Advice needed: Fighter, which route should I go ? (Reign of Winter AP)


Advice

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Hi follow pathfinder,

I have a little problem with my current character.
We just started Reign of Winter and got our first level up and I have no clue which character development route I should go.

This is my first figther character in Pathfinder ever (I normally play characters like Magus, Inquisitor, Cleric).

We are a group of three players, one with, one monster tactician Inquisitor and myself. The DM already said that we will get one "Companion" NPC along the road, but not exactly which class it will be.

So far my concept for the fighter is: "The good mercenary who can get along with everybody and know someone in every town" (something like Terence Hills characters from the movie).
But I have no clue which route I should go from here on to embrace this and give him something more then "I smash things".

Stats (rolled out) so far:
Strength 17
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 11
Charisma 11

Half-Snow Elf (racial skill focus [Diplomacy])
Traits: Restless Wayfarer, Friends in every Town

Feats:
1. Level: Persuasive
1. Fighter: Dodge

Equipment (so far):
Breastplate, Greatsword, Shortsowrd (when the area is to crowded for a Greatsword)

Can you guys give me some help, ideas, input?
Again I'm not looking for a optimized mega build, but for some ideas how to make a fun fighter character who has also some abilities/skills beside "I smash!".


what skills have you got points in?


Currently (before selecting my Level 2 points) I have following skills:
Diplomacy 1 (Total +10)
Intimidate 1 (Total +6)
Know. Geography +1 (Total +3)
Know Local +1 (Total +7)

I also though about aiming for the Horizon Walker PrC, but I'm not sure how this class perform in the end.


Little stuff: half of your feats will be combat feats because that is what fighters get every other level. Most people double down on that and devote all of their feats to fighting better.

But it doesn't sound like you want to do that. Some quick suggestions:

Since you have a 13 int and your half human, take the human feat Fast Learner. You might even consider Defiant Luck/Inexplicable Luck.

Oh, and pick up a ranged weapon. A thrown weapon would add strength damage. I'd suggest not buying a bow until you are ready to spend lots of gold for an enchanted bow if you are going to get one. 4-5 javelins in a quiver is probably good enough.

Also don't go Vital Strike. It is a trap.


It might be useful to talk to the inquisitor and select the same teamwork feats. This would also work with the friendly guy concept IMO. Power attack is almost required for a big strong fighter. You might aim for cornugon smash on top of that to make use of your intimidate.

Horizon walker is a decent alternate option for some rangers and a few other specialised builds, not so much a standard fighter.


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* It's generally accepted among optimizers that no feat is worth taking whose benefits consists of receiving a +2 to two different skills. (Aside from Alertness, that is, and most players don't take that either unless they're getting it free with a familiar.)

* You're overdoing your fighter's emphasis on Diplomacy and Intimidate. To start with, you only get three points per level to spread around, and are burning a trait and a feat trying to elevate a skill tied to an attribute without a bonus, and will probably still en up -3 behind any social-skill-oriented class paired to a race with bumped charisma. (The player of the Investigator who's getting six or more skills per turn might be pursued to pick up a social trait.)

Suggestion: Eyes and Ears of the City and Defender of the Society as your traits (unless you're constrained to only those in the AP), and Skill Focus (Perception) as your half-end freebie. If you need a social skill, pick ONE and abandon the other unless you can a class ability to seriously exploit it. (Your other two first level points go into Perception and Swim.)

Virtually all of your opponents at very low level will have 5' reach, and will mow down like wheat if you carry a polearm and have Combat Reflexes, so that's an option over the greatsword. Bardiches are nice and cheap.

Grand Lodge

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Sounds like the character you wants to play is not a fighter, who only have 2 skill points from class and most social skills is crossclassed. And all your class abillities is combat-oriented.
But dont worry. Fighters are perfect for multiclassing. It will open your cross classed skills and give you more options both in combat and out of combat.
One level dip in cleric gives you 2 domains and som 0+1 level spells. Perhaps growth domain for swift action enlarge person a couple of rounds per day.
One level barbarian dip gives extra movement and rage. With a feat for extra rage rounds, you should be ok most days.
Or you could shift over to slayer or brawler for more options.


Reign of winter has a lot of tricky foes and magics.

I'd reccomend looking into step up and strike and spellcut feat lines.

You'll basically stop casters from stepping away from you and also be able to cut the spells they cast on you down from the air. Itll also make ranged attackers think twice about hitting ANYONE you're near.


I know that the start is far from optimized, but I don't have to have a optimized character at all, just one who is fun to play.

I also thought about some sort of cross class (and then maybe into some PrC) but am not 100% sure which one.
I really like the idea of the step up/spell cut idea.. I think I will take a closer look to this.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I'm not an optimizer, but I'm not sure you really want to play a fighter class. Your character idea seems to be someone who is skilled in both melee and social skills.

That's a perfectly sensible goal, but trying to get a fighter to fill that role will be hard. You've got so few skill points that you'll have to sacrifice everything to try to be even half-way competent and you're still likely to end up being poor at social skills or poor at fighting. There are other classes that you could play that might help you create a character that aligns more closely with your concept.

Bard, Rogue, Skald, Swashbuckler and Slayer might all be better ways to express your ideas.


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Though at 5th level a fighter can take the advanced weapon training feat, versatile training option and effectively get 2 more skill points per level (including retroactively). It should make life a little easier as a fighter with social skills.


*Khan* wrote:

One level dip in cleric gives you 2 domains and som 0+1 level spells. Perhaps growth domain for swift action enlarge person a couple of rounds per day.

One level barbarian dip gives extra movement and rage. With a feat for extra rage rounds, you should be ok most days.

Now you're talking my favorite martial multiclass chassis:

01 Barbarian1 [drunken brute/savage technologist], Combat Reflexes
02 Cleric1 [Kurgess: community/travel]
03 Fighter1 [Power Attack], Extra Rage

Grand Lodge

I have not played reign of winter, but I asume that you will have to deal with snow and ice from time to time.
Perhaps you could get a custom build towershield or large shield which you could use as a sledge/snowboard downhill or transport of treasure in deep snow...
A shield bash build instead of the greatsword could further the effectiveness of this.


The reason most people choose fighter is to be extremely good at combat. For the most part they excel at combat by ignoring most other things. This usually means that they do poorly in social situations. While it is possible to create a fighter with some social skills it is generally not worth it. At lower levels a few feats and traits can put you on par with more socially adept classes, but as you level up you fall further and further behind. While it is possible to build a fighter that is reasonably adept in social settings, it is often more trouble than it is worth.

Having a single social skill at reasonably high rate is not going to be enough to really do well in social settings. Your character has a good diplomacy, but nothing in bluff, or sense motive. Both of those will be important in a social situation. Knowledge local and knowledge nobility are also things you may also need. If the local language is not common or another language you know you may also need to invest in linguistics to pick up the more languages.


I disagree. If he wants to not forget or ignore social aspects he can spend the points to use them. A fighter has a lot of tricks to gain skills later on to negate a huge portion of this complaint. It's an old argument no longer valid with current fighter options.


I understand that fighter isn't the best option to be a social character (or skill character), but I wanted to play, for once, a heavily armored/armed character.

I also like "unusual builds" (which don't have to be 100% the best in what they do, but simply fun to play).
I also think that the versatile training helps me in cover some aspects later.

Thanks a lot for all the ideas so far, they really help me to get some ideas for the road ahead. :)


I'm currently playing RoW so I'll try to provide some advice without getting spoilery.

Things to help move better and/or faster have been hugely helpful so far. The barb/cleric/fighter setup Slim Jim posted is real good for this. I'm playing an inquisitor with travel and a barb dip and my whole thing is sprint around drawing agro and AOOs for the rest of my party.

A reach weapon with combat reflexes would be useful. You could start using a glaive and go for bladed brush to use it with or without reach, though you wouldn't be able to dip into a Kurgess cleric I guess.

A Dragon Style charging build could be fun. Especially if you dip into cleric and barb for the +20 move speed.

And definitely invest in a solid ranged weapon. A few javelins at least but may as well go for a big ol composite longbow when you get the chance.

Oh... also jack your will save through the roof. Either that or keep it in the dirt so your spell casters can knock you out.


At the risk of changing your class and stats a little (if this isn't set in stone already), then swap your Con and Cha around & go Paladin. Less feats but other interesting powers, and your three skill points per level are Diplomacy, Knowledge Religeon & Perception. You get heavy armor & martial weapons, and Diplomacy - which is used far more often than bluff, intimidate or sense motive.

BTW, trade out the shortsword for a morningstar. The greatsword is Slashing damage, as is the shortsword. The morningstar is Bludgeoning & Piercing. This way you cover all three types of damage.

Later, when you have a little more money you go with Cold Iron morningstar (16 gp) & alchemical silver light mace (25 gp).


Given that you're second level the winter in reign of winter has already started. You won't be able to hit the broadside of a barn with a flat -4 to firing a bow in the snow then the whole, "don't have precise shot?" another -4. I've played an archer in Reign of Winter and it requires some focus. I also got murderized but not because I was trash with a bow. I don't think a spare bow will do you any good.

You sound like you want to be a Slayer or Ranger more than a fighter. They both get get 6 skills which will be pretty handy for your concept. I recommend Slayer and wearing heavy armor but you won't be able to use Ranger Combat Styles if you do so use your talents on other stuff like Combat Trick. At 5th you can grab accomplished sneak attacker to boost your sneak attack damage.

Grand Lodge

Perhaps a slayer or ranger with a breastplate at lower levels. Then mithral plate, which is treated as medium armor for most functions. Ask your judge if this will allow ranger style combat.

Also note that mithral plate is expensive. You'll be running around in the breastplate for quite a while.


Tryn wrote:

Hi follow pathfinder,

I have a little problem with my current character.
We just started Reign of Winter

This might help:

.Reign of Winter classes
Barbarian (Invulnerable Rager archetype), rage powers (APG)
Paladin (Empyreal Knight archetype UC, but requires you to give up a lot)
Ranger (Infiltrator archetype Humanoid giant, outsider)
3 levels of Horizon Walker prestige class APG, good for Fighters/Rangers/Paladins etc.
Sorcerer: Boreal, Starsoul, Undead, Elemental (water), and Draconic (silver, white)
Wizard: Abjuration specialist
Druid (Arctic archetype)
Cleric/Druid/Inquisitor (water domain)
Witch (Winter Witch archetype, not prestige class)
Oracle Winter mystery, (black blooded archetype Inner Sea Magic)
Reign of Winter Races
Aasimar, Elf (customized), Tiefling, Suli, Undine, Kobold (customized)
Spell Penetration, Iron Will, Linguistics, fire spells and cold resistance are your friends. Lots of traps in the AP, so Perception and Disable Device is encouraged, as is a Rogue’s trapfinding ability. Archery is a good thing since mobility is limited.
If none of these options suits, or you don’t have cold resistance 24 hours a day, you can buy a Travel Cloak for 1200gp and get 5 points of cold resistance from it.

Travel Cloak- 5 cold resistance, sheds precipitation to the knees, gray-green color, wandermeal for one each day (you could make it a racial version if it was inherited by a PC), turns into a 1 man tent once per day, a 1 pint flask in a hidden extradimensional pocket that provides up to 2 gallons of fluid each day either sugared hot tea or cool spring water. Weighs 1 pound, costs 1200gp, Craft Wondrous Item, CL 5, endure elements, create food and water, enlarge. All they need to get more than that is a bunch of soap, a lantern, flint and steel, a masterwork backpack, and a bedroll to camp for however long. A cold weather outfit would be appropriate for Arctic conditions.

Comfort
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer’s saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor’s armor check penalty is reduced by 1 (to a minimum of 0).
Aura faint transmutation; Craft Magic Arms and Armor, CL 5th, endure elements, prestidigitation; Price +5,000gp.


PS Buying a Mithral Breastplate and grabbing the Armor Expert trait totally negates the armor check penalty for the breastplate. If you are worried about AC, just get the above item and a mithral heavy shield, neither of which will have much of a armor check penalty.

Also, movement is very important in Reign of Winter. Stick with the breastplate.

If you want to up your will save, use your other character trait for Indomitable Faith, and get Iron Will. That will up your Will save by 3. Best I can do for you.

I can also give you ideas about Barbarian races. You probably want to get your mitts on cold resistance, mate.


Tryn wrote:
I also like "unusual builds" (which don't have to be 100% the best in what they do, but simply fun to play).

Unusual builds are my thing. I'm trying to piece together a coherent vision of what you want in this character.

Tryn wrote:
"The good mercenary who can get along with everybody and know someone in every town"

So, for a Face character class, I normally think Bard or Rogue. I like the Rogue talents Coax Information, Honeyed Words, False Friend, Hard to Fool, and Convincing Lie

Tryn wrote:
I understand that fighter isn't the best option to be a social character (or skill character), but I wanted to play, for once, a heavily armored/armed character.

Do you literally mean Heavy Armor? A mercenary that gets along with everybody and wears Heavy Armor says Paladin or Cavalier to me. In campaigns I've played in, dungeon masters tend to pay attention to the fact that sleeping in Heavy Armor makes you wake up Fatigued, and it takes minutes to put your armor on. GMs love waking heavy fighters up in the middle of the night and making them fight Goblins in their underwear. The solutions I like are to wear the Mithril Agile Breastplate, Take Endurance and wear a regular Breastplate, or use the Swift Girding Spell. Swift Girding lets you don your armor as a Standard Action. It's a Magus Spell. It's also a Paladin Spell. Even 1 level in Paladin will let you use the Wand'.

Cavalier is a martial class that has particular social skills. Paladins are Charisma-based.

Tryn wrote:

I also thought about some sort of cross class (and then maybe into some PrC) but am not 100% sure which one.

I really like the idea of the step up/spell cut idea.. I think I will take a closer look to this

I am a fan of Grappling. Grappling is a very good way of completely shutting down a spellcaster. Another thought would be to play an archer that has Improved Snapshot. As an archer, you can ready an action to shoot an arrow at anyone who casts a spell. With Improved Snapshot, you can Threaten (with Attacks of Opportunity) all opponents within 15'. You can also take Feats that let you be even more disruptive to spellcasters.

Tryn wrote:
I also thought about aiming for the Horizon Walker PrC, but I'm not sure how this class perform in the end.

You usually get to Horizon Walker through Ranger. The class feature that really turns me on about HW is their Dimension Door thing, but that's not my preferred way to get DimDoor. My preferred way for that now is through a 1 level dip into Arcanist and get Dimensional Slide. It only has a 10' Range, but it doesn't cause any disorientation, and it can be done as part of your Move. Also, 10' is usually enough to do stuff like achieve Flanking. But, it might be worth getting proper DimDoor and those Dimensional Feats to do something like pop in front of the enemy spellcaster and Grapple him. But for that, it might be still better just to get piggybacked by your party's Wizard. It's a nuanced choice.


Actually, Fighters are the kings of heavy armor, because of their bonuses in increasing max dex and decreasing armor check penalty. This is very nice for fighting big creatures, since a Fighter with class access to Acrobatics can get in close without triggering attacks of opportunity.

Also, Fighters make the best overall archers, because you can wear much heavier armor than normal and get away with it, and their combat abilities aren't dependent on attacking a specific enemy type like Rangers.

Actually, you can sleep in mithril full plate with the Endurance feat. Or you can use Adventurer's Armory 2 to modify the full plate to allow for sleeping and increasing the max dex/reducing the armor check penalty, but you not only spend a little extra gold in the doing, you also have to blow a feat to pull it off.


Piccolo wrote:

Actually, Fighters are the kings of heavy armor, because of their bonuses in increasing max dex and decreasing armor check penalty. This is very nice for fighting big creatures, since a Fighter with class access to Acrobatics can get in close without triggering attacks of opportunity.

Also, Fighters make the best overall archers, because you can wear much heavier armor than normal and get away with it,

I like dipping a little of this and that. I like the idea, for instance of dipping 1-3 levels in Ranger to get Precise Shot, Endurance, and the ability to us Magic Wands such as Gravity Bow. With Gravity Bow, your Arrows do 2d6: quite respectable.

Piccolo wrote:
and their combat abilities aren't dependent on attacking a specific enemy type like Rangers.

I like the Freebooter Ranger Archetype. It doesn't have the problem you mentioned. Instead of a Favored Enemy, Freebooters can point out any single opponent as a Move Action, and then the party gets +1 Attack and Damage until it's dead or until the Ranger chooses another one.

Piccolo wrote:
Actually, you can sleep in mithril full plate with the Endurance feat.

I consider Mithril Full Plate prohibitively expensive, like 11,000gp. I don't think you should plan your character build on acquiring some unless you are a PFS GM who advances his character without adventuring with it.

Piccolo wrote:
Or you can use Adventurer's Armory 2 to modify the full plate to allow for sleeping and increasing the max dex/reducing the armor check penalty, but you not only spend a little extra gold in the doing, you also have to blow a feat to pull it off.

Ooh! I didn't know about that one.


Changing the class, attributes or race isn't an option anymore (my DM is very clear with that).
For the "you can't sleep in heavy armor" problem, I thought about buying a second suite of armor (e.g. an armored coat), so I have something to suite up in case of a night attack.

Paladin and Cavalier were on the table, but I decided for fighter (gut feeling decision and I never played one before^^).

In our party I will (and did already) took over the role of the front line blocker/melee damage dealer.
Since we have a summoning inquisitor and a buff/debuff witch I think I will keep this role.

Maybe embrace it by using a Glaive (and spiked gauntlet) to cover more space and keep the enemies away from our witch and inquisitor.
Since the glaive falls under the polearm category I can get Bluff and Sense Motive with versatile training later.

The ranged weapon will be a pure backup weapon.
I also thought about taking a few level in a "scoundrel" class (rouge/bard or similar) but not 100% sure yet.


Fighter is solid choice for melee, but for some added social skills, Skald/Bard would be a good class to alternate with and as a half elf you get two favored classes, though if this isn't for Pathfinder Society, I'd even recommend looking at the Aristocrat NPC class(Chapter 14-Core Rule Book) if your looking for more social embellishment, like a Noble Knight.

Grand Lodge

Scott Wilhelm wrote:
Piccolo wrote:

Actually, Fighters are the kings of heavy armor, because of their bonuses in increasing max dex and decreasing armor check penalty. This is very nice for fighting big creatures, since a Fighter with class access to Acrobatics can get in close without triggering attacks of opportunity.

Also, Fighters make the best overall archers, because you can wear much heavier armor than normal and get away with it,

I like dipping a little of this and that. I like the idea, for instance of dipping 1-3 levels in Ranger to get Precise Shot, Endurance, and the ability to us Magic Wands such as Gravity Bow. With Gravity Bow, your Arrows do 2d6: quite respectable.

Piccolo wrote:
and their combat abilities aren't dependent on attacking a specific enemy type like Rangers.

I like the Freebooter Ranger Archetype. It doesn't have the problem you mentioned. Instead of a Favored Enemy, Freebooters can point out any single opponent as a Move Action, and then the party gets +1 Attack and Damage until it's dead or until the Ranger chooses another one.

Piccolo wrote:
Actually, you can sleep in mithril full plate with the Endurance feat.

I consider Mithril Full Plate prohibitively expensive, like 11,000gp. I don't think you should plan your character build on acquiring some unless you are a PFS GM who advances his character without adventuring with it.

Piccolo wrote:
Or you can use Adventurer's Armory 2 to modify the full plate to allow for sleeping and increasing the max dex/reducing the armor check penalty, but you not only spend a little extra gold in the doing, you also have to blow a feat to pull it off.
Ooh! I didn't know about that one.

I find the Comfort enchantment the best option for sleeping in full plate.

Freebooter is indeed an excellent option, giving choices for move actions in the early levels. Action economy gets you once you get to iteratives and Rapid/Manyshot attacks. Your bane target tends to get dead fast, leaving you needing to spend a move action refreshing it. A very useful bard-lite option when you are the lower man on the party level totem.


Scott Wilhelm wrote:


I like dipping a little of this and that. I like the idea, for instance of dipping 1-3 levels in Ranger to get Precise Shot, Endurance, and the ability to us Magic Wands such as Gravity Bow. With Gravity Bow, your Arrows do 2d6: quite respectable.

If you want more base damage with a bow spend a feat and switch to an Orc Hornbow. Now you do 2d6 damage for only slightly more gold. 3d6 if you cast gravity bow or enlarge.

4d6 if you do both?


Scott Wilhelm wrote:


I like dipping a little of this and that. I like the idea, for instance of dipping 1-3 levels in Ranger to get Precise Shot, Endurance, and the ability to us Magic Wands such as Gravity Bow. With Gravity Bow, your Arrows do 2d6: quite respectable.

Actually, you can just blow a feat to have proficiency in the orc hornbow, it's in Adventurer's Armory 2. Or just be an orc.

Already mentioned Comfort enchantment a while ago, btw.


Meirril wrote:
Scott Wilhelm wrote:


I like dipping a little of this and that. I like the idea, for instance of dipping 1-3 levels in Ranger to get Precise Shot, Endurance, and the ability to us Magic Wands such as Gravity Bow. With Gravity Bow, your Arrows do 2d6: quite respectable.

If you want more base damage with a bow spend a feat and switch to an Orc Hornbow. Now you do 2d6 damage for only slightly more gold. 3d6 if you cast gravity bow or enlarge.

4d6 if you do both?

There is a problem with using Enlarge with bows: an Enlarged Arrow will shrink as soon as it leaves the bow. Mark Seifter once told me that he got around this problem by carrying around a quiver of Large Arrows. he would put them down; cast Enlarge Person on himself, and then pick them up again.

I had forgotten about the Orc Hornbow. Awesome!

Piccolo wrote:
just be an orc.

What if you were a Half Orc?

Half Orc wrote:
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

That should work.

Piccolo wrote:
Comfort enchantment

Comfort Enchantment is better than a Wand of Swift Girding, but the Wand is cheaper. Quality vs. Price, an ancient dilemma.


Tryn wrote:
Changing the class, attributes or race isn't an option anymore (my DM is very clear with that)…. Paladin and Cavalier were on the table, but I decided for fighter (gut feeling decision and I never played one before^^).

I'm not suggesting you change class. I'm suggesting you multiclass. Take a level in Paladin so you can use Wands of Swift Girding. Take a level in Ranger so you can use a Wand of Gravity Bow. Take Hornbow and Precise Shot. Your BAB won't suffer, and your Saves will be much better.

Tryn wrote:
For the "you can't sleep in heavy armor" problem, I thought about buying a second suite of armor (e.g. an armored coat), so I have something to suit up in case of a night attack.

Well that option is even cheaper then the Wand of Swift Girding! Rather than an Armored Coat, I recommend just wearing a Chain Shirt as pajamas. Same AC, and you can sleep in a Chain Shirt without Fatigue.

Tryn wrote:

In our party I will (and did already) took over the role of the front line blocker/melee damage dealer.

Since we have a summoning inquisitor and a buff/debuff witch I think I will keep this role.

I have a Thunder and Fang build that works well.

Tryn wrote:

Maybe embrace it by using a Glaive (and spiked gauntlet) to cover more space and keep the enemies away from our witch and inquisitor.

Since the glaive falls under the polearm category I can get Bluff and Sense Motive with versatile training later.

My favorite Reach Polearms are Lucerne Hammer and Horsechopper. I like both better than Glaive:

A Glaive has Reach, and it does 1d10 Slashing.

A Horsechopper has Reach and Tripping, and it does 1d10 Slashing or Piercing.

A Lucerne Hammer does 1d12 Blunt or Piercing, it is both a Reach and a Brace weapon.

I like the Phalanx Soldier Fighter. It will let you fight with Polearm and Shield. I like the Shield Slam Feat: free Bull Rush with every Shield Bash. Then take Greater Bull Rush, and you hand out Attacks of Opportunity. Also, you can take Great Cleave--you'd already be taking Power Attack to take GBR. And then you can bash adjacent opponents with your shield and tenderize 10' distant opponents with your 'Hammer.

You could also fight with Halberd and Shield. Halberds don't have Reach, but they have Brace, Tripping, and do 1d10 Piercing of Slashing. Take Quickdraw, and you can switch between Lucerne Hammer, Horsechopper, and Halberd as you see fit: right tool for the job.

The Shield Brace Feat also lets you fight Polearm and shield, but Phalanx Soldiers can play another trick. They can ready a Brace Polearm as an immediate Action, say in response to someone charging them. Maybe you could be feathering your opponents to death with your Gravitied, Enlarged Orc Hornbow, forcing them to charge you. Then when they do, you whip out your Lucerne Hammer as a Free Action with Quickdraw, and set to receive them as an Immediate Action, doing double damage as an Attack of Opportunity--maybe another as a regular attack, too!--as they try to get inside your Reach.

You will be needing to take the Phalanx Formation Feat. Attacking with Reach from the 2nd rank, your Allies will provide Cover or Soft Cover to your targets. Phalanx Formation fixes that.


Half orcs suck, I believe. I would far rather have a standard Orc. Then again, in my games I negate the penalty to Wisdom and give them the Endurance feat for free to bring them up to where the rest of the races are in power.

Charged items are usually a bad idea in a long term campaign. It's money out the window. Better to just spend it once and forget about it. That said, everybody loves happy sticks and wands of lesser restoration.

Me, I wouldn't multiclass if I could help it. You tend to get a really screwy character as the stats get messy. Also, all the class abilities tend to stack if you stick with a given class.

as for Gravity bow, it's a nice spell, but to be frank that would mean giving up a level in Fighter. Plus you need some Wisdom. I'd just get a friendly PC to help me out.

Me, I made an elf based on the rules in advanced race guide:

Wood Elf +2 Strength, +2 Dexterity, -2 Intelligence, Woodcraft trait replaces Elven Magic. (Note that this makes them perfect archers, no other race has a bonus to both dex and str)


Tryn wrote:


Paladin and Cavalier were on the table, but I decided for fighter (gut feeling decision and I never played one before^^).

Well, then you will need to remember that the class is very adaptable, but it does have problems. Mithril is VERY nice when combined with armor training. Movement is very important in RoW, so consider getting Boots of the Winterlands. Boots of Striding and Springing are really nice too, might be able to combine the two for more gp.

First, your best stat will likely be Strength, followed by Constitution if you are a melee man. If you are into archery, then go for Strength first (bows tend to suck at 1d8 base damage), and Dexterity second, Constitution third. After that, throw your best score into Wisdom. Intelligence and Charisma tend to be dump stats, unless you want Charisma for a Intimidate build.

Second, Will saves will suck. Get Iron Will (feat) and Indomitable Faith (trait) if you can. Also, People of the North booklet had a feat called Tribal Scars (slothjaw), which grants 6hp, +2 Handle Animal, and +1 Will saves. Will saves are the least rolled in Pathfinder, but most players hate them with a passion because you lose control of your PC if you fail, and sometimes you just plain die. One guy suggested the religion character trait Fortified by Drink, but you gotta continually drink alcohol, and remembering to do so and keep supplied may be a pain.

Third, you may have to grab Improved Initiative and Lightning Reflexes if your Dexterity sucks. Check out People of the North's Cold Celerity feat, too.

Fourth, as time goes on, in Reign of Winter especially, consider getting first Holy and a Flaming on your main weapon. Most beasties are Evil aligned, and there's LOTS of enemies that hate fire in RoW. Cloaks of Resistance are your friend. Keen is okay as an enchantment.

Fifth, always have a few really potent Cure potions on you for when the Cleric can't get to you. Check out what Orc Ferocity or Diehard feats do.

Sixth, mithril full plate isn't 11k, it's more like 10,500gp, unless you modify it. Very handy, since you can sleep in the breastplate that is a part of the full plate.


Piccolo wrote:
Half orcs suck, I believe. I would far rather have a standard Orc. Then again, in my games I negate the penalty to Wisdom and give them the Endurance feat for free to bring them up to where the rest of the races are in power.

Well, I guess different campaigns have different rules. For instance, in some campaigns, you can't even play a full Orc. Meanwhile, which race is good or bad to play depends on what you want in your character.


Piccolo wrote:
Charged items are usually a bad idea in a long term campaign. It's money out the window. Better to just spend it once and forget about it. That said, everybody loves happy sticks and wands of lesser restoration.

A new wand starts off with 50 charges. That is not exactly short-term. Meanwhile, there is a lot to be said for investing your treasure immediately in magic items as capital for immediate use. It's better not to be frequently having to buy and resell magic items for a loss, but it's also better not to die in battle with your magic full plate sitting in your tent along side half the money saved up for the Comfort Enchantment.

Piccolo wrote:
as for Gravity bow, it's a nice spell, but... you need some Wisdom.

You only need an 11 Wisdom to cast a level 1 Ranger Spell. Wisdom is good to have regardless: Will Saves! Will Saves are the worst Saves to fail. Plus, you are counselling the OP to single class, in Fighter maybe, and Fighters have bad Will Saves. What is your plan for keeping the OP from getting dominated by an Aboleth or something, turning on the party and killing everybody? I'm proposing multiclassing for higher saving throws.

Meanwhile, you don't need any Wisdom at all to use Magic Wands.

Piccolo wrote:
I'd just get a friendly PC to help me out.

There's no substitute for being in a party that works well together.


Piccolo wrote:
Me, I wouldn't multiclass if I could help it. You tend to get a really screwy character as the stats get messy. Also, all the class abilities tend to stack if you stick with a given class.

Multiclassing is a bad way to go if your build depends upon the attainment of high level class abilities, but it can be a very good way to go if your build depends upon accumulation of bonuses. It certainly is a very complicated way to build a character, but it also might be a very good way to quickly get just what you want.

Piccolo wrote:
as for Gravity bow, it's a nice spell, but to be frank that would mean giving up a level in Fighter. Plus you need some Wisdom.

So what are you getting with that 1 level in Fighter? Dipping 1 level in Ranger with the Freebooter Archetype, he gains the ability to grant +1 Attack and Damage to any target he spends a Move Action pointing to. Remember the OP wants a socially-adept, likeable Fighter: social class abilities like this are in line with what he wants. The level in Ranger still gives him his +1BAB and 1d10hp. But he will get +2 to both his Fort and Reflex Saves. And he gets more skill points. With a second level in Ranger, he will get a bonus feat. Fighters get lots of Bonus Feats, but the Bonus Feat from Level 2 Ranger will let him do something like take Precise Shot without first taking Point Blank Shot or taking Shield Slam without first taking Improved Shield Bash. The OP specifically said he wants battlefield control. Shield Slam is an effective way to get that. And the OP is interested in Ranged Combat ability, but doesn't want to invest much into it. Investing a single level to be able to use a Wand of Gravity Bow might be just the thing.

Again, it all boils down to what the OP needs and wants, and I'm giving him my best counsel according to what he is asking for.


Scott Wilhelm wrote:
Again, it all boils down to what the OP needs and wants, and I'm giving him my best counsel according to what he is asking for.

And I am doing the same. I simply disagree with you on many counts.


Piccolo wrote:
Scott Wilhelm wrote:
Again, it all boils down to what the OP needs and wants, and I'm giving him my best counsel according to what he is asking for.
And I am doing the same. I simply disagree with you on many counts.

Do we disagree on so very many?

It's not like I think Orc is a bad Race. I was just confirming that Half Orcs can use Hornbow, too because more GMs would allow a player to play a Half Orc than a full Orc.

We disagree about multiclassing, sort of. We both agree that multiclassing abandons the character gaining high level class abilities. It's just that the builds I was thinking of don't rely on those.

It's not like I don't think the Comfort enchantment isn't lovely. I am proposing a Wand of Swift Girding is cheaper. You seem to like saving up for the right thing, and I seem to like capitalizing on magic items as soon as possible. That seems like a subtle difference.

Piccolo wrote:
you can sleep in the breastplate that is a part of the full plate.

This is something I hadn't considered. You are proposing buying your Mithril Full Plate Piecemeal: buying the Breastplate first, enchanting it as you please, then buy the leggings and greaves after. If the GM allows buying the armor piecemeal, that's a good idea.

If you are sleeping in your Mithril, Agile Breastplate, with the rest of your armor sitting by your bed, you can then use your Wand of Swift Girding to don the rest of your armor as a Standard Action, I suppose.


Actually no, you can still have bought the whole full plate, and just use the breastplate out of it for sleeping purposes. See, the armor is intentionally made like that.

I don't believe in wasting gold, because you only get so much in a given AP.


Piccolo wrote:

Actually no, you can still have bought the whole full plate, and just use the breastplate out of it for sleeping purposes. See, the armor is intentionally made like that.

I don't believe in wasting gold, because you only get so much in a given AP.

No it isn't.

"This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 100) gold pieces."

Nothing there that says "includes a breastplate that can be used separately"

So you can't


Cavall wrote:
Piccolo wrote:

Actually no, you can still have bought the whole full plate, and just use the breastplate out of it for sleeping purposes. See, the armor is intentionally made like that.

I don't believe in wasting gold, because you only get so much in a given AP.

No it isn't.

"This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 100) gold pieces."

Nothing there that says "includes a breastplate that can be used separately"

So you can't

Yes, you can. Would you like to check out some videos by a guy who WEARS full plate?

https://www.youtube.com/watch?v=9581QHdeR-4

https://www.youtube.com/watch?v=NsNPNxq7re0&t=319s

https://www.youtube.com/watch?v=V8-eeJUcO5M

Shadow Lodge

Piccolo wrote:
Cavall wrote:
Piccolo wrote:

Actually no, you can still have bought the whole full plate, and just use the breastplate out of it for sleeping purposes. See, the armor is intentionally made like that.

I don't believe in wasting gold, because you only get so much in a given AP.

No it isn't.

"This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 100) gold pieces."

Nothing there that says "includes a breastplate that can be used separately"

So you can't

Yes, you can.

Not according to the rules.


TOZ wrote:
Piccolo wrote:
Cavall wrote:
Piccolo wrote:

Actually no, you can still have bought the whole full plate, and just use the breastplate out of it for sleeping purposes. See, the armor is intentionally made like that.

I don't believe in wasting gold, because you only get so much in a given AP.

No it isn't.

"This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 100) gold pieces."

Nothing there that says "includes a breastplate that can be used separately"

So you can't

Yes, you can.
Not according to the rules.

Yeah, there is a difference between the real world and the rules of the game. I haven't watched all your videos, but your first video was about the real world, and not the rules of the game. I liked the first video, though. Thank you for sharing it.

However, there is a set of Pathfinder rules that fits Piccolo's idea.

Piecemeal Armor


Piccolo wrote:
I don't believe in wasting gold, because you only get so much in a given AP.

You aren't necessarily wasting gold to buy something less good but cheaper now. The thing is, you get to use it now, and improving your situation now sometimes is worth it.


Yes there is the piecemeal alternative. It's as far as I remember an optional system but it's still better than saying real life trumps game rules for the purposes OF rules loopholes. Which was my point.

Regardless I think the OP is set on Fighter. With little to no multiclass. So we should go from there.


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Scott Wilhelm wrote:

{. . .}

Piccolo wrote:
as for Gravity bow, it's a nice spell, but... you need some Wisdom.

You only need an 11 Wisdom to cast a level 1 Ranger Spell. Wisdom is good to have regardless: Will Saves! Will Saves are the worst Saves to fail. Plus, you are counselling the OP to single class, in Fighter maybe, and Fighters have bad Will Saves. What is your plan for keeping the OP from getting dominated by an Aboleth or something, turning on the party and killing everybody? I'm proposing multiclassing for higher saving throws.

{. . .}

If you can wait until level 5 and have a feat available then, and if you use a Fighter archetype that DOESN'T trade out Bravery and Weapon Training, you can get Advanced Weapon Training to make your Bravery bonus apply to all Will Saves (and double your Bravery bonus to the DC of checks to Intimidate you). Suddenly, your single-classed Fighter's Will Save isn't so bad any more . . . and this stacks with Iron Will. The main problem with this is that Advanced Weapon Training has a lot of potential other good options (including the above-mentioned Versatile Training to get bonus skill ranks, although I don't like that so much because you have to wait so long to get these skill ranks going); also, you can only get Advanced Weapon Training for every 5 Fighter Levels you have unless you are a Weapon Master, which limits you to being really good with only 1 weapon, or if you sacrifice further weapon groups for more Advanced Weaopn Training (and the first time you can do that is at 9th level).


Oddly, I would say that real life trumps whatever inane game rule which is supposed to simulate real life medieval armor.

For example, I checked, and apparently in the real world it only takes 2-3 days to craft a breastplate. So instead of bothering with goofy crafting rules, that's how long it's gonna take in my Skull & Shackles game.


Piccolo wrote:

Oddly, I would say that real life trumps whatever inane game rule which is supposed to simulate real life medieval armor.

For example, I checked, and apparently in the real world it only takes 2-3 days to craft a breastplate. So instead of bothering with goofy crafting rules, that's how long it's gonna take in my Skull & Shackles game.

Any 'real life' time you get for making medieval equipment shouldn't be trusted. Sure a hobbiest can use a press and a lathe to machine ready made steel plates into a breastplate in a few days. If there was enough demand an assembly line could be produced to make as many breastplates a day as desired.

But judging how hard it is to do the same work in a medieval society is highly subjective. At the time that Breastplates were a popular piece of armor Europe was into the Renaissance and Spain was colonizing the Americas. Pikes ruled the battlefield, and Matchlocks were on the rise to replacing Pikes.

I'm not entirely sure what the 'technological level' of Pathfinder is. On the one hand, guns are more advanced than Matchlocks. On the other hand, guns are for some mysterious reason more difficult to use than a longbow. Which in 'reality' guns were easier to train to use, equal in difficulty to the crossbow. Even at a time that longbows were considered to be superior to matchlocks, matchlocks were adopted as a weapon because it was possible to train someone to use them in 2 weeks compared to the lifetime of practice the longbow was held to be needed for competency.

And at the time Breastplates were popular, the heavy armor was three quarter plate, which was usually paired with two handed swords and used exclusively to open holes in pike lines so lighter armored skirmishers could enter the gap created by the heavily armored troops sent to do just that. Plate Mail was still made for kings, but nobody wore such armor to war. It was a status symbol. The days of heavy armor were gone, done in by pike tactics.

None of this fits Pathfinder's tone. Reality bears very little resemblance to this game world. Leave the 'real world' to the real world.


Piccolo wrote:

Oddly, I would say that real life trumps whatever inane game rule which is supposed to simulate real life medieval armor.

For example, I checked, and apparently in the real world it only takes 2-3 days to craft a breastplate. So instead of bothering with goofy crafting rules, that's how long it's gonna take in my Skull & Shackles game.

Every time someone tries to bring realism into a fantasy or science fiction discussion, somewhere in the world, a catgirl dies.

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