| HalfOrcHeavyMetal |
Now, new game is coming up and the usual slots have been filled. And wonder of wonders, we're starting at 5th level because the GM is, like most of us, sick of the 'oh Gods, the rabid dire sheep killed us' that plagues low-level adventurers.
We've got our Rogue as our primary trap-disarmer, and she's going for two-weapon fighting tree with Daggers and the Quick Draw, Point-Blank Shot and Precise Shot feats so that she can run around throwing a storm of poisoned daggers at a variety of targets for fun-times before getting to the sneak-sneak-stab-stab part. She's taking the 'path' mentioned in the Settings Book to trade in her Trap Sense for the ability to use poison without the risk of poisoning herself, so it's going to be ... interesting. Mind you I've seen her character sheet, and if she can't pull a Harry Houdini with those scores, nobody can.
We have a Necromancer Specialist as our 'Arcanist' specialist, taking Evocation and Abjuration as his 'prohibited' schools, so a small legion of Skeletons to run around and carry stuff, hold shields so the Wizard in question can get some soft cover and otherwise, knowing this guy, fling some really odd stuff around. I still laugh at his last necromantic shenanigan, which was an Ogre Zombie shuffling into the middle of a Drow encampment with a medium-sized barrel full of explosives stuffed into the middle. One Lesser Fire Orb later and it was raining bits of Drow. I also fully expect this guy to have a wand for just about every useful 4th-level-or-lower spell prepared, given his history. Since the GM has given us the blessing to dip into the old 3.5 manuals, within reason, I expect to see him hitting up some of the old Conjuration spells for long ranged attacks, although he prefers making the enemy puke their guts out instead of blowing them up, which works out just fine for the rest of us. And anyone who doubts how effective 'Animate Rope' is has never been hog-tied by a giggling Gnome while the rest of the party looks on and facepalms in disgust.
To our healers, the GM has been kind enough to let two of our players create Healers, and one has chosen to be a Bard (oy vey) to provide some buffage and to be the party 'face', while the other has chosen to be a Cleric ... a Cleric of what I don't know just yet, but considering this 'Cleric' is currently written down as a 'Champion of the Night Birds' I'm betting we're looking at Calistria. Two lots of whips, coming up *sigh*. Bard I know will go for chainmail and the old Whip-and-Short Sword combo, but the Cleric ... scares me, shall we say? I fully expect to see all of the characters getting lashed with a Spell Channelling whip to deliver healing spells. While effective, I suspect we're going to be hankering to hang the Cleric with her whip before long.
So, as a Fighter, I need to be able to stand as basically the central beating target for the party. We've got a Necromancer to supply a wide array of throw-away nasties for the equally pathetic low-HP/attack-rate creatures as well as some of the most potent debuffing spells, a Rogue that's going to be throwing poisoned daggers like there's no tomorrow as well as likely setting up some vicious 'McGuyver'-akin traps, a Bard who'll give away our position with his singing and a lusty Cleric with a whip aimed fairly at my own backside.
My current build is thus:
STR)18 DEX)16 CON)16 INT)13 (includes the +1 from 4th level) WIS)10 CHA)12
Feats: (note I'm taking the alternate path that gives me additional skills and skill points in exchange for the 1st level bonus fighter feat) Power Attack, Cleave, Combat Expertise, Improved Trip, Improved Unarmed Strike, Weapon Focus (Halberd).
Improved Trip so I can control how some enemies will get past me, and give the Undead a chance to actually do some damage before they get one-shotted by irate Kobolds with masterwork slings, while also opening up the path to Greater Trip and possibly the Disarm tree as well, since it's usually house-ruled that you can knock a weapon away, the chain weapons just make it easier to yank it out of somebody's grip. Improved Unarmed Strike simply because I detest being useless when disarmed, so at least I can snatch people's weapons off them and then bludgeon them to death with 'old faithful', as well as ye olde tavern brawl fun-times. Power Attack and Cleave simply because A) I will hit harder for a meager -2 to my attack roll, already covered by Weapon Focus, my enchanted weapon and the Pole Arms Weapon Training and be able to hit a second target, hopefully, eventually paving the way for Greater Cleave and much fun-times.
Combat Gear: 10500 Gold Total.
+1 Banded Mail (1400 gold)
+1 Halberd (2310 gold)
Masterwork Heavy Mace (312 gold)
Masterwork +4 Composite Longbow (800 gold)
40 arrows (2 gold)
Cloak of Resistance (+1) (1000 gold)
Boots of Elvenkind (2500 gold)
5 vials of Alchemist's Fire (100 gold)
1 Everburning Torch (110 gold)
Combat-Trained Heavy Horse* (300 gold)
Military Saddle (20 gold)
Masterwork Scale-Mail Barding (350 gold)
remaining 1296 gold to be spent on clothing, traveling expenses yadda yadda yadda.
Planning on taking the Mounted Combat, Ride-By Attack and Spirited Charge feats for some 'flavour' feats, while going for the Combat Reflexes and pursuing the Weapon Focus/Weapon Specialisation tree with Halberds (I'm personally fond of their utility in a wide variety of situations.). For the inevitable 'why Banded Mail?' I'm going for armor and weapons that could, in a pinch, be used by the other characters. Say our Cleric loses his armor, he can slip into my Banded Mail without a problem while the Necromancer pops a Mage Armor on myself and I fight cautiously. A dying Fighter can be healed rather easily. A dying Cleric .... not so much.
Any other 'builds' that I could use would be appreciated. I'm burning a lot of skill points on Acrobatics so I don't fall on my well-armored arse whenever somebody tosses down a bottle of grease or wine or whatever, as well as Diplomacy, Sense Motive, Handle Animal, Ride, Climb and Knowledge(Engineering), and I fear I'm spreading myself a bit too thin.
| Mortagon |
Very entertaining post. As for your build it looks like you have it covered. Glad to see someone making a few sacrifices for flavor. Despite not being to optimized I think you have a good solid fighter build. I would probably go for heavy armor when your armor training goes up. The cleric can easily protect himself with magic vestment, shield of faith and the like and shouldn't be to dependent on borrowing your armor. As for skills, being human and having a high int helps. Also with the variant fighter you get a lot of new class skills. I would probably focus on these since you get a +3 on all class skills with ranks in them. For more class skills and skill points you could consider taking a level or two in ranger. You can also get additional class skills from your favored class. There's a prestige class in the new Pathfinder chronicles book called the student of war which is basically for a more intelligent tactical minded fighter. Worth looking into if you have access to that book. Since you have improved unarmed strike I would consider changing the halberd with a reach weapon like a glaive or bardiche, which would work great in conjunction with combat reflexes. They even look similar so you could just describe it as a halberd with an extra long shaft. Anyways, just some ideas.
Good luck with your game :)
| far_wanderer |
Mortagon makes a very good suggestion about reach weapons, but neglected to mention two additional reasons why that would be a good move: You're planning on mounted combat, so you'll have enhanced battlefield mobility, and a reach weapon will allow you to stab things over the shoulders of those undead minions.
Also, why Knowledge(Engineering)? Just based on what you've described, it doesn't seem to go well with the character concept.
Something else to consider is that banded mail comes with gauntlets, which can be upgraded to spiked gauntlets for the low, low price of 5gp each. That will give you armed, close-range attacks that you can't be disarmed of without costing you a feat.
Since you're allowed to dip into 3.5 stuff, if you do stick with Unarmed Strike check out the Defensive Throw feat from Complete Warrior. It requires a bunch of stuff you already plan on taking and Dodge, and gives you a free trip attempt if your Dodge target misses you with an attack.
| Mortagon |
Mortagon makes a very good suggestion about reach weapons, but neglected to mention two additional reasons why that would be a good move: You're planning on mounted combat, so you'll have enhanced battlefield mobility, and a reach weapon will allow you to stab things over the shoulders of those undead minions.
Also, why Knowledge(Engineering)? Just based on what you've described, it doesn't seem to go well with the character concept.
Something else to consider is that banded mail comes with gauntlets, which can be upgraded to spiked gauntlets for the low, low price of 5gp each. That will give you armed, close-range attacks that you can't be disarmed of without costing you a feat.
Since you're allowed to dip into 3.5 stuff, if you do stick with Unarmed Strike check out the Defensive Throw feat from Complete Warrior. It requires a bunch of stuff you already plan on taking and Dodge, and gives you a free trip attempt if your Dodge target misses you with an attack.
Yeah, the mounted stuff somehow slipped my mind. I was going to mention the gauntlet thing, but figured he wanted some unarmed combat moves in case he was stripped bare of his equipment. Defensive throw is a good feat, but not sure how it would work in Pathfinder. In Pathfinder dodge gives a flat dodge bonus to AC against all foes while in 3.5 you had to designate a single foe. I'd probably allow it against all enemies, but the original feat only works against your designated dodge target.If you are planning to be mounted regularly you should probably pick up a lance as well. You could just drop the lance and switch to your main weapon when you get to the ground.
| HalfOrcHeavyMetal |
Also, why Knowledge(Engineering)? Just based on what you've described, it doesn't seem to go well with the character concept.
Something else to consider is that banded mail comes with gauntlets, which can be upgraded to spiked gauntlets for the low, low price of 5gp each. That will give you armed, close-range attacks that you can't be disarmed of without costing you a feat.
Well, to the knowledge, simply because I want my character to be able to do something during downtime while the casters are crafting wands, staffs and golemns. Engineering means my character will be able to build anything from siege engines to building specific Golemns to making sure the party's base has hot running water. Anything that requires a modicium of intellect and technical know-how will be my little addition to the party outside of chopping things to pieces.
Thank you for your posts, it's given me a fair bit to think about, and I've got the DM going over it tomorrow night to make sure I'm not going to make an unbalanced or worse still, useless character.