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I am going to begin running a Kingmaker campaign for my weekly Pathfinder group, and one of my players is rather inexperienced and often needs (a lot) of help building characters. She generally prefers to be a person who hits things and the game we've been playing up until now has seen her using a solid Ranger build (Treantmonk's "Switch Hitter").
For this game I am building her something a *little* different: a Mobile Fighter. The idea is to give her a slight change of pace by going from someone who stands there and WALLOPS things to someone who runs, flips, and jumps around the battlefield to where she's needed and then still hits pretty hard. It's 25 point buy and this is what I've got so far:
Str.18
Dex.15
Con.14
Int.10
Wis.13
Cha.10
(I know I could "dump stat" Charisma, but I did last time and I'm trying to avoid feelings of "playing the same character".)
Feats:
Quick Draw, Exotic: Falcata, Skill Focus: Acrobatics
Trained Skills:
Acrobatics, Survival, Climb
Gear:
Falcata, Masterwork Studded Leather, Buckler, Shortbow
Speculated Feat Progression
(2)Focus: Falcata
(3)Dodge
(4)Specialization: Falcata
(5)Improved Initiative
(6)Mobility
(7)Spring Attack
(8)Imp. Critical: Falcata
Any suggestions as to how I could tweak the character a bit to perform better but without deviating from the concept I mentioned above would be appreciated. Also, advice on Feat progression past level 8 would be wonderful as well.

Kerym Ammath |
I would probably make her Dex primary. Many of the feats Dodge Tree, Combat Reflexes, Nimble Moves, Two Weapon Fighting?, Combat Patrol, all require progressively higher Dex. Once you go that route Int and Wis can also play a big role. Finesse weapons are your friend. Also remember a mobile fighter is not just about moving around, but also getting as many attacks of opportunity as possible.