Tarondor's Guide to the Pathfinder Second Edition (Remastered) Fighter


Advice


Hey folks!

I've edited my guide to the Pathfinder Second Edition fighter. Here it is:

Tarondor's Guide to the Pathfinder Second Edition (Remastered) Fighter


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Okay! I tried something new and it didn't work. "Publishing" the document seems to remove the table of contents along the left side, so I'm going back to just the link to the "unpublished" work like before:

Tarondor's Guide to the Pathfinder Second Edition (Remastered) Fighter


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Thanks for the update.
I add a table of contents to my docs. Unfortunately the outline is not available when published.


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Gortle wrote:

Thanks for the update.

I add a table of contents to my docs. Unfortunately the outline is not available when published.

I did that in my earliest guides but found I preferred having the links available on the left hand side.

Dark Archive

Few comments:
- Improved Riposte/Twin Riposte can work on any melee build (especially with the L9/L15 free feats) because you don't need to benefit from the parry element which carries all the weapon/hand restrictions. So a 1H shield fighter (say with a 1H reach weapon) could grab 2xparry, 2xriposte, 2ximproved riposte, quick shield block, and combat reflexes for a ton of extra reactions.

- Double Shot / Triple Shot are bad feats. A big chunk of an archer's damage is that +2 in combination with the deadly dice on bows. In my experience calculating DPR, a -2/-2 is nearly always worse that 0/-5, especially when that second strike can be a exacting strike or assisting shot. I've even run fighter MC ranger for the action compression and its definitely better. It only comes back to being worth it at L16 with multishot stance, but I wouldn't waste 2 feats and carry water for a L16 feat when we can retrain easily at L16. Especially since double shot doesn't let you focus fire on one target without triple shot.

- Alchemist should be blue now that remaster scales the alchemical items with level. Quicksilver for ranged, warblood/energy mutagen for melee can net you a +1 to hit or +~1d6 to damage. It can be triggered at the start of combat via a shifting spider collar. Basically its pretty close to a permanent +1 on a fighter after we get more items from L4/L6/L8 feats (familiars also help).

- Gunslinger as an archetype has a weird niche for fakeout. This is good for a 1H fighter that has a gauntlet bow in their other hand since it is free hand. So you can now aid as a reaction. It won't be at your full attack bonus/proficiency but with the lower DC and a ancestry with the +4 to aid checks you're easily offering aid to anyone if you want. With blazons of shared power it also just becomes your s%@!ty ranged back-up weapon. Also anywhere you mention mauler/archer/martial artist in the archetype section, those were all republished to give familiarity and not a proficiency bump (aldori duelist/L10 sword master feat still do) so you can't game multiple weapon groups as easily anymore.

- Ranger should be green, it adds action compression (not as good a monk because you have to hunt prey so its mostly on off turns you get the compression). Going into warden spells can get you animal feature for a easy L7 1minute fly speed. For ranged this is blue as its better than baseline fighter until L16 without trying because of action compression/focus spells/possibly extended range/pseudo extended range because of hunt prey removing the 2nd ranged increment penalty,etc.). I wouldn't bother with hunter's aim though since you have a slighly higher level version in the base fighter class that works on anyone (not just your hunt prey).

- Thaumaturge, you're there for the mirror implement for easy teleport/flanking for flatfooted.

Missing Archetypes:

- Student of Perfection + Jalmeri Heavenseeker for 2 ki points, 2 skill boosts to expert, and heaven't thunder to add +4 to +8 damage for 2 rounds from one action. This is awesome for any build. There is a monk bow that is essentially a short bow, unarmed strikes up to 1D8 with ancestries, and a 1D10 monk weapon now.

- Starlit Sentinel - easy ranged attack back-up and + to damage.

- Spirit Warrior - Action compression and potential damage riders on a tiny pc

- Ostilli Host - opens up some stealth options and a scaling 1 action electric arc cantrip that keys off your class dc (so STR or DEX based). Even though you don't have an acceslerated progression like monk/ranger/etc. its still a good 3rd action.

- Soulforger - self bless up to 3 times per day upon rolling initiative.


I'm definitely not trying address every possible archetype. That'd be unbearable.

I might take another look at the Student of Perfection/Jalmeri Heavenseeker combo, though.

EDIT: Although I see they nerfed Heaven's Thunder.

Also, I'd like to know the name of that d10 monk weapon. I can't find it.

Dark Archive

GM Tarondor wrote:

I'm definitely not trying address every possible archetype. That'd be unbearable.

I might take another look at the Student of Perfection/Jalmeri Heavenseeker combo, though.

EDIT: Although I see they nerfed Heaven's Thunder.

Also, I'd like to know the name of that d10 monk weapon. I can't find it.

Sorry, I didn't mean to imply you should cover all archetypes (most are red or just for flavour), just that a few of the ones I listed might be better than red for some builds and worthy of inclusion.

The new monk weapon is the Khakkara. It is a 1D6/Uncommon/Monk/Shove/Two-Hand d10/ Versatile P club weapon group weapon (not the best group but it does have some backup thrown weapons).

Heaven's thunder did get nerfed but its still really good because its 1 action for 2 rounds of +2 dmg/weapon damage dice (i.e., 4 to 8) or a 2 weapon damage size increase effectively. The original feat was just OP broken (I think it was +level to damage?). This version though still has significant DPR increases for the following kinds of builds:

- Archer using the gakung (basically a better comp shortbow) or bow staff (no propulsive trait but a combination weapon). This is one of the few ways to even add damage to a ranged build and works well with point blank stance.

- Thrown Weapon Build (the spear is now a monk thrown weapon with 20ft range and if you're using rebounding toss/ricochet stance (or point blank stance for just damage with a returning rune or eventually grabbing quick draw from somewhere and using a thrower's bandolier). Since its a simple weapon you can potentially with Free Archetype/multi-talented get it up to 1D8 via deadly simplicity, weapon inventor MC, etc.(so basically a trident).

- 1H Weapon - Temple Sword is a generic 1D8 1H weapon. Nothing special but +2 dmg/weapon dice is basically a 1H 1D12 weapon with an upkeep action.

- Reaction fighter since it carries over 2 rounds you can get this on reactive strikes, ripostes, etc.

- 2H Fighter (again 1D10 monk weapon is there so it does more than a 1D12 weapon damage wise).

- 2 Weapons - There isn't a clear weapon group with a 1D8 weapon and 1D6 agile weapon, but there is the Kama (1D6 agile) in the knife group or the Temple Sword + an advanced 1D4 agile monk sword. I'd probably go with kamas since the bleed crit specialization is pretty decent.

- Unarmed fighter - This is one of the only ways to boost ranged unarmed strikes (generally 1D4 20/30ft or 1D6 by L9 in a few instances). But you can pick a 1D8 ancestry unarmed strike (even finesse with the kashrishi) or just use some grafts for a 1D6 finesse, agile, deadly D8 unarmed strike (see the deadly slashing claw graft). You can also use the Amphisbaena Handwraps for a once per hour double slice effect (that adds 1D6 damage as well and it works on ranged unarmed strikes).

But the nicest part is that you can burn the focus points on ki strike (you don't have flurry so its just on one strike) or ki rush (nice action compression you wouldn't normally have).

The student of perfection also has a number of great ki spells like:
- perfect strike (a focus point reaction hero point).
- Untwisting Iron Roots for temp HP
- Unblinking Flame Aura for actual healing
- Unfolding Wind Buffet for 3 strikes with a 2 action cost action compression + some movement effect (This works with ranged unarmed strikes to!)
- Unfolding Wind Blitz for great action compression with 2 flying strides + 3 strikes all at 0MAP, movement doesn't trigger reactions
- Untwisting Iron Augmentation (+1 status bonus damage per weapon damage dice)
- Untwisting Iron Pilliar (50 temp hp + resistance 5)


Pathfinder Adventure, Adventure Path Subscriber

Ah, yes, correct that "publishing" the document removes the table of contents in the left column. I definitely find that annoying, and agree that it's most helpful to have the table of contents always available nearby. I should probably add that to my guide to guides. Actually in generally I haven't looked at that in a hot minute...


I've been patiently awaiting this, awesome to see it updated. A tiny disappointed to not see an unarmed Wild Mimic build, purely as something I've been looking at making, but I completely understand why. One thing I will note, I believe Wolf Drag and Follow-Up Strike in "The Martial Artist" w/ FA have been swapped in leveling.


ShellfishShelly wrote:
I've been patiently awaiting this, awesome to see it updated. A tiny disappointed to not see an unarmed Wild Mimic build, purely as something I've been looking at making, but I completely understand why. One thing I will note, I believe Wolf Drag and Follow-Up Strike in "The Martial Artist" w/ FA have been swapped in leveling.

Actually, after looking closer, the same appears true for Savage Critical and Basic Kata (Stunning Fist).


Pathfinder Lost Omens, Rulebook Subscriber

Under the Best Feats by Fighter Type

Archer Archetype, you have this comment.

The Archer archetype
The dedication lets you have maximum proficiency in both a melee weapon and a ranged weapon.

I had understood they nerfed this for remastered (like Mauler) and it no longer applies?

Edit: You actually mention this under the Archer Archetype. Probably just old text in the Best Feats section.


Correct it now reads:

ARCHER DEDICATION
FEAT 2
ARCHETYPE
DEDICATION
You have familiarity with all weapons in the bow
and crossbow weapon groups. For the purposes of
proficiency, treat any of these that are martial weapons
as simple weapons and any that are advanced weapons as
martial weapons.
If you are at least an expert in the bow or crossbow you
are using, you get the critical specialization effect of that
weapon when you get a critical hit with it.

MAULER DEDICATION
FEAT 2
ARCHETYPE
DEDICATION
Prerequisites Strength 14
You specialize in melee weapons that require two hands. You have
familiarity with all melee weapons that require two hands to wield
or have the two-hand trait. For the purposes of proficiency, you
treat any of these that are martial weapons as simple weapons
and any that are advanced weapons as martial weapons.
If you are at least an expert in such a weapon, you gain
access to the critical specialization effect with that weapon.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Another great guide,Tarondor. I'd just wish you'd also make them for my favorite classes (i.e. Champion, Kineticist, Sorcerer, Swashbuckler). ;) Ah, well, other people need to get their chance to shine as well. :p


In 13.4 Reach Fighters where you have The Controller build I don't think I understand the logic behind the build.

You say that if the opponent is 15 feet away then they will have to stride to get back up to us which activates a reactive strike. But our reach is 10 feet meaning that they will be activating their move action from outside of our reach which doesn't trigger an opportunity attack. I looked at the original post and it had the same logic, is this a mistake in logic or can you explain to me how this works?

Otherwise I really enjoy your guide, it's very in depth and high quality, keep up the good work!

Dark Archive

4SakenNations wrote:
You say that if the opponent is 15 feet away then they will have to stride to get back up to us which activates a reactive strike. But our reach is 10 feet meaning that they will be activating their move action from outside of our reach which doesn't trigger an opportunity attack.

It is not "activating" the move action, but "leaves a square during a move action"


In The Whirlwind build, how are you getting Fresh Ingredients without the free archetype?


Very useful, as always! Thank you!

As an aside on Useful items, I have had good results from Spellhearts that have useful effects independent of spellcasting, like the Phantasmal Doorknob (Dazzle/Blind foe on a crit until end of its next turn) and Warding Statuette (on a hit, give +1 Status AC to creature adjacent to foe).

Also, with the Astral Rune "Strikes with it deal an extra 1d6 spirit damage" which I would think applies to all applicable targets (i.e. more than just incorporeals), enhancing its general utility.

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