Swiss-Army Fighter


Advice


In an upcoming Rise of the Runelords adventure I'm going to be playing a human fighter named Kellan. Kellan is going to be a member of the Sandpoint militia and an avid combatant with a variety of weapons, to the point where he's essentially a Swiss Army Fighter.

The idea is to create a fighter who is good with a variety of weapons, so he always has what's needed in a fight. I got the inspiration for his build from Treantmonk's guide to the ranger, where he suggests a switch-hitter build that uses both archery and a two-handed weapon for the main weapons, using Quick Draw to change weapons on the fly depending on what the situation needed. I decided to take it one step further: why just archery and two-handed? Why not archery, reach, and a little sword/board?

Many of you will say that this fighter is going to lack focus and come up short, which is definitely a possibility. However, I think that the fighter has the best chance of making this idea work, since he has the most feats of any class.

Right now I've got Quick Draw, Point Blank Shot, and Power Attack feats. Kellan fights with a lucerne hammer (reach), flail/heavy shield (for defense), longbow (dedicated range) and has three chakram to use for when he needs range on the fly. Threw in a sap as well, since he is a town guard and the people prefer non-lethal damage.

For range Kellan will get Precise Shot, Rapid Shot, and Deadly Aim. For melee he will get Improved Sunder, Combat Reflexes, Step Up, Cleave (trade out later), Disruptive, Shield Focus, and probably Toughness (to make up for Con 12).

What do you think? Is this crazy? Crazy enough to work? Any feat recommendations?


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Thrown weapons are the key here, I think, especially ones that can be used in melee and range like daggers, star knives, spears, etc. Chakram are good, but you can't melee with them. You can draw one and toss it, toss one you're holding and draw another with Quick Draw, and collect them at the end of the fight. Plus, you save on the money to adjust a composite longbow to your strength.

For real swiss army feel, carry some pila (pilum) when the enemy's got a shield. I'm also a hunga-munga fan, cause you can TWF them in melee and throw them as you please.

Admittedly this may catch up with you in later levels as being a jack of all trades makes you a master of none. You may have to streamline to make it work.

Also, I'd add TWF to shield bash when you sword and board. Spike the shield.

Scarab Sages

1 person marked this as a favorite.

It is tough to be a versatile fighter when min/maxing and specializing in one form of attack often proves to be very effective.

I like your character concept, reminds me a lot of reach fighters I made in the past.


Sean O'Brien 794 wrote:

Thrown weapons are the key here, I think, especially ones that can be used in melee and range like daggers, star knives, spears, etc. Chakram are good, but you can't melee with them. You can draw one and toss it, toss one you're holding and draw another with Quick Draw, and collect them at the end of the fight. Plus, you save on the money to adjust a composite longbow to your strength.

For real swiss army feel, carry some pila (pilum) when the enemy's got a shield. I'm also a hunga-munga fan, cause you can TWF them in melee and throw them as you please.

Admittedly this may catch up with you in later levels as being a jack of all trades makes you a master of none. You may have to streamline to make it work.

Also, I'd add TWF to shield bash when you sword and board. Spike the shield.

There is the -1 to melee attacks with the chakram and the possibility of damaging yourself, but I personally think that gauntlets should prevent that from ever happening (which Kellan's scale mail provides). I'll talk to my DM about it, he might let this change happen.

Liberty's Edge

This is a good feat to have for that concept.

Possibly more than once.


Kollanti wrote:

It is tough to be a versatile fighter when min/maxing and specializing in one form of attack often proves to be very effective.

I like your character concept, reminds me a lot of reach fighters I made in the past.

I can see that happening with numbers, but I think the versatility will pay off in the end. How often as a fighter do you have to say "Woops, I didn't make an archer and I can't fly, guess I'll just watch the ranger and sorcerer fight the harpy."? Or "Man, I really wish I could get past this dragon's DR, but I'm a two-weapon fighter, that's not my build."?

I see the regular fighter as a true weapon master, who can excel with any type of armament in any situation. Will I be as good as a dedicated archer? Nope, but I can hold my own at range and still go into the front lines. Will I get as many hits in as a pure reach build or a two weapon fighting build? No, probably not, but I can still get some huge hits in with my two-handed weapon (lucerne hammer right now).

If I need to boost my attack scores, I can always get Weapon Focus with any toys I've come to like. I think I'll be holding onto that lucerne hammer and the chakram at least, so they're the top contenders right now.


ciretose wrote:

This is a good feat to have for that concept.

Possibly more than once.

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For a good at everything fighter at low levels, this feat set might work ok (nothing fancy, just boosting any situation):

1 point blank shot
1 precise shot
1 power attack
2 combat reflexes
3 two weapon fighting
4 improved shield bash
5 Deadly aim
6 quick draw

Based on the excellent suggestions above, working towards martial versatility and martial mastery can make an interesting character but it doesn't hit it's stride until mastery at 16th level when all your specific feats apply to a whole weapon group. The thrown weapon group is good for this because you can grab feats that work for spear or trident for one-hand/spear and board/power attack and then apply them to chakram or other thrown weapons after 4th level. There are some fun combos in this like, charging hurl/opening volley (+2 thrown attack that gives +4 to hit on next melee attack so sets up for AoO). None of this is optimized by any means but feats could look like this:

1 point blank shot
1 precise shot
1 dodge
2 close quarters thrower
3 weapon focus (spear or trident)
4 weapon specialization ( spear or trident)
5 martial versatility (thrown) specialization 
6 quick draw
7 Deadly aim
8 improved weapon focus (spear or trident)
9 Charging hurler
10 opening volley  (+4 melee after ranged)

Grand Lodge

You can also combine the Arms Master(through Adopted) trait, with the Quick Learner trait, to have no penalty with any Exotic weapon.

You find any weapon, and you can pick it up, and use it without penalty.

Dark Archive

After all of these suggestion, what are you considering now? From your initial build, it didn't seem you had a good slashing weapon to get past DR. I think if you are going the Swiss army fighter, you should be ready to handle any need in the DR department. I would also include a quiver of blunt arrows.

Grand Lodge

A good Use Magic Device bonus, and a Wand of Paragon Surge, will make you very versatile.

Have access to just about any feat, at any time, is quite a handy tool.

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