
Grumbaki |

There's a few other ways to get healing. Half-elf with arcane training (witch or bard) for auto-UMD, Believer's Boon/Hands and Minor Miracle, Eldritch Heritage (Celestial), item mastery feats, or occult skill unlocks all spring to mind.
But also important is that fighters can have really good AC. "Take tons of damage and get it healed" is more the barbarian mindset IMO. Yes, there will be some unavoidable damage taken, but with good tactics not too much.
Running through several ideas in my head...
Good ideas on the healing. I think there is also a trait that lets you stabilize someone as a standard action by touching them.
Man, looking forward to the recruitment thread. Just thought of a really tanky fighter character build that I'd like to try out.

The Chess |

Would people be interested in submitting as multiple-character groups, for maximum cross-support potential? If I were to take designated groups, you'd all get accepted or rejected together, and I would not give preference to multiples over single applicants (or vice versa).
Definitely. I think it'd be a neat idea, especially with the quantity of people willing to apply. To be sincere, I believe it's clear you have strong interest already - I guess it's a matter now to when you'll be ready to deal with all us wannabe fighters in the fighter group :)

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I'm thinking about either a Foehammer (the beatiest beatstick of them all) or a Kitsune Dragonheir Scion, with the idea that she would focus on getting as many tails as is practical.

drbuzzard |

The party will need healing. It will need:
(3) everyone takes the feat 'godless healing'
Actually there's a recent feat ( I mentioned this above, but without the specific name as I didn't have the book in front of me) called Combat Vigor from the Healer's Handbook. There's actually a series of feats which affect this. Way it works is you get 1d6 healing per vigor point (you get 1 per con +, and more for addition feats in the tree) as a standard action. The healing causes fatigue for 1 minute (can be lowered to 3 rounds with a feat in the tree). Couple this with fey foundling, and you should be at least somewhat OK at self maintenance.

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I've got an idea for a dex based fighter, and if the Trapfinder trait from Mummy's Mask is available, he can cover trap removal. He'd be pretty decent on AC when all is said and done.
Trapfinder is a Campaign trait, and you can only have one of those - and I will be requiring campaign traits from the Ironfang Invasion PG.

thunderbeard |

Guys: keep in mind that Advanced Weapon training/Advanced Armor Training, while not available from level 1, are much more powerful than Lore Warden at picking up additional skills for your fighter (maxed out, a fighter can get 8+int skills/level)
Also, Cure wands get useless pretty fast. Fiendish Healing is a much more powerful option, though yeah, it takes a bit of time to kick in.

drbuzzard |

drbuzzard wrote:I've got an idea for a dex based fighter, and if the Trapfinder trait from Mummy's Mask is available, he can cover trap removal. He'd be pretty decent on AC when all is said and done.Trapfinder is a Campaign trait, and you can only have one of those - and I will be requiring campaign traits from the Ironfang Invasion PG.
Well then there better not be many traps since without trapfinder there is no way at all for a fighter to get the ability to deal with magical traps. None of the archetypes grant that (nor do any feats- which is why one may argue about that trait being too powerful). I was just asking since we will lack an ability to cover that. Damage upon damage can solve a lot of problems, but some nasty traps, especially if they reset, will just hose such a team.

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Well, the only thing that trapfinding technically allows you to do that you can't do normally is disable magical traps - simple Perception can still find them, at which point you can decide what you want to do about the trap. Also, there are prestige classes that are accessible to straight fighters that grant trapfinding. (I personally am quite fond of the Pathfinder delver.)

spectrevk |

I've been playing with the idea of a Brawler (the fighter archetype, not the class) focused on using reposition and bullrush to disrupt enemy formations, drag targets into flanking positions, etc. Probably using a spiked gauntlet or spiked shield as the primary weapon. Sound plausible?

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I've been playing with the idea of a Brawler (the fighter archetype, not the class) focused on using reposition and bullrush to disrupt enemy formations, drag targets into flanking positions, etc. Probably using a spiked gauntlet or spiked shield as the primary weapon. Sound plausible?
I've played a reposition specialist, and they can be a lot of fun, and once you get greater reposition you start being able to wreck people. The two main things to be aware of are the size limitations on your target (it's either can't be larger than you, or can be no more than one size large than you) which means that at higher levels you need a reliable way to enlarge yourself to be effective, and the fact that you have to take a feat just to reposition someone into a dangerous square. With a fighter you'll have enough feats that isn't an issue,but it's annoying that that will take several levels before it becomes available.

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I would be interested, but only if recruitment is done by player rather than character. In order for this to work, I think it's very important that character creation be done as a group.
That said, I am a firm believer that fighters are much more useful and powerful than most people believe, and I totally think this can work.

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Isn't "dangerous square" just referring to repositioning them into a pit, grease, or something like that? Instant flanks for your allies seems like it'd be worth it while you're waiting for the better stuff :)
Yes, and repositioning into flanks is worthwhile. As long as you are aware of the overall restriction it's not a problem.

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I would be interested, but only if recruitment is done by player rather than character. In order for this to work, I think it's very important that character creation be done as a group.
That said, I am a firm believer that fighters are much more useful and powerful than most people believe, and I totally think this can work.
I will be recruiting by character and player both, but I noted above that I will likely allow entire groups to submit together if so desired.

_Aer recruitment placeholder |

This sounds like quite a fun idea. Makes everyone think a little outside the normal box.
Healing is obviously the big problem here, - not so much hp as status effects. I'd certainly be up for a go, and happy to team up with Granta and a few others.
In terms of characters I like the idea of a Son of War.
Idea: Son of the local smith who always wanted to learn magic. But was drafted into fight at a young age. Still, magic calls. He sees himself as a fix-it guy, whether is is broken armour, or broken legs.
Role would be medic as much as anything, focused on healing skill (and skill unlock) and spells like infernal healing. As a fighter he's still going to be okay in a fight, but a lot of use outside them too.

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Count me in if you stay true to your claim: fighters only. Period. No VMC! :)
I want to see a bunch of martials working together and coming up with martial solutions to things.
Our skill monkey: Lore Warden
Our wizard: Child of Acavna and Amaznen
Our ranger: Eldritch Guardian with pig familiar (for the flank! :) )
Our cleric: I dunno... Signature Skill: Heal feat?
Our fighter: non-archetyped fighter with heavy armor and advanced weapon training?
Our bard: Seasoned Commander fighter archetype from Villains Codex
If selected, I would like to fill the "Our Ranger" or "Our Bard" role slot! :)

Aldizog |
I think fighters have enough feats to take Combat Stamina it if they want it.
I would prefer no VMC, although I don't have a problem with Prestige Classes, since that would be a few years in the future in real time. That's plenty of time to show what real fighters can do before a couple decide to branch out into Student of War, Pathfinder Delver, Sentinel, or Shadowdancer.
I personally would rather play at a table with no 3pp content (and especially no Path of War).
I am leaning towards a Weapon Master or Unbreakable with either healer or face skills. Human, Half-elf, or Aasimar.

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As for VMC... the biggest reason I am leaning toward allowing it is that VMC plays directly into arguably the biggest strength of the fighter: the ability to give up feats for additional versatility without sacrificing their ability to do what they are supposed to be doing as part of a party. In that sense, I almost feel like VMC was designed with fighters in mind.

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Questions:
1. is this just for fun or are we going to be rewarded some sweet PFS loot with this one? do you intend to apply PFS credit for this AP?
2. if we TPK bad at higher levels, will you consider enabling a "Save Spot" so we can reload the game with clerics and wizards to help us finish this? :)

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Questions:
1. is this just for fun or are we going to be rewarded some sweet PFS loot with this one? do you intend to apply PFS credit for this AP?
It is unlikely that the AP will be approved for PFS credit before I start the game - I am also not planning to limit character options to what PFS allows.
2. if we TPK bad at higher levels, will you consider enabling a "Save Spot" so we can reload the game with clerics and wizards to help us finish this? :)
I'll work something out :)

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It is unlikely that the AP will be approved for PFS credit before I start the game - I am also not planning to limit character options to what PFS allows.
Correct me if I'm wrong, but I think you can run full APs as home games and claim credit afterwards... things might have changed in the last few PFS guides tho...
Addendum: ...and I see the adventure path chronicles for Iron Gods here...

thunderbeard |

As for VMC... the biggest reason I am leaning toward allowing it is that VMC plays directly into arguably the biggest strength of the fighter: the ability to give up feats for additional versatility without sacrificing their ability to do what they are supposed to be doing as part of a party. In that sense, I almost feel like VMC was designed with fighters in mind.
Haha, I dunno if it plays into a strength; VMC gives options to fighters, but at a huge cost. Since a fighter's feats ARE their class features, every single option that gives up a feat is a hit to your class progression and versatility.
Now, bards? Those guys have tons of feats to spare.

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Shisumo wrote:As for VMC... the biggest reason I am leaning toward allowing it is that VMC plays directly into arguably the biggest strength of the fighter: the ability to give up feats for additional versatility without sacrificing their ability to do what they are supposed to be doing as part of a party. In that sense, I almost feel like VMC was designed with fighters in mind.Haha, I dunno if it plays into a strength; VMC gives options to fighters, but at a huge cost. Since a fighter's feats ARE their class features, every single option that gives up a feat is a hit to your class progression and versatility.
It doesn't cost the fighter any class features though. They still get all 11 of their bonus feats. Honestly, the only "typical fighter" build that would even notice the loss, really, would be an archer. Everything else - THF, sword and board, even TWF - would still have plenty of feats left to play with.
I guess we'll find out when the time comes, though.