Havoq |
This is a Dirty Trick concept build based on Ranger Combat Style (Besmara).
Using Goblin. Has 8 skill points. Could be any race/combo.
With less than 150 gold in equipment. Agile on weapons eventually.
CMB is (+17 dirty trick). Use Blind to deny DEX for sneak attacks...Standard Action to remove.
Not bad.
1. Two Weapon Fighting
2. Finesse Rogue (Slayer)
3. Combat Expertise
4. Improved Dirty Trick (Slayer/Ranger)
5. Agile Maneuvers
6. Improved Two Weapon Fighting (Combat Trick)
7. Greater Dirty Trick
8. Quick Dirty Trick (Slayer/Ranger)
Jewels ButtonTheif
Female Goblin Slayer 8
CN Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 76 (8d10+24)
Fort +8, Ref +12, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee kukri +13/+8 (1d3/18-20) and
. . kukri +13/+8 (1d3/18-20)
Ranged shortbow +15/+10 (1d4/×3)
Special Attacks favored target, sneak attack +2d6
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 14, Int 14, Wis 12, Cha 5
Base Atk +8; CMB +13 (+17 dirty trick); CMD 23 (25 vs. dirty trick)
Feats Agile Maneuvers, Combat Expertise, Greater Dirty Trick, Improved Dirty Trick, Improved Two-Weapon Fighting, Quick Dirty Trick[UC], Two-Weapon Fighting, Weapon Finesse
Traits goblin foolhardiness, trap finder
Skills Acrobatics +20, Climb +14, Disable Device +17, Knowledge (dungeoneering) +13, Perception +12, Sleight of Hand +13, Stealth +20, Swim +10; Racial Modifiers +4 Acrobatics, +4 Climb
Languages Common, Draconic, Goblin
SQ combat styles (besmara), slayer talents (combat trick, finesse rogue, ranger combat style, ranger combat style), track +4
Other Gear studded leather, arrows (20), blunt arrows (20), kukri, kukri, shortbow, backpack, bedroll, earplugs, thieves' tools, trail rations (5), waterskin, 40 gp, 3 sp, 7 cp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Favored Target (+2, 2 at a time, Swift) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Goblin Foolhardiness You have a tendency toward gross overconfidence in combat. When facing an enemy that's larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Quick Dirty Trick May perform a dirty trick in place of your first melee attack.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +4 Add the listed bonus to survival checks made to track.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Mythraine |
It seems like you're using Dirty Trick primarily to get the loses its Dexterity bonus to AC. (Though Dirty trick will have other cool things to do in addition to blinding).
Have you looked into Two-Weapon Feint? It has the same outcome of loses its Dexterity bonus to AC but isn't so feat intensive and bluff vs. sense motive might be easier to boost and win at higher levels than CMB vs. CMD.
E.g. (using most of your feats where possible)
1. Weapon Finesse
2. Two Weapon Fighting (Ranger Combat Feat)
3. Combat Expertise
4. Two-Weapon Feint (Combat Trick)
5. FREE for FEAT
6. Improved Two Weapon Fighting (Ranger Combat Feat)
7. Improved Two-Weapon Feint
8. FREE for TALENT
The feint will still use your first attack (like Quick Dirty Trick), you don't need Agile Maneuvers to feint (just a high Bluff which could be desirable anyway with 8 skill points), and you will gain back two feat/talent slots.
Of course, the Dirty Trick line will be more versatile in the long run, but the two free slots should make up for that.
If you prefer the Dirty Trick route, go for it. Your build looks very sound.
Havoq |
Yes, I looked at Two-Weapon Feint amd Improved Two-Weapon Feint, and minoritarian is right: The first isn't a requirement for the second.
Two-Weapon Feint doesn't have a feat chain that allows it to last more than one round. Sure, it's always less feats... but you always lose one attack per round to land it. Trade off. Three extra feats... That's a lot.
Arachnofiend, thanks. I'll look into that Bounty Hunter archetype .
Mythraine |
The PFSRD suggests (see here) that it was an error that TWFeint was not a prerequisite for ITWFeint.
It hasn't been FAQ'd and the only post I could find from a developer on the subject is this one from Benjamin Bruck (he's listed as one of the designers of Ultimate Combat):
Though RAW (without an FAQ to say otherwise), minoritarian is correct.
Helvellyn |
Don't know if the character is for a one off game, but if not the improved dirty trick, greater dirty trick line also gives you access to Dirty Tricks Master at 11...which is a very nice feat.
LoneKnave |
There's some ranger option now in inner sea gods I think that gives Improwed two weapon feint as a style option (thus bypassing the reqs).
I think Dirty Trick is still better though. Also note possibly dipping a few levels into rogue can give you a handful of nasty options/access to tricks like offensive defense and sneaky maneuver.
chaoseffect |
I didn't mean to imply that Slayer got special access to Dirty Trick Master so much as they have full BAB and as such can pick it up at 11th level; having to wait for 15th level for it as well as how hard it is to qualify for without bonus feats is pretty much the death nail in the fighting style for any 3/4 BAB class.