| Merellin |
Just asking out of curiosity (And a desire to figure out what to play if my Cleric dies, Wich is getting more and more likely it feels like..) But, Whats the most versatile martial class? Including archetypes, For things the character can do in one build? Is there any good martial class that can do more then hit things with big weapon? Any that can be useful outside of combat too? Any that can in one build do many things in combat?
I'm currently intrested in Paladin, Monk, Cavalier and Barbarian, But other martial sugestions are welcome too! ^_^
| Chess Pwn |
What counts as a martial class?
there are plenty of characters that can do skills outside of combat. The issue is being better than a caster at them. So question is, what counts as being useful outside of combat?
The only way to do multiple things in combat is martial flexibility to get temp feats on demand. Otherwise no. It take too much specialization to be good at something, and then once you're good at something there's no good reason to not do that thing.
But if you'd like, give some examples of different things to do in combat and we can see what fits.
Nitro~Nina
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Vigilante. A talent every level, for starters. Being able to emulate dozens of other classes, as well as being straight-up better than a Core Rogue or Fighter, with all the attributes of the former with more feat options than the latter. Optional full-BAB or pseudo-sneak, with the option of replacing this with four different kinds of 6-Level Spellcasting each with its own special abilities. You can become Spiderman or Hawkman, or even Black Panther. You can be Beast Boy or Robin Hood or Zorro. You can even just be a particularly secretive Inquisitor. You can get a Ki Pool with UnMonk Ki Powers or become a more martial Occultist with Focus Powers.
It is a class that can be anything, with one single, though thematically powerful, restriction.
You should be prepared to roleplay a secret identity to do this class justice. Sure, there's no mechanical stuff stopping you, and the abilities you lose from ignoring it aren't that bad unless you really want to be intrigue-y, but it's super bad form to just ignore a class' primary feature, in my opinion.
| PunkPrincess |
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In my opinion the two most versatile Martial Classes are Brawler, and Lore Warden/Martial Master Fighter multi-archetype. The versatility in combat you get with the Brawler is kind of unparalleled, as long as you build your core feats properly, you can extend outwards into many different builds on the fly, without sacrificing raw power. Access to Combat Maneuvers when you need them, picking up Dedicated Adversary (PC: DTT) to bump up effectiveness against specific creatures, and let's not forget that Ghostslayer (PC: HHH) even lets you target Incorporeal Creatures!
But if you want more feats in your life, as well as a bit of knowledge, Lore Warden/Martial Master Fighter gives the eventual versatility of Martial Flexibility at level 5, but also a bevvy of new class skills to work with, the ability to focus down specific creatures with Know Thy Enemy, and the ability to negate critical hits at 11th.
| Merellin |
I see Martial classes as classes that dosent focus on spells. So even if they have spells (Like the paladin) They shouldent focus on casting spells. As for being useful outside of combat.. Diplomacy, Intimidate, Bluff, Scouting, Finding things, Maybe hunting for or preparing food. Things to do in combat.. Umm.. I'm rather new so I'm not sure.. Be able to do more then go "I hit it with my sword" I guess.. xD
Alchemist I'm unsure about.. Vigilante.. It seems intresting, But keeping a secret identity from the party seems troublesome.. xD And Brawler, Also intresting, Like Monk I find the idea of someone fighting with hands and feet rather then a weapon quite intresting ^_^ But.. I dont know how Brawler's Flurry works.. Is it the same as the Monks Flurry of Blows?
| My Self |
What qualifies as "martial"? Do you mean full BAB? Martial weapon proficiency? Or full+3/4 BAB classes that primarily use weapons? Non-casting or 4-level casting classes? Classes whose primary role is dealing damage?
Versatile (in one build) in what way?
Base in-combat options?
Base out-of-combat options?
Buildable in-combat options?
Buildable out-of-combat options?
Spontaneous ability to do new/different things?
Daily prepared ability to do new/different things?
Would something count as an option if you can do it better than a regular guy, but not all that well?
Ability to affect the plot? (independent of player)
Flavor/backstory representation?
Overall, I suspect the Vigilante would rank pretty high overall, although certain classes take the edge in specific categories. And it all goes out the window if you include Battle Clerics or Warpriests as martials.
| pocsaclypse |
The versatility in combat you get with the Brawler is kind of unparalleled, as long as you build your core feats properly
Not to derail the main conversation too much (but i will anyway) what would you consider building the core feats for maximum versatility? Ive only played brawler once so i doubt i got it right.
| Ventnor |
I see Martial classes as classes that dosent focus on spells. So even if they have spells (Like the paladin) They shouldent focus on casting spells. As for being useful outside of combat.. Diplomacy, Intimidate, Bluff, Scouting, Finding things, Maybe hunting for or preparing food. Things to do in combat.. Umm.. I'm rather new so I'm not sure.. Be able to do more then go "I hit it with my sword" I guess.. xD
Alchemist I'm unsure about.. Vigilante.. It seems intresting, But keeping a secret identity from the party seems troublesome.. xD And Brawler, Also intresting, Like Monk I find the idea of someone fighting with hands and feet rather then a weapon quite intresting ^_^ But.. I dont know how Brawler's Flurry works.. Is it the same as the Monks Flurry of Blows?
Brawler's Flurry gives you the Two-Weapon Fighting feat for free, as long as you two-weapon fight with monk weapons and/or close weapons. Well, you don't actually need to fight with two weapons, you just get the extra attacks. It upgrades to the Improved and Greater two-weapon fighting at higher levels.
Nitro~Nina
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Vigilante.. It seems intresting, But keeping a secret identity from the party seems troublesome..
You don't have to keep it from your party, just make sure that they don't reveal it to anyone else. Having a secret identity, especially as a noble or skilled craftsman or whatever, would be an incredible boon to any party's social-fu.
| Claxon |
Depends on what you define "martial" as.
As long as martial doesn't mean full BAB, I think any of your 6th level progression spell casters usually fit the bill.
My personal favorite is Inquisitor, especially archer Inquisitors with the chivalry domain. You got skill points, you got spells, you got class features to keep your damage on top. The Inquisitor is actually one of the best archers in the game thanks to Greater Bane and Judgment. And tacking on other spells like Divine Power. A fully buffed archer Inquisitor is truly terrifying, and can use spells and skills outside of combat to be extremely versatile. Especially when combined with scrolls (of spells on her spell list) and Mnemonic Vestment which allow you to cast the spell using your spell slot without taking up a spell known slot.
| PunkPrincess |
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Unspaceman wrote:The versatility in combat you get with the Brawler is kind of unparalleled, as long as you build your core feats properlyNot to derail the main conversation too much (but i will anyway) what would you consider building the core feats for maximum versatility? Ive only played brawler once so i doubt i got it right.
My personal go-to's are the following
Power Attack
Combat Expertise/Dirty Fighting
Dodge and Mobility
Weapon Focus
Combat Reflexes
6 feats spent, and you don't have to go in on them all the way. Those feats branch off into 90% of the martial feat trees in the entire game. For maximum combat versatility I like high Str and Dex builds, and don't forget that Brawlers can use a shield to bump up their AC, unlike Monks. Mithral Armor too, eventually, Kikko for the best Dex use, Breastplate for everything else.
| pocsaclypse |
Thanks, Unspaceman
Also (more on topic), inquisitors are a very versatile class. Judgements can give them a bump to a lot of things depending on the needs of a fight and bane give them a huge boost to the "f**k this thing in particular" ability.
They can be built well for melee or ranged, have a good selection of skills and a good pool of skill points, have access to domains and inquisitions for shoring up weaknesses or, in the case of the conversion inquisition, allowing them to function as a face while still dumping cha.
Theyre only 3/4 bab but get 6th level spells and a class feature that lets them use teamwork feats without needing another member of the party to have them. Sanctified slayer and ravener hunter are both good archetypes to look at as well.
| Chess Pwn |
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So first off, since you're new, here's how combat works.
you either do HP damage (hit with sword or shoot with bow), or you do something to help your team do HP damage(haste or other offensive buffs), or help your team not die(control spells, defensive buffs, healing)
Also, combat actions are quite repetitive. Most characters do the same thing in most combats. The wizard casts the same 2 spells in every fight, the cleric does the same 2 buffs every fight. The archer uses a bow every round and the sword-guy uses a sword every round. The reason for this is that your role needs to be filled, and the actions you use to fill that will likely be the same every fight. And all fights need to get to the point where the enemies are down (dead or by non-lethal) or have surrendered.
A martial class is VERY good at doing HP damage, aka hitting with sword or shooting with bow. There's very little and infrequent times that someone that can damage real good would WANT to do anything different. "I can try to trip him or just kill him this round. Which one will kill him faster?"
Also the only* thing for a martial to do outside of doing damage is combat maneuvers. And to do them you need to REALLY focus on getting bit numbers to pull them off. That's why martial flexibility is needed, it lets you specialize in something to try it on the fly. But if they are doing maneuvers (providing control) then someone else in the party is needing to be the one doing the damage. Thus if your role is damage, even if you could try for maneuvers, your best choice is doing damage.
Also, you stick with one attack option and make it good. A sword user level 1-5 has a back-up bow that he uses against a flying enemy that never lands and attacks at range. level 5+ he should have some way to fly to get in close and use the sword, a caster casting fly, self flying, or potions of fly. It is far cheaper and more effective getting in close to the flying enemy than trying to use a bow as well as a sword. Same for bow users, your bow skills are so good lv 3-5+ that switching to a sword will never be the better option than continue to use your bow.
Now that combat flexibility has been addressed
Paladin with the good charisma can do diplomacy and intimidate well for out of combat, he wont be good at much, be he can be quite good at a few charisma skills.
Any class going ranged fighting and thus having a good dex can pick up stealth, disable device.
And perception and hunting(survival skill) is any class.
Getting them as class skills is really the only deciding/limiting factor, and that can sometimes be fixed by traits.
But all classes, even the fighter now, have ways to try and play the skills game. You just need to build your character for it rather than dumping all mental stats.
| James Gibbons |
Brawler is awesome for versatility but requires system mastery to actually utilize martial versatitly (the class feature). Bard actually makes a pretty good martial. Go arcane duelist, pick up lingering performance and consider inspire courage as a buff for yourself that just happens to buff others. You keep up with full BAB classes pretty well. Grab a couple combat spells if you with but you can probably get by focusing your spells known on utility. The best spells have utility both in and out of combat. you'll also have masive skill flexibility.
| Cantriped |
I think Slayer is a pretty good Martial class in terms of Versatility.
You have full BAB (and therefore d10 HD), 6 SP/LvL, up to 7d6 Sneak Attack without investment, and you get all the benefits of Favored Enemy with none of the downsides. The Slayer Talents are great, you can pick up a Ranger Combat Style (and therefore ignore the Prerequisites of certain feats), Trapfinding (and be a Martial Troubleshooter), and/or Poison Use (and be a true Assassin from level 2).
| My Self |
So first off, since you're new, here's how combat works.
you either do HP damage (hit with sword or shoot with bow), or you do something to help your team do HP damage(haste or other offensive buffs), or help your team not die(control spells, defensive buffs, healing)
Also, combat actions are quite repetitive. Most characters do the same thing in most combats. The wizard casts the same 2 spells in every fight, the cleric does the same 2 buffs every fight. The archer uses a bow every round and the sword-guy uses a sword every round. The reason for this is that your role needs to be filled, and the actions you use to fill that will likely be the same every fight. And all fights need to get to the point where the enemies are down (dead or by non-lethal) or have surrendered.
A martial class is VERY good at doing HP damage, aka hitting with sword or shooting with bow. There's very little and infrequent times that someone that can damage real good would WANT to do anything different. "I can try to trip him or just kill him this round. Which one will kill him faster?"
Also the only* thing for a martial to do outside of doing damage is combat maneuvers. And to do them you need to REALLY focus on getting bit numbers to pull them off. That's why martial flexibility is needed, it lets you specialize in something to try it on the fly. But if they are doing maneuvers (providing control) then someone else in the party is needing to be the one doing the damage. Thus if your role is damage, even if you could try for maneuvers, your best choice is doing damage.
Also, you stick with one attack option and make it good. A sword user level 1-5 has a back-up bow that he uses against a flying enemy that never lands and attacks at range. level 5+ he should have some way to fly to get in close and use the sword, a caster casting fly, self flying, or potions of fly. It is far cheaper and more effective getting in close to the flying enemy than trying to use a bow as well as a sword. Same for bow users, your bow...
As a slight counter-example to your "can trip him or kill him" - some martial builds do both, with the trip leading to the kill. So you trip a guy, then trigger some ungodly chain of AOOs that lets you chuck his weapon into the dirt and stomp repeatedly on his face. But it's not really a "trip him OR kill him", rather it is a "trip him AND kill him". But yeah, in the end, martials' jobs are primarily to reliably make enemies die of massive hit point damage. Though perhaps this would define "hammer" in the hammer-anvil-arm system? "Martials" is a fairly common blanket term.
From my observations, "Martial" classes:
-Never have 1/2 BAB
-Always have good Fort and/or Ref saves
-Are not fullcasters (if they are, you should switch from 3.5 to PF)
- _ -Spells are generally spent on self-buffing or utility, not offense
-Reliably deal lots of HP damage as default method of combat contribution
- _ -Damage is never less important than a secondary role, and is a common and reliable option
- _ -Classes do not need to buff up to be useful damage dealers
-Tend to use feats, skills, attack rolls, and passive class auras in non-damage roles
- _ -Intimidate, feint, combat maneuvers, and auras for debuffing
- _ -Aid another, teamwork feat-sharing, and auras for buffing
-Usually need lots of out-of-class combat feats to become a viable "build"
- _ -As opposed to decent spell selection and in-class feature + feat selection
-Often need 3-4 strong stats to function, sometimes 2, never just 1
- _ -Usually 1-2 attack and/or damage stats (STR+DEX for archers, STR+CHA for Paladins, STR/DEX+CON for Kineticists, etc.)
- _ -Often 1-2 more stats to boost weak saves, HP, or AC, or to meet feat prerequisites.
- _ -Sometimes 1 supplemental mental "all the other class features" stat (WIS on Monk, CHA on Swashbuckler/Paladin/Bloodrager, etc.)
-Use weapons or weaponlike class features as a primary means of combat contribution
- _ -Weaponlike: Rolls d20+some modifier to hit against some AC or CMD, deals a d?+flat bonus+stat modifier damage, and gets extra attacks from high BAB
- _ -Usually has martial weapon proficiency
-Add class bonuses to hit chance, damage, or some stat hit/damage are derived from
-Have total attack bonuses greater or equal to their level
- _ -Attacking against a lower AC (touch, usually) boosts effective bonus
-Have high numbers of attacks, usually from:
- _ -Full BAB
- _ -Increased attacks in Full Attack (Flurry of Blows, Champion spirit, Ki)
- _ -In-class access to extra attack feats (TWF, Rapid Shot)
- _ -Occasionally, self-buff spell access
-Have decent unbuffed AC from class features, usually involving some combination of:
- _ -Good armor and shield proficiencies or stat-to-AC
- _ -Scaling AC boosts
- _ -AC-boosting stat focus (such as DEX to damage or free Weapon Finesse)
-Become more limited with every new rule/feat/FAQ/errata added
| ElterAgo |
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Hmm... Tough to answer a question phrased like that. PF is a game system that rewards specialization (within limits) more than extreme versatility. For example a classic jack-of-all-trades-master-of-none is actually really easy to build. However, it tends to not do well in actual play except in some narrow circumstances. Like if there are only 2 players, so both are trying to cover lots of roles (and the GM adjusts for it) then neither will outshine the other. Other wise the master-of-none gets to spend most of the game watching the other players be better all the time.
Also remember that although I did say the system rewards specialization, most people find being a one-trick-pony quickly gets boring since you have nothing to do when their one trick doesn't apply.
One of the most versatile capabilities is spell casting. But you said you want martial and don't want to focus on spell casting. There is a lot of wiggle room there. I have seen some full caster cleric or battle oracle builds that in combat usually use their spells for just 1 or 2 buffs then go to town with a weapon. But then outside of combat, they still have all their remaining spells for utility tasks. But again this is a caster not a martial class.
Another thing to consider is your statement that you are new to the game. There are a few very versatile classes, that are very complex and difficult for beginners. Magi, poisoner alchemist, medium, etc...
When I work with someone on a new brand build I prefer not to start with the class. If for no other reason than you can use many different builds to perform the same role. There are great archer builds that start with ranger, fighter, monk, magus, inquisitor, and/or paladin. Which one you choose depends upon what else you want the PC to do.
My preference is to start with a few questions.
1) Do you have some backstory or personality already set that requires some particular race, ability, weapon, or whatever? Well he comes from a very primitive society and will only start with very primitive weapons like hide armor and a spear. But he will eventually learn the value of and take up more modern and sophisticated arms and armor.
2) What is the primary thing you want him to usually do in a fight? I want him to smash things with the biggest weapon he find.
3) What is the secondary thing you want him to do when the primary isn't possible/advisable? Oh uhmm.... Maybe he can grab people to throw them around or capture them.
4) What is the primary thing you want to do when not in combat? Since he's from a wilderness tribe, he has a close connection to the outdoors and can hunt/fish/guide for his group.
5) What is the secondary thing you want to do when not in combat if the primary isn't a good option? While not educated, he's observant and pays attention to people and what is going on around him. So he notices things and when people are behaving oddly.
6) Anything else you want to keep in mind? I don't like super confusing characters where I have to memorize 37 things from 8 books.
Sounds like a Barbarian to me. There are some rage powers to help with grabbing and trowing people around. Make sure to put ranks in Perception and Sense Motive.
The answers to the questions above obviously not yours. They are from a previous conversation with a friend of mine.
But if you give us your answers to the above questions, there are people on these forums who will be more than glad to help you make something that does what you want.
| Dragonchess Player |
It depends on how you define "versatile," as well. A medium can be extremely versatile, given the opportunity (or using an archetype like spirit dancer or storyteller, for a more "at will" versatility that isn't dependent on seance location).
An investigator (or, more likely, a swashbuckler (inspired blade) 1/investigator) is no slouch in either the martial or versatile categories, either.
The Dandy Lion
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A strength-based investigator can perform excellently as a martial while providing a bunch of utility. A longspear with a combined Enlarge/Long Arm extract is popular, and gives you a hilarious 25ft reach - definitely an entertaining and useful combat benefit. Plus, you're an investigator so you get the best skill package in the game.
| Kileanna |
Also we should get on the difinition of versatility.
Do you want to be versatile as having a lot of options to do in combat or you don't care so much about it and you want to be able to help the party outside combat like being able to do the scouting, diplomacy, etc. but you don't care about keeping it more simple in combat?
| Merellin |
In combat versatility.. Hmm.. I supose things like, Pulling out a bow to shoot at flying enemies and then changing to a melee weapon to fight the grounded enemies, Maybe able to buff allies somehow, Just a bit more then having every turn go "I hit it with my sword." or "Enemy is flying so I stand here till it lands."
| Louise Bishop |
Honestly any class with a decent UMD skill, decent income, and an open market is extremely versatile.
It is a known fact Spells can negate needs for skills and some spells used in the right moment can win fights.
For example Casting Fly on an archer. Not only does he not need to Climb or Swim, He can not be tripped, and he can always have the higher ground. If an enemy has no way to respond (Counter attack or Cover) to the flying archer. Then the Archer auto wins the encounter with ease and not risking anyone else in the party.
| Melkiador |
For most vigilantes, I prefer to think of him most like the Lone Ranger. The Lone Ranger goes almost everywhere and does almost everything while in his secret identity. If he wasn't wearing his Lone Ranger outfit, he'd be disguised as something else, like an old man.
You can also have the social identity be no one of importance, so that even if someone saw him in that form, they wouldn't have any way of knowing who he is. It's like that time Lex Luthor unmasked the Flash, "I.. have no idea who this is."
| Larkos |
You can also just be in your social identity 24/7. With only a few exceptions in some of the archetypes nothing really requires you to be in vigilante identity. Just do a Tony Stark.
Seconded. There is no mechanical penalty to having your identity revealed. Vigilante is the best and most versatile martial in the game (that doesn't have spells). You want to hit things good? Go with the Avenger.
| Chess Pwn |
In combat versatility.. Hmm.. I suppose things like, Pulling out a bow to shoot at flying enemies and then changing to a melee weapon to fight the grounded enemies, Maybe able to buff allies somehow, Just a bit more then having every turn go "I hit it with my sword." or "Enemy is flying so I stand here till it lands."
Like I said before, and will quote below, a full bab melee character has a back-up bow for the times lv1-4 that he can't reach a flying enemy. You don't need archery feats since this is the temporary back-up option. Then get fly to close in on the enemy.
Also buffing's only purpose is to help you kill them faster. So if your buffing someone else isn't better than you attacking at killing the enemy then you shouldn't be buffing.you either do HP damage (hit with sword or shoot with bow), or you do something to help your team do HP damage(haste or other offensive buffs), or help your team not die(control spells, defensive buffs, healing)
Also, combat actions are quite repetitive. Most characters do the same thing in most combats. The wizard casts the same 2 spells in every fight, the cleric does the same 2 buffs every fight. The archer uses a bow every round and the sword-guy uses a sword every round. The reason for this is that your role needs to be filled, and the actions you use to fill that will likely be the same every fight. And all fights need to get to the point where the enemies are down (dead or by non-lethal) or have surrendered.
A martial class is VERY good at doing HP damage, aka hitting with sword or shooting with bow. There's very little and infrequent times that someone that can damage real good would WANT to do anything different. "I can try to trip him or just kill him this round. Which one will kill him faster?"
Also the only* thing for a martial to do outside of doing damage is combat maneuvers. And to do them you need to REALLY focus on getting bit numbers to pull them off. That's why martial flexibility is needed, it lets you specialize in something to try it on the fly. But if they are doing maneuvers (providing control) then someone else in the party is needing to be the one doing the damage. Thus if your role is damage, even if you could try for maneuvers, your best choice is doing damage.
Also, you stick with one attack option and make it good. A sword user level 1-5 has a back-up bow that he uses against a flying enemy that never lands and attacks at range. level 5+ he should have some way to fly to get in close and use the sword, a caster casting fly, self flying, or potions of fly. It is far cheaper and more effective getting in close to the flying enemy than trying to use a bow as well as a sword. Same for bow users, your bow skills are so good lv 3-5+ that switching to a sword will never be the better option than continue to use your bow.
TLDR:
If you're good enough that hit it with a sword is a good option, it's going to be your best option basically every time. Why are you viewing this as a bad thing?| Torbyne |
For pure Martial with no spells or anything i would go Slayer but if you are forgoing spell casting classes than you are also forgoing most versatility outside of combat. For strong martial ability plus the ability to have a strong out of combat impact i would look at one of these
Bloordrager (best in combat ability of these recomendations, not as much to do outside of combat)
Inquisitor (Sanctified Slayer has a tons of staying power in combat and good social skills, some good detective skills as well)
Investigator (they can pull off impressive damage with Inspired weapons and the combat talents but it burns out quickly if you are using inspiration on every hit, on the other hand they are some of the best in the game at knowledge and detective work.)
| Louise Bishop |
For pure Martial with no spells or anything i would go Slayer but if you are forgoing spell casting classes than you are also forgoing most versatility outside of combat. For strong martial ability plus the ability to have a strong out of combat impact i would look at one of these
Bloordrager (best in combat ability of these recomendations, not as much to do outside of combat)
Bloodrager gets 4+Int in skills. (More than the Paladin). They only need few points point in Survival, 1 point in Swim and Climb, and the rest are open for what ever. If you have a wizard who can do the Knowledge and spellcrafts you can grab face skills...like Intimidate, Diplomacy, and bluff. You can get traits to provide the skills you do not have. You should have roughly a 12 Cha (at least that what I like to start with). So your alright at them.
Like I have mentioned adding UMD to your skill list gives amazing versatility. Scrolls and Wands are cheap and you can buy what you need for out of combat.
If your a talented RPer you can come up with PLENTY to do outside combat. A bloodrager is not like the famous brain damaged Barbarian running around AM SMASH, AM STRONK, AM STUPID.... No they do not have to be that way and I honestly hate even reading/hearing the AM SMASH approach as it is over done and does kill most your out of combat options. But a Bloodrager does not have to follow suite.
| Torbyne |
Torbyne wrote:For pure Martial with no spells or anything i would go Slayer but if you are forgoing spell casting classes than you are also forgoing most versatility outside of combat. For strong martial ability plus the ability to have a strong out of combat impact i would look at one of these
Bloordrager (best in combat ability of these recomendations, not as much to do outside of combat)
Bloodrager gets 4+Int in skills. (More than the Paladin). They only need few points point in Survival, 1 point in Swim and Climb, and the rest are open for what ever. If you have a wizard who can do the Knowledge and spellcrafts you can grab face skills...like Intimidate, Diplomacy, and bluff. You can get traits to provide the skills you do not have. You should have roughly a 12 Cha (at least that what I like to start with). So your alright at them.
Like I have mentioned adding UMD to your skill list gives amazing versatility. Scrolls and Wands are cheap and you can buy what you need for out of combat.
If your a talented RPer you can come up with PLENTY to do outside combat. A bloodrager is not like the famous brain damaged Barbarian running around AM SMASH, AM STRONK, AM STUPID.... No they do not have to be that way and I honestly hate even reading/hearing the AM SMASH approach as it is over done and does kill most your out of combat options. But a Bloodrager does not have to follow suite.
My comment on Bloodrager was supposed to be only in comparison to my other two recommendations. i did not mean to say that the class is generally incapable out of combat, only that is does not have much going for it in comparison to an Investigator or Inquisitor.
I am hesitant to address the "Talented RP" point... This is a rules based game, talented RP can give you a +2 bonus to a check but is it really talented RP if you eloquently debate a point to the GM and completely avoid or otherwise defeat a social encounter when your character only has that 12 charisma and two points in Diplomacy? you were looking at a, maybe, +8 roll against a DC 20 but the "RP" was so good that you just won without a check, that is not role playing to me, its a player acting out of character. When discussing what a class brings to out of combat situations i would prefer to discuss mechanics of abilities, number of skill points, modifiers they can reliably bring, abilities or spells that assist... beyond that you are getting into very abstract territory of what GM fiat allows and how suave players are rather than characters.
| Plausible Pseudonym |
Imbicatus wrote:You can also just be in your social identity 24/7. With only a few exceptions in some of the archetypes nothing really requires you to be in vigilante identity. Just do a Tony Stark.Seconded. There is no mechanical penalty to having your identity revealed.
Losing your divination immunity while in the other identify is your mechanical penalty for having your identity revealed.
Glorf Fei-Hung
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Welcome to Pathfinder. Here we do not play WoW, there is no Flavor of the Month Class that is the 1 man wrecking crew that comes with most games because every class has both strengths and weaknesses. Often the most powerfull builds also have the most dangerous weaknesses. More Balanced Builds will be short on weakness, but still have many areas they are not "Strong"
Gunslinger's may be #1 for dealing massive damage that always hits, but they generally have weak Will saves and low skill points. A dominated/Confused Gunslinger can TPK (Total Party Kill) a party faster than some of the most powerful BBEGs (Big Bad Evil Guy).
By Comparison, a Zen Archer may be very mediocre damage in comparison, and still be very weak on skill options, but they have defensive abilities and saves that can hardly be touched by any other class.
| Torbyne |
Glorf Fei-Hung, did you really just suggest that Zen Archers have mediocre damage in comparison to another ranged damage class? :P They may not exceed the 'slinger but to call it mediocre is pretty darned misleading. they also do that damage at actual range instead of adjacent spaces... I get your point but i think you could do a better comparison.
| Claxon |
I'm sorry but Glrof Fei-hung is correct. At low levels Zen Archers are great, because no one has gotten really big damage bonuses yet, and they get some good options before others do.
But the class doesn't have much beyond extra attacks to deal more damage. They can substitute unarmed strike damage (okay but not great), they get weapon spec, and a couple extra attacks.
But when you're competition can have the same number of attacks using Manyshot and Rapid Shot, can do things like cast Divine Favor for a scaling bonus to attack and damage which grants extra attacks like haste, or has weapon training (Arsenal Chaplain Warpriest), or has Judgment and Greater Bane, or a whole host of different options....well the zen archery just doesn't come out that great. They're good up till around level 10, and then everybody else's class features start to really kick in and leave the zen archer behind.
| Merellin |
I dont realy want to have a power gamer build, Or be a one man army or anything, I just realy want to be useful to the party no mather the situation so I can always help out.. xD I am currently enjoying my Human Cleric (He is poorly built, But he is my first character ever and I'm enjoying him ^_^)
I did get one idea for a character.. A Halfling who grew up in a smallish halfling settlement that came under attack by bandits who ket raiding them, So they built up a strong milita to fend off the attacks, Including getting help from a couple of Cavaliers who helped train them and fight. The Halflings father was in the milita and when he came of age so was the halfling, And he was taken up as a Cavalier of the Order of the Paw. Though time went on, The bandits had been mostly defeated or driven away and there was years of peace, And so the young halfling was struck with the wanderlust and, His family and friends gave him what help they could and so he left to see the world!
Silly idea mayhaps, But I am still new to all this. My plan for him was to have him ride a wolf (Cus I love wolves) and he would be a very friendly and talkative character, With ranks in Diplomacy, And maybe bluff..
| PossibleCabbage |
The best damage on an archer is accomplished with something like Legacy Weapon, Warrior Spirit, or the Inquisitor class feature of the same name slapping an appropriate bane on your weapon isn't it?
I feel like the ZAM is best considered as the baseline against which other archers are measured, since this is the "very easy to build and play option" that will still do good enough damage for level appropriate encounters unless the GM is trying to hose you. If your archer can't do better than the ZAM, rethink things.
| Vanykrye |
I did get one idea for a character.. A Halfling who grew up in a smallish halfling settlement that came under attack by bandits who ket raiding them, So they built up a strong milita to fend off the attacks, Including getting help from a couple of Cavaliers who helped train them and fight. The Halflings father was in the milita and when he came of age so was the halfling, And he was taken up as a Cavalier of the Order of the Paw. Though time went on, The bandits had been mostly defeated or driven away and there was years of peace, And so the young halfling was struck with the wanderlust and, His family and friends gave him what help they could and so he left to see the world!
Silly idea mayhaps, But I am still new to all this. My plan for him was to have him ride a wolf (Cus I love wolves) and he would be a very friendly and talkative character, With ranks in Diplomacy, And maybe bluff..
Not a silly idea. Entire lines of novels have been written, published, and turned into horrible movies with multiple sequels with less.
Besides, small cavaliers with mounts aren't a mechanically bad thing (aside from reduced damage)...they usually don't have to leave their mounts behind when they get into dungeons and tombs.
If you want to get more complicated (not that I'm recommending it unless you feel comfortable after looking into it), a cavalier with VMC (variant multiclassing) bard becomes one heck of a support melee character without having to worry about spells.
| Merellin |
Multiclassing? Like taking a level in another class? I dont care for things like that unless it makes good sense for the character to do it ICly.. And since my small cavalier would have a wolf, After level 7 the wolf grows large so he wouldent have the advantage of fitting in smaller places anylonger, But the GM said the mount can squeeze through and still be able to join us even if it can only move at half speed in tight corridors.
I guess my biggest problem is, I'm terrified of ended up doing something wrong or making a bad character so I end up being useless to the party.. I want to be useful and not a burden..
| My Self |
I dont realy want to have a power gamer build, Or be a one man army or anything, I just realy want to be useful to the party no mather the situation so I can always help out.. xD I am currently enjoying my Human Cleric (He is poorly built, But he is my first character ever and I'm enjoying him ^_^)
I did get one idea for a character.. A Halfling who grew up in a smallish halfling settlement that came under attack by bandits who ket raiding them, So they built up a strong milita to fend off the attacks, Including getting help from a couple of Cavaliers who helped train them and fight. The Halflings father was in the milita and when he came of age so was the halfling, And he was taken up as a Cavalier of the Order of the Paw. Though time went on, The bandits had been mostly defeated or driven away and there was years of peace, And so the young halfling was struck with the wanderlust and, His family and friends gave him what help they could and so he left to see the world!
Silly idea mayhaps, But I am still new to all this. My plan for him was to have him ride a wolf (Cus I love wolves) and he would be a very friendly and talkative character, With ranks in Diplomacy, And maybe bluff..
If your standard is "be useful no matter the situation", and not "hyperflexibility optibuild #5", then you cannot go wrong with any of the classes recommended. Alchemist, Medium, Inquisitor, and Vigilante will always be flexible no matter how you build them. As for the classes you suggested... Paladin is possible to mess up, since every stat is useful, you don't have a lot of skill points (2+INT skill points/level), and you don't have many other in-class feat supplements/replacements, so you will likely have to spend most of your feats on combat capabilities. However, it's also possible to build well, since you should have a good CHA to leverage in social situations, and some prepared divine spells. You could also get a mount, who will be able to cover a few other skill bases for you, such as Perception. A standard (dog/horse-rider) Cavalier may have some issues contributing in ranged combat situations, since the class favors charge-based melee combat (STR+CON). And it provides no Will save boosts, so you might need to put some stats into that. Additionally, the class skill list is trash (like the Fighter's). But again, you have more skill points than the Paladin, have a mount, have some Orders which give you skill boosts, and can pick archetypes which consolidate your stats. You can eventually get flying mounts via archetypes or feats, which is great for utility. You can be a useful contributor if you build this class right. Barbarian and Monk both have as many skill points, but have better skill lists. Additionally, both of them move unusually fast, which provides a sneaky but heft boost to Acrobatics jump checks (+4 per 10 move speed). And Monk uses WIS as a primary or secondary stat, which is great in social settings (Sense Motive), combat settings (Perception), exploration settings (Survival, Handle Animal, Heal), and downtime (Profession). Monks can also spend ki to boost some of their abilities, or take ki powers/qinggong monk powers to get more options. Barbarians can get angry to get a hefty boost to STR checks, and can also select a feat that lets them apply STR to Intimidate (very scary), or take abilities that give a large bonus to STR-based checks. Oh, and Barbarians have lots of strange active Rage Powers that let them function as a status remover or debuffer (sunder enchantment), or fly a little.
tl;dr: It's hard to go wrong with anything mentioned.