Human Fighter 32 point buy / or 32 Cleric non-healer bot


Advice


So I finally get to play again instead of DM a game. I want to build a front line fighter that not only keeps a decent AC(probably sword and board) but has a great CMD/CMB but still can dish out the damage.

Now the character is going to also be in small party 3-4 people probably mostly a three man so I don't want to dip too low on Int or Wis for role playing reasons(I probably need to be a thinker and leader.

Now the DM runs mostly store bought adventures but isn't afraid to throw in some PL+3-5 encounters from time to time so a pure defensive build to boost the AC sky high probably will not work either.

I start 3rd level(my last character died,I was a caster with delusions of grandeur).

I need a solid build from 3rd level on and wanted to see if anyone felt like giving it a shot.Mostly to see if I had the right idea.

I'm not 100% sold on human or sword and board.That just seems like the best course for the free feat/skill point and the shield can add tons to AC.

The other option is a 32 point buy Cleric who isn't a healer bot(but has some heals)but frankly I have little experience playing a cleric who isn't mainly a healer.I'm not even sure how to go about it.

Thanks for any help you feel like throwing my way.


The other party members are a rogue/ranger archer and a guy playing a cleric (almost strictly healer bot)who isn't happy with his character so I don't know how long his life expectancy is.

I even though about Barbarian but to be honest if I end up with no healer I doubt the barbarian would make it through the fight. All offense seems to work great till it seriously doesn't!


What resources are you allowed?

The War Priest from the Advanced Class Guide playtest is a pretty nice combination of the details you listed so far.


Any Pathfinder book but out by Paizo.


With such a high point buy, It'd be a shame to make a straight fighter, who gets so little out of multiple high scores. The cleric however, can make great use out of all scores but Int.

A reach cleric could have the following spread(before racial mods):
16 Str
14 Dex
14 Con
10 Int
16 Wis
12 Cha

You'll have:
*High DC's for saves
*A good bonus for melee attacks
*Good damage in melee
*Enough Dex to make combat reflexes worth it
*Enough Hit points to front line without fear
*An extra channel energy

I'd suggest either Human (for the extra feat) or Aasimar/Teifling (for the stat bonuses from variant Heritages)

Silver Crusade

Ordinarily I'm a big fan of reach Clerics, too. However, in this case I don't recommend you play one.

Why Reach Cleric is a bad for you, in this case:
It's a very strong and effective build, but I fear it would overshadow the 'healbot' cleric. You would be a first rate martial combatant while also being able to heal 90% as well as a dedicated 'healbot' cleric. Literally at the same time, meaning you would inflict martial damage with AoOs while getting full spell casting. What a way to make someone feel useless. It almost guarantees that player will change to a different character.

Instead, I suggest your current cleric try out reach cleric tactics, and see if it might work. Perhaps that's what the player is looking for. This suggestion is invalid if it violates religious precepts or other role playing concepts. This suggestion is also mostly invalid if the 'healbot' cleric's strength is much lower than 10. That said ...

Perhaps the player of the 'healbot' cleric might be happier with a radical change in approach, using the same character and same build. Adopt reach cleric tactics, and see if they work for you. Healing and other casting ability would be unhindered, but the character would become a party protector and damage dealer.

Reach fighting style would work especially well in combination with the archery-focused Ranger/Rogue. The no-longer-just-a-healbot cleric would be a protector for the archer. Any foe, even a flying one, who tries to get at the archer will draw an Attack of Opportunity from the adjacent reach weapon wielder. This gives foes a good reason to keep their distance, which is just what the archer wants. Archery tactics and reach tactics combine effectively.

If your team's archer and cleric can find synchronicity in this way it frees you up to take on a wider variety of roles. Together they have more of the bases covered, so you don't need to cover as many.

Anyway, here's how your cleric could test it out:

1. Any Cleric who picks up a longspear instantly becomes a reach cleric. No feats required. This involves giving up your shield. You can always carry your shield on your back, in case you need the extra defense. Buy a normal longspear and practice with it.

2. Clerics have access to the entire Cleric spell list. A Cleric can completely change focus simply by choosing different spells. For example, Clerics have access to the excellent Summon Monster spells, and make strong summoners.

3. Your Cleric probably has decent Wisdom, and thus good DCs. There are many good offensive divine spells. My favorite is Command, where I stand behind several martial allies and command the foe to 'approach me'. The foe is almost always slain by all the AoOs it provokes, with yours being the last.

4. Occasionally become Clericzilla. Even with a strength of 10 and no optimization at all it's possible to buff yourself to become an solid martial combatant. For example, at 5th level you stack Bull's Strength (2), Magic Weapon(1), Weapon of Awe(2), Prayer(3), and Divine Favor (1) to wield your normal longspear at +8 to hit for 1d8+8. If you have 14 Strength and optimize for it you can boost that to +13 to hit for 2d6+19, but that's overkill.

5. Do several things at the same time. For example, you can stand next to the archer and cast spells or channel, while still protecting the archer. Any foe who tries to get at the archer will provoke your AoO, giving you a free attack.

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