Need some help with a Fighter build


Advice

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Sammage wrote:
We've only got access to Core rules so a lot of the other classes (slayer, bloodrager etc) aren't available. Nor are some of the feats you've mentioned. We may get to those later, but for now this group is PF 1 basic. :)

Take Combat Reflexes, Power Attack (consider it a "tax", as you'll use it seldomly), and Cleave at 1st-level with your human fighter. At 2nd, pick up Quick Draw, and at 4th, Shield Focus in the combat-feat slots. Carry a cold-iron bardiche (main weapon), a bow rated for whatever strength you'll be at 4th + belt, a '5 weapon for crowded/grappled backup, and a light quickdraw shield.

-- If you were to level to 6th without taking a single other feat, you'd still be better than the average, low-level martial I've anecdotally encountered.


Slim Jim wrote:
Sammage wrote:
We've only got access to Core rules so a lot of the other classes (slayer, bloodrager etc) aren't available. Nor are some of the feats you've mentioned. We may get to those later, but for now this group is PF 1 basic. :)

Take Combat Reflexes, Power Attack (consider it a "tax", as you'll use it seldomly), and Cleave at 1st-level with your human fighter. At 2nd, pick up Quick Draw, and at 4th, Shield Focus in the combat-feat slots. Carry a cold-iron bardiche (main weapon), a bow rated for whatever strength you'll be at 4th + belt, a '5 weapon for crowded/grappled backup, and a light quickdraw shield.

-- If you were to level to 6th without taking a single other feat, you'd still be better than the average, low-level martial I've anecdotally encountered.

Small quibble: with core only you'll need a different reach weapon than a bardiche, I'd do glaive. And you won't have access to a quick draw shield.


Sammage wrote:
*Khan* wrote:
*Khan* wrote:

Is the OP still following his thread?

Is so, consider a 1 lev. dip in blood conduit bloodrager to get rage and improved trip for free without preq. If you take draconic or abbyssal bloodline you get claws to help you in close combat if you grab a reach weapon instead of the falchion.
If you go for trip, the consider, 1 lev. dip in Brawler to grab Vicious stomp to get an extra AOO when possible.
If you go for both blood conduit bloodrager and brawler, then choose another bloodline for the bloodrager, as claws are less ideal than kicking with an unarmed strike, when you are holding a reach weapon with both hands.
Yep...haven't had time to respond to anything recently. Lots of things to think about so far. We've only got access to Core rules so a lot of the other classes (slayer, bloodrager etc) aren't available. Nor are some of the feats you've mentioned. We may get to those later, but for now this group is PF 1 basic. :)

So, it's Core Rulebook only? And that includes Alternate Race Traits, Feats, and Class Archetypes? That includes Spells?

So,

Slim Jim's suggestion of fighting with a Reach Pole Arm with Combat Reflexes is reasonable, but as the party's sole Fighter, you might sometimes have to commit to standing your ground even when your opponents can get inside your Reach.

Also, as a side note, Slim Jim's emphasis on character survivability is VERY well-founded! Neglect not thy Armor Class nor they Will Saves!

You can also increase your Reach with the Lunge Feat
Sword and Board: Heavy Shield and Bastard Sword, maybe Light Shield, Bastard Sword and Light, Spiked Shield with Improved Shield Bash. You will be able to build up to Shield Slam in Greater Bull Rush with levels, still all Core Rulebook. Paired Opportunist is off the table now, though. And again, you are the party's only Fighter, so that raises the question of who is going to take those Attacks of Opportunity you'll be giving out? The Cleric, I guess. Does your Bard ever enter melee? Maybe he can use a Reach Pole Arm. Still, Bull Rush, battlefield control, you probably will need to do that.

2 Weapon Fighting: I was thinking it might be fun to fight with Bastard Sword and Sickle and take Greater Trip. with Combat Reflexes. More Damage, but also more Vulnerable. I was thinking it would be funny to 2 weapon fight with Hammer and Sickle, and be the Soviet Union!

Since you probably have a need to protect your squishy teammates, consider taking Stand Still feats to keep the baddies from getting their grubby paws on your wizards' robes.

At this point, I'm leaning toward your first thought of sword and board with Bastard Sword, a light spiked shield, 2 weapon Fighting with Improved Shield Bash and Shield Slam, Greater Bull Rush, and also work in Stand Still Feats.

But actually, you could also take the Quickdraw Feat and develop both with Reach Pole Arm and Sword and Board, following both Slim's and my suggestions at the same time!

Endurance is still on the table: it lets you sleep in Medium Armor. Will your GM punish you for sleeping in Medium Armor or sick wandering monsters on while you are sleeping and make you fight naked? I never met a GM who wouldn't.

You need to get your GM to divulge when, how, and if you will be allowed to add non-Core elements to your character. Building Characters is an elaborate process requiring lots of pre-planning, especially for a melee character like yours. Also, plea newbie.


Scott Wilhelm wrote:
Also, as a side note, Slim Jim's emphasis on character survivability is VERY well-founded! Neglect not thy Armor Class nor they Will Saves!

This is why dwarf is my go-to race for martials (halflings are in second; half-orcs are third), as they're built-in +3 to Fort and Will, and +2 to Reflex, versus poison, spells, and supernatural abilities (which is over 90% of all the saves you'll ever make) when racial bumps + Hardy racial trait are factored. +5 if the PC picks up Steel Soul. +7 to +9 to saves with a little judicious multiclassing.


Slim Jim wrote:
Scott Wilhelm wrote:
Also, as a side note, Slim Jim's emphasis on character survivability is VERY well-founded! Neglect not thy Armor Class nor they Will Saves!
This is why dwarf is my go-to race for martials (halflings are in second; half-orcs are third), as they're built-in +3 to Fort and Will, and +2 to Reflex, versus poison, spells, and supernatural abilities (which is over 90% of all the saves you'll ever make) when racial bumps + Hardy racial trait are factored. +5 if the PC picks up Steel Soul. +7 to +9 to saves with a little judicious multiclassing.

I was thinking Half Orc because Sacred Tattoos gives a +1 all Saves and Shaman's Apprentice gives the Half Orc Endurance, which allows the Half Orc to sleep in Medium Armor without waking up Fatigued. Half Elves can get an Exotic Weapon and the ability to use magic wands with their Alternate Racial Traits.

And we all know I don't turn my nose up at a "little judicious multiclassing"!

The OP suggested he can't reverse his decision to be Human, though.


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Scott Wilhelm wrote:
Slim Jim wrote:
This is why dwarf is my go-to race for martials (halflings are in second; half-orcs are third), as they're built-in +3 to Fort and Will, and +2 to Reflex, versus poison, spells, and supernatural abilities (which is over 90% of all the saves you'll ever make) when racial bumps + Hardy racial trait are factored. +5 if the PC picks up Steel Soul. +7 to +9 to saves with a little judicious multiclassing.
I was thinking Half Orc because Sacred Tattoos gives a +1 all Saves and....

A dwarf with Steel Soul and Glory of Old is going to have fort and will saves +4 higher than a half-orc with Sacred Tattoo and Fate's Favored. It's not even close. They're basically right up there with cha-maximizing paladins, and better than many of 'em.

Grand Lodge

You are going to compare things you can't do half the comparison so here is what I think the rest of the comparison is.

1) The benefits of dwarfs are real but are to spells and spell like ability not supernatural which means they don't apply to some really important stuff like energy drain.

2) Luck bonuses abound. Divine favor will apply to divine favor, prayer, AC bonus, all skills, COMMAND, supporting future growth.

3) You still have a free feat in the comparison. Which you can't discount.

4) You can multiclass in any build regardless of race so it is not a useful comparison between race choices.

5)Tenaciousness of half orcs. ReRolls are hard to comeby and pretty powerful.

5) If you use nethys to search (Su) vs (sp) Su are much more common than Sp. Now APs do use a lot of characters with class levels but bad stuff like every drain is a Su. Having now played through 20+ AP books and a hunderds of PFS scenario I find 90% spells and spell like to be overstated. The original 90% spell and supernatural seems about right but it is not relevant to dwarfs with steel soul.


Depends on how much material he has access to. With lots of sources, sacred tattoo isn’t strong past the first few levels because you can get luck bonuses to saves through other sources, I.e., dwarf with Fate’s Favored and a horseshoe or whatever.

With few sources, Steel Soul might be out. Same with Fate’s Favored. In general I think Steel Soul dwarf with Fate’s Favored and a horseshoe is going to be as strong a starting point for saves as you can get though.


As to sources: OP is playing CRB only, so sacred tattoo, steel soul, glory of old, fate's favored, any other alt race trait, all off the table and irrelevant to this.


Java Man wrote:
As to sources: OP is playing CRB only, so sacred tattoo, steel soul, glory of old, fate's favored, any other alt race trait, all off the table and irrelevant to this.

Also,

Sammage wrote:
I am a human fighter Str: 16, Dex: 16, Con: 14, Int: 13, Wis: 10, Cha: 9. (can't change these)

The OP is already Human and can't change that. We all have our race favorites. Honestly, I think which is the better race depends on the particulars of the character build more than anything intrinsic.

With respect to this thread, the best answer so far is Human, because the last, best word from the OP is that his character is a Human and can't change it. I raised the possibility of changing it, and others have chimed in with their suggestions in the event that the OP can change his Race after all. Java's raising another possibility. Maybe only Core Races are allowed, but non core alternate racial traits are allowed. Maybe not. This was all good stuff up to a point. That's why I haven't contributed to this thread in a week.


Grandlounge wrote:
1) The benefits of dwarfs are real but are to spells and spell like ability not supernatural
(Grandlounge is correct.)
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which means they don't apply to some really important stuff like energy drain.

Hardy applies to Energy Drain* (the spell), but not Energy Drain (the vampire's supernatural ability). The dwarf's +2 racial bonus to constitution does apply to the latter, however, and human or half-orc fighters tend not to choose Con with their starting bump. I.e., being a dwarf "automatically" builds the newb a durable character without the player needing hard-won experience to recognize the primacy of attrition over DPR.

(*Aside: the spell Enervation does not allow a save, so in it's case it doesn't matter what saving-throw-bolstering tweaks you have.)

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2) Luck bonuses abound. Divine favor will apply to divine favor, prayer, AC bonus, all skills, COMMAND, supporting future growth.

Dwarves can takes Fate's Favored too; the trait is not restricted to any race. (In the context of applying to saves alone, dwarven fort and will saves are already +1 over the usual half-orc Sacred Tattoo martial build, and, should both characters take Fate's Favored, this leaves the dwarf at only -1 to reflex, relatively, versus the subset of reflex saves that Hardy will not apply to, typically balance-related problems that exist before you buy a Snapleaf or other Featherfall gadget.)

Divine Favor is quite the lovely thing to have, of course, but the thread concerns fighters, whom I shouldn't expect would see it that often prior to having 24,000gp in petty cash to blow, and a positive charisma score. (Dwarves make excellent warpriests, btw, especially in point-buy, where their racial attribute pump and dump is very synergistic to that class.)

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3) You still have a free feat in the comparison. Which you can't discount.
And, after examining all the feats a player chooses for his human character, eventually -- usually -- there's one or more on the player's list that duplicates what a dwarf is essentially enjoying for free. E.g., Iron Will and Toughness, both of which were proposed to the OP in the very first response to him in the thread on page 1.
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5)Tenaciousness of half orcs. ReRolls are hard to comeby and pretty powerful.
If you're a Tenacious (once-per-day save reroll) half-orc, then you're a half-orc denied Sacred Tattoo, since both of these alternative racial traits require forfeiting Orc Ferocity. Suffice also to say that if you're a half-orc, you won't be getting the moving-goalpost extra feat that humans receive.
Quote:
Having now played through 20+ AP books and a hunderds of PFS scenario I find 90% spells and spell like to be overstated.

Fine. I'll stipulate it's a somewhat smaller number that still constitutes a huge majority.

~ ~ ~ ~ ~

Dwarves are built like brick $#!thouses, and I love 'em.

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