subject42
2011-04-05, 04:32 PM
Before I'd start, I'd like to take a moment to indicate that what I'm asking has absolutely nothing to do with 3.5.
I am not comparing the PF Fighter to 3.5.
I do not particularly care that the PF Fighter is in some circumstances marginally weaker at tripping than the Fighter in 3.5.
I am aware that ubercharging is not as viable in PF as it is in 3.5. This is irrelevant to PF.
Good, now that's out of the way we can get down to some PF-centric business.
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I may have the opportunity to play a high-level PF game in the near future and just for challenge, I've decided that I would like to take a break from my normal caster routine and play a Fighter. I'm looking for suggestions on neat tricks you can pull with fighters at 20th level, useful ways of employing the variants from the APG, itemization, and feats.
At 20th level, it looks like the stock fighter gets the following:
22 feats
+5 to will saves vs fear
-4 to ACP
+4 to max dex in armor
No speed reduction in armor
+5 to attack and damage (untyped) and CMB/CMD in one weapon group
+4 to attack and damage (untyped) and CMB/CMD in one weapon group
+3 to attack and damage (untyped) and CMB/CMD in one weapon group
+2 to attack and damage (untyped) and CMB/CMD in one weapon group
+1 to attack and damage (untyped) and CMB/CMD in one weapon group
DR 5/- when in armor or using a shield
Automatic crit confirmations with one weapon
Increased crit multiplier with one weapon
Can't be disarmed with one weapon
While that's not the kind of mind-shattering power that a wizard/cleric/sorcerer/etc gets at 20th level, it seems pretty good when your primary strategy is "hit it with a stick until it dies".
What really has me interested is the weapon group bonuses. It seems like they provide a nice bonus for maneuvers, as well as secondary damage that might make Two Weapon Fighting viable.
TWF, especially, looks viable with the "Two-Weapon Warrior" variant. Has anyone tried it?
Do any of the other variants look usable?
I am not comparing the PF Fighter to 3.5.
I do not particularly care that the PF Fighter is in some circumstances marginally weaker at tripping than the Fighter in 3.5.
I am aware that ubercharging is not as viable in PF as it is in 3.5. This is irrelevant to PF.
Good, now that's out of the way we can get down to some PF-centric business.
-----------------------------------------
I may have the opportunity to play a high-level PF game in the near future and just for challenge, I've decided that I would like to take a break from my normal caster routine and play a Fighter. I'm looking for suggestions on neat tricks you can pull with fighters at 20th level, useful ways of employing the variants from the APG, itemization, and feats.
At 20th level, it looks like the stock fighter gets the following:
22 feats
+5 to will saves vs fear
-4 to ACP
+4 to max dex in armor
No speed reduction in armor
+5 to attack and damage (untyped) and CMB/CMD in one weapon group
+4 to attack and damage (untyped) and CMB/CMD in one weapon group
+3 to attack and damage (untyped) and CMB/CMD in one weapon group
+2 to attack and damage (untyped) and CMB/CMD in one weapon group
+1 to attack and damage (untyped) and CMB/CMD in one weapon group
DR 5/- when in armor or using a shield
Automatic crit confirmations with one weapon
Increased crit multiplier with one weapon
Can't be disarmed with one weapon
While that's not the kind of mind-shattering power that a wizard/cleric/sorcerer/etc gets at 20th level, it seems pretty good when your primary strategy is "hit it with a stick until it dies".
What really has me interested is the weapon group bonuses. It seems like they provide a nice bonus for maneuvers, as well as secondary damage that might make Two Weapon Fighting viable.
TWF, especially, looks viable with the "Two-Weapon Warrior" variant. Has anyone tried it?
Do any of the other variants look usable?