Starting a new E-6 / PF game, need some Fighter advice.


Advice

Dark Archive

OK so I will be playing in my first E-6 game and not played a fighter in years and only played 1 bow guy ever. The DM has great detail in his game and has laid out a nice small town the group will be operating out of.

Here the game rules

Characters will level normally until they reach level 6. After this point for every 5000 xp gained a characters will receive a bonus feat. This feat must be one for which they qualify as normal or can be off of the E6 feat list.

E-6 Feat selection:
Ability Advancement [Combat]
You've spent time perfecting one of your abilities.
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score.
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.

Expansive Skill
Benefit: Upon taking this feat you acquire 4 skill ranks.
Special: You may select this feat multiple times.

Skill Beyond Your Years
Prerequisite: Level 6
Benefit: Upon taking this feat you select a skill. Your max ranks with the chosen skill rise from 6 to 8.

Caster Training
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells.
Benefit: Choose a spell casting class that you have, your effective caster level for that class becomes equal to your total hitdice +2. This does not grant you additional spells or slots.
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.

Expanded Spell Repertoire
Prerequisite: Ability to spontaneously cast spells.
Benefit: Choose a spontaneous spellcasting class in which you can cast spells. You gain an additional spell known for each level of spell that you can cast.

Expanded Casting
Prerequisite: Character Level 6th
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast. This feat may be taken multiple times.

School Specialist
Prerequisite: Wizard 6, Knowledge (Arcana) 6 ranks
Benefit: You gain the eighth level specialist power from your chosen school. If you have chosen the Abjuration School, you instead increase your Resistance ability from 5 to 10.

Awakened Bloodline
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline's bonus 3rd level spell, and its 9th level granted bloodline power.

Martial Veteran [Combat]
Prerequisite: Fighter 6
Benefit: Upon taking this feat you are treated as having fighter level 8, and Base Attack Bonus +8 for the purpose of selecting feats. In addition when using the Power Attack or Combat Expertise feat you are treated as having +8 Base Attack Bonus.

Master Combatant [Combat]
Mastery of your craft has increased the effectiveness of your fighter special abilities.
Prereq: Fighter 6
Benefit: You acquire Armor Training 2, and your Bravery increases to +3. You may also choose a second group of weapons with which to gain the Weapon Training Bonus, however, your bonus does not increase.

Focus Your Rage
Prerequisite: Barbarian 2
Benefit: You may select an additional Rage Power.
Special: You may select this feat twice.

Barbaric Resilience
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--
Special: You may take this feat a second time, improving your DR from 1 to 2.

Extra Wild Shape
Prerequisite: Wild Shape Class Feature
Benefit: You may Wild Shape one additional time each day.
Special: You may select this feat twice.

Plant Shaping
Prereq: Druid 6, Knowledge (Nature) 6 ranks
Benefit: You may use Plant Shape I through your Wild Shape Class Feature.

Improved Elemental Form
Prerequisite: Druid 6, Knowledge (The Planes) 6 ranks
Benefit: You may use Elemental Body II through your Wild Shape Class Feature.

Extra Favored Terrain
Prerequisite: Ranger 3
Benefit: You may select a second Favored Terrain, but your terrain bonuses do not improve.

Step of the Wild Lands
Prerequisite: Ranger 6, Survival 6 ranks
Benefit: You gain the Woodland Stride, Swift Tracker and Camouflage class abilities.

Rogue Talent
Prerequisite: Rogue 2
Benefit: You learn one Rogue Talent of your choice.

Advanced Rogue Talent
Prerequisite: Rogue 6, Rogue Talent feat
Benefit: You learn one Advanced Rogue Talent of your choice. Special: This feat may only be selected once.

Extra Domain
Prerequisite: Cleric 6, Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion)
Benefit: You gain the domain power and spell list of one additional domain associated with your deity.

Divine Channeling
Prerequisite: Cleric 6
Benefit: Your channel energy dice change from d6 to d8.

Divine Aura
Prerequisite: Paladin 6
Benefit: You may select one of the following Paladin Abilities to acquire; Aura of Resolve, Aura of Justice, or Aura of Faith.
Special: You may take this feat twice.

Excelling Flurry
Prerequisite: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus.

Flow Like Water
Prereq: Monk 6, Dex 13, Dodge, Mobility
Benefit: You gain the Improved Evasion special ability and your Monk AC Bonus increases to +2.

Enlightened Spirit
The order of the universe flows through your mastery of ki
Prerequisite: Monk 6
Benefit: You gain the Ki Pool (lawful) benefit.

Enlightened Body
Prerequisite: Monk 6
Benefit: Your gain the Wholeness of Body Monk ability.

Enlightened Fist
Prerequisite: Monk 6
Benefit: Your unarmed strike damage increases by one step. Special: This feat may only be taken once.

Dirge of Doom
Prerequisite: Bard 6
Benefit: You gain access to the Bard Song ability Dirge of Doom.

Experienced Performer
Prerequisite: Bard 6, Perform (any) 6 ranks
Benefit: You may start a bardic performance as a move action instead of a standard action.

Master Performer
Prerequisite: Bard 6, Perform (any) 6 ranks, Experienced Performer, Skill Focus: Perform (any)
Benefit: You may start a bardic performance as a swift action.

Lingering Song
Your inspirational bardic music stays with the listeners even after the last note has died away.
Prerequisite: Bardic Music
Benefit: If you use Bardic Music to Inspire Courage or Inspire Competence, the effect lasts for a number of additional rounds equal to the number of rounds that your performance lasted.

- Pathfinder only game
- start with the Toughness feat for free
- Alignments: Good or Neutral only (I am open to any)
- Races: Core only (thinking human for extra feat)
- Classes: All Core plus APG and Magus. (UC is still up in the air at this time?)
*** No Paladin, Inquisitor, Anti-paladin, Summoner, Samurai, Ninja or Gunslinger.
- All Archetypes are allowed
- Abilities: point buy is 20. No lowering of Abilities to gain more points.
- Traits: 2 as normal
- No Templates

My 1st. priority is damage / my 2nd is Defence. I have a folder full of Dead "flavor characters".lol It will be 5 PC group (possible others will be - fighter/melee and Cavalier/mounted feats) so far no magic users. I looked at the other DPR threads but the one was a build to 10th level and after reading numerical/math formulas my eyes glossed over and I nodded off...

- Looking for A Bow damage dealing build that is playable at each level up to 6th. I am also open to 1 or 2 level dip in another class if it helps out the total concept of the character.

*** It was not mentioned above but assume Low low Magic world with the probability of finding (instead of having made) magical items, so I cannot depend on them being made or put them into the build. Also his games do not go long so no building past 6th level is needed (such as extra feat for 5000 EXP).

Archetypes?
- Archer type seems a bit weak... what would be better?

Point Placement
- no stat can be lowered to gain extra points to the 20 buy in.
Str -?
Dex -?
Con -?
Int - 10/? (net worth in a low magic world vs skills)?
Wis - 10/? " "
Cha - 10

Race
- Thinking Human for extra feat? (but open to any)
-- Alternate racial feature that would help
--- Alternate class skill point options or is +1 hit point better?

Feat progression from 1st level (DPR threads seem to be built in a vacuum).
- DR maybe a problem w/Bow (any UC feats to help this)?
--- only look for feats to 6th level...

1. WF - Point Blank - Precisie shot
2. Rapid Shot
3. ?
4. Weapon Spec
5. ?
6. ManyShot

- Traits?[/b[

- [b]Armor
- Looking for Defense so I assume Heavy but any other good options or ideas?

Trying to get the most out of 6th levels as we are going no higher and low magic items. Thanks upfront.


A standard human archery fighter to 6th level at a 20 point buy would look something like

Str 14
Dex 18
Con 12
Int 10
Wis 14
Cha 8

Feats:
1st: Point Blank Shot
1st: Precise Shot
1st: Rapid Shot
2nd: Weapon Focus
3rd: Deadly Aim
4th: Weapon Specialization
5th: Open feat
6th: Manyshot

Assuming a +1 Composite longbow at your strength rating, Weapon Training in bows, and Deadly Aim, you would be firing off 4 arrows a round at +9/+9/+3, for 1d8+9 per arrow.

As far as getting around DR, there's the feat Clustered Shots that lets you add the sum total of your arrow damage before applying DR, but requires BAB of +6, meaning its a choice between Clustered Shots and Manyshot. I'd recommend Manyshot, since you can get around DR with a golf bag of special arrows (cold iron, silver, adamantine).

Dark Archive

SunsetPsychosis wrote:

A standard human archery fighter to 6th level at a 20 point buy would look something like

Str 14
Dex 18
Con 12
Int 10
Wis 14
Cha 8

Feats:
1st: Point Blank Shot
1st: Precise Shot
1st: Rapid Shot
2nd: Weapon Focus
3rd: Deadly Aim
4th: Weapon Specialization
5th: Open feat
6th: Manyshot

Assuming a +1 Composite longbow at your strength rating, Weapon Training in bows, and Deadly Aim, you would be firing off 4 arrows a round at +9/+9/+3, for 1d8+9 per arrow.

As far as getting around DR, there's the feat Clustered Shots that lets you add the sum total of your arrow damage before applying DR, but requires BAB of +6, meaning its a choice between Clustered Shots and Manyshot. I'd recommend Manyshot, since you can get around DR with a golf bag of special arrows (cold iron, silver, adamantine).

I cannot drop my Cha due to game rules but it looks good. I believe fighter gets a bonus feat at 6th level so I should not have to decided between Manyshot and this new feat Clustered shots as one of them should qualify for a BF.

How about fighter archetype... the archer does not look very appealing?


Yes, a fighter gets a bonus feat at level 6. That's the feat you'd use for Manyshot, since a normal character would only get a feat at 5 and 7.

The archer archetype is fun, but tends to encourage a different playstyle. Trick Shot can be effective if you build to it, but you sacrifice a good bit of damage for a good bit of control.

An example build taking advantage of the Archer archetype might look like

Str 14
Dex 18
Con 12
Int 13
Wis 10
Cha 10

Feats
1st: Point Blank Shot, Precise Shot, Rapid Shot
2nd: Combat Expertise
3rd: Agile Manuevers
4th: Improved Called Shot
5th: Weapon Focus (Longbow)
6th: Manyshot

Basically, the strategy changes to control. Take advantage of Trick Shot and called shots to debuff enemies. Things like shooting the weapon out of his hand, then shooting him in the hand so he can't pick it back up. Or shoot him in his legs to stop him from getting closer or running away.

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