
666bender |
we are level 7.
and i am changing to a fighter.
our group have :
big orc ranger with orcish axe (melee)mostly 2 weapon style.
a blaster sorcerer gnome (full caster)
a healer cleric (that cant melee nor take hits, poor AC and HP )
and me.
Our game is LOW magic world (no item buying and we have max weapons +1)
All 4 books are allowed, no campaign feats .
Since "point blank master" allow you to stand as a "tank" and shoot - it's the 2 handed sword fighter Vs archery.
Archery:
why take it ?
many many attacks, the highest DPR fighter in the game and almost ignore DR (with clustered shots)
don’t really need to ever move around, can attack flying and casters at the back.
Why not take it?
All it will ever be doing is shoot…
Tactics:
Non… stand and shoot, always protect in front of the 2 casters, taking their blows.
2 hander style (great sword or falchion)
why take it ?
can do good DPR, with also having feats to spare to assist others.
Really cool looking "god of war" style.
Can also grab a shield and long sword and be OK DPR with great AC.
Why not take it?
Maneuvers go really fast to the trash, with opponents getting huge (no trip), CMD in the skies or flying about.
If maneuvers are taken, it means no range capabilities what so ever.
Build :
archery: classic: 1=wp focus+point blank shot + precise shot, 2= deadly aim, 3 = rapid shot, 4=wp specialize, 5= point blank mastery, 6=manyshot, 7 = clustered shot
2 handed sword: 1=power att+furious focus + combat expertise, 2=wp focus, 3=enforcer, 4= wp specialize, 5-improve trip, 6= greater trip, 7 = felling smash.
Moving at round 1 - making 1 attack non leathel (-4), if it hits doing free enforcer (intimidate) + free trip (with +4). If opponent fall it provokes form you AND from the Orc…
At other rounds or if opponent is too big to trip - you power attack your way.

666bender |
Archer archetype for fighter lets you do combat maneuvers at range. Something to consider to get a little out of the "I stand and shoot" routine.
agreed, pitty the good onces are not on the list:)
disarm and sunder are not worth it.also - losin armor training is 2-3 to AC and 10 less movement.
and last: archer got no weapon training so no gloves of dueling...
i prefer pure fighter (accually, i prefer ranger, but that class is taken...)

666bender |
In a low magic item world, i would probably look for an alternative to fighter. You will have serious problems with AC reall fast if you are already level 7. It doesnt go up any more without magic of some kind. But enemy to hit will keep going up.
what other class will ever have better AC ?
non really... maybe a cleric :) but they are allmighty.i played so many clerics - i HAVE to try someting else.

Kolokotroni |

Kolokotroni wrote:In a low magic item world, i would probably look for an alternative to fighter. You will have serious problems with AC reall fast if you are already level 7. It doesnt go up any more without magic of some kind. But enemy to hit will keep going up.what other class will ever have better AC ?
non really... maybe a cleric :) but they are allmighty.
i played so many clerics - i HAVE to try someting else.
Paladins - Smite adds to AC and they can heal themselves as a swift action when they take the inevitable hits you will at higher levels.
Barbarians - alot more hit points and damage reductionAnd of course there are spell caster options which can add to your defenses either with AC or a miss chance with various spells. Or Animal companions that can wear pretty much the same armor as the fighter with a couple feats but have a scaling natural armor bonus.

MeatForTheGrinder |

You really want to mess with the DM in a low magic game? Take a Magus and the Blackblade archetype:
At level 7 you have a +4 weapon (or +3 keen/flaming/shock/etc) at zero gold cost, since you gain the weapon as a class feature. You can also deliver touch spells via weapon strike, so an Intensified Shocking Grasp delivered via your Keen Black Blade scimitar +3 at level 7 would be something like a +17 to hit for 1d6+13 damage, crit on 15-20, and the first attack to hit deals an extra 7d6. And the spell also crits on melee sword hit, so if you confirm you are dealing something like 16d6+26 damage. And if the first attack misses you get to swing again with Spell Combat.
If interested, you should check into the standard Dervish Dance Magus since you won't have to play through the awkward phase where you don't have dexterity to damage.
Other fun options: Hexcrafter archetype with the Healing Hex so that your cleric can save some of his spells for combat.