Maneuvers for Medium BAB


Advice

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

What options exist for taking a 3/4 BAB class (other than the Monk) and making them good at combat maneuvers? The loss of some BAB points hurts their CMB, so I was wondering if there were any feats or rogue talents or whatever else (especially now that UC is out, which I don't have yet) to help make up for that. Something like a CMB mirror of Defensive Combat Training would be best, but I've found no such thing in the CRB/APG.

So what options are out there, if any? For reference, I have in mind the notion of making a PFS rogue who carries a spell component pouch full of salt and runs around throwing it in people's eyes to blind them via Improved Dirty Trick.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Nearly 24 hours and no replies? Should I take this to mean that no such options exist, or that people who already have UC don't want to spoil it? ;)

Dark Archive

Any effect that increases the attack bonus also applies to CMB. So most of the 3/4 BAB classes are fine since they have their way of getting such a bonus. Well, except for the rogue.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Jiggy wrote:
I have in mind the notion of making a PFS rogue...
Jadeite wrote:
So most of the 3/4 BAB classes are fine ... except for the rogue.

:*(


there is a feat to use your hit dice level instead of base attack bonus i dont have my book in front of me

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Lobolusk wrote:

there is a feat to use your hit dice level instead of base attack bonus i dont have my book in front of me

I already know there's Defensive Combat Training to do that for your Combat Maneuver Defense, but it doesn't apply to your Combat Maneuver Bonus. If a feat for the latter exists, it must be in a book other than the CRB, APG or UM. Which is why I was asking.


Arise chicken Arise.

Necro style here. but didnt' want to remake a thread when there is one pretty much asking the same exact thing.

So since this was back in 2011 plenty of new stuff coming out.
So are there any particularly good feats or thoughts for this now with all these newer books.

Since I started looking at a dirty trick user on a weird build (2 bounty hunter slayer so I can use dirty trick whenever sneak attack is valid) into something else (various thoughts; or vmc thoughts, or arcane trickster)

so was curious if anyone knew some useful thoughts for all that.. Since they have 3/4th BAB.


I've heard good things about the trip magus.

Spell Combat > True Strike > Trip is a pretty saucy combo, and I imagine it would work just as well with other maneuvers


Alchemist- tentacle.

If the tentacle is your only natural attack, it turns into a primary attack with 1.5x str/power attack bonuses.

And it has the grab property. Free action grapple on a hit, and +4 to the checks involved. IE- enough bonuses that your BAB doesn't matter any more. With mutagens and buffs on top of that, it is easy enough.

You still want to take regular grapple feats to increase your action ecocnomy with it...but hey, the int prereq isn't a problem for alchemists, right? So just grab the tentacle so you can grapple early, and then slowly collect the feats later on.

Another fun thing- it is fairly easy to get a basic reach build in on this (power attack and combat reflexes). So you can get the tentacle as an easy way to threaten close on that as well. And then you still have all the grapple options available so you can use that tentacle on that special magical girl in your life (or guy- not judgin')


One of my personal favorites is a Ninja with the Bushwhack feat. Swift action go invisible with the Vanish trick, move action approach, standard action grapple against flatfooted CMD, free action pin against flatfooted CMD. Making them flatfooted eases up the CMD on most enemies, and it's also one of the few ways to pin an opponent without already starting your turn adjacent to them. The invisibility also gives you the freedom to maneuver around the opponent so that you can get into flanking for another +2 bonus.

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