| Cyxodus |
I want to create a lvl 1 male human fighter for the Pathfinder Society and could use some help.
What should be the stat order (most important 1st, second important 2nd, etc)? What feats, armor, gear and weapons do you suggest? Should I focus on a character that deals massive damage or one that is a tank with high AC?
Thanks in advance.
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Torcon
Level 1 Human Fighter
STR - ?
DEX - ?
CON - ?
INT - ?
WIS - ?
CHA - ?
Feats - ?
Weapons - ?
Gear - ?
Skills - ?
| Cyxodus |
Numbers aside for a moment, what kind of character are you interested in playing? Optimizing for a concept is pretty much always more satisfying than just optimizing in a vacuum.
Last night I played a Cavalier and my group was almost wiped out. I want a character that will survive. So I guess it's survivability as the concept.
What are some of the concepts for fighters?
| Choant |
Just focus on AC, a 2-handed weapon for easy mobs and sword and shield for BBEG. A 20 point buy human might be:
Str 18
Dex 12
Con 16
Int 10
Wis 10
Cha 8
Gives you decent HP and enough strength to hit things and not let them ignore you. You can switch stats around or dump the mental ones more for better physical stats.
| Carpy DM |
Do those stats include the +2 bonus for being human?
Yes they do.
BBEG? What's that?
Big Bad Evil Guy - in other words, the adventure's boss fight.
For a human planning to use the "switch hit" option, I'd suggest the following three feats: Exotic Weapon Proficiency (bastard sword), Shield Focus, Power Attack. Start most combats with your shield on - if it looks like you don't need to worry about AC, take a move action and drop the shield in favor of going two-handed with the bastard sword. USe Power Attack basically all the time.
| Mortagon |
This is starting to look cool. What about shield spikes, Weapon Focus and Alchemist's Fire?
Shield spikes are good, armor spikes even better including spiked gauntlets. Alchemist's fire is useful in case you meet swarms or enemies with a high DR or weakness to fire. Always carry a ranged weapon, preferably a strength adjusted bow, but at low-levels javelins and maybe a crossbow will do the trick.
A friend of mine is playing a sword-and board two-weapon fighter in our Kingmaker Campaign, and he has insane AC and damage output, but it took about five levels to become decent.
For survivability high AC and hit points is a must, feats like Dodge and shield focus should aid with the AC part and Toughness is great for hit points. Also use the favored class option to gain additional hit points at every level.
As a fighter you will be reliant on a healer to cope with long battles or powerful enemies. Make the party healers your best friends. Use money to buy wands of curing and such for them. You should also try to pick up some curing potions as soon as possible.
If you are planning on switching weapons around a lot try to invest in the Quick draw feat, it's mostly useful when you get base attack +6 or more though.
| Carpy DM |
This is starting to look cool. What about shield spikes, Weapon Focus and Alchemist's Fire?
Weapon Focus is one to take, but it can wait till level 2. Shield spikes are only worth it if you are going to be be doing a lot of shield slams, but that's not likely for this build - your primary weapon will be much more effective. Alchemist's fire is always worth having, but suffers from a cost problem: by the time you've bought your bastard sword (35 gp), scale mail (50 gp), and heavy shield (7 gp if wooden, 20 gp if steel), you start running out of cash for the 20-gp-a-shot alchemist's fire, particularly if you also want a bow for opponents who seem disinclined to come close enough for you to hit them. I'd suggest buying it once you have a module or two under your character's belt, when you will easily be able to afford it.
What's the difference between a human fighter and dwarf fighter?
Less damage, more hit points; slower speed, better saves against magic, less Charisma. Also, dwarves get darkvision. It's definitely more of a "tank" build than the damage/tank switch of the human version, but definitely viable.
| Cyxodus |
Always carry a ranged weapon, preferably a strength adjusted bow, but at low-levels javelins and maybe a crossbow will do the trick.
I thought of either having a crossbow or a shortbow. Which is better?
If you are planning on switching weapons around a lot try to invest in the Quick draw feat, it's mostly useful when you get base attack +6 or more though.
How many feats does a lvl 1 fighter get? Sorry for the newbie question. LOL
| Mortagon |
Mortagon wrote:Always carry a ranged weapon, preferably a strength adjusted bow, but at low-levels javelins and maybe a crossbow will do the trick.I thought of either having a crossbow or a shortbow. Which is better?
Quote:If you are planning on switching weapons around a lot try to invest in the Quick draw feat, it's mostly useful when you get base attack +6 or more though.How many feats does a lvl 1 fighter get? Sorry for the newbie question. LOL
At level one you should probably go with the crossbow if you can afford it, but javelins are probably cheaper and somewhat better because you get to add your strength bonus to damage. You should try to invest in a decent composite longbow as soon as you can afford it though.
I would drop the bastard sword and rather go for a plain old longsword to save up a feat. Weapon focus is only worth it if you are planning on getting specialization later on. As for a 1st level human "survivor" type fighter I would take Dodge, Toughness and Shield focus as my first feats and pick up weapon focus at level 2, power attack at level 3 and weapon specialization at level 4.
| Mortagon |
I think I'll go with the Javelin to start with. I've discovered that my Cavalier's crossbow tended not to hit often.
Dodge, Toughness and Shield focus do fit the "survivor" type fighter.
Just remember that dodge requires a dexterity of 13 or more so you might need to rewamp your stats a bit. You should also try to invest three ranks into acrobatics even though it isn't a class skill, for the higher ac bonus when fighting defensively. Combat expertise is also really good for a survivor type but requires int 13+.
| Cyxodus |
Just remember that dodge requires a dexterity of 13 or more so you might need to rewamp your stats a bit. You should also try to invest three ranks into acrobatics even though it isn't a class skill, for the higher ac bonus when fighting defensively. Combat expertise is also really good for a survivor type but requires int 13+.
I was just noticing that the DEX needed to be 13. I think I'll skip the Combat Expertise for now.
| Cyxodus |
Here's what I've decided on (I think). It would be great if someone could help this new player fill out the character sheet. A scan would be nice. =)
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Torcon
Level 1 Human Fighter
STR - 18
DEX - 13
CON - 16
INT - 10
WIS - 9
CHA - 8
HP - 17
AC - (Not sure how to determine this yet)
Feats - Dodge, Toughness and Shield Focus
Weapons - Long Sword (15gp), Javelin x 2 (4gp), Greatsword (50gp)
Gear - Scale Mail (50gp), Heavy Steel Shield (20gp), Backpack (2gp), Hemp Rope (1 gp), Sunrod x 2 (4gp), Grappling Hook (1gp)
Cash - 6gp
Skills - ?
Taldor Traits - Expert Duelist, Fashionable, Impressive Presence, Performance Artist, Vindictive
| Mortagon |
Here's what I've decided on (I think). It would be great if someone could help this new player fill out the character sheet. A scan would be nice. =)
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TorconLevel 1 Human Fighter
STR - 18
DEX - 13
CON - 16
INT - 10
WIS - 9
CHA - 8HP - 17
AC - (Not sure how to determine this yet)Feats - Dodge, Toughness and Shield Focus
Weapons - Long Sword (15gp), Javelin x 2 (4gp), Greatsword (50gp)
Gear - Scale Mail (50gp), Heavy Steel Shield (20gp), Backpack (2gp), Hemp Rope (1 gp), Sunrod x 2 (4gp), Grappling Hook (1gp)
Cash - 6gp
Skills - ?
Taldor Traits - Expert Duelist, Fashionable, Impressive Presence, Performance Artist, Vindictive
Looking good so far. With the current stats and items your AC would be 20 (+5 armor, +1 dex, +1 dodge, +2 shield, +1 shield focus. I'm pretty sure you can only have two traits however, in which case I would choose vindictive and expert duelist. Personally I would drop the greatsword and by armor spikes instead, you can always choose to wield your longsword two-handed. Your will save will be a great weakness, but hopefully the other party members and magic can help you in that department.
| james maissen |
Level 1 Human FighterSTR - 18
DEX - 13
CON - 16
INT - 10
WIS - 9
CHA - 8Skills - ?
A few things here...
Figure out what stats you don't need.
It seems as if you don't wish CHA (and that's not really wrong for a fighter), so I'd start with a 7CHA.
Likewise you haven't figured out skills. Decide what you want and only buy the INT required for them. As a human you will always have 2 skills/level without spending favored class towards them. If you don't want more than 2 skills then put a 7 into INT as well. If you don't even want 2 skills, then perhaps consider a non-human (Dwarf has more CON but less STR, Half-elf and Half-orc have semi-nice options).
Now you have 28pts to spend on the stats that you do want. I would suggest the following:
STR 19 (17 bought +2human)
INT 07
WIS 14 (will save is important for fighters as you are targets)
DEX 14 (DEX caps on armor get improved with fighter levels)
CON 14 (16 is a bit too pricy here, imho)
CHA 07
Now if you really want a 16CON, then go with 16CON 10WIS, but I wouldn't.
Bump STR each time you can.
As to the rest, you need to decide on what you want to focus on as a fighter. An exotic reach weapon might work out for you, or you might want to go with a one-handed weapon and shield instead.
-James
| stringburka |
I think I'll go with the Javelin to start with. I've discovered that my Cavalier's crossbow tended not to hit often.
Dodge, Toughness and Shield focus do fit the "survivor" type fighter.
I'd suggest a sling instead of a javelin. While the damage is slightly less (1d4+str instead of 1d6+str), the range is far better, the damage type is better (undead are resistant to piercing damage but not bludgeoning) and it's more weight effective if your party cares about that (you can easily carry 30 bullets - 30 javelins might be harder).
| james maissen |
I'd suggest a sling instead of a javelin. While the damage is slightly less (1d4+str instead of 1d6+str), the range is far better, the damage type is better (undead are resistant to piercing damage but not bludgeoning) and it's more weight effective if your party cares about that (you can easily carry 30 bullets - 30 javelins might be harder).
I'd suggest both as they are both fairly cheap.
In general you might not have the actions available to draw out a sling, load the sling then fire.
Meanwhile you could draw a javelin and throw it far easier.
Likewise you can throw multiple javelins on the move, while with a sling you are reduced down to 5' steps.
-James
| Cyxodus |
Figure out what stats you don't need.
I'm too new to know that yet.
Likewise you haven't figured out skills.Decide what you want and only buy the INT required for them. As a human you will always have 2 skills/level without spending favored class towards them. If you don't want more than 2 skills then put a 7 into INT as well.
What do you recommend?
As to the rest, you need to decide on what you want to focus on as a fighter. An exotic reach weapon might work out for you, or you might want to go with a one-handed weapon and shield instead.
Yikes! Still trying to figure everything out.
I'll think I'll go with...
STR 19
INT 07
WIS 14
DEX 14
CON 14
CHA 07
Not sure if I'll keep the Greatsword. How much damage does a Longsword do with a two-handed grip?
| Noteleks |
I may be wrong on this so correct me if I am but I also believe you can have 2 traits but only one from the Taldor list of traits the other trait must be from another category as discussed below.
Directly from the PFS Guide:
There are five trait categories: Basic, campaign, race, region, and religion- each with several subcategories, as detailed below. A character can only have one trait from each particular trait category or subcategory. Pathfinder Society Organized Play does not use Campaign-specific traits from the Pathfinder Adventure Paths (such as those you'd find in the Pathfinder Campanion Legacy of Fire Player's Guide) but does consider all faction traits to be campaign traits (see below). You do not have to select a faction trait during character creation....
| Cyxodus |
I'm using Hero Lab to help create this character and here is the output.
Hero Lab says I have three skills left. What do you guys recommend on skills? Why does HL says my HP is 15 instead of 17?
I would appreciate some help being that I would like to play this character tonight. Thanks.
==Update==
Added Shortbow and 20 arrows.
==Update==
Hero Lab didn't have any armor equipped. AC is now 21 and some stats have changed.
| Cyxodus |
| FiddlersGreen |
Decided to go with Acrobats, Intimidate and Swim as my skills. Below is the updated sheet.
You could probably afford to go with a lower WIS score, unless you intend to branch into divine spellcasting at a later stage. (Improved) Iron Will as a feat(s) will help shore up your will save, and you will probably get more mileage out of a higher physical stat.
Shieldknight
|
Noteleks wrote:Wow! Longsword it is then.Longsword does 1d8 damage with a crit. range 19-20 x2.
So with a Str 19 that is +4
you would do 1d8+6 damage (1.5x str(4)=6)
so you would do 7-14 points of damage per attack with a longsword unless you critted with a roll of 19 or 20.
This damage is only if you are weilding it two-handed. If you are weilding it one-handed it is 1d8+4.
Catharsis
|
Even for a tank build, I would recommend Power Attack at 1st level. Getting 2 points of damage for -1 to hit is a good deal, especially if you don't deal as much damage as a twohander to begin with. It doesn't hurt your defense in any way either.
If you want to minmax, you can get access to the bastard sword and a free +1 to hit with it via the Heirloom Weapon trait. You might feel dirty for doing it though.
| Bolber |
If the DM allows it, otherwise not. ;)
Here is my human fighter i am currnetly playing at level 1.
20-point-buy
Str: 16(+2 racial bonus)
Dex: 14
Con: 13
Int: 14
Wis: 12
Cha: 10
Feats: Weapon Focus(longsword), Dodge, Combat Expertise
AC: 10 + 6(Chainmail) + 2(heavy wooden shield) + 2(Dex) + 1(Dodge) = 21
When using Combat Expertise the AC is 22. ;)
I think you should heavily invest in perception. This is an important skill for a fighter.
| Huppolitan |
I am impressed at the in-depth and patient build advice for a new player on this thread. It is great to be part of such a supportive community. I do want to echo my support for what Carpy DM said early on. For long-term fun, concept trumps numbers. This is especially true in Society play. Players can't hog the limelight with backstory since time is so limited, but it makes a big difference to what can be fairly mechanical adventures if characters are differentiated a little bit by personality as well as by party role. (This is not to knock the mod writers -- there are some stellar adventures that come out for a very constrained time environment.) A nice way to start is to give your fighter one goal, one combat catchphrase, and one quirk. Here's an example off the top of my head:
Goal: Win the love of his distant mother, who prefers his charismatic sorceress of an older sister.
Catchphrase: (Lops off an orc's head) "This one's for you, Ma!"
Quirk: Nervously rubs a medallion with his mother's profile on it during social encounters.
The result is slightly creepy, but funny. It gives the DM and other PCs a lot to work with conversationally at the table without slowing down play, and plays off your fighter's low Charisma. I firmly believe that the best PS tables have players gifted in haiku roleplaying -- short, memorable snapshots of a character that let folks get done in four hours with some stories to tell beyond the Big Bad of the day. All the best, and have a great time playing!