Establishing a baseline - The Vanilla Fighter (+APG)

Revised.

Marcus Genericus
Human Fighter
Str 17, Dex 13, Con 15, Int 10, Wis 12, Cha 8

1 EWP (bastard sword), Power Attack, Furious Focus
2 W Focus (bastard sword)
3 Iron Will
4 W Spec (bastard sword)
5 Combat Reflexes
6 Vital Strike
7 Quick Draw
8 Blind-Fight
9 Point Blank Shot
10 G W Focus (bastard sword)
11 Imp Vital Strike
12 G W Spec (bastard sword)
13 Deadly Aim
14 Cleave
15 Improved Iron Will
16 G Vital Strike
17 Rapid Shot
18 W Focus (longbow)
19 W Spec (longbow)
20 Penetrating Strike (bastard sword)
 

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For myself, I was thinking of the most basic of fighter, one that just does damage. It's for the player who shows up and just wants to say "I attack" for his contribution to roleplaying for the session.

That's Marcus Genericus in a nutshell. No concerns about maneuvers, or crit effects, or any of that. In order to say, "I attack," though, he wants to be a double threat, melee and range, and be able to switch effortlessly between the two.

Two-handed power hitters are not what I would consider generic; they make substantial sacrifices on defense and versatility. A "vanilla" fighter shouldn't have to depend on the wizard if the group gets attacked by a bunch of half-fiend archters. So if you do want to focus on two-handed hitting, I think it's still worthwhile to try to slip in two or three feats that open things up a bit, even if it's just Quick Draw for javelins or Blind-Fight for opponents who cast darkness.

The simplest possible fighter build I know would have Quick Draw and would focus on the shortspear. At 1d6, it's only 1 point of base damage behind the longsword, and virtually every feat you can take will do double duty for melee and ranged, compensating for the weak crit range.
 

Lizbeth McSpearmint
Human Fighter
Str 17, Dex 13, Con 15, Int 10, Wis 12, Cha 8

1 W focus (shortspear), Power Attack, Furious Focus
2 Quick Draw
3 Iron Will
4 W Spec (shortspear)
5 Quick Draw
6 Vital Strike
7 Blind-Fight
8 G W Focus (shortspear)
9 Imp Critical (shortspear)
10 Deadly Aim
11 Imp Vital Strike
12 G W spec (shortspear)
13 Imp Iron Will
14 Penetrating Strike
15 Toughness
16 Greater Vital Strike
17 Greater Penetrating Strike
18 Combat Reflexes
19 Cleave
20 Greater Cleave
 

Jack the Gladiator, aka "Jack of all Blades"

Human Fighter
Str 17, Dex 14, Con 12, Int 8, Wis 14, Cha 8 (15 PB with racial +2 to Str)
Stat Increases: 4th +1 Str, 8th +1 Con, 12th +2 Con, 16th +2 Str, 20th +3 Str
Stats at level 20 with a belt of physical might +6: Str 26, Dex 20, Con 20

Weapons: A one-handed Heavy Blade (Longsword, likely), Tridents (multiple, for throwing), a reach weapon (Glaive or Guisarme), Composite Longbow, Quickdraw Light Steel Shield, Gauntlets (automatic from armor)
Armor: Start with best AC he can afford (probably Chain Shirt or Scale Mail) and work up towards Full Plate, Quickdraw Light Steel Shield

Notable Magical Gear (other than the big 6): Efficient Quiver (Holding up to 60 Arrows, 18 Tridents, and the backup Composite Longbow and reach weapon if it fits), Glove of Storing (for the one-handed heavy blade), and eventually Winged Boots (or Wings of Flying at later levels). A custom Goggles of Night with a +5 perception skill bonus tacked on would be quite nice as well, if you can get them made (darkvision is always handy, and the perception bonus makes his perception checks feel like he has a class skill and 4 points higher in Wisdom).

Progression
1 - Point Blank Shot, Power Attack, Quickdraw
2 - Precise Shot, Endurance
3 - Shield Focus
4 - Missile Shield
5 - Blind-Fight, Weapon Training (Blades, Heavy)
6 - Bloody Assault
7 - Vital Strike
8 - Disruptive
9 - Critical Focus, Weapon Training (Spears)
10 - Improved Blind-Fight
11 - Improved Vital Strike
12 - Spellbreaker
13 - Staggering Critical, Weapon Training (Close or Bows)
14 - Ray Shield
15 - Diehard
16 - Stunning Assault
17 - Stunning Critical, Weapon Training (Bows or Close)
18 - Greater Vital Strike
19 - Critical Mastery
20 - Heroic Defiance

Skills:
Likely putting points into Perception would be a good idea. Not only does it help in general for going during a surprise round, it is needed for Improved/Greater Blind-fight, and will let him locate invisible opponents.
Other than that, he's not really focused on anything that needs skills (no intimidate, no ride, etc).

Nice alternate Human Racial Traits:
Heart of the Wilderness: This would increase how far into the negatives this guy can go. Combined with the eventual Diehard feat, it means at higher levels, when he gets overwhelmed, he can stay standing and drink that potion or let the healer get a Heal/Mass Heal off.

Favored Class:
+1 to CMD vs Grapple and Trip would be good if you really, really don't need any skills. Those two are the worst offenders from monsters... Bite + Trip combos and Grapple + Constrict/Swallow Whole combos. As a frontliner, he's going to be facing those all the time, and having a +1/level bonus against them would make him pretty hard to affect.


Thoughts...


This guy would be a great Gladiator.

This build completely ignores the Weapon Focus line. Instead, he grabs feats to have more options in combat. This also leaves him open to use whatever weapon that comes up in the campaign as his primary weapon. By 20th level, he can pick his Weapon Mastery weapon as whatever artifact or plot-weapon it is that he finds himself using 90% of the time.

The quickdraw shield + quickdraw feat, along with the glove of storing, means that he can put away his weapon + shield combo as a free action, and draw a secondary weapon (trident, bow, or reach weapon) and still have a full round of actions. It also means he can put away his shield, fight two-handed during his round for the extra damage, and then bring back the shield to defend himself. He also has all his bases covered for damage types (slashing, piercing and shield bashing for bludgeoning).

The later levels keeps his feats being appropriate for higher level combat, such as deflecting Ray spells, two methods of Stunning opponents, and a way to counter being paralyzed/stunned/etc himself.

His weakness is obviously Will Saves, so even with a Cloak of Resistance he's looking at a +13 save by the higher levels. He will be reliant on his friends (or a permanent item) for Protection from Evil or Mind Blank later on if this becomes an issue. We did this in War of the Burning Sky after we hit 8th level spells (Mind Blanked an important player every day, although there were other reasons for it on top of it being a low Will save character).

I think this creates a well rounded, least-focused character, who can be good at many things. This means anyone that focuses in something specific (such as two-handed combat, ranged combat, or whatever) should be doing better than him at that one thing. I hope this is what you are looking for in a "baseline".

Added Note: If you were playing in a group where people weren't optimizers/powergamers, or were simply focused less on combat in their character building, then this would be a great build that would remain "powerful" in options, without being too powerful for the group. DPR isn't always everything, and this guy would fit well in a group of more rounded, less-focused characters.
You know... when one friend says he wants to play a Monk/Bard, and another says he's going to try out Mystic Theurge.
 
Last edited:

Jack the Gladiator, aka "Jack of all Blades"

Human Fighter
Str 17, Dex 14, Con 12, Int 8, Wis 14, Cha 8 (15 PB with racial +2 to Str)
Stat Increases: 4th +1 Str, 8th +1 Con, 12th +2 Con, 16th +2 Str, 20th +3 Str
Stats at level 20 with a belt of physical might +6: Str 26, Dex 20, Con 20

Weapons: A one-handed Heavy Blade (Longsword, likely), Tridents (multiple, for throwing), a reach weapon (Glaive or Guisarme), Composite Longbow, Quickdraw Light Steel Shield, Gauntlets (automatic from armor)
Armor: Start with best AC he can afford (probably Chain Shirt or Scale Mail) and work up towards Full Plate, Quickdraw Light Steel Shield

Notable Magical Gear (other than the big 6): Efficient Quiver (Holding up to 60 Arrows, 18 Tridents, and the backup Composite Longbow and reach weapon if it fits), Glove of Storing (for the one-handed heavy blade), and eventually Winged Boots (or Wings of Flying at later levels). A custom Goggles of Night with a +5 perception skill bonus tacked on would be quite nice as well, if you can get them made (darkvision is always handy, and the perception bonus makes his perception checks feel like he has a class skill and 4 points higher in Wisdom).

Progression
1 - Point Blank Shot, Power Attack, Quickdraw
2 - Precise Shot, Endurance
3 - Shield Focus
4 - Missile Shield
5 - Blind-Fight, Weapon Training (Blades, Heavy)
6 - Bloody Assault
7 - Vital Strike
8 - Disruptive
9 - Critical Focus, Weapon Training (Spears)
10 - Improved Blind-Fight
11 - Improved Vital Strike
12 - Spellbreaker
13 - Staggering Critical, Weapon Training (Close or Bows)
14 - Ray Shield
15 - Diehard
16 - Stunning Assault
17 - Stunning Critical, Weapon Training (Bows or Close)
18 - Greater Vital Strike
19 - Critical Mastery
20 - Heroic Defiance

Skills:
Likely putting points into Perception would be a good idea. Not only does it help in general for going during a surprise round, it is needed for Improved/Greater Blind-fight, and will let him locate invisible opponents.
Other than that, he's not really focused on anything that needs skills (no intimidate, no ride, etc).

Nice alternate Human Racial Traits:
Heart of the Wilderness: This would increase how far into the negatives this guy can go. Combined with the eventual Diehard feat, it means at higher levels, when he gets overwhelmed, he can stay standing and drink that potion or let the healer get a Heal/Mass Heal off.

Favored Class: +1 to CMD vs Grapple and Trip would be good if you really, really don't need any skills. Those two are the worst offenders from monsters... Bite + Trip combos and Grapple + Constrict/Swallow Whole combos. As a frontliner, he's going to be facing those all the time, and having a +1/level bonus against them would make him pretty hard to affect.


Thoughts...

This guy would be a great Gladiator.

This build completely ignores the Weapon Focus line. Instead, he grabs feats to have more options in combat. This also leaves him open to use whatever weapon that comes up in the campaign as his primary weapon. By 20th level, he can pick his Weapon Mastery weapon as whatever artifact or plot-weapon it is that he finds himself using 90% of the time.

The quickdraw shield + quickdraw feat, along with the glove of storing, means that he can put away his weapon + shield combo as a free action, and draw a secondary weapon (trident, bow, or reach weapon) and still have a full round of actions. It also means he can put away his shield, fight two-handed during his round for the extra damage, and then bring back the shield to defend himself. He also has all his bases covered for damage types (slashing, piercing and shield bashing for bludgeoning).

The later levels keeps his feats being appropriate for higher level combat, such as deflecting Ray spells, two methods of Stunning opponents, and a way to counter being paralyzed/stunned/etc himself.

His weakness is obviously Will Saves, so even with a Cloak of Resistance he's looking at a +13 save by the higher levels. He will be reliant on his friends (or a permanent item) for Protection from Evil or Mind Blank later on if this becomes an issue. We did this in War of the Burning Sky after we hit 8th level spells (Mind Blanked an important player every day, although there were other reasons for it on top of it being a low Will save character).

I think this creates a well rounded, least-focused character, who can be good at many things. This means anyone that focuses in something specific (such as two-handed combat, ranged combat, or whatever) should be doing better than him at that one thing. I hope this is what you are looking for in a "baseline".

Added Note: If you were playing in a group where people weren't optimizers/powergamers, or were simply focused less on combat in their character building, then this would be a great build that would remain "powerful" in options, without being too powerful for the group. DPR isn't always everything, and this guy would fit well in a group of more rounded, less-focused characters.
You know... when one friend says he wants to play a Monk/Bard, and another says he's going to try out Mystic Theurge.

Without the weapon focus tree I find that I am less married to a particular fighting style. This means I use whatever is expidient to win rather than trying to force a square peg into a round hole. A build like this also helps me get creative. Skills help round him out Perception and stealth top my list you don't have to have a stupendous stealth but a positive number in the 5-10 range is pretty respectable for a guy wearing 60 pounds of steel. You're not the scout but you sure as hell don't want to be the doofus that says we're here.
 

By 11th level, a standard Fighter wearing Mithral armor would have a 0 armor check penalty even in full plate. That, and he can have a Dex bonus of 6, so it's not like he has to "dump" dexterity either.
The only thing missing would be the class skill bonus, which is now only a +3 modifier. That's not a huge set back anymore.
 

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