Phalanx fighter 3 --> ??


Advice


So, I originally planned to take this here Guisarme wielding character into the Stalwart Defender PrC, but have recently come to the realization that my group favors mobility. This has thrown a bit of a wrench into my plans and I now have no idea where to go from here.

The question: Where would you take a Phalanx Fighter 3?
In my specific game, guns are disallowed and I prefer to avoid spellcasting in any form due to RP. However, don't let that keep you from sharing an awesome build. Even if I don't use it, your magicy build might prove useful for my thought process.


What's your stats? Do you have good INT, DEX, CON, WIS or CHA?

Grand Lodge

You gotta give more info buddy.


Well, as a provisory answer:

- You got kicked out of the force, and turned to the drink. You are a Phalanx Soldier Fighter 3/Armored Hulk Barbarian 1. You want to take Come and Get Me, Boastful Taunt, Superstitious and so forth, with Intimidating Prowess to boot. Be drunk all the time, goad enemies to try and fight you, ready your spear for their angered charges.


Currently lvl 2 human with:

STATS
Str 19, Dex 16, Con 16, Int 13, Wis 9, Cha 7

Power Attack (-1/+2)
Imp. Bullrush (+2 CMB, No AoO)
Shield Focus (+1shield AC)
Imp. Sheild Bash (keep shield AC when bashing)

Trained Skills:

Skill bonus(w/ACP,w/shield) =rank+ability+class+misc)
Climb: 8(4,2)=1+4+3
Know(Dungeoneering): 8=2+3+3
Know(Engineering): 8=2+3+3
Perception: 2 =2+0
Prof:Soldier 5=2+0+3
Spellcraft: 5=2+3+0
Swim: 8(4,2)=1+4+3
5 total (2 base, 3 Intelligence, 1 race)


While your stats are not good for this (Cha), check this:
Phalanx figher 3
Sacred Shield 2-4
Oracle War X
Inmediate charges that reduce the damage your group takes. Dragon breaths fire? Inmediate charge (Oracle) to your group for decreased damage (Sacred Shield).
....................

Otherwise have a look at the Combat patrol feat line. Perhaps the Overrun and improved overrun to get to enemies fast if your group is that mobile.


With those stats you really have to go Barbarian. Here's a small mock-up of how you'd look at level 12th if you do:

Spoiler:
Longfellow
Male Human fighter 3 / barbarian 9 Archetypes Armored Hulk, Phalanx Soldier,
Medium humanoid (human)
Init +3
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DEFENSE
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AC 32, touch 15, flat-footed 29 (+10 armor, +1 deflection, +3 Dex, +1 natural, +6 shield, )
hp 124 ((3d10)+(9d12)+36)
Fort +15, Ref +10, Will +6
DR1/-;
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OFFENSE
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Speed 40 ft, 45 ft while raging.
Melee naginata +2 (furious) +22/+17/+12 (1d8+10/x4)
Melee shield +3 (heavy/steel/mithral/ramming/shield spikes/shield spikes) +24 (1d8+7)
Special Attacks Boasting Taunt, Knockback,

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STATISTICS
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Str 26, Dex 16, Con 16, Int 13, Wis 9, Cha 7,
Base Atk +12; CMB +20 (+25 bullrush) (+21 disarm) (+21 grapple) (+21 overrun) (+21 sunder) (+21 trip); CMD 35 (37 vs bullrush) (37 vs overrun) (36 vs trip)
Feats Greater Bull Rush, Improved Bull Rush, Improved Shield Bash, Intimidating Prowess, Power Attack, Shield Focus, Shield Master, Shield Slam, Two-Weapon Fighting
Languages Common
SQ armored swiftness, bonus feat, bonus feats, bonus superstitious rage (9x), damage reduction, improved armored swiftness, indomitable stance, phalanx fighting, rage, rage, rage powers, resilience of steel, skilled, stand firm, superstition, swift foot, weapon and armor proficiency, weapon and armor proficiency, weapon and armor proficiency,
Combat Gear
Other Gear jingasa of the fortunate soldier, amulet of natural armor +1, naginata +2 (furious), ring of protection +1, bracers of armor +2, shield +3 (heavy/steel/mithral/ramming/shield spikes/shield spikes), belt of giant strength +4, cloak of resistance +3, mithral full plate of speed, 1635.0 gp
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SPECIAL ABILITIES
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Armored Swiftness (Ex) At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed. This ability replaces uncanny dodge.

Barbarian ~ Uncanny Dodge Tracker

Boasting Taunt (Ex) While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components. The barbarian must be at least 6th level to select this power.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bonus Superstitious Rage (9x) Add +1/3 to the bonus from the superstitious rage power.

Damage Reduction (Ex) You gain damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.

Improved Armored Swiftness (Ex) At 5th level, an armored hulk's land speed is faster than the norm for her race by +10 feet. This benefit applies when she is wearing any armor, including heavy armor, but not while carrying a heavy load. Apply this bonus before modifying the armored hulk's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. This ability replaces improved uncanny dodge(Encumbered=0)(WearingArmor=1)(MoveBonus=10).

Indomitable Stance (Ex) An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.

Knockback (Ex) Once per round, you can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes points of damage and is moved back as normal. You do not need to move with the target if successful. This does not provoke an attack of opportunity.

Phalanx Fighting (Ex) At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 23 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 24 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 23 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 24 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Rage Powers The following rage powers complement the armored hulk archetype - boasting taunt**, greater guarded life*, guarded life**, guarded stance, increased damage reduction, no escape, overbearing advance**, overbearing onslaught**, reflexive dodge*, rolling dodge, and unexpected strike.

Resilience of Steel (Ex) At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level). This ability replaces trap sense. (currently at +3)

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stand Firm (Ex) At 2nd level, a phalanx soldier gains a +1 bonus to CMD against drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Superstition (Ex) You gain a +7 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Swift Foot (Ex) You gain a +5-foot enhancement bonus to your speed. This increase is always active while you are raging.

Weapon and Armor Proficiency An armored hulk gains proficiency in heavy armor.

Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

This is with magical items and stuff. Perhaps the rage power for a measly 5 extra feet move speed isn't that great now but it should have served you a bunch leveling.

This is assuming your DM allows you to change your Favored Class to Barbarian to get that extra Superstitious save bonus.

Build is based upon:

1. Charging and shield bashing your way through. You add your shield enhancement bonus to your attack and damage AGAIN if you charge with your shield. Plus, you get two bullrush attempts - one from Shield Slam and another from the Ramming quality, but the latter you may wanna skimp on if you meant to rage that turn too.

2. Use Boastful Taunt on low-Will enemies to goad them into fighting you. If they even attempt to come at you, you fell them with a well-placed Bull Rush attack, and everyone gets a ton of AoOs from it. Each Shield Bash you make grants you a free Bull Rush attempt, and Knockdown grants you another with an attack. If you get Quick Bull Rush, you get the idea.

3. In the future, get Combat Reflexes and Come and Get Me. You want to goad enemies into attacking you and use the counterattack for a Bull Rush or simply putting a Naginata up their skulls. Perhaps you also may want to up your Dex to get full TWF. Also Improved Initiative and Lightning Reflexes won't hurt.


An interesting take. I never concidered Barbarian. We do have another barbarian in party, but she's more of a grappler/rapid enemy disassembler. Thanks for the input.


So, a couple months later and we still aren't lvl 4 (yay PbP). I wanted to ask about the Brawler instead of Barbarian. Is the Exemplar worth it when I'm so far behind, or should I just pour all my cards into bull rush as detailed above? The latter seems to open up some options for helping out the party and the martial flexibility feature seems pretty powerful, but these features won't even come fully online until level 8.

Scarab Sages

Honestly, I'd go slayer and take the sword and board combat style. You can pick up shield slam and shield master easily, and can use studied target and sneak attack.

Shield slam really makes bull rush shine.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

I have a Fighter (Phalanx Soldier) 3 / Barbarian (Armored Hulk) 4 who has the Fiend Totem rage power. Has a tower shield and full plate. A very un-barbarian, barbarian.

Scarab Sages

Why friend totem, if you don't mind starting?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Choon wrote:
Why friend totem, if you don't mind starting?

It gives him horns so he threatens with them at 5' and his Lucerne hammer at 10'. As long as there isn't difficult terrain it is hit with hammer 5' step up hit with horns (or vice versa). Plus the idea of an ulfen (might as will be Viking) with horns is kind of funny.

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