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I've been looking at the medium lately, I play PFS and have never seen anyone play one, so I was considering making one.
I'd probably focus mainly on the Champion spirit, and be a frontline melee oriented character, unless someone can convince me one of the other spirits or aiming towards being a universal character would be a better.
I was thinking maybe 7 levels in Medium, then maybe finishing off with Fighter levels to get access to heavy armor, weapon specialization, and some extra feats? Would I be better off going straight Medium, less medium and more fighter, more medium and less fighter?
I was also considering using the exotic weapon proficiency from the champion spirit for something like a Tetsubo (gotta love those massive x4 crits). Think that would be worth pursuing?
Are the Spirit Focus and Legendary Influence feats worth investing in?
Anyone played a Medium and have any tips, tricks, advice, etc?
Thanks

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Assuming you are only playing PFS up to 11, you will only get 4 levels of fighter. Weapon Training is a big draw for fighter especially since you can grab the gloves to increase it by another +2, but it only comes online at fighter 5. Yes, there is the Weapon Master archetype that will get you weapon training by level 3, but it does trade out your armor training for it and locks you into a specific weapon.
I would vote full Medium unless you are trying to pull specific tricks. The difference between Medium 7 and 11 is +1 to attack/damage/fort/str skills, d8 instead of d6 for when one of those checks fails, an extra point of spirit influence to use per day, a pseudo pounce at-will, and 3rd level spells. 3rd level spell that include Dimension Door, Greater Invisibility, Phantasmal Killer, and Possession. I don't think what you get from fighter 4 outweighs all that.
Spirit Focus if you are always going to channel the same spirit (champion) is essentially worth a ton of feats already. Weapon Focus (with all attacks), 1/2 Weapon Specialization (with all weapons), 1/2 Great Fortitude, 1/3 Skill Focus (with all strength based skills and checks). Basically an unlimited range version of Point Blank Shot that also buffs fort, climb, swim, and opening doors.
Legendary Influence isn't as good in my opinion, because you do trade a point of influence for it... but you can just use Legendary Influence to grab Spirit Focus for each spirit so no matter which spirit you channel you can excel. For PFS its much less important, but in a home game/AP type of game (like Kingmaker), you can use Legendary Influence to great effect. Just have Spirit Focus for Champion be your adventuring spirit, take some crafting feats with Archmage/Hierophant, make Trickster your face skill monkey and be set. All in all, I like the idea of Legendary Influence, but it essentially allows you to be more versatile between days, but ultimately weaker on all days.
Using a 2h weapon low level isn't as big of a damage boost for Champion as it is for a barbarian. Level 1, 18 Str, Spirit Focus: a Greatsword is doing 2d6+10, or a Longsword could be doing 1d8+8 and you have hand free for a shield. Sure, you aren't proficient in shields, but a masterwork light shield/buckler has no penalties since we don't care about arcane spell failure and if you go the buckler route, you can still 2h the longsword, though you take a -1 to attacks to do so. But, on the other hand compared to other martials, you can pick up any ranged weapon and add 4 damage to it at level 1. Or pick up Robe of Needles, bam 5 damage and 1 bleed touch attack 6 times per day for 1000 gp that you don't need to quickdraw.
I don't have much experience with higher levels of Medium, as I typically use it as a level dip w/spirit focus for martial characters. +2 attack/fort +4 damage, cantrips, and 2-6 failures turned into successes(without losing control) is pretty good for a level and a feat. However, one of the character concepts I am working on is a 'Second Chance' type character. Essentially, Dual-Cursed Oracle 1 to trigger rerolls(and extra revelation for Perfect Aid), Witch 1 with Fortune & Cackle(extra hex), then the rest Medium(Marshall) for the "Ok, you rerolled and still failed, so now add 1d6+4 on that failed roll to turn it into a success". Currently, it is only level 2 (so Oracle/Witch) but has been effective so far.
One pretty useful trick is to remember that Champion applies to non-spell damage rolls not just weapon damage. So things like Alchemist Fire or Acid get your bonuses. Chucking a flask of acid for 1d6+6 may not seem like much at level 11, but at level 1 throwing the same acid for 1d6+4 really adds up. Especially Grenadier Alchemist/Mediums using a Hybridization Funnel and explosive missiles, but that's a whole different story. Also there is the FCB for Halfling, essentially adding another 1/3rd level to damage rolls.

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I hadn't thought about just using Medium as a dip to boost a martial character...something to add to my list of possibilities.
I would rather go with a 2 handed weapon over a weapon/shield or TWF. Never have really been a fan of shields, and 2 weapons are just too dang expensive to decently enchant.
I hadn't really thought of any specific tricks to shoot for, I'm in the exploratory phase right now, trying to see what works and doesn't work, how it all stacks up, etc. I have played some seriously min-maxed monster characters, which sound fun on paper, but can really make combat drag out (I don't really want to be making 9 attack rolls per turn...been there, done that...super effective, but makes combat take so much longer)
I was kind of thinking 1-2 big hits a turn, maybe via a Tetsubo or Scythe for those 1 shot kill crits...I'm open to other suggestions though.
The Halfing FCB certainly looks nice...not sure about playing a Halfling though...I was thinking big and strong...not a murder midget. I'm kind of leaning towards Half-Orc, 2 extra spirit surge uses would probably be as useful as +3 damage (or more if I take it into Seeker level play)
I'll definitely remember the bonus damage thing, hadn't thought about the alchemical item interaction.