Fighter Class Questions


Advice

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I am fairly new to the whole D&D game, especially Pathfinder. I have played Neverwinter Nights, which I know is nothing compared to what D&D can do/is, but it helped me get into the whole concept. As of now, a few of us, that I work with, are going to play a Pathfinder game, so I went ahead and created a Fighter as I can be the tank for everyone.

I think I did an ok build for feats from 1 to 20, going straight Fighter. Only problem is, I do not know if this can be my optimum build. Can anyone lend a hand on this?
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Here is everything that I have done so far:

Name: Revan Tilenas

Starting Status: (I did roll these)

Strength: 18
Dexterity: 18
Constitution: 20 (+2 Racial Bonus)
Intelligence: 15
Wisdom: 15
Charisma: 9

Race: Human
Favored Class: Fighter (+1 HP per Level)
Starting HP: 19 (10 for Hit Die, 5 for Con Bonus, 3 from Toughness, 1 for Favored Class)

Traits:
Rich Parents
Armor Expert

Feats:

Level 1: Toughness (Human Bonus), Weapon Focus (Longsword), Shield Focus (Fighter Bonus)
Level 2: Dodge (Fighter Bonus)
Level 3: Combat Reflexes
Level 4: Power Attack (Fighter Bonus)
Level 5: Cleave
Level 6: Great Cleave (Fighter Bonus)
Level 7: Weapon Specialization (Longsword)
Level 8: Greater Shield Focus (Fighter Bonus)
Level 9: Vital Strike
Level 10: Greater Weapon Focus (Longsword) (Fighter Bonus)
Level 11: Improved Vital Strike
Level 12: Greater Weapon Specialization (Longsword) (Fighter Bonus)
Level 13: Penetrating Strike
Level 14: Improved Critical (Fighter Bonus)
Level 15: Greater Penetrating Strike
Level 16: Stunning Critical (Fighter Bonus)
Level 17: Greater Vital Strike
Level 18: Dazzling Display (Fighter Bonus)
Level 19: Shatter Defenses
Level 20: Deadly Stroke (Fighter Bonus)

Skills: (Just ones I put points into for Level 1)

Intimidate: 4
Profession (Soldier): 4
Ride: 4
Survival: 4

Starting Equipment:
Weapon: Cold Iron Longsword (Masterwork)
Armor: Chain Shirt (Masterwork) ----- I am not certain if this is the best choice.
Shield: Shield, Heavy Steel (Masterwork) ----- I am not sure if I should use a Tower Shield, due to the AC Penalty.
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My background is also crap, as I am not a wordsmith, so I couldnt make a decent background. Any suggestions for improvement?

===============================
Background:

Always being picked on for being poor, the neverending search for the next meal, and even trying to find a place to sleep was no way for anyone to live. After discovering his parents were murdered in thier own home, Revan has always been living on the streets as the rest of his family cannot be found or were dead to the plague.

As luck would have it, while Revan was looking around the trash piles outside the upper class buildings, a rich couple, known as the Tilenas, discovered Revan and took him in from the cold streets. The Tilenas' were very rich as they owned half the upper class part of town and were always well liked but also feared at the same time as others could lose their home in a matter of seconds.

Upon his 15th birthday, Revan was shipped off to the Fighter Academy. During the time in the Academy in becoming a fighter, Revan suffered a terrible blow to the face during one of the sparring matches. The wound went from the middle of his forehead, down over his left eye, and over his left check. After receiving this wound, he was able to graduate and become a Fighter, but had to recover from this blow. It didnt reduce his vision any, as the wound wasnt deep enough to damage the eye, but still left a pretty bad scar...a reminder of what he has done to get where he is now.

After returning to the Tilenas, Revan stood in front of his parents a new man. He left them at 5' tall and about 120lbs, but came back at 6' and 200lbs. Of course, the scar on his face was quiet a topic. Since Revan's return from the academy, he was given a masterwork sword and shield bearing the family crest, a masterwork chain shirt, and a small amount of gold to go out and do what he wants with. With his new belongings in check, he bids his parents fairwell and heads out to the next town, awaiting the next chapter in his life to begin.
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Any suggestions are welcome as I am trying to get a grasp at how this is done. Thanks in advance!


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Out of curiosity, was the stat rolling method 100d6, drop lowest 97?

Remember that there's no aggro in the game.


Cheapy wrote:

Out of curiosity, was the stat rolling method 100d6, drop lowest 97?

Remember that there's no aggro in the game.

Probably something a little less generous with big luck, like maybe 4d6 drop the lowest reroll 1's or maybe 5d6 drop the lowest two. (Or maybe 6+2d6 or 6+3d6 drop the lowest)


In seriousness, if your purpose is to introduce new players to Pathfinder, I would not recommend playing this character. Especially if you are also the GM. However you rolled them, three 18's and a pair of 15's is going to make a character that, regardless of build, is going to be extremely strong. Especially at low levels. As in, strong to the point where you will probably kill everything yourself and make everyone else think the game is boring.

Okay, now that I've answered the question you didn't ask, the one you did: Rogue Eidolon's Guide to Fighters. All the basics about playing an optimum fighter. Much more thorough than I could reasonably be.


Looks ok but not optimized. With a Dex as high as the one you have I'd go with TWF fight and take the Shield Bash feats. As well an 18 Con is more than good enough put the +2 on Str. If you were a Barbarian then go Con. The fighters main stats are Str and Dex with Con a close secondary.

This the feats I'd take.
Level 1: Two Weapon Fighting(Human Bonus), Power Attack, Improved Shield Slam(Fighter Bonus)
Level 2: Dodge (Fighter Bonus)
Level 3: Shield Focus
Level 4: Weapon Specialization Long Sword(Fighter Bonus)
Level 5: Iron Will
Level 6: Improved Two Weapon Fighting(Fighter Bonus)
Level 7: Shield Slam
Level 8: Greater Shield Focus (Fighter Bonus)
Level 9: Improved Critical Long Sword(Fighter Bonus)
Level 10: Toughness
Level 11: Shield Master
Level 12: Greater Two Weapon fighting
Level 13: Greater Weapon Specialization (Longsword) (Fighter Bonus)
Level 14: critical Focus (Fighter Bonus)
Level 15: Staggering Critical
Level 16: Stunning Critical (Fighter Bonus)
Level 17: Greater Vital Strike
Level 18: Dazzling Display (Fighter Bonus)
Level 19: Shatter Defenses
Level 20: Deadly Stroke (Fighter Bonus)

There are few feat chains I would take. One is Penetrating strike, it's not great feat. By the time you can take that feat (fighter 12th level) you have resources to bypass DR already. Since DR/- is unaffected this feat really doesn't do much for you. Now since I wouldn't take Penetrating strike I got rid of Weapon Focus. Weapon Focus is nice be not really needed so I defense instead but I could easily swap Dodge for Weapon Focus and Iron will using Retraining to get Greater Weapon Focus at 8th level. Taking weapon focus restricts you a bit. I'd go with light weapon and heavy shield off the start so you are -2/-2 with a

I got rid of Cleave and Vital strike because it's just too many feats. You could grab the Vital Strike Chain at 18th level if you wanted it. Vital Strike isn't all that great since it doesn't stack with Cleave and you can't use it in Full Attack action. Cleave is nice but since you have two attacks at 1st level already you can get away with out it.

As for weapons if you use Weapon Focus you limit yourself. I'd use Short Sword and Spiked Heavy Shield so you are doing Short Sword +5 (1 BAB, 5 Str, 1 MW, -2 TWF) 1D6+2 and Heavy Spiked Shield +5 (1 BAB, 5 Str, 1 MW, -2 TWF) 1D6+5. With this way you are doing equivalent damage as the Two handed Weapon fighter before power attack with all the defense of the Sword and Shield Fighter.

Just how I'd do it. You current build is fine except for the Stunning Critical and appears to me more mobile but less damage out put.


kyrt-ryder wrote:
Cheapy wrote:

Out of curiosity, was the stat rolling method 100d6, drop lowest 97?

Remember that there's no aggro in the game.

Probably something a little less generous with big luck, like maybe 4d6 drop the lowest reroll 1's or maybe 5d6 drop the lowest two. (Or maybe 6+2d6 or 6+3d6 drop the lowest)

I've seen Character like that rolled with 3D6 re-rolling 1s and 2s. 9 being the lowest can roll and all.

Silver Crusade

In all seriousness too, you don't even need a build with this kind of stats.
You've got a 57 point-buy equivalent, when the game assumes an average 15 or 20 point-buy per player. So you'll either be bored because of easiness, or you'll bore other players who will feel useless.

There are guides out there to help you build your character, but two or three things to consider since you want to play the exact same mechanic-wise character than mine :

Get a keen scimitar, gloves of dueling ; and the bashing finish + two-weapon rend feats. You'll get a free shield strike each time you confirm a critical with your 15-20 weapon, and 1d10+1/1-2 your strength bonus each round you hit at least once with your scimitar and your shield. This also means you have a 1/4 chance to get a scimitar attack + a shield attack + a free shield bash + 1d10+1/1-2 Strength modifier when you can only attack once.
Give up Greater TWFing and any superfluous Weapon Focus/Weapon Specialization, it's not worth it.


Revanant wrote:

I am fairly new to the whole D&D game, especially Pathfinder. I have played Neverwinter Nights, which I know is nothing compared to what D&D can do/is, but it helped me get into the whole concept. As of now, a few of us, that I work with, are going to play a Pathfinder game, so I went ahead and created a Fighter as I can be the tank for everyone.

I think I did an ok build for feats from 1 to 20, going straight Fighter. Only problem is, I do not know if this can be my optimum build. Can anyone lend a hand on this?
===============================
Here is everything that I have done so far:

Name: Revan Tilenas

Starting Status: (I did roll these)

Strength: 18
Dexterity: 18
Constitution: 20 (+2 Racial Bonus)
Intelligence: 15
Wisdom: 15
Charisma: 9

...

Your scores are simply... WOW. I second the sentiment that your build does not need to be optimized - you will pretty much own everything level-equivalent. In fact, you could play a wizard as a fighter and probably still hold your own there...

That being said, with awesome stats like that you could try to focus on a different kind of fighter, for example one who goes for the role of a leader, a historian or such. Use only your bonus feats for combat and the rest for skill focuses and other abilities. Maybe rearrange and get the eldritch heritage chain to get something like heavenly fire or so, simply to give your character a twist.

Alternatively, put one of those 18s or the 20 into intelligence, be a really smart fighter and go for duelist. You will really be able to leverage that INT bonus to AC this way. Say "hello", D'Artagnan ;-P


As I said, it was a long time when I made a character like this. According to our GM, we were authorized 4d6, dropping the lowest value. Anything with 8 or lower was a reroll. I did that I think 5 times throughout the course of the entire rolling, and managed to get what I did out of luck.

I also was told about that link, the fighter post, so I will have to read into that to see what it is all about.

Plus, I didnt think about the two weapon fighting with a shield. I didnt understand the whole attacking aspect with two weapons. I will have to rethink my options then, especially after the post link.

Thanks for the help in figuring some of this out.


Something to keep in mind (and easy for a new player to miss) is that Two Weapon Fighting only works on a Full Attack Action, so whenever you move (unless you have a special ability to move and full attack, such as pounce) you'll only get to hit once.


Sangalor wrote:


That being said, with awesome stats like that you could try to focus on a different kind of fighter, for example one who goes for the role of a leader, a historian or such. Use only your bonus feats for combat and the rest for skill focuses and other abilities. Maybe rearrange and get the eldritch heritage chain to get something like heavenly fire or so, simply to give your character a twist.

Alternatively, put one of those 18s or the 20 into intelligence, be a really smart fighter and go for duelist. You will really be able to leverage that INT bonus to AC this way. Say "hello", D'Artagnan ;-P

Now, I recognized Duelist, but I dont know anything outside of the Core classes. I know a little bit out of Duelist, but from only a research aspect. That's why I went straight Fighter.

For a Pathfinder game, what books can I look into to get an idea of other classes? I know of a few in 3.5, but not sure if thats ok for Pathfinder.


3.5 (and even 3.0) material is perfectly acceptable into Pathfinder depending on your DM (who very well may wish to make some adjustments to the material before allowing it into his game.)

If you have anything you like that's not PF, run it by your DM and get his thoughts.


Revanant wrote:
Sangalor wrote:


That being said, with awesome stats like that you could try to focus on a different kind of fighter, for example one who goes for the role of a leader, a historian or such. Use only your bonus feats for combat and the rest for skill focuses and other abilities. Maybe rearrange and get the eldritch heritage chain to get something like heavenly fire or so, simply to give your character a twist.

Alternatively, put one of those 18s or the 20 into intelligence, be a really smart fighter and go for duelist. You will really be able to leverage that INT bonus to AC this way. Say "hello", D'Artagnan ;-P

Now, I recognized Duelist, but I dont know anything outside of the Core classes. I know a little bit out of Duelist, but from only a research aspect. That's why I went straight Fighter.

For a Pathfinder game, what books can I look into to get an idea of other classes? I know of a few in 3.5, but not sure if thats ok for Pathfinder.

It's in the core rulebook, you can also find it here


If everyone else in your group has similar stats, it won't matter that much. If not, ask your GM/DM if you may lower them. In the end it will be more fun for you and your group.

You are all beginners (I assume) so don't worry too much about your future build.

Some ideas concerning feats:

If you leave your stats like they are

- don't take Toughness. If there is one character who does definitely not need it, it is yours.
- take Power Attack at Level 1 or 2
- no Cleave/Greater Cleave (reread the feat, it is very situational)
- try to bolster your saves: Iron Will, Improved Iron Will, Lightning Reflexes, Improved Lightning Reflexes (at least Iron Will). There will be a lot of magical attacks on you in your adventure career and you can not load a saved game. Some spells take you out of combat completely, be prepared.
- take Weapon Spec. at 4th level
- wait with Weapon focus until a little bit later. Maybe you want to go two-handed, but take it nonetheless (2nd/3rd level). You will always be Power-Attacking, so a to-hit-bonus is nothing to sneer at.

- goes well with Combat Reflexes: Step Up (or even the Step Up Chain)

Don't bother with TWF. There's no need for that

A twist for the backstory: what if your character found out it were his foster parents who were responsible (in some way)for the death of your parents? That caused a big conflict in your new family and you had to leave the city...


With stats like those as a DM I'd create an array as follows:

Heroic: 18 17 16 15 12 10

Basic: 16 15 14 13 10 8

For Monsters and encounter design I'd consider the APL to be higher. This is kind of more judgement call. You have to experiment and judge based on the encounter as to how challenging it was and how the players and how they dealt with it. If it turns out easy because of the high stats award the encounter as lower CR encounter. Just award XP for encounters in the range of APL -1 to APL +3. Even if the encounter is technically higher CR than the what fits don't give out more XP just because they party is taking on more than it normally could. So for example. If you have level 5 pc the CR is 4-8. But say they take out CR 10 Clay Golem. Was a challenging fight and the PC prevailed. Give the XP as though it was CR 8 encounter.

It works. I've ran game where everyone had the Half Dragon Template and 25-30 pt equivalent builds.


Turgan wrote:

If everyone else in your group has similar stats, it won't matter that much. If not, ask your GM/DM if you may lower them. In the end it will be more fun for you and your group.

You are all beginners (I assume) so don't worry too much about your future build.

Some ideas concerning feats:

If you leave your stats like they are

- don't take Toughness. If there is one character who does definitely not need it, it is yours.
- take Power Attack at Level 1 or 2
- no Cleave/Greater Cleave (reread the feat, it is very situational)
- try to bolster your saves: Iron Will, Improved Iron Will, Lightning Reflexes, Improved Lightning Reflexes (at least Iron Will). There will be a lot of magical attacks on you in your adventure career and you can not load a saved game. Some spells take you out of combat completely, be prepared.
- take Weapon Spec. at 4th level
- wait with Weapon focus until a little bit later. Maybe you want to go two-handed, but take it nonetheless (2nd/3rd level). You will always be Power-Attacking, so a to-hit-bonus is nothing to sneer at.

- goes well with Combat Reflexes: Step Up (or even the Step Up Chain)

Don't bother with TWF. There's no need for that

A twist for the backstory: what if your character found out it were his foster parents who were responsible (in some way)for the death of your parents? That caused a big conflict in your new family and you had to leave the city...

Yes, we are all beginners. There are a couple of us that are more advanced than the rest of us, but havent played in a long time. So this will be a first for most of us.

I will see about working these suggestions into my build. Maybe it will be better than I think.

And that's a good twist on the backstory. I might just have to use that.


I noticed TWF was mentioned a couple of times. If I was to go this route, how does the attacks work at +6 and on BAB? Do you get to attack with both weapons at a +6 BAB then a +1 BAB (ignoring penalities at the moment)? I just dont understand how this works, which is why I didnt go there in feats.


Revanant wrote:
I noticed TWF was mentioned a couple of times. If I was to go this route, how does the attacks work at +6 and on BAB? Do you get to attack with both weapons at a +6 BAB then a +1 BAB (ignoring penalities at the moment)? I just dont understand how this works, which is why I didnt go there in feats.

You would get an attack with each hand, minus whatever penalty for TWF (-2 if the off-hand is light, -4 otherwise, -way too much if you lack the feat). If you had a high BaB, you would attack at +6/+1 with the main hand, and at +6 with the off. If you get "Improved TWF," you would attack at +6/+1 and +6/+1. The same goes for Greater TWF and the second iterative attack.

Just remember that this is on a full attack action only. If you moved, then you could only take a standard attack (in this case, a single strike with either weapon at +6).

Silver Crusade

TWFing adds one attack at your best BAB, but gives you a penalty to all attacks made during this round. Examples (not assuming diverse bonuses from magic weapons/weapon focus/etc.) :

Level 1, 18 Strength (+4 modifier), one-handed weapon in main hand, light weapon in off-hand, with TWFing feat (so -2 to attack):

BAB: +1
Melee bonus : 1(BAB) + 4(Str) => +5
Full-round attack, TWFing : +3 (Main hand)/+3 (Off-hand)

Level 6, 18 Strength (+4 modifier), one-handed weapon in main hand, light weapon in off-hand, with TWFing feat (so -2 to attack):

BAB: +6/+1
Melee bonus : 6(BAB) + 4(Str) => +10/+5
Full-round attack, TWFing : +8/+3 (Main hand)/+8 (Off-hand)

If you had Improved Two-Weapon fighting, you would have a TWFing full-round attack at : +8/+3 (Main hand weapon)/+8/+3 (Off-hand weapon).
Notice that this is assuming you have the TWF feat and that you are using a one-handed weapon and a light weapon, not two one-handed weapons (which would give a -4 penalty to attack instead of a -2).

Note that the off-hand weapon deals only half your strength damage unless you have the Double Slice feat ; and only gains half the normal bonus damage on a Power Attack (a -1 attack/+2 damage trade would be -1/+1 for an off-hand weapon ; at level 8 the -3/+6 trade would be -3/+3).


Your GM is going to have a really hard time running any material for characters with those stats.

Some notes on the above:

Weapon Focus is a pre-requisite for Weapon Specialization - one of the builds above doesn't have either Weapon Focus or Greater Weapon Focus prior to getting Weapon Specialization or Greater Weapon Specialization.

By far and away the most powerful fighter feat is Power Attack. Nothing approaches it for utility at cost tradeoffs.

Sczarni

Cleave and Great Cleave are also of questionable use. You need two enemies that are within melee range of you, and of each other, for Cleave to be useful, and you need even more adjacent enemies for Great Cleave. I don't know how often you intend to fight crowds of enemies, but if you do decide to go with Two Weapon Fighting, you could drop Cleave and Great Cleave to make room for the extra feats and never look back. Power Attack is still great though-- keep that.

As for your skills-- I'd say you really should put a point into Perception. It's just about the most used skill in the game. Profession (Soldier), on the other hand, is something you'll almost never use outside of talking about your backstory. I appreciate that you want the skill trained to reflect your character concept, but at next level I'd strongly suggest training Perception. I'd also say you can back off of putting points into Ride as well. Even if you get a horse, the simpler Ride checks are DC 5. You roll a 1, you add your +4 and still pass. Mounted combat tends to require higher rolls, but your feat selection seems to suggest that you don't intend to be fighting on horseback very much.

Liberty's Edge

I don't know if everyone in your party has stats that fantastic, but, if they dono't, you might want to go into being a Combat Maneuver fighter, instead of a plain vanilla type.

Your Int is high enough to support going for Combat Expertise, as well as Combat Reflexes, then you go up the Trip & Disarm chains. Your Strength is high enough that, with Power Attack, you can still do well against the enemies that are either untrippable or non-disarmable (or both), but you can let everyone else shine when you are busy irritating your enemies instead of squishing them like bugs. Also useful if you need to capture someone for information, or are in an area where any killing will get you arrested.

Once you get Greater Trip, you get an AoO for a successful trip, and then you disarm them. With Greater Disarm, their weapon(s) get thrown 15' ina random direction, making them even more unhappy than just being prone makes them.

Doing this with a Reach weapon makes you into more of a battlefield control specialist, too; and someone that can make more than one opponent unhappy.

Some things to consider in this type of build:
Fauchard (from the Cheliax book. 1d10 damage, crit 18-20)
Silversheen (from the Osirion book, makes items made from it immune to rusting, act as silver for overcoming DR)
Lore Warden (archetype, from the Pathfinder Society Field Guide)

On the Lore Warden archetype, it gives Combat Expertise for free, which is good for this type of build, along with giving you even more skill points, and more class skills (ALL Int skills become class skills, which includes all Knowledge skills). You give up the heavier armors, but with that Dex, that is not a big deal.


Thank you all for giving me major insight as to what I did good and what I did really bad.

After talking with our GM about my character, he was agreeing that my stats were really high, but he wasnt worried as he would send stuff my way that I may not be able to overpower so easly without losing a lot in return. Plus, he said that a couple of people that we are playing with has rolled their stats and came up rather average on stats.

So I rerolled my stats in front of him and feats, based on suggestions, and came up with what I have below:

Strength: 18 (+2 Racial Bonus)
Dexterity: 18
Constitution: 14
Intelligence: 15
Wisdom: 18
Charisma: 9

Race: Human
Favored Class: Fighter (+1 HP per Level)
Starting HP: 13 (10 for Hit Die, 2 for Con Bonus, 1 for Favored Class)

Traits:
Rich Parents
Armor Expert

Weapon: MW Scimitar
Armor: MW Chain Shirt (if possible for MW)
Shield: MW Spiked Heavy Steel Shield (if possible for MW)

Feats:

Level 1: Two Weapon Fighting (Human Bonus), Improved Shield Slam (Bonus Feat), Power Attack
Level 2: Dodge (Bonus Bonus)
Level 3: Shield Focus
Level 4: Weapon Focus (Scimitar)* (Bonus Bonus)
Level 5: Iron Will
Level 6: Improved Two Weapon Fighting (Bonus Bonus)
Level 7: Shield Slam
Level 8: Greater Shield Focus (Bonus Bonus)
Level 9: Improved Critical (Scimitar)*
Level 10: Lightning Reflexes** (Bonus Bonus)
Level 11: Shield Master
Level 12: Greater Two Weapon Fighting (Bonus Bonus)
Level 13: Weapon Specialization (Scimitar)*
Level 14: Greater Weapon Specialization (Scimitar)* (Bonus Bonus)
Level 15: Critical Focus
Level 16: Staggering Critical (Bonus Bonus)
Level 17: Stunning Critical
Level 18: Dazzling Display (Bonus Bonus)
Level 19: Shatter Defenses
Level 20: Deadly Stroke (Bonus Bonus)

NOTE:
*= Not sure if I can use the suggestions from Callarek. Will research and inquire. If better than the Scimitar, then I will go that route.
**= I know that with a higher DEX, I can replace this skill if needed, but thought it was good here for now.

Starting Skills:
Intimidate: 4
Knowledge (Dungeoneering): 4
Perception: 2
Survival: 4

Amazingly enough, I still got the 9. He also said that he doesnt want anyone with 8 or less for any given stat, so we were allowed to reroll those as we got them. Thats how I got the two 18's. Otherwise 16 would have been my highest. I also put Dexterity at 18 so when I hit level 4, I can put the 1 point into Dex to be eligable for the Improved Two Weapon Fighting feat.

I will have to look into the gear suggestions that Callarek mentioned. I do not know what those are, but I have a good idea what. I will read those books to find out what they are and how I can incorperate them into my character's background.

Also, my gear is mainly going to be starting gear as we were also told that when we provide a background, "Include how they got what they did. Everything. If you dont mention it, you dont have it. If you say you have a Chain shirt and a Claymore, then chances are you have it. Otherwise, you have nothing but the shirt on your back and just managed to find your starting gold your class normally starts with. Of course, all of this is within reason." So, if he didnt like what I had in my character background, thats why I chose the Rich Parents trait. I will have at least 900g to start with to buy what I can, if needed. Otherwise, I will have 900g towards traveling and other prices as things go on in the adventure.

So I am in the middle of writing my background, rewrite really, as the GM suggested that I come from a rich background, to justify the Rich Parents trait, and so he can somehow incorperate everyone's character into being adopted by my parents. I didnt think about that, or even what Turgan wrote earlier. I might find a way to incorperate it into our backstory, or even into the campain. For example, I killed character A's parents as some part of "coming of age" ceramony and the kid was adopted into our family and brainwashed into thinking that they were always part of the family. I will have to figure out how to become a wordsmith then.

Again, thanks for the suggestions and advice. Im learning a lot about this game thanks to you all.

EDIT:// Forgot to include starting gear.

RPG Superstar 2015 Top 8

Several things:

- Don't set this in stone. See how the campaign goes, you may find that the circumstances of your campaign will demand different abilities. Sometimes what seems generally a good "optimized" build will not work in a particular campaign (but on the other hand the general gist of your builds will probably be useful in any build).

- You still have great stats. You can qualify for a lot of feats that other fighters can't qualify for because of stats. For example, with a high Int, you can qualify for combat maneuver feats related to Disarm, Trip, or Dirty trick---which can also be useful when you can't make a full attack with your TWF. Anyway, be aware you've got some options you might not get the next time around you roll stats.

- Did you mean to put Dazzling Display at 18th level? Because that's an odd feat to take at so high a level--it's one best for scaring away hordes of mooks which is way more useful at lower level, usually. I love the idea of Dazzling Display and I love that it and Intimidate gives the Fighter some cool tricks that aren't just "I hit it with my sword." But if you want to take it, I'd take it waaaaay lower down your build, and then take more feats off that chain to make it more devastating. You'd also either need Intimidating Prowess or a better Charisma to take full advantage of the ability, especially since at high level you need. And finally, you've thrown this on top of a shield bash build which seems... odd... I'd pick more TWF or shield feats instead.

- I'd suggest switching Dodge for something else--you're not taking anything that trees off from it and that +1 to AC is relatively meaningless given you're a fighter with a shield, you won't need it. I'd go Combat Expertise if you're going to pick up Combat Manuevers (plus you can take the hit to your to-hit if you're wanting more AC), and otherwise more shield and/or TWF feats with your build as is.

- All that said, play what seems most fun to you. This is not the video game, you won't "lose" if you don't build your character "right," and your stats are still, even after the reroll, able to give you some flexibility. Your starting first level feats are good for most builds, get a feel for your character and the campaign and build up from there. I'm not saying don't optimize or that optimization is bad--planning ahead is a good thing and it's good that you're doing it--but ultimately you need a character that you feel good about playing, not just what the messageboard theorycrafters say is "good," whatever the heck that means.


For a tank, I would take at first level the following.

Combat Reflexes
Toughness
Shield Focus

Dodge as a feat is kinda meh. You gotta think, by the time you are at level 3 or so you should have enough resources to put on full plate. This means by level 3, with Armor Expertise you will have a 21 AC, without a shield equipped. If you decide to go Tower Shield (and I feel any TANK should) you're looking at a 26 AC (due to Shield Focus). I would also look at feats that gave me bonuses to my CMB, and the feat Stand Still.

Also, Step Up is a great feat for annoying casters. As a tank in Pathfinder, your job is to make it a chore to go past you and attack your allies.

LVL 2- WF Longsword
LVL 3- Stand Still
Lvl 4- Step Up

For the tank I have built (with much worse stats mind you) I am able to hinder most any creature. I like to stand a few feet in front of the ranged casters and damagers, and any creatures that pass me get wacked a few times due to Combat Reflexes. My Dex is only a 14, so I get 3 extra swings a turn. Not only this, when I get into melee range with a caster or ranger, I can constantly annoy the piss out of them using Step up. It's actually quite a fun build, and a great way to annoy the piss out of your DM and his battle plans.

However, Take Iron will early. Eventually you become an easily controlled Tin Can, and Iron Will/Improved Iron Will will save your ass many times.

Silver Crusade

I see you've got a scimitar as suggested, but you still need to get Bashing Finish (free shield attack on a confirmed critical hit) and Shield Master (no TWFing penalty on your shield attacks, and you use your enhancement bonus to your shield as a weapon enhancement when attacking with it ; so if you have -2 to attack because of TWFing with your +5 Shield, you effectively gain +7 to attack and +5 to damage with shield attacks as soon as you take this feat).

Also, +1 Defense spikes on your shield to have an up to +12 shield equivalent at the cost of your +5 bonus to attack and damage with the shield (shield : +1, shield focus : +1, enhancement : +5, dueling : +5).

Grand Lodge

I think you might be cheaping yourself out a skill point, or are possibly doing skill points the old 3.5 way. You should have 5 skill points at first level (2 for int, 2 for class, 1 for human), maximum skill rank level is your hit die (1), plus the 3 for training which is only involved when you put the skill point into a class skill.


Maxximilius wrote:

I see you've got a scimitar as suggested, but you still need to get Bashing Finish (free shield attack on a confirmed critical hit) and Shield Master (no TWFing penalty on your shield attacks, and you use your enhancement bonus to your shield as a weapon enhancement when attacking with it ; so if you have -2 to attack because of TWFing with your +5 Shield, you effectively gain +7 to attack and +5 to damage with shield attacks as soon as you take this feat).

Also, +1 Defense spikes on your shield to have an up to +12 shield equivalent at the cost of your +5 bonus to attack and damage with the shield (shield : +1, shield focus : +1, enhancement : +5, dueling : +5).

Thanks for the suggestions, however, I do not see them in the http://paizo.com/pathfinderRPG/prd/feats.html anywhere (which is where I based my build from). I didnt use any feats from any other source as anything outside this confuses me a little, and I dont have the resources at the moment to research any specific book (like the weapon/armor suggestions that Callarek suggested earlier. I have to find these when I manage to get to my own PC so I can download/view them from a safe-enough system).

So if Bashing Finish isnt on the above link I just put here, then I dont know anything about it. I will have to look into it later on however, as it sounds VERY interesting to have.

After reading all the suggestions, which I do as often as I can, I am learning more about this game. Try to explain your selections as it helps me understand all the avaliable choices I can make as I either play or prepare. Of course, if you care to. If you dont, it wont hurt my feelings. I will just have to figure it out.

I do agree, however, that nothing is set in stone. What may be on paper may not work for what our GM has in store. I know, for a fact, that we will be really in trouble based on our party; Fighter (me), Rogue maybe Rogue/Ranger (friend), Ranger/Rogue (friend), Cleric (friend), and Druid (friend). So magic is going to be our downfall, probably.

Again, thanks for all the suggestions and help. With every post, I learn a little more about how to play and what to do when I do play.

Silver Crusade

You're welcomed !

(Also, Bashing Finish is from Paizo's Advanced Players Guide.)

You can also search around for the "Guide to the guides" thread, it includes two guides about TWFing with a fighter and with a ranger.


Maxximilius wrote:

You're welcomed !

(Also, Bashing Finish is from Paizo's Advanced Players Guide.)

You can also search around for the "Guide to the guides" thread, it includes two guides about TWFing with a fighter and with a ranger.

Awww crap!! I so didnt even see those feats! Ugh, now to rethink the whole thing.

You werent lying, nothing is set in stone as one thing can change the play of the game at anytime...like the addition of more feats to choose from lol.

Sczarni

Umm you only need a Dex 17 not 19 to get Imp Two Weapon Fighting. If you mean Greater Two Weapon Fighting I'd suggest you skip it...not really worth that last atatck with such penalties IMO.


ossian666 wrote:
Umm you only need a Dex 17 not 19 to get Imp Two Weapon Fighting. If you mean Greater Two Weapon Fighting I'd suggest you skip it...not really worth that last atatck with such penalties IMO.

With the Bashing Finish added in, I had to push GTWF to level 13. Either way, can you explain, or anyone, how this would work with a BAB +13/+8/+3? This is just calculating the amount of attacks, not including any penalties of any kind just yet as I am trying to get an understanding of how this feat works.

=====
Let's see if I learned anything:

Level 13, 20 Strength (+5 modifier), one-handed weapon in main hand, shield in off-hand, with TWFing feat (-2 to attack):

BAB: +13/+8/+3
Melee bonus: 13(BAB) + 5(Str) => +18/+13/+8?
Full-round attack, TWFing: +16/+11/+6/+1(Main hand) -- +16/+11(Shield Off Hand)
Full-round attack, ITWFing: +16/+11/+6/+1(Main hand) -- +16/+11/+6(Shield Off Hand)
Full-round attack, GTWFing: +16/+11/+6/+1(Main hand) -- +16/+11/+6/+1(Shield Off Hand)
=====

Is that right?

Silver Crusade

Revanant wrote:


=====
Let's see if I learned anything:

Level 13, 20 Strength (+5 modifier), one-handed weapon in main hand, shield in off-hand, with TWFing feat (-2 to attack):

BAB: +13/+8/+3
Melee bonus: 13(BAB) + 5(Str) => +18/+13/+8?
Full-round attack, TWFing: +16/+11/+6/+1(Main hand) -- +16/+11(Shield Off Hand)
Full-round attack, ITWFing: +16/+11/+6/+1(Main hand) -- +16/+11/+6(Shield Off Hand)
Full-round attack, GTWFing: +16/+11/+6/+1(Main hand) -- +16/+11/+6/+1(Shield Off Hand)
=====

Is that right?

If your main weapon is a one-handed weapon and the shield is a LIGHT shield, it's indeed a -2 penalty with the TWFing feat.

Just two big mistakes you made :

- Strength bonus increases your bonus to hit, not your BAB. You only get one additional main-hand attack when your BAB reaches 6, 11, and 16 ;
- TWFing gives you 1 off-hand attack, not two. So, the good way to read it is :

Level 13, 20 Strength (+5 modifier), one-handed weapon in main hand, shield in off-hand, with TWFing feat (-2 to attack):

BAB: +13/+8/+3
Melee bonus: 13(BAB) + 5(Str) => +18/+13/+8
Full-round attack, TWFing: +16/+11/+6(Main hand) -- +16(Shield Off Hand)
Full-round attack, ITWFing: +16/+11/+6(Main hand) -- +16/+11(Shield Off Hand)
Full-round attack, GTWFing: +16/+11/+6(Main hand) -- +16/+11/+6(Shield Off Hand)

Also, don't forget that off-hand attacks deal only half your strength modifier, and get half the normal bonus to damage when using power attack (with 18 Str, at level 1, a scimitar would do 1d6+4 on main hand and a kukri on off-hand would do 1d4+2 ; with power attack (-1 Att +2 Dam) it would be 1d6+6 for scimitar and 1d4+3 on off-hand).
Note that Double Slice doesn't increase your Power Attack damage with off-hand attacks.

Sczarni

Revanant wrote:
ossian666 wrote:
Umm you only need a Dex 17 not 19 to get Imp Two Weapon Fighting. If you mean Greater Two Weapon Fighting I'd suggest you skip it...not really worth that last atatck with such penalties IMO.

With the Bashing Finish added in, I had to push GTWF to level 13. Either way, can you explain, or anyone, how this would work with a BAB +13/+8/+3? This is just calculating the amount of attacks, not including any penalties of any kind just yet as I am trying to get an understanding of how this feat works.

=====
Let's see if I learned anything:

Level 13, 20 Strength (+5 modifier), one-handed weapon in main hand, shield in off-hand, with TWFing feat (-2 to attack):

BAB: +13/+8/+3
Melee bonus: 13(BAB) + 5(Str) => +18/+13/+8?
Full-round attack, TWFing: +16/+11/+6/+1(Main hand) -- +16/+11(Shield Off Hand)
Full-round attack, ITWFing: +16/+11/+6/+1(Main hand) -- +16/+11/+6(Shield Off Hand)
Full-round attack, GTWFing: +16/+11/+6/+1(Main hand) -- +16/+11/+6/+1(Shield Off Hand)
=====

Is that right?

If by level 13 you don't have a belt or magic SOMETHING that boosts your Dex then you are doing soemthing wrong. 16 is the highest you need to start your Dex at and only use 1 increase to bump it to 17. And I stick by my comment about GTWF being a waste of a feat.


Maxximilius wrote:


If your main weapon is a one-handed weapon and the shield is a LIGHT shield, it's indeed a -2 penalty with the TWFing feat.

It's more basic than this even: If you are using an one handed weapon and a light weapon then it's a -2 penalty with the two weapon fighting feats.

The shield doesn't have to be the off hand weapon either -- so if you want to use say... a heavy shield and a short sword you would still be on the one handed and light weapon charts.

Sczarni

Abraham spalding wrote:
Maxximilius wrote:


If your main weapon is a one-handed weapon and the shield is a LIGHT shield, it's indeed a -2 penalty with the TWFing feat.

It's more basic than this even: If you are using an one handed weapon and a light weapon then it's a -2 penalty with the two weapon fighting feats.

The shield doesn't have to be the off hand weapon either -- so if you want to use say... a heavy shield and a short sword you would still be on the one handed and light weapon charts.

But your main hand weapon would be the shield and off hand the short sword.

Edit-Doh! Only posted half of what I typed (stupid clicking favorite buttons). Was saying the above just to make sure you calculate your Str damage correctly.


I finally found the Fauchard, which is a 2handed weapon. I, unfortunately, cannot go that route as I am going One handed and Shield.

Right now, I am sticking with what I came up with earlier:

Weapon: MW Scimitar
Armor: MW Agile Breastplate (total of 9 AC with Dex bonus added)
Shield: Quickdraw Shield, Light Steel (MW if possible, and with spikes for damage)

Now....to write a good background to incorperate all this. I will have to figure out how to put this all together to not sound so far out in left field that I can get everything.

Silver Crusade

Quickdraw shield has a nice trick with the Quickdraw feat : you may don or remove it as a free action, meaning you can remove your shield to attack with your one-handed weapon as a two-handed weapon (1/1-2 damage on your attack, 1/1-2 Power Attack bonus) when you must approach an enemy and cannot do a full-round attack. Just remove the shield when you get close to the enemy, then don it back after the attack is made so you are protected during your enemy's round.
Also, I believe it allows you to use two-weapon fighting with your main weapon two-handed, as long as you remove your shield then don and attack with it so the attacks are resolved from higer to lower BAB...


Revanant wrote:
I finally found the Fauchard, which is a 2handed weapon. I, unfortunately, cannot go that route as I am going One handed and Shield.

Sure you could.


Cheapy wrote:

Out of curiosity, was the stat rolling method 100d6, drop lowest 97?

Remember that there's no aggro in the game.

I approve of this post. Another power gamer up top.


Except for Antagonize of course.


Try this character on for size. AS a level one character its as follows.

Str 18
Dex 14
Con 14
Int 13
Wis 8
Cha 9

Feats:

Level 1: weapon focus halberd/expertise
Level 2: two-weapon fighting
Level 3: Combat Reflexes
Level 4: spinning halberd
Level 5: open-minded
Level 6: weapon specialization (halberd)
Level 7: open-minded
Level 8: melee weapon mastery piercing
Level 9: open minded
Level 10: double-slice
Level 11: open-minded
Level 12: Greater Weapon Specialization (halberd)
Level 13: mage-slayer
Level 14: crushing strike
Level 15: open-minded
Level 16: overwhelming assault
Level 17: open minded
Level 18: close quarters-fighting
Level 19: open-minded
Level 20: weapon supremacy (halberd)


Yeah boyo! Rock that halberd.

I would favour the pole-axe instead, and pay a feat for that sweet 2d6 halberd with reach.

Sczarni

3.5 Loyalist wrote:

Yeah boyo! Rock that halberd.

I would favour the pole-axe instead, and pay a feat for that sweet 2d6 halberd with reach.

Or maybe toss in Phalanx variant to use a shield and poleax at the same time. Gotta love 1H reach weapons lol.


The equalizer wrote:

Try this character on for size. AS a level one character its as follows.

Str 18
Dex 14
Con 14
Int 13
Wis 8
Cha 9

Feats:

Level 1: weapon focus halberd/expertise
Level 2: two-weapon fighting
Level 3: Combat Reflexes
Level 4: spinning halberd
Level 5: open-minded
Level 6: weapon specialization (halberd)
Level 7: open-minded
Level 8: melee weapon mastery piercing
Level 9: open minded
Level 10: double-slice
Level 11: open-minded
Level 12: Greater Weapon Specialization (halberd)
Level 13: mage-slayer
Level 14: crushing strike
Level 15: open-minded
Level 16: overwhelming assault
Level 17: open minded
Level 18: close quarters-fighting
Level 19: open-minded
Level 20: weapon supremacy (halberd)

I will look into this then. I do not recall half the feats listed on here. Where are those located? And I am going to assume that open-minded is a feat at my choice.

I dont know all the possible books out there, so if these came from 3.5 books, then I will have to do more research on that as this build sounds really good.

Abraham spalding wrote:
Sure you could.

I will look at this at home. I cannot view it here for some strange reason. This computer and that site dont agree with each other it seems.


Revanant wrote:

I will look into this then. I do not recall half the feats listed on here. Where are those located? And I am going to assume that open-minded is a feat at my choice.

I dont know all the possible books out there, so if these came from 3.5 books, then I will have to do more research on that as this build sounds really good.

They are pretty much all 3.5 feats. Open-minded is a feat that gives you 5 skill points each time you take it.

I, frankly, wouldn't recommend this build. First, this fighter would have an incredibly atrocious will save. A bad reflex save can hurt you, and a bad fortitude save can kill you, but a bad will makes you kill your party. There are tons of feats spent for extra skill points (which aren't a big gain with the fighter's limited skill list). It spends feats to become good at two-weapon fighting with both sides of a halberd, but the dex is too low to actually qualify for Two-Weapon Fighting or Double Slice until at least level 4 (Improved Two-Weapon Fighting is out of the question). It takes Combat Expertise but doesn't continue on any of the chains, which is not a strong option. It's really just kind of all over the place.

If you are allowed 3.5 sources, you should check out the old CharOp boards at Wizards. People did awful, wonderful things with a few hundred splatbooks worth of material.


Mort the Cleverly Named wrote:
Revanant wrote:

I will look into this then. I do not recall half the feats listed on here. Where are those located? And I am going to assume that open-minded is a feat at my choice.

I dont know all the possible books out there, so if these came from 3.5 books, then I will have to do more research on that as this build sounds really good.

They are pretty much all 3.5 feats. Open-minded is a feat that gives you 5 skill points each time you take it.

I, frankly, wouldn't recommend this build. First, this fighter would have an incredibly atrocious will save. A bad reflex save can hurt you, and a bad fortitude save can kill you, but a bad will makes you kill your party. There are tons of feats spent for extra skill points (which aren't a big gain with the fighter's limited skill list). It spends feats to become good at two-weapon fighting with both sides of a halberd, but the dex is too low to actually qualify for Two-Weapon Fighting or Double Slice until at least level 4 (Improved Two-Weapon Fighting is out of the question). It takes Combat Expertise but doesn't continue on any of the chains, which is not a strong option. It's really just kind of all over the place.

If you are allowed 3.5 sources, you should check out the old CharOp boards at Wizards. People did awful, wonderful things with a few hundred splatbooks worth of material.

CharOp boards at Wizards? I will look into this as well. Thanks for the advice. And I did see a lot of things wrong about the build, but maybe that worked for him with his GM.

Are there any apps for the iPad or Android that are worth trying? I know of the Character Folio for the iPad for character sheet stuff, but is there anything else out there that I havent found that may help with all this? Otherwise, I will just stay with the PC and figure it all out.


A thing that might have been left aside, as most people consider it minor are your traits.

As a fighter, you definitely do not need armor expert. Armor training and a masterwork suit will take care of that. And unless you plan to be swimming, climbing and stealthing all the time, Armor check is'nt that of a big deal for you.

Quite a few traits increase saves by a point. It may not seem much, but for a fighter a +1 to Will saves is always good to have, and might save your whole party's life.

Rich parents is great at the start, but you'd barely notice the difference by level 2, and probably not at all at levels 3 and higher. You'll come accross masterwork stuff pretty soon in your adventures. So if I were you I'd drop those too and go for something else. Hey, your background already mentions you were bullied as a child, so why not take the most popular trait of them all, Reactionary, for a +2 to initiative? Or a +1 to a reflex save too? Or modifiy your background a bir, say you became a trainee of the Pathfinder Society and take the astoundingly good Defender of the Society trait? (+1 AC with medium or heavy armor).

Also, Iron Will is a must. It's true that a bad will save will make you kill your party, I almost just did that in one of our games (as a sword and shield fighter), over 1 failed save.

That said, even considering this I'm not so sure of your choice of 18 in Wisdom and 15 in Con. Putting your other 18 in Con would net you 20 more HP at level 10, with only 2 less on your will save, and 40 more at level 20. It is definitely noticeable. 15 Wis seems quite enough for a fighter, especialy if you do dump armor expert for a +1 to will saves trait (and if you happen to worship Iomedae, purity of faith in particular is crazy good).

Finally, with such a high dex I think you really should consider taking Combat Reflexes, probably in place of Weapon Focus. WF might give you more chances to hit (wich will barely be felt in the grander scheme of things with all your bonuses), but Combat Reflexes will give you downright more attacks.


Ainslan wrote:

A thing that might have been left aside, as most people consider it minor are your traits.

As a fighter, you definitely do not need armor expert. Armor training and a masterwork suit will take care of that. And unless you plan to be swimming, climbing and stealthing all the time, Armor check is'nt that of a big deal for you.

Quite a few traits increase saves by a point. It may not seem much, but for a fighter a +1 to Will saves is always good to have, and might save your whole party's life.

Rich parents is great at the start, but you'd barely notice the difference by level 2, and probably not at all at levels 3 and higher. You'll come accross masterwork stuff pretty soon in your adventures. So if I were you I'd drop those too and go for something else. Hey, your background already mentions you were bullied as a child, so why not take the most popular trait of them all, Reactionary, for a +2 to initiative? Or a +1 to a reflex save too? Or modifiy your background a bir, say you became a trainee of the Pathfinder Society and take the astoundingly good Defender of the Society trait? (+1 AC with medium or heavy armor).

Also, Iron Will is a must. It's true that a bad will save will make you kill your party, I almost just did that in one of our games (as a sword and shield fighter), over 1 failed save.

That said, even considering this I'm not so sure of your choice of 18 in Wisdom and 15 in Con. Putting your other 18 in Con would net you 20 more HP at level 10, with only 2 less on your will save, and 40 more at level 20. It is definitely noticeable. 15 Wis seems quite enough for a fighter, especialy if you do dump armor expert for a +1 to will saves trait (and if you happen to worship Iomedae, purity of faith in particular is crazy good).

Finally, with such a high dex I think you really should consider taking Combat Reflexes, probably in place of Weapon Focus. WF might give you more chances to hit (wich will barely be felt in the grander scheme of things with all your bonuses), but Combat Reflexes will...

Well spoken. I was thinking about these traits for a while as I wasnt sure if they were going to get me any benefit long-term. Thanks for bringing a second opinion on that. With yoru suggestion, I actually went back through and decided to get the two Traits:

Indomitable Faith: +1 trait bonus on Will saves
Reactionary: +2 to Initiative checks

Only thing is, I do not know if I am going to have to have a deity or not. If so, your suggestion is good, however, I do not know what that would do for me, if anything. I do not have any deity now as that is something to add a degree of difficulty to how I rewrite my description, but if there is usually a bonus for going with one, then I wont say no. I havent found anything that this computer will allow me to look up (sites are blocked that may have good info) but I did find a Pathfinder book that I may have to see if someone here has: Pathfinder Player Companion: Faiths of Purity. Not sure if this has the info on the Iomedae deity or not, like the bonuses and drawbacks to this deity, but I will have to read up to verify.

I also moved my stats around a bit to give myself a bit more buffer, especially since our campain doesnt have any casters yet (for now) and we are probably going to suffer in that department.

Strength: 16
Dexterity: 18
Constitution: 18
Intelligence: 14
Wisdom: 15
Charisma: 9

Feats have been moved around also:

Level 1: Two Weapon Fighting (Human Bonus), Improved Shield Slam (Bonus Feat), Power Attack
Level 2: Double Slice (Bonus Bonus)
Level 3: Shield Focus
Level 4: Combat Reflexes (Bonus Bonus)
Level 5: Iron Will
Level 6: Improved Two Weapon Fighting (Bonus Bonus)
Level 7: Shield Slam
Level 8: Greater Shield Focus (Bonus Bonus)
Level 9: Improved Critical (Scimitar)
Level 10: Lightning Reflexes (Bonus Bonus)
Level 11: Shield Master
Level 12: Bashing Finish (Bonus Bonus)
Level 13: Greater Two Weapon Fighting
Level 14: Weapon Specialization (Scimitar) (Bonus Bonus)
Level 15: Greater Weapon Specialization (Scimitar)
Level 16: Critical Focus (Bonus Bonus)
Level 17: Stunning Critical
Level 18: (Unknown) (Bonus Bonus)
Level 19: (Unknown)
Level 20: (Unknown) (Bonus Bonus)

The last three levels I cannot figure out what to take at this time, but I am sure that when I get to that point, I can find something to benefit everyone or make me into more of a threat to monsters out there.

So, thats it for now. I may just do a normal weapon/armor combo for now as, like you said, I will probably find tons down the road.

Weapon: Scimitar
Armor: Agile Breastplate
Shield: Spiked Light Steel Shield

If there is any other gear that I am really forgetting, please let me know. I am under the assumption that body armor encompases the whole body, so I do not know if I need gloves, boots, legs, and so on, that most RPG's out there do with their games (totaly not like D&D, I know, but you get the picture).


Body armor is calculated for the whole body, but gloves, boots and such are magic item slots. So you can get stuff like winged boots, belt of giant strength and the like.

So far, you build appears top notch to me, just maybe put your highest stat in Strength. If you do not have that 3rd 18, 16 in Con will be way enough. Strength can never be to high.

As for deities, unless you are a divine class (and for religion traits) they have no mechanical impact whatsoever. They should however strongly impact your role playing if you chose to be especially devoted to a deity (like by taking a religious trait). But again, no mechanical effect at all.

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