Can you build the best first level character


Pathfinder First Edition General Discussion

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Hi all i was wondering what are in your opinion the best character builds from first level and would any of you be kind enough to explain what makes it work. I am still new to pathfinder and am trying to get my head around the best choices available.
I do not mind what character you build im interested in the detail around feats build and next steps.

Many thanks


you need to give us something to work with...class? race?


Better to approach by concept or "role". Basically.. what is the point of this character? What do you want him to be doing in the game?

From there, you can start putting together stuff.

You might want to list parameters too... is this 25 point buy? Using traits? Etc.

RPG Superstar 2009 Top 32

More then that:

  • Campaign Setting
  • Attribute Generation Rules Used (i.e., point build vs roll - with specifics for each case - how many build points vs dice rolling method)
  • Rule Suppliments permitted.

    And then ...

  • What "ecological" nitch is the character supposed to fill? (i.e., heavy melee, healer, arcane caster, ... )

    Ninja'd by Kaisoku!


  • "The best character builds from first level" are those that you 1) personally understand, 2) love to play and 3) synergize well with your party. None of wich is dependent of class, race or equipment.

    Now, if you want to maximize damage output at first level, and want that capability to stay through level 20, I'd say go for human fighter with greatsword, get a high STR score, and take weapon focus, power attack and cleave. While leveling up increase attack and damage via feats and equipment, and increase AC and saves by means of equipment only. You should do fine, won't have a problem with your character's complexity, and contribute quite nicely.

    Sczarni

    Bard. 'nuff said.

    -t


    There is no best character. Best at what?

    You can't win the game, without Serpent Kingdoms.

    Half-orc Barbarian with STR 20 should be fun enough.


    How hard can it be to build a first level character? Your limitations are rather extreme in how much you can differ from any other character of the same caste.

    Half-Orc Paladin with a Falchion. Ok, go.


    Yea i dont think there is such a thing as the 'best' first level character. Or even the 'best character'. We need more criteria then that. Most damage? Highest AC with typical starting cold? What are we talking about here? Best bluff check? Theres alot of definitions of 'best'.


    outsiders68 wrote:

    I am still new to pathfinder and am trying to get my head around the best choices available.

    Ok, if you are a new player and are asking for good 1st lvl character suggestions, I would go for Paladin, Ranger, or Barbarian. My reasons:

    These classes have class abilities spelled out rather directly. There are choices, but fewer and less build-breaking than other classes. Also, Paladin and Rangers get spells, so you can experiment with the spell system without getting overloaded. Also, all are full BAB characters who can tank, if necessary, so you will have good hp, armor, and early-level power. These advantages diminish over time, but not till after 9th level or so.

    To furthur avoid RP restrictions and "rounds/day" mechanics, I would furthur suggest Ranger is the easiest class out of the three. The big challenge is Favored Enemy. Ask the DM for a suggestion, so hopefully you will be prepared for future adventures.

    Now, if I have misunderstood, and you are a vereran player new to Pathfinder, try out the Fighter or the Rogue. They have all new options that have great potential, but need lots of planning. Also, go for a pure core class, not a PrC.


    Mirror, Mirror wrote:
    outsiders68 wrote:

    I am still new to pathfinder and am trying to get my head around the best choices available.

    Ok, if you are a new player and are asking for good 1st lvl character suggestions, I would go for Paladin, Ranger, or Barbarian. My reasons:

    Ranger but not Fighter? Fighter is a straight forward character and if you start moving into Ranger you start having to know alot about alot - like what you will be fighting, where you will be fighting, how you want to fight, etc in order to be useful for more than 5 minutes a campaign.


    Senevri wrote:


    You can't win the game, without Serpent Kingdoms.

    ROFL


    Cartigan wrote:
    Ranger but not Fighter? Fighter is a straight forward character and if you start moving into Ranger you start having to know alot about alot - like what you will be fighting, where you will be fighting, how you want to fight, etc in order to be useful for more than 5 minutes a campaign.

    Fighters tend to require a lot of planning to be good over time. There are many, MANY sub-optimal choices in feats. I feel that newer players are better off playing classes that give fewer options, or at least more narrow ones.

    I mean, it's easy for vereral players to think fighter is really straightforward, but WE know the traps to avoid. A new player with little experience may think things like "Fort saves are good against death magic and fatigue and poison. I think I will take Great Fortitude for by bonus feat." Or "HP are really important, so I'll take Toughness."

    These are simply not the best choices out of the feat list, but we only know that because of how things tend to play out over time. Which is fine, because if I DO make those choices, I know what I'm getting into. A new player may not yet realize why those are slightly silly considerations.

    So, yeah, I tend to suggest new players play things like Rangers, which give them experience playing with skills, spells, and combat, as opposed to Fighters, with their 20+ character options, or Rogues, with their need for a good understanding of tactics and the combat system in general.

    The Exchange

    If you mean the best in combat then I'd go cleric of Gorum with a greatsword, probably human to get the extra combat feat. Although a half-orc with a greataxe is pretty sexy.

    Healing means you can fight longer, in more fights and without it any class can only last a certain length of time. Fighters can out feat you but in the end they need healing from somewhere, a cleric is his own healer. Bards are the ultimate jack-of-all-trades but they fall down against undead. Not clerics they just zap them all with positive energy.

    Use traits and the like to boost those other skills so that you can sense motive, diplome and the like.

    Cheers


    French Wolf wrote:

    If you mean the best in combat then I'd go cleric of Gorum with a greatsword, probably human to get the extra combat feat. Although a half-orc with a greataxe is pretty sexy.

    Healing means you can fight longer, in more fights and without it any class can only last a certain length of time. Fighters can out feat you but in the end they need healing from somewhere, a cleric is his own healer. Bards are the ultimate jack-of-all-trades but they fall down against undead. Not clerics they just zap them all with positive energy.

    Use traits and the like to boost those other skills so that you can sense motive, diplome and the like.

    Cheers

    Actually I think a cleric isnt going to be a good level 1 combat choice, after all, his first level feats will be restricted because of hte +0 starting bab. Power attack, weapon focus, etc the cleric cant pick these up at level 1.


    Mirror, Mirror wrote:


    Fighters tend to require a lot of planning to be good over time.

    And Rangers don't? The class whose defining class ability is based on guessing what monsters you have to fight and where? Never mind the expansions of what feats you get for each combat style from a specific one to picking from a selection.

    And neither Great Fortitude nor Toughness are Fighter feats, so your objection is moot. As a matter of fact, that point is actually a point IN FAVOR OF the Fighter because they get a larger number of feats to choose from but limited to the useful combat feats so they are unlikely to be hindered by accidental bad choices like Great Fortitude or Toughness.

    And let's not even get into the new Rage Powers debacle.

    Shadow Lodge

    If you want to be an Arcane Caster that can take the occasional hit, there is this guy. I haven't played him yet, but the idea has been floating around in my mind for a while.

    Dwarven Adjurer:
    Dwarven Wizard
    Languages: Common, Dwarven, Giant, Terran
    HP: 1d6+1(Favored Class)+5(Con)+3(Toad Familiar)= 10~15
    Str10 Dex14 Con20(18)
    Int15 Wis10(8) Cha6(8)

    Feats: Scribe Scroll(Wizard Bonus), Toughness

    Skills
    Appraise: 6=2+1+3
    Knowledge(Arcana): 6=2+1+3
    Knowledge(The Planes): 6=2+1+3
    Spellcraft: 6=2+1+3

    Class Features: Arcane Bond(Familiar, Toad), Cantrips, Arcane School(Abjuration)

    Racial Features
    Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

    Darkvision: Dwarves can see in the dark up to 60 feet.

    For Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, and Weapon Familiarity, see the Dwarf entry in your book or go to the PRD.


    Cartigan wrote:

    And Rangers don't? The class whose defining class ability is based on guessing what monsters you have to fight and where? Never mind the expansions of what feats you get for each combat style from a specific one to picking from a selection.

    Hey, I never said it was perfect. And I DID suggest asking the DM for suggestions on FE; FT follows the same principle. But choosing 1 feat from a small set (TWF chain vs Archery chain) is easier than choosing 1 feat from a very large set (all feats), and you need to choose less often.

    My way of thinking of difficulty is [straight combat]<[tactics combat]<[magical combat]. Also [few choices]<[many choices].

    Thus, the combinations are roughly as follows:

    [straight combat]+[few choices]: Ranger, Paladin, Barbarian
    [straight combat]+[many choices]: Fighter
    [tactics combat]+[few choices]: Monk
    [tactics combat]+[many choices]: Rogue
    [magical combat]+[few choices]: Bard, Sorcerer
    [magical combat]+[many choices]: Cleric, Druid, Wizard

    This is all in order of operation, so I consider [straight combat]+[few choices] the easiest classes to play, while I consider [magical combat]+[many choices] the most difficult.

    Besides, the ides that a lack of FE and FT bonuses render you useless is just silly. It's like saying the Pally while not smiting is useless. The are LESS USEFUL, but not useless. And the GM should be willing to help out a new character by suggesting good FE's and FT's.

    A Ranger lets a player explore many aspects of the game all at once while nothing they choose will really kill the character. As opposed to the dex-based sword&board rapier user without Weapon Finesse, for example.


    Mirror, Mirror wrote:


    Hey, I never said it was perfect. And I DID suggest asking the DM for suggestions on FE; FT follows the same principle. But choosing 1 feat from a small set (TWF chain vs Archery chain) is easier than choosing 1 feat from a very large set (all feats), and you need to choose less often.

    Every class gets to choose a feat from the set of all feats. Fighters get, as a class ability, the ability to choose a feat from a subset of all feats containing feats specifically listed for the Fighter. Generally, Combat Feats. All of which are useful for *drumroll* combat. Hell, you could use the Ranger as a good in order to pick out feats for the Fighter and not have to deal with Spells, Animal Companions, Favored Enemy, Favored Environment etc. Paladin is just as bad. Barbarian has been made worse but is still pretty simple. The best place to start would be a Fighter.

    Quote:
    Besides, the ides that a lack of FE and FT bonuses render you useless is just silly.

    They are entirely useless in the sense that you get no benefit from them if not fighting those monsters or in that terrain. Which is rather likely in most campaigns.

    Quote:
    It's like saying the Pally while not smiting is useless.

    No, it's like saying the Rogue is useless against constructs and incorporeal creatures. Which it pretty much is because its defining passive ability is neutralized.


    Yes, I can build the best first level character. I just don't feel like it right now.


    Cartigan wrote:

    The best place to start would be a Fighter.

    Considering that at EVERY LEVEL the player has to make choices that will end up defining their combat potential, and they have NOTHING else that helps to automatically broaden or define those choices, I consider the Fighter a very POOR choice for an inexperienced player. After all, it's not just choosing the right feats, but understanding WHY those are mechanically superior choices. It's that "why" that makes the fighter a poor choice.

    The advantage of a class with fewer choices is that the "why" doesn't matter as much. You play to the strengths you are given, and nevermind what a more optional build would have been. After some experience, a player can pick up a fighter and do exactly what you say, and be quite good at it. Fighter is a good SECOND character. It's only good for a first is you have someone there to explain your choices to you and tell you which path you want to take, which is EXACTLY what playing another class will do.

    In some ways, though, it comes down to how difficult you think planning is for the player. I have seen many players simply not realize they need to plan multiple levels in advance to achieve maximum potential. Some have argued with me that planning a Sorcerer is harder than a Wizard (thought I think spont casting makes up for that quite a bit), since Sorcerers need to meticiously plan their spell lists while Wizards can afford to have a few useless spells in the book and just never use them. It doesn't hurt the Wizards at all, while a poor spell choice can seriously hamper a Sorcerer for levels.

    I see Sorcerer spells like Fighter feats: poor choices now take a while to correct. The "poor" choices of the Ranger tend to matter much less than the choices of the fighter, since the Ranger has other things to fall back on.

    I am particularly adament about this since I just saw a few newb players trying to jump into a Bard, Cleric, and, yes, a Fighter. Things just didn't work out as well as they hoped for their characters. The Fighter tried to specialize in multiple weapons (all swords ala Mad Martigen) and didn't diversify his selection any. The cleric played an in-combat healbot/blaster(!), and the Bard's spell choices were suspect and didn't synergize with the others at all (and he was TWF a whip and Longsword). They each has strong character concepts, but not a lot of experience generating characters that could do what they wanted. The next set of characters (Rogue, Fighter, Bard) were much better synergized, focused on specialties, and pretty much performed as they wanted them to. I am glad they continued with the game instead of getting disgruntled that their first characters did poorly.


    Mirror, Mirror wrote:
    I consider the Fighter a very POOR choice for an inexperienced player.

    I gathered. And inherently disagree on the grounds that while you can make poor choices, you are limited in what you can pick and have large number of times to choose.

    Quote:
    After all, it's not just choosing the right feats, but understanding WHY those are mechanically superior choices. It's that "why" that makes the fighter a poor choice.

    And the Ranger requires knowing what spells are useful, what enemy type is most likely to be encountered, what terrain type combat is most likely to occur on, and what combat style choice would best benefit the player. And now, they have to pick feats within the combat style and up comes your contention against Fighters. Never mind the fact that terrain and enemies arn't even a constant and thus require foreknowledge of where you are going and what you are doing.

    Let's not even get into the Paladin with their spells, mount/bonded item, lay on hands, code of conduct, and whatever else.

    If your counter argument is the player can get "help from the DM," why does this help only apply to Rangers? Does the DM not like Fighters? Is it against the rule for Fighter players to ask for advice?

    Shadow Lodge

    Then try a Sorcerer that focuses on the blast spells. Arcane Bloodline Sorcerer is possible the easiest you can get.


    Sorcerer has the EXACT SAME problem as a fighter and the exact same benefit, too. It's also good to remember that specialist wizards have more spell slots as a rule.

    Both Sorcerer and Fighter are just fine if pre-built - IE, in sorcerer's case, getting a base minimum critical set of spells predetermined, and in fighter's case, feats.

    Shadow Lodge

    So the idea is a class that is easy to play, mechanics wise? Go Commoner.

    The Exchange

    Best first level?

    Beat this, I dare you:

    Gnome Oracle,

    Stats:
    Con 14ish.
    Chr 18+2 = 20.

    Mystery & Revelation: Pick what you like; Awesome Display.
    Spells: Whatever.
    Spell Focus: Illusion
    Equipment: 4 scrolls of Color Spray. Or go chain shirt and shield.

    So you'll have 5 ish clw. 10ish hp. And 4 color sprays that can knock even 6th level bosses out with a DC 17 will save.


    Cartigan wrote:
    And the Ranger requires knowing what spells are useful,

    No, because casting spells are not their primary focus. They can play around with the spells to see how they work.

    Cartigan wrote:
    what enemy type is most likely to be encountered,

    No, because they can hit just about anything anyway. And FE is a dual sort of thing: it's up the the player to make good choices, and up to the DM to provide a chance for the character to shine. Not doing so is like a rogue only fighting opponents with concealment; it's not a problem with the class, it's a problem with the game.

    Besides, good suggestions on which types of FE to choose abound (I prefer Magic Beasts, Undead, Giants, Abberations, and Evil outsiders, myself). Even if the first choice was poor, they can just choose a better one at 5th and get a full bonus (+4) for that better choice.

    Cartigan wrote:
    what terrain type combat is most likely to occur on,

    See FE. Also, this is insanely easy to choose, since you will know by the time you get the ability where most battles are being fought. Dungeon crawls> Forrest skirmishes? Desert treks? These things are all established by the time the ability comes up.

    Cartigan wrote:
    what combat style choice would best benefit the player. And now, they have to pick feats within the combat style and up comes your contention against Fighters.

    One of two choices, both having options coming from a small pool of feats, coming up 5 times over 20 levels, starting at 2nd level. So much like 10 choices over 20 levels starting at level 1 among 100+ different combat feats to choose from, I don't know what I was thinking! Thank you so much for pointing this out! [/snark]

    Cartigan wrote:
    Never mind the fact that terrain and enemies arn't even a constant and thus require foreknowledge of where you are going and what you are doing.

    Which is different from other combat feats and abilities how? Nothing is useful 100% of the time besides Toughness. The FE and FT bonuses are not the entire sum of the character. Compared to an archer specialist trying to shoot through a Wind Wall, loosing your FE or FT bonus is peanuts. The character is less effective, but not ineffective. Nothing like a wizard in an AMF.

    Cartigan wrote:
    Let's not even get into the Paladin with their spells, mount/bonded item, lay on hands, code of conduct, and whatever else.

    Notice I said Paladins are harder than Rangers? Conduct and LoH abilities are the reason. These are still simpler than spells, and since you get many as the class, they can be poorly chosen without gimping the class entirely.

    In short, I do not believe you are thinking about this properly. Ask yourself: If I build the WORST characters possible of all the classes, who will end up being the BEST character. That is the one a new player should play. Even if they screw things up, it will likely not kill them, and they can probably recover somewhat over time.


    Mirror, Mirror wrote:


    No, because they can hit just about anything anyway.

    So can any other class, but the Ranger's power booster is Favored Enemy, except it is more situational than any other and thus requires babysitting.

    Quote:
    So much like 10 choices over 20 levels starting at level 1 among 100+ different combat feats to choose from,

    Yeah, no.

    Quote:
    Which is different from other combat feats and abilities how? Nothing is useful 100% of the time besides...

    Of course not, because you can't control what happens. But Ranger situational abilities are far more situational than any other because you can't control them at all as a PC.

    Quote:
    Even if they screw things up, it will likely not kill them, and they can probably recover somewhat over time.

    Fighter is still the most obvious choice due to it being the simplest class. It's main class abilities are feats from a specific subset of feats (which get even narrower given prerequisites and weapon choice), weapon specialization, armor specialization, and bravery. The only choice the class has to deal with at all is picking a Combat Feat every two levels which will be limited further by primary weapon and feat prerequisite.

    Shadow Lodge

    In my campaigns I just make the new player play an Aristocrat. All your PC levels and feats are just too difficult. A nice NPC call is nice and easy.

    ;-)


    Everyone should just be a Pig Farmer.


    Cartigan wrote:
    Of course not, because you can't control what happens. But Ranger situational abilities are far more situational than any other because you can't control them at all as a PC.

    Which is why they get other options (skills, spells). What I'm saying is that the Ranger can fail in one aspect and still have something else to contribute. A fighter that fails at fighting just fails, period.

    I think the fighter gets a bad rep with threads like "What can I do out of combat?" and "How do I do things besides stab people?" precicely because it's touted as a good choice for newer players. The get frustrated that they can't seem to do anything other than fight. A more versitle character allows them to explore different aspects of the game (combat, skills, spells) and decide which part they like best. Fighters are better for those that already decided they like the hack&slask part best.


    I'm with Mirror on this one.

    Paladin, Ranger and Barbarian are great choices.

    -Cross


    And what exactly does the Ranger do out of combat? None of its class abilities are geared towards non-combat, and outside favored enemies, it is behind the curve in combat. Or the Barbarian?


    Cartigan wrote:
    And what exactly does the Ranger do out of combat? None of its class abilities are geared towards non-combat, and outside favored enemies, it is behind the curve in combat. Or the Barbarian?

    Track, stealth, survival, knowledges, Handle Animal. Theres a lot you can do with a better skill list and 6 skill points.


    Cartigan wrote:
    And what exactly does the Ranger do out of combat? None of its class abilities are geared towards non-combat, and outside favored enemies, it is behind the curve in combat. Or the Barbarian?

    To start, both more skills per lvl; barb's doubling the skill choices of the fighter, and rangers trippling it.

    Rangers also have animal empathy, which they can use to train an animal. They gain a pet, can track better than many others, and so can have a full winderness-y set of abilities and activities.

    Barbarians are pretty straight combat, but they do get trap sense, so they can pair up with the Rogue and scout (as can the Ranger).


    Caineach wrote:
    Cartigan wrote:
    And what exactly does the Ranger do out of combat? None of its class abilities are geared towards non-combat, and outside favored enemies, it is behind the curve in combat. Or the Barbarian?
    Track, stealth, survival, knowledges, Handle Animal. Theres a lot you can do with a better skill list and 6 skill points.

    A Fighter can track (which IS survival by the way), Handle Animal, and Knowledges. The Ranger just gets more skill points.

    You realize Trap Sense is just the ability to hopefully not die as hard to explody or attacky traps, right?


    Generally, I agree that the Ranger is a solid choice if the DM can give a suggestion on valid FE's. Probably I'd even think that it is the best choice, as you get to test all parts of the game - combat, skills, and magic, while still being tough enough to survive a slap or two.

    However, I don't think the fighter is as bad as you make him out to be MM. First of, much like FE, the DM can give hints about what feats are decent and what feats aren't. And toughness isn't that bad for a beginner - he'll likely get himself hurt anyway, since he lacks the skills to evaluate a combat situation properly. Secondly, the fighter can now retrain feats, much like how a sorcerer can retrain spells. This is huge, and makes "failing the fighter" far harder.

    But even then, if you build a fighter that's good for combat - it's still the only thing you can do very well. You can't use skills decently and you suck at magic.

    Cartigan wrote:
    And what exactly does the Ranger do out of combat? None of its class abilities are geared towards non-combat, and outside favored enemies, it is behind the curve in combat. Or the Barbarian?

    With 6 skill points per level, he can put points into a lot of movement skills and perception easily, especially since they're class skills. He won't be AS good as the rogue, but he can make the rogue company when scouting. And with all those skill points, he could easily afford to max a non-class skill or two - I'd suggest either furthening his rogue-like skills (disable device and nethack might be good ideas) if the party lacks a rogue, or maybe some social skills (bluff seems appropriate for the often chaotic and freedom loving ranger). He could also heal, since he has no problem using wands of CLW and IIRC has heal as a class skill.

    So the fighter has 2+bonus skill points per level, bad class skill list, and no class feature bonuses.
    The ranger has 6+bonus skill points per level, good class skill list, and circumstantial class feature bonuses from FT (and to some extent FE).


    Cartigan wrote:

    A Fighter can track (which IS survival by the way), Handle Animal, and Knowledges. The Ranger just gets more skill points.

    To max those, he'd need to be human and have 12 int, or non-human and have a 14 int. Supposing maxing two knowledges.

    To max those, a ranger needs 6 int. Or be a human with 4 int. Oh, and due to wild empathy, he'll be better than the ranger at it.


    Really beside the point. The point was, he can do those things if it was determined that the Fighter should put points into those skills and needed to use them. Sure, the Ranger can do it better, but you arn't proving the argument that the Ranger can do stuff out of combat that the Fighter can't.


    Cartigan wrote:
    The Ranger just gets more skill points.

    Which means he is more likely to have exactly those kinds of abilities, as opposed to just boosting Perception and some other skill.

    And Rangers get a bonus to tracking, which means a 6th lvl Ranger has the same bonus as a 6th lvl Barbarian or Fighter at 1/2 the skill rank cost. The Ranger is more versitle.

    Again, the Fighter is not at all a bad class for a relative beginner, but it is easy to become just dead weight. It's harder with classes where your strengths are plainly spelled out for you, like Pal/Rng/Brb. Those classes are like a laid out path. The fighter is more like a maze (though an easy one).

    Just think about it from the perspective of a brand new player. They play a fighter, and look at a list of 100+ feats to choose their first bonus combat feat. Some have complicated pre-req's, others have level or stat requirements, others are actually traps. They would need to read and understand how these work and interrelate in order to make good choices. Poor choices lead a character with INT 12 to start on the Whirlwind Attack chain while dual-wielding shortswords. Yeah, it may sound cool, but they are facing a hideous uphill battle.

    With a Ranger, each class choice comes with a little chart of options. Each ability is spelled out clearly. Even the skills that are most used are mentioned both in FE and FT class features. The options are fewer, the class focus is weaker, but the play and build is much easier.

    I mean, you can't get much worse than the Iconic, right? :P


    Cartigan wrote:
    Really beside the point. The point was, he can do those things if it was determined that the Fighter should put points into those skills and needed to use them. Sure, the Ranger can do it better, but you arn't proving the argument that the Ranger can do stuff out of combat that the Fighter can't.

    No, the fighter can do those things too. But new players are unlikely to put skills into things not on their class list. They look at the class list and say "oh, this is what I should be good at." The ranger is set up to do a handful of obvious things revolving arround stealth, scouting, and tracking. The fighter doesn't get the skill points to put into nearly as many class skills, so he has to choose from a non-obvious selection. This is harder for a new player.


    And how many combat feats are there to choose from if we remove any with a pre-req that obviously can't be met at first level and then split it into "ranged only" and "melee only"?


    Mirror, Mirror wrote:


    I mean, you can't get much worse than the Iconic, right? :P

    Just on a side note, Harsk is really the coolest of the iconics in respect to looks. Yes, he may be stupid enough to use a crossbow, but damn does it suit his image.


    Caineach wrote:


    No, the fighter can do those things too. But new players are unlikely to put skills into things not on their class list.

    You mean like the Survival, Knowledge (dungeoneering), and Handle Animal that are on the Fighter skill list? In fact, that kind of tilts the board the Fighter's way if you look at it using that argument because the fighter does NOT have some of the major skills on their list: Perception, Search, or Spot that would siphon skill points from the Ranger.


    stringburka wrote:
    However, I don't think the fighter is as bad as you make him out to be MM.

    Point, and I DID put fighter on the second tier in order of ease of play. Fighters have great strengths, and are great second characters. I just would not advise one as a first character. Otherwise, you get the guy playing the dwarf fighter asking which feats to take, picking some without really understanding why they are good picks, and forgetting to power attack half the time until someone asks "What's your damage bonus again?"

    I speak with some hyperbole, so it is unfair of my to say the fighter is a POOR choice. It is more a mediocre choice, as it's easy enough to play, but complex enough to really screw up.


    Cartigan wrote:
    Caineach wrote:


    No, the fighter can do those things too. But new players are unlikely to put skills into things not on their class list.
    You mean like the Survival, Knowledge (dungeoneering), and Handle Animal that are on the Fighter skill list? In fact, that kind of tilts the board the Fighter's way if you look at it using that argument because the fighter does NOT have some of the major skills on their list: Perception, Search, or Spot that would siphon skill points from the Ranger.

    And yet perception is one of the most important skills to take, allong with accrobatics. Neither of which are on the Fighter's skill list, so they take skills like handle animal that will be much less useful. And since they have so few skill points, they are less likely to look at the large list of skills.


    Cartigan wrote:
    Caineach wrote:


    No, the fighter can do those things too. But new players are unlikely to put skills into things not on their class list.
    You mean like the Survival, Knowledge (dungeoneering), and Handle Animal that are on the Fighter skill list? In fact, that kind of tilts the board the Fighter's way if you look at it using that argument because the fighter does NOT have some of the major skills on their list: Perception, Search, or Spot that would siphon skill points from the Ranger.

    Perception that is, since search and spot are now part of perception. And perception is a great skill to have, and synergizes very well with survival for tracking (IIRC, perception is used for detecting traps and survival for following them). Add to that stealth and climb, and you have an exellent scout - that still has a skill point left compared to a fighter, after having taken the same skills as him.


    Cartigan wrote:
    And how many combat feats are there to choose from if we remove any with a pre-req that obviously can't be met at first level and then split it into "ranged only" and "melee only"?

    Part of the problem is that you need to look at the prereqs more for feats that you want. You need to know where you are going with your feats as a fighter, otherwise, as MM said, you will be wanting to go for whirlwind attack with a 12 int and having taken TWF at first lvl. The Ranger doesn't have this problem because he is shoehorned into picking from a select list of feats that work well together and all he really needs to know is which style he wants.


    Cartigan wrote:
    And how many combat feats are there to choose from if we remove any with a pre-req that obviously can't be met at first level and then split it into "ranged only" and "melee only"?

    Lots. I'm too lazy to do the work, but feats like Agile Maneuvers have no pre-req's, and a human can qualify for feats 2 pre-req's deep. Besides, it's not just choosing the feats now. It's choosing what feats you want to work towards, and starting on the path now. It's like selecting classes in College.

    Besides, what do you say to the fighter that took Improved Initiative because he noticed his Init bonus was only +1? Or Intimidating Prowess because they want to threaten better? It's not like these are BAD choices, just not very GOOD ones. Doing this hurts some classes more than others, and Fighter is hurt more than Ranger.

    Grand Lodge

    No such thing as a best build... at any level.

    What is your back story? start from there and work forward. That will tell you what to build.

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