| Rents |
I need help creating a lvl 1 Cad Fighter, I'm still kinda new to Pathfinder so I was wondering how I should use them in battle. Most of the time my friends just put me in the role of the tank, which is pretty simple to understand. After looking over the Cad fighter they don't seem like they're suitable as a tank, however my party currently is a Barbarian, Cleric, and me a Cad. We had to roll for our stats and I ended up with this:
Name:Badgher Nack
Gender: Male
Alignment: Chaotic Neutral
Race: Human
Class: Cad Fighter
Level 1
Init +2, HP 15/15, DR 0, Speed 30ft
AC 18, Touch 12, Flat-footed 16, Fort +5, Ref +2, Will +0, Base Attack Bonus +2, Action Points 1
Morning Star (-) 1d20+5 (1d8+5, /x/2)
Boomerang (3) +5 (1d4+5, 19-20/x2)
Long Sword (-) +5 (1d8+5, /x2)
Chain Shirt, Buckler Shield (+4 Armor, +2 Shield, +2 Dex)
Abilities Str 16, Dex 17, Con 16, Int 13, Wis 10, Cha 12
This is what I have for the character so far, but I can make CHANGES to everything EXCEPT: Race, class, and we haven't been allowed to get traits yet; but I'm hoping to get the Bully & Dirty Fighter traits. I can move around my Abilities to different places if need be.
| Rents |
A cad is not a tank, they are a class that is better as a melee flank partner that hands out debuffs to humanoids using weapons/armor. Also, I don't know what system you are using that gives you a BAB of +2 at first level and "Action Points"... Can you elaborate?
Oh, I must have put BAB +2 by mistake; thanks for catching that. Also from what I know Action Points are called Hero Points in Pathfinder, my sheet just has Action Points instead.
Do you recommend any feats for the first few levels (1, 2, & 3)?
Coraith
|
Alright, well first off, I'd suggest you take a look over your math again.
Initiative is Dex+Misc Modifiers. Should be +3
Hit Points is 1d10+Con Mod+Misc Modifers. Should be 13 HP from what you have listed, 14 w/ Favored Class bonus.
Armor Class should be from information you have listed, 19 Regular, 13 Touch, 16 Flat footed.
Melee to hit should Morning Star +4 1d8+3 LongSword +4 1d8+3 Boomerang +4 1d6. With that however comes the issue of Proficiency with boomerang, which you dont have listed and really its not the best weapon to burn a feat on. I suggest just having some Spears/Javelin to throw.
Muser
|
Hmm, I suggest playing this as a renaissance duelist of sorts. Use a buckler and a longsword and the like, so you can two-hand the weapon occasionally, maybe going out of character if faced with monsters and using a heavy shield. Pick Medium Armor Proficiency at some point or maybe even multiclass to, say ranger, which gets you some really good skills and that proficiency.
Later on, I'd pick a combat maneuver that's going to be my main schtick. Disarm maybe, since you get bonuses to that. Dirty Trick is pretty weak, but it works against everyone and later on making somebody blind momentarily might be the only thing in the way of, say, a disintegration or a full attack laced with energy drain.
You have really good stats, so I would not worry.
| Rents |
Alright, well first off, I'd suggest you take a look over your math again.
Initiative is Dex+Misc Modifiers. Should be +3
Hit Points is 1d10+Con Mod+Misc Modifers. Should be 13 HP from what you have listed, 14 w/ Favored Class bonus.
Armor Class should be from information you have listed, 19 Regular, 13 Touch, 16 Flat footed.
Melee to hit should Morning Star +4 1d8+3 LongSword +4 1d8+3 Boomerang +4 1d6. With that however comes the issue of Proficiency with boomerang, which you dont have listed and really its not the best weapon to burn a feat on. I suggest just having some Spears/Javelin to throw.
Name:Badgher Nack
Gender: MaleAlignment: Chaotic Neutral
Race: Human
Class: Cad Fighter
Level 1
Init +3, HP 14/14, DR 0, Speed 30ft
AC 19, Touch 13, Flat-footed 16, Fort +5, Ref +2, Will +0, Base Attack Bonus +2, Action Points 1
Morning Star (-) +4 (1d8+3, /x/2)
Javelin (3) +4 (1d6+3, 19-20/x2)
Long Sword (-) +4 (1d8+3, /x2)
Chain Shirt, Buckler Shield (+4 Armor, +2 Shield, +2 Dex)
Abilities Str 16, Dex 17, Con 16, Int 13, Wis 10, Cha 12
ossian666
|
I'd go the classic Power Attack, Iron Will, Combat Expertise as your feats. That will give you a little more ooomph for using 1H weapons, buff your weakest save, and give you an option to bump up that defense a bit if need be while also opening up the door for a few Imp Combat Maneuver feats.
Make sure you put some ranks in Acrobatics...since you will be wearing light armor you can move in and out of zones with this and with 3 ranks your Fulld Defensive and Fight Defensively should go up 1.
| Rents |
I'd go the classic Power Attack, Iron Will, Combat Expertise as your feats. That will give you a little more ooomph for using 1H weapons, buff your weakest save, and give you an option to bump up that defense a bit if need be while also opening up the door for a few Imp Combat Maneuver feats.
Make sure you put some ranks in Acrobatics...since you will be wearing light armor you can move in and out of zones with this and with 3 ranks your Fulld Defensive and Fight Defensively should go up 1.
Name:Badgher Nack
Gender: MaleAlignment: Chaotic Neutral
Race: Human
Class: Cad Fighter
Level 1
Init +3, HP 14/14, DR 0, Speed 30ft
AC 19, Touch 13, Flat-footed 16, Fort +5, Ref +2, Will +2, Base Attack Bonus +2, Action Points 1
Morning Star (-) +4 (1d8+3, /x/2)
Javelin (3) +4 (1d6+3, 19-20/x2)
Long Sword (-) +4 (1d8+3, /x2)
Chain Shirt, Buckler Shield (+4 Armor, +2 Shield, +2 Dex)
Abilities Str 16, Dex 17, Con 16, Int 13, Wis 10, Cha 12
Feats: Power Attack, Iron Will, Combat Expertise
Traits: Bully +1 Intimidate, Dirty Fighter +1 to flanking.What can I do to lower my ACP with Chain Shirt? Or do I just have to wait until higher levels to be able utilize my Acrobatics.
| Rents |
I'd go the classic Power Attack, Iron Will, Combat Expertise as your feats. That will give you a little more ooomph for using 1H weapons, buff your weakest save, and give you an option to bump up that defense a bit if need be while also opening up the door for a few Imp Combat Maneuver feats.
Make sure you put some ranks in Acrobatics...since you will be wearing light armor you can move in and out of zones with this and with 3 ranks your Fulld Defensive and Fight Defensively should go up 1.
Do you think I should go with lighter armor than I'm using now or keep using this one? it's penalty lowers my Acrobatics kinda a lot; or should I wait until higher levels?
Muser
|
It's really up to you. I'd go with what fits to your characters flavor. Is he damn dirty bastard of a fighter? Then get Dirty Fighter. Traits are afterall, besides being teensy power-ups, background elements that are there to support your character.
On the armor issue, for me it's unfortunate how little ACP really means after a couple of levels. It's supposed to be a hindrance, but mwk armor and various class abilities surpass it soon enough. With that in mind, pick the highest ac armor you can, because the goal of the first few levels is to have fun and to survive. If something helps you survive, go for it!
| Rents |
It's really up to you. I'd go with what fits to your characters flavor. Is he damn dirty bastard of a fighter? Then get Dirty Fighter. Traits are afterall, besides being teensy power-ups, background elements that are there to support your character.
On the armor issue, for me it's unfortunate how little ACP really means after a couple of levels. It's supposed to be a hindrance, but mwk armor and various class abilities surpass it soon enough. With that in mind, pick the highest ac armor you can, because the goal of the first few levels is to have fun and to survive. If something helps you survive, go for it!
Thanks a lot for the advice guys, we're gonna start playing soon and I'll tell you guys how my first few sessions are.