Active Dex-Based Supportive Melee'esque defender ... (?)


Advice


Yep, quite a lot that I ask. Our group starts a new adventure from level 1 with 4 players. As two of us will most likely go for tossing out damage and another one for a more supportive and manipulative witch, what seems to be missing is a character that tries to keep the foes at distance and protects the group as good as possible.

Now there are several ways to to that but I want to go for a new gaming experience, even though it might not be the best way to do it, e.g. a phalanx soldier based on reach-weapons and trip. However, here's what I am looking for.

(1) Dex-Based.
(2) Melee.
(3) Non-Caster.
(4) Combat maneuvers.
(5) Parrying, blocking and redirecting attacks.
(6) Damage doesn't matter.
(7) Nets, Whips and such mundane means.
(8) Offer a variety of out-of-combat skills and abilities.

I try to corporate those 8 points into one coherent character concept. I want to be active (!) in battle by parrying attack, using combat maneuvers (especially interested in dirty tricks) to keep foes at distance and redirect attacks against my group.

So far I thought about going either for a Rogue or Swashbuckler. The Swashbuckler fits the general theme perfectly by abilities such as Opportune Parry and Riposte (Ex) but then again, I like the versatility of the Rogue and I think even a Rouge can be turned with the right feats and rogue talents into a supportive melee-fighter. But then again, a Rogue only has a medium BAB and that might be rather problematic ...

Two levels in Duelist seem to have a must-have due to Parry (Ex), but aside from that, I am rather undecided how to proceed. Any advice? Basically, I want to throw dirt in people's faces, pull their hair, hinder them, throw nets, parry attacks and take a blow if I have to in order to defend an ally. Thanks!


I suggest a single-classed ninja. Being able to turn invisible will make executing combat maneuvers (or throwing the nets you're not necessarily proficient in) easier, they have as much out of combat ability as any non-caster, you can get a little parrying ability via the amateur swashbuckler feat, the blood debt trick redirects attacks, they tend to be dex based; the fit seems perfect.


Dareing champion cavaleir seems like what you want. Tactics, order and banner Can be good support. Full Bab and High dex is a good place to start with maneuvers that rely on a weapon.
And you Can have exelent damage if you want it.


You could do exactly what I'm building, go straight unchained rogue, and while I'm not using it, use the swashbuckler archetype so you can take combat trick twice for more goodies.

1st feat combat expertise
1st rogue talent- ninja trick: unarmed combat training
2nd feat- Improved trip
2nd talent- combat trick: Vicious stomp
3rd feat- Improved feint
3rd talent- combat trick- Ki throw

So basically once you get all of this what you will do is get in there, feint for flatfooted, trip them which should be easier, ki throw will allow you to place them prone in any unoccupied square you threaten to help with positioning, plus vicious stomp makes it so anyone who goes prone in a square you threaten provokes an AOO from you, and that sneak attack comes with debilitating injury. :)

So basically at sixth level in one turn you get to trip your opponent place them somewhere within reach that suits you better and get a free shot on someone who is flat footed and prone for sneak attack. I kinda like it.

EDIT: however if you could get it Wolf style would really make this crazy and if you don't skip the middle feat via master of many styles or Unarmed fighter would replace ki throw. Trust this style would be beautiful for this, I just can't affor the wisdom and refuse to dip with this guy, but you could. ;)

The Exchange

Try being a Mouser Swashbuckler. It was the first thing I thought of as soon as I saw the title.


Half-Orc Unchained Rogue w/ Skulking Slayer & Scout archetypes.

Exotic Weapon Prof to get Elven Branch Spear, a finesse reach weapon.

Minor and Major Magic to cast Long Arm on yourself. (if you wanna, no big deal)

At 4th level, Debilitating Injury - Hampered makes it so that enemies you sneak attack cannot take 5' steps.

After that, take classic Monk w/ the Maneuver Master archetype.

First turn of a fight, you charge an enemy and Scout lets you deal sneak attack damage. Apply Bewildered to drop the target's AC (and CMD!) by 4 to you and 2 to everyone else. Skulking Slayer will let you forgo your sneak attack damage to do a dirty trick, which you attempt to blind them with a bonus of +2. With an effective -6 to their CMD, you should succeed in blinding the target.

On your next turn, Flurry of Maneuvers to continue blinding them (if they've corrected the problem). If not, deal sneak attack dice to apply more debuffs, etc etc. Basically, you lock one (or more) creatures in reach down completely.

Alternatives: Staying single class Rogue would get you to Advanced Talents sooner and get you Double Debilitating (so you can apply both Hampered and Bewildered at once on the charge) and Opportunist (so you can maybe get an extra attack per round on things).


Urban barb based on TWF or dervish dance. Come and get me provides much for control, the DR makes for awesome tank, non caster, great damage output, superior saves, decent skills. Combat manuevers aren't the best but you can rage for strength bonus and your full BAB means your never bad at it. Can't do much about nets as I don't know how to use em well.

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