Just a Mort
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Hmm. What books does your GM allow?
Based on a core only set, I'd suggest the following:
Half elf fighter(+2 bonus into str)
Str 16, dex 14, con 12, int 13, wis 10, cha 10
Traits: Warrior of the old, indomitable will
Lv 1 feats: Power attack, combat reflexes, skill focus (perception)
Lv 2 (fighter bonus feat): point blank shot
Lv 3 feat: Iron will
Lv 4 (fighter bonus feat): rapid shot
Lv 5 feat: Combat expertise
Lv 6 (fighter bonus feat): improved trip
Lv 7 feat: improved iron will
Lv 8 (fighter bonus feat): greater trip
Then just go any way you like, suggest weapon focus and specialization with your favourite reach weapon.
| Midoron |
Hmm. What books does your GM allow?
Based on a core only set, I'd suggest the following:
Half elf fighter(+2 bonus into str)
Str 16, dex 14, con 12, int 13, wis 10, cha 10
Traits: Warrior of the old, indomitable will
Lv 1 feats: Power attack, combat reflexes, skill focus (perception)
Lv 2 (fighter bonus feat): point blank shot
Lv 3 feat: Iron will
Lv 4 (fighter bonus feat): rapid shot
Lv 5 feat: Combat expertise
Lv 6 (fighter bonus feat): improved trip
Lv 7 feat: improved iron will
Lv 8 (fighter bonus feat): greater tripThen just go any way you like, suggest weapon focus and specialization with your favourite reach weapon.
We're using these books
- Core Rule Book- Advanced Class Guide
- Advanced Players Guide
- Advanced Race Guide
- Occult Adventures
- Ultimate Campaign
- Ultimate Combat
- Ultimate Magic
- Unchained
- Inner Sea World Guide
Also I'm more use to fighting up front, not a big fan of reach weapons tbh since I have no idea how to use them. (New to tabletops.)
ryric
RPG Superstar 2011 Top 32
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One of my players got a lot of mileage out of an archery fighter in Runelords.
One note: if you go with a melee, non-reach weapon user, there are a lot of big enemies later on that will get free attacks as you move up.
You might consider a "switch hitter." This would be a fighter that starts each battle doing archery, and then switches to melee when the enemies close. Really you only need Power Attack to be good at melee, and Quick Draw to get full attacks when you change weapons. Dump the rest of your feats into archery - you have plenty as a fighter.
A build:
1: Point Blank Shot, Precise Shot (at level 1 Power Attack is generally overkill)
2: Deadly Aim
3: Power Attack
4: Rapid Shot
5: Quick Draw (take it now to prepare for having multiple attacks at 6)
6: Manyshot (this concludes your "must haves" for most archery)
7: Iron Will
After this, you can look into Improved Precise Shot, Weapon Focus and Specialization, maybe some Improved maneuver feats, Improved Critical, Critical Focus and Critical feats, and so forth. By level 8 you should have a much better idea of how your character functions and be able to decide for yourself what works for you.
Just a Mort
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If ACG is allowed dip brawler. Also would rather use half orc, to use alternate racial - sacred tattoo
Sacred Tattoo + fates favored = +2 to all saves.
You can start with the following array:
Half orc fighter(+2 bonus into str)
Str 16, dex 14, con 14, int 10, wis 10, cha 10
Traits: Reactionary
Lv 1 feats: Power attack, combat reflexes
Lv 2 (Brawler 1): improved unarmed strike
Lv 3 (fighter bonus feat): point blank shot, Iron will
Lv 4 :
Lv 5 (fighter bonus feat): Combat expertise, Rapid Shot
Lv 6 :
Lv 7 feat (fighter bonus feat): improved iron will, improved trip
Lv 8 : NA
Lv 9 (fighter bonus feat) : Greater Trip
The reason I didn't suggest archery is because the rogue might need a flank buddy. I am unsure on how willing the wizard and cleric are to summon extra stuff. If the wizard and cleric are happy to summon monster, rogue is fine, otherwise there's going to be one sad rogue.
Reach is awesome. It lets you threaten targets at 10 ft, but you don't threaten at 5 ft (which is easily remedied - just get spiked armor, or wait until you get your first brawler level).
Attacks of opportunity means if a monster without reach (most medium sized monsters don't have reach), comes towards you, you get a free attack on it. You can choose to trip it(so it can't get to you - when it stands up - it provokes another attack of opportunity, or just whack it for damage. On your turn, you get to hit it again. So basically a reach weapon is giving you more attacks in one round. With 14 dex and combat reflexes you can make attacks of opportunity up to 3 times per round(assuming monsters make provoking actions).
Note that you can give a monster an attack of opportunity only once for each provoking action (moving within your threatened space without acrobatics, standing up your threatened space, casting a spell/using a Spell-Like ability (without casting defensively) in your threatened space) it makes.
Also - Midoron - did you only want to play a fighter, or would you be fine trying some other full BAB classes - i.e. Barbarians, Paladins, Rangers, Bloodragers etc. They also present a solid front line.
| RainyDayNinja RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
For an elf fighter, my wife has had a lot of success using an Elven Curved Blade. It's all the fun of Weapon Finesse, and most of the power of a standard two-handed build. Consider asking permission to use Dirty Fighting from the Dirty Tactics Toolbox, which can lead you into a great tripping build. If not, you'd have to tweak the point buy to get 13 Int.
Elf Fighter
14/17/12/10/12/8
Traits: Warrior of Old, ???
1: Weapon Finesse, Dirty Fighting
2: Improved Trip
3: Power Attack
4: Weapon Focus (ECB)
5: Weapon Specialization (ECB)
6: Felling Smash
7: Greater Trip
8: Combat Reflexes
Felling Smash lets you trip as a swift action when you hit with a standard action Power Attack, and then Greater Trip gives you an attack of opportunity when you trip. So you can use your move action to get into position, attack twice AND trip. And a Finesse build means you have high Dex and light armor to stay mobile, and help your rogue get flanks.
| Midoron |
If ACG is allowed dip brawler. Also would rather use half orc, to use alternate racial - sacred tattoo
Sacred Tattoo + fates favored = +2 to all saves.
You can start with the following array:
Half orc fighter(+2 bonus into str)
Str 16, dex 14, con 14, int 10, wis 10, cha 10
Traits: Reactionary
Lv 1 feats: Power attack, combat reflexes
Lv 2 (Brawler 1): improved unarmed strike
Lv 3 (fighter bonus feat): point blank shot, Iron will
Lv 4 :
Lv 5 (fighter bonus feat): Combat expertise, Rapid Shot
Lv 6 :
Lv 7 feat (fighter bonus feat): improved iron will, improved trip
Lv 8 : NA
Lv 9 (fighter bonus feat) : Greater TripThe reason I didn't suggest archery is because the rogue might need a flank buddy. I am unsure on how willing the wizard and cleric are to summon extra stuff. If the wizard and cleric are happy to summon monster, rogue is fine, otherwise there's going to be one sad rogue.
Reach is awesome. It lets you threaten targets at 10 ft, but you don't threaten at 5 ft (which is easily remedied - just get spiked armor, or wait until you get your first brawler level).
Attacks of opportunity means if a monster without reach (most medium sized monsters don't have reach), comes towards you, you get a free attack on it. You can choose to trip it(so it can't get to you - when it stands up - it provokes another attack of opportunity, or just whack it for damage. On your turn, you get to hit it again. So basically a reach weapon is giving you more attacks in one round. With 14 dex and combat reflexes you can make attacks of opportunity up to 3 times per round(assuming monsters make provoking actions).
Note that you can give a monster an attack of opportunity only once for each provoking action (moving within your threatened space without acrobatics, standing up your threatened space, casting a spell/using a Spell-Like ability (without casting defensively) in your threatened space) it makes.
Also - Midoron - did you only want to play a fighter, or would you be fine trying some...
I was contemplating a blood rager to be honest but I was really hoping to play a elf bloodrager.
Just a Mort
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Half Elf is better, because the -2 con for an elf is quite painful. If you want half elf, switch out adaptability for dual minded/ancestral arms (7-branched sword - it gives flatfooted to guys you attempt to trip(use only after you get extended reach from aberrant bloodrager) if you really want to be super rogue friendly). Still no dirty fighting toolbox in the stuff that is allowed.
Kk. We can do it this way then. Half Elf aberrant bloodrager (+2 str)
Str 16, dex 14, con 13, int 10, wis 10, cha 12
Lv 1: Combat Reflexes
Lv 3: Power attack
Lv 4(Brawler 1): Improved Unarmed strike
Lv 5: Combat Expertise
Lv 7(Bloodline Feat): Improved Trip, Iron Will
Lv 9: Greater Trip
Id suggest primalist archtype as well, but to be honest aberrant bloodrager powers are so cool that I'm not sure which ones I'd be willing to give up.
| Midoron |
Half Elf is better, because the -2 con for an elf is quite painful. If you want half elf, switch out adaptability for dual minded/ancestral arms (7-branched sword - it gives flatfooted to guys you attempt to trip(use only after you get extended reach from aberrant bloodrager) if you really want to be super rogue friendly). Still no dirty fighting toolbox in the stuff that is allowed.
Kk. We can do it this way then. Half Elf aberrant bloodrager (+2 str)
Str 16, dex 14, con 13, int 10, wis 10, cha 12
Lv 1: Combat Reflexes
Lv 3: Power attack
Lv 4(Brawler 1): Improved Unarmed strike
Lv 5: Combat Expertise
Lv 7(Bloodline Feat): Improved Trip, Iron Will
Lv 9: Greater TripId suggest primalist archtype as well, but to be honest aberrant bloodrager powers are so cool that I'm not sure which ones I'd be willing to give up.
Don't bloodragers need like 14 charisma to cast?
| Heretek |
Don't bloodragers need like 14 charisma to cast?
They need a max total of 14 to cast all their spells. With 12 CHA you can cast up to your 2nd level spells, but ideally by the time you reach 3rd level spells, you'll have obtained a Headband of CHA +2 thus bringing you up to 14.
Keep in mind you don't even gain spells until lvl 4, so you got plenty of time.
| Midoron |
Midoron wrote:
Don't bloodragers need like 14 charisma to cast?They need a max total of 14 to cast all their spells. With 12 CHA you can cast up to your 2nd level spells, but ideally by the time you reach 3rd level spells, you'll have obtained a Headband of CHA +2 thus bringing you up to 14.
Keep in mind you don't even gain spells until lvl 4, so you got plenty of time.
Oh true, good catch. thanks for the help buddy.
| Melkiador |
So, do we mean fighter or "fighter" then?
The main issue is that you seem to want an elven front liner, yet already have a dexterity guy in your party from the rogue. So, most dex based fighters we make will be stepping on the toes of your party's rogue.
With that in mind, I'd recommend a dex based unchained barbarian, using the Elven Curve Blade, if you don't have access to the Elven Branched Spear.
Just a Mort
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From sources he listed, I don't think its viable to go dex focused as pathfinder field guide is not available for agile enchant. And you need to burn a feat for weapon finesse.
Switch the brawler level in at 2, so you threaten at 5 ft earlier. Do not trip people who threaten you until you get improved trip at 7.
| lemeres |
I will say- if you are going with a fighter, blood rager, etc. martial class, half elves are an extremely strong choice.
This is because of teh dual minded alternate racial trait (trades out the skill focus). This gives you a straight +2 to will saves (practically the same as getting +4 wisdom as far as saves go- one of the main uses of that stat).
Also, both elves and half elves get their immunities, which gives them an extra +2 to saves vs the "Kill your friends" effects (enchantments). Combined with dual minded, you are getting a +4 against spells like charm person and dominate person. Which is nice.
On a low point buy like this, not having to worry about boosting your wisdom in order to get a good will save is great.
| insaneogeddon |
Bows will be sundered if your DM follows the tactics the module dictates and doesn't baby you and disarm and trip are utterly useless. PS: get an adamantine weapon and have a back up = use weapons that pop up in modules.
Read the tower shield rules - and cover rules. Basically if you want to get near giants that specifically abuse their reach and push you away/keep you at bay, move around or escape then using a tower shield to get cover and thus preclude attacks of opportunity is priceless.
Tower Shield specialist archetype from Ultimate Combat rocks.. ups reflex saves (as does cover already), ups touch AC two str/con fighter weaknesses. Phalanx fighter from Advanced Players Guide is another option.
Dwarves make the best fighters because they can bust through walls of force, prismatic spheres, or some Runelords crazy buffs and pop magical rune giants... which is epic and mythic.
Never mind +4 saves with steel soul is extra candy as are the dwarf only feats you can get if you fancy like : cleave through, dented helm... giant slayer.
Shatterspell (Combat)
Your mighty blows shatter your enemy's magic.
Prerequisites: Disruptive, Spellbreaker, dwarf, 10th-level fighter.
Benefit: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.
If you want to dip: 2 level dip in inquisitor (spellbreaker) = roll twice for all will saves, +2 will (auto), divine wand access, track, wis to initiative (makes a 12 wis extra useful), skill boost, orisons, judgement (+1 hit/dam/AC/fast heal or SAVES when really matters and a domain/terrain doman/inquisition of choice (that alone is worth it).
or
Samuri ronin 2 dip if want full bab but auto reroll the following round is less thrilling even with one (resolve) re-rolla day on top - doesn't require a god though. Suppose also gives some extra skills, a tougher re-spawning customizable mount, +2 damage challenge when really matters.
| He'sDeadJim |
15 point buy, was wondering if anyone could suggest fun yet useful builds.
I am currently running RotRL game with 4 players (started with 3) and they did not always need a fighter at first: Monk, Oracle, and Cleric.
OMG the Will saves!They now have an axe and shield specialist from the land of the Linnorm Kings and he is kicking so much but!
IMHO this is good chance to try a Fighter, Ranger, or Barbarian (or Bloodrager even) with the Thunder and Fang feat=
Thunder and Fang:
Prerequisites: Str 15, Two-Weapon Fighting, Weapon Focus (earth breaker), Weapon Focus (klar);
Benefit: You can use an earth breaker as though it were a one-handed weapon. When using an earth breaker in one hand and a klar in your off hand,
you retain the shield bonus your klar grants to your Armor Class even when you use it to attack. Treat your klar as a light weapon for the purposes of
determining your two-weapon fighting penalty;
Special: This is a combat feat, and may be selected with class features that grant bonus combat feats.
I've been dying to try this one out!
=)
| The Shaman |
I think Half-elf fighters are definitely worth it - a switch hitting build with a two-hander (possibly a polearm for the extra reach - I know you said you are new, but it isn't hugely complicated and will help vs bigger foes) and a bow as a backup option could work well enough. If you use Unchained, the variant multiclassing is definitely an option - fighters get plenty of combat feats. Elf works for an agility-based or combat maneuver based build (the extra intelligence helps with meeting the criteria for combat expertise).
Example Stats
15+2 str
12 dex
14 Con
10 int
10 Wis
8 Charisma
You may swap dexterity and constitution or even start with either 16-15 or 14-17 strength and dexterity if you want to focus on bows and possibly finessable weapons.
There are some interesting archetypes you can use for fighters. I am partial to the combination of mutation warrior from the advanced class guide (lose armor training for mutagen and discoveries) and the Eldritch guardian from the familiar folio (get a familiar who shares your combat feats and a better bravery at the cost of 2 early combat feats). Not having the book for the second one may be a pain, though. Looking through archetypes and variant multiclassing is definitely worth it for fighters.
| strayshift |
I played it with a human Lucerne hammer wielding 2h weapon fighter/armoured hulk barbarian. The character was fast, tough, did lots of damage and controlled a good size area. He synergised well with a high a.c. dwarven cleric where we had to be more defensive.
The Two handed weapon fighter is capable of massive damage and in some fights that's a better tactic than a high A.C. also a good will save is a must.