Making a quarterstaff fighter who rocks


Advice


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Gonna try some of these builds out to see what they do. Wanted to base a character on the quarterstaff. Here is an exhaustive list I was thinking of. Any other builds that belong on the list or any tips for these builds?

Fighter
PROS: feats, weapon training, etc.
CONS: Boring, lack of versatility

Ranger (TWF chain)
PROS, full BAB, free feats, a bit of self-buffing later on, moderate dex ok.
CONS: being a scout requires WIS, not being a scout trivializes many Ranger abilities

Monk (weapon adept)
PROS: free feats to rival the fighter (with flurry), Moderate dex ok, versatility w/out equipment.
CONS: Dependent on Flurry, medium BAB otherwise
(a dip into druid with growth subdomain gets 2 or 3/day shillelagh and quickened enlarge person several times a day and you've got a +1/+1 quarterstaff that does 3d6 damage. Also enhanced versatility and this dude's probably your best scout due to wis instead of dex.)

Wood Oracle
PROS: Versatility of a full caster, never without a level appropriate staff (A KEEN STAFF eventually), wood focus basically keeps you up with full BAB.
CONS: no bonus feats for a feat-intensive combat style, MAD
(am I crazy to want to dip this into paladin for CHA synergy?)

Rogue
Ugh, just ugh. Not a fan, although sneak attack means it always has its uses for TWF. Not something I'd go with, but it deserves to be on the list.

Magus
From what I've heard it can be done, but I'm not too familiar with the class, so I'm leaving it out for now.

Dark Archive

staff magus or monk are definitely the ways to go


Hitting your points one at a time:

Fighter: it's only boring and lacking in versatility if you let it be. Use your imagination, invest in some non-combat feats, and spend a few skill points to do something fun.

Ranger: A really solid choice. You might start with a slightly lower attack stat than you want, but the skill points & bonuses are well worth it. Don't go scout unless your campaign is close to core only or won't make it into the teens. (from an optimization standpoint.)

Monk: Monk is a really strong choice as well, because you'll be applying your full strength bonus to all the flurry attacks. Dipping into druid doesn't give enough of a buff to damage without costing you a round to prepare, though quickened enlarge person is really nice.

Wood Oracle: You hit the big points, but don't forget that Ancestor, Battle, and Metal are all good substitutes as well. You'll be more of a caster hybrid than a true master of the staff, so this might not be what you want.

Rogue: Yeah, avoid it.

Magus: Can't comment.


Sean FitzSimon wrote:

Hitting your points one at a time:

Fighter: it's only boring and lacking in versatility if you let it be. Use your imagination, invest in some non-combat feats, and spend a few skill points to do something fun.

Ranger: A really solid choice. You might start with a slightly lower attack stat than you want, but the skill points & bonuses are well worth it. Don't go scout unless your campaign is close to core only or won't make it into the teens. (from an optimization standpoint.)

Monk: Monk is a really strong choice as well, because you'll be applying your full strength bonus to all the flurry attacks. Dipping into druid doesn't give enough of a buff to damage without costing you a round to prepare, though quickened enlarge person is really nice.

Wood Oracle: You hit the big points, but don't forget that Ancestor, Battle, and Metal are all good substitutes as well. You'll be more of a caster hybrid than a true master of the staff, so this might not be what you want.

Rogue: Yeah, avoid it.

Magus: Can't comment.

Hey Sean, your oracle guide is what sparked this curiousity -- it started with a wood oracle in mind. Great job!

I guess with fighter for me it's the fact that ANYONE can make a kickass melee fighter -- that's why I say it's boring. It's not boring to play a fighter, but it's boring to come to a game table and say "look, I made a fighter!" It's more fun to me to say "look, I made a wood oracle," or "look, I have a monk/druid," and have people say "I thought you were going to be the damage dealer?!?!"

"I am."


MyTThor wrote:

Hey Sean, your oracle guide is what sparked this curiousity -- it started with a wood oracle in mind. Great job!

I guess with fighter for me it's the fact that ANYONE can make a kickass melee fighter -- that's why I say it's boring. It's not boring to play a fighter, but it's boring to come to a game table and say "look, I made a fighter!" It's more fun to me to say "look, I made a wood oracle," or "look, I have a monk/druid," and have people say "I thought you were going to be the damage dealer?!?!"

"I am."

Haha, thanks!

Honestly, I find that to be a really valid reason to avoid the fighter. There's a lot of satisfaction in challenging other people's expectation and blowing their socks off.

If you're interested in going the oracle path I'd almost recommend against the Wood mystery. Wood and Ancestor embrace the hybrid nature of the warrior-type oracle more than the other two melee mysteries: battle and metal. Both of those seem content to offer a bunch of weapon based revelations.

If you're really just looking to get the most out of using a staff, the monk is absolutely your best bet. You list dependency on flurry to get your damage as a con, but every single melee combatant has a reliance on full attacks to succeed.

The monk has the benefit of getting all of the TWF feats for free, applying your full strength bonus to all of your attacks, a really decent AC, a strong option to pursue combat maneuvers, and a whole bag of tricks just to pass the time with.


To be worth it TWF needs a non-strength general damage boost. Anyone can get Weapon Specialization in quarterstaff via quarterstaff mastery, but there's almost no reason to want to use a quarterstaff as a one handed weapon since you can take one hand off a two handed weapon as a free action at most tables.

I wouldn't go Magus. Magus doesn't rock the quarterstaff, they use it one handed like a club while they cast spells. Getting enough dex to TWF and enough strength to do so with a non-finesse weapon while having enough con to survive and enough int to make it worth being a magus is going to be hard. And their Arcane Pool weapon boost will only effect one end of the quarterstaff anyways. Lame.

Ranger: TWF without dex prereqs. Good. Move most of your dex into wis, but otherwise stat as a TWF fighter. Favored enemy brings the bonus damage if you choose well. Consult with your GM.

Monk: See Ranger about stats. No bonus damage, but more feats. Also smaller hit die, fewer skill points, and less AC except against touch attacks. Monks should be good with quarterstaves, but really they aren't. They're better with another weapon or no weapon.

Fighter: Weapon Training to the rescue for the TWF fighter. You pay for all your feat prereqs which hurts, but you do get bonus damage and plenty of feats. Your stats are also excellent for archery so consider using some of your many feats to get that feat set as well. Do not archetype. Armor Training is gold with your high dex and most archetypes lose it.

Paladin: the bonus damage is there. You may be able to afford strength, dex, and charisma at if you think you can slack on con with lay on hands available.

Druid: Shillelagh doesn't scale and it's your only edge. Sorry. Well, that and turning into a dire ape. That's going to pull down your dex though making your stat problem worse.

Bard: It can maybe work on 20 point buy if you can be confident enough in your miss chance based defenses to let con lapse a little. Arcane Strike and Inspire Courage give bonus damage. Arcane Duelist or Dervish Dancer are probably your best archetypes.

Oracle or Cleric: You're only adding spells to damage. Divine Favor/Power and once your duration is high enough greater magic weapon. Stats will be rough like the bard's or paladin's.

Cleric (Evangelist): Like a combination of the bard and cleric. No arcane strike though.

Summoner (Synthesist): This can solve the stat problem. There's no bonus damage though. Thanks to double slice it might be possible to bring TWF ahead of THF via crazy high strength, but you need a lot of strength. Maybe synthesists can pull it off, but it won't be early on.

Alchemist (vivisectionist): You need permanent dex to qualify for the TWF feats, but unlike the poor rogue you can get the strength to actually hit stuff from a mutagen. Sneak Attack is bonus damage, but it's conditional. So are favored enemy and smite, of course, but most enemies will be smiteable and there are workarounds for favored enemy. How often you can set up flank apparently varies widely from table to table. Some people say it can be done nearly all the time, others say you can pretty much never flank and full attack in the same round.


Atarlost wrote:
Monk: See Ranger about stats. No bonus damage, but more feats. Also smaller hit die, fewer skill points, and less AC except against touch attacks. Monks should be good with quarterstaves, but really they aren't. They're better with another weapon or no weapon.

You forget that monks get full strength damage to all of their weapon attacks, unlike every other staff wielder on the list.

It's even better because the Weapon Master archetype trades away stunning fist (lame for a quarterstaff) in favor of perfect strike.


Re Magus:

While I agree it seems a bit lame to be a 'quarterstaff master' but then only use one end of it, I still think the quarterstaff magus rocks pretty hard. With channeling shocking grasp through it plus your regular melee attack (plus an extra one cuz of course you've hasted yourself and friends) things can get pretty toasty for your foes. Plus your staff also give you a bonus to dex (which you can increase further using arcane pool points) and eventually use a magic staff instead of a quarterstaff

Well, YMMV of course, but here's one for you to check out for yourself.
Ayaleth, Quarterstaff/Cabalist Magus (comments & criticisms welcome : )

The Exchange

MyTThor wrote:
...It's not boring to play a fighter, but it's boring to come to a game table and say "look, I made a fighter!" It's more fun to me to say "look, I made a wood oracle," or "look, I have a monk/druid..."

Different strokes for different folks, MyTThor. I love to show up at the table with a human fighter for exactly the opposite reason - "when everybody's super, nobody will be." Not that I feel fighters are underpowered, but they're so - pleasantly straightforward - compared to exotic races and bizarre classes. Being the Regular Guy allows the rest of the players to feel as exotic as a Drow Magus and a Half-Minotaur Chainfighting Druid/Ninja should! (Also, on the rare occasions when I get a crowning moment of awesome, it's all the sweeter because I'm just some guy, ya know? Same reason I like the Imperial Guard for Warhammer 40K.)


Lincoln Hills wrote:
Different strokes for different folks, MyTThor.

Indeed. My only pathfinder fighter so far has been a Cayden Cailean wannabe who I talked my dm into letting me use an oversized iron tankard as a small shield and I did twf shieldbash.


A Staff Master Magus is really more of a caster than your other options. However, I would submit that a Kensai Magus with ExWP Bo Staff is an excellent choice. If you can convince your GM to let you take Tripping Staff and Twirling Staff and substitute Bo Staff (which seems perfectly reasonable to me, and I wouldn't hesitate to allow), even better.


Is Kensai a PF Archtype or Prestige class I'm unfamiliar with? Or are you talking about the 3.5 PrC?


Sean FitzSimon wrote:
Atarlost wrote:
Monk: See Ranger about stats. No bonus damage, but more feats. Also smaller hit die, fewer skill points, and less AC except against touch attacks. Monks should be good with quarterstaves, but really they aren't. They're better with another weapon or no weapon.

You forget that monks get full strength damage to all of their weapon attacks, unlike every other staff wielder on the list.

It's even better because the Weapon Master archetype trades away stunning fist (lame for a quarterstaff) in favor of perfect strike.

I remember. You forget that there's a feat for that. Rangers will delay getting it because they can't meet the dex prerequisite, but everyone else can have it at level 3 or 5 if it's worth getting. Fighters and humans could have it at level 1.


In my opinion, you should go with a straight staff magus. you can get weapon spec pretty early and if your GM is allowing outsourced materials...check out AEG's FEATS, in there is a feat called Bo Master.

Bo Master:
BO MASTER [GENERAL, FIGHTER]
You have mastered the art of fighting with a quarterstaff,
learning to meld strength and speed together.

Prerequisites: Dex 15+, Weapon Focus (quarterstaff),
Weapon Specialization (quarterstaff) or monk level 4th+.

Benefit: You may add your Dexterity bonus to your
attack and damage rolls with a quarterstaff. In addition, on
a successful critical hit, your critical hit multiplier is
increased by 1. Thus, a normal quarterstaff has a critical
hit multiplier of X2. With this feat, the multiplier
becomes a X3.


Personally going fighter besides being a bit boring wouldnt really fit well with a classic staff fighter, which I consider to be a warrior in light or no armor and a deceptively simple weapon.

Monk seems to fit this best, but if you want to sprinkle magic into it, magus, ranger or dervish dancer make a good fit as well. I think there is a fighter archetype that in the society field guide that trades medium, light armor and shields for more skill points (for int based skills), replaces bravery 1 with the expertise feat and armor training with a +2 on CMB and CMD for every step of AT. I think it would make a decent multi-class with monk levels, making for a skilled and wise fighter with no armor.

I would think to make a character similar to the female character in thundercats (kitiara I think) which seems to be very much like a monk, possibly with some fighter or ranger levels. I'd probably ask my DM to allow for the use of dex with the quarterstaff, not unreasonable for a character proficient with martial weapons or to use a feat to use dex otherwise allowing for decent defense with no armor and shield, damage will be less than optimal but your defenses will be decent to good with a fair bit of flexibility considering you likely have no magical ability, trip and disarm maneuvers coupled with a good number of attacks and decent skill use will determine ur efficiency.

MAD is still a problem since you would like to invest in all scores but charisma.

str 14, dex 16, con 14, int 13, wis 14, cha 7 will be a likely starting point with points going towards dexterity if ur GM does not allow the use of dex for quarterstaff swap str and dex. Any kind of increase to physical ability is welcome, a wisdom item to increase defenses and ki ability is a good investment as well. I think it will turn out to be an allround character rather than a brutal damage dealer though, but considerable staying power and flexibility compared to a basic fighter.

Without reading up on it, monk levels might be spent in weapon adept or sohei, which gets weapon training at higher levels.


Sean Terrill wrote:

In my opinion, you should go with a straight staff magus. you can get weapon spec pretty early and if your GM is allowing outsourced materials...check out AEG's FEATS, in there is a feat called Bo Master.

** spoiler omitted **

Great feat! Thanks! Even better than Weapon Finesse!

The Exchange Contributor, RPG Superstar 2010 Top 16

Atarlost wrote:
Sean FitzSimon wrote:
Atarlost wrote:
Monk: See Ranger about stats. No bonus damage, but more feats. Also smaller hit die, fewer skill points, and less AC except against touch attacks. Monks should be good with quarterstaves, but really they aren't. They're better with another weapon or no weapon.

You forget that monks get full strength damage to all of their weapon attacks, unlike every other staff wielder on the list.

It's even better because the Weapon Master archetype trades away stunning fist (lame for a quarterstaff) in favor of perfect strike.

I remember. You forget that there's a feat for that. Rangers will delay getting it because they can't meet the dex prerequisite, but everyone else can have it at level 3 or 5 if it's worth getting. Fighters and humans could have it at level 1.

Since the monk uses flurry, he doesn't have to pay to enhance both halves of his staff. With the TWF feat tree you are still attacking with alternating sides of the staff which means TWF pay double for magic sticks.

The monk staffer can also have a staff enhanced with two different weapons enhancements and choose when he attacks which side to strike with. For example, if he has undead bane on one side of the staff and human bane on the other he can flurry with just the human bane side.

Not a huge benefit, but a nice perk.


Kensai is a Magus archetype found in UC. It is a Magus devoted to perfection with a single weapon. I chose it because the archetype gives you access to Fighter only feats faster than the base Magus. For this, you loose armor proficiencies and some spellcasting. So, where the Magus is 33% caster, 67% combat, the Kensai is more like 25% caster, 75% combat.

I played a Staff Magus for a while, while it is a Magus, in practice, the archetype plays more like a caster. Not that it isn't a good archetype, it is, but I found myself more reliant on spells than when I played a Kensai Magus.


Wowzers, I never thought I'd actually find a thread already started for this subject!

Anyway, I'm looking to play a Spell-less Ranger (Vanara Race) who utilizes either a Quarterstaff explicitly or a combination of Quarterstaff and Bow.

Are there any Quarterstaff Feats I need to be aware of?

Is there already a Quarterstaff Combat Style for Rangers that isn't mentioned in the rulebooks? Perhaps some 3rd Party Pathfinder stuff?


Sean FitzSimon wrote:
MyTThor wrote:

Hey Sean, your oracle guide is what sparked this curiousity -- it started with a wood oracle in mind. Great job!

I guess with fighter for me it's the fact that ANYONE can make a kickass melee fighter -- that's why I say it's boring. It's not boring to play a fighter, but it's boring to come to a game table and say "look, I made a fighter!" It's more fun to me to say "look, I made a wood oracle," or "look, I have a monk/druid," and have people say "I thought you were going to be the damage dealer?!?!"

"I am."

Haha, thanks!

Honestly, I find that to be a really valid reason to avoid the fighter. There's a lot of satisfaction in challenging other people's expectation and blowing their socks off.

If you're interested in going the oracle path I'd almost recommend against the Wood mystery. Wood and Ancestor embrace the hybrid nature of the warrior-type oracle more than the other two melee mysteries: battle and metal. Both of those seem content to offer a bunch of weapon based revelations.

If you're really just looking to get the most out of using a staff, the monk is absolutely your best bet. You list dependency on flurry to get your damage as a con, but every single melee combatant has a reliance on full attacks to succeed.

The monk has the benefit of getting all of the TWF feats for free, applying your full strength bonus to all of your attacks, a really decent AC, a strong option to pursue combat maneuvers, and a whole bag of tricks just to pass the time with.

decent AC????

monk got the worst AC ever.
if you have AC you dont have STR. if you got str - no armor and only med dex/wis (cant tank CON ... ) so = poor AC.

RPG Superstar 2012 Top 32

weapon master monk- perfect strike is handy and you get WF and wpn spec for free (on top of all the normal monk bonus feats). the quarterstaff master feat will let you wield it one handed, which means you can have a hand free for deflect arrows, or crane wing or whatever, and still threaten with your staff.


666bender wrote:
Sean FitzSimon wrote:
MyTThor wrote:

Hey Sean, your oracle guide is what sparked this curiousity -- it started with a wood oracle in mind. Great job!

I guess with fighter for me it's the fact that ANYONE can make a kickass melee fighter -- that's why I say it's boring. It's not boring to play a fighter, but it's boring to come to a game table and say "look, I made a fighter!" It's more fun to me to say "look, I made a wood oracle," or "look, I have a monk/druid," and have people say "I thought you were going to be the damage dealer?!?!"

"I am."

Haha, thanks!

Honestly, I find that to be a really valid reason to avoid the fighter. There's a lot of satisfaction in challenging other people's expectation and blowing their socks off.

If you're interested in going the oracle path I'd almost recommend against the Wood mystery. Wood and Ancestor embrace the hybrid nature of the warrior-type oracle more than the other two melee mysteries: battle and metal. Both of those seem content to offer a bunch of weapon based revelations.

If you're really just looking to get the most out of using a staff, the monk is absolutely your best bet. You list dependency on flurry to get your damage as a con, but every single melee combatant has a reliance on full attacks to succeed.

The monk has the benefit of getting all of the TWF feats for free, applying your full strength bonus to all of your attacks, a really decent AC, a strong option to pursue combat maneuvers, and a whole bag of tricks just to pass the time with.

decent AC????

monk got the worst AC ever.
if you have AC you dont have STR. if you got str - no armor and only med dex/wis (cant tank CON ... ) so = poor AC.

Thanks for that comment 2 years later...


Here is an idea for a monk: Martial Artist 1/Invulnerable Barbarian X. This should solve most of the defensive problems through sheer DR and the natural armor bonuses from Beast totem. the other advantage of this build is that Flurry of Blows is a "full attack action" and thus qualifies for pounce. Combining the ability to use a full STR mod for damage and RAGE can make it worthwhile.

For a fighter, how about a mobile fighter? It only trades away the later two armor trainings, so few problems there. The real draw for a TWF is that it gets a pseudo pounce (loses the highest BAB attack)

For bards, I would either advice the Dervish Dancer of the Dawnflower Dervish (confusing, I know). The Dervish Dancer also gets a Pseudo Pounce at level 12 (one move + full attack...but it also has bonuses to speed so it is like 2 moves). The Dawnflower Dervish on the other hand APPEARS to be built around the use of dervish dance. But the fact that it doubles the effects of inspire courage on the user means that it would do much better to be a TWF uses. It starts out getting +2 to attack and damage and end up getting +10 to attack and damage per hit later on. Add in arcane strike and any other buffs, and that is downright dangerous.

EDIT:Good god where do people find these threads to necro? 2 years? Never trust the search engine unless you look at the dates.

Dark Archive

Have you thought about inquisitor? With the banes and judgements, I can see it being very effective.

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