Rate this Reach Fighter


Advice


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Hi, I've made a new build. After the half-orc investigator, I have been evaluating for several days to create something using the Fighter class with Lore Warden archetype.

I have some doubts about:

Traits

The most important feature is Defensive Strategist. I am no longer considered flat-footed if I have not yet acted. This means being able to carry out attacks of opportunities and immediate action if my opponents act first. Thanks to Forewarned I will always be able to act during the (rare) surprise rounds even if I fail perception.
Carefully Hidden is the second most important, Will saving throw will never be my best value.
Reactionary is a bonus if Drawbacks are allowed.
Warded Against Nature made me laugh because it's not that I really want to approach the animals on purpose, except when I'm threatened by them and I have to defend myself.
The best I found right after is Umbral Unmasking, which makes the Shadowdancer's and other shadow-based situation difficult, because I do not cast a shadow. But the implications with the NPCs make my life situationally complicated.

VMC: Wizard Foresight

I know, I'm a fighter. And as such I have a lot of feat available. Why not take advantage of VMCs?
Foresight School with Familiar Protector (with +4 Initiative Check).

Oh boy. Bonus for initiative 1/2 my level, my familiar with +4, reactionary +2, Trained Initiative ... and I'm still a Strenght based class.
The Foresight also gives me a d20 to use at the beginning of my turn (a limited number of times a day). Maybe when I feel I need the lucky die, I should certainly exploit it (or magically turn it to natural 1 in any other result).

Ah, the archetype Protector. At the third level it is like having a further +2 to my AC. At the 5th I pretty much increased my HP pool by 50%. I doubled it at the 11th.
Ah, the archetype Protector. At the third level it is like having a further +2 to my AC. At the 5th I pretty much increased my HP pool by 50%. I doubled it at the 11th.
The problem is if the Game Master starts to aim hit to kill. Mhmm....

The VMC also gives me a discovery. Why not take advantage of the GREATER PLANAR BINDING OF AN OUTSIDER OF 18 HD?

Feats

I do not particularly like the Feat Cleave. I have no idea how many times there will be a chance to hit an enemy adjacent to the first, but hey, it's a possible extra attack at most BAB. I will trade it for the feat Whirlwind Attack on the 4th level, so I can potentially make several attacks to the maximum of my BAB on the enemies within my reach.
8th and 9th I had no idea what to choose.
I was focusing on Cornugon Smash and Hurtful, but my skill on intimidate is not so high as to make it useful. In place of Hurtful I could use Intimidating Prowness, but I do not know if it's worth focusing on an Intimidate-Build on those levels with mediocre skill-check. Also because if I fail, the DC increase by 5. Shaken is a good condition to support Staggered and Sickned, but I have to do some mathematical crunch before considering it.

In their place, however, I took Advanced Weapon Training (Warrior Spirit) and Barroom Brawler. The first is to give me "Bane" enhancement to the occasion (or anything else that inspires me, like enhancement Training and choose a missing Combat Feat). Barroom Brawler is like have the Martial Flexibility of the Brawler without having to do the dip, so much with Abundant Tactics and Gloves of Dueling I will get along very well. And if there is also the Stamina Pool, I enjoy the double.
Otherwise I also evaluated Cut from Air and Smash from the Air.

From the 16th I have no idea of ​​what talents to choose to conclude, also because I doubt I get so far.

Skill

As a Fighter I have 2. Like Lore Warden, I can distribute two other skill points on Int-Based skills.
So I considered:
- Perception (classy thanks to Heart of Fey)
- Intimidate (no Mr. nice guy)
- Local knowledge (I like to think of it as a mercenary)
- Spellcraft (to recognize bad spells when they come in my face)

Equipment

On this I will have to consult some handbooks on the Fighter, but at the first level I should have some good numbers to bring on the gaming table
1st Level
Reach Weapon To-Hit +6 (+5 with PA). Morning Star backup weapon
Damage +7 (+10 with PA)
AC: 19/13/16
19 = 10 + 6 (Armor Four-Mirror) + 1 (Dodge) + 2 (Dex)

Conclusion

I still have to face several problems:

- Find the creatures (invisiblity, ethereal, high stealth check, distraction)
- Mobility (Fly, Tactical Teleport)
- Touch AC (partially succeeds Smash from the Air)
- Will Saving Throw (especially against Charme and Dominate)
- Freedom of Movement

This is a theoretical character to present to the game master. Many things I'm sure will change to suit the campaign, but I'd like to explore many options before deciding the final character.


Well, just going to throw a few things out there. They might not work since you appear to be going for other specific options for your build... but just some things to consider.

Mutagenic warrior- this fighter archetype trades out the armor training stuff in return for alchemist mutagens and discoveries. So more strength and natural armor- always a boon. But it has an option to give you wings- this is for minutes/level that you spend in 1 min increments... but you only get it at level 7, and that is enough for 7 fights/day. So you will generally enough to use for getting around a few obstacles.

Half elf with the dual minded- this alt trait gives you a straight +2 to will saves. Additionally, you still have elven immunities that give a +2 vs. "mind affecting effects" (ie- pretty much every will save that isn't a curse). With a bit of wis and iron will, you can patch up a bad will save fairly easily.


blackaurox wrote:

Conclusion

I still have to face several problems:

- Find the creatures (invisiblity, ethereal, high stealth check, distraction)
- Mobility (Fly, Tactical Teleport)
- Touch AC (partially succeeds Smash from the Air)
- Will Saving Throw (especially against Charme and Dominate)
- Freedom of Movement

Please note, that most reach weapons are two handed ones. That means no shield. Shields are a great source of AC. Power Attack, however is even better with two handed weapons.

As a reach fighter, you also have the issue of hitting adjacent. Spiked Gauntlets are good for this.

Potions of Enlarge are also a great battlefield control for a reach fighter, as you control even more of the field. You may want to have Combat Reflexes to get extra attacks as things try to move around the field.

As to your concerns:
Locating the enemy -- That is what the wizard is for. They have lots of want to find enemies. Consider the Heartseeker weapon enchant for dealing with miss chance.
Mobility -- Boots of flying or potions should suffice. Beyond that is up to the wizard.
Touch AC -- You are hosed. Lots of HP, temp HP, and DR help. So does damage output.
Will Save -- Magic items. I have one that lets me get a 1/day recheck at +5 [Charm of Fate], another that gets me a 3/day +2 luck [Four Leaf Clover], as well as the usual cloak. There is also a feat for a reroll [Defiant Luck[
Freedom of Movement -- Magic items again.

/cevah


Hi everyone!

- lemeres -

For the Mutation Warrior I need a whole other build, since I no longer have the expertise of Lore Warden (frankly I don't need 13+ Int for the feat chain).

For the half-elf I'm afraid the +2 vs Mind-Effects is not quite correct, since Elven Immunities is against enchantment spells. Yes, they are often Mind-Effect but it only concerns that school. I do not know a lot of Mind-effect spells outside of that school in fact, it was just to point out.
I did a test trying to come up with something interesting using the half-elf as a race.

Alternative Reach Fighter

At the 1° level he have +3 Will, +2 against mind-affecting effects(Sound of Mind), +2 against enchantment spells and effects (Elven Immunities)
At 5° level, another +2 from Iron Will
At 8° level, another +2 from Armed Bravery (+3 at 10°, +4° at 14, +5 at 18°)

Fly and Perception as class skills, since with Mutation Discoveries (Wings) I'll probably need it.

I can swap Spontaneous Healing with Vestigial, using that extra arm to wield a heavy shield (HI THERE ANOTHER IMPROVE TO AC!).

- Cevah -

For adjacent targets I can use armor spikes, although I will often use the 5 step action to always attack with my reach weapon.

For magical items I will continue to look for a good compromise. The idea was to use Barroom Brawler with Abundant Tactics, always selecting "Advanced Weapon Training", and with it select "Item Mastery", but I should distribute a bit of skill points on UMD or where it is needed to fully exploit its potential, like the spell Fly, Teleportion, spell Dispel to target and stuff.

Item Mastery: The fighter gains an item mastery feat as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat’s normal requirements. He must meet all of the feat’s prerequisites. Source: PZO9468

Curative Mastery
Dispel Mastery
Flight Master
Restoration Mastery
Teleportation Mastery

Silver Crusade

As already said above, your reach build is missing the Combat Reflexes feat. Note that Combat Reflexes gives you AoOs before you have acted, as well as iterative AoOs. Defensive Strategist has half that covered.

My other suggestion with your reach build is that you familiarize yourself with reach tactics. There are ways to use reach weapons well, and ways to use them poorly. For example, careful use of reach tactics, in a cooperative team, should allow one to usually deny foes their Full Attack. This makes certain creatures that rely on multi-attacks, such as ghouls, gargoyles, trolls, and giants, much less dangerous to tackle via reach tactics than via a more ordinary approach.

Be sure you have the proper prerequisites covered for Whirlwind Attack. It's a 5-feat sequence which can be more accessible with the recent Spear Fighter fighter archetype.

Cleave is a dead-end trap. The only way out of the trap is if your GM allows you to swap out feats later on. This is generally not allowed and not RAW but some [soft and squishy] GMs do allow it.


Hi Magda!

Maybe you've had an oversight, but Combat Reflexes was specially taken to the first level along with Power Attack.

As for Cleave, I have no problem to change it when it proves not necessary, the Fighter class allows you to exchange bonus feats every 4 levels of class, without requiring the retraining rule.

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Anyway, I'll go deeper into the tactics with the reach weapons, I'll update the build later based on the new information.

An important note is that the Pathbuilder link at the beginning of the post was overwritten by the latest published build, so that build has been lost (but left on my PC).

Silver Crusade

My apologies! I didn't see the link to the build, only the post on this page. I see that your link to Pathbuilder does, indeed, include Combat Reflexes.


Cevah wrote:

As a reach fighter, you also have the issue of hitting adjacent. Spiked Gauntlets are good for this.

Potions of Enlarge are also a great battlefield control for a reach fighter, as you control even more of the field. You may want to have Combat Reflexes to get extra attacks as things try to move around the field.

I will take a different tack there. A spiked gauntlet side arm is a poor replacement for the big, two handed, well enhanced polearm. It is worth considering whether the extra coverage is worth the doughnut directly next to you.

that is why I usually focus on medium size and other options (since that allows me to stay at a range were a 5' step solves my problems). Longarm is a great alternative that also boosts reach.


lemeres wrote:
Cevah wrote:

As a reach fighter, you also have the issue of hitting adjacent. Spiked Gauntlets are good for this.

Potions of Enlarge are also a great battlefield control for a reach fighter, as you control even more of the field. You may want to have Combat Reflexes to get extra attacks as things try to move around the field.

I will take a different tack there. A spiked gauntlet side arm is a poor replacement for the big, two handed, well enhanced polearm. It is worth considering whether the extra coverage is worth the doughnut directly next to you.

that is why I usually focus on medium size and other options (since that allows me to stay at a range were a 5' step solves my problems). Longarm is a great alternative that also boosts reach.

Living with the doughnut is fine when you can 5' step. But what about when you are grappled or cannot 5' step? Then being armed for close fighting is a good thing.

/cevah


Cevah wrote:

Living with the doughnut is fine when you can 5' step. But what about when you are grappled or cannot 5' step? Then being armed for close fighting is a good thing.

/cevah

While it is fine to prepare for those scenarios and grab a spiked gauntlet... I still feel inclined to go with a medium sized polearm user because it is really good at dealing with a scenario like "the enemies walks up and stands next to you".


I agree that playing in medium size with reach weapons is a great way to deal with the threat area (at least until iterative attacks come in or there is only one enemy) and at the same time protect less dedicated close-quarter combat allies. Turning into a large size adds additional benefit to the threatened area, although I would not go any further due to possible space problems within the dungeon.
In the end, a large creature manages to pass in a space of 5 feet (although with relative penalties), but a larger size requires adequate combat space, where it is not always possible.

As for being in a condition of grapple, I do not know. Usually in my group we always have someone able to use as "Liberation Command" or "Freedom Movement" spells, so it never seemed to me a problem of principle (but as I mentioned above, it's still a condition I need to find an economic and effective solution).

Teleportion Mastery is an example, but without Dimensional Agility I would waste precious actions and played too defensively.

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