Skillful Warrior Build?


Advice


I don't want sneak attack or bardic music/spells or the ranger animal/wilderness stuff. I do want a fairly broad range of class skills and a goodly number of skill points.

I want to be an able melee combatant, so I don't want to have to run Int up to 16 or 18 to get all those extra skill points. Could be a light or heavy fighter, but thematically probably more light armor, one-handed weapon type.

Fighter (Tactician) is a step in the direction with 4 skill points, but class list is still pretty limited.

Bard (Archeologist) is nice for doing away with music and getting balanced stuff back, but it leaves you with spells. Dumping Charisma to 9 to eliminate casting doesn't feel like a good workaround.

A ranger that gives up animal stuff and divine casting might be okay, but I'm not sure which archetype that would be. Maybe aforementioned tactician with a Ranger 1 and/or Rogue 1 dips to gain class skills.

Tome of Secrets Swashbuckler class actually come pretty close, but I prefer Paizo material. A suppose a judicious mix of Rogue and Fighter levels might approximate that class.

Thoughts?

Thanks!


Look at Lore Warden Fighter archetype. It is light-armor wearing, with +2 skill points per level that have to be spend on Int-based skills, treats all Knowledges as class skills, gets Combat Expertise in place of Bravery, gets scaling bonus to CMB and CMD and a few other abilities instead of armor training. And keeps weapon training to that.

EDIT: You might also consider Ranger with Guide (no animal companion) and Skirmisher (no nature-related spells, or any other spells) archetypes stacked, with Urban and Dungeon favored terrains.


You basically have it covered. If you absolutely can't have spells, there's 2 ranger archetypes that give it up, and that'd leave you w/ full BAB, 6+ int skills, and so forth.

3E books would expand your options.

Liberty's Edge

Okay, a Ranger (Urban Ranger, Skirmisher) would definitely work for what you're aiming for. Skilled, dangerous, effective. No magic whatsoever, nor much in the way of wilderness focus. You do still get an animal companion, but a loyal Mastiff or Horse companion sems appropriate.

Alternately, a Lore Warden is a good Fighter-based choice for this Archetype, and quite fun (especially with Traits and/or Cosmopolitan granting a few non-Int based Class Skills).

A Barbarian (and especially an Urban Barbarian from UC) can also do this job, again, especially with Cosmopolitan and/or Traits to add additional class skills.

Those are my immediate thoughts, assuming you really want to avoid spellcasting for whatever reason.

Silver Crusade

I would suggest Ranger with the Guide and Skirmisher build, you gain a smite ability of sorts and you also loose the spells and get a ton of skills


Right. Skirmisher seems to be a great starting point. And I believe Hunters Bond with my "companions" eliminates the animal companion.

Lore wardens a nice options as is the Cosmopolitan

In truth I'm considering this as PC for Skull and Shackles and would use traits or alt racial traits to add sailor type skills or ship or water specific advantages. Skirmisher and Hunters Bond (Companions) do the trick. Several of the Combat Style chains are viable.

Urban Ranger is nice add as the favored communities could be major ports of call starting with Port Peril. Though I'm not sure that is mechanically superior to having Favored Terrain (Water then Urban then Jungle or Swamp.)

[EDIT: Ranger (Warden) has some nice features to it as well. A sea warden of sort. Falconer with Parrot? Or a sea hawk I suppose if I wanted to keep the animal bond.]

I have looked at the various pirate-esque archetypes and prestige classes and either they still are sneak attack or they don't solve the skill problems will enough.

Thanks for the help.


Some folks on the boards seem to think that having a PC with two classes even split seems too be a bad idea. Generally, I think this is true, but for a rogue/fighter it could work. I built a level 12 PC (Lore Warden 6, Rogue 6) that could do a lot of stuff and had good skills. Lore Warden still gets his weapon training, which is important to stay competetive as a damage-dealer.

It was meant to be a back-up for a campaign and so the sequence of feats and classes may have to be changed around some.

Half Elf (because of dual-minded)

feats:
Level1 Rogue1 BAB0 1. Iron Will, 2. Skill Focus: Acrobatics (Half Elf)
Level2 Rogue2 BAB1 3. Weapon Finesse (Rogue Talent)
Level3 Fighter1BAB2 4. Dervish Dance, 5. Dodge (FighterBonus)
Level4 Rogue3 BAB3 -
Level5 Rogue4 BAB4 6. Improved Unarmed Strike (RT), 7. Crane Style
Level6 Rogue5 BAB4 -
Level7 Rogue6 BAB5 8. Weapon Focus Scimitar (RT), 9. Combat Reflexes
Level8 Fighter2BAB6 10. Crane Wing
Level9 Fighter3BAB7 11. Power Attack
Level10 Fighter4BAB8 12. Weapon Spec. Scimitar (FB)
Level11 Fighter5BAB9 13. Improved Critical
Level12 Fighter6BAB10 14. Crane Riposte


Carnox wrote:
In truth I'm considering this as PC for Skull and Shackles and would use traits or alt racial traits to add sailor type skills or ship or water specific advantages. Skirmisher and Hunters Bond (Companions) do the trick. Several of the Combat Style chains are viable.

Assuming that sailors would benefit from Acrobatics (balancing on the ship's deck in rough weather), Climb, Profession, Swim and eventually Survival for weather prediction. Perception would be a nice but not necessary addition.

Rangers has all basic skills expected from a sailor except for Acrobatics. Barbarian lacks Profession instead. Fighter lacks Acrobatics and Perception.


Ninja/Rogue with a trait that grant survival as a class skill, then fighter...

Gunslinger, ...


Besides all that's already been mentioned, I would say to consider using Paizo's 'skillful fighter' option for their 3.5 ruleset AP's: it gives up the bonus feat at 1st level, for 4 skill ranks/level and a slightly broader class skill list (which is only relevant for a +3 bonus).

The Cad Archetype also has a few bonus class skill feats (same skill ranks, but could be combined with above feature)


Belle Mythix wrote:
Ninja/Rogue with a trait that grant survival as a class skill, then fighter...

Fighter already gets Survival as a Class skill, so save your Trait for something else.

(most skill traits also grant a +1 bonus, but you mentioned it as if the class skill part mattered)

Silver Crusade

The new ARG has a Buccaneer which is an archtype of the gunsliger, IDK about your feelings about guns but that seems right up your ally. Plus at 9th level you get sword and pistol which is pretty awesome.


Quandary wrote:
Belle Mythix wrote:
Ninja/Rogue with a trait that grant survival as a class skill, then fighter...

Fighter already gets Survival as a Class skill, so save your Trait for something else.

(most skill traits also grant a +1 bonus, but you mentioned it as if the class skill part mattered)

... Was thinking about the Warrior skill list...

RPG Superstar 2015 Top 8

Cavalier and samurai are good options if you want leadership skills, and heavy armor.

Scarab Sages

Why not just use the Freebooter Ranger ARchetype and combine it with Skirmisher? No spells, really AMAZING group oriented abilities, and no animal companion, plus you get a great bonus to swimming, which will likely come up a lot.

I'd also recommend picking up a trait that adds Acrobatics as a class skill, just in case it comes up.

Freebooter Ranger Archetype


Davor wrote:

Why not just use the Freebooter Ranger ARchetype and combine it with Skirmisher? No spells, really AMAZING group oriented abilities, and no animal companion, plus you get a great bonus to swimming, which will likely come up a lot.

Freebooter Ranger Archetype

Its nice, but I wonder about giving up Favored Enemy (Human). It just seems like such a win, especially in a Shackles campaign.

Scarab Sages

Carnox wrote:
Davor wrote:

Why not just use the Freebooter Ranger ARchetype and combine it with Skirmisher? No spells, really AMAZING group oriented abilities, and no animal companion, plus you get a great bonus to swimming, which will likely come up a lot.

Freebooter Ranger Archetype
Its nice, but I wonder about giving up Favored Enemy (Human). It just seems like such a win, especially in a Shackles campaign.

If you have at least one other party member that can benefit from the damage bonus, it more than outshines the benefits of favored enemy, AND you can use it against anything. +2 for you, or +1 for your whole party? If you have a dual-wielder/archer in the party, it gets even better.


I would suggest the alchemist considering int is its secondary stat and has 4+int for skills. You can make the light armor/dex based if you want even! low wis+high int=fun time man


I was just preparing a level 6 character for a game, based on pirate concept
it was this:

Rogue (Pirate, Bandit) 2 lvl
Barbarian (Sea Reaver) 2 lvl
Swashbuckler 2 lvl

such a character can perform pretty well at sea or do some movie-like moves on chandeliers swinging around even if not on a ship, I picked for my 2 traits Courageous and Peg Leg, but I guess you could easily swap Courageous for almost anything else, I would keep Peg Leg basically because the fluff, but it also grants you benefit against aquatic enemies

I took as Rage Power the "Smasher", for a mixed char like this Rage is basically the time when the pirate is reeaaaly pissed off, so it is worth to pick a power that is for a limited time very useful in certain situations

If you like this idea then just consider the build upgraded as you level to lvl 4 Rogue/lvl 4 Barbarian/ lvl 4+ Swashbuckler.
You could also slip in a bit of Fighter, so it turns out as lvl 2 Rogue/lvl 2 Barbarian/lvl 4 Fighter (Corsair or Two Weapon Fighter)/ lvl 2+ Swashbuckler

I have to say that for the fluff and to have a little helper I took Skill Focus: Know (local) and Eldritch Heritage (Arcane Bloodline), so I got a nice Parrot as familiar

I hope the core idea or even the whole piratey fluff was to your liking


This thread inspired me to try out a character build. It's a Lore Warden scimitar wielder. He's not the most brutally damaging fighter, but he packs some good beatings and has a few handy tricks up his sleeve, like Dirty Trick with his off hand as part of a full attack.

I'd love to hear any suggestions for improvement.

Stat Block:
Male Human Fighter (Lore Warden) 10
CG Medium Humanoid (Human)
Init +7; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 26, touch 17, flat-footed 19. . (+9 armor, +7 Dex)
hp 117 (10d10+30)
Fort +12, Ref +12, Will +5
Defensive Abilities Bravery +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +3 Scimitar +22/+17 (1d6+12/15-20/x2)
Ranged +1 Darkwood Longbow, Composite (Str +0) +18/+13 (1d8+1/20/x3)
Special Attacks Weapon Training: Blades, Heavy, Weapon Training: Close
--------------------
STATISTICS
--------------------
Str 10, Dex 22/24, Con 16, Int 14/16, Wis 10, Cha 10
Base Atk +10; CMB +21 (+25 Tricking); CMD 31 (33 vs. Dirty Trick)
Feats Agile Maneuvers, Combat Expertise +/-3, Combat Reflexes (8 AoO/round), Critical Focus, Dervish Dance, Greater Dirty Trick, Improved Critical: Scimitar, Improved Dirty Trick, Improved Unarmed Strike, Piranha Strike, Quick Dirty Trick, Two-weapon Fighting, Weapon Finesse
Traits Armor Expert, Flame of the Dawnflower
Skills Acrobatics +6, Appraise +7, Climb +3, Escape Artist +6, Fly +16, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +16, Knowledge (Engineering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +16, Knowledge (Nobility) +7, Knowledge (Planes) +16, Knowledge (Religion) +16, Linguistics +10, Perform (Dance) +2, Ride +13, Spellcraft +7, Stealth +6, Survival +4, Swim +3
Languages Common, Daemonic, Draconic, Dwarven, Elven, Giant, Goblin, Thassilonian
SQ Know Thy Enemy (Standard Action) (Ex)
Combat Gear +1 Darkwood Longbow, Composite (Str +0), +3 Scimitar, Celestial Armor; Other Gear Amulet of Mighty Fists +1, Belt of Incredible Dexterity, +2, Cloak of Resistance, +2, Headband of Vast Intelligence, +2: Fly
--------------------
SPECIAL ABILITIES
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Armor Expert -1 Armor check penalty.
Bravery +2 (Ex) +2 Will save vs. Fear
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (8 AoO/round) You may make up to 8 attacks of opportunity per round, and may make them while flat-footed.
Critical Focus +4 to confirm critical hits.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Greater Dirty Trick +2 to Dirty Trick, penalty lasts longer and takes a standard action to remove.
Improved Dirty Trick Dirty Trick at +2, without an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs 1 foe to gain +2 to att & weapon dam for encounter.
Quick Dirty Trick May perform a dirty trick in place of one of your melee attacks
Weapon Training: Blades, Heavy +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training: Close +1 (Ex) +1 Attack, Damage, CMB, CMD with Close-in weapons

Shadow Lodge

I have an alchemist11/rogue1/lore warden1 in our Serpent's Skull campaign, but I would now recommend going that route. A grenadier alchemist from the Society Field Guide is a better pick. It gets you a martial weapon of your choice, has great class skills, is intelligence-dependent and "non-magical".

Or, for something really strange, a high-strength Gunslinger. 4 skill points/level, Gunslinger's Dodge, Nimble, etc, might support this kind of trope pretty well.


Gestalt Expert/Warrior.


Carnox wrote:

I don't want sneak attack or bardic music/spells or the ranger animal/wilderness stuff. I do want a fairly broad range of class skills and a goodly number of skill points.

I want to be an able melee combatant, so I don't want to have to run Int up to 16 or 18 to get all those extra skill points. Could be a light or heavy fighter, but thematically probably more light armor, one-handed weapon type.

Thoughts?

Thanks!

Halfling

Str 5, Dex 16, Con 12, Int 14, Wis 12, Cha 14, all increases to dex

Barbarian, Urban Barbarian Lev 1 to 7,
Duelist Lev 8-17,
Urban Barb Lev 18-20

Lev 1 feat Weapon finesse, Lev 3 Dervish Dancer, Lev 5 dodge, Lev 7 Mobility, then later Power Attack, Combat Expertise, Iron Will, Weapon Focus(Scimitar), Improved critical (scimitar), Critical Focus or maybe critical feat or agile maneuvers (running out of feats, i realize).

Rage Powers: Spirit Totem all 3, Reckless Abandon, Swift Foot

Items espcially Dex and Int boost.

Idea:
Urban Barb good skills and can rage with dex bonus without disadvantage, Improved Uncanny Dodge+ canny dodge+high int+high dex =great defense + great skill, halfling having halfed item weight + dervish dancer = dumb str and cha can be good, Spirit totem nice with decent cha

Advantage: Lots of skill points (6 at start later improving to 8 and 10 with Int boost), can be party face, awesome touch AC (combat expertise+ combat expertise bonus of duelist+reckless abandon => +3 AC no minus on attack), good mobility defense (+8 AC vs AOO), good dam vs non-crit immune foes (dueist precision)

Disadvantage: Lev 1 and 2 melee damage d4-3, use crossbow. On lev 3 meele dam goes up to d4+5. Bad will save. Str damaging poisons. CMB bad unless a feat is invested.

Edit: Note that i assumed a 15 point buy. With 25 it would be:
Str 5, Dex 18, Con 12, Int 16, Wis 12, Cha 14


carn wrote:
Carnox wrote:

I don't want sneak attack or bardic music/spells or the ranger animal/wilderness stuff. I do want a fairly broad range of class skills and a goodly number of skill points.

I want to be an able melee combatant, so I don't want to have to run Int up to 16 or 18 to get all those extra skill points. Could be a light or heavy fighter, but thematically probably more light armor, one-handed weapon type.

Thoughts?

Thanks!

Halfling

Str 5, Dex 16, Con 12, Int 14, Wis 12, Cha 14, all increases to dex

Barbarian, Urban Barbarian Lev 1 to 7,
Duelist Lev 8-17,
Urban Barb Lev 18-20

Lev 1 feat Weapon finesse, Lev 3 Dervish Dancer, Lev 5 dodge, Lev 7 Mobility, then later Power Attack, Combat Expertise, Iron Will, Weapon Focus(Scimitar), Improved critical (scimitar), Critical Focus or maybe critical feat or agile maneuvers (running out of feats, i realize).

Rage Powers: Spirit Totem all 3, Reckless Abandon, Swift Foot

Items espcially Dex and Int boost.

Idea:
Urban Barb good skills and can rage with dex bonus without disadvantage, Improved Uncanny Dodge+ canny dodge+high int+high dex =great defense + great skill, halfling having halfed item weight + dervish dancer = dumb str and cha can be good, Spirit totem nice with decent cha

Advantage: Lots of skill points (6 at start later improving to 8 and 10 with Int boost), can be party face, awesome touch AC (combat expertise+ combat expertise bonus of duelist+reckless abandon => +3 AC no minus on attack), good mobility defense (+8 AC vs AOO), good dam vs non-crit immune foes (dueist precision)

Disadvantage: Lev 1 and 2 melee damage d4-3, use crossbow. On lev 3 meele dam goes up to d4+5. Bad will save. Str damaging poisons. CMB bad unless a feat is invested.

with 5 STR, how are you going to carry your weapon and armor, let alone anything else??
Edit: Note that i assumed a 15 point buy. With 25 it would be:
Str 5, Dex 18, Con 12, Int 16, Wis 12, Cha 14


Stat block 15 point buy::

Male Halfling Barbarian (Urban Barbarian) 7/ Duelist 3
CG Small Humanoid (Halfling)
Init +7; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 32/34, touch 22/24, flat-footed 22 (+9 armor, +6/8 Dex, +3 Int, +1 Dodge, +1 size, +1 ring of protection, + amulet of natural armor)
hp 84 (7d12+3d10+10+7 favored class)
Fort +10, Ref +13/15, Will +7 (+2 vs fear)
Special Defense: 20% miss chance vs reach/range, Damage Reduction 1/-, +8 AC vs AOO from movement
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +3 Scimitar +20/+15 (1d4+9/18-20/x2) (+3 dam precise strike), Spirit +13 (1d4+2) (only when raging, but no action)
Ranged +1 Light Crossbow, +18/+13 (1d6+1/20/x3)
Special Attacks: Rage 17 rounds, Reckless Abandon (-3 AC, +3 to hit)
--------------------
STATISTICS
--------------------
Str 5, Dex 20/22(24/26 raging), Con 12, Int 14/16, Wis 12, Cha 14
Base Atk +10; CMB +6; CMD 27/29
Feats Combat Expertise, Dervish Dance, Dodge, Mobility, Weapon Finesse
Traits Armor Expert, Threatening Defender

Skills Acrobatics +10/12, Bluff +10, Escape Artist +9/11, Climb +9, Diplomacy +14, Fly +6/8, Intimidate +6, Knowledge (Local) +16, Knowledge (Nobility) +7 , Linguistics +7, Perception +16, Perform (Dance) +6, Ride +9/11, Spellcraft +4, Stealth +17/19, Sense Motives +10, Swim +0
Languages Common, Halfling, Goblin, Elven, Demonic
SQ Small (+1 AC and to hit, -1 CMB and CMD, + 4 Stealth), Fleet of Foot (30 ft instead of 20 ft), Fearless (+2 vs fear), Halfling Luck (+1 saves), Keen Senses + 2 Perception, Rage (Controlled Rage, normally +4 dex), Rage Powers (Spirit Totem, Lesser Spirit Totem, Reckless Abandon), Crowd Control (+5 intimidate vs crowds, +1 to hit and dam when more than 2 opponents), Uncanny Dodge (not flat-footed), Improved Uncanny Dodge (can only be flanked by lev 11+ rogue), Trap Sense +2, Damage Reduction 1/-, Canny Defense (Dex AC bonus increases by lower of int or duelist level), Precise Strike +duelist level precise dam, Improved Reaction (Ex) Initiative +2, Parry (look up, sucks due to size), Enhanced Mobility

Combat Gear +1 Light Crossbow, +3 Scimitar, Celestial Armor; Other Gear: Amulet of Natural Armor +1, Belt of Incredible Dexterity, +2, Cloak of Resistance +2, Headband of Vast Intelligence +2, Ring of Protection +1, Wartrained Pony (to carry stuff), 450 GP

--------------------
SPECIAL ABILITIES
--------------------
Combat Expertise -2 to hit/+3 dodge AC and CMD
Armor Expert -1 Armor check penalty.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Dodge +1 AC
Mobility+Enhanced Mobilit: + 8 vs AOOs from moving
Weapon Finesse: Dex instead of Str for to hit
Threatening Defender: +1 to hit with combat expertise

Carry capacity is a problem. Cant carry much beyond his armor, his scimitar and his crossbow. CMB problem can be solved by agile maneuvers, but he mostly needs CMD, so combat expertise more useful, especially when hitting duelist level 7/char level 14

@Blueluck
Your build is a 32 point build i think. And your carry capacity is also close: Celestial armor 20, Scimitar 4, Bow 3 = 27, Limit 33, so needs also a horse/pony
For halfling all armor and weapons half weight, so 13.5, weight limit 16, also need pack pony


@Kat Tenser

For Halflings its half weight for weapons, armor, clothing and some other stuff. The rest is on the pony or carried by the druid companion elephant :) .

All high dex fighters have that problem, a normal sized human with str 10 has similar weight limitations.

edit:

Without pack horses the rules have the effect that people wearing light armor need high str, they would at least need str 14 if they want to carry their armor and usual adventuring gear. People wearing heavy armor can have less str if carrying is the only problem. Thats a funny consequence of the str, armor and carry rules.
Also halflings and gnomes have less carry problems, because half weight for most stuff, but -2 str does not half carry limit.


@Blueluck: Piranha Strike is only for light weapons. A scimitar is a "one-handed weapon" officially. So you'd need Strength 13 for Power Attack.


Upps, so my halfling build will never go power attack. And i think i would skip the crossbow and place it on the pack pony (non-magical in that case, since it will be seldom used), simply not enough strength to carry it.


Davor wrote:
Carnox wrote:
Davor wrote:

Why not just use the Freebooter Ranger ARchetype and combine it with Skirmisher? No spells, really AMAZING group oriented abilities, and no animal companion, plus you get a great bonus to swimming, which will likely come up a lot.

Freebooter Ranger Archetype
Its nice, but I wonder about giving up Favored Enemy (Human). It just seems like such a win, especially in a Shackles campaign.
If you have at least one other party member that can benefit from the damage bonus, it more than outshines the benefits of favored enemy, AND you can use it against anything. +2 for you, or +1 for your whole party? If you have a dual-wielder/archer in the party, it gets even better.

+1

Not to mention it may allow you a bonus in ship to ship battles (not sure but a bonus to hit and damge for everyone in a lage area should help) not to mention if your ship got attacked by a big creature all of the crew can get a bonus.

Edit: You can also use trapper in place of skirmisher to get rid of spells as well as leave nasty suprises for anyone who boards your ship.


Turgan wrote:
@Blueluck: Piranha Strike is only for light weapons. A scimitar is a "one-handed weapon" officially. So you'd need Strength 13 for Power Attack.

Right! Thanks you, I totally forgot that.

Shadow Lodge

I am starting a Skull & Shackles Game tomorrow with just such a character. He is a Human urban barbarian with Vagabond trait to expand into disable device (no rogue in the party). I am using using the Crane Style Tree to duplicate the Duelist style and he will be a real beast. I can post the details if you want but he is quick witted light on his feat and skillful as well as a light armored one handed warrior with a huge AC. Plus by staying Barbarian rather than duelist I can take advantage of the rage powers. Lots of hit points, 6 skill points a level, and full bab. Only downside is my will save but I am taking Superstitious at level 2.


So I am sold on the Ranger (Freebooter, Skirmisher). I like it.

That brings me to, what race? Obviously an Int penalty is counter indicated, but a bonus may not be required. 1 skill point more per level does not necessary offset just having a better attribute somewhere else.

Humans and half-humans are okay. A salt beard dwarf is surprisingly attractive. Elf, Catfolk, Sylph, Tiefling and Tengu are in the mix.

Ratfolk would be prime, but I think to stick to medium so they get ruled out along with kobolds, goblins, halflings, and gnomes. Also rule out the uncommon races as well as the Undine, Ifrit, Oreads, and Fetchlings.

Orcs are out based on the stats and Hobgoblins are out just because there isn't enough there to make me want to play a Hobgoblin.

I think part of the racial decision has to involve what sort of Combat Feat tree to take for a pirate. I would think that the one-handed fighter stuff would be ideal, but there isn't a ranger chain for that. :-(

So probably a two-weapon ranger becomes the default choice.

Oh, and since mentioned early, guns are essential not an option.

Thanks!

Scarab Sages

Catfolk and Tengu would both be excellent choices for racial benefits, and Dwarf could work as well (Hardy is SUCH a great racial trait).

Honestly, I think that Human and Half-Elf are the best options. Both are quite versatile, and the bonus feat from human is wonderful. Extra skill points don't hurt, either.

As for combat style, I'd recommend Natural Weapon and Two-Handed. Remember, the styles don't restrict your combat options, they just give you bonus feats. Natural Weapon would open up Weapon Focus, Vital Strike, and Improved Vital Strike which, while not great, isn't bad for a bunch of free feats. Two-handed gets you Power Attack, Furious Focus, Cleave, Great Cleave, and Improved Sunder, all of which are great feats, and it's actually quite difficult to choose between them for a skirmishing character.

I could see a Catfolk or Tengu Natural Weapon warrior, or a Dwarf or Human Two-Handed warrior, but really any combo could work.


You want a skill heavy fighter? I got what you want! Pathfinder Chronicles: Campaign Setting Page 45. You give up one initial bonus feat for a heap of skills and skill points! I mean a heap of points! I've looked up Lore Warden and they don't really impress me. Sorry if I offended anyone, but it is my opinion.

Grand Lodge

Have you considered the Strongtail Merfolk?


xanthemann wrote:
You want a skill heavy fighter? I got what you want! Pathfinder Chronicles: Campaign Setting Page 45. You give up one initial bonus feat for a heap of skills and skill points! I mean a heap of points! I've looked up Lore Warden and they don't really impress me. Sorry if I offended anyone, but it is my opinion.

You mean the part about "Skill Points at 1st Level: (4 + Int modifier) × 4." I'm thinking that in the 3.5 version and has probably changed in the PFRPG edition. Put I don't have it handy to double check.

Liberty's Edge

Carnox wrote:
xanthemann wrote:
You want a skill heavy fighter? I got what you want! Pathfinder Chronicles: Campaign Setting Page 45. You give up one initial bonus feat for a heap of skills and skill points! I mean a heap of points! I've looked up Lore Warden and they don't really impress me. Sorry if I offended anyone, but it is my opinion.
You mean the part about "Skill Points at 1st Level: (4 + Int modifier) × 4." I'm thinking that in the 3.5 version and has probably changed in the PFRPG edition. Put I don't have it handy to double check.

It has. That option no longer exists. It's replaced by more balanced equivalents like the Tactician and Lore Warden archetypes (both mentioned above).


Deadmanwalking wrote:
Carnox wrote:
xanthemann wrote:
You want a skill heavy fighter? I got what you want! Pathfinder Chronicles: Campaign Setting Page 45. You give up one initial bonus feat for a heap of skills and skill points! I mean a heap of points! I've looked up Lore Warden and they don't really impress me. Sorry if I offended anyone, but it is my opinion.
You mean the part about "Skill Points at 1st Level: (4 + Int modifier) × 4." I'm thinking that in the 3.5 version and has probably changed in the PFRPG edition. Put I don't have it handy to double check.
It has. That option no longer exists. It's replaced by more balanced equivalents like the Tactician and Lore Warden archetypes (both mentioned above).

It still exists. Just look in the Pathfinder book Pathfinder Chronicles Campaign setting on page 45. If you give up the fighters bonus feat @ 1st level you get (4 + Int mod) x 4 skill points and the following skills on top of the normal skills; Diplomacy, Gather information, knowledge (architecture, engineer, geography, nobility, royalty), sense motive.


xanthemann wrote:
It still exists. Just look in the Pathfinder book Pathfinder Chronicles Campaign setting on page 45. If you give up the fighters bonus feat @ 1st level you get (4 + Int mod) x 4 skill points

I'm fairly sure that was written before the PF game, then, because it uses the 3.xE system for skills at 1st level, but PF got rid of the "x4 skill points at 1st level" thing, replacing it with a flat +3 bonus for class (trained) skills.

Liberty's Edge

xanthemann wrote:


It still exists. Just look in the Pathfinder book Pathfinder Chronicles Campaign setting on page 45. If you give up the fighters bonus feat @ 1st level you get (4 + Int mod) x 4 skill points and the following skills on top of the normal skills; Diplomacy, Gather information, knowledge (architecture, engineer, geography, nobility, royalty), sense motive.

That entire book is obsolete, and intended for 3.5, not Pathfinder. It has been replaced by thye Inner Sea World guide. It does not exist in the same sense that firearms with exploding dice do not exist, and firearms have no longer been in Golarion for thousands of years.


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If you want, use a Human Fighter.

Fast Learner (gain 1sp & 1hp per level)
Alternate Trait : FOcused Study (give up 1st level bonus human feat for 3 skill focus feats spread over first 16 levels, 1, 8 & 16).
Improvisation
Improved Improvisation

A fighter can handle losing a couple of feats, given how many they have. And you can have all that by 5th level. Any skill that you don't put ranks into, you get a +4 bonus to. You get skill focus in 3 skills. You have a minimum of 2 (class) + 1 (Int) + 1 (favored class) + 1 (Human) = 5 skills per level. Higher if you put your int higher than 13. You can also use any skill untrained (with your +4 bonus), even things like UMD and Disable Device.

If you go the ranger route, you can still do this, but it takes precious feats that the Ranger may not have. But you can do the Fast Learner and Focused for sure.

Shadow Lodge

Don't take fast learner. Toughness is better. same number of hit points and skill points and you start with more (which is so very nice). Focused study is pretty neat though. If you are a fighter I have to agree, if a ranger then it is tougher.

As to race, Humans are just so great for the skilled fighter idea it is silly but Tengu and Salt Beard Dwarfs fit the setting really well. The Tengu Con penalty is harsh but the linguistics bonus is nice. Dwarves always rock but may not fit the feel your looking for (they are known for being gruff n tough). I like the ratfolk a lot but with the need to have enough strength to get power attack it could gimp the rest of your character.

I recommend 2 handed fighting for the fighting style. power attack and both cleaves without the requirements will vastly improve the skirmisher feel. Also two weapon fighting is really hard if you are a one handed fighter. Though taking improved unarmed and using your off hand is a definite possibility.


Deadmanwalking wrote:
xanthemann wrote:


It still exists. Just look in the Pathfinder book Pathfinder Chronicles Campaign setting on page 45. If you give up the fighters bonus feat @ 1st level you get (4 + Int mod) x 4 skill points and the following skills on top of the normal skills; Diplomacy, Gather information, knowledge (architecture, engineer, geography, nobility, royalty), sense motive.
That entire book is obsolete, and intended for 3.5, not Pathfinder. It has been replaced by thye Inner Sea World guide. It does not exist in the same sense that firearms with exploding dice do not exist, and firearms have no longer been in Golarion for thousands of years.

Thank you for bringing that to my attention. I had no Idea there were some obsolete books in Pathfinder...I know they 'updated' the Campaign Settings, but I didn't think it was no longer viable seeing as how they didn't include the class variants.

Liberty's Edge

xanthemann wrote:
Thank you for bringing that to my attention. I had no Idea there were some obsolete books in Pathfinder...I know they 'updated' the Campaign Settings, but I didn't think it was no longer viable seeing as how they didn't include the class variants.

Happy to be of assistance. :)

For future reference, anything made for 3.5 as opposed to the Pathfinder Game System is potentially obsolete (though some is still in effect, as no new version has been created). The Campaign Setting book has been entirely replaced.


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Not that anyone probably cares, but I wanted to report back in on this.

I went with a human ranger freebooter/skirmisher with a weapon and shield combat style. I took Fey Foundling, Toughness, and Fast Learner faster learner. On an 18 point I went with pretty flat with a 10 Chr as my "dump." Everything else was 14 and 13. now at 18th I've evened out to all 14s and a 10 and have stat boost of 2/2 and 2 to give me 16/6/14/16/14/10. I've got a lot of useful skills at an effective modifier, good saves, a ton of hp, and super ac relative to the campaign. I don't do a lot of damage, but I hold the center, draw fire, and stay standing.

It all works really well. Now wielding Zul and a +2 spiked, bashing shield with appropriate shield feats so I can dish it out if I need. Usually though I'll fight defensively and maneuver so the heavy hitters (Rage Prophet and Rogue) get flanks, etc.

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