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Wow. This is a ton of information to process and mull over. Thanks for all the help and advice, guys.

Let me try to clarify a few things. Firstly, we're using the retraining rules outlined here. So retraining a couple feats or skills wouldn't be ridiculous but I can't change my race. Not that I'd want to necessarily, as I've always loved playing a boring human in a world of elves and dwarves for some strange reason.

Secondly, I'm not opposed to making full attacks or anything really, it just seems that with TWF you're making so many attacks that each turn in combat will take half an hour and that seems rude to the other players.

Now overall, it seems like sword and board is perfectly fine even without TWF however, in order to use Stand Still(and possibly eventually Combat Patrol), I need a reach weapon? So that seems my biggest choice, switch to a reach weapon(which are all two handed?) or retrain Stand Still to something better.

Oh and regarding my skill choices, I'm inclined to agree that Disable Device was a waste. I originally thought I'd be able to get away with wearing breastplate but that hasn't been the case. I think I really need to get Full Plate asap which will destroy my Disable Device check. And Profession I really only took for RP reasons, I'm not opposed to not putting any more ranks in it. However, I'm not really sure what other useful skills there would be for me. We have most of the knowledge skills taken care of, only missing dungeoneering and engineering I believe, our swashbuckler and cleric both have very solid conversational skills and our witch has survival down pat.


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So you're looking at a 2 damage from str and 2 damage from power attack that you're not getting from two-handing. Taking weapon specialization gets half of that back. Not any way to get the other part back, but it's not the end of the world since it sounds like you want this guy to have real good AC.

I'm actually not sure if I care about AC or not. My friend, the witch in our group, believes that AC doesn't matter and it's more important to kill quickly. Which makes me wonder if high hit points and damage reduction are more viable for survival.

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So before we can answer that part of your question, what's your experience with your GM? How 'smart' does he play the opposition?

We haven't fought too many "smart" enemies yet, it's mostly been some fey and undead. The more intelligent ones did however focus on our magic users. I mean our DM is pretty smart but she's not 'cruel' and I think she's been trying to take it a -little- easy on us since we're all new.


Hi there, I'm new to these forums and Pathfinder in general but I'm hoping you guys can help me out a bit. I'm playing a fighter that just hit lvl 6 last night and I'm not sure what feat to take or really how to build him in general. My party consists of a swashbuckler focused on damage and looking cool, a priest who focuses on healing and fire spells and a witch focused on buffs/debuffs, all of whom are built very squishy. My intention with the fighter was to play a tanky guy who could manipulate the battlefield, sort've a guy who fought smart rather than hard if that makes sense.

My Build Thus Far:

Human, Fighter
STR 18(+2 from human, +1 at 4), DEX 15, CON 14, INT 14, WIS 9, CHA 12
Skills: Disable Device, Intimidate, Local, Geography, Perception, Prof: Soldier

Weapon Training: Blades, Heavy

Feats:
Weapon Prof: Bastard Sword
Fast Learner
Shaft and Shield(3rd party, going to retrain at lvl 8)
Power Attack
Iron Will
Combat Reflexes
Stand Still

Unfortunately, I built this guy before reading more extensively on fighters. As I understand it, fighters should specialize on one weapon. And if you're going sword and board you have to go into the dual wielding stuff to do any damage, which honestly, sounds annoying to me. I'd rather not have to make 8 attack rolls and I'd rather spend those feats on something else. So I'm debating whether I should switch it up to a two hander since the damage from that seems to scale better than the AC from a shield. And really, I'm just kind of at a loss on what to take that'll help me keep my party alive. I understand that this isn't an MMO and tanking isn't really a thing but I'm hoping there's stuff that can somehow help me soak up damage for the party. Are the repositioning or trip feats worth it? Or should I just focus on survivability and rely on Stand Still to keep the enemies on me?