Conditions applied by Dirty Tricks


Advice

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Say you are a level 10 Slayer and take Opportunist, then at level 11 take Dirty Trick Master, assuming you’ve taken the prerequisites.

Combat ensues like this:
A party member next to the Slayer slashes a mob for damage.
The Slayer uses opportunist for a combat maneuver at applies dazzled – rolls and gets 3 rounds
On the Slayer turn they repeated and succeed on the same CM upgrading dazzled to dazed – roll and get 2 rounds + 3 earlier for 5 rounds.

The condition can be removed with a standard action.
Dazed prevents that.
Is the mob screwed for 5 rounds?

Dirty Trick Master:
Benefit(s): Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature's), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first).

Greater Dirty Trick:
Benefit: You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. In addition, removing the condition requires the target to spend a standard action.
Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target’s CMD. Removing the condition requires the target to spend a move action.

This Character Build:

Goblin Race ...personal choice.
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)
9. Kobold Style
10. Opportunist (Slayer/advanced)
11. Dirty Trick Master

Sovereign Court

Congrats - you figured out that Dirty Trick is probably the overall best manuver at high levels. (it is weaksauce at low levels)

Though I will say - the Slayer's CMB won't be all THAT high in comparison to many other builds.


Why did your slayer turn into a rogue?

It looks like you have it about right, but I don't think the durations are additive. That's not generally how Pathfinder works.

I'm not sure what "(including the rounds remaining from the previous dirty trick condition)" really should mean, but I took it to mean that your new worsened condition lasts for your usual duration or the duration of the previous dirty trick, whichever is greater.

But maybe it works your way.

Martials need more stuff.


I was going to use Rogue as an example but they won't have +11 BAB at L11 -- and Slayer will.

Dirty Trick Master wrote:
This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition)

CMB for Dirty Tricks at level 11 will be around +25


I wouldn't say dirty trick is weak at low levels. One level of maneuver master and you get your attacks and can blind your opponent before you do.

Sovereign Court

Korthis wrote:
I wouldn't say dirty trick is weak at low levels. One level of maneuver master and you get your attacks and can blind your opponent before you do.

Actually - if you mean flurry of manuvers - you can only do manuvers with it - no mixing in punches. The only combo which would involve blinding & doing damage for them would be a dirty trick combined with a trip when they have either Vicious Stomp and/or Greater Trip. (And requires you to beat their CMD twice - albeit it's likely easier after they're blinded.)

Hard to get the whole combo working for the first few levels.

In general - dirty trick comes into its own with Greater Dirty Trick so that it takes a standard to get rid of in combo with some ability so that it doesn't take a standard action to do.

Edit: Just re-read the class and was going to fix my post - but Chess Pwn ninja'd my edit. *sigh* I still say that it doesn't really come into its own until 6ish.


Flurry of maneuvers lets you add a combat maneuver with a full attack. So a monk level 1 can Full Attack and do the maneuver and then do any actual attacks he has. His attacks are at full BAB and the maneuver uses his level as BAB but also all maneuvers done take a -2 to them.


What chess pawn said


Havoq wrote:


A party member next to the Slayer slashes a mob for damage.
The Slayer uses opportunist for a combat maneuver at applies dazzled – rolls and gets 3 rounds

Dirty Trick maneuvers can't be taken in place of attacks so how are you able to do so as an attack of opportunity via Opportunist?

That aside, yeah, Dirty Trick is super amazing once you get Dirty Trick Master.


chaoseffect wrote:
Dirty Trick maneuvers can't be taken in place of attacks

I am fairly certain that is exactly how the Dirty Trick CM works.

It takes the place of an attack.
Is there some errata or this I'm not aware of?

Silver Crusade

No errata, that's how it works. Dirty Trick is a standard action, not an attack.

Spoiler:

Dirty Trick

Source: Advanced Player's Guide.

You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.


Dirty tricks usually are a standard attack - not a replacement for an attack. Quick dirty trick changes this but only on your turn and requires you to make the attack at your highest BAB (ie it can't be an iterative attack). So unless there is another class or feat in play here you can't impose a dirty trick as part of an attack of opportunity.

But dirty tricks especially once you get dirty trick master are really strong (why that feat is banned in pfs much to the chagrin of my high level dirty trick specialist)

Depending on what weapons you are using look into:

Burglars buckler (shield that gives a bonus to dirty tricks!)

Brawling armor enchantment - light armor enhancement that gives a bonus to unarmed attacks (great if you are a maneuver master monk using unarmed attacks to deliver your dirty tricks...). (Can be placed on a set of bracers if you want your monk AC bonuses)


Havoq wrote:
chaoseffect wrote:
Dirty Trick maneuvers can't be taken in place of attacks

I am fairly certain that is exactly how the Dirty Trick CM works.

It takes the place of an attack.
Is there some errata or this I'm not aware of?

Only certain maneuvers (trips and disarms) can be taken in place of attacks. The rest are standard actions unless you have an ability that says otherwise such as Quick Dirty Trick, but that only lets you trade out a single attack in your rotation for a maneuver check. The Dirty Fighter orc/half-orc archetype eventually lets you make a dirty trick in place of an attack as well as letting you apply multiple debuffs per trick. It's a great archetype if you want to specialize in dirty tricks.


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Korthis wrote:
I wouldn't say dirty trick is weak at low levels. One level of maneuver master and you get your attacks and can blind your opponent before you do.

The main issue is that it only takes a move action to remove the effect. At early levels losing your move action when you're already in melee isn't much of a loss at all for most creatures. This changes when iteratives come into play and losing your move action means losing your full attack and Dirty Tricks get REALLY good once it takes a standard action to remove them.


DM_Blake wrote:

Why did your slayer turn into a rogue?

It looks like you have it about right, but I don't think the durations are additive. That's not generally how Pathfinder works.

I'm not sure what "(including the rounds remaining from the previous dirty trick condition)" really should mean, but I took it to mean that your new worsened condition lasts for your usual duration or the duration of the previous dirty trick, whichever is greater.

But maybe it works your way.

Martials need more stuff.

I'm not sure if you are speaking literally, but a few levels in something like Rogue are a awesome blend with Dirty Tricks.

You can play a Dirty Trick to make your opponent Blind: no more Dex bonus to AC, so instant Sneak Attack Damage.


@ the OP:

If you are playing a Goblin you MUST MUST MUST get the Roll with It Feat: why else would anyone play a Goblin?


Scott Wilhelm wrote:

@ the OP:

If you are playing a Goblin you MUST MUST MUST get the Roll with It Feat: why else would anyone play a Goblin?

+4 to dex, small size benefits with 30 speed, +10 total to stealth from size/racial/dex bonus. Mechanically Goblin is a really good race.


even at low levels Dirty Tricks can be useful - though their utility and value grows when you start being able to impose multiple conditions at once and/or when it takes standard actions to remove effects (and when Dirty Trick Master is available if it is for you - i.e. not PFS play) then you can actually totally lock down opponents with effects prevent them from having standard actions but can only be removed with a standard action...

at low levels the key is to partner with allies as to when and how you impose your dirty tricks - i.e. a blinded opponent even if they will unblind themselves on their next turn can no longer take attacks of opportunity (unless they feats or abilities they are unlikely to have at low levels) and can be sneak attacked - so time your attack well and your allies can maneuver at will.

If you are going to use Dirty Tricks well you have to play tactically - for example consider delaying until just the right moment in the initiative order or consider readying an attack to impose your dirty tricks for maximum effectiveness. You are basically a martial debuffer - while Blind is my PFS character's go to effect there are many others which are also quite good to impose situationally. Penalties to saves for example can help your spell casters land effects.

Taking up a move action (and likely being the target of a standard action) helps lock down an enemy - meaning your party may be able to maneuver better, deal with other enemies etc. Even at low levels many creatures would prefer to have a full action (natural attacking monsters, summoners, any creature that has special move speeds etc)

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

I always thinks of losing a move action as more they can't full attack. For some creatures this makes no difference but for many, especially creatures with lots of natural attacks, you can trade your attack to prevent 2+ of theirs. This may be a valuable trade in many situations.

Once its a standard, it becomes glorious. I would definitely look at Slayer though as their target ability works with CMB and combined with a move action target, standard action dirty trick would work very well.

Just imagine entangling an Ooze by grabbing pseudopods and tying them together.

Dark Archive

Dirty Trick+Parry and Riposte are wonderful at high levels for not caring what your AC is(as long as there aren't ranged dudes)


All these complicated discussions are all reasons why I like the eldritch guardian archetype for fighters.

Get a familiar that shares your combat feats. Give that familiar a decent BAB due to the mauler archetype for familiars.

With the dirty trick feats, you can double team an enemy and take them out in 1 round. Add in that one dirty trick teamwork feat (it is also a combat feat) where you can take an immediate action to boost the duration of a friend's dirty trick, and maybe use the later one that adds on more conditions as an immediate action.

There are a lot of tricks you can do with this archetype. And heck, it even protects you from charms and dominations by augmenting bravery.


Scott Wilhelm wrote:
@ the OP: If you are playing a Goblin you MUST MUST MUST get the Roll with It Feat: why else would anyone play a Goblin?

I smiled when I read this. My Goblin has roll away and truly is fun to use. She’s used it to full advantage but in a Feat MAD progression, I delayed progression by two levels by taking Roll Away with a 3rd level feat. I’m training out of in now.

The comment about Rogue was just me not being clear. The build is based on Slayer.

There is the Bounty Hunter archtype but it is not optimized as written. At level two you get Dirty Trick (Ex) – Only to Studied targets – you add 1 to the combat maneuver check for each die of the bounty hunter's sneak attack damage -- and does not provoke.

It sounds great and is but…
By RAW it does not count as Improved Dirty Trick in progression: You have to be Sneak Attacking, won’t work against mobs immune to SA, and Slayer SA progression is every 3 levels. You lose free choice on picking your 6th and 10th level Slayer feats – severely delaying an already MAD progression.

I wonder if anyone knows: Can you use the retraining rules, to train out of Submission Hold (Ex), and Incapacitate (Ex) into other things like Combat Trick at 6th and Opportunist at 10th? That would change things.


you generally can't retrain bonus feats unless you had a choice of bonus feats (you can't say retrain Improved Unarmed Strike if you take two classes that both give you that feat as a 1st level bonus feat. (in a home game I would probably work with a player in that case to find an alternative feat for them but that would be a house rule)

And you can't retrain archetype or class features that aren't a choice at all (like Submission and Incapacitate) - if you don't like those features I wouldn't suggest going Bounty Hunter.

Personally I think the Submission hold is a pretty nifty ability - grappling to deal sneak attack damage is flavorful and fairly mechanically potent - especially if you build towards focusing on combat maneuvers especially grapple (and to a lesser degree dirty trick). If you are willing to sacrifice some BAB you might consider 2 or 3 levels of Rogue (which would get you 2 dice of SA, trapfinding and evasion unless you went with an archetype). Then go slayer (perhaps bounty hunter) for the rest.

I think the slower SA progression is a fair tradeoff for being a full BAB class w/nifty tricks - but that's my opinion, I haven't yet built a slayer (and if I do I would seriously consider dipping a few levels into rogue for more SA, evasion and trap finding leaving my slayer talents free for other things.


Goblins are fun. Roll With It seems amusing, by my goblin is taking Ankle Biter instead.

In a discussion a while back I think that the guy who wrote Dirty Trick Master said that you should be able to take an action to remove the effect of a dirty trick even if you normally wouldn't be able to take that action due to the effect of the dirty trick. I think we were focusing on stuff like nauseated which would normally make it impossible to take a standard action. Even if I'm attributing this stance to the right person it wouldn't prove what should happen "officially", but it might give some insight into the original intent.

I've worked a Dirty Fighter up in levels to the point where he's on the cusp of gaining the exciting class abilities at levels 9+. I think that he should do pretty well even if we go with that conservative ruling.


Wow, thank you for sharing that. Very interesting. The group I play with is RAW centric -- but -- I could see the point for sure. RAI, use a standard action to remove. That's why I asked. And - I wonder who the guy who wrote Dirty Trick Master is.


Devilkiller: was that in a post from the Dev? Do you happen to have a link to it? I have a character that uses that and would like to know for future rulings.


I had to search a little, but here's a link to the thread. Neal Litherland, who is apparently the author of the feat, was discussing and promoting it a bit. In the relevant post Neal said:
"While I have no authority to rule on it, my interpretation is that you would be able to remove nauseated with a standard action outside the normal parameters. Otherwise it would be 1d4 rounds (minimum) of total shutdown, and DMs would never stop throwing this ability at players."

Those are Neal's words, not mine, but I agree that interpretation seems fair.


an alternative approach which may be a slight modification of the rules but would seem fair to me as a player (and as a GM) would be that it takes a Standard action to remove - but that anyone can perform that standard action.

So still a potential lockdown on a solo monster - or on a PC if the other PC's don't act - and it is a big deal - but not unsolveable.

Definitely close to total lockdown - but there are plenty of other abilities and spells in the game which are also lockdowns or insta-kills. The nice thing about something like Dirty Trick is that while it locks someone down it isn't a fatal lockdown or a permanent one like so many other effects (baleful polymorph, assassinate etc) It is the reason my dirty trick specialist PFS character uses dirty tricks (he's Lawful Good) - if he can end a battle quickly w/o killing he has a chance to gain more from an alive but subdued enemy than from a dead one - and if he needs to kill something evil - blinding etc it first helps keep everyone else in his party alive.


The idea of allowing other creatures to assist one affected by a Dirty Trick is kind of interesting. Overall I don't think I like it though since it takes the burden of wasting some actions off the enemy you tricked, who is presumably the one you want to stop from acting effectively.

You are correct that the game includes a lot of single roll combat enders whereas Dirty Trick Master even as written is more like a two roll combat ender. However, I like the idea that d20 games are slowly moving away from "Save or Die!" and other evening ending d20 rolls. In our games we've recently started allowing new saving throws for the Fear spell in subsequent rounds to reduce the condition from frightened to shaken, and I'd like to see more changes like that to the game in general.

My Dirty Fighter isn't any sort of pacifist. He's a bitter and vengeful psychopath who transfers his own feelings of powerlessness and worthlessness onto his victims and then crushes them in effigy as he strives to elevate himself by debasing others. He especially likes the idea of rape since it gives him a chance to create half-orc offspring who will never be as strong as him. This is all played rather tongue in cheek, and anything really terrible happens "off camera", but the PC's incredibly negative outlook has been pretty amusing for the group, especially since the plot of the adventure has sort of locked the PCs into being the heroes of the story (and who doesn't want a deformed psychopathic rapist who trips people, stomps up and down on them, and spits blinding substances in their eyes coming to save the day? did I mention that he recently grew a devil tail and mutates into a form with small horns?)


My dirty trick specialist (in PFS) is a Tiefling - who also has a tail (prehensile of course) - but he's also Lawful Good and all kinds of tricky fun (mechanically he has a 20 INT - w/o being any form of arcane caster currently - though I keep considering it because he does like to dabble in all things magical). He's a lore warden fighter, a maneuver master monk and has a few levels of rogue. He thinks of his dirty tricks as ways to use his foes own weaknesses against them - to take them out of the fight before it even starts and to keep his allies safe. And if that means he kills an evil caster or a demon or a dragon by hitting it really really hard many times after he blinds it - that's fine.


Slayers are absolutely amazing with dirty tricks because of the bounty hunter archetype, and Surprise maneuvers. If you take 1 level of maneuver master, you start the round by blinding some fool, then apply a dirty trick on all subsequent attacks.


Pathfinder Adventure Path Subscriber

Vexing dodger rogues also get some nice dirty trick abilities and improved dirty trick for free.


The Slayer wasn't out yet when I started the Dirty Fighter, but maybe it could be interesting for a future PC.

Do folks have any other thoughts on the possible issues with Dirty Trick Master though? My PC should finally be able to take it in a few levels.


Mine uses the Improved Trip and Improved Grapple line of feats as well. Ki Throw and Binding throw work well. My build seems very similar to Rycaut's. I have a few levels of Rogue (Thug archetype) to apply Shaken and Sickened. I also use Cornugon Smash/Shatter Defenses to always get the Sneak Attacks in. Brawling Armor helps as I don't care about losing my Monk bonuses.

I could give you a list of planned gear but I can tell you that Anaconda's Coils are high on my list of priorities.

I play the character in PFS and came up against an encounter at level 2 and had the end boss Blinded, Entangled (from a net), Prone, Grappled, Pinnged, Tied Up and I believe Shaken. I think I about made the GM cry. He had the bad guy just give up because there is nothing he could do anymore. You know you have success when you make the GM cry, right? ;)

edit: Oh, and Stunned for at least one of those rounds.


Lune - I think your build is likely more optimized than my character (who is also a skill monkey so has a lot of feats/abilities invested in that. You seem to have more feats than I do - so perhaps have taken more levels of monk? I'd be curious to see your build if you don't mind posting it somewhere. Thug archetype is nice as well - I don't have that.


I think it's interesting how the author of Dirty trick says Flurry of Maneuvers(Ex) counts as Improved Dirty Trick - RAI.

Lune, I don’t see where/how anyone is getting iterative opportunities for combat maneuvers at level two. How is anyone getting more than one at that level?. I need to do more reading on that – or someone could explain it to me?

As far as I can tell, Flurry of Maneuvers (Ex) gives you one extra maneuver at level 8, a 3rd at level 15. What other ways give you more chances for addition maneuvers per turn?


Another thought - Flurry of Maneuvers(Ex). Lots of you are saying take it as a dip, including the DT author. I don’t know how great a FoM dip is going to be when you are no longer level 3, or 4. It uses your Monk level to replace your BAB. Well, that’s going to suck with a one level dip at higher levels. I'll ask the question - for a CMB that's already hampered by not being buffed by your weapon bonuses, why bother with a Monk dip?


It has long been clarified that you add your BAB from other classes to your monk BAB while flurrying (or flurry of maneuvers)

There are feats like Quick Dirty Trick that gives you a way to do another dirty trick in a round (if you are a maneuver master monk).

But the key point is to stack your maneuvers with effects from others.

Also in terms of weapon bonuses there may be variation but I've always seen that especially a monk can apply bonuses to his unarmed attacks to maneuvers he does with those attacks - and it is very clear that there are maneuvers like trip (and reposition, drag and sunder) which can indeed be done with weapons so I don't know why you claim CMB isn't buffed by your weapon bonuses.

From the PRD:

Quote:

Combat Maneuver Bonus: Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:

CMB = Base attack bonus + Strength modifier + special size modifier

Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.

Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Note the last paragraph, You apply ANY bonuses you currently have on attack rolls (including from feats and other effects) - applicable to the weapon or attack used to perform the maneuver. i.e. for a monk using unarmed strikes to deliver a maneuver it would be all his usual bonuses to that attack - with the additional bonus vs stunned opponents (which I had been forgetting - I'll need to remember that next time it comes up).


Rycaut wrote:

Also in terms of weapon bonuses...I don't know why you claim CMB isn't buffed by your weapon bonuses.

What I am saying is, weapon bonuses don't buff your CMB for Dirty Tricks.. i.e. a +2 dagger isn't giving you +2 to dirty trick.

*edit* And – to be fair – that could be on a trick by bases, left open to the imagination of the player and the graces of the GM interrupting

VV...I edited for clarity and didn't see your reply, but yes...I think we are on the same page.


unless you convince your GM that you are using that dagger to deliver the dirty trick... (as a GM i might allow that for some dirty trick attacks but not others - depends on the context) - but yes using a weapon is tricky for most dirty tricks. However using unarmed strikes seems pretty natural to me (as a player and as a GM) so I would tend to allow enhancements to unarmed strikes to apply.


Sneaky Maneuvers:

Benefit: Anytime a rogue with this talent could hit an opponent with a melee sneak attack on her turn, she may take a –2 penalty on her attack roll and attempt a dirty trick, disarm, steal, sunder, or trip combat maneuver instead of dealing sneak attack damage. If the attack succeeds, the rogue deals weapon damage as normal and then attempts a combat maneuver check as a swift action (the –2 penalty only applies to the initial attack roll, not the combat maneuver check). This combat maneuver still provokes attacks of opportunity unless the rogue has a feat or ability that allows her to perform it without provoking attacks of opportunity.

In regards to sneak attack and Sneaky Maneuvers, I'm wondering if you have two weapon fighting, or a high enough BAB, if this is how you get multiple Combat Maneuvers in a single turn? Sounds like it to me.


Bounty Hunter is better, but that also works.


With Slayer/Bounty Hunter you lose your 2nd, 6th and 10th level talents - so there is that to consider. And - six levels of Slayer is only (2) Sneak Attack dice, so +2 on Bounty Hunters CMB to dirty tricks.

Levels of Rogue stack with Slayer levels, so even with a 3/4 BAB you might want to mix in some Rogue levels...assuming you are playing a rogue for the Roguish things people play Rogues for...to get those talents.


you can only get one combat maneuver per turn with sneaky maneuvers (since it gives you a chance to use a swift action to deliver a combat maneuver - though since this is only if you succeed you can keep trying on every attack you make in a turn if you don't mind the -2 on each of those attacks).

If you also have a level of Maneuver Master Monk then you can do this as part of a flurry of maneuvers and yes you would be able to potentially do two dirty tricks in a single round (though you would take a penalty on your swift action dirty trick due to the flurry).

It it s very good rogue talent... going to look at it for my PFS dirty trick specialist... it does take the place of your sneak attack damage so it is a tradeoff - but it is likely worthwhile as you can blind & deafen or Blind and sicken/shaken in the same turn which is very very nice indeed.


Havoq: I can get 2 maneuvers per turn unless I get an AoO then I can get 3 (trip can be done as an AoO). I didn't say I did that all in one turn, mind you. But remember that Stunning Fist can be delivered on anything that uses an Unarmed Strike.

FoM grants you one extra maneuver on top of your other attacks/standard action. It will always be worth it.

This is my build:

Spoiler:

Human
Str: 16+2=18
Dex: 12
Con: 12
Int: 13
Wis: 14
Cha: 8

MMM= Maneuver Master Monk
Fighter levels are Unarmed Fighter (Though Lore Warden could work well here too)
Rogue levels are Thug

1st
MMM 1
Improved Dirty Trick (bonus), Improved Grapple (1st), Combat Expertise (Human), Flurry of Maneuvers, Stunning Fist, Unarmed Strike
2nd
MMM 2
Improved Trip (bonus), Evasion
3rd
Fighter 1
Ki Throw (Fighter 1), Binding Throw (3rd), Mantis Style (bonus)
4th
Fighter 2
Power Attack (Fighter 2), Harsh Training
5th
Fighter 3
Dazzling Display (5th), Tough Guy
6th
Fighter 4
Cornugon Smash (Fighter 4)
7th
Rogue 1
Final Embrace (7th), Sneak Attack: 1d6, Frightening
8th
Rogue 2
Shatter Defenses (Talent)
9th
Rogue 3
Quick Dirty Trick (9th), Sneak Attack: 2d6, Brutal Beating
10th
Fighter 5
Vicious Stomp (Fighter 5), Weapon Training
11th
Fighter 6
Greater Trip (11th)
12th
Fighter 7
Greater Dirty Trick (Fighter 7), Clever Wrestler


Though, I must confess that I likely need to take a second look at Sneaky Maneuvers. That definitely belongs somewhere in my build. Honestly, I do not think I could fit it in until post 8th though as I definitely need Shatter Defenses at that level to queue off my Cornugon Smash and that is the level I gain Talents at anyway.

I talk about what the character can do here. It is a bit outdated, though. Here is a snippet:

Spoiler:

So this build in a single round could do all of the following: (listing conditions applied in parenthesis)
1. Declare Flurry of Maneuvers
2. Stunning Fist (Stunned) on the first atack which is a...
3. Power Attack triggering Cornugon Smash + Shattered Defenses making the foe (flat footed) and (shaken) for the remainder of the round allowing the rest of the attacks to be Sneak Attacks
4. On second attack use Dirty Trick to (Blind) the enemy.
5. On third attack use Improved Trip triggering Ki Throw (Prone) and Greater Trip another attack which is also a Sneak Attack
6. Since the foe has now been sneak attacked this triggers Offensive Defense (+4 AC), Befuddling Strike (-2 to attacks), Frightening and Brutal Beating (Sickened)
7. Since the foe was Ki Thrown this triggers Binding Throw for a free (Grapple) attempt
8. Assuming the foe is grappled, continue to (Pin)

Next round you can (Tie Up) your opponent, attempt another Stunning Fist if the first one didn't succeed, apply dazzled, deafened, or entangled via Dirty Trick or just continue to beat them senseless with Sneak Attacks.

What I like about the build is that while you are applying your conditions you are not losing out completely on damaging your opponent. With Power Attack and Sneak Attack applying on all of your attacks past the first, and Power Attack applying on the first you are able to contribute some decent damage while making the poor sap your fighting cry because he can't manage to do anything to you. I envision a fight with this guy looking like someone trying to fight Jackie Chan in any number of his movies where he ties them up with their own shirt and is a constant flurry of shenanigans throughout the fight.

Oh, and the CMB really stacks up nicely with Lore Warden granting a flat +4 by 7th level and many of the condition stacking giving the opponent stacking negatives. Blind gives -2 to CMD, Flat-Footed gives denies them adding Dex to CMD, Entangled gives -2 to CMD, Grappled gives a -2 to CMD, Pinned is an additional -2 to CMD, Prone gives a -2 to CMD, Stunned gives them a -2 to CMD and gives you a +4 to CMB.

That is a potential total of +8 to your CMB, and a -12 to their CMD. If they still have a positive Dex modifier after all of that they also lose that. They get another -2 to attacks if they try to do anything except escape the grapple.

And it isn't like they are going to attack you either. Not with the severe negatives they are getting to that: Blind giving a 50% miss chance, Dazzled -1 to attacks, Entangled -2 to attacks, Grappled -2 to attacks, Prone -4 to attacks, Shaken -2 to attacks, Sickened -2 to attacks, Befuddling Strike -2 to attacks and you have a +4 to AC from Offensive Defense.

Thats a total of -15 to their attack and +4 to your AC. That is before using Combat Expertise.

...and that is if they aren't Stunned in the first place.


If you're taking IUS anyhow I think Enforcer is a great alternative to Cornugon Smash. Being able to demoralize foes for 10-15 rounds is very nice. I also probably could have saved a feat on Intimidating Prowess since I only need to match the DC for intimidate rather than blowing it away.

I can hardly wait to get the Cruel enchantment on my Dirty Fighter's heavy flail. Sure, that's -1 to Trip and Disarm attempts compared to getting another "plus", but giving everybody I slap around or stomp on an extra -2 debuff to attacks, damage, and saves just seems too good to pass up.


Enforcer has the unfortunate downside of requiring you to do non-lethal damage. Cornugon Smash does not but you can still choose to do so if you wish. Luckily you do not have to choose which one you are getting, you could get both if you so wished. Both are good options for this kind of build.

I agree with Devilkiller. Both work with Shatter Defenses. Cruel is highly valuable in such a build as well. I will be getting Body Wraps of Mighty Striking with Cruel on them. I also highly recommend Anaconda's Coils belt. Carrying around some nets is a good debuff starter as well.


It’s quite possible to have the basics of a solid Dirty Trick in place by level 6. For Slayer, you have the meat of the class’s abilities in place at level 6. Multi classing 4 levels (7,8,9,10) into straight Rogue makes sense because they stack with Slayer levels – and you only lose +1 BAB. Then do whatever you want like add in 3 levels (11, 12, 13) of Fighter/lore warden for extra BAB, CMB and FEATS in a feat MAD build.

You could use your 8th, 9th and 10th levels in Rogue to get Minor Magic, Major Magic, and Dispelling Attack!!! Entanglement of Blades at 11th, then Dirty Trick Master at 12th – assuming non PFS. What you’ll lack in raw DPS you’ll more than make up for in class strength having built a Rogue that doesn’t suck – and isn’t a “ahem”, one trick pony.


4 levels in rogue delays your next increase in studied target increase, as well as when you get quarry, which is huge.

It's not worth it imo. You aren't that feat starved (unless you decide to try TWF-ing as well I guess, it's pretty tight then).

Dispelling attack is admittedly great though. You could slowly remove any spells protecting him from your dirty tricks.


Four levels of Rogue gets you +2D6 Sneak Attack, Trap Finding, Evasion, Uncanny Dodge – and ALL of the Rogue talents – including the Advanced talents. If you are playing a Slayer with the idea of also being Roguish it’s a great trade off. Four more Slayer levels gets your 3rd Studied Target, +1d6 Sneak Attack, an extra +1BAB/CMB over the Rogue, Stalker and access to Slayer Advanced Talents… which candidly aren’t so hot for raw Power. It’s a pretty easy decision I think.

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