Making an interesting Fighter.


Advice

Grand Lodge

I like to make interesting characters, give them a quirk to make them unique to me.
Thus, I've avoided Fighters. They just seem so bland...

My friend got the Familiar Folio and showed me the Eldritch Guardian archetype and the Mauler familiar archetype.
IMO- this just feels like a druid with out access to magic, but a lot more feats.

How can i make this archetype interesting? I'd like to avoid the cut'n'paste Power Attack- because i kind of want to tagteam with my familiar buddy.

I haven't built an Elf character yet. And i'm thinking a Monkey familiar, until i can upgrade it with an Improved Familiar.

So, what are some ideas for an Elf Fighter (Eldritch Guardian) w/ Monkey (Mauler), aside from the basic Power Attack/Deadly Aim combat styles. Variety is nice, as i do plan on taking this bum through the Emerald Spire.


Give your character in the Martial Master Archetype. It lets you change a couple of feats on the fly. Your Mauler gets to benefit from the feats too, so you can completely change how you and your Mauler fight on the fly.

You may also want the Mutation Warrior Archetype. Yes, all three of these archetypes stack with each other.


Getting a familiar that dies back can be a hassle.
If I'd make an eldritch guardian I'd take a figment familiar instead of the mauler. If it dies it will be back the next day and the evolutions help to make it viable in combat.

Edit:
When using a monkey, it could use the first evolution to get reach at 3rd level so it threatens while still being tiny.
Besides that you could ask the GM whether it allows the monkey to use a weapon. If he allows it take exotic weapon prof fauchard.
At level 7 he can add bleed for the bite (now he deals 1d3-4 + 1d6 bleed)
Or, if the GM did not allow weapon usage, you can give it the two-point evolution weapon training at 7. Now the figment can use a longspear.


You can make an interesting Fighter without Eldritch Guardian too.

For example, if you have other melee, you can make one around Fighter's Tactics and teamwork feats; you can make one using all them Item Mastery feats; you can make one around Bodyguard and Cut from the AIr...


How I would like to play a teamwork duo sometime.
Not only using teamwork feats but generally build towards being an effective pair.

Somehow I seem to be the only one wanting to do that in the groups I'm playing in.


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I think it also depends on what you mean by "interesting." Very few builds can make a character interesting. The focus should be more on backstory and personality.

Silver Crusade

Hello,
for me its sounds more like you want a Melee Hunter but focus on Teamwork feats.
Or focus on the Familiar an making a UMD Monkey (Literally) and make him Poke Ally for Buffs.

Grand Lodge

Snowblind wrote:

Give your character in the Martial Master Archetype. It lets you change a couple of feats on the fly. Your Mauler gets to benefit from the feats too, so you can completely change how you and your Mauler fight on the fly.

You may also want the Mutation Warrior Archetype. Yes, all three of these archetypes stack with each other.

That actually sounds reasonable. Though, i'm not certain how class-stacking works in regards to the ability replacements.

I will look into it though.

Andostre wrote:
I think it also depends on what you mean by "interesting." Very few builds can make a character interesting. The focus should be more on backstory and personality.

Since backstory is rather moot, i'd rather try to build an interesting character.

Fighters are bland, like Barbarians, that they really don't have any flair.

Just a Guess wrote:

Getting a familiar that dies back can be a hassle.

If I'd make an eldritch guardian I'd take a figment familiar instead of the mauler. If it dies it will be back the next day and the evolutions help to make it viable in combat.

Edit:
When using a monkey, it could use the first evolution to get reach at 3rd level so it threatens while still being tiny.
Besides that you could ask the GM whether it allows the monkey to use a weapon. If he allows it take exotic weapon prof fauchard.
At level 7 he can add bleed for the bite (now he deals 1d3-4 + 1d6 bleed)
Or, if the GM did not allow weapon usage, you can give it the two-point evolution weapon training at 7. Now the figment can use a longspear.

imo- the Figment Familiar seems more feasible to an actual caster type. only one-quarter HP that respawns with 1 hp after rest seems like a bad trade off, since my fighter would have to try to burn charges off a want to heal the figment after it revives.

i'd rather that Mauler's Endurance to increase it's HP to ensure it's survivability.

Grand Lodge

Snowblind wrote:

Give your character in the Martial Master Archetype. It lets you change a couple of feats on the fly. Your Mauler gets to benefit from the feats too, so you can completely change how you and your Mauler fight on the fly.

You may also want the Mutation Warrior Archetype. Yes, all three of these archetypes stack with each other.

This is the most fun I have had with a martial character. Here are my tips.

Familiar's HP is not good
- Take maulers endurance
- Have good HP yourself
- Invest in UMD for a wand of Shield Companion

Other things for your familiar
- Evolve Familiar reach (will help keep them alive)

Make a list of combat feats you want and pick up the prereqs
- Combat Reflexes and Combat expertise or Dirty Fighting are
usually high along with power attack at level 1
- Coordinated Charge, Disruptive, Pin Down, Blind Fight,
Improved Trip+Felling Smash.
- Get feats like Gang Up and Out Flank
- Tandem Trip is really fun

Get discoveries at level 7.
- Wings (first)
- Spontaneous Healing (stay in the fight longer)
- Extra Arm (shield and 2 Handed Weapon)

This build is very versatile. If you are sharing damage between you and your familiar you "tank" really well and benefit double from channeling.

You will get some damage out of your familiar but the constant access to flanking partner and on the fly team work feats are what really sell this build.


interesting?
get decent charisma and the skill focus as a human.
get int of 14 and lore warden = 7 skills a level.
get at least 2 maneuver mastered.
fight smart and not only for doing max DPR.


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Selvaxri wrote:
Thus, I've avoided Fighters. They just seem so bland...

Fighters aren't bland: they're blank. A pure Fighter gains a Feat every level, and there is a dizzying array of Feats to choose from. And Feats and Class Abilities interlock in incredibly intricate ways to create all kinds of interesting effects. As my (and almost everyone's) theater teacher used to say, "There are no small roles, only small actors!" I don't mean to cast aspersions: bring your flair and verve into your Fighter, and he will come to life just like your other characters.

Admittedly, I like to dip a lot: a couple of levels in this a couple in that, whipping up a jambalaya of Feats, spells, and class and race abilities into a really hot and spicy melee fighter, if not Fighter.

Selvaxri wrote:

Eldritch Guardian archetype and the Mauler familiar archetype.

IMO- this just feels like a druid with out access to magic, but a lot more feats.

How can i make this archetype interesting?

I was really taken by the Protector Familiar Archetype. Early on, they have Bodyguard and Combat Reflexes. So take a level in Cavalier and take Paired Opportunist so that you get an Attack of Opportunity every time you are attacked yourself.

A level 5 Protector Familiar protects you with a Shield Other effect. I like getting Familiars via 2 levels in Alchemist and the Tumor Familiar Discovery. The Familiar gains Fast Healing 5 while attached to you.

I like layers of defense. I like to split dex and armor bonuses to AC pretty evenly. I like to gain a Miss Chance, and my favorite way to get that is with a combination of Scent, Blind-Fighting, and an Eversmoking Bottle. Then that Shield Other effect sort of acts as DR.


Selvaxri wrote:
Fighters are bland, like Barbarians, that they really don't have any flair.

...You think the barbarian is bland? How so? This is easily one of the most interesting classes in the game, chock full of really cool abilities.


I mean Fighters are basically the putty of classes. They are as interesting or as bland as you make them and would draw more not their class, but their weapons, styles, and philosophies about fighting.

The blacksmith who makes his own gear and then kills with it
The grizzled trapper with bear traps and all manner of survival equipment
The fencer with his aristocratic/rogish background and his focus on acrobatics
The poisoner who focuses on always having a edge and takes alchemy to make sure he does.
The blademaster who carries more arms than a small platoon and can use every one of them
The spellbreaker who devoted his life to defeating mages
The iron wall who's only goal is to take as much heat off of his allies as possible

I mean the Caviler, Brawler, Swashbuckler, Magus, Warpriest, Gunslinger, Paladin, Ranger and in some ways the Barbarian and Monk are all related to the core of a Fighter.

You can make a mimic of anyone of those classes with the Fighter base (needing some wizard and cleric to supplement)

Basically the Fighter is the sandbox of the melee classes. You can go in whatever direction you want will it.


Selvaxri wrote:

I like to make interesting characters, give them a quirk to make them unique to me.

Thus, I've avoided Fighters. They just seem so bland...

My friend got the Familiar Folio and showed me the Eldritch Guardian archetype and the Mauler familiar archetype.
IMO- this just feels like a druid with out access to magic, but a lot more feats.

How can i make this archetype interesting? I'd like to avoid the cut'n'paste Power Attack- because i kind of want to tagteam with my familiar buddy.

I haven't built an Elf character yet. And i'm thinking a Monkey familiar, until i can upgrade it with an Improved Familiar.

So, what are some ideas for an Elf Fighter (Eldritch Guardian) w/ Monkey (Mauler), aside from the basic Power Attack/Deadly Aim combat styles. Variety is nice, as i do plan on taking this bum through the Emerald Spire.

Answer: MORE ARCHETYPES!

Martial Master
Mutagen Warrior
Eldritch Guardian

Variant Multiclass Bard (trade half normal feats for class features)

You are basically not a fighter at that point (only retain 8 bonus combat feats as class features, but with the VMC you only net 3 bonus feats), but you are an alchemical winged flying songlord with access to spont feats.


Rhedyn wrote:

...

Answer: MORE ARCHETYPES!

Martial Master
Mutagen Warrior
Eldritch Guardian

Variant Multiclass Bard (trade half normal feats for class features)

You are basically not a fighter at that point (only retain 8 bonus combat feats as class features, but with the VMC you only net 3 bonus feats), but you are an alchemical winged flying songlord with access to spont feats.

I do have to laugh at the fact that our suggestion for a "Fighter" is a character that gets it's first fighter class feature (a single bonus feat) at level 4.


Scott Wilhelm wrote:
Selvaxri wrote:
Thus, I've avoided Fighters. They just seem so bland...

Fighters aren't bland: they're blank. A pure Fighter gains a Feat every level, and there is a dizzying array of Feats to choose from. And Feats and Class Abilities interlock in incredibly intricate ways to create all kinds of interesting effects. As my (and almost everyone's) theater teacher used to say, "There are no small roles, only small actors!" I don't mean to cast aspersions: bring your flair and verve into your Fighter, and he will come to life just like your other characters.

"If you enjoyed gold stars for participation in kindergarden, boy do I HAVE A CLASS FOR YOU!!!".


I love playing Fighters.

I acknowledge that they aren't as powerful as casters, but they DOMINATE lower level play...

Just made a dagger wielding psycho who can TWF, throw them... inflict decent damage (1D4+4 at level 2, plus point blank if in range)...

The wizard can cast a 1D4+1 magic missile a few times a day.

I do more than that per hit, can hit multiple times a round (TWF or Rapid Shot), and don't run out of uses.

:D

Until he gets Fireball, I'm gonna be the primary damage dealer.


alexd1976 wrote:

I love playing Fighters.

I acknowledge that they aren't as powerful as casters, but they DOMINATE lower level play...

Just made a dagger wielding psycho who can TWF, throw them... inflict decent damage (1D4+4 at level 2, plus point blank if in range)...

The wizard can cast a 1D4+1 magic missile a few times a day.

I do more than that per hit, can hit multiple times a round (TWF or Rapid Shot), and don't run out of uses.

:D

Until he gets Fireball, I'm gonna be the primary damage dealer.

[snark]Congratulations. You took a class whose primary shtick is single target damage and outperformed a terrible build for a class that is weak at single target damage.

Have a Gold Star.[/snark]


Hue, cue the god-wizard vs melee dispute.


weasel familiar.


CampinCarl9127 wrote:
Hue, cue the god-wizard vs melee dispute.

No contest, Fighters kick all kinds of butt until... some time later than level 4. :D

I dunno, I recognize that casters dominate, but Fighters CAN be fun to play.

As for the snark, Snowblind, that's okay... I'm just hoping any new players on here don't get scared of playing Fighters cause of all the hate.

It's a perfectly valid choice, and doesn't have to be boring to play.

Just cause you can't teleport doesn't mean you are useless. Highest Climb and Intimidate skills in our group is usually the Fighter...


I don't really have a side in the dispute, because I focus more on the side of fun rather than "Who can kick whose posterior?" But either way, let's not derail any further :P

When I want to play an interesting fighter, I take feat choices that turn combat into a tactical warground. Trip, bull rush, sunder, etc. Maneuvers are your friend for flavor, IMHO. Yeah there are certain builds that just focus on smashing face, but one of the funnest characters I've ever played was a sunder-focused sword-and-board fighter that used an adamantium longsword to just break any manufactured weapon that threatened the party. As well as armor when he had the chance. Suddenly that tanky bastard isn't so hard to hit when his full plate is dangling off him. And he's prone, and has no weapon.


alexd1976 wrote:

Just cause you can't teleport doesn't mean you are useless. Highest Climb and Intimidate skills in our group is usually the Fighter...

Alex, you're a comedy genius.


Casual Viking wrote:
alexd1976 wrote:

Just cause you can't teleport doesn't mean you are useless. Highest Climb and Intimidate skills in our group is usually the Fighter...

Alex, you're a comedy genius.

Thanks. :D

I love defending the underdog.

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