Fighter class.


Advice


I need some help with starting a few different melee based characters. I am new to game. IF you have some pre created characters I could use as a template, or advice on how to play a fighter or whatnot that would be great. I have 2 clerics made and need more characters to start with. Thanks. Or where I can find made starting characters. that I can freely use and mess with. Good day.

Silver Crusade

Here's a link to try: Guide

Grand Lodge

What is the point buy?

What books are available?

What races are available?

What level?


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Right here~

http://www.d20pfsrd.com/extras/pathfinder-society-quick-start-characters


For new players I typically have them start with a fighter class, to get them used to the D20 system in combat. They are a great class to learn with, since they are so simple in nature, and can be really fun to play because of the consistent damage that you can do without having to track resources that new players who are still trying to learn the system may have trouble with.

Most of the time, I give them the basic or "vanilla" fighter build. You will take very simple feat chains, but will still be effective in combat. Most of the players on these boards will call it "boring" but one could make the argument about fundamentals and how they really matter when playing the game.

Feats you will want are simple, you want Power Attack, Weapon Focus, Weapon Specialization, Dodge, Mobility, and if you have enough feats still, Spring Attack. Wind Stance is also nice. Feats like Iron Will never hurt, but newer players usually feel like it's a waste especially because any DM should not be throwing crazy complicated Will save enducing things at you.

You mainly value the physical stats, with STR being the most important, and DEX needing to be at least 13, CON is also very valuable. Don't min/max, it's okay to balance your stats out and you will still be effective.


Player Someone. wrote:
I need some help with starting a few different melee based characters. I am new to game. IF you have some pre created characters I could use as a template, or advice on how to play a fighter or whatnot that would be great. I have 2 clerics made and need more characters to start with. Thanks. Or where I can find made starting characters. that I can freely use and mess with. Good day.

Level? Point buy?

Liberty's Edge

Fighters are wide open. PFS 20 point point buy is enough for any number of builds...just for fun, assuming that...a dwarf 2-h fighter:

Horst Hammerschmidt, 1st lvl

Spoiler:

Male Dwarf fighter 1
None medium humanoid (dwarf)
Init +2; Senses Darkvision (60 ft.), Low-light, Perception +2,
Languages Common, Dwarven, Orc
AC 16, touch 12, flat-footed 14
hp 13 (1HD)
Fort +4, Ref +2, Will +1, +2 vs. poison, spells, and spell-like abilities
Speed 20 ft. (4 squares)
Melee lucern hammer (two handed) +5 ((two handed) 1d12+4)
Melee axe, throwing +4 (1d6+3)
Ranged axe, throwing (thrown) +3 (1d6+3)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +4; CMD 16 (20 vs bullrush) (20 vs trip) Abilities Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 8
Special Qualities Darkvision, Defensive Training, Greed, Hardy, Hatred, Stability, Steady, Stonecunning, Weapon Familiarity, Weapon Training,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Combat Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Lucern Hammer)
Skills Acrobatics (Jump) -4, Appraise +1, Appraise (Precious metals and gemstones) +3, Bluff -1, Climb +5, Craft (Armor) +5, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Heal +1, Intimidate -1, Perception +2, Perception (Notice unusual stonework) +4, Perform (Untrained) -1, Sense Motive +1, Survival +1, Swim +1,
Possessions lucern hammer (x2); chain shirt; outfit (cold-weather); axe, throwing; Bonus Feats
Darkvision (Ex)
Darkvision
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Weapon Training (Ex) As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.

Horst Hammerschmidt, 5th lvl

Spoiler:

Male Dwarf fighter 5
None medium humanoid (dwarf)
Init +2; Senses Darkvision (60 ft.), Low-light, Perception +6,
Languages Common, Dwarven, Orc
AC 22, touch 12, flat-footed 20
hp 47 (5HD)
Fort +6, Ref +3, Will +2, +2 vs. poison, spells, and spell-like abilities
Speed 20 ft. (4 squares)
Melee axe, throwing +9 (1d6+4)
Ranged axe, throwing (thrown) +7 (1d6+4)
Melee lucern hammer +1 (two handed) +11 ((two handed) 1d12+9)
Ranged masterwork crossbow (light) +8 (1d8/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +5; CMB +9 (+10 sunder); CMD 22 (26 vs bullrush) (23 vs sunder) (2 6 vs trip) Abilities Str 19, Dex 14, Con 14, Int 13, Wis 12, Cha 8
Special Qualities Darkvision, Defensive Training, Greed, Hardy, Hatred, Overhand Chop, Shattering Strike, Stability, Steady, Stonecunning, Weapon Familiarity, Weapon Training, Weapon Training,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Combat Patrol, Combat Reflexes, Dodge, Martial Weapon Proficiency, Mobility, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Lucern Hammer), Weapon Specialization (Lucern Hammer)
Skills Acrobatics -3, Acrobatics (Jump) -7, Appraise +1, Appraise (Precious metals and gemstones) +3, Bluff -1, Climb +5, Craft (Armor) +9, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Escape Artist -3, Fly -3, Heal +1, Intimidate -1, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Perception +6, Perception (Notice unusual stonework) +8, Perform (Untrained) -1, Ride -3, Sense Motive +1, Stealth -3, Survival +1, Swim -1,
Possessions belt of giant strength +2; full plate +1 (armor spikes); outfit (cold-weather); axe, throwing (x2); lucern hammer +1; Masterwork Crossbow (Light) ; Bonus Feats
Darkvision (Ex)
Darkvision
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Shattering Strike (Ex) At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Weapon Training (Ex) As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.
Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks)

Horst Hammerschmidt, 10th lvl

Spoiler:

Male Dwarf fighter 10
None medium humanoid (dwarf)
Init +2; Senses Darkvision (60 ft.), Low-light, Perception +11,
Languages Common, Dwarven, Orc
AC 23, touch 13, flat-footed 21, Combat Expertise
hp 89 (10HD)DR 3/-
Fort +11, Ref +7, Will +6, +2 vs. poison, spells, and spell-like abilities
Speed 20 ft. (4 squares)
Melee lucern hammer +2 (two handed) +20/+15 ((two handed) 1d12+13)
Melee axe +1 (throwing/returning) +17/+12 (1d6+7)
Ranged axe +1 (throwing/returning/thrown) +13/+8 (1d6+7)
Ranged crossbow +1 (light) +12/+7 (1d8/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +10; CMB +16 (+19 sunder); CMD 30 (34 vs bullrush) (33 vs sunder)  (34 vs trip)
Atk Options Combat Expertise, Deadly Aim, Power Attack, Abilities Str 22, Dex 14, Con 14, Int 13, Wis 12, Cha 8
Special Qualities Backswing, Darkvision, Defensive Training, Greed, Hardy, Hatred, Overhand Chop, Shattering Strike, Stability, Steady, Stonecunning, Weapon Familiarity, Weapon Training, Weapon Training,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Cleave, Combat Expertise, Combat Patrol, Combat Reflexes, Deadly Aim, Dodge, Greater Weapon Focus (Lucern Hammer), Martial Weapon Proficiency, Mobility, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Lucern Hammer), Weapon Specialization (Lucern Hammer)
Skills Acrobatics -3, Acrobatics (Jump) -7, Appraise +1, Appraise (Precious metals and gemstones) +3, Bluff -1, Climb +9, Craft (Armor) +14, Craft (Siege Engine) +5, Craft (Untrained) +1, Craft (Weapons) +5, Diplomacy -1, Disguise -1, Escape Artist -3, Fly -3, Heal +1, Intimidate -1, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Perception +11, Perception (Notice unusual stonework) +13, Perform (Untrained) -1, Ride -3, Sense Motive +1, Stealth -3, Survival +5, Survival (Follow or identify tracks/Underground) +1, Swim +1,
Possessions lucern hammer +2; ring of protection +1; belt of giant strength +4; cloak of resistance +2; dwarven plate +1 (armor spikes); outfit (cold-weather); axe +1 (throwing/returning); Crossbow +1 (Light) ; Backswing (Ex) At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.
Bonus Feats
Darkvision (Ex)
Darkvision
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Shattering Strike (Ex) At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Weapon Training (Ex) As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.
Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks)

He is a bit light on AC for my tastes, but he should beat things defenseless pretty quickly. He's a defender of a dwarven hold...with the help of a cleric, he should hold off just about any incursion of humanoids...or a group of PCs, perhaps. Typically, he'd be LG, but I held off on giving him an alignment...


Thank you for your help. Greatly appreciated.

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