The future of a Phalanx Fighter


Advice

Scarab Sages

1 person marked this as FAQ candidate.

I have a lvl 1 phalanx fighter who I had aspired to take into Magus (Skirnir). Then I realized that you can't cast with a heavy shield until 8th lvl, making it lvl 11 before my concept came online. Ugh.

So, I need advice on the following options for his future classes. I plan to stay in Phalanx for 3 or 6 levels before going into my multiclass, then back.
The concept is to make polearm + shield viable via greater Bull rush, AoO's, and reach. My shield will be my main weapon, utilizing many shield related feats, supported by my Bardiche (or whatever).

This is for the Rise of the Runelords AP

stats for reference:

17, 15, 16, 16, 9, 8 (rolled) these are locked in.

Option 1: Ranger (Skirmisher), two weapon style
Pros: maintains full BAB and fort saves. Boosts reflex and opens up feat option through the style I wouldn't normally qualify for without boosting up dex. I can't cast ranger spells with my Wis, thus Skirmisher. The tricks that replace spellcastig are all useful and use my swift actions. Favored enemy, favored terrain, and 6+int skills are all gravy.
Cons: Very Weak Will save means bad things (+1 at lvl 5). Nature's bond will be useless even with a boon companion feat.

Option 2: Chevalier
Pros: This is a three level PrC that will boost my will a bit and give me some cool little abilities if I take it at the right time it should only cost me one feat overall.
Cons: the third level smite does very little for me with a negative Cha mod.

Option 3: Student of War
Pros: a strong will save and moderate reflex will shore up my saves a bit. I get 3 bonus feats over 10 levels to soften the loss of fighter feats and the Know Your Enemy abilities aren't bad.
Cons: At least one ability will be useless to me. I had already planned to invest in two knowledge skills, but the other feat taxes will hurt a bit. I hadn't planned on combat expertise or skill focus.

If anyone can see a different, better way to go, wonderful. Please share. I'm kinda stuck.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

I don't see where you can't use a heavy shield until level 8. What exactly are you talking about? You don't get spell combat with your shield until that time, is that what you are talking about?

*edit*

Nevermond. I looked into it more and the combination is terrible. I suggest just going pure Phalanx soldier.

Scarab Sages

Any thoughts on the three paths I mentioned? I'm not confident that a pure fighter will give me many options besides "smash it" and it feels a little dull.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

I would go with the ranger option. You will have find some way to boost Will saves, but you gain some great abilities.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'd say go with ranger as well, but not a skirmisher. Why? Lead blades, along with barkskin and the ability to use wands of cure light wounds, is much more useful (IMO) than the skirmisher tricks. As far as Hunter's Bond goes, you can always take the "companions" option to grant other party members half his Favored Enemy bonus (teamwork!) instead of going for a pet. Two-Weapon Combat or Weapon and Shield for the ranger Combat Style would fit in, as well; Two-Weapon if you want more attacks with the shield (Improved and Greater Two-Weapon Fighting), Weapon and Shield if you want early access to Shield Slam and Shield Master.

For race, I'd recommend a dwarf with the Relentless (+2 CMB on bull rush and overrun maneuvers) and Stubborn (+2 on Will saves vs. Enchantment (charm/compulsion) spells/spell-like abilities, re-roll failures after 1 round). Dwarf also opens up the Goblin Cleaver/Orc Hewer/Giant Killer feat chain. With the stats rolled, 17 Str, 15 Dex, 18 Con (+2 race), 16 Int, 11 Wis (+2 race), 6 Cha (-2 race) makes for a fairly decent tank (ranger Combat Style feats work in medium armor) and skill monkey, plus (barely) enough Wis to cast spells; +1 Str at 4th, +1 Wis at 8th, all remaining advancements in Str.

EDIT: Whoops. After rereading the OP, "locked in" seems to mean "in order." Revised stats above and feats below. A headband of unshakeable resolve would also be a good early investment.

For progression, I'd probably go fighter (phalanx soldier) 3/ranger 2/fighter +1/ranger +X. Phalanx soldier 3 to pick up Phalanx Fighting ASAP, ranger 2 for the first Combat Style feat, one more level of fighter for the bonus feat, and ranger from then on. With additional Combat Style feats at 6th, 10th, 14th, and 18th, you should have plenty of feats to round out the character nicely with Bashing Finish, Cleave, Cleaving Finish, Combat Expertise, Improved Bull Rush, Improved and Greater Trip, Power Attack, Two-Weapon Fighting, etc.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

<sigh> "With additional Combat Style feats at 6th, 10th, 14th, and 18th,"

Change to "With additional Combat Style feats at ranger 6th, 10th, and 14th..."

Basic arithmetic fail.

Scarab Sages

So you would take wands/potions of those spells over tricks? As noted under the stats spoiler, I have a wisdom of 9, so I cannot cast even 1st level ranger spells. Should I let that whole section sit there just for it's ability to let me use wands and potions?

I should have noted the order as Str, Dex, Con, Int, Wis, Cha.

I mentioned that I planned to take him magus and only realized after the ability score deadline that it would be terrible. Sorry if that didn't stand out.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Headband of Wisdom +2 will give you 1st level spells. Headband of Wisdom +4 will give you up to 3rd level. 4th level spells would be good but are not needed. I would save up for it and make it a must need item. There are spells without saves that are great, so don't worry about low saves.

Also, you don't need the wisdom to use wands, which can be useful if your primary healer gets knocked down. Everyone can use potions.

Scarab Sages

I just looked over the tricks again and they mostly use free/swift actions for no-save effects like shaken, half speed, +10 perception, re-rolls on attacks, etc. They are limited to 1/2 lvl+wis mod, so I would still need the headband to get many uses, but some of these just seem like gold.

Also: there's another ranger in the party, so ranger spells won't be completely unavailable if I really need them.

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