Reach Tripping Fighter


Advice

Liberty's Edge

I am trying to do a less-than-optimum build for a 4th level fighter using a reach trip eapon, currently the fauchard.

Looking for suggestuions on how to make a build that is not obscenely optimized, as the current iteration I use is +17 to trip attempts at 4th level, which is a bit much...

Below is an attempt to tone it down, but I think it failed:

Spoiler:
KINEVON CR 3
Male Human (Chelaxian) Fighter (Polearm Master) 4
CG Medium Humanoid (Human)
Init +6; Senses Perception +5
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DEFENSE
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AC 21, touch 14, flat-footed 17 (+6 armor, +1 shield, +4 Dex)
hp 36 (4d10+4)
Fort +6, Ref +6, Will +3
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OFFENSE
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Spd 30 ft.
Melee +1 Silversheen Fauchard +6 (1d10+4/18-20/x2) and
Gauntlet, Spiked +6 (1d4+2/20/x2) and
Sap +6 (1d6+2/20/x2) and
Unarmed Strike +6 (1d3+2/20/x2)
Special Attacks Pole Fighting -4, Steadfast Pike +1
Spell-Like Abilities Light (At will)
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STATISTICS
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Str 14, Dex 19, Con 12, Int 14, Wis 12, Cha 7
Base Atk +4; CMB +8 (+14 Tripping); CMD 20 (22 vs. Trip)
Feats Agile Maneuvers, Combat Expertise +/-2, Combat Reflexes (5 AoO/round), Exotic Weapon Proficiency: Fauchard, Fury’s Fall, Improved Trip
Traits Bellis Honey Harvester, Reactionary
Skills Acrobatics +3, Climb +4, Diplomacy +2, Escape Artist +2, Fly +2, Intimidate +2, Knowledge: Dungeoneering +6, Knowledge: Engineering +6, Knowledge: Local +3, Perception +5, Profession: Sailor +8, Ride +2, Stealth +2, Survival +5, Swim +4
Languages Common, Osiriani, Polyglot
SQ Wayfinder, Standard (empty), Weapon Cord
Combat Gear Gauntlet, Spiked, Sap, +1 Silversheen Fauchard, Mithral Breastplate, Masterwork Buckler; Other Gear Adventurer's Sash (5 @ 3 lbs), Alchemist's fire (flask), Backpack, Masterwork (15 @ 6 lbs), Chalk, 1 piece (10), Cloak of Resistance, +1, Flint and steel, Potion of Cure Light Wounds, Potion of Darkvision, Potion of Protection from Evil, Rations, trail (per day) (2), Wand of Cure Light Wounds, Waterskin, Wayfinder, Standard (empty), Weapon Cord
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TRACKED RESOURCES
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Light (At will) (Sp) - 0/0
Potion of Cure Light Wounds - 0/1
Potion of Darkvision - 0/1
Potion of Protection from Evil - 0/1
Wand of Cure Light Wounds - 0/41
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SPECIAL ABILITIES
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Agile Maneuvers Use DEX instead of STR for CMB
Bellis Honey Harvester DR 3/— vs swarm dam, +1 trait bon to saves vs distraction & swarm poison.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Pole Fighting -4 (Ex) Use a spear or polearm against adjacent targets with a -4 penalty.
Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears.
Wayfinder, Standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon Cord Attached weapon can be recovered as a swift action.

Created With Hero Lab® - try it for free at http://www.wolflair.com!


BAB=4
STR Mod substituted for by Dex=4
Dex Mod due to Fury's Fall=4
Weapon=1
Steadfast Pike =1(situational)
improved trip=2

I am getting a +15 with a +16 on an attack of opportunity. How are you getting a 17, and you need to remember that you will get a -4 when using pole-fighting.
In any event if you want to weaken it I would drop Agile Maneuvers or Fury's Fall. If you play to a high enough level the monster's CMD's will probably be good enough to withstand it though.

Liberty's Edge

wraithstrike wrote:

BAB=4

STR Mod substituted for by Dex=4
Dex Mod due to Fury's Fall=4
Weapon=1
Steadfast Pike =1(situational)
improved trip=2

I am getting a +15 with a +16 on an attack of opportunity. How are you getting a 17, and you need to remember that you will get a -4 when using pole-fighting.
In any event if you want to weaken it I would drop Agile Maneuvers or Fury's Fall. If you play to a high enough level the monster's CMD's will probably be good enough to withstand it though.

The +17 was for the original version, which had a Dex of 21.

+4 BaB
+5 Dex mod subbing for Str
+5 Dex mod for Fury's Fall
+1 for weapon
+2 for Improved Trip
so +17, +15 when using Combat Expertise

The Exchange

Pathfinder Rulebook Subscriber

Can you really double dip like that using both Agile Maneuvers and Fury's Fall? That seems a little overpowered and goes against the intent of fury's fall. "You can use Strength and agility to send foes crashing to the ground." If you stop using fury's fall like that you won't be obscenely optimized anymore.

Grand Lodge

Jaryn Wildmane wrote:
Can you really double dip like that using both Agile Maneuvers and Fury's Fall? That seems a little overpowered and goes against the intent of fury's fall. "You can use Strength and agility to send foes crashing to the ground." If you stop using fury's fall like that you won't be obscenely optimized anymore.

With Agile Maneuvers and Fury's Fall, you just get dex twice to the trip attempt. Fury's Fall doesn't say you get dex AND str to the trip attempt just that you add your dex to the attempt. So your trips should be 2 less.

edit: Edited my previous post. Obviously.

Paizo Employee Developer

Hitokiriweasel wrote:
Jaryn Wildmane wrote:
Can you really double dip like that using both Agile Maneuvers and Fury's Fall? That seems a little overpowered and goes against the intent of fury's fall. "You can use Strength and agility to send foes crashing to the ground." If you stop using fury's fall like that you won't be obscenely optimized anymore.
I can see arguments both ways, but I would probably say that Fury's Fall just lets you use whichever of the two stats you aren't using for CMB/trip attacks. Though, on the other hand, Fury's Fall is specifically for trip attacks, so I really don't know. Until there's an official ruling (might have an unofficial one soonish) it'd be up to your DM.

Fury's Fall lets you add your DEX to your CMB for Trip. Agile Manuevers then lets you use DEX instead of STR. I don't see a conflict in the text, though it is slightly cheesey to the taste. Legit by RAW in my mind though.

Anytime you would trip, your DEX gets added to CMB. Anytime CMB has STR involved, you substitute your DEX value. You get DEX twice, but the abilities don't actually contradict in implementation.


I'm just guessing the character is from Bellis, but why does he speak Osiriani and Polyglot? Is he on the southern continent or something?

Liberty's Edge

sunbeam wrote:
I'm just guessing the character is from Bellis, but why does he speak Osiriani and Polyglot? Is he on the southern continent or something?

Osiriani because a significant number of PFS modules seem to have something important written in Osiriani or Ancient Osiriani.

Polyglot simply because several mods have had stuff from Mwangi involved.

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