Adding a little magic to the fighter?


Advice


Back in 3.5, I recall there being feats in some of the splat books (Complete Arcane, I think) that gave a few spell-like abilities to the recipient. Does Pathfinder have anything like that?

I ask because one of the people in my group wishes to play a straight fighter, but also wants a few minor magical abilities without multiclassing into a spellcasting class.


None that I know of. Probably wouldn't hurt to toss him a bone though.

Shadow Lodge

Gnome Magic racial trait?


Avatar-1 wrote:
Gnome Magic racial trait?

He's human, and doesn't like gnomes anyway (I think he's insane, gnomes are awesome).


I believe you meant WITHOUT multiclassing into a spellcasting class.

Personally, my suggestion for adding magic to a fighter would be to pick up a level of sorcerer and go into dragon disciple. (Yes, I know this is probably not what you want, but it's the best way to do it IMO.) Crossblooded Draconic/Orc is always good since you can select the bonus strength at level 8 of dragon disciple (9 levels of bloodline equivalent) or level 4 of dragon disciple if you grab a robe of arcane heritage for the 4 bonus levels bloodline powers.

Shadow Lodge

Soul Drinker trait lets him gain some temp hp after someone's been killed.

(humans > gnomes, he's right IMHO!)

Lantern Lodge

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Tell him to get a decent cha and pick up the Eldrich Heritage feats for what ever Sorcerer Bloodline he wants. Other than that and being of a specific race there is no way to get spell-like abilities as a fighter by RAW with out multi classing into some thing that does get it.

If he is willing to play a Rogue then he could get spell-like abilities from Rogue Talents.

If this is a House game though u can all ways house rule those feats into exsistance btw. The people i play with in there house games and my own use all 3e/3.5 books along side pathfinder using pathfinder rules superseding those of 3.5. Also our games go well beyond level 20 giving caps of only allowing 3 classes and 3 PrCs to a single character that is not human, humans get 4 of each. We also instated the old 2e class chart and implemented that as limiter on what classes u can multi class into. An example is that u can be both a fighter and paladin since fighter is a martial class and paladin is both a martial and divine class but u cant be both a fighter and a barbarian since both are only martial classes.


MechE_ wrote:

I believe you meant WITHOUT multiclassing into a spellcasting class.

Doh! Thanks for the catch. I've edited the original post.


Eldritch Heritage feats?

Not too bad with the amount of bonus feats fighters get, you might have some to spare for silliness like getting the ability to turn into a whirlwind once per day. (thinking of stormborn/arial bloodline). Would also give you the ability to apply shocking/shocking burst to your weapon, which if you also took quicken spell like ability at level 11ish+ or something you could do as a swift action.

Only works for a charismatic fighter, which I've no idea how you'd build, but I vaguely remember a feat that lets you add charisma to your AC with enough ranks in bluff or something?

Lantern Lodge

Rashagar wrote:

Eldritch Heritage feats?

Not too bad with the amount of bonus feats fighters get, you might have some to spare for silliness like getting the ability to turn into a whirlwind once per day. (thinking of stormborn/arial bloodline). Would also give you the ability to apply shocking/shocking burst to your weapon, which if you also took quicken spell like ability at level 11ish+ or something you could do as a swift action.

Only works for a charismatic fighter, which I've no idea how you'd build, but I vaguely remember a feat that lets you add charisma to your AC with enough ranks in bluff or something?

Ive made a Cha fighter 1ce it was fun it actualy worked out beter than the normal fighter because i was able to get the Heritage feats for Orc Bloodline which made me godly. Some other feats that worked well with it was the intimidate feats. I would spend the 1st round of combat using a full-round 30ft aoe intimidate to demoralize every1 which made them all flat footed to my attacks and just cranked out the Orc's large form for beast damage.


Psion-Psycho wrote:


Ive made a Cha fighter 1ce it was fun it actualy worked out beter than the normal fighter because i was able to get the Heritage feats for Orc Bloodline which made me godly. Some other feats that worked well with it was the intimidate feats. I would spend the 1st round of combat using a full-round 30ft aoe intimidate to demoralize every1 which made them all flat footed to my attacks and just cranked out the Orc's large form for beast damage.

That's pretty nice. I've yet to try out or have anyone try out the Intimidation feats in any game I've been in. It sounds fun.


Rashagar wrote:

Eldritch Heritage feats?

Not too bad with the amount of bonus feats fighters get... I vaguely remember a feat that lets you add charisma to your AC with enough ranks in bluff or something?

Actually, the point of the "build" was to create a more well-rounded fighter. The basic idea was to only use the fighters bonus feats for actual combat benefits. The rest of his feats would go towards things like skill focus and alertness; he wasn't the combat monster that some single-minded fighters were, but he had versatility and lot's of flavor.

Thinking back, I believe he took the Fey Heritage feats from Complete Arcane, along with the Dragonmarks from the Eberron setting (this was an Eberron game). His backstory was that of a warrior heir to one of the Houses ( I forget which) who had made a pact with a Nymph.

The player in mind seeks to reproduce that character in Pathfinder as closely as he can, without actually multiclassing, as he actually enjoys to upgrade fighters got in Pathfinder, and doesn't want to lose out on any of it.

Silver Crusade

I'm playing a 15th level PC in 3.5 right now; he has all the Fey Heritage feats except Fey Power, so he has DR 4/cold iron and six SLAs once/day each. 14 of his 15 levels are in fighter.

Those feats could be imported as is into PF without a problem, subject to DM approval of course. : )


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well, it is not much, but if you use traits you could look at the trifler trait for humans. It allows a character to use prestidigitation as a spell like ability 3 times per day (which, since it has a 1 hour duration, means that you get 3 hours total). Not only is this a logical choice for role playing (really, who wouldn't want a spell to magically do cleaning and make everything just taste better? If you are getting into magic, this seems like the first choice if you aren't a pyromaniac) and it is a useful spell in game since it is just vague enough to cover countless situations.

Even if you are in the middle of a campaign already with this fighter, you can probably take the extra trait feat to get two traits. It might also be an acceptable way to get traits in even if your GM doesn't usually allow them, since you are spend a feat.


lemeres wrote:
well, it is not much, but if you use traits you could look at the trifler trait for humans.

Wow, that's a pretty nifty trait; who doesn't like prestidigitation? Where can I find that trait?


Let's see.... it seems to be listed under "Pathfinder Chronicles: Faction Guide." Here is the link to D20pfsrd entry describing it


lemeres wrote:
Let's see.... it seems to be listed under "Pathfinder Chronicles: Faction Guide." Here is the link to D20pfsrd entry describing it

Well, that's an awesome start. Thanks for the heads up! :)


King_Of_The_Crossroads wrote:
Avatar-1 wrote:
Gnome Magic racial trait?
He's human, and doesn't like gnomes anyway (I think he's insane, gnomes are awesome).

You need to distance yourself from this person immediately, he is quite irrational and probably dangerous. And advise him to seek the professional psychiatric help he so obviously needs.


being a half elf with the arcane training alternative racial trait in order to use level 1 wizard wands/scrolls whenever he wants.

also there is a trait called 'magical talent' that gives a 0 level spell once per day.

also, if you are his GM you can let him use his 'normal'feats (non fighter bonus) to take the rogue talents for minor and major magic. that shouldn't be too powerful and would allow him to cast a few spells each day (plus the rogue talents are spell like abilities so no chance of failure from armor)


Lore Warden archetype, put the bonus ranks into Use Magic Devices and Bluff. Allow him to start with 5Fame and PP in White Grotto Guild (inner sea magic), he now can use a bluff check vs perception to hide the fact that he's using a wand.

Forgot to add.
Grab Dangerously Curious trait to get UMD as class skill and +1 to the checks. That's +4 right off the bat.


King of the Gnomes wrote:
King_Of_The_Crossroads wrote:
Avatar-1 wrote:
Gnome Magic racial trait?
He's human, and doesn't like gnomes anyway (I think he's insane, gnomes are awesome).
You need to distance yourself from this person immediately, he is quite irrational and probably dangerous. And advise him to seek the professional psychiatric help he so obviously needs.

From one monarch to another, I'd normally take your advice. But we've been friends for a number of years. Otherwise, I'd give him the royal boot.


Malachi Silverclaw wrote:

I'm playing a 15th level PC in 3.5 right now; he has all the Fey Heritage feats except Fey Power, so he has DR 4/cold iron and six SLAs once/day each. 14 of his 15 levels are in fighter.

Those feats could be imported as is into PF without a problem, subject to DM approval of course. : )

Out of curiosity, what's it like playing a fighter at such a high level? Most of my melee character end up dying before I hit ninth level or so; the few high level pc's I had are magic users.

Silver Crusade

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King_Of_The_Crossroads wrote:
Malachi Silverclaw wrote:

I'm playing a 15th level PC in 3.5 right now; he has all the Fey Heritage feats except Fey Power, so he has DR 4/cold iron and six SLAs once/day each. 14 of his 15 levels are in fighter.

Those feats could be imported as is into PF without a problem, subject to DM approval of course. : )

Out of curiosity, what's it like playing a fighter at such a high level? Most of my melee character end up dying before I hit ninth level or so; the few high level pc's I had are magic users.

It's so awesome that I didn't realise that, at high level, it was pointless playing a fighter until I read it on these boards!

When I started reading the stuff on this forum (my first and only) I found out that wizards and clerics are tier 1, and fighters are tier 4 and shouldn't even bother turning up! Wizards can alter reality, fighters can only poke things with a pointy stick, and poking something eight times instead of once still paled into insignificance compared to creating worlds and deciding what the laws of physics in that new world would be!

And yet...I've been playing D&D for 35 years, and been playing melee-types for preference the entire time, and I never felt that I played second fiddle to anyone!

The fighter I talked about is called 'Lucky'. He was a 1st level cleric of the goddess of luck with Str8 and Wis18, drank from the wrong fountain(!) and had his highest and lowest stats switched. A cleric with Wis8 isn't going to go far (so much for the nickname!) so he took fighter levels ever after.

He has the Travel Domain from Complete Champion, which allows him to, 1/day, move his speed as a swift action for one minute. He can also use two uses of Turn Undead to use the ability again for another minute. Since he has eight uses of Turn Undead/day, this lets him move his speed as a swift action for 1 minute, five times per day!

The upshot is that Lucky can move his speed of 40-feet per round and still full-attack! Due to having the 'specialist fighter(kensai)' (from Dragon magazine #310) he gets five attacks per round with Storm of Blows, six if hasted! His weapon is a +5 throwing adamantine bastard sword, and his combat stats when using Storm of Blows is something like melee +25/+25/+25/+20/+15, damage 1d10+19(17-20/x2), IIRC.

He can start adjacent to a baddy, take as many attacks as he needs to take it down, then spend his swift action to move up to 40-feet to the next opponent and take more attacks. If all opponents within reach die then he can still throw his sword at an opponent within 100-feet!

This PC is a replacement for my previous PC who I retired on the grounds that she was too hard! Lori the 12th lvl paladin had a surface-to-air unicorn! Her mount was a unicorn wearing Horseshoes of the Zephyr, enchanted with air walk 1/day. She also had Power Attack and used her lance (Rod of Lordly Might) two-handed to get a better return on Power Attack, and when the unicorn charged she got all that damaged tripled, and then the unicorn got its horn damage doubled (the unicorn had Power Attack too!). Lori's charge did an average of around 250 damage not counting the unicorn.

The party suddenly went from exploring the wilderness to being in a lot of 5-foot wide corridors. : /

I retired her because I realised that her presence was distorting the campaign, and although she was cool the campaign was becoming less fun for everyone else. She could really ride off into the sunset, though. : )

So, yeah, playing high level melee-types is awesome!

Did I ever tell you about Killian, my 17th lvl PC, ranger3/fighter2/Champion of Corellon2/dervish10 who could attack eight times/round (and once per day 15/round) and move 5-feet between each attack....?

Lantern Lodge

@ Malachi Silverclaw
If u ever get the chance i highly suggest playing a monk / paladin with the the Ascetic Knight feat and the old Vow of Poverty. U will have a blast, well at least i did. Also if u dont mind playing an undead a brilliant 3.5 character, if ur DM will allow it, is a Kobold Sorcerer with the Draconic Heritage feats and Dracolich PrC from either the Draconomicon or Races of Dragons book. That character was fun especially when combined with the Summon Undead spell line from Libris Mortis: The Book of the Dead and the undead leadership feat.


Malachi Silverclaw wrote:
When I started reading the stuff on this forum (my first and only) I found out that wizards and clerics are tier 1, and fighters are tier 4 and shouldn't even bother turning up! Wizards can alter reality, fighters can only poke things with a pointy stick, and poking something eight times instead of once still paled into insignificance compared to creating worlds and deciding what the laws of physics in that new world would be!

Fighters are tier 5 in 3.5. They haven't really moved much in pathfinder. However... No one said its pointless to play a fighter here. Someone might say a concept is easier to do with this or that, but thats just an opinion and no ones forcing you not to play a fighter.

And yeah, devoution feats were pretty awesome sometimes and kobolds could get pretty cheesy if you let them.

High end melee varies between game to game and build to build. The lack of options starts to show sometimes, but you can build some characters who just rip through encounters.

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