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View Full Version : Pathfinder Pathfinder Fighter help!



GreyBlack
2014-06-03, 09:47 PM
So I'm rolling a fighter in a Pathfinder game. Non-standard point-buy, and I'm somewhat more experienced than most of the players at the table (most of them are stymied by the idea that Grease is a highly effective crowd control measure!). So, I'm pulling my playstyle back into the Tier 5s (usually I roll Tier 3s) and looking for an effective fighter build. I'm sort of thinking to run as a crowd-fighter, so maybe rolling into Combat Reflexes/Standstill. This would necessitate a build focused more on dex than on strength, so I'm sort of thinking rolling Elf Fighter (Weapon Master archetype), focusing on the Elven Curve Blade (so I don't waste a feat on Exotic Weapon Proficiency).

For a 10 level feat progression, I am thinking:
1: Weapon Focus (Curve Blade), Combat Reflexes
2: Weapon Finesse
3: Power Attack
4: Weapon Specialization (Curve Blade)
5: Quick Draw*
6: Lunge
7: Stand Still
8: improved Critical (Curve Blade)
9: Improved Initiative
10: Disruptive

*The quick draw is for flavor reasons.

So I'm looking for critiques right now. I'm looking to build a crowd fighter, and am looking to improve if possible. Pazio only, nothing from 3.5.

grarrrg
2014-06-03, 10:02 PM
Not a big fan of the Weapon Master.
I'd go Two-Handed Fighter (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/two-handed-fighter) instead. Most generally useful bonuses, fewer "1/day" type nonsense.

And if you aren't married to the Curve Blade, then the Dragoon (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/dragoon) is pretty sweet. Weapon Training gives DOUBLE Damage bonus, and you can use a Reach weapon to hit adjacent targets with no penalty (it works like a Double weapon that you only need to enchant ONCE!).

T.G. Oskar
2014-06-04, 12:57 AM
The 11th level feat should be Dazing Assault (1 feat). There's no if, but or and: Dazing Assault is too great. If you think it's too good, then hold it and use it when the situation grows dire.

Since you get Critical Specialist at 17th level, you should consider Critical Focus at any level and then Stunning Critical (1 + 2 feats) or Sickening Critical (1 + 1 feat), for the increased DC. With Critical Mastery (1 feat), you can apply Sickening Critical first, then Stunning Critical second, so you can daze and stun to your liking.

How's your Int? If it's higher than 13, a combination of Greater Trip and Steady Engagement (4 feats) can let you mix a trip attempt with your Stand Still: if your GM allows another AoO to make a melee attack with the trip attempt (the problem with Greater Trip is that it allows another AoO, doesn't grant you a free attack), you can probably knock the target prone and either daze, sicken or stun.

That should give you enough cool tricks to play with big crowds, keeping them in place and weakening them with a variety of feats. That should give you quite a bit of flexibility, while at the same time focus on damage. Between daze, stun and trip, you can keep enemies in place, while sicken can help your allies if they cast spells that rely on saving throws by imposing a decent penalty.