Footman
2017-07-28, 04:14 AM
Hello there!
I read a lot on the Internet, that the Fighter is not viable or very weak at High Lvl Gameplay. Right now my Group is playing a High Lvl (Lvl 17) Campaign, so I am Considering a Fighter as a Replacement Character should my First character kick the Bucket. I used all my System Mastery and made a Build.
So now I am asking: Is this build viable? Did I forget anything very important a Fighter must have at that Level? Do you have any suggestions to make this Character better?
My DM is very liberal, i can use Combat Stamina for free, and I can use any Book published from Pathfinder. No 3.5 Stuff or Thrid Party content allowed. I am allowed to have some Wizards craft Stuff for me for a reasonable Price. Since the Character starts so High Lvl I am allowed to have the Accursed Story Feat already completed.
Build:
Name: Lvl 17 Fighter
Race: Human (Shoanti)
Player:
Classes: Fighter17
Hit Points: 208
Experience: 1300000 / 1800000
Alignment: Chaotic Neutral
Vision: /
Speed: Walk 30 ft.
Languages: Common, Goblin, Shoanti
Stat Score Mod
STR 28 (+9)
DEX 20 (+5)
CON 20 (+5)
INT 12 (+1)
WIS 18 (+4)
CHA 7 (-2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 7 5.0 5 -3
Appraise 1 0.0 1 0
Artistry 1 0.0 1 0
Bluff -2 0.0 -2 0
Climb 10 1.0 9 3 -3
Craft (Untrained) 1 0.0 1 0
Craft Armor: 23 17.0 1 5
Diplomacy -2 0.0 -2 0
Disguise -2 0.0 -2 0
Escape Artist 2 0.0 5 -3
Fly 2 0.0 5 -3
Heal 9 5.0 4 0
Intimidate -2 0.0 -2 0
Perception 25 17.0 4 4
Perform (Untrained) -2 0.0 -2 0
Ride 6 1.0 5 3 -3
Sense Motive 27 17.0 4 6
Stealth 5 3.0 5 -3
Survival 8 1.0 4 3
Swim 10 1.0 9 3 -3
Use Magic Device 15 17.0 -2 0
-------------------------- Feats ---------------------------
(Not listed in Order Taken but Alphabetically.) 19 Feats.
1. Accursed
2. Advanced Weapon Training (Feat): Abundant Tactics
3. Advanced Weapon Training (Feat): Defensive Weapon Training
4. Advanced Weapon Training (Feat): Fighters Reflexes
5. Barroom Brawler
6. Cleave
7. Clarity of Pain
8. Combat Reflexes
9. Cut from the Air
10. Dazing Assault
11. Furious Focus
12. Great Cleave
13. Improved Critical (Falchion)
14. Improved Initiative
15. Improved Iron Will
16. Improved Unarmed Strike
17. Iron Will
18. Power Attack
-. Smash from the Air (Taken via Advanced Weapon Training Class Feature)
19. Snake Style
Traits:
Reactionary
Seeker
Deathtouched (Mind Affecting)
Outcasts Intuition
Drawbacks:
Pride
-------------------- Special Abilities ---------------------
Advanced Armor and Weapon Training Options:
Advanced Weapon Training (Class Feature): Armed Bravery
Advanced Weapon Training (Class Feature): Trained Initiative
Advanced Weapon Training (Class Feature): Weapon Mastery: Smash from the Air
Advanced Armor Training (Class Feature): Armor Specialization (Heavy)
Advanced Armor Training (Class Feature): Master Armorer
Advanced Armor Training (Class Feature): Armored Master: Sprightly Armor
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 43 / 28 / 38
Initiative: +22
BAB: +17/+12/+7/+2
Melee to hit: +26/+21/+16/+11
Ranged to hit: +22/+17/+12/+7
Fortitude: +20
Reflex: +21
Will: +20
(+2 vs Spells and Spell like Abilities +2 vs mind Effecting Effects.)
Unarmed attack:
to hit: +26/+21/+16/+11
damage: 1d3+9
critical: 20/x2
Falchion +5 (Noqual):
to hit: +37/+32/+27/+22
damage: 2d4+24
critical: 15-20/x2
special properties: 30 hp/inch, hardness 10
Gauntlet, Spiked:
to hit: +26/+21/+16/+11
damage: 1d4+9
critical: 20/x2
Chakram:
to hit: +28/+23/+18/+13
damage: 1d8+6
critical: 20/x2
range: 30 ft.
Dagger:
to hit: +26/+21/+16/+11
damage: 1d4+9
critical: 19-20/x2
Dagger (Thrown):
to hit: +22/+17/+12/+7
damage: 1d4
critical: 19-20/x2
range: 10 ft.
Earth Breaker:
to hit: +26/+21/+16/+11
damage: 2d6+13
critical: 20/x3
Falchion:
to hit: +32/+27/+22/+17
damage: 2d4+19
critical: 15-20/x2
Scythe:
to hit: +32/+27/+22/+17
damage: 2d4+19
critical: 20/x4
special properties: May be used to make trip attacks (pg.145)
Armor Spikes:
to hit: +26/+21/+16/+11
damage: 1d6+9
critical: 20/x2
special properties: deals extra piercing damage on a successful grapple attack
Gauntlet:
to hit: +26/+21/+16/+11
damage: 1d3+9
critical: 20/x2
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Amulet of Natural Armor +4 1 0lbs
Headband of Inspired Wisdom +6 1 1lbs
Magical Tattoo of Sustenance 1 0lbs Special: This Tattoo continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The Tattoo must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Falchion +5 (Noqual) 1 4lbs
Gloves of Dueling 1 0lbs
Ring of Freedom of Movement 1
Ring of Protection +4 1 0lbs
Gauntlet, Spiked 1 0lbs
Belt of Physical Perfection +6 1 1lbs
Cloak of Resistance +5 1 1lbs
Full Plate +5 (Noqual/Armor Spikes) 1 25lbs Special: 30 hp/inch, hardness 10, Spiked
Magical Tattoo of Keep Watch 1 0lbs Special: This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects. The subjects suffer no fatigue and gain all the usual benefits of a full night’s rest. The subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night’s rest.
Boots of the Earth 1 5lbs Special: These sturdy leather dwarven boots have soles made of thick gray marble. As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, repositionAPG, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
Air Crystals 5 5lbs
Fighter's Kit 1 29lbs Special: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Crowbar
Grappling Hook,
Potion of Cure Light Wounds x2
Rope (Silk/50 ft.)
Chakram Carried x5
Dagger Carried x20
Earth Breaker Carried x1
Falchion Carried x2
Scythe Carried
Bat(Dire/Riding/Combat Trained) (0 lbs.)
Unspent Gold: 4718
Total weight carried: 150,05 lbs.
Current load: Light
Encumbrance
Light: 400
Medium: 800
Heavy: 1200
--------------------------- Magic --------------------------
/
22 Stamina Points.
How I think this Character can be used: (Please tell me if I made an Error somewhere misinterpreted/overlooked Something)
Thanks to Abundant Tactics i have 7 uses of Barrom Brawler, with these i can Pick a Feat on the Fly. If I spend 5 Stamina Points I can do that as a Swift instead of a move Action.
Best Picks in my Opinion:
Advanced Weapon Training (Warrior Spirit): That Pretty much gives me Access to whatever Sword enchantment I want.
Advanced Armor Training: (Item Mastery): This is the most Importent Part of the Build because I can now get D-Door and Fly if i need to, as well as Darkvision and see Invisibility.
Other Stamina Stuff:
Improved Initiative: I can spend 10 Stamina Points to treat my Initiative roll as a Natural 20. With my +22 to Initative that means a 42.
So if i absolutly need to go first i can.
Dazing Assault:
I can spend 5 Stamina Points to force an Enemy to make a Fort save vs Daze after i have hit without Penality.
Defense:
Spell Resistance 28 against harmfull Enchantment, Necromancy and Transmutation Spells.
Smash from the Air allows me use up my Attacks of Opportunity to Parry ranged Attacks and range Touch Spells.
With my high Attacks Bonus this should Protect me against Stuff like Disintegrate and Enervation.
With Snake Style I can use my Sense Motive roll instead of my Touch Ac should something make a Meele Touch attack. Should there be more than one, I can use up 5 Stamina Points for each Attack and Use my Sense Motive roll.
Sprightly Armor Stamina Trick: Should I really need to make this Reflex Safe I can spend up to 5 Stamina Points and get a Bonus on the Reflex Save.
Thanks to Clarity of Pain and Improved Iron Will I got 4 Will Save rerolls in Total per Day.
So I am pretty Confident that this Fighter is strong. Of course he is not Invincible. A Maze Spell for example will take him right out of the Fight, but is he strong enough? Does he have any glaring Weaknesses i have overlooked? Or am I missing any extremly Importend Abilities i should have at that high Lvl?
Thanks for your Answers in Advance.
I read a lot on the Internet, that the Fighter is not viable or very weak at High Lvl Gameplay. Right now my Group is playing a High Lvl (Lvl 17) Campaign, so I am Considering a Fighter as a Replacement Character should my First character kick the Bucket. I used all my System Mastery and made a Build.
So now I am asking: Is this build viable? Did I forget anything very important a Fighter must have at that Level? Do you have any suggestions to make this Character better?
My DM is very liberal, i can use Combat Stamina for free, and I can use any Book published from Pathfinder. No 3.5 Stuff or Thrid Party content allowed. I am allowed to have some Wizards craft Stuff for me for a reasonable Price. Since the Character starts so High Lvl I am allowed to have the Accursed Story Feat already completed.
Build:
Name: Lvl 17 Fighter
Race: Human (Shoanti)
Player:
Classes: Fighter17
Hit Points: 208
Experience: 1300000 / 1800000
Alignment: Chaotic Neutral
Vision: /
Speed: Walk 30 ft.
Languages: Common, Goblin, Shoanti
Stat Score Mod
STR 28 (+9)
DEX 20 (+5)
CON 20 (+5)
INT 12 (+1)
WIS 18 (+4)
CHA 7 (-2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 7 5.0 5 -3
Appraise 1 0.0 1 0
Artistry 1 0.0 1 0
Bluff -2 0.0 -2 0
Climb 10 1.0 9 3 -3
Craft (Untrained) 1 0.0 1 0
Craft Armor: 23 17.0 1 5
Diplomacy -2 0.0 -2 0
Disguise -2 0.0 -2 0
Escape Artist 2 0.0 5 -3
Fly 2 0.0 5 -3
Heal 9 5.0 4 0
Intimidate -2 0.0 -2 0
Perception 25 17.0 4 4
Perform (Untrained) -2 0.0 -2 0
Ride 6 1.0 5 3 -3
Sense Motive 27 17.0 4 6
Stealth 5 3.0 5 -3
Survival 8 1.0 4 3
Swim 10 1.0 9 3 -3
Use Magic Device 15 17.0 -2 0
-------------------------- Feats ---------------------------
(Not listed in Order Taken but Alphabetically.) 19 Feats.
1. Accursed
2. Advanced Weapon Training (Feat): Abundant Tactics
3. Advanced Weapon Training (Feat): Defensive Weapon Training
4. Advanced Weapon Training (Feat): Fighters Reflexes
5. Barroom Brawler
6. Cleave
7. Clarity of Pain
8. Combat Reflexes
9. Cut from the Air
10. Dazing Assault
11. Furious Focus
12. Great Cleave
13. Improved Critical (Falchion)
14. Improved Initiative
15. Improved Iron Will
16. Improved Unarmed Strike
17. Iron Will
18. Power Attack
-. Smash from the Air (Taken via Advanced Weapon Training Class Feature)
19. Snake Style
Traits:
Reactionary
Seeker
Deathtouched (Mind Affecting)
Outcasts Intuition
Drawbacks:
Pride
-------------------- Special Abilities ---------------------
Advanced Armor and Weapon Training Options:
Advanced Weapon Training (Class Feature): Armed Bravery
Advanced Weapon Training (Class Feature): Trained Initiative
Advanced Weapon Training (Class Feature): Weapon Mastery: Smash from the Air
Advanced Armor Training (Class Feature): Armor Specialization (Heavy)
Advanced Armor Training (Class Feature): Master Armorer
Advanced Armor Training (Class Feature): Armored Master: Sprightly Armor
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 43 / 28 / 38
Initiative: +22
BAB: +17/+12/+7/+2
Melee to hit: +26/+21/+16/+11
Ranged to hit: +22/+17/+12/+7
Fortitude: +20
Reflex: +21
Will: +20
(+2 vs Spells and Spell like Abilities +2 vs mind Effecting Effects.)
Unarmed attack:
to hit: +26/+21/+16/+11
damage: 1d3+9
critical: 20/x2
Falchion +5 (Noqual):
to hit: +37/+32/+27/+22
damage: 2d4+24
critical: 15-20/x2
special properties: 30 hp/inch, hardness 10
Gauntlet, Spiked:
to hit: +26/+21/+16/+11
damage: 1d4+9
critical: 20/x2
Chakram:
to hit: +28/+23/+18/+13
damage: 1d8+6
critical: 20/x2
range: 30 ft.
Dagger:
to hit: +26/+21/+16/+11
damage: 1d4+9
critical: 19-20/x2
Dagger (Thrown):
to hit: +22/+17/+12/+7
damage: 1d4
critical: 19-20/x2
range: 10 ft.
Earth Breaker:
to hit: +26/+21/+16/+11
damage: 2d6+13
critical: 20/x3
Falchion:
to hit: +32/+27/+22/+17
damage: 2d4+19
critical: 15-20/x2
Scythe:
to hit: +32/+27/+22/+17
damage: 2d4+19
critical: 20/x4
special properties: May be used to make trip attacks (pg.145)
Armor Spikes:
to hit: +26/+21/+16/+11
damage: 1d6+9
critical: 20/x2
special properties: deals extra piercing damage on a successful grapple attack
Gauntlet:
to hit: +26/+21/+16/+11
damage: 1d3+9
critical: 20/x2
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Amulet of Natural Armor +4 1 0lbs
Headband of Inspired Wisdom +6 1 1lbs
Magical Tattoo of Sustenance 1 0lbs Special: This Tattoo continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The Tattoo must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Falchion +5 (Noqual) 1 4lbs
Gloves of Dueling 1 0lbs
Ring of Freedom of Movement 1
Ring of Protection +4 1 0lbs
Gauntlet, Spiked 1 0lbs
Belt of Physical Perfection +6 1 1lbs
Cloak of Resistance +5 1 1lbs
Full Plate +5 (Noqual/Armor Spikes) 1 25lbs Special: 30 hp/inch, hardness 10, Spiked
Magical Tattoo of Keep Watch 1 0lbs Special: This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects. The subjects suffer no fatigue and gain all the usual benefits of a full night’s rest. The subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night’s rest.
Boots of the Earth 1 5lbs Special: These sturdy leather dwarven boots have soles made of thick gray marble. As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, repositionAPG, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
Air Crystals 5 5lbs
Fighter's Kit 1 29lbs Special: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Crowbar
Grappling Hook,
Potion of Cure Light Wounds x2
Rope (Silk/50 ft.)
Chakram Carried x5
Dagger Carried x20
Earth Breaker Carried x1
Falchion Carried x2
Scythe Carried
Bat(Dire/Riding/Combat Trained) (0 lbs.)
Unspent Gold: 4718
Total weight carried: 150,05 lbs.
Current load: Light
Encumbrance
Light: 400
Medium: 800
Heavy: 1200
--------------------------- Magic --------------------------
/
22 Stamina Points.
How I think this Character can be used: (Please tell me if I made an Error somewhere misinterpreted/overlooked Something)
Thanks to Abundant Tactics i have 7 uses of Barrom Brawler, with these i can Pick a Feat on the Fly. If I spend 5 Stamina Points I can do that as a Swift instead of a move Action.
Best Picks in my Opinion:
Advanced Weapon Training (Warrior Spirit): That Pretty much gives me Access to whatever Sword enchantment I want.
Advanced Armor Training: (Item Mastery): This is the most Importent Part of the Build because I can now get D-Door and Fly if i need to, as well as Darkvision and see Invisibility.
Other Stamina Stuff:
Improved Initiative: I can spend 10 Stamina Points to treat my Initiative roll as a Natural 20. With my +22 to Initative that means a 42.
So if i absolutly need to go first i can.
Dazing Assault:
I can spend 5 Stamina Points to force an Enemy to make a Fort save vs Daze after i have hit without Penality.
Defense:
Spell Resistance 28 against harmfull Enchantment, Necromancy and Transmutation Spells.
Smash from the Air allows me use up my Attacks of Opportunity to Parry ranged Attacks and range Touch Spells.
With my high Attacks Bonus this should Protect me against Stuff like Disintegrate and Enervation.
With Snake Style I can use my Sense Motive roll instead of my Touch Ac should something make a Meele Touch attack. Should there be more than one, I can use up 5 Stamina Points for each Attack and Use my Sense Motive roll.
Sprightly Armor Stamina Trick: Should I really need to make this Reflex Safe I can spend up to 5 Stamina Points and get a Bonus on the Reflex Save.
Thanks to Clarity of Pain and Improved Iron Will I got 4 Will Save rerolls in Total per Day.
So I am pretty Confident that this Fighter is strong. Of course he is not Invincible. A Maze Spell for example will take him right out of the Fight, but is he strong enough? Does he have any glaring Weaknesses i have overlooked? Or am I missing any extremly Importend Abilities i should have at that high Lvl?
Thanks for your Answers in Advance.