Best Fighting style for this build


Advice


So I have the beginnings of a build that I think will be a lot of fun and should be able to fight in a pretty varied style. The real shortcoming will be the number of feats.

Here's the build
Aasimar, Gurada blooded (+2 dex, +2 Wis)

16, 16, 12, 12, 16, 7

Level 1: Martial dip with at least medium armor and martial weapons (Currently I'm using greenknight cavalier archetype)
Level 2-20: Jenyiwei Investigator archetype.

Given that the investigator archetype gives judgement I figured archery might be a reasonable path, power attack with a two handed weapon, probably with reach is a solid option as well. Also given the way the stats work out I think switch hitting is a possibility, though studied target doesn't work well with archery and there are few feats to go around.

So, what can you guys come up with? I'd like to stay with the stats and investigator archetype as outlined, but some variation could be allowed.


The Cavalier dip isn't bad, gifting Endurance and DieHard at level one is legit. Unbreakable Fighter does the same, but fewer skills.

I try to avoid archery focused builds without the feats to dump into it, so my advice is a 2H weapon and Power Attack. The Bardiche for reach, the Halberd (or Morningstar) for up close.


For a 2 feat dips that give martial weapons and medium armor, might I recommend the spear fighter? It gives you dodge (provisional on not wearing heavy armor or using a shield) and a bonus combat feat. If you don't want stalwart (which seems hard to use with an investigator) you probably get more out of dodge and a combat feat of your choice. Probably the only skill you might want to pick up that an investigator doesn't already have is survival, which any fighter would give you.


Spear fighter seems like a solid dip if going for a two handed weapon build.


A reach weapon, power attack, and maybe combat reflexes and/or lunge is a reliable standby combat strategy which works on a 3/4 BAB d8 chassis which is very light on feats. A lot of high strength mono-investigator builds use the longspear, and dipping fighter will let you pick up something better like a lucerne hammer or a bardiche.


So, looking at this further I'm not sure judgment is enough to really justify a full archery build with an investigator. So it's going to be either a reach two handed build, or a switch hitting build I think.

I have a pretty good idea on how to do a reach build, what are some options for switch hitting for comparison?

Silver Crusade

Here's a basic primer on reach weapon tactics.


Oh I'm well aware of the goods and bads of using reach weapons. One thing your primer doesn't address is the vulnerability of reach weapons at diagonals.

I rule it differently and most of my GMs do as well, but if you approach a creature who is using an reach weapon from a diagonal RAW you don't provoke.

Mostly I'm looking for people's thought on what will work out best for this particular character with these stats and classes in practice.


Another thing the primer doesnt factor in is the orcs simply ignoring the spear and going after the rest of the group. Spear fighter gets 0 attacks orcs get 2.
The reach helps with that but in the end it's a team game and standing around hoping orcs will hit the person in armour with a reach weapon or the guy in cloth... orcs arent that dumb.

I do agree that if you're feat starved archery isn't for you. Reach weapons are great, the primer just assumes things easily proven false.

Regardless of how long the weapon is, you'll get the most out of a two hander class and power attack.


Add another vote for 2hPA reach-weapon tactics -- you'll basically be an alchemist version of the "reach-cleric". (The problem with archery is that, while it's powerful, it must be done on your turn, while reach-caster builds do melee damage off-turn via AoOs and then have their own action for spells/extracts/etc. (Archery also requires twice the feats and more expensive equipment.)

Grab a bardiche and take Combat Reflexes right away at 1st level. Power Attack can wait until 3rd. You'll want Pushing Assault by the time enemy monsters start to pounce. (Pushing Assault will break a charge, and a pounce is a kind of charge.)

You'll also find the Accelerated Drinker trait useful to slam down potions of Enlarge Person quickly. (Yes, you could use extracts, but sometimes speed is of the essence.)


Slim Jim wrote:

Add another vote for 2hPA reach-weapon tactics -- you'll basically be an alchemist version of the "reach-cleric". (The problem with archery is that, while it's powerful, it requires your turn, while reach-caster builds do melee damage off-turn via AoOs and then have their own action for spells/extracts/etc.

Grab a bardiche and take Combat Reflexes right away at 1st level. Power Attack can wait until 3rd. You'll want Pushing Assault by the time enemy monsters start to pounce. (Pushing Assault will break a charge, and a pounce is a kind of charge.)

You'll also find the Accelerated Drinker trait useful to slam down potions of Enlarge Person quickly. (Yes, you could use extracts, but sometimes speed is of the essence.)

The investigator archetype I'm looking at gives up alchemy for casting as an inquisitor, but most of what you've said remains applicable.


baggageboy wrote:

Oh I'm well aware of the goods and bads of using reach weapons. One thing your primer doesn't address is the vulnerability of reach weapons at diagonals.

I rule it differently and most of my GMs do as well, but if you approach a creature who is using an reach weapon from a diagonal RAW you don't provoke.

Mostly I'm looking for people's thought on what will work out best for this particular character with these stats and classes in practice.

Behold, a 4 year old FAQ that says your ruling is RAW!

10-Foot Reach and Diagonals: I’m confused about reach and diagonals. I heard somewhere online that you don’t threaten the second diagonal with a 10-foot reach but that you somehow get an attack of opportunity when opponents move out of that square, but the Rules Reference Cards show that you do threaten the second diagonal. Which one is correct?
The cards are correct. As an exception to the way that diagonals normally work, a creature with 10 feet of reach threatens the second diagonal. These changes will be reflected in the next errata.

(CRB FAQ combat section)


Another interesting route to all martial weapons for this build could be sohei monk. Bonus feat, wis to AC if unarmored, flurry in light armor, init/surprise bonuses. No medium armor though.


Java Man wrote:
baggageboy wrote:

Oh I'm well aware of the goods and bads of using reach weapons. One thing your primer doesn't address is the vulnerability of reach weapons at diagonals.

I rule it differently and most of my GMs do as well, but if you approach a creature who is using an reach weapon from a diagonal RAW you don't provoke.

Mostly I'm looking for people's thought on what will work out best for this particular character with these stats and classes in practice.

Behold, a 4 year old FAQ that says your ruling is RAW!

10-Foot Reach and Diagonals: I’m confused about reach and diagonals. I heard somewhere online that you don’t threaten the second diagonal with a 10-foot reach but that you somehow get an attack of opportunity when opponents move out of that square, but the Rules Reference Cards show that you do threaten the second diagonal. Which one is correct?
The cards are correct. As an exception to the way that diagonals normally work, a creature with 10 feet of reach threatens the second diagonal. These changes will be reflected in the next errata.

(CRB FAQ combat section)

WONDERFUL! I always thought it was dumb the way reach weapons could be defeats by "the Grid" this makes me so very happy inside :D Thank you.

Silver Crusade

I've never even heard of a GM who enforced that 'diagonal gap' rule, more than once, before it was covered by Errata. It was covered in 3.5, and the Pathfinder design team clearly missed it early on. Exploiting the grid like that is just plain silly and clearly not intended.

Regarding threatening at close range while wielding a reach weapon, I've come to the conclusion that it's not worth worrying about. My first few Pathfinder reach fighters always invested the extra resources to threaten adjacent. Funny thing is, it matters so little in actual play that it can usually be ignored as a rounding error. The last few Pathfinder reach PCs I've played haven't bothered to threaten adjacent and haven't been hindered by the lack.

The example of reach tactics I provided is simplified and idealized. Of course there are many other considerations. It's intended to teach an approach. Like any approach, it doesn't always work. Eventually the squishies learn to hide behind the reach screen, but it can take them a while to learn. Teamwork is important. Some foes, and some situations, are not amenable to this approach. Be flexible.

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