Bastard sword suggestions?


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Slayers get 1 less feat than a fighter does in the first 11 levels I think. And then gets sneak attack on top of that and their studied target kicks in immediately if they ever flank and get sneak attack. and at lv7 it's a swift, meaning you can turn it on without interfering with anything.

Or a ranger fits the bill better too than a fighter.

Shadow Lodge

Imbicatus wrote:
InVinoVeritas wrote:

Slayer still works. It's an action, though. Can't I just go straight to the fighting?

If you sneak attack you can activate studied target as an immediate action instead of a move action. Also thanks to slayer talents, you have almost as many bonus feats as a fighter. Ranger Combat Style for three free feats you don't need to meet prerequisites for, Weapon Training for free weapon focus, and Combat Training for any one combat feat.

I like this.

So, let's compare an Unbreakable Fighter level-by-level with a Slayer. How are they similar? How are they different? In both cases, they get EWP: BS for free.

OP, do you have any extra guidelines as to how your campaign's like? What levels are we focusing on? What do you find to be your greatest challenges/difficulties? What are the wealth levels like?

Shadow Lodge

Chess Pwn wrote:

Slayers get 1 less feat than a fighter does in the first 11 levels I think. And then gets sneak attack on top of that and their studied target kicks in immediately if they ever flank and get sneak attack. and at lv7 it's a swift, meaning you can turn it on without interfering with anything.

Or a ranger fits the bill better too than a fighter.

Level 7 is WAY too late. So many campaigns end before that ever happens. But the whole "activate on sneak attack" takes away some of that problem, though, and is available from level 1.


Slayer can also Swift (or Move) Study at 7; the level after you get iterative attacks (in addition to when you Sneak Attack).

The ninja was real.


InVinoVeritas wrote:
So we end up with a fast fighter with a couple more hit points and worse armor, or a fighter who trades his feats for sneak attack. Doesn't sound like a winning combo to me.

Slayer is a Fighter with better skill list, skill points, better saves and faster access to feats because of Ranger Fighting Style.


Scott Wilhelm wrote:


Endurance, maybe, but Mithril Full Plate costs like 12,000gp. There is a kind of magic Full Plate that puts itself on: Tesselating Plate, I think.

I wouldn't be that interested in Cleave if I were using 1 handed weapons. I'd get 2 weapon early.

restful Armor is cheaper. If you don't get anything else from mithril (depends on your DEX), just to sleep is easier to get restful


InVinoVeritas wrote:


and do big damage to the enemy while not worrying about out-of-combat usefulness (which can be mostly managed by statless roleplay anyway)?

Not sure how this could work. Roleolaying is playing a role. You can do that without rolling dice, but if you are roleplaying a char with 0 diplomacy, 0 bluff, you shouldn't spend the evening saying wordplays, charming women, and doing clever sentences to convibce people, just like if your char has int 10 abd no skill ranks in science, he shouldn't apply rules of pressure, fluid mechanics, or craft gunpowder, just becsuse you as a player can. Otherwise you aren't playing a role

Shadow Lodge

gustavo iglesias wrote:
InVinoVeritas wrote:


and do big damage to the enemy while not worrying about out-of-combat usefulness (which can be mostly managed by statless roleplay anyway)?
Not sure how this could work. Roleolaying is playing a role. You can do that without rolling dice, but if you are roleplaying a char with 0 diplomacy, 0 bluff, you shouldn't spend the evening saying wordplays, charming women, and doing clever sentences to convibce people, just like if your char has int 10 abd no skill ranks in science, he shouldn't apply rules of pressure, fluid mechanics, or craft gunpowder, just becsuse you as a player can. Otherwise you aren't playing a role

Well, we already know his stat array. He's got a 13 Charisma, and he can pick up Diplomacy as a class skill with a trait. So no matter what his class is, that's how that score will go. I don't think any of the martial classes give a bonus for Diplomacy, so it's not a class issue. (other than potentially saving a trait)

Shadow Lodge

Declindgrunt wrote:
Well how can I remain relevant because I'm pretty settled on fighter, I was looking forward to wearing full plate
Declindgrunt wrote:
Well my current stat spread is 18,12,14,10,14,13 we are using automatic bonus progression and I'm making his mental bonus cha so he'll have 16 cha with a trait to get diplomacy my character is the face of the party, so with the backstory I'm having he's got nobility in his blood I'm building a character who is not dumb (that stereotypical barbarian) who is brave and heroic, honestly if I didn't have this character in mind id be playing a barbarian hands down no questions asked.

Okay, so we know the following:

He's human. Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 13. He's using a bastard sword he gets proficiency in for free. He's picking up a Diplomacy trait, and his Charisma will be increasing (What's automatic bonus progression? I haven't heard of that.) He wants to wear full plate.

He's thinking of an unbreakable fighter. We've got a bunch of other ideas floating around.

All right, ladies and gentlemen, let's see your builds. You can't change race or ability scores. You have to use a bastard sword. You have to wear full plate. But the class remains open.

All that stuff I said before about no rage and no spells? Gone. But spending the first few rounds buffing will be a strike against your build.

Show us all how your build idea rocks.


Automática bonus progresion is an unchained thing. You can't buy the Big Six Magic items, but you get extra enhancement, deflection, and resistance bonus to your abilities, weapon and Armor. So I guess he's going to raise the Cha.

Unbreakable fighter males a good mix with barbarian if you are ok with using Rage. Urbsn barbarian is a good choice for the stated goals I think.


The Eldritch Guardian archetype offers the fighter a lot if you are ok with having a mauler familiar sidekick.


Just to point out, Weapon Training plus Weapon Specialization & etc doesn't fare any worse that Studied Target. Throw on Gloves of Dueling and it does considerably better. Slayer is great, and much better for some builds, but I'm not sure exactly why people think it completely replaces Fighter.


BadBird wrote:
Just to point out, Weapon Training plus Weapon Specialization & etc doesn't fare any worse that Studied Target. Throw on Gloves of Dueling and it does considerably better. Slayer is great, and much better for some builds, but I'm not sure exactly why people think it completely replaces Fighter.

Because you can be disarmed or sundered?


Studied combat works for ranged as well, fighters have to wait till lv9 to weapon training their backup bow, and because it only misses out on 1 feat but gets to bypass pre-reqs for 3 of them, gets 6+int skills per level with nice class skills, has reflex as a good save and it gets sneak attack on top of everything.


BadBird wrote:
Just to point out, Weapon Training plus Weapon Specialization & etc doesn't fare any worse that Studied Target. Throw on Gloves of Dueling and it does considerably better. Slayer is great, and much better for some builds, but I'm not sure exactly why people think it completely replaces Fighter.

Like most other "fighter replacements", it's because the out of combat utility. If the only thing you care for a particular Char is combat, fighter is ok. If you want something else, including having skills, other classes (like slayer) gives you similar combat prowess, but much more things to do when you don't swing your sword.


InVinoVeritas wrote:
Chess Pwn wrote:

Barbarian, bloodrager, slayer.

Fighter doesn't get a damage bonus until lv4.
A fighter unbuffed is basically just a warrior with extra feats.
A fighter gets slow accuracy and damage boost and you'd need to waste dex for some levels if you want any benefit from armor training without magic.
A fighter is out if he fails his save against a large portion of spells.
A fighter doesn't really do "big damage" he does consistent damage.

Now if you change it to an Eldritch Guardian mutation warrior you do a bit better, but then you're buffing yourself.

Barbarian/Bloodrager who never rages? I don't want to manage rage. Nope, that fails.

Slayer still works. It's an action, though. Can't I just go straight to the fighting?

So we end up with a fast fighter with a couple more hit points and worse armor, or a fighter who trades his feats for sneak attack. Doesn't sound like a winning combo to me.

Actually, since Slayer characters get access to ranger styles they end up with the same number of feats (effectively) by 10th level. Plus sneak attack.

(This includes Combat Trick and Weapon Focus both coming from talents)


BadBird wrote:
Just to point out, Weapon Training plus Weapon Specialization & etc doesn't fare any worse that Studied Target. Throw on Gloves of Dueling and it does considerably better. Slayer is great, and much better for some builds, but I'm not sure exactly why people think it completely replaces Fighter.

While not as simple as the gloves of dueling, slayers have bloodstained gloves and lenses of the predators gaze to boost the studied target bonus. And the slayers robe can apply the bonus to saves against the studied target.


Melkiador wrote:
While not as simple as the gloves of dueling, slayers have bloodstained gloves and lenses of the predators gaze to boost the studied target bonus. And the slayers robe can apply the bonus to saves against the studied target.

Oh boy, didn't know about these items, my Tiefling Slayer will LOVE them!


OK, here's a build. Stats as given. I don't know how starting gold is so I'll just assume nothing.

Traits: whatever makes you social.
Skills: 3 points. Diplomacy to get +6, Perception for +3, and something you find amusing (Intimidate? Sense Motive?).

Feats: Three--human, level 1, fighter level 1.
Fighter feat, Power Attack.
Level 1, Quick Draw.
And human feat? Persuasive, perhaps? Yes, everyone hates on the +2 skill feats. Why not be more facey?

So ... AC 11 + armour + shield, HP 12, hit stuff for d10+4 usually, with d10+6 for those tough to remove monsters. +5 to hit.

Oh, and there's a choice of HP or skill point.

I know this isn't 'optimal', but I think it'll get the jobs done, won't it? Solid damage, clank around, and your main non-combat role is 'talk nice'. Just off the top of my head, only research was 'What's that +2 to Diplo feat called?'.

(Want more levels? Fighters are a little too versatile..although I'd guess on Weapon Focus (bastard) for level 2's fighter feat.)


InVinoVeritas wrote:
Show us all how your build idea rocks.

What about:

Oracular Knight
Dual-Cursed Oracle of Battle 4/ Fighter X

1F. Additional Traits: Fate's Favored & Magical Knack / +Quick Draw
2O. *Revelation: Misfortune*
3O. Power Attack
4O. *Revelation: War-Sight*
5O. Extra Revelation: Surprise Charge*
6F. +Cornugon Smash
7F. Abundant Revelation: Surprise Charge*
8F. +Weapon Focus: Bastard Sword
9F. Improved Critical: Bastard Sword

With Fate's Favored and Magical Knack, Divine Favor is a +3/+3 by level 6. Magical Knack also means that by level 5, the bonus spell Ill Omen is a no-save roll-twice-and-take-worse debuff on a target's next two d20 rolls. Combine with Misfortune to force multiple rerolls. If a Spellstoring weapon is acquired, Ill Omen can be applied through an attack.

With a Quickdraw Light Shield and Quickdraw, switching between two-handed and shield is all free actions, effectively allowing two-handing with heavy armor and shield.

While the character is loaded with 'hex' sort of magical effects, he's still outwardly a rather iconic sword-and-shield knight. While the usual flavor of 'curses' isn't necessarily heroic, it can be played as a hero whose pure force of will crushes even his enemies' luck.


I have a build to offer.

Level 1, Fighter1: Traits: Rxnary, Indominible Faith, Quickdraw, Improved Initiative, Bastard Sword, 2 Weapon

2, Fighter 1 Arcanist1: Spells, Dimensional Slide, Arcane Reservoir 4, Consume Spells 1pt/use, 3/day

I figure by level 2, this character will be able to afford his Full Plate. I have 2 concerns about Full Plate: the Armor Check Penalty, the fact that you can't sleep in it, and the fact that it takes several minutes to put on. If you have the kind of DM who asks this question with a wicked grin, "Are you sleeping with your armor on?" and I have never not had this kind of DM, you need a good answer to this question.

My answer is the Swift Girding Spell. When you are about to go to sleep or do something athletic like swim across a moat and climb up a rope up the castle wall, following behind the Rogue, you pretty much can't do that in Full Plate. So you take it off, carry it on your back, and then when it's time to fight, your first action is to Swift Gird your Full Plate on and move into combat. That way you don't have to go fight in your underwear or keep an Armored Coat handy, which will end up being the only armor you actually use.

Dimenensional Slide lets you teleoport 10' with no error nor disorientation. You can put yourself in just the right place, flanking maybe, or get inside some pikemen's Reach.

3F1A1Ninja1: Sneak Attack 1d6, Poison, Improved Shield Bash

At this point, this character's off-hand weapon was Armor Spikes. With Reactionary and Improved Initiative, his Initiative Mod is +7. With Quickdraw, he can throw a weapon and draw his Bastard Sword as a Free Action. Between the high Initiative and the Dimensional Slide ability to achieve Flanking, this character will gain Sneak Attack Damage a lot.

This character will use a Light, Quickdraw, Throwing Shield. It will probably be Spiked, eventually.

4F1A1N2 Vanishing Trick Ki Pool: 2

The Ninja can turn Invisible as a Swift Action, and you get no Dex Mod against an Invisible opponent, so this is another way to lock in your Sneak Attack Damage.

5F1A1N2Warpriest1: Weapon Focus Shield, Sacred Weapon 1d6, Aura, Spells, Blessings: Destruction, Earth, Dazzling Display

With the Blessing of Destruction, all the weapon attacks get +1 Damage. With Sacred Weapon, the Shield will do 1d6. Get the Bashing Enchantment on it so it will inflict damage as if it were 2 sizes bigger, so 2d6.

6F1A1N3W1: Sneak Attack 2d6, No Trace+1
7F1N4W1: Combat Trick: Intimidating Prowess, Uncanny Dodge, Power Attack

I figure by level 6 or 7, this character will be able to afford a Blinkback Belt. You see, unstrapping and throwing a Throwing Shield is a Free Action. Weapons that came from a Blinkback Belt blink back to the belt immediately after the Throwing Attack is resolved. Then since you have Quickdraw and are using a Quickdraw Shield, re-drawing it is also a Free Action. Theoretically, this is an infinite Free Action Attack loop, doing infinite damage. Not really, since the Core Rulebook specifically empowers GMs to put “reasonable limits” on how many Free Actions you can take in a round, but this trick should let you take 1 extra attack/round, anyway.

8F2A1N4W1: Shatter Defenses

With Dazzling Display, you can Intimidate all opponents within 30'. With Intimidating Prowess, between a 16 Charisma and 18 Strength, that will come out to a +7, +10 since Intimidate is a Class Skill + however many Ranks you have in Intimidate. With Shatter Defenses, the opponents you hit will be Flatfooted, assuming they aren't FF already between Improved Initiative, Dimensional Slide, and the Ninja Vanishing Trick. So, another way to lock in your Sneak Attack Damage.

9F2A1N5W1: Sneak Attack 3d6, Cornugeon Smash

Now you get to make your Intimidate Checks and make them Flatfooted every time you hit them as a Free Action.

So what would I do next with this character? Someone mentioned Improved Crit, but that's not really my cup of tea. I'm thinking of taking Hamatula Strike so the Shield Bashes also let me make Grapple Checks. Successful Grapple Checks let me do Armor Spike Damage, and also Sneak Attack Damage again! Also, with just a few feats and abilities, you can work in some DEVASTATING Grappling capabilities.

9F2A1N4W1Alchemist1: Vivisectionist, Sneak Attack 3d6, Extracts, Mutagens, Cornugeon Smash
10F2A1N4W1Ah1Cavalier1: Order of the Penitent, Mount, Challenge, Tactician, Coordinated Maneuvers
11F2A1N4W1Ah1C2: Expert Captor, Greater Grapple
12F2A1N4W1Ah2C2: Tentacle Discovery, Poison Resist +2
13F2A1N4W1Ah3C2: Swift aclhemy, Sneak Attack 4d6, Greater Grapple

This is pretty cool: with Expert Captor, you can Tie Up an opponent you have Grappled, not Pinned with -10 penalty. With Greater Grapple, you can make your Maintain Check as a Move Action, so if you begin your round adjacent to your opponent, you can Initiate your Grapple as a Standard Action then Tie him Up as a Move Action. With a little work, you can make your Grapple Mod Shockingly high.

14F2A1N4W1Ah4C2: King Crab Tumor Familiar

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