Need help with a bet with a friend


Advice


A friend of mine likes to play fighters. However, he has been arguing that they are too weak, as even other martial classes like the barbarian are better than the fighter, especially at higher levels.(Note, he talking about base fighter, no archetypes)

I told that the fighter was quite balanced, at least, in comparison to other balance issues like casters in general. So I told him to test this we should try a PvP, him a level 20 barbarian, me a level 20 fighter. We would have gold to spend on magic items, but the amount would be reduced for convenience sake. In addition, neither of us can use any multi-classing or archetypes. Finally, we decide no cheap magic items to break the game. Another person was going to GM this as well.(to test out his PvP system)

So my problem is: I've found what I think to be a pretty good build for a fighter, and because he has specifically showed the math for a two-handed weapon fighter was weaker than the barbarians, I didn't use that build.
What do people think?
(this is what I have so far):
Hammer the gap
Power attack
Improved unarmed strike
Improved grapple
Greater grapple
Weapon Focus(kukri)
Weapon Specialization(kukri)
Greater Weapon Focus(kukri)
Greater Weapon Specialization(kukri)
Two-weapon fighting(rend+improved+greater+slice)
Improved critical(kukri)

There is a second question with this, I suppose...
does the CMB bonus of your weapon training apply to grapple check attempts? normally I'd say it seems weird, but it's important for this character to use grapple to stay "sticky"(to get off full-attack actions). If not, then replace kukri with dan bong, since that gives a bonus to grapple, so it might apply?

Dark Archive

Two weapon fighters tend to be more damage output than two handed fighters. use a khopesh and a shield. and go down the two weapon fighting feat tree. max out armor and shield enhancements and you should be fine. first attack should always be a trip attempt.

Dark Archive

The problem is not really that the fighter or the barbarian do more or less damage than one another (the fighter can fight the same all day long, while the barbarian is almost assuredly going to be stronger when he has rage rounds). It's more that once the problem needing to be solved is completely not combat-related, the barbarian has a more significant pool of abilities to pull from (more skills, supernatural abilities and rage powers) besides KRONK SMASH.

Testing how well either character can do in beating the other up isn't really going to prove anything of value, especially when the combat will likely be heavily weighted in the barbarian's favor just from the format. :/


If you'd like to have some real fun with him, take combat patrol and start with a polearm out braced vs charge. 30ft AoOs? Yes, please.

Quick draw for switching to your backup weapon (and a quickdraw shield).

1) Use the huge number of feats to your advantage, take combat expertise for improved sunder and improved/greater trip. Goal is to knock him down and then destroy his weapon. Spiked shield and armor will make it virtually impossible for him to do the same.If he's not thought about taking improved unarmed, you'll just get to AoO him to death when he attacks you. Fighters are about brains.

2) Another good one is Greater Impaling Critical and a keen 19-20 crit range reach polearm (w/Mithral Buckler) (halberd? the names escape me atm). 5ft back, full attack and every time you confirm a crit he loses a round pulling the weapon out and takes bleed.

3) Grapple and a light weapon should not be underestimated. Use the human FCB to buff your CMD vs Grapple and he won't be able to take control of the grapple after you get it. Despite their full BAB and high strength, most barbarians are very vulnerable to a grappler.

4) Combine 2 and 3 by using a rapier in the grapple. I love barbarians, but a good fighter is just so much more versatile.


The fighter's problem is no and it does need help.


For your sake, I hope you didn't bet anything too important.


To Seranov:

Your comment has been his comment all along. The idea of this trial is that I can create a more competent fighter in combat using only the extra combat feats they get. If he takes any additional comat feats from his normal progression(which he is), then I get one more from my progression; then I have to win.(or just do well in general)
this would mean that a fighter's abilities allow them to be on par with barbarian in combat, therefore being able to use their normal feats for out of combat uses. The reason we are alright with "do well in general" is because technically one component of the fighter class features helps out of combat; the armor training reducing armor check penalties. IT's not a big thing, but enough that I don't have to straight up win, just do really well.

So far, he has just taken power attack, two-weapon fighting, and double slice.

Small little note; the GM will be checking our characters to avoid picking abilities to "counter" the other. This is more for my sake, but this means I have to pick feats assuming I might have to fight other creature with different tactics than "Barbarian charge and kill you!"
(in fact, the GM has implied he might do something extra monsters-wise to specifically avoid that; he is in charge of making both the map and game fair for both of us)

To Ipslore the Red:

As for what I'm betting, it's mostly pride, but as a GM in general I'll have to think about adjusting the base class.


Tsu, of the little things wrote:
If he takes any additional comat feats from his normal progression(which he is), then I get one more from my progression; then I have to win.

The barbarian's one weakness is their lack of feats, if your opponent feels the need to get additional feats, he should be multiclassing fighter (not allowed per your terms).

I'd personally field this against a Barbarian with a 20 point buy.

Race: Human, or any other with a FCB to Grapple maneuver CMD, adjust human racial feats as appropriate.

Str: 18 (15 base, 7 pts +3 level)
Dex: 17 (15 base, 7 pts, +2 racial if human)
Con: 16 (14 base, 5 pts, +2 level)
Int: 13 (13 base, 3 pts)
Wis: 10 (10 base, 0 pts)
Cha: 08 (10 base, -2 pts)
*Note, I know the feat order is weird, I'm more of a sword and board type so I added the TWF in last, you can also go 7 Cha for 12 wis and a +1 to Will saves or an extra skill point at 14 int.

All FCB bonuses split as follows: +1 to Grapple every level, +1 to Trip at even levels, +1 to Sunder at odd levels. You become immune to disarm with the rapier at 20.

Level 1: Weapon Focus: Rapier, Toughness (HB), Power Attack (FB)
Level 2: Quick Draw (FB)
Level 3: Cleave (for mooks)
Level 4: Weapon Specialization: Rapier (FB)
Level 5: Weapon Training (WT) I in Light Blades, Point Blank Shot (for daggers)
Level 6: Combat Expertise (FB)
Level 7: Martial Versatility: Weapon Focus (now applies to all light blades, including your daggers)
Level 8: Greater Weapon Focus: Rapier (FB)
Level 9: WT II in Close, Critical Focus
Level 10: Improved Critical (FB)
Level 11: Critical Versatility: currently used for Improved Impaling Critical
Level 12: Greater Weapon Specialization: Rapier (FB)
Level 13: WT III in Bows, Impaling Critical
Level 14: Improved Unarmed Strike (FB)
Level 15: Improved Grapple
Level 16: Martial Mastery (all weapon-specific feats apply to the entire light blade group, to include your throwing daggers) (FB)
Level 17: WT IV in Polearms, Greater Grapple
Level 18: Two-Weapon Fighting (FB)
Level 19: Double Slice
Level 20: Weapon Mastery: Rapier, Improved Two Weapon Fighting (FB)

Armor: Adamantine Full Plate for an 8/- DR without impeding your dex to AC, enchant as you'd like and consider 50% Fortification.

Shield: Mithral Buckler, Animated and otherwise well-enchanted.

Weapons:
Walking-Around Gear: Any masterwork polearm with reach just to prevent an unopposed charge. This has always deterred my DM from ever charging me in the first place, ah well.

Primary: 2 <Fire/Ice/Electricity/Acid/Whatever> Burst Rapiers with as high a bonus as you can reasonably afford.

Secondary: Half a dozen +1 returning daggers for throwing purposes. This is a good counter for mid-range skirmishers.

Tertiary: A +1 Seeking Adaptive Composite Longbow and 40+ sleep arrows. Only use this at >100ft range and if a save is failed, walk up and coup de grace. The bow is your archer counter.

Gear: +6 Str/Con belt, Book for +2 Str to stay in a sweet spot
Something to provide a blur effect for miss chance since he'll have a very high to hit.
A sipping jacket loaded with an increased caster level potion of Vanish.
A ring of nondetection or other appropriate item.

With a massive crit range and Improved Impaling Critical, he will get impaled by a rapier soon enough. If you ever get both in him, remove one and keep fighting. He'll take bleed damage every round unless he can beat you on a grapple maneuver (vs 46+str+dex? yeah, right)

If you begin losing the fight, drop a rapier and grapple him. The invisible grappler approach would be your primary anti-caster technique as nondetection defends you from See Invis and True Seeing.

Cheers.


I'm telling you right now, the fighter is a horrible class, and the barbarian will most likely eat your soul unless you exploit or they build/play badly. You not using archetypes makes the fighter even worse while the barbarian doesn't really care to use them.

Class tiers (power) aren't determined by pvp, but overall versatility on what they can accomplish in the game, and the fighter becomes useless in a lot of situations. Fighters are terrible, and that's that sadly. Maybe one day they'll be fixed to be less awful, but they will most likely remain awful.

Off the top of my head, I would exploit the fact that you're fighting a medium sized player with class levels and grab yourself a polearm and enjoy yourself some tripping. Feats like Pin down will stop him from getting in on you, and Fury's fall will help your trip action succeed even more while having a good dex will hook you up even more for that AC boost.

Using a Long bow is also a great idea, because in pathfinder you can go pretty nuts with that, especially using clustered shots and not caring about the DR.

I could write pretty long post on tactics, feats and gear, but it'll be cheap. It'll come down to you using better tactics with what you have to beat your buddy.


PS. the feat selection you listed is awful (no offense) and you will not survive with that.


Honestly you should go with archery. If you insist on TWF then go TWF board and sword. Drop hammer the gap, Improved unarmed strike, and Improved grapple.


Barbarian can get in and sunder, disarm, grapple etc the guy, and it's all OGRE, so that is why using the bow might be a bad idea vs the barbarian, but bow is definitely one of the best options for a fighter. I say best bet is pole arm madness.

Buff initiative so you will most likely go first, and combat patrol. When they take their turn they'll provoke and you can run over and trip them followed by you getting an attack, then if they stand up with their other move action you just give them the beats. They'll be right in front of you for you to bestow your punishment on with a full attack, or you can 5 ft step back and use lunge to full attack too for safety. If they too have options for reach then you 5 ft step back and combat patrol again to return the cycle of hate once more until they are finally dead forever. Pin down definitely helps you stay safe!

EDIT: I'm forgetting that weapon mastery means you can't be disarmed


Pathfinder Lost Omens Subscriber

what will the battlefield be? if you can get some distance (would be hard with a barbar), you could rain down arrows at him and still have feats to switch into melee and do good damage.

you could also go down the Dirty trick path and try to cover him in penalties, specifically get Deadly Stroke(feat) and use dirty trick with quick dirty trick(feat), then start spamming blind or other appropriate debuffs on him and watch as he gets stun locked basically trying to remove the conditions with his STANDARD.

you could also try going down the tripping path where you can get an AOO off of trips and then when he is down if he decided to not get up and full attack you have an easier time blinding him etc.

basically I see deadly stroke and debuff being good since he can't heal himself, then one of his main advantages will slowly leak away. You won't out damage him(by % of health anyway), so you need to control him and mitigate his damage.


What if the Barbarian invests in Dragon Totem for flight and then goes archery?


chaoseffect wrote:
What if the Barbarian invests in Dragon Totem for flight and then goes archery?

That's one of the things you hope they don't do, because you'll be screwed with a lot of options. Even if they come melee while flying you can't trip them according to the pathfinder rules.


2 people marked this as a favorite.

Instead of having the two characters going head to head from the start, I'd probably have the two run a gauntlet of monsters first.

Have both go up against a list of nice, high level beasties, one on one, and then, at the end of the gauntlet, they face each other. That'd give a better idea of which character is better.

A three round slaughterhouse benefits the sprinter. Fighters are distance runners.


Human Fighter wrote:

Barbarian can get in and sunder, disarm, grapple etc the guy, and it's all OGRE, so that is why using the bow might be a bad idea vs the barbarian, but bow is definitely one of the best options for a fighter. I say best bet is pole arm madness.

Buff initiative so you will most likely go first, and combat patrol. When they take their turn they'll provoke and you can run over and trip them followed by you getting an attack, then if they stand up with their other move action you just give them the beats. They'll be right in front of you for you to bestow your punishment on with a full attack, or you can 5 ft step back and use lunge to full attack too for safety. If they too have options for reach then you 5 ft step back and combat patrol again to return the cycle of hate once more until they are finally dead forever. Pin down definitely helps you stay safe!

EDIT: I'm forgetting that weapon mastery means you can't be disarmed

Take the snapshot feat line and trip him on the way in. If you cant trip him then you could not have grappled him either so either way you should not be taking the improved grapple and unarmed strike feats.

Yeah he gets a +4 against ranged attacks while prone, but after two full attacks he should be dead. Of course you could roll badly, but if that happens he will likely win any, and to be honest he can sunder a melee weapon just as easily as he can sunder a bow at that level with all of the damage that he can put out.

edit: He might sunder your armor also. I had a level 13th barbarian sundering armor in a game.


Wraith, how are you tripping him on the way in with snapshot feat line? I would have suggested Archery archetype with trip Trickshot, but the OP wrote specifically no other archetypes. My suggestion method that I plainly mention without super details is to keep your distance with the polearm. The barbarian wouldn't be able to get into the vicinity to do any combat maneuvers at all under the tactics I suggested, especially if you used lunge to stay away from their reach weapon.

You can trip 10 ft with a reach weapon, and 15 ft using lunge, which isn't normal grapple range for a medium sized creature.

I suggest polearm lockdown, with pumping your initiative as much as you can so you can make sure you're prepared for the first round to start your combat patrol.

THIS is the weapon you would want to use, especially since all your crits would confirm.


Snapshot line and the Standstill feat could be a good combo to stop them from entering, but it's risky to go on that CMB to activate.


Human Fighter wrote:

Wraith, how are you tripping him on the way in with snapshot feat line? I would have suggested Archery archetype with trip Trickshot, but the OP wrote specifically no other archetypes. My suggestion method that I plainly mention without super details is to keep your distance with the polearm. The barbarian wouldn't be able to get into the vicinity to do any combat maneuvers at all under the tactics I suggested, especially if you used lunge to stay away from their reach weapon.

You can trip 10 ft with a reach weapon, and 15 ft using lunge, which isn't normal grapple range for a medium sized creature.

I suggest polearm lockdown, with pumping your initiative as much as you can so you can make sure you're prepared for the first round to start your combat patrol.

THIS is the weapon you would want to use, especially since all your crits would confirm.

I had forgotten tripping was restricted to melee attacks. At the time I wrote it I was thinking it applied to any attack. Yeah he might be better off with a polearm or crit fishing and hope to lock him down with stunning or staggering critical.


wraithstrike wrote:
Human Fighter wrote:

Wraith, how are you tripping him on the way in with snapshot feat line? I would have suggested Archery archetype with trip Trickshot, but the OP wrote specifically no other archetypes. My suggestion method that I plainly mention without super details is to keep your distance with the polearm. The barbarian wouldn't be able to get into the vicinity to do any combat maneuvers at all under the tactics I suggested, especially if you used lunge to stay away from their reach weapon.

You can trip 10 ft with a reach weapon, and 15 ft using lunge, which isn't normal grapple range for a medium sized creature.

I suggest polearm lockdown, with pumping your initiative as much as you can so you can make sure you're prepared for the first round to start your combat patrol.

THIS is the weapon you would want to use, especially since all your crits would confirm.

I had forgotten tripping was restricted to melee attacks. At the time I wrote it I was thinking it applied to any attack. Yeah he might be better off with a polearm or crit fishing and hope to lock him down with stunning or staggering critical.

Honestly, I don't know how he's going to win this as is. If it comes to that it will be who loses the first fortitude save as the barbarian has come and get me and dazing strike. Between them the barbarian is likely going to have at least a +6 to fortitude saves while raging over the fighter, and he's going to get an AOO for every time the fighter strikes at him.

I'm not putting my money on a person who gets a full attack against a person who gets 2 full attacks per turn, one of them completely full BAB attacks.


Barbarian isn't even going to use Come and Get me when the fighter has a polearm, unless the Barbarian has one too, but the Fighter should use lunge to completely negate it anyways.

Both classes have Fort as a good save, so spending things on that should only be done if you can't find better things to spend your feats on.

Combat Patrol + Crit Pole Arm + Combat Reflexes + Pin Down + Lunge + Trip Feats are already pretty solid for a strategy, but the issue with fighter is that they can be completely foiled by things like wings. Pretty much, the barbarian would be under super lockdown, unable to go anywhere and get destroyed, unless the barbarian had counter options.

If the barbarian doesn't have a reach weapon, and can't fly, then the fighter is going to be in a dominate potion I'd say with what I suggested. With pin down, you could stay within 10 ft and get your full attacks off, because on the Barbs turn, they can't even get close to you without you stopping them in their tracks, or you tripping them to the ground.


If the Barbarian in question isn't going for Dragon Wings and Pounce isn't an option, there's always the mostly worthless except in this situation World Serpent line. World Serpent Totem Unity says you can't be knocked prone, so that's one possible defense. That plus the Step Up tree could be problematic, but that would depend on how things resolved: Could the immediate 5-step be timed so that the fighter is never actually threatening and thus able to Pin Down as he steps away?

Regardless we're getting into Schrodinger territory now...


Pathfinder Lost Omens Subscriber

this is why I say go Dirty trick route, either be blind or lose your standard, either way the enemy is losing a lot of attack potential.

if you can trip him, you probably could blind him for 1+1d4 rounds or lose a standard and apply this as part of a full attack action, so he becomes flat-footed making the next few attacks easier to hit...

this is only this good when fighting a single opponent who you simply can't let get any good hits in. which is why this i don't think is all that great normally compared to trip.


Am I the only person that thinks you should absolutely take eldritch heritage line of feats? That will decrease your other stats due to not being able to dump charisma, but you will be able to do smth pretty awesome like taking Draconic and getting fly speed, blasting, claws (in case you lose your main weapon). Imho for fighters these line of feats is a must as other classes usually lack feats and eldritch heritage asks for too many feats. Also/Or leadership - have a monstrous mount and invest your feats into riding.
Don't stick to stereotypical fighter.
Also consider other races except human. For example you could take drow - get deeper darkness as spell like ability and through eldritch heritage get to see/sense through it. Then grab spring attack and see how barb cannot even find the square where you are.
There are countless options.
Fighters get to take helluva of feats to gain interesting abilities and still have enough combat feats to be good in "usual" melee or ranged.


Pathfinder Lost Omens Subscriber

actually yeah, get flight, get ranged, hope the barbar doesn't get flight or ranged...

I'm actually pretty sure this is pretty cheap though, your using a sorc class skill to prove the fighter can beat a barbar?


Bandw2 wrote:


I'm actually pretty sure this is pretty cheap though, your using a sorc class skill to prove the fighter can beat a barbar?

Imho fighters have a lot of feats to abuse cool race feats and eldritch heritage. Or, at least that's the only way how I see them playable - not being boring. And majority of fighters should do it.

But taking leadership and flying monstrous mount shouldn't interfere with stereotypical fighter concept.

Anyway, Moospuh, good luck!


To be fair, Barbarians aren't exactly feat starved in most cases so you could end up facing your eldritch heritage/leadership mirror. Power Attack and done, after all.


Archery + mount = insane, safe dpr.


Thanks for all the help guys. Gonna make and play the character today. I'll tell you the results.

PS I'll tell the GM about running a "monster maze," and see what he thinks of it.


Pathfinder Lost Omens Subscriber

what build did you choose?


I learned from the GM that he was going to run it in a dungeon to avoid flying randomness, and made it quite large with dangers within it.

We both made our characters after that with that knowledge, because the small corners and minimal lighting, I decided to avoid both the polearm and flying combinations. I also decided against the heritage feats, cause I also kinda didn't like them.
My friend decided to use 6 of his feats for combat feats, then used 4 feats that weren't counted as combat feats, but still helped him in combat. So I used some of the ideas like combat patrol and using a double rapier build for my two-weapon fighting. I used the rest of my feats on a mobility focus combined with some magic items to allow for easy escape and stealth.
In other words, I did a hit-and-run strategy that also allowed me to avoid fights with monsters.

In the actual game, he had to fight through two monsters, and barely saved against a arrow trap. I avoided all my monster fights(except one that was super easy cause I had to get around it), and got hit pretty hard by a lvl 20 fireball trap(I saved, but that half damage still hurt).

When we met, we did pretty well against each there, but that earlier fireball had my health low(his rage made the fights with the monsters not very painful to his total hp, and I didn't have time to heal. kinda got the jump on me almost right afterward). I might've won after his rage went out, but instead I decided to try to go for a win and managed to escape.
He healed in the meantime(and the tireless rage, grr...), as did I, but I decide to try something interesting. One of the feats I had taken as an extra feat(one of the non-combat feats), just in case, was skill focus(acrobatics). I scouted for dangerous looking monster, baited him over to me, then used acrobatics to get the monster between him and me and started to pound him with returning thrown weapons, while the monster acted as a barrier. He probably could've gone past the monster as well, except he couldn't also get past my square(those DCs). He did go around, but I managed to chase while avoiding the attacks by the monster, grappled, then stuck to him till he died.

In the end I won quite fairly. The GM kept track of the rolls for us(so we knew luck wasn't a factor), and it was pretty much correct. So, there you go guys. Thanks for the help.

Some other notes;
I looked at some of the math between the two classes(the stuff that I could do), and it definitely seems like the barbarian has the advantage there. That said, I decided that pathfinder really is too different based on the situation to say definitively that one class is better than the other when they are so close to each other in role, etc...

That said, one of the things I've decided to do to "secretly" help the fighter out, while also making things more fun, is to avoid racial restrictions(when it makes sense). This gives fighters more options in general, and makes some character ideas happen more easily(like one of my players who wanted to make a barbarian whose clans culture has them grow their nails out like claws, and so has taken the ratfolk feat, sharpclaw)

Also, the GM was happy with the way the game was set-up, as were we, so success on that front.


Pathfinder Lost Omens Subscriber

you should have put more into disabling him... :P


the grapple system work pretty well.

My GM has rules that I could use my weapon training bonus to grapple checks, as long I as was wield the weapon at the time of the initiated grapple(kinda like you use the weapons to set up a good grapple?)

does anyone have the actual RAW for that though? I feel like that could be a pretty strong nerf to the fighter if you couldn't use the bonus.


Do not melee the come and get mee barbarian. Be an archer tank. All the DPR archeryfeats + point blank master + snap shot chain feat + (the really important) pin down.


Tsu, of the little things wrote:


does anyone have the actual RAW for that though? I feel like that could be a pretty strong nerf to the fighter if you couldn't use the bonus.

NO, the bonus do not apply unless hamatula strike or whip mastery.

Lantern Lodge

Archer fighter? Win initiative and shoot to kill?


Make a diplomancer. At level 20 you won't even have to add many special abilities to it to be impressive. Get UMD and a scroll of calm emotions.

No? :-)


Human Fighter wrote:

Barbarian can get in and sunder, disarm, grapple etc the guy, and it's all OGRE, so that is why using the bow might be a bad idea vs the barbarian, but bow is definitely one of the best options for a fighter. I say best bet is pole arm madness.

No disarm and sunder at level 20. HUman favored calss bonus agasint grapple and trip and trip for a +20 to CMD.


Tsu, of the little things wrote:


A friend of mine likes to play fighters. However, he has been arguing that they are too weak, as even other martial classes like the barbarian are better than the fighter, especially at higher levels...

...I scouted for dangerous looking monster, baited him over to me, then used acrobatics to get the monster between him and me and started to pound him with returning thrown weapons, while the monster acted as a barrier...

...In the end I won quite fairly...

Using smarter tactics than another player does not prove that one class is mechanically better than another. Nothing you did was something a barbarian could not have done.

Tsu, of the little things wrote:


...I managed to chase while avoiding the attacks by the monster, grappled, then stuck to him till he died...

...My GM has rules that I could use my weapon training bonus to grapple checks...

Houserules kinda throw the whole point of class balance discussion.

I'm glad you guys had fun though.


Pathfinder Lost Omens Subscriber
Tsu, of the little things wrote:

the grapple system work pretty well.

My GM has rules that I could use my weapon training bonus to grapple checks, as long I as was wield the weapon at the time of the initiated grapple(kinda like you use the weapons to set up a good grapple?)

does anyone have the actual RAW for that though? I feel like that could be a pretty strong nerf to the fighter if you couldn't use the bonus.

grapple does not use your weapon, it sort of counts as it's own weapon. You can get Weapon focus (grapple).


what about using the dan bong? does the CMB apply to grapples then? I feel like it should since it gives grapple bonuses, and can be used in grapples.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Need help with a bet with a friend All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice