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Do Fighters Finally Not Suck?!


Pathfinder RPG General Discussion

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Blackwaltzomega wrote:

At level 11, when a fighter can have both of these feats, he can cast Dimension door. Once. As a standard action. Handy for out of combat! Relatively useless in combat unless you've gained the power to attack as a swift/move action somehow.

If you're taking item mastery feats you're also taking abundant tactics. They're basically part of the same package.

Edit so its more like 5X a day at 11th.


Ryan Freire wrote:
Blackwaltzomega wrote:

At level 11, when a fighter can have both of these feats, he can cast Dimension door. Once. As a standard action. Handy for out of combat! Relatively useless in combat unless you've gained the power to attack as a swift/move action somehow.

If you're taking item mastery feats you're also taking abundant tactics. They're basically part of the same package.

Edit so its more like 5X a day at 11th.

Which would be awesome if Dimensional Agility et all and Teleportation Mastery were combat feats.

They aren't.

Abundant tactics doesn't work with any of the feats involved in this combo, or indeed any item mastery feats at all.


Huh, apparently some are most arent, telekinetic mastery is. Teleportation isn't. Weird


Talk about the Fighter being "effective" or not is always funny, as people throw in things light "flight" or "plane shift" and never explain how their actual game looks like, but keep it on a purely theoretical level, with weighting "class features" higher than "itemancy".

Me, I use PF only to play APs and that´s it. My comparison point is: Does a Fighter well in Giantslayer as published and not modified by me? And it does.


An NPC warrior can do well in Giantslayer as published without modification. That isn't a high hurdle.


Alex Smith 908 wrote:
An NPC warrior can do well in Giantslayer as published without modification. That isn't a high hurdle.

I´ve not said it´s a hurdle, but that it gives the overall boundaries "effectiveness" of things can be measure against instead of talking about them in a vacuum.


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I'd say the better measure of effectiveness is "does this character usually have an equal part to contribute in Kingmaker or similarly complex adventure path". I want a fighter to be able to meaningfully contribute mechanically to as many situations as possible. For instance in a diplomatic situation the fighter should still have something to do even if he isn't the star, without having to have invested a huge portion of his resources into it. Alternatively enemies who cannot be fought directly is a fairly common narrative device and the fighter should have means of indirectly fighting them such as combat maneuvers without having to have invested hugely into that specific maneuver.


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Like I guess what it gets right down to is that a fighter's feats and or abilities should have as much utility for all of a sorcerer's known spells put together for a given level and all of those fighter abilities should scale at least as well as sorcerer spells.


so yeah, item mastery feats aren't combat feats? that kinda makes them worthless. you can't brawler them out either.

Grand Lodge

1 person marked this as a favorite.
Alex Smith 908 wrote:
I want a fighter to be able to meaningfully contribute mechanically to as many situations as possible. For instance in a diplomatic situation the fighter should still have something to do even if he isn't the star, without having to have invested a huge portion of his resources into it. Alternatively enemies who cannot be fought directly is a fairly common narrative device and the fighter should have means of indirectly fighting them such as combat maneuvers without having to have invested hugely into that specific maneuver.

I advise snagging the Everyman Unchained: Fighters.


I'll give it a look


Alex Smith 908 wrote:
I'd say the better measure of effectiveness is "does this character usually have an equal part to contribute in Kingmaker or similarly complex adventure path". I want a fighter to be able to meaningfully contribute mechanically to as many situations as possible. For instance in a diplomatic situation the fighter should still have something to do even if he isn't the star, without having to have invested a huge portion of his resources into it. Alternatively enemies who cannot be fought directly is a fairly common narrative device and the fighter should have means of indirectly fighting them such as combat maneuvers without having to have invested hugely into that specific maneuver.

Sorry, AP and complex? You´re kidding me? You could do each and everyone of them with NPC classes and still do fine. Heck, they´re designed to be played with 12-year-olds.


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Yeah I know hence why I think actually using them as a measuring stick is kinda dumb. I was trying to find the most complex possible example, and all of the others besides Kingmaker that have any degree of interesting design are 3rd party. You were the one who brought them up as an example of standard play.


Frogsplosion wrote:
so yeah, item mastery feats aren't combat feats? that kinda makes them worthless. you can't brawler them out either.

Not as a brawler alone. You need Weapon Training to do it. Advanced Weapon Training is a combat feat, and Item Mastery is an Advanced Weapon Training option. Using that, you can flex into Item Mastery feats. Typically through Barroom Brawler through a fighter, though you can do it with Warrior Spirit and the Training weapon special ability.

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