
Animeslave |
So i just started playing a Mobile Fighter, and I'm thinking about multi-classing, but i don't know the system well enough. if any one has advice i would appreciate it. i realize that i don't need to multi-class, but I'd like to do something other than hit things really hard. i like the idea of using magic but i don't want it make me too much weaker, a familiar, animal companion, or summons would be cool as well, but not sure what works well with fighter.
my DM will let me change my stats still so if i need to readjust them i can currently they are as fallows.
Str: 18
Dex: 17
Con: 17
Int: 16
Wis: 11
Cha: 15
I use pole arms and grappling. I'm willing to use other weapons as well.
Any advice would be appreciated. thank you. ^_^

lemeres |

Grappling?
How about two levels into alchemist? Then you can get a tentacle.
Yes, the tentacles are actually useful! Suprising. The main caveat with that is that you need to have only one natural attack- if you do, then the lame tentacle is no longer secondary- it is primary and get x1.5 str/power attack.So perfectly servicable as an attack, at least your 'threaten close' attack.
Now, why is it good for grappling? It has the grab feature. That is a free grapple attempt on a successful hit, and +4 to the check. That is enough that even pure alchemists with their 3/4 BAB can be decent enough grapplers (...with buffs and mutagens, of course). So getting a large buff to your check and getting to do it free on an attack seems like a good deal.
And overall, it is great for that magical girl in your life (or magical guy- I'm not judgin'.)

Athaleon |

Have you already started playing? If so, what level is this character?
Polearms and grappling? Can you post the full build?
Since your DM is still letting you move stats around, I strongly recommend moving the 16 to Wis and the 15 to Int. Charisma doesn't do much for a Fighter, and you need all the Will sure bonuses you can get.
Without knowing more, here are some potential options:
If your game hasn't started yet, consider playing a Magus, Bard, or Bloodrager instead.
You could take one level of Wizard followed by Eldritch Knight, or Sorcerer into Dragon Disciple (in which case you should keep that 15 in Charisma). Your casting ability won't be that great, and you certainly won't be able to use it offensively, but you do get a great deal of utility out of it.
There is also the option of Variant Multiclassing. Wizard gives you a familiar and some of the school powers, the best of which is probably Divination.
You could take three levels of Horizon Walker once you're able to, get the Terrain Mastery ability for Astral Plane (lets you use Dimension Door 3+Wis times per day IIRC), and start taking the Dimensional Agility feat line. Once you get Dimensional Dervish you can effectively move and full attack in the same round.

Animeslave |
i haven't started playing yet, and would prefer not to be mutated.
i'm level 1 and had 13 points to spend in race builder so i just made and upgraded human.
i thought about going sorcerer so i could get dragon claws but that just seamed like a wast considering i primarily use the halberd. i said grappling, but I'm not sure yet if i want to go unarmed for the same reason. i just copied this out of PCGen.
Init +10; Senses Perception +3
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +5, Ref +4, Will -1
OFFENSE
Speed 30 ft.
Melee halberd (two handed) +6 ((two handed) 1d10+7/x3)
Melee halberd [power attack (two-handed)] (two handed) +6 ((two handed) 1d10+10/x3)
STATISTICS
Str 20, Dex 19, Con 17, Int 16, Wis 9, Cha 15
Base Atk +1; CMB +6; CMD 21
Feats Dodge, Improved Initiative, Power Attack, Run
Skills Acrobatics +7 , Climb +8 , Disable Device +8 , Escape Artist +3 , Fly +3 , Intimidate +6 , Perception +3 , Ride +3 , Stealth +3 , Survival +5 , Swim +8
Traits armor expert, vagabond child (urban) (disable device)
Languages Common, Dwarven, Elven, Halfling, Sylvan
SQ bonus feats, fleet-footed, flexible bonus feat, skilled, skill training (acrobatics, perception)
Combat Gear rations (trail/per day) (8); Other Gear chain shirt, halberd, halberd, mothers momento, uniform (soldier's), survival kit (masterwork), sack, sack, grappling hook, common, rope (hemp/50 ft.)
SPECIAL ABILITIES
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Fleet-Footed (Ex) +2 racial bonus on Initiative, Run as a bonus feat. [Cost: 3]
Flexible Bonus Feat (Ex) Select an extra feat at first level. [Cost: 4]
Race Name (Obsidian Human)
Skilled (Ex) +1 skill rank at 1st and every level thereafter. [Cost: 4]
Skill Training (Acrobatics, Perception) (Ex) Pick two skills (Preselected); they always count as class skills for this race. [Cost: 1]
Standard Languages
Vagabond Child (urban) (Disable Device) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Athaleon |

You need to do something about that Will -1 before thinking about anything else.
Halberd is an odd choice of weapon, as it's not actually a reach weapon, and its damage die and crit properties are not the greatest either.
I also advise against trying to use Grapple, as it's one of those things that your character has to be wholly devoted to in order to have a decent chance at succeeding. You will take an additional penalty on top of it, if you try to hold your polearm in one hand and grapple with the other.
Since you haven't started yet, I do advise you to pick a different class. You did say you'd like to do something other than hit things really hard, and that's all a Fighter does. He has no magic at all, few class skills, and he's short on skill ranks.
If you're set on using a polearm, the Magus is right out. It's a mostly good class, but it is built to use a one-handed weapon and an empty hand, period. Bloodrager is an option, but it's basically a Barbarian with a tiny bit of spellcasting. Bard is a great skills class with decent fighting and casting ability, but can't actually use any polearms without burning a feat on proficiency. If you do that, you might as well go big and get Exotic Weapon Proficiency: Fauchard. There are Prestige Class builds but they are honestly not as good as staying a single class. PF is just the opposite of 3.5 in that sense.

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a few levels in rogue never hurt. you will be in melee a lot, if you get any help at all in flanking it can up your damage a bit plus give you tons of skills to play with
early on it wont make you insta dead either. you'll have decent health with your con.
If you go thte combat expertise route you can get improved trip and manage the battlefield some as well What Athaleon said about grappling is true, you really have to focus for it to be useful.
if you are using a 2- handed weapon the power attack tree is very useful too.
I have more but dont want to flood the boards with a lengthy discourse, feel free to pm if you would like too

OldRolero |

It will help it you would tell us what exactly do you want to do. What is the focus of your character? Do you want to maximize dps, maneuvers and tanking abilities, swich-hitter, skillmonkey, etc?
You have insane stats, so you can do anything you want. One thing though, as they've already told you, is usually a bad idea to ditch wisdom in a fighter since Will is a bad save for you, so make it worse don't help. However, if you still want to be charismatic, you can pick up the Steadfast personality feat ((you can scrap the Run feat for this), just up the Wisdom to 10, put that 16 on Charisma, and you are good to go.
Now, onto the multiclass bussiness, again, it will totally depend on your focus. You don't really need to MC to be a decent combatant, the appropriate archetypes can do the trick.
If you want to keep your halberd or any other polearm weapon, Phalanx Soldier will let you fight with it with a shield and gain bonuses to stop charges. Or you can ditch the shield and be a Polearm Master
If you want to focus on maneuvers, Lore Warden is one of the best maneuver especialist out there.
It you are looking to be adaptable, Martial Master will allow you to get feats on the fly.
Lastly, to get extra bonuses, Mutation Warrior will net you the alchemist mutagen, and later interesting mutations to aid you, like Wings that let you fly at will.
Notice that you can combine archetypes.
If you want to multiclass anyways, I would recommend something that can be sinergic with your fighter levels. For instance, if you go wizard just to be able to cast some magics, you won't be able to wear your armor and lose fighting potential. If you want to do that, Magus or Alchemist mix well with a fighter, and both use Intelligence as the magic stat, so you are good there.
If you want extra skills and cheese, the Unchained Rogue is a fantastic choice, and if you choose to fight with a light weapon or use an Elven branched spear, to keep the polearm theme, and lessen the need for Strenght. Another good choice can be the Slayer, extra skills, talents and Sneak attack, an all-around class.
If you want to try the divine approach, and you are keeping your high Charisma, Paladin is always neat (as long as it does not conflict with anyone of the group), or an Oracle with the War mistery, although, it is a good rule that if you pick up levels on a full-caster class, don't multi.
In the end, and as I said, depends entirely on what exactly do you want to play with. What is the theme and focus of the character? Try to write a brief background or a description of what he wants to become and archive, and go from there.

MeanMutton |

A one level dip into separatist cleric of Abadar (Travel, Growth) will give you an extra 10' to your move speed, the ability to swift-action enlarge self a few times a day, shore up your will save, and give a few minor spells.
A one level dip into Mutagenic Mauler will keep your full BAB and let you have a mutagen.

Animeslave |
so after OldRolero's extremely detailed and helpful post i have switched the wisdom and charisma also i figure I'll explain the character better.
Victor was a character in a friends home-brew game that i really liked playing but never got to finish. he was a warrior that used a halberd as his primary fighting stile, would swap to sword and board to soak damage and keep the party alive, and also used grappling to control the battle field. (as the home-brew did not have Combat maneuvers in it) he also used a little bit of earth magic to add armor to the light/medium armor he wore.
he ran around doing a lot of damage with the halberd and was always on the move. the original idea for the character was to play it like a Dynasty warriors/ anime fighter.
i now realize than a lot of those things don't work together in this game, so i was trying to find a way to make a version of the character in pathfinder that i would still enjoy as i really like the pathfinder system, but I'm not sure how to make him.
the character literally plane walked form the old game in to this one with another character, and it has added some fun role play elements to the game as the setting and the system make no sense to the characters and I'm figuring the character can develop new abilities later and that would be fun to role play.
my initial idea was to have the Synthesist summoner but found out it did not work well with the fighter as it replaces your stats, then i thought magic with a familiar/summons would be cool but was not sure how it would work so i came here, and apparently did a bad job of explaining my dilemma.

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With the point buy you have you can make any thing work. First thing step back and look at what you want. Then find the class, or classes that fits it in ability's. You want to be a defensive combatant, with the ability to cast arcane magic. I will suggest something I normal don't suggest. As you could not pull it off with a normal point buy.
Magus (Kensai)/Monk 2 : First level as Kensai. Then two levels of monk. So by level 3 your done with monk levels. It will delay your access to Spells but gives you the advantage of many other defensive ability's.
Human
Str 15
Dex 18 +2= 20 (All other increases)
Con 16
Int 17 (Level 4 increase)
Wis 17 (Level 8 increase)
Cha 11
Feat: Weapon Finesses, Weapon Focus Rapier, Fencing Grace

Anonymous Warrior |

Crossclassing for fighters?
Bloodrager: With a single level dip, it's like a barbarian, but better. Opens up the option of Reckless Rage to double dip Power Attack. Also offers a small number of skills.
Brawler: Awesome option for true cross-classing if you take the strangler archetype. Bonuses to grappling, increased skill points, and martial flexibility, which allows you to leave feat chains unfinished, and opening more options up.
Inquisitor: A single level dip into this class gets you:
-Minus 1 BA
+4 Skill Ranks over a Fighter
-1st level Domain Abilities(not spell). Community Domain would grant you the ability to remove fatigue (amongst other things) if you chose to get a rage ability. Otherwise, maybe Liberation, Knowledge, or Travel?
-4 Orisons and 2 spells known
-Knowledge Lore + Heightened Awareness Orison + 1 Rank of appropriate Knowledge allows you to make relevant knowledge checks for identifying monsters.
-Stern Gaze: +1 Intimidate/Sense Motive
-Judgement: small bonus 1/day for the duration of a battle. One of these is fast healing 1, but you can instead get a +1 sacred bonus to AC, Attack, or Damage.