Help Me Construct a Smart Fighter


Advice

Dark Archive

I am going to be playing in a friend's homebrew campaign soon and I was looking for some advice. I am to be the party's main fighter, but this is not a standard dungeon delving campaign. We are going to be resistance fighters of a sort and there will be a great deal of sneaking, politicking, and rabble-rousing involved. We will not be able to waltz around in heavy armor with swords and bows strapped all over without attracting unwanted attention from the authorities. For those familiar, it will be somewhat based on the Midnight setting from Fantasy Flight Games.

So, here I am as the fighter. My primary concern is to be able to fight competently, of course, but the DM is firmly in the RP vs Min/Max camp, so I don't have to be unkillable or anything, just good. My problem lies in the fact that I also wish to not be a hindrance to the party in situations outside of combat. I want to be able to not screw up every attempt we might make at stealth, infiltration, or parlay. Furthermore, I am interested in a dynamic fighting style, maybe one utilizing a lot of combat maneuvers (the majority of our opponents will be weapon-wielding humanoids, so I am not worried about finding myself worthless against Big Ugly Monsters because all I can do is trip and disarm...), mobility and spring attack, that sort of thing. I am seriously considering the Mobile Fighter archetype.

Finally, the background for the character calls for him to be a tactician and strategist; a rather brilliant one, actually, who used to work for the enemy (a former Legate for those familiar with the setting). No front-line mook here! He is human, and the DM will probably allow me to start at up to 5th level to reflect his previous experience and training. Any advice on how to build him? I am looking for a good deal of flexibility while maintaining decent fighting edge. The class does not have to be straight fighter, though all those feats are mighty tempting. No monk though, nor casting. This is a very LOTR styled game, so something that fits well there is a plus.

Thank you all for any advice you may give, and happy gaming!


I am not familiar with the setting. But it seems like an urban ranger would be more along the lines of what you are looking for. Or perhaps a skirmisher ranger. Both have more skills than a standard fighter, both have a good skill set for class skill bonuses. Personally, I prefer skirmisher for the idea of a noncaster tactician.

Greg


Skirmisher Urban Ranger sounds like a good idea, or you can use Paizo's 3.5 Campagin Setting variant Fighter, which gives up the 1st level Bonus Feat to gain 4 skills per level instead of 2, plus more Class Skills. The Cavalier might well also be a good match, especially the tactician aspect granting bonuses and feats to allies... Honestly I think that is the closest to what you want without getting to funky. The Mount may or may not be extraneous to every encounter, but it seems appropriate to somebody who was formerly a regime officer, e.g. upper class, and the Class still works great even if you never use the Mount for anything but overland travel. Also remember if you're using Traits, that you can pick up most any skill as a Class Skill (+3, and the Traits give another +1) via a Trait.

Brilliant tactician? Well, I don't think mechanics can replace being good at that yourself :-) but between all the above I think you're mechanically fine, so just enjoy the roleplaying!


Play him up as a scoundrel. If he used to work for the enemy, it stands to reason there's a little turncoat in him. A human fighter with a 10 int can have 4 skill points per level, and with the way cross-class skills work in pathfinder, you really aren't restricted in what you choose anymore. I'd think skills like knowledge (engineering) or knowledge (nobility) might be in order. You could make them fit a character like this easily, and they could come in handy in a more urban game. Bluff seems like it could be fun. It lets you lie, as well as actively feint in combat (and if you snap up 1-3 levels of rogue, you get both more skill points and greater benefit from feinting).

I love the idea of a smooth-talking roguish figure that no one would expect to see in heavy armor, but when things get harry, it becomes apparent that he's devoted a lot of time to learning how to kill you with a weapon.

Dark Archive

All marvelous ideas that I will look into, thank you. To clarify, think of the setting as Middle Earth if Sauron had won. Humans are subjugated by armies of orcs and worshipers of the dark god. There are no good or even neutral divine casters left; the dark god is the only one that answers prayers. Arcane casting is illegal, as are weapons and armor, unless they are being used for the glory of the Shadow. Halflings are slaves, gnomes are merchants and river-boatman who run an underground railroad sort of deal, and elves and dwarves are holed up in their kingdoms, cut off from everyone else by the vast hordes of the Shadow that are slowly crushing them. (FFG made a rather bad, but still amusing movie called Midnight. Watch it for a laugh and a look at what is actually a really cool campaign setting.)

My character was raised in this world, never knowing any better. He became an adjunct Legate (not necessarily a cleric, though I have not ruled out the possibility, but a member of the church) and showed great promise in martial pursuits. Young and idealistic, he was trained to fight the "evil" fae elves and dwarves, and proved to be something of a tactical genius. It was after a crushing victory against a pocket of elven resistance fighters, due in large part to his strategies, that he witnessed his own side committing brutalities against elves that seemed more like people than monsters. Disillusioned, he abandoned the Shadow (a dangerous prospect, and a great hook for later on when they come to deal with the "traitor") and will probably be a drunk haunted by his past when the campaign starts, until the other PCs convince him to join the resistance and give him a new goal in life, not to mention a way to atone for his sins.

There may well be a ranger in the group, or an elven druid type, so if I did go ranger it would certainly be urban. I still think I prefer the idea of a fighter or maybe cavalier for a few reasons, primarily the fact that rangers are, by mechanics, specialized in their fighting style, while I wanted this character to be very versatile. I do like the cavalier's tactician feature, but most of the rest of the class features are too showy when most of the time we will need to keep a low profile. Riding around on an obviously very well-bred horse with a banner and shouting challenges probably won't work. Maybe a Mobile Fighter (perhaps with a level or two of rogue), and try to work out with my DM losing a couple bonus feats in exchange for more skill points and the cavalier's tactician feature...

Thank you everyone who has weighed in thus far. Any more ideas?


Maybe is a dull idea but...

What is your stat array? Roll a fighter, and put at least a 14 in intelligence. with human bonus we can reach a decent 5 skill point/level. A brilliant persopn for sure.

Then, specialize in polearms (perhaps a guisarme) and in the combat expertise line. reposition enemies into flanking position, use a well delivered strike to blind temporarily your enemies (maybe moving the helmet's visor) with dirty trick.

Trick your opponent in attacking a full armore, full combat expertise + combat defensively enemy, and then power attack them the round thereafter.

IIRC, you should face a lot of humanoid enemies in mindight, so just fill your feat slots with manuver feats.

for the damage, THweapon, weapon training and power attack are enough. Maybe take quickdraw and deadly aim to easily switch techniques.

The rest is in your hand..


Arcane Duelist Bard, perform oratory with inspire courage fluffed as tactical advice, possibly delivered by message spell, consider scorpion whip as bonded weapon.


I can understand the need for stealth while still being a tough frontliner for your party. I think a few levels of urban ranger for skills and TWF with easy-to-conceal daggers would be good, and maybe some levels of fighter, too, for lots of useful feats.


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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.


Everyone else has covered tactics and role playing pretty well, I'm going to suggest how to be a skillful fighter instead:

1. See if you can take the collegiate fighter class ability from the 3.5 campaign settings. It gives you several skills you'll want, and 4+int mod skill points.

2. Play a human of course, this helps by giving you another skill point putting you up to 5+int mod now.

3. I really suggest the following stat line: Str 14 Dex 14 Con 14 Int 13 Wis 12 Cha 10 before racial adjustments if you can get it. I personally would put my racial bonus into the Dex, since that opens up the most options for feats tactically speaking.

4. Try and get the mobile fighter archetype too while you are at it. The bonuses are good, and leaping attack means that you can switch up weapons without fear of losing effectiveness. Need an axe? use it. Want a sword? okay. Have to shoot something with a bow? you're still good.

5. Feats -- instead of focusing in on a weapon I suggest spreading the love for different styles of combat:

Power attack
Two weapon fighting
Point blank shot
Precise shot
Rapid shot
Deadly Aim
Shield Bash
Shield Slam
Catch off Guard
Throw Anything
Improved improvised weapon mastery
Toughness
Iron Will
Combat Expertise
Improved Trip
Quick draw

That list right there will keep you busy with something to do each and every combat. Granted you won't do as much damage as a fighter that focuses in on a single weapon -- but you should stay rather relevant with damage (your leaping attack bonus helps with any form of combat you'll use) and you'll never have to worry about not having the best option available.

I suggest using your traits to get stealth and perception as class skills if you can, and consider getting some celestial armor as soon as you can reasonably afford it -- it specifies you can hide it under normal clothing which is going to be a *huge* advantage to you. A ring of force shield would also be perfect for you since it is flexible tactically speaking, and easy to hide what it does.

Dark Archive

Ah, so many wonderful ideas, thank you all. My initial concept of the character was for him to be a polearm wielder (with a flail and an axe as backups) but the difficulties of explaining to the town guards that what they see is not a weapon, but rather a walking staff with an ornate but dangerous-looking head... well, maybe I can have a quarterstaff with a detachable polearm head.

I did intend for him to be an army-level strategist rather than a squad leader, so Knowledge(History) and (Geography) are probably more important than a Tactician class feature. Hence my initial attraction to Fighter as opposed to Cavalier.

TNA, you read my mind regarding using the terrain to my advantage at every opportunity. My DM will probably be pulling his hair out after the first few combats in which I am grilling him about the slope of the hill, where exactly is that heavy undergrowth he mentioned, and prevailing light conditions... :D

I have read the Art of War (as well as the Book of Five Rings and The Prince; all three invaluable to roleplayers, I have found) and intend to pay it head. The DM is equally savvy, being a history major and a huge fan of the Total War computer game series, so I imagine there will be some really cool tactical battles at some point.

Ah, Abraham, this is exactly what I was looking for, thank you. I am unfamiliar with the Collegiate Fighter ability, though it sounds ideal. Do you happen to know what book/supplement I might find it? I probably have read it at some point, but there are so many I sometimes loose track. That is very much the stat spread I was intending, and many of those feats are on my want list as well. Also, I am in complete agreement about not being specialized in a single weapon, or even style. Yes, most of this is exactly what I was thinking, which is helpful because it tells me that my ideas weren't horrible. :)

The real question now becomes what order to take feats in. :P

Thank you all again for your excellent ideas!

PS. Oh yes, forgot to add that Midnight is extremely stingy with magic items (or at least the way my friend runs it; I have not read the books to avoid spoilers so I could not say if this is intrinsic to the setting). The Legates have way to detect and track magical signatures, so even if I do lay my hands on a permanent magical item it might prove to be more of a danger than it is worth. In short, I cannot rely on magic to boost this character except perhaps as temporary buffs from party members.


I like cavalier for this.

Depending on how much you follow the midnight setting a Legate should be a cleric right? Or ex-cleric in this case.

Arcane Duelist bard would be really good, but he is an arcane caster which doesn't seem right if he used to follow Izradore.

Use Magic Device is very handy. Personally I'd find some roleplay reason to give him this skill.

Cavalier with a trait for Use Magic Device as a class skill, and maybe a feat too.

Then again magic items in Midnight are harder to come by than in a regular setting so maybe it wouldn't be as good.


You want this book.

RPG Superstar 2015 Top 8

AsmodeusUltima, sounds like a cool campaign.

If you want a flail and have a good Int, sounds like Combat Expertise and a Combat Maneuvers build (trip, disarm, etc.) would be a good idea (which I'm sure you were thinking) -- especially in an urbanish campaign where humanoid opponents are likely to be common, and disabling opponents may be more valuable than simply hurting/killing them. The other APG maneuvers like Dirty Trick may also come in handy.

Fighter class skills Intimidate, Knowledge Engineering, Knowledge Dungeoneering, and Survival will likely be handy (and you'll have decent skill points with a human with good Int).

Rather than Urban Ranger, I'd suggest taking a 1 level dip into Rogue (which I think you yourself mentioned) to get Acrobatics as a class skill--I imagine in a setting like that, fast maneuvering, tumbling, balancing, etc. will be useful, and Rangers don't get Acrobatics. Bluff, Knowledge Local, and Stealth also good (and +1d6 sneak attack and sap proficiency won't hurt anything; the worst thing is you will take a small hit to BAB). ETA: A lot of the Rogue Archetypes replace trapfinding at 1st level and some of them may suit your concept better, if you decide to go for this level dip.

If still needing more class skills, take Cosmopolitan as your Human bonus feat and take your Knowledge History and Geography as your bonus class skills that you mentioned (the extra languages learned will be cool too, for the setting, it sounds like).

Since it's a low magic game, if you get very high in level, look at the Penetrating Strike feat tree to help you beat DR if necessary.


If you are not opposed to dips:

I suggest that about level 5~6 you take two levels of cavalier and grab order of the sword and use that free tactical feat to get outflank.

This will give you a +2 to your will saves (from the order of the sword), a (fairly useless) horse, and the ability to share your tactical feat with the party once per day, at little cost to no cost in BAB, and an increase in your fortitude save. Order of the dragon isn't bad either if you want to be able to help others do better. With order of the dragon I recommend a few more feats: Combat reflexes (not a bad one anyway) and Bodyguard (again a good one to have in general).

Gang up would also be a great choice if you think the rest of your party will be in melee fairly often.


While playing in the midnight setting, I found it most useful to play a character who could fight without weapons, so if you are a fighter I'd be sure to take either improved unarmed strike or catch off guard. That way you can fight even when you have to be in a city without weapons.

The lunge feat can give you reach without a reach weapon. So you can have reach with a rake.


AsmodeusUltima wrote:
So, here I am as the fighter. My primary concern is to be able to fight competently, of course, but the DM is firmly in the RP vs Min/Max camp, so I don't have to be unkillable or anything, just good. My problem lies in the fact that I also wish to not be a hindrance to the party in situations outside of combat. I want to be able to not screw up every attempt we might make at stealth, infiltration, or parlay. Furthermore, I am interested in a dynamic fighting style, maybe one utilizing a lot of combat maneuvers (the majority of our opponents will be weapon-wielding humanoids, so I am not worried about finding myself worthless against Big Ugly Monsters because all I can do is trip and disarm...), mobility and spring attack, that sort of thing. I am seriously considering the Mobile Fighter archetype.

I am a great fan of the 'quick and smart' fighter as opposed to the 'big and strong' type, so allow me to introduce you to two friends of mine, Emerion Brightsmith, who uses the College Trained Fighter variant with some levels in rogue, and Esteriande d'Litran who uses a paladin variant we worked out.

Both of these use brains and skills to get by as well as martial ability. Both are serious enough fighters that you wouldn't want to cross them lightly!


You could try out some rule for weapons assembled and disguised.

Otherwise, I guess a flail is a good idea: some flail COULD be disguised as a farming tool (they were in fact "reworked" farming tools at start, even if an actual war flail is a different beast.. still more subtle than a polearm).

For maneuvers, remember this trick: if you use lunge and other people don't have reach, you don't get the AOO even if you don't have the relevant feat (still useful because more solid and brings a bonus on the table).


I am the GM of a semi-regular Midnight group using a modified Pathfinder. This is what I would recommend:

Skills are important. You should try to fight on your terms as much as possible. Stealth, Perception, Knowledges and social skills can be very useful. The opposition is hugely more powerful, so direct confrontation is not a wise idea most of the time. Surprise them, do not let them get the better of you.

Magic items are not only forbidden but also dangerous, since they can lead your foes to you. While covenant items and heroic paths make up for that in part, you should not plan around specific effects or even buffs. Try to be as self-sufficient as possible.

Destroying equipment via sunder can be a viable route. Most equipment is of no use for the heroes, since they cannot wear it and cannot sell it, not to mention the difficulty of transporting stuff in a world where travel is seriously restricted. Orcs are the most common foes and remain dangerous from low to high level.

Unarmed combat can be a nice alternative, especially grappling.

Or go with small weapons that are easily concealable. Travellers usually come under close scrutiny, and it is best if you can hide everything that is forbidden - which is about everything an adventurer needs ... ;-)

Depending on whether or not your GM converted old Midnight rules, a pure DEX-based build could be possible, since Midnight introduced feats that let you swap STR for DEX on melee damage. There even is a feat that adds INT to that, although no sane GM would allow that ... ;-)

Certain monster abilities and defences are worse than in regular play, since you have only a handful of ways around them. DR comes to mind. Some heroic paths grant abilities that are very useful in that regard.

Last but not least: have fun. Midnight is a great setting, and we enjoy it very much. Nothing says "hero" so much as truly fighting without hope for victory, just so that others may live in a moment of peace.

Liberty's Edge

AsmodeusUltima wrote:

I am going to be playing in a friend's homebrew campaign soon and I was looking for some advice. I am to be the party's main fighter, but this is not a standard dungeon delving campaign. We are going to be resistance fighters of a sort and there will be a great deal of sneaking, politicking, and rabble-rousing involved. We will not be able to waltz around in heavy armor with swords and bows strapped all over without attracting unwanted attention from the authorities. For those familiar, it will be somewhat based on the Midnight setting from Fantasy Flight Games.

So, here I am as the fighter. My primary concern is to be able to fight competently, of course, but the DM is firmly in the RP vs Min/Max camp, so I don't have to be unkillable or anything, just good. My problem lies in the fact that I also wish to not be a hindrance to the party in situations outside of combat. I want to be able to not screw up every attempt we might make at stealth, infiltration, or parlay. Furthermore, I am interested in a dynamic fighting style, maybe one utilizing a lot of combat maneuvers (the majority of our opponents will be weapon-wielding humanoids, so I am not worried about finding myself worthless against Big Ugly Monsters because all I can do is trip and disarm...), mobility and spring attack, that sort of thing. I am seriously considering the Mobile Fighter archetype.

Finally, the background for the character calls for him to be a tactician and strategist; a rather brilliant one, actually, who used to work for the enemy (a former Legate for those familiar with the setting). No front-line mook here! He is human, and the DM will probably allow me to start at up to 5th level to reflect his previous experience and training. Any advice on how to build him? I am looking for a good deal of flexibility while maintaining decent fighting edge. The class does not have to be straight fighter, though all those feats are mighty tempting. No monk though, nor casting. This is a very LOTR styled game, so...

I would go with a Ranger honestly or if you are starting out at higher than 1st lvl. I would go with a Fighter/Rogue, with more lvls dipped into fighter. Really just a slight dip into rogue just for the stealth factor and extra skills. This will let you get stealth to keep up with everything else and stay the combatant with higher lvls in fighter.


If you are permitted 3rd Part Products, take a look at Strategists and tacticians here. Its pretty much stated goal is to give martial characters and fighters in particular options other then just hit with big heavy sword till it stops moving.

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I might go Rogue 3 or 4/Fighter 2 or 1, and then continue on with fighter thereafter. Use your Rogue talents to get a bonus combat feat, and weapon finesse.

Rogue gives you lots of skills, and when you go fighter, some of the cross-class penalties will go away. Maybe take a trait for Knowledge history and another one for Knowledge geography.

Rogue also gives you sneak attack, which gives you a huge +2d6 damage that you can add to your easy to hide (or innocuous) weapons: sap, dagger, quarterstaff, unarmed strikes, etc.

Alternatively, maybe look at Inquisitor. It seems like the perfect match up for the Legate: A tactical, divine, skillful class. Maybe you're a Neutral (Lawful or Chaotic as necessary) follower of Shadow, and still get some divine assistance from...it? It might be interesting, story-wise, to still get divine spells from a godhead you supposedly betrayed....maybe it values betrayl that much!!! Or maybe it seeks to tempt you back to fold, especially if you are as brilliant as you say you are.


The easiest way to conceal a weapon? Take the Improved Unarmed Strike feat. If you are a fighter, this will hardly slow you down in a city where you can't bring weapons. It will also allow you to not have to be a pole arm fighter without the archetype and still threaten next to you without the use of armor spikes, which I imagine might be a no no in the setting you are in.

For a little more of an investment, one or two levels in monk will cost you +1 BAB, you won't lose out on feats being that you get some bonus ones, and you gain more class skills if you don't have the feats or traits to spare, the ability to do lethal or nonlethal damage at will, +2 or +3 bonuses to all saves, Flurry of Blows, stunning fist, and various other cool things. It is subject to the law of cool, I would play such a character as a Queensboro rules boxer as opposed to oriental style monk in that play setting, but it is, of course, up to you.


While I agree with Abraham on most of what he said, I'd tweak it a bit differently for the specifics.

Abraham spalding wrote:


3. I really suggest the following stat line: Str 14 Dex 14 Con 14 Int 13 Wis 12 Cha 10 before racial adjustments if you can get it. I personally would put my racial bonus into the Dex, since that opens up the most options for feats tactically speaking.

Depending on what level you're starting at, I'd put the 13 into Con and the 14 into Int - while bumping up your Int does give you skill points retroactively (unlike in 3.5), having one more skill for those first 3 levels will probably help more than 1 hp/level (assuming it's a useful skill). Definitely use your level 4 point to bring the 13 up to a 14. I'm tempted to suggest lowering strength to raise Dex, and relying on Agile Maneuvers to trip/reposition/disarm. I'm not sure how effective that would end up being, though - how important is raw damage going to be for you?

Quote:
4. Try and get the mobile fighter archetype too while you are at it. The bonuses are good, and leaping attack means that you can switch up weapons without fear of losing effectiveness. Need an axe? use it. Want a sword? okay. Have to shoot something with a bow? you're still good.

I highly support this idea, especially if weapons are going to be hard to come by. You'll want to get Nimble Moves so you can take a 5' step even in difficult terrain - without that 5' step, you lose your mobile bonuses.

Quote:

5. Feats -- instead of focusing in on a weapon I suggest spreading the love for different styles of combat:

Power attack
Two weapon fighting
Point blank shot
Precise shot
Rapid shot
Deadly Aim
Shield Bash
Shield Slam
Catch off Guard
Throw Anything
Improved improvised weapon mastery
Toughness
Iron Will
Combat Expertise
Improved Trip
Quick draw

That list right there will keep you busy with something to do each and every combat. Granted you won't do as much damage as a fighter that focuses in on a single weapon -- but you should stay rather relevant with damage (your leaping attack bonus helps with any form of combat you'll use) and you'll never have to worry about not having the best option available.

I agree with most of these feats, but I'd weigh it a little more towards combat maneuvers. I'd remove Shield Slam and Toughness, and add Greater Trip and Improved/Greater Disarm, for instance.

A one-level dip into Monk of the Empty Hand would probably help you a great deal - you get Improved Unarmed Strike (so you can always make off-hand unarmed attacks no matter what you're wielding) as a d6 instead of a d3, you can spend the bonus feat on Catch Off-guard or Throw Anything, so you don't miss out on a feat, and you get a huge boost to your saves and several useful class skills (acrobatics, perception, knowledge history/religion, and stealth). Possibly combo it with Monk of the Lotus for Touch of Serenity or Weapon Adept for Perfect Strike - I'm pretty sure both can be taken on top of a Monk of the Empty Hand.

Liberty's Edge

If your DM allows it, you will enjoy the spell-less ranger from Kobold Quartely 11 (a creation of Mark Radle).

In addition to the usual Ranger's abilities, it gets sneak attack and a nice non-magical healing ability, as well as many Talents similar (tough Ranger-Oriented) to what a Rogue gets.

Of course, it loses all the Ranger's spellcasting ability, but considering the setting, that is almost a benefit.


In this sort of setting, it might pay to actually multiclass rather heavily for the first few levels.

This is actually kind of radical but...

Monk : 1
Rogue : 1
Fighter : 3

Go with Lawful Neutral alignment (that whole personal sense of honor thing). Here's why I suggest this build.

Monk gives you Unarmed fighting and no penalty. You can take Hungry Ghost to get Punishing Kick or Four Winds to get Elemental Fist at first level, plus a bonus feat. More important, if you aren't wearing armor (which it sounds like it's hard to get) you get your Wisdom bonus to AC while not wearing armor.

Rogue gives you a bunch of skills and class skills (which don't overlap 100% much with Monk), gives you an extra 1d6 of damage if you flank or catch flat footed (which will be of great use, and can overlap with elemental fist if you go that route). You also get trapfinding, which could be of great use as a backup for the group rogue, or just aiding him. If you go this route, I'd suggest Acrobat (no light armor penalties to Acrobatics, and bonuses if you are unarmored), or Investigator (if you plan on being the team face). Now, you will lose the trapfinding if you take one of those two, but it can still be very useful, especially if you have a rogue already.

You do lose 1 or 2 BAB (due to how 2/3rd classes work and flurry), but you gain a ton of class skills, good skill point totals, bonuses against being without equipment (both offensive and defensive). And if you're in the situation where you can wear super heavy armor, you still get most of your benefits.


In terms of the knowledgable strategist/combat proficient dude I also like the arcane duelist bard here.

By 5th level you can have power attack and sunder (your weapon is always magical when you fight with it as long as you have a swift action) to disarm most opposition.

Also the previous higher-up would likely have some kind of magical talent/element of the forbidden, wouldn't he? Think of say, Raven in the Black Company novels. He knew a lot of minor magical tricks, but primarily hurt people.

Improved/Greater trip is also pretty devastating against most bad guys, especially the ones who rely on heavy armor for defense (and thus have lower CMD than the dexy fighters).

Regarding concealable weapons, have you considered a spiked chain? With a little disguise work it's basically an ugly belt. Beyond that if you can use 3rd party splat books I'd check the complete scoundrel hidden spaces. Cloak pouches and sleeve blades could be useful.

And a garrotte fits nicely in a boot pocket.


Just to add a bit, if you`re worried about the `showiness` of the Cavalier,
I think asking your GM if it`s OK to `reflavor` the Banner ability as not having an actual banner per se,
but just requiring allies to see YOU in particular, would very likely be accepted.
In a sense, it is less powerful, because a banner is presumably taller than you, and thus can be seen from more positions,
while just little old you can easily be concealed by many terrain and objects (which it sounds like you are interested in using alot).

The Teamwork Feats let you be VERY flexible since you can switch them around with only a Standard Action...
Whic lets you actually do something productive when the party has 1 or 2 rounds to prepare and the Casters are doing their thing, but nobody else has anything else to do, at least if they don`t want to use up consumables.

Dark Archive

What a wealth of wonderful ideas! Thank you all.

I am afraid the bard is not an option; bard is not a base class in midnight, all non-divine spellcasters being lumped into the Channeler class. Similarly, there are no monks, though there is an unarmed fighting class known as a Defender; I will have to consult with the DM about the possibility of Pathfinderizing the class, and perhaps allowing for a variant on one of the monk archetypes. I do like me that Punishing Kick...

Here is a first draft of the character using Fighter and Rogue levels:

Rederick Gunnarsen
Male human mobile fighter 3/Acrobat 2
N Medium Humanoid (human)
Init +5; Senses Perception +8
DEFENSES
AC 17, touch 13, flatfooted 14 (+4 armor)
hp 40 (3d10+2d8+10)
Fort +5, Ref +7, Will +2
OFFENSE
Speed 30 ft.
Melee mwk kukri +7 (1d4+2/18-20) or mwk handaxe +7 (1d6+2/x3) or mwk flail +7 (1d8+2) or unarmed strike +6 (1d3)
Ranged mwk mighty shortbow +8 (1d6+2/x3) or acid flask +7 (1d6 acid, grenade)
Special Attacks sneak attack +1d6
STATISTICS
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 19
Feats Combat Expertise, Improved Dirty Trick, Improved Trip, Improved Unarmed Strike, Quick Draw
Skills Acrobatics +10 (4), Bluff +4 (1), Climb +6 (1), Diplomacy +5 (2), Disguise +5 (2), Escape Artist +7 (1), Handle Animal +4 (1), Heal +2 (1), Intimidate +8 (5), Knowledge (engineering) +6 (1), Knowledge (geography) +6 (1), Knowledge (history) +4 (2), Knowledge (local) +6 (1), Knowledge (nobility) +6 (1), Knowledge (shadow) +6 (1), Linguistics +6 (1), Perception +8 (4), Profession (soldier) +5 (1), Ride +7 (1), Sense Motive +9 (5), Sleight of Hand +7 (1), Stealth +10 (4), Survival +7 (3), Swim +6 (1)
Languages Danisil (1), Erenlander*, High Elven (2), Norther, Orcish (1), Trader’s Tongue (1)
SQ agility, armor training 1, college trained, evasion, expert acrobat, rogue talent (combat trick)
Traits reactionary, threatening defender
Heroic Path: Tactician aid another +1, combat overview 1/day, coordinated attack 1/day, coordinated initiative 1/day
Combat Gear 3x acid flask, tanglefoot bag, thunderstone; Other Gear mwk chain shirt, mwk kukri, mwk handaxe, mwk flail, mwk shortbow w/20 arrows, drop sheath, various non-magical gear
SPECIAL ABILITIES
Aid Another (Ex) The tactician is so adept at helping others find their way in the heat of battle that she may use the aid another combat action as a move action instead of a standard action. At higher levels, those she assists with the aid another action gain a greater bonus than normal.
Agility (Ex) At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
College Trained (Ex) A fighter trained at a famous war college or fighting school gains additional class skills and skill points per level.
Combat Overview (Ex) The tactician is able to see the battle and its effects in her mind and may thereby organize her allies optimally. Use of this ability is a move action, and allows a single ally within 60 ft. to do one of the following things:
• Avoid an attack of opportunity. Any single attack of opportunity to which an opponent would otherwise be entitled is avoided entirely by the tactician's ally. This ability must be declared on the tactician's turn and the ally and opponent who are affected must be declared at that time. If circumstances change such that the attack of opportunity is not provoked, the ability still counts as used.
• Treat one opponent as if he was flat-footed against the ally. Foes with the uncanny dodge ability are immune to this effect.
• Avoid being flat-footed against one foe for the round.
Coordinated Attack (Ex) Use of this ability is a full-round action, and the tactician's allies must delay their own actions until the tactician's initiative if they wish to gain its benefits. On her initiative, the tactician calls out a single target and all of her allies within 30 ft. may immediately make their normal melee or ranged attack rolls against that target. These attacks all receive a +1 bonus to both attack and damage for every ally involved, up to a maximum or +5.
Coordinated Initiative (Ex) The tactician must declare the use of this ability before initiative is determined in combat. When activated, coordinated initiative allows all of the tactician's allies within 30 ft. to use her initiative instead of theirs.
Expert Acrobat (Ex) At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.

What do you all think? If the DM allows it I may replace one of the levels with a level of Defender (Hungry Ghost) for the Punishing Kick, Catch Off Guard, and free Improved Unarmed Strike, not to mention the saving throw bonuses and the bonus AC if I have to go unarmored.

For future levels I would probably stick with Fighter and just go for more combat style/maneuver, defensive, and mobility feats. Also contemplating taking one more level of rogue for another die of sneak attack and the ability to reroll acrobatics and climb checks once a day.

Thoughts?

Scarab Sages

there is a prestige class in the seeker of secrets book that is called Student of war. You might look at it. You can find it on the SRD online.


Going with the theme of the character, I would build a cavalier, but as an order, take the ronin order from the UC PDF.

Classwise he's straight cavalier, but the flavor of traitor is carried in the order, this will give him tactician and team work feats, but his "challenge" certainly works a whole lot different, and actually works really well against his former allies, now enemies.

Don't want horse? Give him a Big DOG, like the hound master from RPG superstar 2011. all you really have to do is make an animal companion thats a dog or a big cat, your just starting out with a different base animal.
For any Cavalier abilities that dont thematically fit with your character, work with your DM and swap out level for level on a case by case basis, the cavalier ability for a ronin ability.

I would suggest something like this:
1st level: challenge, order, dog(or cat), tactician
2nd: order
3rd: your choice of weapon expertise or charge (remember you dont have to be mounted to charge)
4th: challenge 2/day,

Here we have expert trainer (which could work for cats or dogs) or mounted archer neither which work great for this type of character. I would suggest replacing with a bonus teamwork feat.

5th: Banner , here is another cross roads, your banner doesnt necessarily have to be the american flag on a huge pole, it could be something like a tatoo, or a cloak with a symbol, or even an emblazoned coat of arms on a shield that is normally covered with a dark shroud or animal fur, doesn't need to be displayed 24/7, just when you want the benefits of "banner"

Thinking of the freedom fighter motif, int he movie 'red dawn' the "wolverine" was the partisans 'mascot', and so the war cry wolverines! or spray painting it on walls and destroyed military vehicles was their "banner", it would simply be the emblazoned symbol of the freedom fighters during battle, but doesn't mean it could be hidden when going incognito.

IF you don't like the idea of banner at all, I suggest replacing it with the rangers "hunters bond" ability and link it to the ronin orders challenge ability, rather than favored enemy.
Another suggestion would be allow the character a favored enemy bonus here.

6th: bonus feat

and so on, the other abilities are just hyped up version of earlier ones and as such can be simply swapped out in the same manner and style as the ones IVe already listed.

Could be an extremely cool character. And fun to play, I might add that playing him as a half orc, with feats like keen senses and smell fear would be really cool, as he used to hunt humanoids on the run from darkness!

just some thoughts, but the martial leader of a band of freedom fighters who is a turncoat from the armies of darkness would be a really cool as a cavalier with the ronin order and a big dark hound, I like using a wolf (as a big dog) simply because of the trip attack, and taking the team work feat paired opportunist so you and your dog have it, I love the synergy. Give the dog (eventually) improved trip and greater trip.


Mcarvin wrote:
there is a prestige class in the seeker of secrets book that is called Student of war. You might look at it. You can find it on the SRD online.

+1 and I will do one better and provide a link to said srd.

Presenting the Student of War

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AsmodeusUltima wrote:

What a wealth of wonderful ideas! Thank you all.

I am afraid the bard is not an option; bard is not a base class in midnight, all non-divine spellcasters being lumped into the Channeler class. Similarly, there are no monks, though there is an unarmed fighting class known as a Defender; I will have to consult with the DM about the possibility of Pathfinderizing the class, and perhaps allowing for a variant on one of the monk archetypes. I do like me that Punishing Kick...

Here is a first draft of the character using Fighter and Rogue levels:

Rederick Gunnarsen
Male human mobile fighter 3/Acrobat 2
N Medium Humanoid (human)
Init +5; Senses Perception +8
DEFENSES
AC 17, touch 13, flatfooted 14 (+4 armor)
hp 40 (3d10+2d8+10)
Fort +5, Ref +7, Will +2
OFFENSE
Speed 30 ft.
Melee mwk kukri +7 (1d4+2/18-20) or mwk handaxe +7 (1d6+2/x3) or mwk flail +7 (1d8+2) or unarmed strike +6 (1d3)
Ranged mwk mighty shortbow +8 (1d6+2/x3) or acid flask +7 (1d6 acid, grenade)
Special Attacks sneak attack +1d6
STATISTICS
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 19
Feats Combat Expertise, Improved Dirty Trick, Improved Trip, Improved Unarmed Strike, Quick Draw
Skills Acrobatics +10 (4), Bluff +4 (1), Climb +6 (1), Diplomacy +5 (2), Disguise +5 (2), Escape Artist +7 (1), Handle Animal +4 (1), Heal +2 (1), Intimidate +8 (5), Knowledge (engineering) +6 (1), Knowledge (geography) +6 (1), Knowledge (history) +4 (2), Knowledge (local) +6 (1), Knowledge (nobility) +6 (1), Knowledge (shadow) +6 (1), Linguistics +6 (1), Perception +8 (4), Profession (soldier) +5 (1), Ride +7 (1), Sense Motive +9 (5), Sleight of Hand +7 (1), Stealth +10 (4), Survival +7 (3), Swim +6 (1)
Languages Danisil (1), Erenlander*, High Elven (2), Norther, Orcish (1), Trader’s Tongue (1)
SQ agility, armor training 1, college trained, evasion, expert acrobat, rogue talent (combat trick)
Traits reactionary, threatening defender
Heroic Path: Tactician aid another +1, combat overview 1/day, coordinated attack...

Looks like an extremely fun character to play! Well rounded and you'll fill your party's needs well in melee, but also be useful out of combat as well.

My only thought is maybe ditching Improved Unarmed Strike. I can see how it would especially useful in the campaign you're describing, but unless you're taking a lot of feats off its feat trees, it may be better to flesh out what otherwise looks like a combat maneuver and/or teamwork build. I'd carry a pair of brass knuckles--a classic holdout weapon, easy to conceal and makes you armed when fist fighting. But that's just a thought... since you're looking at other possible unarmed combat builds I realize it may not be desirable.

Good luck!

Dark Archive

I had not seen that Student of War pc before. It is pretty cool, but does not quite fit what I am going for. I want less loremaster who knows every species' weakness, more chessmaster who can outmaneuver and outflank any opponent.

Also, turns out Rangers are not available in Midnight. Instead they have a variation called a Wildlander that really does not fit my concept well. Plus, animal companions are a big no-no, because they can be possessed by evil spirits working for the Shadow. (Boo!)

I do like the idea of just carrying a pair of brass knuckles instead of a whole feat, especially when I am not planning on following up that chain. So, replace Improved Unarmed Strike with Dodge, and add mwk brass knuckles (and a mwk sap, because I forgot before) to equipment.

I think I am fairly happy with the character's initial, level five build now. Next step is looking to the future, specifically feats. I was going over the list of feats from PF, the APG, and the Midnight books and there are just so many that would be useful! If I take nothing but Fighter levels from now on he will get 14 more feats, and the list of desirable feats I came up with is about 3.5 times that!

So, keeping in mind the concept, this character should be a battlefield controller (as much as a fighter can be), fast, mobile, tough as nails, and able to do enough damage to not be laughed at by his enemies while his allies do the real damage. He will flank when he can, charge when he can, and always keep in mind that a wounded opponent is more dangerous than a disabled one.

That said, which of the following feats do you think I should take (reasoning and order would help too!):

Acrobatic Steps (PFRPG)
Blind-Fight (PFRPG)
Blind-Fight, Greater (APG)
Blind-Fight, Improved (APG)
Bull Rush, Improved (PFRPG)
Canny Strike (Mignight) Prereqs: Int 13, Clever Fighting, Weapon Finesse, BAB +6. Effect: Add +1d4 damage to every strike with finessable weapon for every point of Int bonus. Does not work in anything higher than Light armor, does not work against foes immune to crits or sneak attacks.
Catch Off-Guard (PFRPG)
Cleave (PFRPG)
Clever Fighting (Midnight) Prereqs: Dex 13, Weapon Finesse, BAB +2. Effect: Use Dex instead of Str to determine damage with finessable weapons. Does not work in anything higher than Light armor, does not work against foes immune to crits or sneak attacks.
Combat Patrol (APG)
Combat Reflexes (PFRPG)
Diehard (PFRPG)
Dirty Trick, Greater (APG)
Disarm, Improved (APG)
Drive It Deep (Midnight) Prereqs: BAB+1 Effect: Power Attack with light weapons.
Endurance (PFRPG)
Friendly Switch (APG)
Grapple, Improved (PFRPG)
Hardy (Midnight) Prereqs: Con 13, Endurance Effect: Need 1/2 normal food, water, sleep
Iron Will (PFRPG
Lightning Stance (PFRPG)
Lunge (PFRPG)
Mobility (PFRPG)
Nimble Moves (PFRPG)
Penetrating Strike (PFRPG)
Penetrating Strike, Greater (PFRPG)
Power Attack (PFRPG)
Reposition, Improved (APG)
Resigned to Death Prereqs: Wis 13 Effect: +4 st vs Fear, all Fear effects reduced by one step.
Shadow Strike (APG)
Sidestep (APG)
Sidestep, Improved (APG)
Spring Attack (PFRPG)
Stand Still (PFRPG)
Step Up (PFRPG)
Sunder, Improved (PFRPG)
Trip, Greater (PFRPG)
Vital Strike PFPRG)
Vital Strike, Greater (PFRPG)
Vital Strike, Improved (PFRPG)
Weapon Finesse (PFRPG)
Well-Aimed Strike (Midnight) Prereqs: Canny Strike, Clever Fighting, Weapon Finesse, base attack bonus +9. Effect: Canny Strike and Clever Fighting now work even against opponents immune to crits/SAs.
Whirlwind Attack (PFRPG)
Whirlwind Charge (Midnight) Prereqs: Str 15, Cleave, BAB +6. Effect: Charge at least 10 ft. and perform whirlwind attack. No +2 attack from charging, but still take -2 AC.
Wind Stance (PFRPG)

Alright then. What do you all think?


Canny Strike and Clever Fighting are pretty good if your GM allows them. Since Pathfinder reduced the amount of opponents that are not subject to finesse damage, they actually work most of the time. If you do not have to play the first level, you could lower STR and raise DEX or INT, and take Clever Fighting at 2nd. You need Weapon Finesse for that of course. You would be dependant on DEX and you would loose a lot of power against non-sneakable foes, but you would be stronger against most of the rest. Later on you could take Well-Aimed Strike. Canny Strike is too good actually; I don't allow it in this form in my game.

Whirlwind Charge is a lot like Pounce, which is a very strong ability. Against multiple foes it is very strong.

Lunge should be a good pick for a battlefield controller.

Penetrating Strike is great for Midnight, but you need to be a 12th-level fighter.

Sovereign Court

Viable choices above. I would also consider Aldori Swordlord (if allowed, there should be an equivlent in the campaign world or Mobile Fighter depending on your taste. Then pick a trait that lets you net a skill outside of your class list. Patfinder Society Recruit (?) is a good one, I used it make Perception a class skill. And perception is king when it comes to planning strategy.

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