Must have high tier fighter items!


Advice

Sovereign Court

So my post EOTT fighter just started into Rasputin Must Die! with my local game group, and so far I am having a blast! However inbetween 12 and 13 I have noticed a big gap in capability between my Martial and the parties Casters. In EOTT I was able to hold my own capability wise but now in Rasputin there is already a big gap. Maybe I just havent had the best situations to dish out the carnage yet, but I just wanted to gather some opinions.

What in your opinion are some MUST HAVE items in high tier for a 2hander crit fighter to have?

RPG Superstar 2012 Top 16

What you are noticing is the inevitable progress of the power of spellcasting. This is because there is no combat feat or fighter class ability that is as powerful as 5th+ level spells.

Secondly, denote 'capabilities'. What exactly are you noticing?

Thirdly, you might just want to post what you currently have for people to see.

Fourthly, are you still using a PFS character, and going into open play (non-PFS rules?) That makes a difference right there.

Fifth, I will note for you that there is a real reason that PFS play normally stops at 12th, and you're witnessing it.

==Aelryinth


I'd say you have to be able to fly. Seeing invisible things would be helpful as well.

You'll need defenses other than AC, or opponents will simply be able to turn you off by targeting touch AC or your Will save.

Shadow Lodge

You need to be more specific. Are you encountering new types of defenses? Is your trouble with not having enough to do because casters are shutting enemies down before you get to act? That's a player problem, not a character build problem.

I've yet to play a Paizo scenario where being a martial character made my toon a liability as such. High level scenarios don't really move into the kind of caster dominance territory everyone's worried about. You still go into dungeons, cover them room by room, just about nobody's flying, enemies don't scry on you, instant death abilities are few and far between, etc, e.g we killed a runelord by climbing a mountain, opening a few doors and pummeling him to death.

Shadow Lodge

In pathfinder, as was true in 3ed too, the game doesn't scale linearly, but rather goes up in large jumps. 8, 12, and 16 are the big ones I find. 8 is when your character comes into its own, or falls flat on its face. Earlier levels you can get away with pretty much anything and be useful. Around 8 is where you realise the other martial character has 10 higher AC than you, 5 better saves, does twice your damage, and has more out of combat utility than you do. I always plan my character's build to 8 to see if it will work.
At 13, 6 and 7th level spells are being cast. Heal instantly restores most of your HP. Multiple save or die spells are available. Instantaneous travel anywhere in the world and beyond. Casters can manipulate reality at a whim. But... save or die spells are great when they work, but do nothing when they fail. Martials are still the raw damage dealers, that's your niche. Sadly, you do it so well at that level you kill most enemies in one or two rounds, so your time to shine is only a few brief moments of the game.

Sovereign Court

I should make a note. I am not ineffective, and my lack of effectiveness compared to the casters is not diminishing my enjoyment. I can deal close to 3-400 damage in a full round attack depending on crits and good rolls, I am just wondering if players had suggestions on good items to make sure I keep effectiveness up.

MOSTLY what I'm worried about is defenses however. Mind control, polymorph and stat drains are always worrying. Are there good items to get to defend against these states? Or ways that allow me to get off full round attacks more easily without being used as a ranged weapon by the Sorc (via telekinetic charge (not that I'm complaining ;) )).

Shadow Lodge

Well, that's simpler to look into, thanks!

Rings of Inner Fortitude are rather cheap at your level and can mitigate stat drain almost entirely.

Wayfinder with a resonant clear spindle makes you immune to many forms of control as long as the caster is evil.

Polymorh is difficult to prevent entirely, so I would concentrate on upping your saves, but there's always bead of newt prevention which can be bought in builk.

Besides these items, consider the dragonbone divination sticks and of course the best cloak of protection money can get.

Wish I had suggestions for getting full attacks. Maybe boots of speed and anything that ups your initiative? I main a Dexterity based character so going first is pretty much guaranteed.


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Lord Deacon The Diplomat wrote:

I should make a note. I am not ineffective, and my lack of effectiveness compared to the casters is not diminishing my enjoyment. I can deal close to 3-400 damage in a full round attack depending on crits and good rolls, I am just wondering if players had suggestions on good items to make sure I keep effectiveness up.

MOSTLY what I'm worried about is defenses however. Mind control, polymorph and stat drains are always worrying. Are there good items to get to defend against these states? Or ways that allow me to get off full round attacks more easily without being used as a ranged weapon by the Sorc (via telekinetic charge (not that I'm complaining ;) )).

Hey, anytime someone else is willing to use their action to move you around, take them up on it! Delay or ready your action, then wait for the bus to get there.

I mean, unless they are moving where you don't want to go...

Shadow Lodge

For full attacks, Quick Runner's Shirt gives you the ability to take a move-equivalent action as a swift action 1/day. Very cheap too. You might already have that though. Be sure to have boots of speed or some other reliable method of hasting yourself. Haha, this is PFS. Forgot it was banned.

A Cracked Amber Spindle Ioun Stone is a stackable resistance bonus to a save. Not super cheap, but not too bad. I lied, these only stack with each other. And are not cheaper than the Cloak of Resistance. Just stick with that. You'll be okay. Probably.

Like he said, increase your will saves as much as you can. You'll be able to deal with the mind control and polymorph effects more easily. The easiest thing is the cloak of resistance, which you should already have.

Silver Crusade

I would recommend a ring of freedom of movement. Even the best CMDs can't keep up with the CMBs of some of the huge creatures you will be fighting at higher levels, many of which have the grab ability.

The clear spindle ioun stone mounted in a wayfinder will prevent most of the mind control that you are susceptible to. You don't want to be doing 300-400 hp of damage per round against your friends!

Sovereign Court

The spindlefinder was good to my alchemist at level 5, and I bought some redundant wayfinders just to make sure I never need to give it up again.

Grand Lodge

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Stone of Good Luck (Luckstone) for a +1 luck bonus to saves, skills, and ability checks (pair with a Jingasa for AC and Fate's Favored makes it +2 to everything except Attack and Damage).
Gloves of Dueling +2 to weapon training and you don't drop your weapons in cases where you normally would, also gives you some bonuses to CMB and CMD.
Determined enchantment on armor (30k) once daily Breath of Life, just in case.
Cracked Pale Green Prism (4k) +1 Competence to saves (or attack).
Bead of Newt Protection and a Resonated Clear Spindle Ioun Stone are a must IMO.

(And yeah casters are pretty much king, but they need someone between them and the enemy)

Shadow Lodge Contributor

Big +1 to Barton's list above.

Blood Reservoir of Physical Prowess is another great item to spare your casters / be able to take care of your own protections vs magic. In the penultimate fight of Book 4 in Iron Gods earlier tonight, my Warpriest took 4 strength damage from a Ray of Enfeeblement, which severely slowed him down, but using the reservoir the next turn, he was right back in the fight (and it didn't take 3 rounds like a Lesser Restoration spell in combat would :P)


Mike Bramnik wrote:

Big +1 to Barton's list above.

Blood Reservoir of Physical Prowess is another great item to spare your casters / be able to take care of your own protections vs magic. In the penultimate fight of Book 4 in Iron Gods earlier tonight, my Warpriest took 4 strength damage from a Ray of Enfeeblement, which severely slowed him down, but using the reservoir the next turn, he was right back in the fight (and it didn't take 3 rounds like a Lesser Restoration spell in combat would :P)

It is a great item. Unfortunately in the particular example it wouldn't help get rid of the strength score penalty you were suffering. It could alleviate it by giving you an inherent bonus = twice the charges expended until the end of your next turn.

Also of note is that a warpriest can lesser restoration themselves with a single swift action, and that would dispel the ray of enfeeblement.

PRD wrote:
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Note the distinct lack of a line limiting it to spells of a standard action cast time, which I actually was surprised by.

Shadow Lodge Contributor

David_Bross wrote:

It is a great item. Unfortunately in the particular example it wouldn't help get rid of the strength score penalty you were suffering. It could alleviate it by giving you an inherent bonus = twice the charges expended until the end of your next turn.

Also of note is that a warpriest can lesser restoration themselves with a single swift action, and that would dispel the ray of enfeeblement

Well, that's its second ability you're thinking about. Its first:

PRD wrote:
The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.

worked just fine.

And re: the example given, I didn't have any restorations (lesser or otherwise) prepared at the time, having used them earlier that session, or else I totally would have used fervor and a swift action to take care of it, indeed :)

Sovereign Court

Pathfinder Rulebook Subscriber
Mike Bramnik wrote:
David_Bross wrote:

It is a great item. Unfortunately in the particular example it wouldn't help get rid of the strength score penalty you were suffering. It could alleviate it by giving you an inherent bonus = twice the charges expended until the end of your next turn.

Also of note is that a warpriest can lesser restoration themselves with a single swift action, and that would dispel the ray of enfeeblement

Well, that's its second ability you're thinking about. Its first:

PRD wrote:
The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.

worked just fine.

And re: the example given, I didn't have any restorations (lesser or otherwise) prepared at the time, having used them earlier that session, or else I totally would have used fervor and a swift action to take care of it, indeed :)

The Problem is that Ray of Enfeeblement doesn't do any ability damage, so neither the blood reservoir or lesser restoration helps against it.

PRD wrote:
The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5).

It is a penalty to Str not actual str damage. This is what David was saying in his post, before getting side tracked about fervoring lesser resto (great option for warpriests in general). The Blood Reservoir is a great item though.


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Kigvan wrote:
The Problem is that Ray of Enfeeblement doesn't do any ability damage, so neither the blood reservoir or lesser restoration helps against it.

I think lesser restoration would because of this line.

PRD wrote:
Lesser restoration dispels any magical effects reducing one of the subject's ability scores

I think it'd dispel the Ray of Enfeeblement.

I think we also all agree Blood Reservoir of Physical Prowess is a truly phenomenal item.

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