Building an interesting fighter


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I want to make a 5th-level fighter to replace the one that just perished.

However, I want him to be an interesting character able to do more than just hack and slash (charge then full attack).

Does anyone know of any interesting builds, feat combos, or simple concepts that can make my fighter stand out and interesting to play for more than just a few fights?


How about a Guisarm fighter with trip feats and Combat Reflexes?

Liberty's Edge

meatrace wrote:
How about a Ranseur fighter with trip feats and Combat Reflexes?

Give him one level of monk so he can still threaten in 5ft while using that weapon.


StabbittyDoom wrote:
meatrace wrote:
How about a Ranseur fighter with trip feats and Combat Reflexes?
Give him one level of monk so he can still threaten in 5ft while using that weapon.

Or he can just wear a spiked gauntlet.

Liberty's Edge

meatrace wrote:
StabbittyDoom wrote:
meatrace wrote:
How about a Ranseur fighter with trip feats and Combat Reflexes?
Give him one level of monk so he can still threaten in 5ft while using that weapon.
Or he can just wear a spiked gauntlet.

Psht. Kicking them in the face is way cooler. And does one die higher damage (two if you get a monk's robe effect from something). And gives them a different damage type. Harder to enchant though.

I've always found switching between wielding and simply holding a THW every round kind of a weird thing to imagine working smoothly. YMMV.
That one level also gives you really good stunning fist and makings going armor-less possible for an acrobatic/mobile fighter, though going that route increases your MAD.


StabbittyDoom wrote:
meatrace wrote:
StabbittyDoom wrote:
meatrace wrote:
How about a Ranseur fighter with trip feats and Combat Reflexes?
Give him one level of monk so he can still threaten in 5ft while using that weapon.
Or he can just wear a spiked gauntlet.

Psht. Kicking them in the face is way cooler. And does one die higher damage (two if you get a monk's robe effect from something). And gives them a different damage type. Harder to enchant though.

I've always found switching between wielding and simply holding a THW every round kind of a weird thing to imagine working smoothly. YMMV.
That one level also gives you really good stunning fist and makings going armor-less possible for an acrobatic/mobile fighter, though going that route increases your MAD.

Well to be fair he asked for a fighter, not a fighter/monk. Otherwise I'd give some crazy suggestions about multiclassing sorcerer/dragon disciple/fighter/EK, or psychic warrior, or a fighter/barb. Etc.

I say, polearm fighter with combat reflexes and trip, lunge, cleave, and maybe spring attack. Solid battlefield control.

Liberty's Edge

meatrace wrote:

Well to be fair he asked for a fighter, not a fighter/monk. Otherwise I'd give some crazy suggestions about multiclassing sorcerer/dragon disciple/fighter/EK, or psychic warrior, or a fighter/barb. Etc.

I say, polearm fighter with combat reflexes and trip, lunge, cleave, and maybe spring attack. Solid battlefield control.

Well the only reason for the dip was for the "can use unarmed strike with hands full" feature.

As for the "trip with ranseur" he'd need to be using a guisarme. A ranseur is a disarming weapon.

Another interesting fighter idea: Dual-wield spiked gauntlets, take catch off guard and the disarm feats. This way you can dual-wield attack something all the time, but also disarm them and use their weapon against them (no matter how exotic that weapon is). You could also disarm them then use your next attack (with that hand) to throw the weapon 50ft in an arbitrary direction. If you really wanted to you could even wait until your next turn and store it in your haversack.


StabbittyDoom wrote:
meatrace wrote:

Well to be fair he asked for a fighter, not a fighter/monk. Otherwise I'd give some crazy suggestions about multiclassing sorcerer/dragon disciple/fighter/EK, or psychic warrior, or a fighter/barb. Etc.

I say, polearm fighter with combat reflexes and trip, lunge, cleave, and maybe spring attack. Solid battlefield control.

Well the only reason for the dip was for the "can use unarmed strike with hands full" feature.

As for the "trip with ranseur" he'd need to be using a guisarme. A ranseur is a disarming weapon.

Another interesting fighter idea: Dual-wield spiked gauntlets, take catch off guard and the disarm feats. This way you can dual-wield attack something all the time, but also disarm them and use their weapon against them (no matter how exotic that weapon is). You could also disarm them then use your next attack (with that hand) to throw the weapon 50ft in an arbitrary direction. If you really wanted to you could even wait until your next turn and store it in your haversack.

And you will notice, that's why I said guisarm. I said guisarm, then though oh no that's ranseur and changed it, then about 4 seconds later changed it back. You quoted me in the 4 seconds it was wrong.

You could always just take improved unarmed strike as a feat too for the same effect, and no multiclassing.


I feel compelled to mention the Shield Slamming TWF Sword and Board fighter. You can make a free Bullrush linked to a shield bash and you can choose whether or not you move with the target. Probably not the level of control you're looking for but it's worth bringing up anyway.


Kryptik wrote:
I feel compelled to mention the Shield Slamming TWF Sword and Board fighter. You can make a free Bullrush linked to a shield bash and you can choose whether or not you move with the target. Probably not the level of control you're looking for but it's worth bringing up anyway.

No, you're right, that's a pretty badass build. A friend of mine is playing that right now. Obnoxious AC. Remember that if you bull-rush someone into a wall they fall prone, so its as good as a trip.

This is also one of my favorite builds.

Or just good old falchion fighter, or TWF kukri fighters. They both dish out the pain.

Sczarni

this one hinges on traits so...

High Int fighter, with Dangerously Curious and Classically Trained (not sure if that's legal...will have to double check)

Until 5th level, use Expertise and Combat Reflexes to lock people down. From there, Master Craftsman and Craft Arms and Armor.

You make the party's magic weapons and armor, or just your own, and also UMD & Spellcraft like a Sorcerer.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
meatrace wrote:
How about a Guisarm fighter with trip feats and Combat Reflexes?

Got any other suggestions? One of the other players (who also lost his character) has played 3 guisarme wielding characters in a row. I would hate to look like I was copying him.

On a similar note, said player is making an archer fighter that also wields a wooden shield and trident as backup weapons.

Also, to clarify, I am looking for an interesting concept as well as an entertaining build.

psionichamster wrote:

this one hinges on traits so...

High Int fighter, with Dangerously Curious and Classically Trained (not sure if that's legal...will have to double check)

Until 5th level, use Expertise and Combat Reflexes to lock people down. From there, Master Craftsman and Craft Arms and Armor.

You make the party's magic weapons and armor, or just your own, and also UMD & Spellcraft like a Sorcerer.

Most any trait is allowed provided it makes sense within the context of the Legacy of Fire adventure path (we get two, one campaign trait and one other one though I can get more with a feat).

Also, I can't seem to find either of the traits you've mentioned, much less know what they do.


How about a lightly-armored fighter who has taken "Fleet" an obscene number of times? Basically get his base speed so high that he can get ANYWHERE on the battlefield. I'd say take the feat 4 times (nets you a speed of 50'), then grab Combat Reflexes, Stand Still, and a reach weapon.


Ravingdork wrote:
meatrace wrote:
How about a Guisarm fighter with trip feats and Combat Reflexes?

Got any other suggestions? One of the other players (who also lost his character) has played 3 guisarme wielding characters in a row. I would hate to look like I was copying him.

On a similar note, said player is making an archer fighter that also wields a wooden shield and trident as backup weapons.

Also, to clarify, I am looking for an interesting concept as well as an entertaining build.

psionichamster wrote:

this one hinges on traits so...

High Int fighter, with Dangerously Curious and Classically Trained (not sure if that's legal...will have to double check)

Until 5th level, use Expertise and Combat Reflexes to lock people down. From there, Master Craftsman and Craft Arms and Armor.

You make the party's magic weapons and armor, or just your own, and also UMD & Spellcraft like a Sorcerer.

Most any trait is allowed provided it makes sense within the context of the Legacy of Fire adventure path (we get two, one campaign trait and one other one though I can get more with a feat).

Also, I can't seem to find either of the traits you've mentioned, much less know what they do.

I just started an old campaign from 2nd ed and we all made pure pathfinder builds. He is 17th lvl with 2 levels of barb and the rest fighter but hes really a fun build. his feats make him very versatile and not just hacknslash. Using a ranseur and a spiked gauntlet he can do inc dmg with power attack and threaten all over the place. Power attack,imp disarm,whirlwind attack,spring attack,spell breaker,stand still and all the pre req's of course. It really makes him fun with a base speed of 50 with his magical boots and spring attack whirlwind with reach and able to disarm pretty much anyone even at high level is fun as hell. Also making people stop in there tracks with aoo's and hacking the faces off spellcasters from 10 ft away is always a bonus. Just a thought but i love this build im sure others will not.

Sczarni

Back from work, with access to a real computer...hehe...

Dangerously Curious adds UMD to your class skill list, and nets you a +1 trait bonus as well. It's from the Second Darkness Players Guide, if I'm not mistaken.

Classically Schooled is also from the SD players guide, and does basically the same thing with Spellcraft.

With those two traits (and the skill points in both Spellcraft and UMD), and the Master Craftsman feat (as well as any other Item Crafting feat), your fighter can now churn out magic weapons, armor, and the like as well as a Sorcerer can.

This will require a little stat-switching, and your overall combat efficiency will suffer, but not by TOO much.

From 1-4, your feats are as whatever you'd like. Your skills are kind of tied up in Spellcraft and UMD and a crafting skill, and you will need to "burn" two feats to do what a spellcaster could do with one, but your fighter WILL be able to create Wondrous Items or magic weapons / armor.

I'd recommend Gnome for the racial Obsessive quality, Half-Elf for the free Skill Focus, or Human for the extra Skill Point and feat.

You don't really NEED the traits to pull this off, now that I think about it, but getting the necessary spells from scrolls/wands (and being able to UMD as the fighter in general) would be awesome.


If your going by interesting (but still effective) and non-standard then you can try a using clubs (a VERY underestimated weapon) in a mixed fighting style (melee and throwing).

Two-Weapon Fighting
Double-Slice
Point-blank Shot
Quick Draw
Weapon Focus (Clubs)
Weapon Specialization (Clubs)

Damage for both range and melee would almost be the same (if thrown within 30ft, ranged will be more effective), Quick Draw so can throw a club at someone and be able to draw another to keep up your two-weapon style.


Ravingdork wrote:
meatrace wrote:
How about a Guisarm fighter with trip feats and Combat Reflexes?

Got any other suggestions? One of the other players (who also lost his character) has played 3 guisarme wielding characters in a row. I would hate to look like I was copying him.

On a similar note, said player is making an archer fighter that also wields a wooden shield and trident as backup weapons.

Also, to clarify, I am looking for an interesting concept as well as an entertaining build.

psionichamster wrote:

this one hinges on traits so...

High Int fighter, with Dangerously Curious and Classically Trained (not sure if that's legal...will have to double check)

Until 5th level, use Expertise and Combat Reflexes to lock people down. From there, Master Craftsman and Craft Arms and Armor.

You make the party's magic weapons and armor, or just your own, and also UMD & Spellcraft like a Sorcerer.

Most any trait is allowed provided it makes sense within the context of the Legacy of Fire adventure path (we get two, one campaign trait and one other one though I can get more with a feat).

Also, I can't seem to find either of the traits you've mentioned, much less know what they do.

ermm.. make it a HUGE eneuch, name him Magumba, big black or arab guy with a falchion, if you want to disturb the other players he can wear his 'crownjewels' in a small (or not so small) bag around his neck.

Make him very protective of the ladies, more interesting if there is at least one female character in the party, build your skill set around this background. Perhaps there are flaws / traits that support this kind of character, either way he should be hesitant dealing with female opponents prefering to grapple or restrain them if needed.


psionichamster wrote:
You don't really NEED the traits to pull this off, now that I think about it, but getting the necessary spells from scrolls/wands (and being able to UMD as the fighter in general) would be awesome.

You realize you don't even need the spells anymore, unless you are intending to create the scroll yourself (which kind of defeats the purpose really).

You can add +5 to the DC to create and ignore the spell requirements on anything you are making that isn't a spell completion item (which can't be made with Master Craftsman anyways).

Another +5 to make it in twice the time (1000gp per 4 hours instead of 8).

You also don't need the Spellcraft skill either, just a craft skill. In fact, the way the Master Craftsman feat works, you wouldn't be able to choose Spellcraft anyways.

So pretty much just grab Profession (blacksmith) or Craft (metalworking) or something, and maybe grab Skill Focus in it, and you are set.

Grand total of 4 feats (Skill Focus, Master Craftsman, Craft Arms and Armour, and Craft Wondrous Item), and 1 skillpoint per level in a "wasted" skill.

.

Some ideas on Fighter ideas (that aren't just reach or charge-in-twohander stuff):

1. Whip in one hand, and a repeating light crossbow in the other. Focus on trip/disarm with the whip, and use two weapon fighting to fire the crossbow in the offhand. Use a scorpion whip of course.

2. Elven Curveblade. Intimidating Prowess and Persuasive and Skill Focus, plus the Dazzling Display, Shatter Defense and Deadly Stroke line. Eventually get the critical feats to really tear things up.
Quickdraw and Throw Anything to toss your shortswords (read: wakizashi and tanto) that you hold on your belt for that Surprise! factor.
Yeah... I went there.

3. Improved Unarmed Strike, Catch Off Guard, Throw Anything, Improvised Weapon Mastery (eventually), scorpion style, gorgon's fist, medusa's wrath.. Improved/Greater Disarm.
Enchant your gauntlets with magical enhancements, but otherwise use anything that comes to hand to harm your enemies, and take their weapons away from them to use against them.
Since you move full movement in heavy armor, you don't need to focus on Dex or Wis, and can pump the Strength and Constitution.

4. Archer build. Fighters are scary good at being archers (as long as you aren't looking at being a scout/tracker... then you might want Ranger).

5. Sword'n'Board. Shield stuff with TWFing are pretty sweet.

6. Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind. Pick a non-reach weapon and grab Lunge, and it seems like you hit everything within 10' reach (If not, then reach weapon will suffice.. or the enlarge person spell!).
Become the living fireball.

.

That's the stuff I could think of off the top of my head. Something in there has gotta catch your interest.


There's an option on page 45 of the Pathfinder Campaign Setting that you may find interesting. Otherwise, I would suggest a double-weapon specialist, maybe something as simple as a quarterstaff, or as complex as a double-scimitar, but you can get something very interesting out of it I am sure, using the versatility of the weapon in question.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kaisoku wrote:
psionichamster wrote:
You don't really NEED the traits to pull this off, now that I think about it, but getting the necessary spells from scrolls/wands (and being able to UMD as the fighter in general) would be awesome.

You realize you don't even need the spells anymore, unless you are intending to create the scroll yourself (which kind of defeats the purpose really).

You can add +5 to the DC to create and ignore the spell requirements on anything you are making that isn't a spell completion item (which can't be made with Master Craftsman anyways).

Another +5 to make it in twice the time (1000gp per 4 hours instead of 8).

You also don't need the Spellcraft skill either, just a craft skill. In fact, the way the Master Craftsman feat works, you wouldn't be able to choose Spellcraft anyways.

So pretty much just grab Profession (blacksmith) or Craft (metalworking) or something, and maybe grab Skill Focus in it, and you are set.

Grand total of 4 feats (Skill Focus, Master Craftsman, Craft Arms and Armour, and Craft Wondrous Item), and 1 skillpoint per level in a "wasted" skill.

.

Some ideas on Fighter ideas (that aren't just reach or charge-in-twohander stuff):

1. Whip in one hand, and a repeating light crossbow in the other. Focus on trip/disarm with the whip, and use two weapon fighting to fire the crossbow in the offhand. Use a scorpion whip of course.

2. Elven Curveblade. Intimidating Prowess and Persuasive and Skill Focus, plus the Dazzling Display, Shatter Defense and Deadly Stroke line. Eventually get the critical feats to really tear things up.
Quickdraw and Throw Anything to toss your shortswords (read: wakizashi and tanto) that you hold on your belt for that Surprise! factor.
Yeah... I went there.

3. Improved Unarmed Strike, Catch Off Guard, Throw Anything, Improvised Weapon Mastery (eventually), scorpion style, gorgon's fist, medusa's wrath.. Improved/Greater Disarm.
Enchant your gauntlets with magical enhancements, but otherwise use anything that comes to...

Sounds like some good ideas here. Unfortunately, my friend is making #4 and my previous fighter was a flail wielding #6.


Ravingdork wrote:

I want to make a 5th-level fighter to replace the one that just perished.

However, I want him to be an interesting character able to do more than just hack and slash (charge then full attack).

Does anyone know of any interesting builds, feat combos, or simple concepts that can make my fighter stand out and interesting to play for more than just a few fights?

You could build towards a PrC.

Shadowdancer works well with fighter for like 3 levels of shadowdancer.

Living Monolith is also a nice PrC that Paizo put out if you can use it.

-James


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
james maissen wrote:
Ravingdork wrote:

I want to make a 5th-level fighter to replace the one that just perished.

However, I want him to be an interesting character able to do more than just hack and slash (charge then full attack).

Does anyone know of any interesting builds, feat combos, or simple concepts that can make my fighter stand out and interesting to play for more than just a few fights?

You could build towards a PrC.

Shadowdancer works well with fighter for like 3 levels of shadowdancer.

Living Monolith is also a nice PrC that Paizo put out if you can use it.

-James

My flail-wielding #6 WAS going to take a couple levels in shadowdancer. If I follow that route it feels like I'm repeating the same character.


Ravingdork wrote:


My flail-wielding #6 WAS going to take a couple levels in shadowdancer. If I follow that route it feels like I'm repeating the same character.

Then I see the following options for you as iconic, but perhaps unplayed PCs on your part:

1. Mounted PC. Can be interesting at times if you are medium sized & thus mount is large. Does work well for small PCs.

2. Duelist/Cork AC fighter. Aka the gingerbread man. You need to threaten enough or have the DM not metagame for this to work best.

3. Pure raw damage. Forget charging, just smash.. ready attacks rather than charge then decimate on the following round.. or get the wizard to DDoor/floating disc you to the victim. Living Monolith is a good PrC, not sure if you have it or what you have available to you.

-James


Pathfinder Adventure Path, Rulebook Subscriber

I was looking into the Weapon focus feat chain, namely Dazzling Display. With that feat you make an intimidate check for foes within 30'. If they fail, they are shaken. Something nice for a fighter to do in his first round before running up to engage. There are some other feats which build off this chain.

Scarab Sages

How about a Throwy Fighter?

Quick Draw, Point Blank, Deadly Aim, Weapon Focus with favorite type and then pick up Throw Anything for the Hell of it (Nothing like hitting someone with a Tankard with a ton of damage stacked on it).

I admit it would be just as tempting to do this as a ranger but as a Fighter he can have much higher AC and be able to get stuck in when he gets penned down (with a two handed weapon when he clears who ever is fighting him he can go right back to throwing without dropping/sheathing).

I played a Throwy Barbarian and thoroughly enjoyed it.

Scarab Sages

waltero wrote:
I was looking into the Weapon focus feat chain, namely Dazzling Display. With that feat you make an intimidate check for foes within 30'. If they fail, they are shaken. Something nice for a fighter to do in his first round before running up to engage. There are some other feats which build off this chain.

As a side note, Dazzling Display + Barbarian's Terrifiying Howl is a Hoot. Especially when one character is doing the Display and then the Barbarian Howls after him. No upper limit on HD and range is Sight/Hearing. Good Times.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

waltero wrote:
I was looking into the Weapon focus feat chain, namely Dazzling Display. With that feat you make an intimidate check for foes within 30'. If they fail, they are shaken. Something nice for a fighter to do in his first round before running up to engage. There are some other feats which build off this chain.

Dazzling Display is enormously underrated. It's the equivalent of casting doom on every enemy within 30', no save. Pair it with Skill Focus: Intimidate for more duration. My wife plays a fire oracle (high CHA) with Dazzling Display. Almost everything we fight stays shaken for the whole battle.

Sczarni

Dazzling Display + Witch focused on hexes is just too sick for words.

Throw in a debuffer Bard or Wizard and your DM will cry.


Ravingdork wrote:

I want to make a 5th-level fighter to replace the one that just perished.

However, I want him to be an interesting character able to do more than just hack and slash (charge then full attack).

Does anyone know of any interesting builds, feat combos, or simple concepts that can make my fighter stand out and interesting to play for more than just a few fights?

If you're not married to pure fighter, a Fighter/Rogue works well. You add in lots of skill points, class skills at a loss of a few BaB and hit points. Consider:

Fighter 2/Rogue 3. You get Evasion (always nice), a Rogue Talent (Combat Trick nicely returns the lost fighter bonus feat), and +2D6 sneak attack damage when your Rogue buddy goes for the flank. Also, 18 juicy skill ranks and most everything is now a class skill. Continue as a straight Fighter from that point on, or balance your levels if you find you like the extra sneak attack damage and skill points. This _does_ delay your getting those nice +6 BaB feats (as well as some of the "Fighter level X" feats, so choose wisely.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Helic wrote:

If you're not married to pure fighter...

I'm not.

Sczarni

Not sure if the Campaign Setting book alternate classes are available, but

Battle Cleric (swap domains for better BAB, etc.) Can be a very nice combatant and add a few unexpected twists.....like will saves and spellcasting


Ravingdork wrote:

I want to make a 5th-level fighter to replace the one that just perished.

However, I want him to be an interesting character able to do more than just hack and slash (charge then full attack).

Does anyone know of any interesting builds, feat combos, or simple concepts that can make my fighter stand out and interesting to play for more than just a few fights?

I don't know what materials your GM uses, but there is an exotic weapon feat in a Forgotten Realms supplement that allows you to use any normal weapon but made of heavier metals or materials. It makes the weapons damage die one higher.

Use an Iron Quarterstaff and do two weapon fighting with a lot of tripping and disarming. Throw in a liberal dose of Acrobatics and you have an intriguing fighter. Plus since it is an exotic weapon your options with old supplemts grows larger, such as Quartstaff fluries or exotic weapons master etc.

And since your not married to Pure fighter throw in a level of monk for the unarmed brawling goodness and MONK flurry with the stave.


It's not about the character class.

Give the character a good backstory and personality and he'll be interesting.

The best fighter character in my game is a very conventional bastard sword-and-shield fighter. Years of hard work, monster-slaying and politics finally earned him a knighthood. He has a reputation as a model of chivalry. The best part? He's lawful evil - he plays the social game, but always tries to manipulate it to his advantage. His reputation as "the perfect knight" is more important to him than his life - and WAY more important than his fellow party member's lives. But he plays it so well that only one other player has tumbled onto the character's dark secret. (He actually does a lot of good deeds - but only when he gets appropriate publicity for them.) I want to run Kingmaker just because I think he'd get himself made king.....

Another fighter is played by our local rules-lawyer. His character theme is a warrior-dervish, dedicated to martial enlightenment - monk's attitude with fighter abilities. He has a high Int, and has Knowledge skills for identifying monsters, traps, and other game situations. This allows the player to say things like "no, hobgoblins don't normally behave like that. We should investigate."


Ravingdork wrote:
Helic wrote:

If you're not married to pure fighter...

I'm not.

Then play a Psychic Warrior :P


pachristian wrote:
It's not about the character class.

In this case it is. The OP specifically asked for mechanics advice. Not RP advice.

Why give him a lecture on roleplaying when he was asking a game mechanic question?


Well if your fellow player wasn't using a trident I would say go gladiator style using a net and trident together....perhaps a one man(elf/halfling/dwarf/etc.) shield wall, base your fighter off some ancient warrior type perhaps someone who belongs in a phalanx, or something to that effect .


Ravingdork wrote:
Helic wrote:

If you're not married to pure fighter...

I'm not.

I've never seen a knife-Fighter (Kukri yes, but never just straight-up dagger fighter). Daggers/Knives are so ubiquitous that people don't even consider them 'real' weapons (at least in a sword and sorcery setting they shouldn't - you carry around your own knife to EAT with).

Sure, you'll do (on average) 2 points less damage than using a Longsword, but you can almost always find yourself a dagger. They're lightweight, throwable, concealable and you can hold one with your teeth if you have to (climbing, swimming). You can fight with one in a grapple too. Or if you're swallowed whole.

Feats you'll want:

Fast Draw (for throwing)
Weapon Focus
Weapon Specialization
Power Attack
Improved Grapple (requires Improved Unarmed Combat) for the grab'n'stab goodness - go to Greater Grapple for the extra grapple attack at 6th level.

You could go Two Weapon Fighting for the double-dagger, but I think you'd want to keep STR up to compensate for lower dagger damage rather than spreading across both DEX and STR. A light shield will let you still grapple enemies (I think) and help keep your AC reasonable.

Caveat: I have no idea how well this would actually work, but I love the idea of being a vicious, grappling, stabbing machine.

The Exchange

I was going to suggest something, but then the words I wanted to use stopped looking like words... I need to go to sleep


psionichamster wrote:

Not sure if the Campaign Setting book alternate classes are available, but

Battle Cleric (swap domains for better BAB, etc.) Can be a very nice combatant and add a few unexpected twists.....like will saves and spellcasting

Apparently this is being phased out in the new Pathfinder RPG Campaign Setting.


You might want to check out this fighter build I have been tinkering with.

Super Archer Fighter Build.


Helic wrote:

I've never seen a knife-Fighter (Kukri yes, but never just straight-up dagger fighter). Daggers/Knives are so ubiquitous that people don't even consider them 'real' weapons (at least in a sword and sorcery setting they shouldn't - you carry around your own knife to EAT with).

Sure, you'll do (on average) 2 points less damage than using a Longsword, but you can almost always find yourself a dagger. They're lightweight, throwable, concealable and you can hold one with your teeth if you have to (climbing, swimming). You can fight with one in a grapple too. Or if you're swallowed whole.

Feats you'll want:

Fast Draw (for throwing)
Weapon Focus
Weapon Specialization
Power Attack
Improved Grapple (requires Improved Unarmed Combat) for the grab'n'stab goodness - go to Greater Grapple for the extra grapple attack at 6th level.

You could go Two Weapon Fighting for the double-dagger, but I think you'd want to keep STR up to compensate for lower dagger damage rather than spreading across both DEX and STR. A light shield will let you still grapple enemies (I think) and help keep your AC reasonable.

Caveat: I have no idea how well this would actually work, but I love the idea of being a vicious, grappling, stabbing machine.

I actually like this idea.

Note that you do not need to have a stellar starting Dexterity score in order to gain Two Weapon Fighting. Bonuses to your ability scores from anything that lasts longer than 24 hours are considered a permanent increase to your score.
So a Dexterity +2 through +6 item will let you qualify for feats (although you'd lose access to the feats if you lose the item, just like if you get ability drain).

So starting with a 13 Dex is enough to let you get the Greater Two Weapon Fighting down the road, as long as you invest in a permanent increase somehow (inherent bonus or belt of physical perfection, etc).

The only real reason I haven't done this with a PC yet is because I hate the d4. If I go and get/make a special d8 or d12 to roll, I might pick this idea up..

Then again, Enlarge Person gives you reach, size bonuses and d6's for damage dice (which I do like).
Fairly cheap option... Psychic Warrior grants you Huge eventually too, but psionics might not be everyone's cup of tea.


Kaisoku wrote:


The only real reason I haven't done this with a PC yet is because I hate the d4.

Check this out.

On a 1d8...

1 = 1 or 2
2 = 3 or 4
3 = 5 or 6
4 = 7 or 8

Or, you could take a d8 and paint/marker those corresponding numbers on the faces.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gilfalas wrote:
pachristian wrote:
It's not about the character class.

In this case it is. The OP specifically asked for mechanics advice. Not RP advice.

Why give him a lecture on roleplaying when he was asking a game mechanic question?

Actually, just to clarify, I didn't ask for JUST mechanics advice.

Ravingdork wrote:

I want to make a 5th-level fighter to replace the one that just perished.

However, I want him to be an interesting character able to do more than just hack and slash (charge then full attack).

Does anyone know of any interesting builds, feat combos, or simple concepts that can make my fighter stand out and interesting to play for more than just a few fights?

When I said "or simple concepts that can make my fighter stand out and interesting to play" I was referring to the possible non-mechanic aspects to the character.

Thank you everyone for the advice provided so far. It is by far, more than I was expecting to get.


Well, I also hate the 1d3 (using a d6 with the same way).

With the amount of rolling I usually end up doing (as DM anyways), I prefer rolling and looking at a number and moving on.

Those funky 1-4, 1-3 repeated d8s or d12s are pretty interesting. I've given serious consideration to finding one, or a blank one to make myself.


Kaisoku wrote:

Well, I also hate the 1d3 (using a d6 with the same way).

With the amount of rolling I usually end up doing (as DM anyways), I prefer rolling and looking at a number and moving on.

Those funky 1-4, 1-3 repeated d8s or d12s are pretty interesting. I've given serious consideration to finding one, or a blank one to make myself.

wonder how different the probabilities of avg damage are for

1d4 and 1d3 vs 1d8-2

hehe someone less tired might want to work it out XD


Sorry for the hijack conversation, heh.

Spoilering my comments on the d4 situation:

Spoiler:
Well... if you use "reroll a result of 0 or less", then a 1d6-2 equals the same chances of rolling a 1 through 4 result as a 1d4 (25% chance each).

Considering that's rerolling a third of the results, it can mean quite a bit of rerolling.

If you just take 1d6-1, you should theoretically get the same average damage as a 1d4, however since we count a 0 damage as a 1, it has the potential to ever so slightly skew the average up a bit. That, and the potential for getting a 5 makes it ultimately a better choice.

.

I do, however, feel that the d12 should get more use though. Having a d12 with 1-4 repeated 3 times in one color, and then 1-3 repeated 4 times in another colour (or two seperate dice if you prefer), would be preferential.
The average and odds of rolling a specific number would be exactly the same, and the d12 has a much chunkier toss and smoother roll than that d4 (and avoids the added mental step of the d3).

And I avoid the log dice too.. seen those in action. The d4 being so square doesn't roll like a log should, having the same problem as the typical triangular d4 does with traditional tossing methods.


Lion Tamer Build - courtesy of Chronicles:Pathfinder Podcast Episode 2

http://www.d20radio.com/forum/viewtopic.php?f=114&t=6027

The Exchange

If it's for Legacy of Fire then there are a bunch of setting-specific weapons you could look at:

Flaming battle poi are interesting, especially if you also use keros oil from the Adventurer's Armory to breath fire... but it's all flash and low damage.

The madu is basically a spiked shield plus, which would pair it well with a scorpion whip - you get all the nice whip stuff (range, trips, disarms, etc.) plus you're still viable (and making AoO) in straight melee. Not the highest damage again, but both weapons also suggest using poison as well (stick some ranks into Craft [Alchemy]... and remember to pay your dues to the poisoner's guild...).

Rope gauntlets are a nice setting-specific alternative to the spiked gauntlet mentioned above if you go for a reach polearm user.

The meteor hammer lets you disarm, trip, drag your oppenent around the battlefield (which is very nice), has a 10ft reach, can give you a shield bonus or be treated as a double weapon - kinda' sells itself.

Finally the sling glove is a weird one, but very nice if your DM lets you fling alchemical stuff with it (alchemist's fire, tanglefoot bags, etc.).

Another Legacy of Fire one to consider would be the 'Blade of Mercy' trait: you get no penalty for non-lethal attacks with a slashing damage weapon, and +1 to that damage as well. A Fighter who specialises in not killing enemies? I'd say that's pretty interesting!

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