Kobold Swarm Fighter for Mummy's Mask


Advice


No one in my group really plays small characters, but I'm looking for a more fun but not game breaking character that is simple to play, but rewarding in spite of obvious faults.

The basic idea is this:

Rolled stats: 13,13,11,14,16,14

After racial adjustments:

Str:10
Dex:18
Con:12
Int:13
Wis:11
Cha:13

HP:11 (We start max+con, then roll for hp on lvl ups.)
Kobold Favored Class bonus for every Swarm Fighter lvl.

race traits:
Day Raider
Wild Forest Kobold (-part of backstory)
Dragonmaw (green scaled for acid)

Language: Draconic, Common

Campaign Trait: Trap Finder
Trait: Lair Snake (-more for backstory reasons, i.e. stole from green dragon and ran like hell all the way to Osirion, passes self off as having that 'kobold skill' with traps.)

3 Skill points at 1st lvl would go to: Stealth, Survival, Acro

As far as equipment goes leaning towards Kukri, Chain shirt, and grabbing a Pounder later.

Build goes like this in theory:

1. S.Fighter 1 Feats: Mobility & Weapon Finesse
2. SF 2 Feat: Escape Route (Teamwork Feat)
3. Knife Master Rogue 1 Feat: Tail Terror -get Pounder here
4. KM 2 Rogue Talent=combat trick= 2 Weapon Fighting
5. SF3 Feat: W. Focus (Kukri)
6. SF4 Feat: W. Spec (Kukri)
7. SF5 Feat: Spring Attack
8. SF6 Feat: Precise Strike (TF)
9. SF7 Feat: I. Crit (Kukri)
10. SF8 Feat: Combat Expertise
11: SF9 Feat: Whirlwind Attack
12. KM3
13. SF10 Feats: Dodge, Back-to-back (TF)
14. Duelist the rest of the way.

+1 Dex at adjustment times.

Feats: Greater W. Focus (15), Combat Reflexes & I. 2 W. Fighting (17), and Merciless Precision (19)

Pros:
1. Doing lots of stuff and getting a feat almost every level.
2. 'Should' hit a lot and 1d8 sneak attacks while standing UNDER someone is fun.
3. Kukri slashes, Pounder bludgeons, and the bite does S,B,P at the same time. So all damage types covered (it's a tick of mine that ends up in my characters.)
4. Can deal with traps, scout, and even pinch in as a face.
5. Lots of attack sources.

Con:
1. Str 10
2. Dependent on getting an Agile weapon. (I'll probably bug the heck out of whoever is being the casty.)
3. Need lots of gear, need a bag of holding...probably...
4. Teamwork Feats...ick...(Unless someone brings a Cavy, or Inquistor that gets these as well.)

Anyways thoughts? Changes? I had entertained going Urban Barbarian or Vivisectionist instead of Knife Master, but wanted to hear ideas first.
(Also thought about Inquisitor 3, for solo tactics, since Teamwork Feats generally suck unless someone else takes them.)

Grand Lodge

instead of rogue go inquisitor till level 3 then you are not reliant on others taking teamwork feats

two weapon fighting with spring attack and whirlwind attack are both counter productive as two weapon fighting is only useful in a full attack action

What role in combat do you need to fulfill if you are the main "tank" then spring attack is going to be used a minor amount as you will need to restrict the Enemy from attacking your squishy casters


I think I'm more striker then outright tank. Obviously I'll have to switch Wis and Cha around if I dip into Inquisitor. I know one person in our group will more then likely bring a Barbarian or other 'straight forward' martial character.

Thanks for the reminding on Spring and Whirlwind. I forgot I couldn't 2wf with them.

Grand Lodge

Also you need "dodge" to get spring attack you cant leave it out of your Feat chain till later

Grand Lodge

improved two weapon fighting
greater two weapon fighting

are required

if you are going to max attacks in a round

other considerations two weapon defense.

if you are not looking at max attacks

Have a look at "combat reflexes" "Bodyguard" and "benevolent Armour" (and Helpful traits) max +9 to allies AC as an AoO

as sometimes making your friends hard to hit using your AoO is the best thing you can do

Grand Lodge

Ultimately look at the teamwork feats as that is the basis of the archetype. see what they do things like gain AoO when an allies crit precision damage if you worship desna "butterfly sting" allows you to give your crits to other people (like the hard hitting barbarian)

if you are going to be mobile and wisdom based have a look at "Pantha style" gives you wisdom bonus attacks against those that AoO you for moving past them

Grand Lodge

also there are new aldari dueling sword feats in inner sea Combat book that are good for Dex based characters (dex to damage etc)


Alright I'm terrabad with math but I got the bare bones for two builds and want some input.

Build one aka stabby, stabby, whack

All the race traits, stats and stuff stay the same. Weapons are a kukri and pounder.

Feats
1. Swarm Fighter 1 Feats: Mobility & Weapon Finesse
2. SF 2 Feat: Escape Route (Teamwork Feat)
3. Knife Master Rogue 1 Feat: Tail Terror -get Pounder here
4. KM 2 Rogue Talent=combat trick= 2 Weapon Fighting +1 Dex
5. SF3 Feat: W. Focus (Kukri)
6. SF4 Feat: W. Spec (Kukri)
7. SF5 Feat: I. 2WF
8. SF6 Feat: Precise Strike (TF) +1 Dex
9. SF7 Feat: I. Crit (Kukri)
10. SF8 Feat: Combat Expertise
11: SF9 Feat: Butterfly Attack
12. KM3 +1 Dex
13. SF10 Feats: Double Slice, Coordinated Charge (TF)
14. SF11
15. SF12 Feats: 2W Rend, G.W. Focus (Kukri)
16. SF13 Feat: Step Up +1 Dex
17. SF14 Feats: C. Reflexes, Broken Wing Gambit (TF)
18. SF15
19. SF16 Feats: Mericless Precision, G.W. Spec (Kukri)
20. SF17 Feat: Following Step +1 Dex

First off dropped duelist as I think /w the favored class bonus kobold's get for fighter combined with SF9's Strike the Underbelly I 'should' always be getting sneak attack, and denying dex bonus to ac.

Still with a small kukri by lvl 12 it's 1d3 + 4 + 2 + 2d8 sa, criting on 15 or better, the pounder is 1d6 + 4 + 2d4 sa, and the damage is even better if I can get Agile weapon on them. If that's still not enough, I can pass the crit on to someone else with Butterfly Sting.

Biggest issue is TF feats are mostly dead weight unless some brings a character using them as well. (I don't know 100% yet what the other 3-4 players will bring.)

The second build inspired by Humphry's sound advice, aka Measure Twice, Cut Down Once (okay I stink at nicknames.)

First off dropped Dragonmaw from Prehensile Tail for this.
It also goes Inquisitor instead of Knife Master.
Also switch the Cha and Wis scores around

So...here goes:

1. Swarm Fighter 1 Feats: Mobility & Weapon Finesse
2. Witch Hunter Inquisitor 1 (Kobold...jumpy around magicky types...Yark bet cha')
3. SF2 Feats: Precise Strike, Exotic Weapon Proficiency: Aldori Dueling Sword
4. WHI2 +1 Wis
5. SF3 Feat: W. Focus (ADS)
6. WHI3 Feat: Outflank
7. Aldori Swordlord 1 (Prestige Class) Feats: Dazzling Display, Aldori Dueling Mastery (from what I saw on d20pfsrd don't need Quick Draw for this since it's a class bonus feat. )
8. SF4 Feat: W. Spec (ADS) +1 Dex
9. SF5 Feat: I. Crit (ADS)
10. SF6 Feat: Shake it Off
11. SF7 Feat: Piranha Strike
12. SF8 Feat: G.W. Focus (ADS) +1 Dex
13. SF9 Feat: C. Reflexes
14. SF10 Feat: Seize the Moment
15. SF11 Feat: Crit Focus
16. SF12 Feat: Penetrating Strike +1 Dex
17. SF13 Feats: Step Up, Staggering Crit
18. SF14 Feat: Coordinated Charge
19. ASL 2 Feat: G.W. Spec (ADS)
20: ASL 3 +1 Dex

The best thing about this is solo tactics means I can really make good use of the teamwork feats, and I have one weapon to really worry about. AND thanks to the Aldori prestige class I don't 'need' an agile weapon. I also get some spells, which is never a bad thing.

If I got this right lvl 12 would be 1d6 + 4 + 2 + 5 each hit.

The negative side though is lvls 1 & 2 I'm going to either have to use a finesse-able weapon like a rapier, then 'switch' to the dueling sword at lvl 3, OR use the dueling sword as a longsword, and not be able to hit the broad side of a barn from the inside, with the doors closed until lvl 3.

As far as Domain I'm not settled yet:

Air's Subdomain Wind, as neat power and 1st lvl spell that I could see as 'oh crud get help from such and such npc'

Artifice is situational, but...this is an adventure path I would suspect a construct or 2 could pop up.

Darkness's Subdomain Night is sweet and flavorful for a sneaky kobold.

Liberation's Freedom Subdomain is cool too, but not as flavorful.

Magic's Divine Subdomain is good team playing

Trickery though is really cool with Copycat.

Really leaning towards Trickery or Night subdomain.

As far as gods that leaves me with few options,
Nalinvati makes sense, Khepri is a local deity along with Nephthys, Sun Wukong and Tsukiyo are oddballs but could be fun for a troublemaker, like this character might turn out to be.


Any help? Decided at the very least to have him worship Calistria if I go Inquisitor route for the Trickery domain.

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