Trait for a fighter


Advice


we play with only 1 trait,
my fighter is a manuever master (trip, dirty fighting) and power attack with a great sword.
+2 to initiative ?
+1 to will saves?

which is the most used trait?


666bender wrote:

+2 to initiative ?

+1 to will saves?

which is the most used trait?

IMHO

Most used = initiative
More important = will

You roll initiative every combat. Your character is not as dependent on going acting first as spell-casters or rogues for sneak.

On the other hand, smart enemies target fighters with Will save or suck/die spells. A +1 bonus to Will might double your Will save at early levels, and every little bit helps at higher levels.

cheers


(religion) purity of faith's gives both a +1 to will AND a bonus to saves against spells and effects from evil creatures.

usually i default to any of either anatomist, armor expert, reactionary, purity of faith, magical knack (for casters if i'm dipping or classes like ranger/paladin that have CL penalties), dangerously curious, and wayang spellhunter and/or magical lineage (they do the same thing) for a magus.

Sczarni

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Front line fighter? I'd go with Defender of the Society.


ah, i always forget the various "____ of the society" traits.


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Veteran of Battle is nice too: +1 to Init and a free weapon draw.

Other option for a fighter is to use the trait to pick up extra skils: want to bounce around the battlefield? Use Jenivere Crew to make Acrobatics a class skill for you. Want to add a little info gathering to the character? Affable gives you bonuses to Diplomacy and Knowledge (local) and makes them class skills.

There are tons of traits like this, almost for every skill out there. I like these because they give you a trait bonus AND since the skill is now a class skill you get the +3 as well. As an example, Affable gives you +5 to Diplomacy and Knowledge (Local) for the cost of a single trait, thats pretty cheap!


at the cost of only a single trait and two skill points, you mean. still that's an awesome deal.


right, sorry.....and that point is also added so +6 (+1 rank, +3 class, +2 trait).


I'd go with the WILL saves personally. It's your weakest save and most enemies (as well as your DM) know it. The higher initiative is generally though of as being much better for casters than for fighters.


Deylinarr wrote:
right, sorry.....and that point is also added so +6 (+1 rank, +3 class, +2 trait).

remember that the trait bonus only applies to diplomacy, and only when used to gather info (not for any other check that might require it), so it'd be +4 diplomacy (1 rank, +3 trained), +4 knowledge local (1 rank, +3 trained), with diplomacy jumping to +6 when using it to gather info.


thing is about will save bonus, will it even help ?
i mean the a sves fro fighter are so low, that.. it wont matter much,
even with a resistance cape, it is still low with wis 10 .


666bender wrote:

thing is about will save bonus, will it even help ?

i mean the a sves fro fighter are so low, that.. it wont matter much,
even with a resistance cape, it is still low with wis 10.

Every 1 point added to WILL saves = 5% more chance of making that save, which could be life or death for a party. What happens if you needed an 11 to save vs confusion and you only had a 10? Yep, you guessed it, you just attacked your buddy standing behind you and killed him instead.

If you do that trait with Iron Will, you have a 15% higher chance of making those saves.

Give me WILL saves any day for a fighter over being able to go first. I know that I won't go first anyhow unless I roll really high against the wizard in my group, the magus in the group, or the inquisitor in the group. The thing is that as a fighter you really don't need to go first. You don't have spells you have to do before combat, you just need to get in there and hit things. Let the wizard clear out the mooks in front with a fireball as his high initiative tops the charts and then you charge in and slam your big ole sword into the neck of the BBEG.

Sczarni

Every +1 you can stack up for saves is beneficial, and there's always that scary spell that you *just* barely saved against. Some characters may benefit from it more than others, though. There's no one right or wrong answer.


will saves hands down are the most important things for fighters, whose saves are in their own right horrendous. It's a bad idea to have a dpr machine who is easily dominated.


Defender of the Society is basically as good as dodge feat (better actually.... applies to flatfooted and touch AC).

Heirloom Weapon would give you a +2 on trip with the weapon.

Lessons of Chaldira to reroll one save per day.

Defensive Strategist is practically as good as Uncanny Dodge, if you have a decent dex to AC to protect.

I would pick one of those.

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