
Bob_Loblaw |

He isn’t meant to be the main damage dealer. He is designed to lead others to help them deal more damage more often. He can eventually deal more damage, but will never compare to other characters but that’s ok because that’s not his job. In addition, his out of combat utility surpasses many other characters I’ve seen. He is 15 point buy, in case that matters. Also, it is always better to build a character organically, according to the campaign needs and the party needs. However, this build should make it clear that the fighter doesn’t need GM fiat. It can function out of combat. It can be a leader in combat. It can be a contributor to the group. It still has money left over at each level to buy some healing as well. Because it is all 20 levels, it takes two posts.
TACTIKALL CR 1/2
Male Human Fighter (Tactician) 1
LN Medium Humanoid (Human)
Init +0; Senses Perception +1
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DEFENSE
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AC 15, touch 11, flat-footed 14. . (+4 armor, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +1
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OFFENSE
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Spd 20 ft.
Melee Longsword +3 (1d8+4/19-20/x2)
Ranged Longbow +1 (1d8/20/x3)
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STATISTICS
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Str 17, Dex 10, Con 14, Int 13, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Combat Expertise +/-1, Cosmopolitan: Knowledge (Arcana), Knowledge (Local)
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics -2, Climb +1, Diplomacy +3, Escape Artist -2, Fly -2, Knowledge (Arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Nature) +6, Knowledge (Religion) +6, Ride +2, Stealth -2, Swim +1 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Dwarven, Elven, Giant
Combat Gear Armored Coat, Arrows (20), Longbow, Longsword;
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TRACKED RESOURCES
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Arrows - 0/20
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SPECIAL ABILITIES
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
TACTIKALL #2 CR 1
Male Human Fighter (Tactician) 2
LN Medium Humanoid (Human)
Init +1; Senses Perception +1
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DEFENSE
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AC 17, touch 11, flat-footed 16. . (+4 armor, +2 shield, +1 dodge)
hp 20 (2d10+4)
Fort +5, Ref +0, Will +1
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OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash +4 (1d4+3/20/x2) and
. . Masterwork Longsword +5 (1d8+3/19-20/x2)
Ranged Longbow +2 (1d8/20/x3)
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STATISTICS
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Str 17, Dex 10, Con 14, Int 13, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Combat Expertise +/-1, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Lookout
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics -3, Climb +0, Diplomacy +4, Escape Artist -3, Fly -3, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Knowledge (Nature) +7, Knowledge (Religion) +7, Ride +2, Stealth -3, Swim +0 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Dwarven, Elven, Giant
Combat Gear Armored Coat, Arrows (20), Longbow, Masterwork Longsword, Masterwork Shield, Heavy Steel;
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TRACKED RESOURCES
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Arrows - 0/20
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SPECIAL ABILITIES
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
[spoiler=level 3]
TACTIKALL #3 CR 2
Male Human Fighter (Tactician) 3
LN Medium Humanoid (Human)
Init +5; Senses Perception +3
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DEFENSE
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AC 19, touch 11, flat-footed 18. . (+6 armor, +2 shield, +1 dodge)
hp 28 (3d10+6)
Fort +6, Ref +2, Will +3
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OFFENSE
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Spd 30 ft.
Melee Heavy Shield Bash +5 (1d4+3/20/x2) and
. . Masterwork Longsword +6 (1d8+3/19-20/x2)
Ranged Longbow +3 (1d8/20/x3)
--------------------
STATISTICS
--------------------
Str 17, Dex 10, Con 14, Int 13, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Combat Expertise +/-1, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Lookout
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics -3, Climb +0, Diplomacy +5, Escape Artist -3, Fly -3, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Religion) +7, Perception +3, Ride +3, Stealth -3, Swim +0 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Dwarven, Elven, Giant
SQ Armor Training 1 (Ex)
Combat Gear Arrows (20), Longbow, Masterwork Agile Breastplate, Masterwork Longsword, Masterwork Shield, Heavy Steel; Other Gear Cloak of Resistance, +1
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TRACKED RESOURCES
--------------------
Arrows - 0/20
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
TACTIKALL #4 CR 3
Male Human Fighter (Tactician) 4
LN Medium Humanoid (Human)
Init +5; Senses Perception +4
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DEFENSE
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AC 21, touch 12, flat-footed 19. . (+7 armor, +2 shield, +2 dodge)
hp 36 (4d10+8)
Fort +7, Ref +2, Will +3
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OFFENSE
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Spd 30 ft.
Melee Heavy Shield Bash +6 (1d4+4/20/x2) and
. . +1 Longsword +7 (1d8+5/19-20/x2)
Ranged Longbow +4 (1d8/20/x3)
--------------------
STATISTICS
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Str 18, Dex 10, Con 14, Int 13, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats Combat Expertise +/-2, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Lookout, Outflank
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics -3, Climb +1, Diplomacy +6, Escape Artist -3, Fly -3, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Religion) +8, Perception +4, Ride +3, Stealth -3, Swim +1 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Dwarven, Elven, Giant
SQ Armor Training 1 (Ex)
Combat Gear +1 Agile Breastplate, +1 Longsword, Arrows (20), Longbow, Masterwork Shield, Heavy Steel; Other Gear Cloak of Resistance, +1
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TRACKED RESOURCES
--------------------
Arrows - 0/20
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SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
TACTIKALL #5 CR 4
Male Human Fighter (Tactician) 5
LN Medium Humanoid (Human)
Init +6; Senses Perception +5
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DEFENSE
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AC 21, touch 12, flat-footed 19. . (+7 armor, +2 shield, +2 dodge)
hp 44 (5d10+10)
Fort +8, Ref +3, Will +4
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OFFENSE
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Spd 30 ft.
Melee Heavy Shield Bash +7 (1d4+4/20/x2) and
. . +1 Longsword +8 (1d8+5/19-20/x2)
Ranged Longbow +5 (1d8/20/x3)
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STATISTICS
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Str 18, Dex 10, Con 14, Int 13, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 21
Feats Combat Expertise +/-2, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Lookout, Outflank, Practiced Tactician
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics -3, Climb +1, Diplomacy +7, Escape Artist -3, Fly -3, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Local) +9, Knowledge (Nature) +9, Knowledge (Religion) +9, Perception +5, Ride +3, Stealth -3, Swim +1 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Dwarven, Elven, Giant
SQ Armor Training 1 (Ex), Tactician () 5r (2/day) (Ex)
Combat Gear +1 Agile Breastplate, +1 Longsword, Arrows (20), Longbow, Masterwork Shield, Heavy Steel; Other Gear Cloak of Resistance, +2, Ioun Stone, Dusty Rose Prism (Cracked)
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TRACKED RESOURCES
--------------------
Arrows - 0/20
Tactician () 5r (2/day) (Ex) - 0/2
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SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Tactician () 5r (2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
TACTIKALL #6 CR 5
Male Human Fighter (Tactician) 6
LN Medium Humanoid (Human)
Init +7; Senses Perception +6
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DEFENSE
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AC 21, touch 12, flat-footed 19. . (+7 armor, +2 shield, +2 dodge)
hp 52 (6d10+12)
Fort +9, Ref +4, Will +5
--------------------
OFFENSE
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Spd 30 ft.
Melee Heavy Shield Bash +8/+3 (1d4+4/20/x2) and
. . +2 Longsword +10/+5 (1d8+6/19-20/x2)
Ranged Longbow +6/+1 (1d8/20/x3)
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STATISTICS
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Str 18, Dex 10, Con 14, Int 13, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 22
Feats Combat Expertise +/-2, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Lookout, Outflank, Practiced Tactician, Shake It Off
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics -3, Climb +1, Diplomacy +8, Escape Artist -3, Fly -3, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Religion) +10, Perception +6, Ride +3, Stealth -3, Swim +1 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Dwarven, Elven, Giant
SQ Armor Training 1 (Ex), Tactician () 6r (2/day) (Ex)
Combat Gear +1 Agile Breastplate, +2 Longsword, Arrows (20), Longbow, Masterwork Shield, Heavy Steel; Other Gear Cloak of Resistance, +2, Ioun Stone, Dusty Rose Prism (Cracked)
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TRACKED RESOURCES
--------------------
Arrows - 0/20
Tactician () 6r (2/day) (Ex) - 0/2
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SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 6r (2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
TACTIKALL #7 CR 6
Male Human Fighter (Tactician) 7
LN Medium Humanoid (Human)
Init +7; Senses Perception +8
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DEFENSE
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AC 22, touch 12, flat-footed 20. . (+8 armor, +2 shield, +2 dodge)
hp 60 (7d10+14)
Fort +9, Ref +4, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +10/+5 (1d4+5/20/x2) and
. . +2 Longsword +12/+7 (1d8+7/19-20/x2)
Ranged Longbow +7/+2 (1d8/20/x3)
--------------------
STATISTICS
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Str 18/20, Dex 10, Con 14, Int 13, Wis 12, Cha 8
Base Atk +7; CMB +12; CMD 24
Feats Combat Expertise +/-2, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Lookout, Outflank, Paired Opportunists, Practiced Tactician, Shake It Off
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics -2, Climb +3, Diplomacy +9, Escape Artist -2, Fly -2, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Religion) +10, Perception +8, Ride +8, Stealth -2, Swim +3 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Dwarven, Elven, Giant
SQ Armor Training 2 (Ex), Tactician () 6r (2/day) (Ex)
Combat Gear +2 Agile Breastplate, +2 Longsword, Arrows (20), Longbow, Masterwork Shield, Heavy Steel; Other Gear Belt of Giant Strength, +2, Cloak of Resistance, +2, Ioun Stone, Dusty Rose Prism (Cracked)
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TRACKED RESOURCES
--------------------
Arrows - 0/20
Tactician () 6r (2/day) (Ex) - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 6r (2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
TACTIKALL #8 CR 7
Male Human Fighter (Tactician) 8
LN Medium Humanoid (Human)
Init +11; Senses Perception +9
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DEFENSE
--------------------
AC 24, touch 13, flat-footed 21. . (+8 armor, +3 shield, +3 dodge)
hp 68 (8d10+16)
Fort +10, Ref +4, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +10/+5 (1d4+5/20/x2) and
. . +1 Dueling Shortsword +11/+6 (1d6+6/19-20/x2)
Ranged Longbow +8/+3 (1d8/20/x3)
--------------------
STATISTICS
--------------------
Str 18/20, Dex 10, Con 14, Int 14, Wis 12, Cha 8
Base Atk +8; CMB +13; CMD 26 (28 vs. Disarm28 vs. Feint)
Feats Combat Expertise +/-3, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Lookout, Outflank, Pack Attack, Paired Opportunists, Practiced Tactician, Shake It Off
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics -2, Climb +3, Diplomacy +10, Escape Artist -2, Fly -2, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +12, Knowledge (Local) +12, Knowledge (Nature) +12, Knowledge (Religion) +12, Perception +9, Ride +9, Spellcraft +9, Stealth -2, Swim +3 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Draconic, Dwarven, Elven, Giant
SQ Armor Training 2 (Ex), Tactician () 7r (2/day) (Ex)
Combat Gear +1 Dueling Shortsword, +1 Shield, Heavy Steel, +2 Agile Breastplate, Arrows (20), Longbow; Other Gear Belt of Giant Strength, +2, Cloak of Resistance, +2, Ioun Stone, Dusty Rose Prism (Cracked)
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TRACKED RESOURCES
--------------------
Arrows - 0/20
Tactician () 7r (2/day) (Ex) - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 7r (2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
TACTIKALL #9 CR 8
Male Human Fighter (Tactician) 9
LN Medium Humanoid (Human)
Init +11; Senses Perception +10
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DEFENSE
--------------------
AC 24, touch 13, flat-footed 21. . (+8 armor, +3 shield, +3 dodge)
hp 85 (9d10+27)
Fort +11, Ref +5, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +11/+6 (1d4+5/20/x2) and
. . +2 Dueling Shortsword +14/+9 (1d6+8/19-20/x2)
Ranged Longbow +9/+4 (1d8/20/x3)
Special Attacks Weapon Training: Blades, Light
--------------------
STATISTICS
--------------------
Str 18/20, Dex 10, Con 14/16, Int 14, Wis 12, Cha 8
Base Atk +9; CMB +14; CMD 27 (29 vs. Disarm29 vs. Feint)
Feats Combat Expertise +/-3, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Lookout, Outflank, Pack Attack, Paired Opportunists, Practiced Tactician, Shake It Off
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics -2, Climb +9, Diplomacy +11, Escape Artist -2, Fly -2, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +12, Knowledge (Local) +12, Knowledge (Nature) +12, Knowledge (Religion) +12, Perception +10, Ride +10, Spellcraft +11, Stealth -2, Swim +3 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Draconic, Dwarven, Elven, Giant
SQ Armor Training 2 (Ex), Tactician () 7r (2/day) (Ex)
Combat Gear +1 Shield, Heavy Steel, +2 Agile Breastplate, +2 Dueling Shortsword, Arrows (20), Longbow; Other Gear Belt of Physical Might, STR & CON +2, Cloak of Resistance, +2, Ioun Stone, Dusty Rose Prism (Cracked)
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Tactician () 7r (2/day) (Ex) - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 7r (2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Weapon Training: Blades, Light +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
TACTIKALL #10 CR 9
Male Human Fighter (Tactician) 10
LN Medium Humanoid (Human)
Init +12; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 24, touch 13, flat-footed 21. . (+8 armor, +3 shield, +3 dodge)
hp 94 (10d10+30)
Fort +14, Ref +7, Will +9
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +12/+7 (1d4+5/20/x2) and
. . +2 Dueling Shortsword +15/+10 (1d6+8/19-20/x2)
Ranged Longbow +10/+5 (1d8/20/x3)
Special Attacks Weapon Training: Blades, Light
--------------------
STATISTICS
--------------------
Str 18/20, Dex 10, Con 14/16, Int 14, Wis 12/14, Cha 8
Base Atk +10; CMB +15; CMD 28 (30 vs. Disarm30 vs. Feint)
Feats Combat Expertise +/-3, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Lookout, Outflank, Pack Attack, Paired Opportunists, Practiced Tactician, Shake It Off
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics -2, Climb +9, Diplomacy +12, Escape Artist -2, Fly -2, Handle Animal +6, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +12, Knowledge (Local) +12, Knowledge (Nature) +12, Knowledge (Religion) +12, Perception +12, Ride +11, Spellcraft +12, Stealth -2, Swim +3 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Draconic, Dwarven, Elven, Giant
SQ Armor Training 2 (Ex), Tactician () 8r (3/day) (Ex)
Combat Gear +1 Shield, Heavy Steel, +2 Agile Breastplate, +2 Dueling Shortsword, Arrows (20), Longbow; Other Gear Belt of Physical Might, STR & CON +2, Cloak of Resistance, +4, Headband of Inspired Wisdom, +2, Ioun Stone, Dusty Rose Prism (Cracked)
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Tactician () 8r (3/day) (Ex) - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 8r (3/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Weapon Training: Blades, Light +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

Bob_Loblaw |

Levels 11-20
TACTIKALL #11 CR 10
Male Human Fighter (Tactician) 11
LN Medium Humanoid (Human)
Init +13; Senses Perception +13
--------------------
DEFENSE
--------------------
AC 27, touch 16, flat-footed 23. . (+6 armor, +3 shield, +1 Dex, +2 natural, +2 deflection, +3 dodge)
hp 103 (11d10+33)
Fort +14, Ref +8, Will +11
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +13/+8/+3 (1d4+5/20/x2) and
. . +2 Dueling Shortsword +16/+11/+6 (1d6+8/19-20/x2)
Ranged Longbow +12/+7/+2 (1d8/20/x3)
Special Attacks Weapon Training: Blades, Light
--------------------
STATISTICS
--------------------
Str 18/20, Dex 10/12, Con 14/16, Int 14, Wis 12/14, Cha 8
Base Atk +11; CMB +16; CMD 32 (34 vs. Disarm34 vs. Feint)
Feats Combat Expertise +/-3, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Iron Will, Lookout, Outflank, Pack Attack, Paired Opportunists, Practiced Tactician, Shake It Off
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +0, Climb +10, Diplomacy +13, Escape Artist +0, Fly +0, Handle Animal +9, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +12, Knowledge (Local) +12, Knowledge (Nature) +12, Knowledge (Religion) +12, Perception +13, Ride +14, Spellcraft +13, Stealth +0, Survival +6, Swim +4 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Draconic, Dwarven, Elven, Giant
SQ Armor Training 2 (Ex), Cooperative Combatants (+2 allies) (Ex), Tactician () 8r (3/day) (Ex)
Combat Gear +1 Shield, Heavy Steel, +2 Dueling Shortsword, Arrows (20), Longbow, Rhino Hide; Other Gear Amulet of Natural Armor +2, Belt of Physical Perfection, +2, Cloak of Resistance, +4, Headband of Inspired Wisdom, +2, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Tactician () 8r (3/day) (Ex) - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Cooperative Combatants (+2 allies) (Ex) When using aid another, you can affect 2 additional allies, and can grant different allies different bonuses.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 8r (3/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Weapon Training: Blades, Light +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
TACTIKALL #12 CR 11
Male Human Fighter (Tactician) 12
LN Medium Humanoid (Human)
Init +13; Senses Perception +14
--------------------
DEFENSE
--------------------
AC 28, touch 17, flat-footed 23. . (+6 armor, +3 shield, +1 Dex, +2 natural, +2 deflection, +4 dodge)
hp 112 (12d10+36)
Fort +15, Ref +9, Will +12
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +13/+8/+3 (1d4+5/20/x2) and
. . +3 Dueling Shortsword +17/+12/+7 (1d6+9/19-20/x2)
Ranged Longbow +13/+8/+3 (1d8/20/x3)
Special Attacks Weapon Training: Blades, Light
--------------------
STATISTICS
--------------------
Str 19/21, Dex 10/12, Con 14/16, Int 14, Wis 12/14, Cha 8
Base Atk +12; CMB +17; CMD 34 (36 vs. Disarm36 vs. Feint)
Feats Combat Expertise +/-4, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Iron Will, Lookout, Outflank, Pack Attack, Paired Opportunists, Practiced Tactician, Shake It Off, Weapon Finesse
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +0, Climb +10, Diplomacy +14, Escape Artist +0, Fly +0, Handle Animal +10, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Local) +13, Knowledge (Nature) +12, Knowledge (Religion) +12, Perception +14, Ride +15, Spellcraft +14, Stealth +0, Survival +6, Swim +4 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Draconic, Dwarven, Elven, Giant
SQ Armor Training 2 (Ex), Cooperative Combatants (+2 allies) (Ex), Tactician () 9r (3/day) (Ex)
Combat Gear +1 Shield, Heavy Steel, +3 Dueling Shortsword, Arrows (20), Longbow, Rhino Hide; Other Gear Amulet of Natural Armor +2, Belt of Physical Perfection, +2, Boots, Winged, Cloak of Resistance, +4, Headband of Inspired Wisdom, +2, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Tactician () 9r (3/day) (Ex) - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Cooperative Combatants (+2 allies) (Ex) When using aid another, you can affect 2 additional allies, and can grant different allies different bonuses.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 9r (3/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Weapon Training: Blades, Light +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
TACTIKALL #13 CR 12
Male Human Fighter (Tactician) 13
LN Medium Humanoid (Human)
Init +13; Senses Perception +15
--------------------
DEFENSE
--------------------
AC 32, touch 17, flat-footed 27. . (+6 armor, +7 shield, +1 Dex, +2 natural, +2 deflection, +4 dodge)
hp 121 (13d10+39)
Fort +15, Ref +9, Will +12
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +10/+5/+0 (1d4+13/20/x2) and
. . +3 Dueling Shortsword +15/+10/+5 (1d6+18/19-20/x2)
Ranged +1 Longbow, Composite (Str +5) +16/+11/+6 (1d8+7/20/x3)
Special Attacks Weapon Training: Blades, Light, Weapon Training: Bows
--------------------
STATISTICS
--------------------
Str 19/21, Dex 10/12, Con 14/16, Int 14, Wis 12/14, Cha 8
Base Atk +13; CMB +18; CMD 35 (37 vs. Disarm37 vs. Feint)
Feats Combat Expertise +/-4, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Iron Will, Lookout, Outflank, Pack Attack, Paired Opportunists, Piranha Strike -4/+8, Practiced Tactician, Shake It Off, Weapon Finesse
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +0, Climb +10, Diplomacy +15, Escape Artist +0, Fly +0, Handle Animal +10, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Planes) +4, Knowledge (Religion) +13, Perception +15, Ride +16, Spellcraft +15, Stealth +0, Survival +6, Swim +4 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Draconic, Dwarven, Elven, Giant
SQ Armor Training 2 (Ex), Cooperative Combatants (+2 allies) (Ex), Tactician () 9r (3/day) (Ex)
Combat Gear +1 Longbow, Composite (Str +5), +3 Dueling Shortsword, +5 Shield, Heavy Steel, Arrows (20), Rhino Hide; Other Gear Amulet of Natural Armor +2, Belt of Physical Perfection, +2, Boots, Winged, Cloak of Resistance, +4, Efficient Quiver (21 @ 6 lbs), Headband of Inspired Wisdom, +2, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Tactician () 9r (3/day) (Ex) - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Cooperative Combatants (+2 allies) (Ex) When using aid another, you can affect 2 additional allies, and can grant different allies different bonuses.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 9r (3/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Weapon Training: Blades, Light +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Bows +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
TACTIKALL #14 CR 13
Male Human Fighter (Tactician) 14
LN Medium Humanoid (Human)
Init +15; Senses Perception +16
--------------------
DEFENSE
--------------------
AC 33, touch 18, flat-footed 27. . (+6 armor, +7 shield, +2 Dex, +2 natural, +2 deflection, +4 dodge)
hp 144 (14d10+56)
Fort +17, Ref +10, Will +12
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +12/+7/+2 (1d4+14/20/x2) and
. . +3 Dueling Shortsword +17/+12/+7 (1d6+19/19-20/x2)
Ranged +1 Longbow, Composite (Str +5) +18/+13/+8 (1d8+7/20/x3)
Special Attacks Weapon Training: Blades, Light, Weapon Training: Bows
--------------------
STATISTICS
--------------------
Str 19/23, Dex 10/14, Con 14/18, Int 14, Wis 12/14, Cha 8
Base Atk +14; CMB +20; CMD 38 (40 vs. Disarm40 vs. Feint)
Feats Combat Expertise +/-4, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Iron Will, Jaguar Pounce, Lookout, Outflank, Pack Attack, Paired Opportunists, Piranha Strike -4/+8, Practiced Tactician, Shake It Off, Weapon Finesse
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +1, Climb +11, Diplomacy +15, Escape Artist +1, Fly +1, Handle Animal +10, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Planes) +9, Knowledge (Religion) +13, Perception +16, Ride +18, Spellcraft +16, Stealth +1, Survival +6, Swim +5 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Draconic, Dwarven, Elven, Giant
SQ Armor Training 2 (Ex), Cooperative Combatants (+2 allies) (Ex), Tactician () 10r (3/day) (Ex)
Combat Gear +1 Longbow, Composite (Str +5), +3 Dueling Shortsword, +5 Shield, Heavy Steel, Arrows (20), Rhino Hide; Other Gear Amulet of Natural Armor +2, Belt of Physical Perfection, +4, Boots, Winged, Cloak of Resistance, +4, Efficient Quiver (21 @ 6 lbs), Headband of Inspired Wisdom, +2, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Tactician () 10r (3/day) (Ex) - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Cooperative Combatants (+2 allies) (Ex) When using aid another, you can affect 2 additional allies, and can grant different allies different bonuses.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Jaguar Pounce Treat charge or spring attack against flat-footed or helpless foes as if you have Improved Critical.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 10r (3/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Weapon Training: Blades, Light +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Bows +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
TACTIKALL #15 CR 14
Male Human Fighter (Tactician) 15
LN Medium Humanoid (Human)
Init +15; Senses Perception +18
--------------------
DEFENSE
--------------------
AC 34, touch 19, flat-footed 28. . (+6 armor, +7 shield, +2 Dex, +2 natural, +3 deflection, +4 dodge)
hp 154 (15d10+60)
Fort +17, Ref +11, Will +14
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +13/+8/+3 (1d4+14/20/x2) and
. . +5 Dueling Shortsword +20/+15/+10 (1d6+21/19-20/x2)
Ranged +1 Longbow, Composite (Str +5) +19/+14/+9 (1d8+7/20/x3)
Special Attacks Weapon Training: Blades, Light, Weapon Training: Bows
--------------------
STATISTICS
--------------------
Str 19/23, Dex 10/14, Con 14/18, Int 14, Wis 12/16, Cha 8
Base Atk +15; CMB +21; CMD 40 (42 vs. Disarm42 vs. Feint)
Feats Combat Expertise +/-4, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Iron Will, Jaguar Pounce, Lookout, Outflank, Pack Attack, Paired Opportunists, Piranha Strike -4/+8, Practiced Tactician, Practiced Tactician, Shake It Off, Weapon Finesse
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +1, Climb +11, Diplomacy +17, Escape Artist +1, Fly +1, Handle Animal +10, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Planes) +13, Knowledge (Religion) +13, Perception +18, Ride +18, Spellcraft +17, Stealth +1, Survival +7, Swim +5 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Draconic, Dwarven, Elven, Giant
SQ Armor Training 3 (Ex), Battle Insight +2 (5/day) (Ex), Cooperative Combatants (+2 allies) (Ex), Tactician () 10r (5/day) (Ex)
Combat Gear +1 Longbow, Composite (Str +5), +5 Dueling Shortsword, +5 Shield, Heavy Steel, Arrows (20), Rhino Hide; Other Gear Amulet of Natural Armor +2, Belt of Physical Perfection, +4, Boots, Winged, Cloak of Resistance, +4, Efficient Quiver (21 @ 6 lbs), Headband of Inspired Wisdom, +4, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Battle Insight +2 (5/day) (Ex) - 0/5
Tactician () 10r (5/day) (Ex) - 0/5
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Battle Insight +2 (5/day) (Ex) As a swift action, grant +2 insight bonus on attack rolls to a single ally until the tactician's next turn.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Cooperative Combatants (+2 allies) (Ex) When using aid another, you can affect 2 additional allies, and can grant different allies different bonuses.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Jaguar Pounce Treat charge or spring attack against flat-footed or helpless foes as if you have Improved Critical.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 10r (5/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Weapon Training: Blades, Light +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Bows +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
TACTIKALL #16 CR 15
Male Human Fighter (Tactician) 16
LN Medium Humanoid (Human)
Init +16; Senses Perception +19
--------------------
DEFENSE
--------------------
AC 35, touch 21, flat-footed 27. . (+6 armor, +7 shield, +3 Dex, +1 natural, +3 deflection, +5 dodge)
hp 180 (16d10+80)
Fort +19, Ref +12, Will +14
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +14/+9/+4/-1 (1d4+18/20/x2) and
. . +5 Dueling Shortsword +21/+16/+11/+6 (1d6+25/19-20/x2)
Ranged +1 Longbow, Composite (Str +5) +21/+16/+11/+6 (1d8+7/20/x3)
Special Attacks Weapon Training: Blades, Light, Weapon Training: Bows
--------------------
STATISTICS
--------------------
Str 20/26, Dex 10/16, Con 14/20, Int 14, Wis 12/16, Cha 8
Base Atk +16; CMB +24; CMD 45 (47 vs. Disarm47 vs. Feint)
Feats Combat Expertise +/-5, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Iron Will, Jaguar Pounce, Lookout, Outflank, Pack Attack, Paired Opportunists, Piranha Strike -5/+10, Practiced Tactician, Practiced Tactician, Shake It Off, Vital Strike, Weapon Finesse
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +2, Climb +13, Diplomacy +17, Escape Artist +2, Fly +2, Handle Animal +10, Knowledge (Arcana) +14, Knowledge (Dungeoneering) +14, Knowledge (Local) +14, Knowledge (Nature) +14, Knowledge (Planes) +14, Knowledge (Religion) +14, Perception +19, Ride +19, Spellcraft +18, Stealth +2, Survival +7, Swim +7 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Common, Draconic, Dwarven, Elven, Giant
SQ Armor Training 3 (Ex), Battle Insight +2 (5/day) (Ex), Cooperative Combatants (+2 allies) (Ex), Tactician () 11r (5/day) (Ex)
Combat Gear +1 Longbow, Composite (Str +5), +5 Dueling Shortsword, +5 Shield, Heavy Steel, Arrows (20), Rhino Hide; Other Gear Amulet of Natural Armor +1, Belt of Physical Perfection, +6, Boots, Winged, Cloak of Resistance, +4, Efficient Quiver (21 @ 6 lbs), Headband of Inspired Wisdom, +4, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Battle Insight +2 (5/day) (Ex) - 0/5
Tactician () 11r (5/day) (Ex) - 0/5
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Battle Insight +2 (5/day) (Ex) As a swift action, grant +2 insight bonus on attack rolls to a single ally until the tactician's next turn.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Cooperative Combatants (+2 allies) (Ex) When using aid another, you can affect 2 additional allies, and can grant different allies different bonuses.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Jaguar Pounce Treat charge or spring attack against flat-footed or helpless foes as if you have Improved Critical.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Piranha Strike -5/+10 You can subtract from your attack roll to add to your damage with light weapons.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 11r (5/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training: Blades, Light +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Bows +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
TACTIKALL #17 CR 16
Male Human Fighter (Tactician) 17
LN Medium Humanoid (Human)
Init +16; Senses Perception +20
--------------------
DEFENSE
--------------------
AC 39, touch 21, flat-footed 31. . (+6 armor, +7 shield, +3 Dex, +5 natural, +3 deflection, +5 dodge)
hp 191 (17d10+85)
Fort +19, Ref +12, Will +14
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +15/+10/+5/+0 (1d4+18/20/x2) and
. . +5 Dueling Shortsword +23/+18/+13/+8 (1d6+26/19-20/x2)
Ranged +1 Longbow, Composite (Str +5) +23/+18/+13/+8 (1d8+8/20/x3)
Special Attacks Weapon Training: Blades, Light, Weapon Training: Bows, Weapon Training: Hammers
--------------------
STATISTICS
--------------------
Str 20/26, Dex 10/16, Con 14/20, Int 14/18, Wis 12/16, Cha 8/12
Base Atk +17; CMB +25; CMD 46 (48 vs. Disarm48 vs. Feint)
Feats Combat Expertise +/-5, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Improved Initiative, Improved Vital Strike, Iron Will, Jaguar Pounce, Lookout, Outflank, Pack Attack, Paired Opportunists, Piranha Strike -5/+10, Practiced Tactician, Practiced Tactician, Shake It Off, Vital Strike, Weapon Finesse
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +2, Climb +13, Diplomacy +19, Escape Artist +2, Fly +19, Handle Animal +12, Knowledge (Arcana) +17, Knowledge (Dungeoneering) +17, Knowledge (Local) +17, Knowledge (Nature) +17, Knowledge (Planes) +17, Knowledge (Religion) +17, Linguistics +24, Perception +20, Ride +19, Spellcraft +21, Stealth +2, Survival +7, Swim +7 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Aboleth, Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Shadowtongue, Sylvan, Terran, Undercommon
SQ Armor Training 3 (Ex), Battle Insight +4 (7/day) (Ex), Cooperative Combatants (+4 allies) (Ex), Tactician () 11r (5/day) (Ex)
Combat Gear +1 Longbow, Composite (Str +5), +5 Dueling Shortsword, +5 Shield, Heavy Steel, Arrows (20), Rhino Hide; Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Boots, Winged, Cloak of Resistance, +4, Efficient Quiver (21 @ 6 lbs), Headband of Mental Superiority, +4: Linguistics, Fly, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Battle Insight +4 (7/day) (Ex) - 0/7
Tactician () 11r (5/day) (Ex) - 0/5
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Battle Insight +4 (7/day) (Ex) As a swift action, grant +4 insight bonus on attack rolls to a single ally until the tactician's next turn.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Cooperative Combatants (+4 allies) (Ex) When using aid another, you can affect 4 additional allies, and can grant different allies different bonuses.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Jaguar Pounce Treat charge or spring attack against flat-footed or helpless foes as if you have Improved Critical.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Piranha Strike -5/+10 You can subtract from your attack roll to add to your damage with light weapons.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 11r (5/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training: Blades, Light +3 (Ex) +3 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Bows +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training: Hammers +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers
TACTIKALL #18 CR 17
Male Human Fighter (Tactician) 18
LN Medium Humanoid (Human)
Init +17; Senses Perception +22
--------------------
DEFENSE
--------------------
AC 39, touch 21, flat-footed 31. . (+6 armor, +7 shield, +3 Dex, +5 natural, +3 deflection, +5 dodge)
hp 202 (18d10+90)
Fort +20, Ref +13, Will +16
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +16/+11/+6/+1 (1d4+18/20/x2) and
. . +5 Dueling, Keen Shortsword +24/+19/+14/+9 (1d6+26/17-20/x2)
Ranged +3 Longbow, Composite (Str +8) +26/+21/+16/+11 (1d8+13/20/x3)
Special Attacks Weapon Training: Blades, Light, Weapon Training: Bows, Weapon Training: Hammers
--------------------
STATISTICS
--------------------
Str 20/26, Dex 10/16, Con 14/20, Int 14/20, Wis 12/18, Cha 8/14
Base Atk +18; CMB +26; CMD 47 (49 vs. Disarm49 vs. Feint)
Feats Combat Expertise +/-5, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Jaguar Pounce, Lookout, Outflank, Pack Attack, Paired Opportunists, Piranha Strike -5/+10, Practiced Tactician, Practiced Tactician, Shake It Off, Vital Strike, Weapon Finesse
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +20, Climb +13, Diplomacy +23, Escape Artist +2, Fly +20, Handle Animal +13, Knowledge (Arcana) +19, Knowledge (Dungeoneering) +19, Knowledge (Local) +19, Knowledge (Nature) +18, Knowledge (Planes) +18, Knowledge (Religion) +18, Linguistics +26, Perception +22, Ride +19, Spellcraft +23, Stealth +2, Survival +8, Swim +7 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Aboleth, Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sahaugin, Shadowtongue, Sylvan, Tengu, Terran, Undercommon
SQ Armor Training 3 (Ex), Battle Insight +5 (8/day) (Ex), Cooperative Combatants (+5 allies) (Ex), Tactician () 12r (5/day) (Ex)
Combat Gear +3 Longbow, Composite (Str +8), +5 Dueling, Keen Shortsword, +5 Shield, Heavy Steel, Arrows (20), Rhino Hide; Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Boots, Winged, Cloak of Resistance, +4, Efficient Quiver (20 @ 3 lbs), Headband of Mental Superiority, +6: Linguistics, Acrobatics, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Protection, +3
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Battle Insight +5 (8/day) (Ex) - 0/8
Tactician () 12r (5/day) (Ex) - 0/5
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Battle Insight +5 (8/day) (Ex) As a swift action, grant +5 insight bonus on attack rolls to a single ally until the tactician's next turn.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Cooperative Combatants (+5 allies) (Ex) When using aid another, you can affect 5 additional allies, and can grant different allies different bonuses.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Jaguar Pounce Treat charge or spring attack against flat-footed or helpless foes as if you have Improved Critical.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Piranha Strike -5/+10 You can subtract from your attack roll to add to your damage with light weapons.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 12r (5/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training: Blades, Light +3 (Ex) +3 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Bows +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training: Hammers +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers
TACTIKALL #19 CR 18
Male Human Fighter (Tactician) 19
LN Medium Humanoid (Human)
Init +17; Senses Perception +25
--------------------
DEFENSE
--------------------
AC 38, touch 21, flat-footed 30. . (+6 armor, +7 shield, +3 Dex, +4 natural, +3 deflection, +5 dodge)
hp 213 (19d10+95)
Fort +23, Ref +16, Will +19
DR 5/—
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +20/+15/+10/+5 (1d4+20/20/x2) and
. . +5 Dueling, Keen Shortsword +28/+23/+18/+13 (1d6+28/17-20/x2)
Ranged +3 Longbow, Composite (Str +8) +28/+23/+18/+13 (1d8+13/20/x3)
Special Attacks Weapon Training: Blades, Light, Weapon Training: Bows, Weapon Training: Hammers
--------------------
STATISTICS
--------------------
Str 24/30, Dex 10/16, Con 14/20, Int 14/20, Wis 12/18, Cha 8/14
Base Atk +19; CMB +30; CMD 50 (52 vs. Disarm52 vs. Feint)
Feats Combat Expertise +/-5, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Devastating Strike, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Jaguar Pounce, Lookout, Outflank, Pack Attack, Paired Opportunists, Piranha Strike -5/+10, Practiced Tactician, Practiced Tactician, Shake It Off, Vital Strike, Weapon Finesse
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +23, Appraise +7, Bluff +4, Climb +17, Diplomacy +26, Disguise +4, Escape Artist +4, Fly +23, Handle Animal +15, Heal +6, Intimidate +4, Knowledge (Arcana) +22, Knowledge (Dungeoneering) +21, Knowledge (Local) +22, Knowledge (Nature) +22, Knowledge (Planes) +22, Knowledge (Religion) +20, Linguistics +29, Perception +25, Ride +21, Sense Motive +6, Spellcraft +25, Stealth +4, Survival +10, Swim +11 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Aboleth, Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Sahaugin, Shadowtongue, Sylvan, Tengu, Terran, Undercommon
SQ Armor Mastery (Ex), Armor Training 3 (Ex), Battle Insight +5 (8/day) (Ex), Cooperative Combatants (+5 allies) (Ex), Tactician () 12r (5/day) (Ex)
Combat Gear +3 Longbow, Composite (Str +8), +5 Dueling, Keen Shortsword, +5 Shield, Heavy Steel, Arrows (20), Rhino Hide; Other Gear Amulet of Natural Armor +4, Belt of Physical Perfection, +6, Boots, Winged, Cloak of Resistance, +5, Efficient Quiver (20 @ 3 lbs), Headband of Mental Superiority, +6: Linguistics, Acrobatics, Ioun Stone, Dusty Rose Prism (Cracked), Ioun Stone, Pale Green Prism, Manual of Gainful Exercise, +4, Ring of Protection, +3, Stone of Good Luck (Luckstone)
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Battle Insight +5 (8/day) (Ex) - 0/8
Tactician () 12r (5/day) (Ex) - 0/5
--------------------
SPECIAL ABILITIES
--------------------
Armor Mastery (Ex) DR 5/- while wearing armor
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Battle Insight +5 (8/day) (Ex) As a swift action, grant +5 insight bonus on attack rolls to a single ally until the tactician's next turn.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Cooperative Combatants (+5 allies) (Ex) When using aid another, you can affect 5 additional allies, and can grant different allies different bonuses.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Devastating Strike Deal extra damage when using Vital Strike bonus
Jaguar Pounce Treat charge or spring attack against flat-footed or helpless foes as if you have Improved Critical.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Piranha Strike -5/+10 You can subtract from your attack roll to add to your damage with light weapons.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 12r (5/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training: Blades, Light +3 (Ex) +3 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Bows +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training: Hammers +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers
TACTIKALL #20 CR 19
Male Human Fighter (Tactician) 20
LN Medium Humanoid (Human)
Init +17; Senses Perception +29
--------------------
DEFENSE
--------------------
AC 39, touch 22, flat-footed 30. . (+6 armor, +7 shield, +3 Dex, +4 natural, +3 deflection, +6 dodge)
hp 224 (20d10+100)
Fort +24, Ref +16, Will +22
DR 5/—
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +19/+14/+9/+4 (1d4+22/20/x2) and
. . +5 Dueling, Speed Shortsword +27/+27/+22/+17/+12 (1d6+30/19-20/x2)
Ranged +3 Longbow, Composite (Str +8) +23/+18/+13/+8 (1d8+25/20/x3)
Special Attacks Weapon Training: Blades, Light, Weapon Training: Bows, Weapon Training: Hammers
--------------------
STATISTICS
--------------------
Str 24/30, Dex 10/16, Con 14/20, Int 14/20, Wis 18/24, Cha 8/14
Base Atk +20; CMB +31; CMD 52 (54 vs. Disarm54 vs. Feint)
Feats Combat Expertise +/-6, Coordinated Charge, Coordinated Defense, Cosmopolitan: Knowledge (Arcana), Knowledge (Local), Deadly Aim -6/+12, Devastating Strike, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Jaguar Pounce, Lookout, Outflank, Pack Attack, Paired Opportunists, Piranha Strike -6/+12, Practiced Tactician, Practiced Tactician, Shake It Off, Vital Strike, Weapon Finesse
Traits Dawnflower Initiate: Knowledge (Religion), Devotee of the Green: Knowledge (Nature)
Skills Acrobatics +24, Appraise +7, Bluff +4, Climb +17, Diplomacy +27, Disguise +4, Escape Artist +4, Fly +24, Handle Animal +15, Heal +9, Intimidate +4, Knowledge (Arcana) +22, Knowledge (Dungeoneering) +22, Knowledge (Local) +22, Knowledge (Nature) +22, Knowledge (Planes) +22, Knowledge (Religion) +22, Linguistics +30, Perception +29, Ride +21, Sense Motive +13, Spellcraft +27, Stealth +4, Survival +13, Swim +11 Modifiers Dawnflower Initiate (Knowledge (Religion))
Languages Aboleth, Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Grippli, Halfling, Ignan, Infernal, Orc, Protean, Sahaugin, Shadowtongue, Sylvan, Tengu, Terran, Undercommon
SQ Armor Mastery (Ex), Armor Training 3 (Ex), Battle Insight +5 (8/day) (Ex), Cooperative Combatants (+5 allies) (Ex), Tactician () 13r (6/day) (Ex), Weapon Mastery: -Choose- (Ex)
Combat Gear +3 Longbow, Composite (Str +8), +5 Dueling, Speed Shortsword, +5 Shield, Heavy Steel, Arrows (20), Rhino Hide; Other Gear Amulet of Natural Armor +4, Belt of Physical Perfection, +6, Boots, Winged, Cloak of Resistance, +5, Efficient Quiver (20 @ 3 lbs), Headband of Mental Superiority, +6: Linguistics, Acrobatics, Ioun Stone, Dusty Rose Prism (Cracked), Ioun Stone, Pale Green Prism, Manual of Gainful Exercise, +4, Ring of Protection, +3, Stone of Good Luck (Luckstone), Tome of Understanding, +5
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Battle Insight +5 (8/day) (Ex) - 0/8
Tactician () 13r (6/day) (Ex) - 0/6
--------------------
SPECIAL ABILITIES
--------------------
Armor Mastery (Ex) DR 5/- while wearing armor
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Battle Insight +5 (8/day) (Ex) As a swift action, grant +5 insight bonus on attack rolls to a single ally until the tactician's next turn.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Cooperative Combatants (+5 allies) (Ex) When using aid another, you can affect 5 additional allies, and can grant different allies different bonuses.
Coordinated Charge You may charge the same foe when an ally does
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Dawnflower Initiate: Knowledge (Religion) You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you.
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Devastating Strike Deal extra damage when using Vital Strike bonus
Jaguar Pounce Treat charge or spring attack against flat-footed or helpless foes as if you have Improved Critical.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Pack Attack Ally's attack allows you to take a 5-foot step
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Piranha Strike -6/+12 You can subtract from your attack roll to add to your damage with light weapons.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician () 13r (6/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Mastery: -Choose- (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training: Blades, Light +3 (Ex) +3 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Bows +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training: Hammers +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers

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I predict this thread will run to 984 posts....
= = = =
But you can build a fighter to have more than one trick. It doesn't always look like it though.
In the "Stew" multiclass, fighters are the potatoes while something else is the meat. Even if there are more potatoes than meat in the stew.
I.e., if a barb4/figh12 a fighter or a barbarian?
A. He's a barbarian.

![]() |

He isn’t meant to be the main damage dealer. He is designed to lead others to help them deal more damage more often. He can eventually deal more damage, but will never compare to other characters but that’s ok because that’s not his job. In addition, his out of combat utility surpasses many other characters I’ve seen. He is 15 point buy, in case that matters. Also, it is always better to build a character organically, according to the campaign needs and the party needs. However, this build should make it clear that the fighter doesn’t need GM fiat. It can function out of combat. It can be a leader in combat. It can be a contributor to the group. It still has money left over at each level to buy some healing as well. Because it is all 20 levels, it takes two posts.
** spoiler omitted **...
Is there a reason you gave something with 30 strength and 16 dexterity weapon finesse and piranha strike?

MerrikCale |

It's unfortunately at its best as a three level weaponmaster dip. That's not to say a four level dip to get full speed in medium armour isn't okay too.
It's not that the fighter is bad, it's just that every other class is more interesting.
I must the PF fighter is more interesting than the 3.5 one

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Mergy wrote:I must the PF fighter is more interesting than the 3.5 oneIt's unfortunately at its best as a three level weaponmaster dip. That's not to say a four level dip to get full speed in medium armour isn't okay too.
It's not that the fighter is bad, it's just that every other class is more interesting.
While this is true, compare it to the ranger or the barbarian or even the cavalier, and you have a class that trades interesting class features for more feats.

rat_ bastard |

The Fighter class is nice because it is a protean class that can equate to ass kicking in any mundane sense, the problem that I see is the seriously lacking non combat game. The only hard and fast fix I would give a fighter is +2 skill points a level.
my other problem is master craftsmen requires a feat after master craftsman to get any real use out of the feat.

MerrikCale |

MerrikCale wrote:While this is true, compare it to the ranger or the barbarian or even the cavalier, and you have a class that trades interesting class features for more feats.Mergy wrote:I must the PF fighter is more interesting than the 3.5 oneIt's unfortunately at its best as a three level weaponmaster dip. That's not to say a four level dip to get full speed in medium armour isn't okay too.
It's not that the fighter is bad, it's just that every other class is more interesting.
feats can be interesting too

Bob_Loblaw |

Bob_Loblaw wrote:Is there a reason you gave something with 30 strength and 16 dexterity weapon finesse and piranha strike?He isn’t meant to be the main damage dealer. He is designed to lead others to help them deal more damage more often. He can eventually deal more damage, but will never compare to other characters but that’s ok because that’s not his job. In addition, his out of combat utility surpasses many other characters I’ve seen. He is 15 point buy, in case that matters. Also, it is always better to build a character organically, according to the campaign needs and the party needs. However, this build should make it clear that the fighter doesn’t need GM fiat. It can function out of combat. It can be a leader in combat. It can be a contributor to the group. It still has money left over at each level to buy some healing as well. Because it is all 20 levels, it takes two posts.
** spoiler omitted **...
Yeah, power attacking with a short sword isn't as good as using piranha strike.
Was the only issue? Do you want to see more builds that can do things in and out of combat?

rat_ bastard |

BARBARIAN NOT HATE FIGHTER.
BARBARIAN PITY FIGHTER.
AM TRYING SO HARD BE COOL LIKE BARBARIAN, BUT AM STILL STOPPED BY MUNDANE THREAT LIKE GIANT STONE WALL OR GIANT MONSTER OR WALL OF FORCE OR PRISM SHINY WALL.
POOR FIGHTER.
Stone wall? This calls for Adamantite Katana! *Ducks before people throw rocks at me*

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Mergy wrote:Bob_Loblaw wrote:Is there a reason you gave something with 30 strength and 16 dexterity weapon finesse and piranha strike?He isn’t meant to be the main damage dealer. He is designed to lead others to help them deal more damage more often. He can eventually deal more damage, but will never compare to other characters but that’s ok because that’s not his job. In addition, his out of combat utility surpasses many other characters I’ve seen. He is 15 point buy, in case that matters. Also, it is always better to build a character organically, according to the campaign needs and the party needs. However, this build should make it clear that the fighter doesn’t need GM fiat. It can function out of combat. It can be a leader in combat. It can be a contributor to the group. It still has money left over at each level to buy some healing as well. Because it is all 20 levels, it takes two posts.
** spoiler omitted **...
Yeah, power attacking with a short sword isn't as good as using piranha strike.
Was the only issue? Do you want to see more builds that can do things in and out of combat?
Power Attacking with a short sword is fine. It's only less effective if you're two-weapon fighting, which this guy was not. I'm also confused as to why you would choose a short sword over a scimitar or longsword, but I'll let that go for flavour. The weapon finesse/piranha strike thing is an actual waste of a feat though.
As to your build, a cavalier does it better.

![]() |

AM SMART FIGHTER WITH COMBAT EXPERTISE FOR STUPID HIGH ARMOR CLASS AND DANGEROUSLY CURIOUS TRAIT FOR UMD CAST INVISIBILITY AND WALK PAST MONSTER THEN CAST SPIDER CLIMB TO GO OVER WALL AND FINALLY GET UNDETECTED WITHIN 5' OF RECKLESS ABANDON BARBARIAN WITH AC SO HORRIBLE HE CAN BE HIT WHEN 2s ARE ROLLED ON WORST ITERATIVES....CAREFULLY LIGHT INVISIBLE BAG OF DOG-POO NEXT TO BARBARIAN, THEN SCAMPER AWAY. IF HE GETS ANGRY, CAST LEVITATE AND QUICK DRAW BOW, WIGGLE NO-NO-NO WITH ADMONISHING INDEX FINGER.

TarkXT |

AM SMART FIGHTER WITH COMBAT EXPERTISE FOR STUPID HIGH ARMOR CLASS AND DANGEROUSLY CURIOUS TRAIT FOR UMD CAST INVISIBILITY AND WALK PAST MONSTER THEN CAST SPIDER CLIMB TO GO OVER WALL AND FINALLY GET UNDETECTED WITHIN 5' OF RECKLESS ABANDON BARBARIAN WITH AC SO HORRIBLE HE CAN BE HIT WHEN 2s ARE ROLLED ON WORST ITERATIVES....CAREFULLY LIGHT INVISIBLE BAG OF DOG-POO NEXT TO BARBARIAN, THEN SCAMPER AWAY. IF HE GETS ANGRY, CAST LEVITATE AND QUICK DRAW BOW, WIGGLE NO-NO-NO WITH ADMONISHING INDEX FINGER.
...I don't think you know this particular barbarian very well.

Bob_Loblaw |

Bob_Loblaw wrote:Mergy wrote:Bob_Loblaw wrote:Is there a reason you gave something with 30 strength and 16 dexterity weapon finesse and piranha strike?He isn’t meant to be the main damage dealer. He is designed to lead others to help them deal more damage more often. He can eventually deal more damage, but will never compare to other characters but that’s ok because that’s not his job. In addition, his out of combat utility surpasses many other characters I’ve seen. He is 15 point buy, in case that matters. Also, it is always better to build a character organically, according to the campaign needs and the party needs. However, this build should make it clear that the fighter doesn’t need GM fiat. It can function out of combat. It can be a leader in combat. It can be a contributor to the group. It still has money left over at each level to buy some healing as well. Because it is all 20 levels, it takes two posts.
** spoiler omitted **...
Yeah, power attacking with a short sword isn't as good as using piranha strike.
Was the only issue? Do you want to see more builds that can do things in and out of combat?
Power Attacking with a short sword is fine. It's only less effective if you're two-weapon fighting, which this guy was not. I'm also confused as to why you would choose a short sword over a scimitar or longsword, but I'll let that go for flavour. The weapon finesse/piranha strike thing is an actual waste of a feat though.
As to your build, a cavalier does it better.
I needed a light weapon or a finesse weapon for the dueling. You'll notice that he had a longsword until I could afford the dueling then it switched. I had other options in mind as well, like using defending weapons as well, but I changed my mind partway through. He was also going to be a sword-and-board fighter at one point. So he originally had off-hand attacks. He could still be built that way. If I dropped weapon finesse, I would take toughness. And of course change piranha strike to power attack. However, in the end this only goes to show that even one or two "errors" in the build is forgiving.
Show me the cavalier that does it better. Remember to include all that out of combat utility along with all that in combat utility.

TarkXT |

Show me the cavalier that does it better. Remember to include all that out of combat utility along with all that in combat utility.
You mean the one that can use tactician as a swift action at 9th? Cause they all do that.
Or the one that's giving +5 to +10 morale bonuses on all charge attacks?
Or how about the ones that can cast spells from scrolls without umd?
Or the ones who ride T-Rexes, lance people for an unreal amount of damage while still handing out their tactician feats like candy?
Oh, or maybe you mean the one who gives other people immediate action moves and charge attacks while granting circumstance bonuses on challenged enemies hes threatening?
Or how about the archer that completely shut down MR LICH because he shot him with a bow and the lich got so angry that he has to run over their and slap him while the cavalier does a troll face and rides off on his magical pegasus?
OH! Maybe you mean the archetype that can give out more tactician feats than that fighter adn even shut down your tactician.
Because there's lots of ways it can be done.

Bob_Loblaw |

Bob_Loblaw wrote:Show me the cavalier that does it better. Remember to include all that out of combat utility along with all that in combat utility.You mean the one that can use tactician as a swift action at 9th? Cause they all do that.
Or the one that's giving +5 to +10 morale bonuses on all charge attacks?
Or how about the ones that can cast spells from scrolls without umd?
Or the ones who ride T-Rexes, lance people for an unreal amount of damage while still handing out their tactician feats like candy?
Oh, or maybe you mean the one who gives other people immediate action moves and charge attacks while granting circumstance bonuses on challenged enemies hes threatening?
Or how about the archer that completely shut down MR LICH because he shot him with a bow and the lich got so angry that he has to run over their and slap him while the cavalier does a troll face and rides off on his magical pegasus?
OH! Maybe you mean the archetype that can give out more tactician feats than that fighter adn even shut down your tactician.
Because there's lots of ways it can be done.
So we're not going to compare actual builds. Instead we're just going to make claims. Yeah, the cavalier is actually a great class and can do quite a bit. However, until a build is posted that is actually better, I don't have any reason to believe that it is actually better.
Also, remember that the original claim was that the fighter couldn't do anything that I actually accomplished. So the fighter that I built, would it leave a player with nothing to do in and out of combat? Can it actually be a benefit to the party? Can it do this at all levels of play? Or are we just going to ignore the fact that I did what was said couldn't be done because we don't want the fighter to actually be playable?

Quintin Crusher |
Okay, I hate to throw in my two cents here but I feel I must. It is true, that a DM should involve all his players in a game, but some classes are simply better at serving a story. Break it down in a straight comparison.
Name one other full BAB class with 2+Int skills. You can't... Magic classes do not complain about skills because they have magic and usually focus on an ability score that aids in skills to compensate. Also, name another class that has absolutely no skill support at all. Try.... you can't. Whether bloodline or bonus languages, every other class has some sort of out of combat flavor.
Now before you cry-out in hatred that the fighter is iconic and fighting is what he is supposed to do, let's look at it from your other party members' perspectives. Do you throw the fighter bones to make him interesting when other classes have sacrificed early combat efficiency to make themselves more interesting than "I swing my sword this much harder." Bard and Rogue wives are being widowed every session! These classes are throwing away their lives to be more interesting than a pile of feats and Hit dice.
Now throwing more skills in the fighter's direction just lessons other classes that have given-up combat prowess for their "precious" skills. The tactician was a step in the right direction, but a few thing's are missing from the fighter. I'm going to say it, eat me alive if you want to but... The Fighter needs to loose weapon training or perhaps the feat exclusivity in the favor of a skill based boon. Or perhaps just the tactician ability itself. Maybe some sort of a bonus that differs between lawful or chaotic alignment to represent the knight vs mercenary mentality that is iconic for this class. Perhaps a point system similar to grit that let's them exchange combat prowess for skill bonuses later on.
What can we do to balance them. They are not weak (untill later caster exclusive levels) but they do take away from out of combat experiences. I honestly feel bad for most of my friends that play them and have such little to do out of combat. As I said they are not horrible, just the other classes seem to have a better balance between out of and in combat boons. They are the only class out of the core classes that cannot conceivably stealth in any capacity and be optimized. It's not even a realistic option for them. What can we change to make them more balanced?

AM BARBARIAN |

...I don't think you know this particular barbarian very well.
SECONDED. AM SO MANY THINGS WRONG WITH STATEMENT BARBARIAN NOT EVEN KNOW WHERE BEGIN. PROBABLY START WITH RAGELANCEPOUNCE, THOUGH, SPELL SUNDER LEAD TO DISPEL INVISIBILITY FOLLOW BY BUNCH OF PAIN. BARBARIAN ALWAYS FIND THAT RAGELANCEPOUNCE AM GOOD BEGINNING, MIDDLE, AND END TO DISAGREEMENT.

Quintin Crusher |
Quintin Crusher wrote:Name one other full BAB class with 2+Int skills. You can't...Paladin.
Do I look as dumb as I feel. Good catch. That said, in comparison we are looking at two classes. One of the doesn't have spells, healing, or out of combat abilities like detect evil.
The Paladin even has an animal companion, and a divine centered story hook. So easy to back up. The restriction on alignment hurts, but it gives them a story hook. I get that your fighter might not be generic fighter to you as the player, but I hate that other classes that are less powerful have that character you claim to have built into them. Not Balanced for either of us.
Quintin Crusher |
I also post my previous responses without a focus on archetypes or multi-class dips. They are the only class that seems built for dips as hard as the fighter. I just can't think of another class that goes so generic. I guess perhaps wizard, but they have their schools, familiars, the power of magic, and use intell to get skills to distinguish themselves from each other.

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Spell Sunder to sunder Invisibility?
Uhm, wait, ah, er....
<mad cackle>
PROBABLY START WITH RAGELANCEPOUNCE
PUSHING ASSAULT AND STAND STILL WITH REACH WEAPON STOP POUNCE. QUICK DRAW BOW AND MACHINE GUN WHILE WEARING GLOVES OF DUELING. SMART FIGHTER LOVE HAVING CRAP-TONS OF FEATS FOR MULTIPLE WEAPON CHAINS AMONG OTHER STUFF. TWIRL SNIDELY WHIPLASH HANDLEBAR MUSTACHE. LAUGH CRUELLY. UMD HIGHER LEVEL SPELLS NOW BECAUSE PLAY-TIME OVER AND WE'RE MADE OF MONEY AT 20TH LEVEL WHERE THESE STUPID COMPARISONS TAKE PLACE.

Bob_Loblaw |

Okay, I hate to throw in my two cents here but I feel I must. It is true, that a DM should involve all his players in a game, but some classes are simply better at serving a story. Break it down in a straight comparison.
The ability to tell a story is based on players and GM, not the classes they choose.
Name one other full BAB class with 2+Int skills. You can't... Magic classes do not complain about skills because they have magic and usually focus on an ability score that aids in skills to compensate. Also, name another class that has absolutely no skill support at all. Try.... you can't. Whether bloodline or bonus languages, every other class has some sort of out of combat flavor.
So you are saying that the fighter has no skill support at all? Have you checked out the archetypes? Have you noticed that the fighter doesn't need to invest his skills into "Trained Only" skills as much as the other classes.
Now before you cry-out in hatred that the fighter is iconic and fighting is what he is supposed to do, let's look at it from your other party members' perspectives. Do you throw the fighter bones to make him interesting when other classes have sacrificed early combat efficiency to make themselves more interesting than "I swing my sword this much harder." Bard and Rogue wives are being widowed every session! These classes are throwing away their lives to be more interesting than a pile of feats and Hit dice.
Did you look at my fighter build? He was the one throwing the rest of the party a bone. In fact, he wasn't the big damage dealer.
Now throwing more skills in the fighter's direction just lessons other classes that have given-up combat prowess for their "precious" skills. The tactician was a step in the right direction, but a few thing's are missing from the fighter. I'm going to say it, eat me alive if you want to but... The Fighter needs to loose weapon training or perhaps the feat exclusivity in the favor of a skill based boon. Or perhaps just the tactician ability itself. Maybe some sort of a bonus that differs between lawful or chaotic alignment to represent the knight vs mercenary mentality that is iconic for this class. Perhaps a point system similar to grit that let's them exchange combat prowess for skill bonuses later on.
The archetypes lose out on the excessive bonuses that the fighter doesn't really need. The tactician archetype, which is what I build above, fulfills this, plus has 4 skill points per level.
What can we do to balance them. They are not weak (untill later caster exclusive levels) but they do take away from out of combat experiences. I honestly feel bad for most of my friends that play them and have such little to do out of combat. As I said they are not horrible, just the other classes seem to have a better balance between out of and in combat boons. They are the only class out of the core classes that cannot conceivably stealth in any capacity and be optimized. It's not even a realistic option for them. What can we change to make them more balanced?
I'm going to work on a stealthy fighter that will be effective in and out of combat. I will also give him more than one or two options for combat. Give me a few days. I work 12-13 hours tomorrow and have plans all weekend.

AM BARBARIAN |

Spell Sunder to sunder Invisibility?
Uhm, wait, ah, er....
<mad cackle>
Quote:PROBABLY START WITH RAGELANCEPOUNCEPUSHING ASSAULT AND STAND STILL WITH REACH WEAPON STOP POUNCE. QUICK DRAW BOW AND MACHINE GUN T-REX WHILE WEARING GLOVES OF DUELING. SMART FIGHTER LOVE HAVING CRAP-TONS OF FEATS. TWIRL SNIDELY WHIPLASH HANDLEBAR MUSTACHE. LAUGH CRUELLY. UMD HIGHER LEVEL SPELLS NOW BECAUSE PLAY-TIME OVER AND WE'RE MADE OF MONEY AT 20TH LEVEL WHERE THESE STUPID COMPARISONS TAKE PLACE.
YEP. SUNDER INVISIBILITY. AM NEGATING MISS CHANCE ON SPELL SUNDER.
MORE UMPORTANTLY, REACH WEAPON NOT STOP RAGELANCEPOUNCE.
NOTE WORD CHOICE. BARBARIAN NOTE WORD CHOICE. AM ALL THE UMPORTANCE.
RAGELANCEPOUNCE. REACH AM ONLY EVENING ODDS, WHICH AM ALREADY EVEN IN BARBARIAN FAVOR.
AND WHY HECK BARBARIAN RIDE TREX? AM WAY SUBOPTIMAL MOUNT. REAL BARBARIANS RIDE BATTY BAT, WHICH AM.
UH.
BARBARIAN STILL NOT ENTIRELY SURE, BUT TAKE ON GOOD WORD BATTY BAT AM TOTALLY AWESOME. FEETS LIKE CENTIPEDE AM NOTHING COMPARED TO NON-CRAPPY BARBARIAN.

Odraude |

I've taken to getting 'Ease of Faith' on fighters. The +4 to diplomacy you get can counteract dumping Charisma and if you don't dump it, can really help out the party.
I've always felt that campaign traits weren't there just to add optimization choices, but to add new ways to play a character. My fighter didn't dump Charisma (didn't raise it either) and with just a 10, had a +5 to Diplomacy. While not at the levels of a bard or rogue, it's still not too shabby for a big dumb fighter.

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Paladins and Eldritch Knights are 2 skill/level martial classes. Barbarians, rangers and cavaliers gets skills in exchange for trading away half their feat potential for a set of limited-use class abilities.
Most people build fighters who are stupid, powering attacking lunkheads without the sense God game a brick. -- Build one as a smart, mobile, Combat Expertise exploiter (and I mean for that feat itself, not Improved Trip, etc) who's almost impossible to hit while moving full-speed in full-plate (because you avoid archetype traps which trade away all the good scaling stuff), and you'll step into a whole new world of fighter awesome.
(Still waiting for INT 7 barbarian to explain how he's attacking to spell sunder something he can't see, and also wondering whether or not he's Enlarged full-time on that batty bat, since he'll need to be get his lance's reach equivalent to any competent high-level Enlarged fighter's reach weapon, to say nothing of one with UMD at his disposal. Go ahead, pick any Mirror Image. But anyway, high-level comparisons are boring.)

Trinam |

Yes, moving back to the point...
*clears throat* Fighters are good for AC defenses. Mobile fighters are particularly good for this if you don't want to have Mithral Stoneplate and a +7 dex... but standard fighters work fine if you DO want to have stoneplate and a +7 dex.
But, then the enemy may just try to move around you. You may want a counter-strategy for that.

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But, then the enemy may just try to move around you. You may want a counter-strategy for that.
Combat Reflexes + Stand Still + Quick Draw + bardiche + Quick Draw shield + one-hander beatstick.
1st level. The Pain-Wagon has arrived.
Threatening Defender trait & Combat Expertise at 2nd. Power Attack at 3rd and Pushing Assault at 4th. WF/WS? ...for suckers. We have way too many weapons to waste time on that stuff until the bread-n-butter basics are squared away.

Quintin Crusher |
The point is that figher's are not as well rounded and built as other classes. Yes they are the most versatile combat class in the game. The disparity they have in non-combat abilities compared to other classes is what makes them so painful to play. People don't mind that the Ranger isn't quite as good because he has six plus skills and other abilities to help out.
Also Eldrich Knight is a prestige class, not a base or core class. So they don't count. Paladin is a gish of magic/martial, they are not martial. Rogue, Cavalier, Fighter, and core barbarian are the only true martial classes. I wasn't counting archetypes because that is not the "fighter."
Are we really gonna argue that the Fighter doesn't have less to do than the other classes out of combat? Really, are we going there? Because I get trading off some non-combat abilities to be a combat powerhouse, but the fighter has a cut-throat complete disparity in the trade off.

Odraude |
2 people marked this as a favorite. |

The point is that figher's are not as well rounded and built as other classes. Yes they are the most versatile combat class in the game. The disparity they have in non-combat abilities compared to other classes is what makes them so painful to play. People don't mind that the Ranger isn't quite as good because he has six plus skills and other abilities to help out.
Also Eldrich Knight is a prestige class, not a base or core class. So they don't count. Paladin is a gish of magic/martial, they are not martial. Rogue, Cavalier, Fighter, and core barbarian are the only true martial classes. I wasn't counting archetypes because that is not the "fighter."
Are we really gonna argue that the Fighter doesn't have less to do than the other classes out of combat? Really, are we going there? Because I get trading off some non-combat abilities to be a combat powerhouse, but the fighter has a cut-throat complete disparity in the trade off.
I never felt I had less to do in social situations. I guess I am going there...

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The point is that figher's are not as well rounded and built as other classes. Yes they are the most versatile combat class in the game. The disparity they have in non-combat abilities compared to other classes is what makes them so painful to play.
What does a fighter have to do out of combat that's actually important?
Make Diplomacy checks? (Well, if he didn't completely trash his INT and CHA, and has Dangerously Curious, he can do way more "roleplay" at the society court ball being all dimple-chinned handsome in his Parade Armor...meanwhile his smelly and surly brute ally who didn't get an invitation is told to go groom the horses.)
An INT 14 human fighter is getting 5 skills/level; an INT7 half-orc barbarian gets 2 per level.

Malignor |
1 person marked this as a favorite. |

I'm actually talking about a fighter straight out of the books. It only takes an understanding of how skills work, a GM that understands how skills work, and proper understanding of how to build a character. The problem is often that people expect the fighter to fill a role that it was never meant to fill.
First off, drop the silliness of DM fiat/fluff. It's a cop out excuse for bad GMing. A good GM can challenge any character or group of characters. I know, I've been doing it for 30+ years now. The only times I have ever seen a fighter not be useful is when the players and/or the GM didn't know what they were doing.
{If the fighter is sitting out of non-combat situations} Then the GM failed and the player doesn't know how to play. It's honestly not that difficult. If a player can't figure out what to do outside of combat, then that isn't a fault of the class. It's a fault of the GM and player. I hear/read this falsehood a lot but the reality is that anyone can do things out of combat.
It is bad GMing that causes the fighter to not be useful. It is not fiat that allows a fighter to be successful. A good GM knows how to create challenges for the party and for each character.
I tire of seeing "fiat" thrown around so much. It's a complete falsehood that any class needs fiat to be good. It needs a GM that knows what they are doing. It also needs a player who knows how to build to what they want.
Firstly, sorry I didn't include my own quotes, and I hope that doing so didn't ruin the context of your points (but I added the {} thing in there since it looked like it was needed to maintain your meaning, sans my quote). I did so to keep too much nesting and confusion from occurring.
Anyhow, first let's take care of the side points, then we'll attack the main body ... so to speak.
Regarding terminology: You don't like "fiat" (or likely "coddling" or "bias"), so would you prefer "compensation"? Because I am quite confident that if you don't see it with your 30 years of experience, it's because it's being done unconsciously. I'll explain why later.
Regarding 30+ years: I've only been playing 28, and running games for 25, so I guess that means you're a superior gamer than I am. *grovels profusely* There ... now that the pointless and thinly veiled older-school-than-you elitism out of the way, let us continue discussing more interesting things.
Now, onto the main stuff. I'll do this in a Q&A style format (not to be confused with QA - that's Quality Assurance, and what I do for a living. My job is to poke holes in things, tell creative people that they suck, and in the process make them look good by enforcing high quality of work. It's a good field to work in. I digress.)
Q: Why do you think that a fighter sits out of level 5+ social encounters?
A: Because at level 5+, any challenging social encounters require Diplomacy, Sense Motive, or similar skill checks of around DC 20. Now I've seen very few fighters in my day that max out Intimidate (though Dazzling Display and friends would inspire me to do exactly that), which means that there's a majority of Fighters which are simply unable to do anything but stick their feet in their mouth, and get duped and humiliated by more eloquent NPCs. Meanwhile the Bard, Rogue, or spellcaster has to burn up their Enchantment spells or make twice the skill checks just to get the info they need, or talk the king out of beheading the group for their (Fighter's) insolence.
Now a DM can dumb down the DCs, or simply make then not count by having player eloquence rule the day... but then you may as well make a house rule: No social skills. Either they count or they don't. Going halfway, you'll find that little words like "biased" or "compensated" start to describe the playing style.
Q: Why do you think that a fighter sits out of level 5+ stealth segments?
A: Armor, no stealth ranks. Even with a potion of invisibility...
Q: Where else does a fighter sit out?
A1: Downtime. Spellcasters can use spells or Crating feats to make things that are useful. Fighters can make ... individual mundane items over the span of weeks. Taking a week to craft a sword is not a contribution even worth mentioning in the same paragraph as two dozen Walls of Stone, plus a 6-pack of magic potions.
A2: Investigation. Lack of perception, lack of stealth, lack of social skills, lack of divination magic... the fighter class has no tools to provide a player with in attempting to investigate. Remember, we're talking classes here. Not players.
Again, all the above things are situations where, yes, "a good GM can make it work"... but to make it work, look at what you have to do: Find ways for people to contribute without skills, magic or abilities. This means downplaying the value of skills, magic and abilities which can resolve issues... after all, a fighter can solve this crime/out-talk the contract devil/sneak past the shrewd and paranoid sentries, so why even have skills or spells or abilities?

Quintin Crusher |
He isn’t meant to be the main damage dealer. He is designed to lead others to help them deal more damage more often. He can eventually deal more damage, but will never compare to other characters but that’s ok because that’s not his job. In addition, his out of combat utility surpasses many other characters I’ve seen. He is 15 point buy, in case that matters. Also, it is always better to build a character organically, according to the campaign needs and the party needs. However, this build should make it clear that the fighter doesn’t need GM fiat. It can function out of combat. It can be a leader in combat. It can be a contributor to the group. It still has money left over at each level to buy some healing as well. Because it is all 20 levels, it takes two posts.
** spoiler omitted **...
By the way, I don't understand how this character lives in your games. 15 AC at level 1 for the melee tank. If our tank doesn't have atleast 19 AC, that is a quick death most assuredly for the well balanced party. Not to mention your only averaging 8 damage with plus three to hit. So let's say you face a hardy CR 1/3 encounter against an orc. With a falchion for +5 to hit (Weapon focus, 17 Strength, 1 BAB) and 2d4 damage plus 4 damage. What can you do against that. You both have equal chance of hitting each other. His weapon has higher average damage and a better crit range. Not to mention orc ferocity almost guarantee's he hits you twice. I just don't understand how this is a balanced fighter. I mean he can't do combat and he has a few of the knowledge skills at low levels but at the cost of filling a single party role... A Wizard with mage armor has the same AC with a plus one dex. The rogue is probably a better tank...

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Hold the pebble with Silence cast on it between your teeth; close mouth when combat breaks out?Q: Why do you think that a fighter sits out of level 5+ stealth segments?
A: Armor, no stealth ranks. Even with a potion of invisibility...
Q: Where else does a fighter sit out?
A1: Downtime. Spellcasters can use spells or Crating feats to make things that are useful. Fighters can make ... individual mundane items over the span of weeks.
Because, heaven knows, people roleplay those weeks of noxious chemical-mixing while the crafters are making junk?
I think you're reaching here.
Look, there's no argument: Stupid and unpleasant characters of just about any class have a hard time doing anything out of combat. INT 14 human fighter with 12 CHA can easily have maxed diplomacy. Brainless, unpleasant halfling rogue with 7 in INT and 9 CHA only gets one more skill point and is +0 Diplomacy over the fighter even though it's a rogue class skill.

Malignor |

He isn’t meant to be the main damage dealer. He is designed to lead others to help them deal more damage more often. He can eventually deal more damage, but will never compare to other characters but that’s ok because that’s not his job. In addition, his out of combat utility surpasses many other characters I’ve seen. He is 15 point buy, in case that matters. Also, it is always better to build a character organically, according to the campaign needs and the party needs. However, this build should make it clear that the fighter doesn’t need GM fiat. It can function out of combat. It can be a leader in combat. It can be a contributor to the group. It still has money left over at each level to buy some healing as well. Because it is all 20 levels, it takes two posts.
What can he do out of combat except use knowledge skills (and what are those used for)? Perception is meh, social skills are less than a 1st level commoner (CHA 8, no ranks in social skills until it's beyond salvaging). Howabout solving a murder? Gathering information? Outwitting a succubus at the appropriate CR? Sneaking past some CR appropriate guards? Preparing a village against next week's assault from an Orc warband?
Further, what does a Fighter have to offer for these situations which a commoner doesn't?

Malignor |

A level 0 commoner can do the same. Where is the Fighter class helping?Malignor wrote:Hold the pebble with Silence cast on it between your teeth; close mouth when combat breaks out?Q: Why do you think that a fighter sits out of level 5+ stealth segments?
A: Armor, no stealth ranks. Even with a potion of invisibility...
Quote:Because, heaven knows, people roleplay those weeks of noxious chemical-mixing while the crafters are making junk?Q: Where else does a fighter sit out?
A1: Downtime. Spellcasters can use spells or Crating feats to make things that are useful. Fighters can make ... individual mundane items over the span of weeks.
No, but when a GM says "you have 3 weeks before the next adventure", players of most classes can jump up and raise their hand, saying "Ooh! Pick me!" and then go on about all the cool stuff they can do with their spells, or crafting feats. Stuff that contributes to party effectiveness (such as stones of silence and potions of invisibility). Meanwhile, the Fighter's player says "I make a metal shield" which contributes ... nothing. OOORRRR the player group, GM and all, put their heads together and struggle up some half-baked way that the Fighter can do something that's NOT lame... often that's something which a commoner can do.

Quintin Crusher |
No, but when a GM says "you have 3 weeks before the next adventure", players of most classes can jump up and raise their hand, saying "Ooh! Pick me!" and then go on about all the cool stuff they can do with their spells, or crafting feats. Stuff that contributes to party effectiveness (such as stones of silence and potions of invisibility). Meanwhile, the Fighter's player says "I make a metal shield" which contributes ... nothing. OOORRRR the player group, GM and all, put their heads together and struggle up some half-baked way that the Fighter can do something that's NOT lame... often that's something which a commoner can do.Mike Schneider wrote:A level 0 commoner can do the same. Where is the Fighter class helping?Malignor wrote:Hold the pebble with Silence cast on it between your teeth; close mouth when combat breaks out?Q: Why do you think that a fighter sits out of level 5+ stealth segments?
A: Armor, no stealth ranks. Even with a potion of invisibility...Quote:Because, heaven knows, people roleplay those weeks of noxious chemical-mixing while the crafters are making junk?Q: Where else does a fighter sit out?
A1: Downtime. Spellcasters can use spells or Crating feats to make things that are useful. Fighters can make ... individual mundane items over the span of weeks.
Lets not forget every other class can build that shield too. EVERY OTHER CLASS! Some even use intel as their key stat which helps. Others also have more skills to make that easier to do.

Quintin Crusher |
the interesting thing of this forum is am barbarian ragelancepouncing all that stands in his way
I think it is really a simple conversation that can't be won. If pathfinder made the fighter less bricky and more in line with the other classes, a lot of the oldschool fanbase would be upset at the change in the game they love. It's just an unfortunate class balance issue that they can't fix.

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It's not that the fighter can't do knowledge or diplomacy or other stuff while still being moderately effective at fighting. It's just that other classes can do comparable damage but with more skills and frankly, cooler class features.
OK; I'll bite: what does a barbarian do that's "cool" beside yell loud and make his veins bulge to get bonuses that are sort of similar to Weapon Training but less reliable? His armor class is -10 of a fighter's pretty quick; and all it takes is the enemy landing one additional smack to make his extra hit-points melt away like butter in a sauna.
What does a cleric get to do that's cool? They're pretty dull once you've heard the sermon the third time.
They, and other casters, are fun...until they run out of spells; then their fun is strictly at the mercy of other PCs who are still fresh as a daisy.
Rogue? Thanks for finding that pit trap. <toss rope and grappling hook>
Paladin? Make love to your horse and quit bugging me with your moral qualms while I'm killing these goblin vermin before they breed. Hey, did you hear that next adventure is all constructs and killer mushrooms?
Druid: ...underground?
= = = =
-- Fighters are arguably the most flexible class because they are not typecast. You can be a brute a plate, a brute in no armor, or a brainiac is either as well. You can walk around in wizard's robes, UMD a wand, then pull a composite bow out your efficient quiver -- and nobody knows you're wearing glamored plate as they waste fort-save magic on you.

Trinam |

Quote:But, then the enemy may just try to move around you. You may want a counter-strategy for that.Combat Reflexes + Stand Still + Quick Draw + bardiche + Quick Draw shield + one-hander beatstick.
1st level. The Pain-Wagon has arrived.
Threatening Defender trait & Combat Expertise at 2nd. Power Attack at 3rd and Pushing Assault at 4th. WF/WS? ...for suckers. We have way too many weapons to waste time on that stuff until the bread-n-butter basics are squared away.
It's good in theory, but this plan has its own set of problems. Namely that 'stand still is stupidly difficult against monsters and Full-BAB opponents.' Which are generally the only two things you need to stop.

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Mergy wrote:It's not that the fighter can't do knowledge or diplomacy or other stuff while still being moderately effective at fighting. It's just that other classes can do comparable damage but with more skills and frankly, cooler class features.OK; I'll bite: what does a barbarian do that's "cool" beside yell loud and make his veins bulge to get bonuses that are sort of similar to Weapon Training but less reliable? His armor class is -10 of a fighter's pretty quick; and all it takes is the enemy landing one additional smack to make his extra hit-points melt away like butter in a sauna.
What does a cleric get to do that's cool? They're pretty dull once you've heard the sermon the third time.
They, and other casters, are fun...until they run out of spells; then their fun is strictly at the mercy of other PCs who are still fresh as a daisy.
Rogue? Thanks for finding that pit trap. <toss rope and grappling hook>
Paladin? Make love to your horse and quit bugging me with your moral qualms while I'm killing these goblin vermin before they breed. Hey, did you hear that next adventure is all constructs and killer mushrooms?
Druid: ...underground?
= = = =
-- Fighters are arguably the most flexible class because they are not typecast. You can be a brute a plate, a brute in no armor, or a brainiac is either as well. You can walk around in wizard's robes, UMD a wand, then pull a composite bow out your efficient quiver -- and nobody knows you're wearing glamored plate as they waste fort-save magic on you.
Um... yeah! That's exactly how all the class dynamics work. Good job, you have beaten me with most excellent logic.

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Mike Schneider wrote:It's good in theory, but this plan has its own set of problems. Namely that 'stand still is stupidly difficult against monsters and Full-BAB opponents.' Which are generally the only two things you need to stop.Quote:But, then the enemy may just try to move around you. You may want a counter-strategy for that.Combat Reflexes + Stand Still + Quick Draw + bardiche + Quick Draw shield + one-hander beatstick.
1st level. The Pain-Wagon has arrived.
Threatening Defender trait & Combat Expertise at 2nd. Power Attack at 3rd and Pushing Assault at 4th. WF/WS? ...for suckers. We have way too many weapons to waste time on that stuff until the bread-n-butter basics are squared away.
Not that Stand Still runs out of gas much if your M.O. is Enlarged with polearm. You bloody rule dungeon corridors -- nothing can reach the squishy allies behind you.
But that reminds me:
Q. What cool thing can a fighter do that no other class can?
A. Swap feats as he levels.
= = = =
A level 0 commoner can do the same. Where is the Fighter class helping?A 0-level commoner doesn't have heavy armor proficiency, and lacks a good stat array for having good physical stats while still having something left for INT and CHA (for, say, UMDing Silence if it's really necessary).
Quote:Because, heaven knows, people roleplay those weeks of noxious chemical-mixing while the crafters are making junk?No, but when a GM says "you have 3 weeks before the next adventure", players of most classes can jump up and raise their hand, saying "Ooh! Pick me!" and then go on about all the cool stuff they can do with their spells, or crafting feats. Stuff that contributes to party effectiveness (such as stones of silence and potions of invisibility). Meanwhile, the Fighter's player says "I make a metal shield" which contributes ... nothing.
I have a better idea: me the player jumps in the car and goes out to grab lunch...or maybe a different gaming group if tedious hours of craft/shop BS rather than actual playing the game is what titillates the current group.
I spend an evening once with a bunch that basically did nothing but sit on their asses and pour through @#^%$ splatbooks looking for X crap they could make on a Y budget. Slowest night on earth, ever.
Bloody jail time doesn't move that slow.
Dear GMs: Never, ever level PCs (especially casters) during a session. Mandate that all PCs be fully leveled and equipped at the beginning of play.