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Rules foundation:

The rules wrote:
Chaotic Good: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good combines a good heart with a free spirit.
The rules wrote:
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
The rules wrote:
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Lets see now.

Brett Gillespie wrote:
Now the way I envision the character is one who seeks to right the wrongs he perceives, without regard for any rule or authority anyone might claim for themselves to that end.

Acts on his own moral compass instead of the law, ignores societal norms, and is proactive in making things better. Chaotic good.

Brett Gillespie wrote:
I see this character as taking out his own view of justice, karma, or the like, on those he believes are guilty.

He sounds reckless, which fits the chaotic part, is willing to take risks to meet good ends, that is good. As long as his view of "justice, karma, or the like" is generally trying to stay within that idea of doing good, this is chaotic good.

Brett Gillespie wrote:
Say a murderer gets off easy, or is released on a technicality. He has no problem killing them, or doing things that don't lead to their death directly, if he thinks they deserve it.

That dude killed someone and was not punished. It is good to want to see him made unable to hurt more people, even if his death is part of that. Sure, the chance exists that someone might be innocent or he was more justified than a deranged murderer and I expect your character will use some better judgement in this case. Still, sounds like good-natured vigilante work intended to make the world better. Chaotic good. You respect life in that you are protecting the whole of the community through your acts.

Brett Gillespie wrote:
To him, the ends do justify the means. If it will ultimately bring about better

You are not a paladin, this is indeed acceptable behavior for a good character. Even more so for a chaotic good character.

Brett Gillespie wrote:
He does help people and takes on causes, but a large part of his alignment is made up of pursuing retribution on those who cause the wrongs.

Being a proactive agent of good, seeking to find and deal with threats, is not an evil act.

Brett Gillespie wrote:
He doesn't trust easily, and the benefit of the doubt is given sparingly until they prove themselves one way or the other.

That is more a character quirk than an alignment issue.

Brett Gillespie wrote:
He has the best intentions. He wants to make the world better by sticking it to those who make it worse (in his mind, they don't deserve kindness, benevolence, or mercy)..whether they're corrupt, or they are murderers. When he takes action to stick it to them, he feels no remorse or pity if they've earned it, in his opinion.

Again, you are not a paladin. The very idea that you want to do good makes you good in this case. Chaotic Neutral doesn't really care to help others as that alignment is written. Neutral in general is the "I like good but don't have the desire to go further the cause of good at my own expense. Good is good and I am glad other people are willing to do good for me." You aren't evil because, once again, you want to do good. You don't kill people because you love blood or are trying to trick people into letting their guard down. You don't kill for sport or just to make your own life easier. In his heart, good is his active aim for no other reason than furthering the cause of good.

Brett Gillespie wrote:
So would you say he's Chaotic Good? He's comfortable with morally gray, but in a sense twists it to his own point of view.

Congrats, you have made a definition Chaotic Good character. You and chaotic good are best buddies now. Read the definition of chaotic good and tell me where the violation could be?

To clarify further.
The chaotic element seems agreed.

Chaotic neutral does not care overly about others. He does. He wants to help and protect people for the sake of making the world better. That is CG not CN.

Chaotic evil is killing unpredictably for fun. This is not the case.


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An interesting prospect. I suggest that you decide on what scale he will be a strategist for one thing. Conceptually a squad level tactician will be a much diffrent person from an army commander.

As for class, the polearm fighter archtype is a nice one with combat reflexes. The class allows you to fight adjacent foes with the reach weapon which removes a lot of the flaws of the combat style. With your reach you essentially are assured to get to attack first if you choose to ready an attack. Assuming the best case scenario you ready an action near two allies. Enemies charge, you get to make an AoO on each for their movement and hit one for double damage with your readied attack and since each charged they get the -2 to their AC for each of those. As the class gives you further stacking bonuses when using AoOs and Readied Attacks this is a strong tactic, in addition to using a polearm with Brace to discourage charges. The very presence of the polearm fighter who is able to make use of his abilities is a game changer. As for adding a dose of fun, shadowdancer can be a very interesting choice for a fighter to go into. I suppose one handed fighter could be an option and does perform best against armed and armored humanoids, but it still feels fairly lackluster.

Essentially the "strategic" fighter will need to be aware of an control as many combat modifiers as possible.

Stuff like this:

The +1 on melee attacks if you are on higher ground than your target

Walls with Arrow Slits: Walls with arrow slits can be made of any durable material but are most commonly masonry, hewn stone, or wood. Such a wall allows defenders to fire arrows or crossbow bolts at intruders from behind the safety of the wall. Archers behind arrow slits have improved cover that gives them a +8 bonus to Armor Class, a +4 bonus on Reflex saves, and the benefits of the improved evasion class feature.

Uneven Flagstone: Over time, some floors can become so uneven that a DC 10 Acrobatics check is required to run or charge across the surface. Failure means the character can't move that round. Floors as treacherous as this should be the exception, not the rule.

Hewn Stone Floors: Rough and uneven, hewn floors are usually covered with loose stones, gravel, dirt, or other debris. A DC 10 Acrobatics check is required to run or charge across such a floor. Failure means the character can still act, but can't run or charge in this round.

Light Rubble: Small chunks of debris litter the ground. Light rubble adds 2 to the DC of Acrobatics checks.

Dense Rubble: The ground is covered with debris of all sizes. It costs 2 squares of movement to enter a square with dense rubble. Dense rubble adds 5 to the DC of Acrobatics checks, and it adds 2 to the DC of Stealth checks.

Natural Stone Floors: The floor of a natural cave is as uneven as the walls. Caves rarely have flat surfaces of any great size. Rather, their floors have many levels. Some adjacent floor surfaces might vary in elevation by only a foot, so that moving from one to the other is no more difficult than negotiating a stair step, but in other places the floor might suddenly drop off or rise up several feet or more, requiring Climb checks to get from one surface to the other. Unless a path has been worn and well marked in the floor of a natural cave, it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Acrobatics checks increases by 5. Running and charging are impossible, except along paths.

Slippery: Water, ice, slime, or blood can make any of the dungeon floors described in this section more treacherous. Slippery floors increase the DC of Acrobatics checks by 5.

Ledge: Ledges allow creatures to walk above some lower area. They often circle around pits, run along underground streams, form balconies around large rooms, or provide a place for archers to stand while firing upon enemies below. Narrow ledges (12 inches wide or less) require those moving along them to make Acrobatics checks. Failure results in the moving character falling off the ledge. Ledges sometimes have railings along the wall. In such a case, characters gain a +5 circumstance bonus on Acrobatics checks to move along the ledge. A character who is next to a railing gains a +2 circumstance bonus on his opposed Strength check to avoid being bull rushed off the edge.

Ledges can also have low walls 2 to 3 feet high along their edges. Such walls provide cover against attackers within 30 feet on the other side of the wall, as long as the target is closer to the low wall than the attacker is.

Stairs
Stairs are the most common means of traveling up and down within a dungeon. A character can move up or down stairs as part of their movement without penalty, but they cannot run on them. Increase the DC of any Acrobatics skill check made on stairs by 4. Some stairs are particularly steep and are treated as difficult terrain.

Trees: The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn't otherwise affect a creature's fighting space, because it's assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.

Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren't mutually exclusive; it's common for a 5-foot square to have both a tree and undergrowth.

Forest Canopy: It's common for elves and other forest dwellers to live on raised platforms far above the surface floor. These wooden platforms often have rope bridges between them. To get to the treehouses, characters ascend the trees' branches (Climb DC 15), use rope ladders (Climb DC 0), or take pulley elevators (which can be made to rise a number of feet equal to a Strength check, made each round as a full-round action). Creatures on platforms or branches in a forest canopy are considered to have cover when fighting creatures on the ground, and in medium or dense forests they have concealment as well.

Bogs: If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2.

A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.

The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren't underwater.

Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares.

Both shallow and deep bogs increase the DC of Stealth checks by 2.

Hedgerows: Common in moors, hedgerows are tangles of stones, soil, and thorny bushes. Narrow hedgerows function as low walls, and it takes 3 squares of movement to cross them. Wide hedgerows are more than 5 feet tall and take up entire squares. They provide total cover, just as a wall does. It takes 4 squares of movement to move through a square with a wide hedgerow; creatures that succeed on a DC 10 Climb check need only 2 squares of movement to move through the square.

Gradual Slope: This incline isn't steep enough to affect movement, but characters gain a +1 bonus on melee attacks against foes downhill from them.

Steep Slope: Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Acrobatics check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2 × 5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Acrobatics checks by 2.

Trench: Often dug before a battle to protect soldiers, a trench functions as a low wall, except that it provides no cover against adjacent foes. It costs 2 squares of movement to leave a trench, but it costs nothing extra to enter one. Creatures outside a trench who make a melee attack against a creature inside the trench gain a +1 bonus on melee attacks because they have higher ground. In farm terrain, trenches are generally irrigation ditches.

Berm: A common defensive structure, a berm is a low, earthen wall that slows movement and provides a measure of cover. Put a berm on the map by drawing two adjacent rows of steep slope (described in Hills Terrain), with the edges of the berm on the downhill side. Thus, a character crossing a 2-square berm will travel uphill for 1 square, then downhill for 1 square. Two square berms provide cover as low walls for anyone standing behind them. Larger berms provide the low wall benefit for anyone standing 1 square downhill from the top of the berm.

Fences: Wooden fences are generally used to contain livestock or impede oncoming soldiers. It costs an extra square of movement to cross a wooden fence. A stone fence provides a measure of cover as well, functioning as low walls. Mounted characters can cross a fence without slowing their movement if they succeed on a DC 15 Ride check. If the check fails, the steed crosses the fence, but the rider falls out of the saddle.

You can read up on weather stuff yourself, but you can hamper the enemy well if weather is used to your advantage. In some cases you can negate ranged attacks almost totally.


Just through use of terrain, you can have cover, concealment, immunity to charge attacks, bonuses to attack, and many other issues. Sorta think like an RTS gamer for how your character views combat. If you can, try to control where the party will have to fight and if you do it well it can be just as helpful as a bard helping the party. Set up ambushes and attack from suprise. Lay traps if possible or practical. Carry grenades (alchemist fire, acid) and do not be afraid to use them when the opportunity comes (careful of forest fires). Traps do not have to all be complex either. Caltrops can be fun and are probably one of the cheapest tricks to control the battlefield. The rules allow custom traps and provide many cheap quick ones too. Pits are useful, pits with spikes more so. And you are building fortifications at a town or just making up some last minute defense planting nice big wooden stakes (essentially longspears or spears) in the ground to ward off charges against a weak spot can be both cheap and effective.

Do not underestimate blind-fight. The math on it, because of the reroll your miss chance becomes 4% while theirs will remain at 20%. Night fighting suddenly benefits you greatly, which is good with the geurilla warfare theme I seem to be getting from you. If you are fighting a much better foe, that little edge can do wonders in closing the gap.

If you have the time or inclination, it is a short read. Go find a free online translation of the Art of War.

Another item of note if you are going to be if you trying to arm mobs. Commoners get one simple weapon proficencey and no armor. They still can use leather armor at no penalty and that +2 AC does help out in the long run. Also, the longspear is a dandy choice for them as they can get in their AoO when enemies approach and can also have an attack readied. Also longspears can attack from behind an ally, so a cluster of longspears is not fun for anyone to attack. The unfortunate downside is that they can not really flank, so having regular spears mixed in for flanking is not a horrible idea. Otherwise they can get a crossbow or throw javelins or spears, or use a sling for ranged combat. If you can anticipate a charge and have the crossbowmen ready an attack for when they start on that charge the -2 charge penalty will apply to the ranged attacks. If you have the chance to train up a feat on them, look at blind-fight above. Sure it doesn't help the crossbows but at least they will be no worse off than the other ranged guys. Another important idea is general mobility. Through use of run actions the full mobility of lighter armor comes into play. A lightly armored force can kite around a more heavily armored one. Heavily armored foes need to get an opponent pinned down before they can reliably charge into an opponent. Medium armor is even able to kite around heavy. And cavalry, well, they have horses which is just unfair. They get a +1 highground bonus on melee attacks against infantry just for being mounted or get to make full attacks while moving, it is a good thing.

Not suggesting that you actually wargame out larger battles, but application of these ideas goes a long way to making a fuctional strategist. And in group play these things can be part of your contribution to group survival against what sounds to be a better opponent. Just start putting ranks in knowledges and away you go into the land of fun and dynamic fighter characters who are not just tanks.