E6 Pathfinder fighter build.


Advice


Hello! So my group has expressed their desire to do an E6 (Max level 6.) low-fantasy-ish campaign. So, as a player, I thought I might go ahead and prepare for that by making ye good ol' fighter, who are usually mean business at low levels.

I'm torn on those 6 feats, because they don't allow me to complete demanding feat chains like the Greater Combat Manuevers or critical feats. Instead, I decided to go one of the three styles of combat:

Two-Handed Shock Trooper, using the Two Handed Archetype with the following feats:

20 point buy.

Human Two-Handed Fighter Lvl 6

STR: 18 (+2 human, +1 4th level)
Dex: 14
Con: 14
Int: 13
Wis: 10
Cha: 10

F1: Power Attack
G1: Weapon Focus (Greatsword)
H1: Furious Focus

F2: Combat Reflexes

G3: Vital Strike

F4: Weapom Specialization (Greatsword)

G5: Intimidating Prowess

F6: Cornugon Smash

Defensive Polearm weilding soldier-type, Standard Fighter:

STR 16
Dex 16
Con 14
Int 13
Wis 10
Cha 10

F1: Power Attack
G1: Combat Reflexes
H1: Weapon Focus (Bardiche)

F2: Dodge

G3: Iron Will

F4: Combat Expertise

G5: Lightning Reflexes

F6: Weapon Specialization (Bardiche)

Or a weird sort of generalist fighter, also Standard Fighter.

STR 18
DEX 15
CON 14
INT 10
WIS 10
CHA 10

F1: Exotic Weapon Proficiency (Bastard Sword) [More so for flavour reasons, honestly.]
G1: Power Attack
H1: Quick Draw [To wield or unwield the shield, placing it on your back instead.]

F2: Two-Weapon Fighting

G3: Improved Shield Bashing

F4: Lunge

G5: Step Up

F6: Combat Reflexes

--------------

Any ideas?

I do know that there's the Lvl4 Whirlwind Attack route, but I feel like that would make me lose other things. Namely, the Iron Will, Great Fortitude and Lightning Reflexes are suddenly absolutely invaluable because the levels cap at 6, and we gain no more health, saves and so on afterwards. I'm thinking that taking them would give the fighter a pretty big edge over just about anyone else, rather than the AOE attack.


Slightly off-topic:

Typically, E6 provides advancement after reaching 6th level in the form of bonus feats gained at regular experience intervals. The "original" E6 idea (from 3.5), provided for 20 bonus feats with the inclusion of many custom E6-specific feats that enabled higher level class abilities (and other things) as capstones. Before you plan out your character, you may want to get with your GM and find out the specifics.

It makes a huge difference if your character will get 7 feats (human fighter 6) or 27 feats (human fighter E6).


I'd like to focus on the first 6 levels for now, really.

Our group agreed that further advancement after the first 6 levels will be possible in the form of bonus feats and other things, but we also agreed to make it a rather hard endeavour. So, at first, I'd like to see what I can squeeze out of my first 6 levels.

8 feats, rather than 7. So, any ideas?

Grand Lodge

Reach is usually king. I would loose the lightning reflex . I recommend the stand still feat.

But if im only E6 I would do MoM monk 2/Brawler 4. I would do pummeling style, charge, dragon style, Dragon ferocity, focused on grapple....you can use martial flexibility to adapt to what you are fighting.


Just to say you can't take Vital strike until BAB +6, you will have to change feat priority, but you can take them all anyway.

Why combat reflexes with the greatsword build? as you say, iron will will make more sense and I'll give it priority.

And the first stats array can fit nice with the bardiche build, you will be fine with "just" 3 AoO, and the strengh is key. Hitting with +1 attack and +2 damage with 3 AoO or 4 without it.


I was going to get a ring of evasion with those reflexes (They're on par with the fortitude saves, which is quite significant) eventually, just to dodge those fireballs with undeniable swagger.

That's a fun build, but I was looking to make a fighter specifically to fill that soldier-ish concept.

E6 is really exciting, honestly. The limited level keeps a weird sort of balance between all the classes.

Casters in our campaign will be limited to learning 4th levels spells (Which is slightly above level 6) through long and studious research, ancient ruin exloration and so on. But no higher or more than 3 4th level spells. (This counts as a legendary lost magical practicum from a deceased ancient civilization of elves. It's just golden.)

---------------

Combat Reflexes with any weapon (Since I'll have a decent dex score) allows for some battlefield control, generally. Alternatively, it could be Improved Initiative.

Grand Lodge

Here is what I would do for E6

Get you some:

Str:17, Dex 14, Con 14, Int 10, Wis 14, cha 8

Race: half orc. +2 in Str, alternate racial trait sacred tattoo.

Traits: Fate's Favored & anything else

Level progression: 2 brawler-> 2 master of many style monk -> 2 brawler

Feats:
1- Improved unarmed strike, pummeling style
3- pummeling charge, power attack
4- dragon style
5- dragon ferocity, combat expertise

(Any more feats gained later: toughness, extra flexibility, improved grapple, dodge) just for starters.

What you gain:
Ac bonus untyped from monk, AC bonus (dodge bonus) from brawler, both stunning fist and knock out, EVASION, maneuver training, b rawlers strike, close weapon mastery, Flurry of own, MARTIAL FLEXIBLITY.

I can not stress how good martial flexibility is. With power attack and combat expertise you can gain ANY combat maneuvers. You can also grab feats in needed situations. They using concealment? Blind fight. They using a bow? Deflect arrows. Very good in your face fighter type. Oh and your saves piss on people.

Level 6 saves with build above and NO magic items: +11 +11 +8
Tell a caster F you. You can beat most thier saves with a 8 or better. Puts the odds in your favor.

What you think?


I think it's a really strong build! But I'm a bit more into flavour rather than total effectiveness. I'm looking for an armed and ready soldier, rather than The Hulk meets Kung Fu. Perhaps I could try the Martial Master archetype forthe fighter?

Grand Lodge

1 person marked this as a favorite.
Quote:
who are usually mean business at low levels.....Namely, the Iron Will, Great Fortitude and Lightning Reflexes are suddenly absolutely invaluable because the levels cap at 6,....I was going to getting ring of evasion with those reflexes (They're on par with the fortitude saves, which is quite significant) eventually, just to dodge those fireballs with undeniable swagger.

Your first build is pretty hulk meets greatsword.

Dont be stuck on the idea of fighters are military style all the time and monk/brawler wouldn't be. Same goes for other classes. All that is role play more then riding out generalists opinion of what job they typically have.

I know if you go beyond hulk meets kung fu and think like...this guy could easily be special forces..sometimes there is diplomatic mission that one cant be armed. Great body guard type.

There is alot more RP than hulk meets kung fu....especially if you play lawful like a good solider.


Alright. In that case, let me put it this way: I wish to play a classical warrior character.

I kind of asked for help on building a fighter class, not just what to build in general. I'm not trying to be rude or argue, I'm simply saying the build you presented doesn't fit my chosen character theme.

Nevertheless, thank you for replying and providing ideas.

Perhaps taking the Martial Master archetype + the Barroom Brawler feat will help me out!

Grand Lodge

1 person marked this as a favorite.

I wish to play a classical warrior character.

You mean Your idea of what a classical warrior is..you wish to play only a fighter.

I have a black belt in shaolin kung fu...you know shaolin kung fu the thing the monk was modeled after....I would easily debate the history of shaolin warriors predating any western knight.

When you use the word warrior it means:
A person experianced in warfare, a solider

Now in the beginning of the shoalin temple most Monks where retired generals experienced in martial arts. Martial=war. War arts.

Thr shoalin temple was founded in 424 ad. This date predates heavy armored warriors as blacksmithing had not developed fully.

No offense but warrior and soilder can mean a wide variety of things. Even down to tribal warriors (barbarians).

No offense given or taken im just trying to open your understanding further than fighter = warrior.

As far as fighter your gonna need defenses like saves, hp, ac. Your gonna need big armor.

Im worried cause you said low fantasy...which includes magic items being super rare. And a fighter without any magical items is rather weak in many place. Plus 2 skill points a level kind of hurts when you only get 12 skill points over 6 levels. I would hope its not all combat.


Alright. I wish to play MY interpretation of a classical warrior. As you say. Fighter, whatever you call it. Thanks for the help.

Grand Lodge

My E6 fighter has been an absolute blast to play:

Just do a basic fighter, no archetypes. Use a two-handed sword with power attack, furious focus, and vital strike. Tack on weapon focus (greatsword) and weapon specialization (greatsword) when you get the chance.

They key to what makes the character fun to play is investing your human, 1st level, and 3rd level feats into the fast learner, improvisation, and improved improvisation feat chain. Yes, that means you'll need a 13 Int, but it's worth it. Being able to roll every skill at +4 to all skills is HUGE in E6, especially for fighters.

Now just get yourself a suit of mithral full plate of comfort and an adamantine greatsword. Grab a composite longbow and lots of different kinds of arrows, too.

If I had the character to do over, I'd probably go with half-orc for the darkvision and +2 to all saves. That puts off the improved improvisation to 5th level, but it's worth the wait, I think.


I would like to throw in the suggestion the polearm master archetype..i personally love polearms...my first character in 4e was a dragonborn fighter with a glaive


Wow! Nice feats! Those absolutely rock, especially Fast Learner! It's like getting a free Toughness Feat!

Definitely going to try and get those! (not sure about improvisation, since I don't want to take our skill monkey's role, but fast learner definitely!)

Since it's Greatsword and vital strike, maybe Measured Response is appropriate too? You could easily hit for a guaranteed 12 damage just from vital strike! And that's not counting other feats, which could easily add up to a whooping stable 27 damage!

I see the polearm master's use, but I just somehow don't dig it. :/ It's best abilities come in at high levels, and it takes away armor mastery, which is godlike in E6, especially if I want to go with medium armor.

Grand Lodge

Is multiclassing off the table?

You could do mutagen fighter archetype 5/ barbarian 1. Take trait optimistic gambler to get alot more rage rounds a day. You would take barb at level 1 or 3.
feat out like this:
1- power attack, furious focus, weapon focus
2-
3- Raging vitility
5-
5- reckless rage

Rage+mutagen= +8 strength on top of full BaB progression. This helps in low magic item games.

There is also a mutagen fighter 4/ barb 1/ vivisectionist alchemist 1

Very s imilair to above...but -1 bab for potion creating, 1d6 sneak attack which is also good for low magic campaigns...load up on enlarge potions lol.


A level of barbarian at level one can sound interesting, but I'm not sure mutagen would be thematically appropriate. In this world, something like cure light wounds or regenerate potions would be treated as an ancient brew made by the gods themselves!

The average wizard NPC knows cantrips and that alone gives him great respect and the title of a full-blown mage. Level 3 spells are something like Archmage domain!

Meanwhile level 1 fighters with a 15 point buy is what makes up the bulk of militaristic might.

It's golden, honestly!

So things like trolls monsters that strike fear into the bravest hearts, while goblins are actually a threat that could easily whips out nations, given their breeding speeds!

So yeah. +1 masterwork longsword is a weapon capable of deciding the fate of entire nations.


2 people marked this as a favorite.

Gulian: I think what Fruian Thistlefoot is trying to say is that you are saying "I want to play a warrior" and looking at the "Fighter" class and thinking that is the only class that can meet your concept. I think he is simply encouraging you to be more open-minded and not take the class' name as a literal meaning. There are other classes who could accomplish your concept as well as if not better than Fighter.

You see some people come into these boards and say something like, "I want to make a character that can do X." rather than saying, "I want to make a Fighter that can do X." Sometimes the best means of making a character that can do what they want to do is by making it with another or a mix of other classes.

There are some very talented character builders and optimizers on this forum. It is often better if you do not tie their hands behind their back and tell them, "I want a character that can do X... BUT IT HAS TO BE A FIGHTER!" rather than just telling them what you want to accomplish with your character build and give them the reigns. It allows them to be more constructive that way.

...besides, it isn't like your character knows that he is a "Fighter". He might call himself a "Soldier", a "Ronin" or even a "Charming Individual". ;)

As for some constructive advice: If you end up going with whirlwind on a polearm user might I suggest also using a spiked gauntlet?


I'm quite aware that a class does not force you into a specific character role, worry not. My concept is simply just that. A skilled, well-balanced man-at-arms who has his armor, his weapon and infinite amounts of training and determination to sway a battle in his favour, and little else.

So far, the fighter just seemed the absolute 100% fitting class for that, especially in an E6, where a human fighter's 8 feats are essentially twice as effective as they are in 20 levels!

But I get what you're saying. Not the fighter class specifically then, just that concept.

Spiked gauntlet sounds rad, good sir! Would I need Improved Unarmed Strike in order to avoid AoO's to my face?

Grand Lodge

Lune thanks....im not much of a guy for words...rather blunt of a guy. But I am a good tactician and character builder. Everybody has there own skills. Thanks for putting it in better phrasing.

And to the OP. Sorry if I came off as a jerk...I mean good...I just am not the most delicate of talkers.


Then might I suggest building a half elf ranger? Weapon Proficiency is there. Wearing medium armor is there and a whole lot more skills as well...not to mention I believe there is a half elf trait that grants you av free weapon proficiency...I also think that the half elf keen senses may be helpful to you as well...and keeping low magic ultimate combat replaces ranger spell casting with trapbmaking


1 person marked this as a favorite.

I agree with Oakbreaker. A fighter is probably the least "skilled, well-balanced man-at-arms" there is. Ranger does it better with more skills, still some bonus feats and more tricks.


Hmm

Tengu or Half Orc with the Toothy Trait

Level 1, Ranger1: Weapon Focus Bite, Freebooter's Bane
2Ranger1Monk1: Master of Many Styles, Snake Style
3R1M2: Snake Fang, Combat Reflexes
4R1M2Fighter1: Feral Combat Training Bite
5R1M3F1: Maneuver Training, Monastic Legacy
6R2M3F1: Improved Natural Weapon

Hey, there's level of fighter, there.

Snake Fang gives an unarmed attack of Opportunity whenever someone makes an attack an misses. I was thinking a Strength of 14 and a Dex of 16, so you can pick up 5 extra attacks/round by level 3. At level 4, your Bite Attack does Monk Damage, and you can make your claw attacks for your as part of your attacks of opportunity granted via Snake Fang. At level 4 that damage is 1d6. At level 5, it goes up to 1d8. At level 6, it goes up to 2d6.

As A Tengu, you might use armor, a large Shield, and a Bastard Sword, or you might take the Claws Trait, carry a bow in combat and be free to use both claws in melee.

Flavor? Use any flavor you want. He's Aragorn with a Beak. He's the Nameless Hero approaching Mistress Snow and Broken Sword for help killing the Emperor, he's the savage jungle predator who stalks the Predator, whispering, "IIIII seeeee youuuuuu."

Hmm
1Fighter1: Power Attack, Cleave, Weapon Focus Earthbreaker
2F2: Improved Bull Rush
3F3: Furious Focus
4F4: Great Cleave
5F5: Weapon Specialization Earthbreaker
6F6: Quick Bull Rush

That's pretty straightforward and businesslike. Strong weapon, crowd control.


What usually throws me off with the ranger is the niche favored enemy ability versus the fighter's simple weapon training.

Hunter's bond is seriously good though and I can probably work out some sort of replacement to take away the "naturey feel" from the class.

Straightforward and business like. Right up my alley, noted that one down.

-------

Fruian, no worries mate! One way or another, your input helped me figure out one way of approaching things for sure. Martial Versatility looks truly promising.

And likewise forgive me for any rude remarks I may have made!

--------

What can be a bit of a setback with the ranger is that he gets only one combat style thing in E6, if memory does serve. That limits him quite a bit, and his last combat style basically limits him to only one feat to invest in his next progression of combat style stuff.

I'm leaning a little more towards two-handed and it seems to me that Combat Styles are a waste for that since it's literally just: 13 STR -> Power Attack -> Done.

You get 6 feats by level 6 as a human ranger rather than 8 as a fighter and lose full speed in medium armor + weapon training and specialization.

Is it worth it?


I Think i undestand the idea of a nononsense warrior in a low magic World. With the classes in the ACG i Think options like slayer sounds attraktive. If you Pick ranger combat style at 2 and 6 and combat trick at 4 you only lose 1 feat to the figther. And studies combat 2 is IMOP as good as weapon training 1. Sneek attack is only 2d but combat style allow you to Pick feats that no figther Can get in E6.
The slayer is also a well trained warrior. And he can give things like bleeding attack not so great in High level game but deadly in low magic E6 games.
On the figther i Think it seems you are already well informed.


My build that has 2 levels in Ranger calls for the Freebooter Archetype. Instead of the Favored Enemy, he gets Freebooter's Bane. +1 instead of +2, but the Favored Enemy is anyone the Ranger designates as a Move Action.

I was calling for Natural Weapon Combat Style, so the bonus feat would be Improved Natural Weapon.

That does focus the character's attack on the Claws, but we're talking about 7 claw attacks/round that can be piercing, bludgeoning, or slashing, and do a base 2d6/hit! You can keep your bow in your hands while Clawing, and you can get a variety of arrows, including Blunt, Raining, Splintercloud, Silver, and Cold Iron. You can get Adamantine Weapon Blanch and Blanch 10 arrows for the Devils and Golems. You have a close melee emphasis, but you have a ranged option, and a spread of options for bypassing DR.


What about the Guide? Focus on one enemy, he turns into your flavoured enemy.

I could add the skirmisher in there to get rid of the spellcasting and give me hunter tricks. (I honestly have no idea how they work or how useful they are.)

Slayer seems very interesting as a choice! It's kind of ironic how all these class's have to spend a move action to get their guns out.

Slayer literally makes me lose only a single feat, but makes up for it, perhaps. Sneak attack actually makes it an entirely different sort of thing. I could see a medium armored elf slayer with a finessed Elven Curve Blade, although that's another sort of apple entirely.

So ranger... Freebooter really offers something the fighter lacks: coordinated leadership.

That's seriously interesting.

So, if I took a ranger with a polearm, how would I build him? I can't see too many advantages from the two-handed combat style right now.

---------

The natural weapon line is nuts, but that seems an entirely different character concept. Might be my next character, though! It sounds interesting as a kind of Druidic Monk thing.


Something I wanted to mention. At one point, you were thinking of Bastard Sword. If you are, think about being a Dwarf or a Tengu. Tengu get to use Bastard Swords as Martial Weapons, and the Dwarven Waraxe is a lot like a Bastard Sword.

Polearms have a lot of different qualities in a lot of combinations, and there are lots of ways to build for them. Reach, Brace, and Tripping come to mind.

There is a 3rd party Feat that develops the Brace Feature. Reflexive Brace lets you whip out a Brace Weapon as a free action and get an Attack of Opportunity against anyone Charging you. There is a 3.5 Feat, or was it 3.0? feat just like it called Hold the Line, and a reinforcing one called Pike Hedge. Pike Hedge increases the damage modifier: X1 to X2, X2 to X3. There is a Dwarf Feat called Let Them Come, which lets you treat other weapons as Brace Weapons. There are feats like Goad and Taunt that might let you provoke opponents into charging you.

Tripping build with Polearm?

Punishing Kick vs. Larger opponents. Greater Trip, Fury's Fall, Vicious Stomp (if you are developing unarmed strikes).

Bull Rushing in combination with a Reach weapon, recommended to me by George Connelly, looks promising. You keep pushing him away from you, and you can still keep beating on him with Reach.

As an alternative to Polearms, look at the Meteor Hammer.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / E6 Pathfinder fighter build. All Messageboards

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