, will do wonders.

(I kid, obviously.)

Qadira ***

Netopalis wrote:

Seasoned fighter advice?

Well, fighters are pretty tough, so they require spices that will help bring out the flavor and tenderness. Personally, I'm fond of garlic, but many will tell you that something more exotic, like ginger or saffron, will do wonders.

(I kid, obviously.)

all in the cooking time. Gotta cook tough meat a long time...

there's a reason to name your next fighter Stu.... ;)

***** RPG Superstar 2008 Top 16 aka Sir_Wulf

That looks like it could be a fun character to play! I'd start him out as a Polearm Master, taking Combat Expertise and Combat Reflexes at first level, and arming him with a guisarme.

As he gained levels, I'd follow that with Improved Trip, then Greater Trip. In many battles, he can take the Ready action, then wait for the enemy to come to him: Foes trying to get past his polearm will regularly end up on their rumps.

He next takes Endurance and Iron Will, preparing him to take the Living Monolith prestige class when he turned 6th level. As a Living Monolith, he could easily enlarge himself when more size and power might be desirable.

Power Attack and Lunge would be strong feats to follow those, making his threat even more potent.


Take Extra Traits (get Perception and Knowledge(History) as class skills), EWP (Whip), then move onto 2WF, maybe a dip into gunslinger.. oh no,. that's my character...


Wow a wealth of responses I greatly appreciate the help. I have thought about the possibility of polearm's. Thanks for the set up of ideas for feat's.

Jiggy: I really like the idea of keeping with the Dex drive and picking up the EWP:Elven Curve Blade. It would seem like a good fit. The other path I am considering is TWF it just seems like you take a long time to feat up to being effective.

Sczarni *****

I have a polearm fighter. They are a pretty amazing class. Don't forget to pick up a shield and a one handed weapon as soon as you can because you WILL have need of it eventually. Just a few weeks ago my guy was slapped to 10 hp he took a 5ft step back, brought out his shield and took a defensive and it saved his life, that 2AC item can make all the difference in the world.

Grand Lodge ** RPG Superstar 2012 Top 32

Xtirium wrote:
Jiggy: I really like the idea of keeping with the Dex drive and picking up the EWP:Elven Curve Blade. It would seem like a good fit. The other path I am considering is TWF it just seems like you take a long time to feat up to being effective.

Yeah, the ECB means that at the cost of a feat, you get all the damage potential of Mr. Greatsword but with all the stat-buy efficiency of Mr. Finesse.

If it were me, I'd probably start with 17-18 DEX (post-racial) and 14 STR, spend my first feat on Armor of the Pit and my first bonus feat on EWP. Second bonus feat would be Weapon Finesse, 3rd level feat is Weapon Focus, bonus feat at 4th is Weapon Spec, and at 5th you take Power Attack. Now you're rocking (with a +2 DEX belt) +10 to hit for 1d10+11/18-20. Not too shabby! And you'll have more AC than Mr. Greatsword too, and better mental stats.


Jiggy ounce again your assistance invaluable. Tell me what you think of this idea.

So going with the theme of Weapon Finesse and the EWP: Elven Curved Blade. I take Ranger at 2nd and 3rd with the alternate Two-handed Wpn combat style.

I don't have the ARG but I could pick it up (is there a way to just get it pdf?). So my follow on feats would be a level behind based on your suggestion.

Grand Lodge ** RPG Superstar 2012 Top 32

Yes, you can buy just the PDF. I believe the button/link you want on the product page is labeled "Add PDF", and should have a price next to it, in the neighborhood of $10.

Cheliax **

You could go weapon finesse with rapier and buckler, which would only require spending one feat, leaving the other open for toughness. It would leave a lot of options open to you, other people have mentioned exotic weapions like the 2 handed elven curved blade, or one handed like the Aldori Dueling sword. You also could choose to go Two Weapon fighting later, or choose to focus on ranged combat with bow. After your first couple sessions, picking up a Masterwork Composite(+2) longbow by spending 2PP would be a good idea, with those starts, no matter what you focus in. But if you go the buckler route, you can switch between melee and ranged more easily, and have a hand free to draw potions and whatnot, when it's important to do so.

I would highly suggest picking up power attack at level 3. Weapon finesse builds have some trouble keeping up with damage until they manage to get Power attack in. From there, you really have a broad ranges of things open to you. Some people like to hyper specialize, but it's not the only option.

Andoran ***

ALso, if you decide to go the combat maneuver route, Lore Warden (from the PSFG) is a good option. And goes well with a good Int, to boot.


IF I were you, I would keep the stats as they are. With a +2 dex modifier, your heavy armor will allow you to use full dex benefits due to armor mastery.

At level 4 bump dex to 17 to allow improved twf.

Fight with a decent on hand weapon (maybe a longsword or scimitar) and a light shield.
This will give you a very good armor class, and you can two weapon fight with sowrd and shield, the shield giving you the option of doing some blunt damage when fighting skeletons and such.

Take quick draw some where along the line, you can leave things open so you could raw a dagger to throw or easily switch to a bow.

A nice TWF sword and board switch hitter would be fun.

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