Need 9th level fighter build for Mirrored Moon


Creating a Character


Pathfinder Starfinder Roleplaying Game Subscriber

I just had a player drop from today’s Playtest run.

The reason? They didn’t have time to build the character.

Does anyone have a reasonable 9th level fighter build I can use to fill out the group? The original player had gone Human Sword & Board with Furious Focus.


I could probably throw one together pretty quick.


Pathfinder Starfinder Roleplaying Game Subscriber

If you have something close, please post it.

Thanks!


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Done, sword-and-board Fighter, used human feats to minimize the untrained penalty on skills since he isn't trained in many. Specializes in intimidate and athletics (though armor hurts that one a bit), good at crafting to repair his shield (which only takes 1 minute per attempt).

In combat he has various feats to make his shield effective, he's built for good physical attacks but also to use his Temple Sword to trip foes to waste their actions and fish for AoOs. Has some useful trinkets too. And is good at Intimidate so Demoralize will get some good mileage.

He should be effective, if not quite ideal.

As one aside, you could switch his proficiency in Athletics and Crafting so he is Expert in the former and Master in the latter, rather than vice versa. This would lower his trip score by 1 but allow him to repair his shield in 1 round per attempt.

Hope this helps!

Human Fighter 9

Str 18
Dex 12
Con 16
Int 10
Wis 14
Cha 16

HP 125
AC 28
TAC 24
Fort +15
Ref +13
Will +13
Speed 20 (30 w/o armor)

Attacks
Temple Sword +17 (3d8+4, trip)
Trip +18
Demoralize +16

Skills (Str and Dex +3 w/o armor)
Perception M +13 (15 if sight-based)
Acrobatics T +7
Arcana U +8
Athletics M +15
Crafting E +10
Deception U +11
Diplomacy U +11
Intimidation M +16
Lore (Warfare) T +9
Lore (Other) U +8
Medicine T +11
Nature U +10
Occultism U +8
Performance U +11
Religion U + 10
Society U +8
Stealth U +6
Survival T + 11
Thievery U +6

Extra Features:
Bravery

Class Feats
1 Furious Focus
2 Reactive Shield
4 Swipe
6 Shield Warden
8 Quick Shield Block
- Shielded Stride (From Combat Flexibility, can be swapped each day for another level 8 or lower feat)

Ancestry Feats
1 Skilled Heritage
1 Unconventional Weaponry
5 Clever Improviser
9 Incredible Improviser

General Feats
3 Fleet
7 Expeditious Search

Skill Feats
B Quick Repair
2 Intimidating Glare
4 Cat Fall
6 Rapid Mantel
8 Battle Cry

Items
+2 Temple Sword
+2 Master Full Plate
Expert Heavy Steel Sturdy Shield (Hardness 10, 2 dents w/o breaking, repair DC should be 21)
Goggles of Night
Demon Mask
Armbands of Athleticism
Wolf Fang x4
Swift Block Cabochon
Iron Medallion
Chest Feather Token
Cat's eye Elixir x2
Potion of Leaping


Pathfinder Starfinder Roleplaying Game Subscriber

Thanks!

You have made it possible for us to play today!


BretI wrote:

Thanks!

You have made it possible for us to play today!

Glad to hear it! This was actually a nice exercise in how smooth 2e character creation can be. Even with like 3 years of experience I don't think I could make a fully functional level 9 fighter with all of their items, skills, and feats picked out in 40 minutes from scratch. XD

I mean maybe, but it'd be a stretch. And again that's with a lot of experience.


Edge93 wrote:

Even with like 3 years of experience I don't think I could make a fully functional level 9 fighter with all of their items, skills, and feats picked out in 40 minutes from scratch. XD

I mean maybe, but it'd be a stretch. And again that's with a lot of experience.

Half of this is due to the fact that half the stuff in PF2 doesn't matter. Skill feats (aside from like, three) aren't even worth the ink they're printed in and so having or not having them written down doesn't matter because those situations are so rare that its unlikely to matter.

(For example, chapter 4 is a lot of kingmaker exploration where f~~!all happens most days, so most of your feats and abilities go to waste as the one or two people with Survival make roll after roll to see how much time you waste in each hex)

The rest on some characters (like a fighter) you can knock out pretty quick.


Draco18s wrote:
Edge93 wrote:

Even with like 3 years of experience I don't think I could make a fully functional level 9 fighter with all of their items, skills, and feats picked out in 40 minutes from scratch. XD

I mean maybe, but it'd be a stretch. And again that's with a lot of experience.

Half of this is due to the fact that half the stuff in PF2 doesn't matter. Skill feats (aside from like, three) aren't even worth the ink they're printed in and so having or not having them written down doesn't matter because those situations are so rare that its unlikely to matter.

(For example, chapter 4 is a lot of kingmaker exploration where f&!*all happens most days, so most of your feats and abilities go to waste as the one or two people with Survival make roll after roll to see how much time you waste in each hex)

The rest on some characters (like a fighter) you can knock out pretty quick.

Except that I did write down everything as if it mattered. And honestly I get the complaints about skill feats being situational but in general just about every character I've seen has had use for at least half of if not all their skill feats within each chapter, and given how bloody short most of these are I think that's pretty good. These feats would see way more use in a longer, more varied campaign. A lot of these skill feats are cool, I agree they need some work but they already have a leg up over a lot of things like Skill Focus in PF1 because they aren't competing with different categories of abilities.

Not to mention the level of customization skill feats give is a huge step up from PF1. In PF1 basically the only thing that defined what you could do with a skill was the number bonus you had to that skill. I far prefer skill feats to just pumping the heck out of a skill number.

(Unless I've somehow missed a bunch of interesting skill-altering feats in PF1, if so then my bad. But Hellcat Stealth is literally the only one I can think of and TBH that feat is kinda broken. And even then, again those feats would be competing with all the other kinds of feats in PF1.)


Edge93 wrote:
And honestly I get the complaints about skill feats being situational but in general just about every character I've seen has had use for at least half of if not all their skill feats within each chapter, and given how bloody short most of these are I think that's pretty good.

Ok, lets see...

- Assurance is garbage and finding a use for it is so contrived that it's easier to just be good at the skill normally.
- Recognize Spell has almost no point, given that casters (who can actually counterspell) get the effect for free automatically.
- Automatic Knowledge: requires Assurance and being an Expert.
- (Most Acrobatics and Athletics skills are ok)
- Charming Liar: lets see...you have to lie in a way that imparts information that causes the target to be grateful to you and...its as if you used Diplomacy to Make an Impression. Oh and you need a critical success and if you're talking to multiple people at once you can only cause one of them to change their attitude towards you.
- Cruel Deceiver: you can do a thing you can already do (as a 7th level feat).
- Hobnobber, you can Gather Information twice as many times as usual during a day of downtime. Cool. You can...oh 6 to 8 attempts instead of 3 to 4. 3 to 4 is usually sufficient.
- Bargain Hunter: you can...earn just as much money buying items cheaper as you could be doing regular downtime skill based money laundering and just buying at full price.
- Shameless Request (Student of the Canon, probably some others): instead of crit-failing a check, just regular fail. Boy howdy, ain't that just awesome? I'm so well trained that I...don't take the penalties under a 5% rare outcome.
- Additional Lore: hooray! more lore skills! Lore skills are the best!
- Lasting Coercion: coercion lasts a week or until "the task is complete."
- Legendary Professional: you know so much about [random lore skill] that NPCs can recall knowledge about you (Society, DC 10). And oh yeah. You can Practice a Trade with that Lore skill at a higher difficulty (no numerical bonuses to actually help you succeed though, so you're just as good at making money with your The History of Origami knowledge as you were without this feat). Limited by GM discretion.
- Legendary Medic: you...can attempt to remove diseases, blindness, deafened, drained, or enervated conditions by spending an hour and making a Medicine check against the effect's save DC. (It's called MAGIC, MAGIC exists to do this and is available at a lot lower level than 15th!)
- Foil Senses: you no longer have to declare to the GM "I'm making sure to take precautions against blindsense, tremor sense, (etc etc)" while sneaking.

I'm done. I can't be bothered to look up any more skill descriptions. Some are pretty good (like Powerful Leap and Cat Fall). Some are common-situation-helpful (Feather Step). The rest are just...bad.

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