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*Pathfinder & Starfinder
Fighter's shouldn't have to suck
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<blockquote data-quote="Mistwell" data-source="post: 3586527" data-attributes="member: 2525"><p>I used to agree with you. But with the new feats in Player's Handbook 2, I really think Fighters have almost caught up. And apparently the Book of Nine Swords takes them the rest of the way.</p><p></p><p>As for a 6th level fighter...there I think you are wrong. Your 6th level fighter should be much more powerful as far as combat goes than your 6th level spellcaster most of the time. And if they are not...then you might consider a different build. A 6th level fighter with a big two handed weapon and power attack and cleave and decent armor should be mopping the floor with foes far more often than your spellcasters.</p><p></p><p>Feats are your strength - they define the Fighter class. They are the equivelent to your spells and special abilities - your polymorph and wild shape and Scintillating Sphere and Entangle.</p><p></p><p>You list you feats as "Dodge, Toughness, Endurance, Weapon Focus, Weapon Specialization, Iron Will, Power Attack". I gotta say, that's not very optimal (and I am not a big optimizer). Dodge? Toughness? Endurance? What the heck are you doing with those feats? If dodge was your thing, you could have had mobility and spring attack to go with it instead of toughness and endurance. If hit points (toughness) was your thing (and I don't see why it would be), you should have had improved toughness instead. And endurance? The only purpose I can think of for that feat is that you had levels in Ranger, or you needed it as a prerequisite for something else.</p><p></p><p>If it's really bugging you, go for the chain tripper (or exotic reach weapon like Heavy Poleaxe or Great Spear, and armor spikes or the short haft feat) that everyone always complains about. The new items in magic item compendium make it so that you will be tripping just about anything, and getting a free attack for it, a bonus to iterative attacks against the now prone creature, and usually another free attack in the form of an attack of opportunity as the target stands up from being prone.</p><p></p><p>Spellcasters don't automatically become powerful in combat - they have to be built that way. It's your responsibility to do the same with your fighter, if keeping up with power in combat is important to you.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 3586527, member: 2525"] I used to agree with you. But with the new feats in Player's Handbook 2, I really think Fighters have almost caught up. And apparently the Book of Nine Swords takes them the rest of the way. As for a 6th level fighter...there I think you are wrong. Your 6th level fighter should be much more powerful as far as combat goes than your 6th level spellcaster most of the time. And if they are not...then you might consider a different build. A 6th level fighter with a big two handed weapon and power attack and cleave and decent armor should be mopping the floor with foes far more often than your spellcasters. Feats are your strength - they define the Fighter class. They are the equivelent to your spells and special abilities - your polymorph and wild shape and Scintillating Sphere and Entangle. You list you feats as "Dodge, Toughness, Endurance, Weapon Focus, Weapon Specialization, Iron Will, Power Attack". I gotta say, that's not very optimal (and I am not a big optimizer). Dodge? Toughness? Endurance? What the heck are you doing with those feats? If dodge was your thing, you could have had mobility and spring attack to go with it instead of toughness and endurance. If hit points (toughness) was your thing (and I don't see why it would be), you should have had improved toughness instead. And endurance? The only purpose I can think of for that feat is that you had levels in Ranger, or you needed it as a prerequisite for something else. If it's really bugging you, go for the chain tripper (or exotic reach weapon like Heavy Poleaxe or Great Spear, and armor spikes or the short haft feat) that everyone always complains about. The new items in magic item compendium make it so that you will be tripping just about anything, and getting a free attack for it, a bonus to iterative attacks against the now prone creature, and usually another free attack in the form of an attack of opportunity as the target stands up from being prone. Spellcasters don't automatically become powerful in combat - they have to be built that way. It's your responsibility to do the same with your fighter, if keeping up with power in combat is important to you. [/QUOTE]
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Fighter's shouldn't have to suck
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