Halfling Combat Repositioner? Any ideas?


Advice

Liberty's Edge

Hey all,

Was wondering if anyone had some ideas on how to build a small race that can either dance around enemies to get into position easily or move opponents (reposition, bull rush, drag, etc?) into a favorable position for myself and teammates.

I really don't know what combos, builds, etc to merge to make this fly well. But got to thinking about this setup after playing a PFS scenario where we went to a monk temple and fought their prized "champion" who danced around us, pushed people off the pillar, and had made reach with a longspear. Any thoughts / suggestions would be great. Race probably not a big concern, but mostly feats and some suggestion builds would be great! Thanks.


there is a halfling monk archtype that allow him to ignore size limitation.
otherwise, as you are small, maneuvers will be a bad idea for you.
you cant trip, bull rush, reposition and more large and up.


Another option would be the Mouser, which is a Swashbuckler archetype designed for Small races.

Liberty's Edge

From what I understand of the Underfoot Adept (halfling Monk archetype) the Underfoot Trip ability that increases the halfling's size over time only works for Trip attacks.

The mouser is interesting but I'd rather have a way to move my opponent around. I'll keep Mouser in consideration though as it lets you create flanking for all adjacent allies and has some other nice features.

I'm more-so looking to bull rush, reposition, and etc if possible to forcibly move my opponent around.


sadly, there isnt a feat or feat chain even that allow one to effect larger foes. it is stupid in my eyes - as it force high level player to go for the kill and desert maneuvers.

Liberty's Edge

How about a Flowing Monk or Hungry Ghost Monk? If it comes down to it, I'm open to playing a medium sized race but prefer small if we can make it work.

A few feats I'm interested in are: Step up, Pushing Assault, Punishing Kick, Ki Throw, Spinning Throw, Sidestep, and Gliding Steps. I'm thinking of using a Longspear for reach while still being able to use unarmed strikes if necessary. I know the damage part will most likely be subpar, but I'm ok with that if someone can figure out a build that pushing enemies away and maintains reach or can dance around / follow enemies. The Ki Throw and Spinning Throw I'm not sure how effective / great they are but I found them interesting while reading the feats.

Let me know any thoughts / builds you can come up with to create this type of character.

The Exchange

As a halfling?

Goliath druid (min 6 levels, or 8), dip 1 lv brawler to ignore int pre requisites for the combat maneuvers. Don't forget shaping focus. Turn into your favourite large giant and throw/trip the crap out of everyone. You don't have to count as being larger if you already are larger. If it gets squeezy, belt of the weasel.

The problem of small characters is you're permanently taking a -1 to your CMB, and you need to burn a feat for agile maneuvers.

You can go take the rest of lvls in any class that has full bab, or assumes full BAB for the purposes of maneuvers.

Liberty's Edge

Interesting archetype. I think I'm trying to go more towards the monks' "champion" in the past PFS scenario I played. I mean, the Goliath druid does give some great bonuses to grapple,trip,etc. but I'm thinking I'm not going to be able to squeeze most of the feats that I'd like to take into a class like that.

The Exchange

After your 6 levels to get large you're free to take whatever levels you want to get your feats, I.e, fighter levels.

Liberty's Edge

Honestly I think it would be fine to just be able to bull rush and reposition enemies of small and medium size. I mean 90% of what we encounter in PFS is medium humanoids. I appreciate the suggestion though.

Small sized race with longspear and Pushing Assault? Flowing Monk's "Unbalancing Counter" ability and "Redirection" seem pretty useful. Maybe a 1 level dip into Cleric and pickup Crusader's Flurry with a deity that uses Longspear? Any builds or feats that I should make sure to have in a setup like this?

The Exchange

Wrong. You haven't seen enough of high level PFS play. Things get large pretty often at higher levels, sometimes they even get huge. Usually once they get large you can't use combat mameuvers on them unless you're built for it. I suggest if you don't want to shift into something else, go medium sized, str based.

Sad to say, lorewardens do this kind of maneuver shinenegans better then monks ever do. If you need improved unarmed strike, dip brawler or monk.


Maybe go Dwarf? They're technically medium, but they're pretty dang short (in the area of 4ft tall), so you still get the fluff of a smaller character pushing around other enemies on the battlefield. That also gives you access to some helpful alt racial traits like Giant Hunter (+1 att and +2 Survival to track vs giants, replace Hatred) and Relentless (+2 CMD for bull rush and overrun while on the ground, replace Stability). The +2 to Wis is also nice if you do end up going with a monk build.


I believe the Powerful Shape feat would let you count as a larger size for combat maneuvers.

PFS is a humanoid-centric game to be sure, but larger things do show up more often at higher levels.


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Pathfinder Adventure Path Subscriber

UC rogue with elven branched spear 3 levels for damage and utility.
Then go UC barbarian untamed rager from dirty tactics toolbox, improved/greater dirty trick + boni for free, rage also helps with CMB, so does the full BAB.
Giant-Harried trait from Giant Hunters Handbook gets rid of the -1CMB/CMD.
Then your most important feat: Dirty Fighting. Ignore AoO for combat maneuvers you don´t have when flanking or get +4 on the ones you have.
Makes it very easy to get more combat maneuver feats.

For the "dancing" around look for: dodge, mobility, reach defense, just out of reach.

Liberty's Edge

Well here's what I was able to draft up that's kind of in the spirit of what I'm wanting the character to be. Any suggestions and any thoughts on the two free feats at 11th level?

Class – Monk 6 (Flowing Monk/MotSM) | Fighter 4 (Polearm Master) | Cleric 1
Race – Halfling
Deity – Arqueros (domains: Cooperation & Tactics)

Traits -
* Tianjing Temple Guard – +1 trait bonus on AoO with polearms
* FREE

Stats -
Str: 13 (-2 race)
Dex: 17 (+2 race)
Con: 14
Int: 10
Wis: 14
Cha: 9 (+2 race)
Points Spent: 7, 7, 5, 0, 5, -4

1) Monk 1: Bab +0, Combat Reflexes (lvl 1), Nimble Moves (Monk)
2) Cleric 1: Bab +0
3) Monk 2: Bab +1, Weapon Focus: Longspear (lvl 3), Toughness (free)
4) Monk 3: Bab +2, +1 Dex
5) Monk 4: Bab +3, Crusader’s Flurry (5)
6) Fighter 1: Bab +4, Dodge (free fighter)
7) Fighter 2: Bab +5, Gliding Steps (lvl 7), Mobility (free fighter)
8) Monk 5: Bab +5, +1 Str
9) Monk 6: Bab +6/+1, Power Attack? (lvl 9), Improved Reposition (free monk)
10) Fighter 3: Bab +7/+2,
11) Fighter 4: Bab +8/+3, Risky Striker? (lvl 11), FREE (free fighter)

Successful AoO's make enemies flat footed till end of my next turn, making it easier for my allies and myself to hit them. Also should let rogues get sneak attack I believe? I can reflex to halve melee damage, +AC for standing still, +1 natural, +1 per enemy flanking, +1 from Dodge, +1 monk bonus, + Wis mod, & + Dex mod my AC should be pretty good.

Gliding steps lets me move and not get AoO'ed on 1st 5ft movement, or spend 2 ki and not provoke during entire movement when I need to retreat. I can also Gliding Steps away and circle around them to flank or get a better position. Crusader's Flurry lets me flurry with my longspear, making it more useful.

It's less of the moving enemies around and more of moving myself around, making enemies flat footed, and re-positioning enemies sometimes.

Liberty's Edge

Any thoughts or suggestions? Ideas on 2nd trait, level 9 and 11 feats? etc?


1.improved trip
2. Improved feint (optional)
2 wolf style (the whole tree)
3. That halfling archetype
4. Vicious stomp

Get those 4 things and you should be pretty beast at what you're aiming forbade someone with a similar idea in mind. He would've straight do e this had he been a monk. Either way I think you'll find it quite brutal.

The Exchange

Meh. Dc is 15 (ref) not to get sickened. If you want to inflict sickened, I suggest cruel enchant on weapons. Without agile maneuvers, you're at a BAB +1 to make whatever maneuvers you can think off. No weapon finesse(doesn't work with longspear), makes it even worse. You won't be able to hit a thing.

I suggest you stop trying to make it work on a monk chasis and try using a druid(if you're dead set on halfling) or a lorewarden instead.

NPCs are usually a few levels higher then you are to impress you with stuff that usually isn't possible. And they arent optimized, I ran a monk NPC challenge(off a PFS adventure) against a PC tetori. The PC tetori trounced him easily.

Liberty's Edge

Just a Mort wrote:

Meh. Dc is 15 (ref) not to get sickened. If you want to inflict sickened, I suggest cruel enchant on weapons. Without agile maneuvers, you're at a BAB +1 to make whatever maneuvers you can think off. No weapon finesse(doesn't work with longspear), makes it even worse. You won't be able to hit a thing.

I suggest you stop trying to make it work on a monk chasis and try using a druid(if you're dead set on halfling) or a lorewarden instead.

NPCs are usually a few levels higher then you are to impress you with stuff that usually isn't possible. And they arent optimized, I ran a monk NPC challenge(off a PFS adventure) against a PC tetori. The PC tetori trounced him easily.

From my understanding the Redirection ability sickens if successful and also lets you use a reposition or trip attempt. Otherwise the 8th level improvement makes no sense in allowing you to make both attempts as 1 immediate action. This ability does replace Stunning Fist.

The Exchange

Fair enough.

"At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration"

You can do it as many times per day as you have monk levels(that is a maximum of 6). The problem is, your build never takes improved trip or improved reposition(not till level 9). The creature is stated to be attacking and threatening you. Which means that any trip/reposition maneuver you make will cause them to take an AOO on you - because the ability lacks the wording saying it does not provoke.

You have 16 AC. At level 1 you have a +3 to hit with your longspear, and a +1 to trip with your longspear (on an AOO, or its a +0). Also longspear is not part of monk proficiency. I assume you use heirloom weapon to grant you proficiency, or it would be -3 to trip, +1 to hit, for non proficiency penalties.

The Exchange

Just to list it down, will post my builds in another post to make it less like a huge lump of text.

1) Monk 1: Bab +0, Combat Reflexes (lvl 1), Nimble Moves (Monk) - to trip +0/ reposition +0
2) Cleric 1: Bab +0 - to trip +0/ reposition +0
3) Monk 2: Bab +1, Weapon Focus: Longspear (lvl 3), Toughness (free) - to trip +2/ reposition +1
4) Monk 3: Bab +2, +1 Dex - to trip +4/ reposition +3
5) Monk 4: Bab +3, Crusader’s Flurry (5) - to trip +5/ reposition +4
6) Fighter 1: Bab +4, Dodge (free fighter) - to trip +6/ reposition +5
7) Fighter 2: Bab +5, Gliding Steps (lvl 7), Mobility (free fighter) - to trip +7/ reposition +6
8) Monk 5: Bab +5, +1 Str - to trip +9/ reposition +8
9) Monk 6: Bab +6/+1, Power Attack? (lvl 9), Improved Reposition (free monk) - to trip +10/ reposition +11
10) Fighter 3: Bab +7/+2, - to trip +11/ reposition +12
11) Fighter 4: Bab +8/+3, Risky Striker? (lvl 11), FREE (free fighter) - to trip +12/ reposition +13

See also what you're working with for CMDs:

http://www.tgdmb.com/viewtopic.php?p=279247

And open the google doc.

Liberty's Edge

Build so far:

Class – Flowing Monk / Monk of the Sacred Mountain 6 | Weapon Master 4 | Cleric 1
Race – Halfling
Deity – Arqueros (domains: Cooperation & Tactics)

Traits -
* Tianjing Temple Guard – +1 trait bonus on AoO with polearms
* FREE

Stats -
Str: 13 (-2 race)
Dex: 17 (+2 race)
Con: 14
Int: 10
Wis: 14
Cha: 9 (+2 race)
Points Spent: 7, 7, 5, 0, 5, -4

1) Fighter 1: Bab +1, Weapon Focus: Longspear (lvl 1), Combat Reflexes (free fighter), +1hp
2) Monk 1: Bab +0, Nimble Moves (Monk), +1hp
3) Cleric 1: Bab +1, Crusader’s Flurry (lvl 3), +1hp
4) Monk 2: Bab +2, Toughness (free monk), +1 Str, +1hp
5) Fighter 2: Bab +3, Mobility (5), Dodge (free fighter), +1hp
6) Monk 3: Bab +4, +1hp
7) Monk 4: Bab +5, Gliding Steps (lvl 7), +1hp
8) Monk 5: Bab +5, +1 Dex, +1hp
9) Monk 6: Bab +6/+1, Lunge (lvl 9), Improved Reposition (free monk), +1hp
10) Fighter 3: Bab +7/+2, +1hp
11) Fighter 4: Bab +8/+3, FREE (lvl 11), Weapon Spec: Longspear (free fighter), +1hp

Has the following so far:
2) Ability to FoB with Longspear at 3rd level
1) AoO's make enemies flat footed till end of next turn, making Flurry of Blows easier to land (and helping allies).
3) Reflex to half 1 melee attack (costs 2 ki)
4) 1st 5ft movement doesn't provoke AoO's (costs 1 ki for all movement not to provoke AoO's) Gliding Steps allows me to get out of dangerous situations without eating a ton of AoO's or that 1 AoO that may possibly kill me.
5) Community domain - touch removes fatigued, shaken, and sickened conditions. (roughly 6 a day)
6) Tactics subdomain - roll x2 for initiative (roughly 6 a day)
7) 8th level (just an example) I should have AC 21 + 1 per enemy adjacent (roughly 22 or 23) without any Spells, Potions, or Gear, or using any Ki.
8) My AoO's should be at +19 to hit, DC 16 reflex save or be Flat Footed. My FoB's should be at +16/+16/+13, vs Flat Footed if Unbalancing Counter works.
9) Can make 5 AoO's a round, Lunge for 15ft reach while staying stationary to receive AC bonus.

I switched from Polearm Master to Weapon Master for the Fighter archetype, seems more useful. Not sure what I should go with for my last couple of feats. Maybe Power Attack + Pushing Assault? Could forgo Power Attack dmg to push enemies back out of range?

EDIT: Yeah, I noticed that also for Redirection. No Improved Trip or Improved Reposition.
Question: Reposition target must remain within my reach except final 5ft. If they are in melee and I'm equiped with a spear and beat them by more than 5 can I move them to 15ft? Since that's 5ft outside of my 10ft reach? Just curious. If so, then it may be worth finding a way to improve Reposition and using that to get enemies away from me to re-provoke and not be in full attack range.

The Exchange

Half Orc Lorewarden:

Str 16, dex 14, con 14, int 14, wis 10, cha 10

Alternate traits: Sacred Tattoo
Traits: Reactionary, Fates favored

1) Lorewarden 1: Combat Reflexes, Power attack (to trip +4, Reposition +4)
2) Lorewarden 2: Combat Expertise (free feat), improved reposition (to trip +5, Reposition +7)
3) Lorewarden 3: Improved Trip (to trip +8, Reposition +8)
4) Tattoed Sorcerer 1: Tattoed familiar (valet archtype)
5) Lorewarden 4: Escape Route (Combat feat)

And at level 5, you can move around the battlefield without ever provoking movement for AOOs. Of course, your next few general feats are going to be nothing but iron will and improved iron will...)

Your AOO is a +3 to hit, DC 13 reflex save to negate flatfooted. At the start. Maximum of DC 15 to negate.

For Redirection to work the monsters must threaten you, so your movement can only move them from next to you to 10 ft, which provokes. You can't reposition them from 10 ft to 15 ft because they start next to you.

Explain how you get a +19 to hit on your AOOs, and at what level you get it. Remember Longspears use your str to determine attack bonus and not dex.

Liberty's Edge

Just a Mort wrote:

Half Orc Lorewarden:

Str 16, dex 14, con 14, int 14, wis 10, cha 10

Alternate traits: Sacred Tattoo
Traits: Reactionary, Fates favored

1) Lorewarden 1: Combat Reflexes, Power attack (to trip +4, Reposition +4)
2) Lorewarden 2: Combat Expertise (free feat), improved reposition (to trip +5, Reposition +7)
3) Lorewarden 3: Improved Trip (to trip +8, Reposition +8)
4) Tattoed Sorcerer 1: Tattoed familiar (valet archtype)
5) Lorewarden 4: Escape Route (Combat feat)

And at level 5, you can move around the battlefield without ever provoking movement for AOOs. Of course, your next few general feats are going to be nothing but iron will and improved iron will...)

Your AOO is a +3 to hit, DC 13 reflex save to negate flatfooted. Maximum of DC 15 to negate.

Lorewarden is pretty decent but the Familiar with the Teamwork feat seems pretty cheese. I couldn't see a GM allowing that unless you had your familiar out and as a target to get 1 shotted by enemies. Any other ideas to accomplish Gliding Steps?

The Lorewarden allows for way higher bonuses to Reposition. I guess the atk and damage output would be about the same? I guess you picked Half-Orc to make up for the lower Saves from not being a Halfling & Monk?

The Exchange

Your familiar can be out as a move action, return to a tattoo as another move action. So when you want to move, he pops out, ready until your movement is done, then drops back into tattoo mode. Your familiar also has 1/2 of your hp, and since you're mostly fighter, I doubt your familiar is that easy to 1 shot.

Anyway, there's always mundane acrobatics. Unfortunately lorewardens don't get that as a class skill. Monkey familiars give +3 to acrobatics, which even applies in tattoo form.

Yes, on both ends. I agree your build has better defences, but pathfinder is offence based. Unless you want to spend most of your combats literally doing nothing, you need to boost those numbers to something reasonable - see the chart that was given earlier.

Attack and damage bonuses are actually a lot better.

Liberty's Edge

Just a Mort wrote:

Your AOO is a +3 to hit, DC 13 reflex save to negate flatfooted. At the start. Maximum of DC 15 to negate.

For Redirection to work the monsters must threaten you, so your movement can only move them from next to you to 10 ft, which provokes. You can't reposition them from 10 ft to 15 ft because they start next to you.

Explain how you get a +19 to hit on your AOOs, and at what level you get it. Remember Longspears use your str to determine attack bonus and not dex.

Sorry, the +19 to hit on AoO's was for level 11. +8 Bab, +1 from Weapon Master, +1 from trait, +4 from Str (14str at 4th level & a +4str belt), and a +5 weapon which would be the main focus of my money spent in PFS. Going higher than 13str as a halfling has pretty bad returns, 17dex is pretty easy to obtain by only spending 7 points and is pretty useful all-around (initiative, reflex save, # of AoO's, etc). Oh, I also forgot the size bonus to hit, so it should be +20 to hit on AoO's at level 11.

Unbalancing Counter should be a DC 16 (10 + half my monk level, which is 3 + 3 wis mod using a +2wis headband). Enemies with high Reflex saves will pass that easy but others should have a decent chance of failure I'd think?

Liberty's Edge

How about 3 levels of Inquisitor for Solo Tactics to make Escape Route and maybe any other teamwork feats useable? I'd be more comfortable with that than the familiar workaround.

The Exchange

Do a No item please. Spending a +5 on your weapon, to me sounds unrealistic.

High levels its hard to get AOOs for movement as most creatures have 10 ft, or greater reach, so no point focusing on that. Also, what is your CMD for the purposes of tumbling past you?

Half orc would be probably have 10 +4 + 2 +2, + 18 for AOO totally gearless.

And would probably have the feats for greater trip, should you decide to fish for AOOs.

Solo tactics needs an ally next to you, which you may not have always. Escape Route and Valet familiar works better. I wouldn't usually be using it(take it like a man, man), but the purpose of the build was to do what your flowing monk could do.

Liberty's Edge

Just a Mort wrote:

Do a No item please. Spending a +5 on your weapon, to me sounds unrealistic.

High levels its hard to get AOOs for movement as most creatures have 10 ft, or greater reach, so no point focusing on that. Also, what is your CMD for the purposes of tumbling past you?

Half orc would be probably have 10 +4 + 2 +2, + 18 for AOO totally gearless.

And would probably have the feats for greater trip, should you decide to fish for AOOs.

Solo tactics needs an ally next to you, which you may not have always. Escape Route and Valet familiar works better. I wouldn't usually be using it(take it like a man, man), but the purpose of the build was to do what your flowing monk could do.

Ugh, well I appreciate the Escape Route + Valet familiar combo but it's not something I'm going to use as it'll only make my local PFS GM's frown at me whenever I use that. I also wouldn't even feel comfortable using that method.

CMD wouldn't be as high as Half-Orc. It's not full bab and has -1 size penalty.

How about Combat Patrol + Power Attack + Pushing Assault? Could patrol an area, Power attack with AoO and instead of extra PA dmg choose to push them back. Guess I could go with a medium race (if I went with Half-Orc I'd have to take "Almost Human" trait and "Pass for Human" feat. That's how much I dislike playing a character that's called a half-orc. :P

The Exchange

Now dex based characters are not my specialty, but credit where credit is due, I've seen a pretty effective maneuver master in an Age of Worm's PBP.

Rowena, sorry for not asking your permission before I popped this on, but your combats were a real hoot to watch. Love all those baddies being thrown around...

Rowena Lordrail

Embrace Orcishness. You can always say you take after the human side if it irritates you that much. It's all fluff anyway.

Pushing assault doesn't quite work that way.

http://paizo.com/threads/rzs2qf6n?AoO-Pushing-Assault-and-movement-through# 1

The Exchange

Halfling goliath druid

Str 14 dex 14, Con 14, Int 10, Wis 14, Cha 10

Traits:
Heirloom weapon, reactionary

Lv 1 Druid: Combat reflexes (+1 to trip/+1 reposition)
Lv 2 Brawler : (+2 to trip/+2 reposition)
Lv 2 druid/1 brawler: Combat expertise (+2 to trip/+2 reposition)
Lv 3 druid/1 brawler: N.A (+3 to trip/+3 reposition)
Lv 4 druid/1 brawler: Improved Trip (+5 to trip/+3 reposition)
Lv 5 druid/1 brawler: N.A (+5 to trip/+3 reposition)
Lv 6 druid/1 brawler: Shaping Focus - you're no longer halfling, you're giant. (+12 to trip/ 10 to reposition), you have 10 ft reach, 20 ft with longspear.
Lv 6 druid/1 brawler/1 fighter: Improved reposition (+13 to trip/ +13 to reposition), you have 10 ft reach, 20 ft with longspear.

No acrobatics shenanigans.

Liberty's Edge

Yeah, you're right, the Goliath druid does seem to work a lot better than what I was originally thinking. You got me thinking though of a Judo throwing character though after checking Rowena's build.

What do you think of the two below?

Martial Artists 8 / Lore Warden 3:

1) MM Monk 1: Bab +0, Ki Throw (lvl 1), Improved Trip (monk 1), Agile Maneuvers (human)
2) MM Monk 2: Bab +1, Improved Bull Rush (monk 2)
3) Lore Warden 1: Bab +2, Improved Ki Throw (lvl 3), Weapon Finesse (fighter 1)
4) Lore Warden 2: Bab +3, +1 Str, Combat Reflexes (fighter 2)
5) MM Monk 3: Bab +4, Vicious Stomp (5)
6) MM Monk 4: Bab +5
7) MM Monk 5: Bab +5, Improved Grapple (lvl 7)
8) MM Monk 6: Bab +6/+1, +1 Dex, Greater Trip (monk 6)
9) MM Monk 7: Bab +7/+2, Greater Grapple (lvl 9)
10) MM Monk 8: Bab +8/+3
11) Lore Warden 3: Bab +9/+4, FREE (lvl 11)

or

Flowing Monk & MotSM 8 / Lore Warden 3:

1) Flowing Monk 1: Bab +0, Ki Throw (lvl 1), Improved Trip (monk 1), Agile Maneuvers (human)
2) Lore Warden 1: Bab +1, Power Attack (fighter 1)
3) Lore Warden 2: Bab +2, Improved Ki Throw (lvl 3), Improved Bull Rush (fighter 2), Combat Expertise (lorewarden)
4) Monk 2: Bab +3, +1 Dex, Weapon Finesse (monk 2), Toughness (MotSM)
5) Monk 3: Bab +4, Combat Reflexes (lvl 5)
6) Monk 4: Bab +5
7) Monk 5: Bab +5, Vicious Stomp (lvl 7)
8) Monk 6: Bab +6/+1, +1 Dex, Improved Reposition (monk 6)
9) Monk 7: Bab +7/+2, Greater Trip (lvl 9)
10) Monk 8: Bab +8/+3
11) Lore Warden 3: Bab +9/+4, FREE (lvl 11)

From my understanding the Flowing build wouldn't be too bad. When an opponent attacks me, I use Redirection to trip and with a successful trip use Improved Ki Throw and Vicious Stomp to throw them into an enemy or where I want them and then stomp on them. This all happens as an immediate action when an enemy attacks me (useable once per Monk level). PLUS, that AoO from Vicious Stomp or Greater Trip would activate Unbalancing Counter so next round FoB is hitting vs Flat-Footed.

Either of those would have to be Human for the bonus feat to fit everything in early and for Ki Throw to work. Was also thinking of combining Improved Ki Throw with Goliath Druid but that wouldn't work too well till like level 9 or 10.

Any thoughts / suggestions on the above builds? Would the regular Maneuver Master Judo build work better than the Flowing Monk Judo build? Would the Flowing Monk Judo build work better? It retains Flurry of Blows still and makes enemies Flat-Footed after Greater Trip / Vicious Stomp.

Liberty's Edge

*bump*

The Exchange

You don't want the 8th level of maneuver master, because it makes all your maneuvers that round take a total of a -5 check, which is too heavy. I would skip greater grapple, you're not a tetori, so you will not be aiming to grapple, pin, tie up in a single round. Also, unlike a tetori, once you start grappling, you lose your ability to take AOOs. It may be good to grapple a single caster opponent you wish to neutralize.

Maneuver master is better then flowing monk imo, because of flurry of maneuvers. You get 1 extra maneuver per round. If you want to mimic the flowing monk's flatfooted, go for improved dirty tricks(if possible to upgrade - greater), and use dirty trick to blind. That will serve as flatfooted for most cases. It's more reliable, less AOO dependent, and most of all, does not allow a reflex save to negate (dragons, despite their size can have very good ref saves).

It will also give 50% miss chance(if you use dirty trick to blind) if that poor sop doesn't fix it up.

if I were doing halfling goliath druid, I would skip ki throw, and take powerful shape, so you count as huge in combat maneuvers(but needs druid 8). It negates the need to use ki(which you don't have anyway).

I've had thoughts of creating a combat maneuver character, but they nerfed the maneuver master flurry of maneuvers such that it could not be performed in armor. I was thinking of just dipping 2 levels of maneuver master, but lorewarden base, for that character - not to mention that the Pathfinder Society Field guide is no longer part of the core assumption (yes, I am ancient - there was a time where it was), and I don't own the said Field Guide.

Liberty's Edge

Just a Mort wrote:

You don't want the 8th level of maneuver master, because it makes all your maneuvers that round take a total of a -5 check, which is too heavy. I would skip greater grapple, you're not a tetori, so you will not be aiming to grapple, pin, tie up in a single round. Also, unlike a tetori, once you start grappling, you lose your ability to take AOOs. It may be good to grapple a single caster opponent you wish to neutralize.

Maneuver master is better then flowing monk imo, because of flurry of maneuvers. You get 1 extra maneuver per round. If you want to mimic the flowing monk's flatfooted, go for improved dirty tricks(if possible to upgrade - greater), and use dirty trick to blind. That will serve as flatfooted for most cases. It's more reliable, less AOO dependent, and most of all, does not allow a reflex save to negate (dragons, despite their size can have very good ref saves).

It will also give 50% miss chance(if you use dirty trick to blind) if that poor sop doesn't fix it up.

if I were doing halfling goliath druid, I would skip ki throw, and take powerful shape, so you count as huge in combat maneuvers(but needs druid 8). It negates the need to use ki(which you don't have anyway).

I've had thoughts of creating a combat maneuver character, but they nerfed the maneuver master flurry of maneuvers such that it could not be performed in armor. I was thinking of just dipping 2 levels of maneuver master, but lorewarden base, for that character - not to mention that the Pathfinder Society Field guide is no longer part of the core assumption (yes, I am ancient - there was a time where it was), and I don't own the said Field Guide.

Well I thought the Flowing Monk route would be a stronger candidate since it gets bonus AC per each enemy adjacent and Monk of the Sacred Mountain's +2 AC bonus from stationary, +1 natural armor, and free toughness. Maneuver Master can't combine with MotSM unfortunately.

Also figured the ability to trip after someone attacks me, then Vicious Stomp them which then causes them to be flat footed for my entire next round would be better. Plus Flowing Monk / MotSM doesn't give up Flurry of Blows, which Maneuver Master does. I get the benefits of MM but thinking Flowing Monk may be more fun and just all around stronger. Improved Ki Throw can go off the reactionary trip also, so when it's not even your turn you get a free Trip, Stomp, put them in another square and maybe into an adjacent enemy, and a free AoO from Greater Trip? Thinking that combo may be more powerful.

EDIT: Regardless of whether the flatfooted reflex save is successful or not, if the reactionary trip is successful then I'm moving them to a different position and possibly into another enemy, then Vicious Stomping. That's what I'm getting at by saying it seems better, since it's all happening outside of my normal turn.

The Exchange

Vicious stomp and ki throw may not work that well, because I think you will generally want to position them in your longspear reach instead of next to you. Vicious stomp only triggers if they fall adjacent to you.

I tried playing the scenario out with a Flowing Monk and Maneuver master. Flowing monk is better, if you're counting on immediate action trip/re position. However those have limited uses so I am not sure if you want to build your character around it.

I feel its not worth it to give up evasion for Monk of Sacred Mountain. You have a good chance of making reflex saves, afterall.

PFS also has flyers, in which you will not be able to trip, but well, it happens, and something you have to accept when you go for maneuver builds.

Liberty's Edge

Question: Does the Halfling Monk archetype "Underfoot Adept" that makes him act as a size larger than he is bypass the Ki Throw's rules of tripping someone your size or smaller?

The Exchange

Looks right yes. But at level 4 -> you count as a medium creature. Lv 8 --> Large creature. PFS is nearly over. Also. Flyers.

Liberty's Edge

What would be your best suggestion for an Improved Ki Throw build with some versatility beyond just tripping? I think I want to run with tripping and throwing them into an adjacent square or into an adjacent enemy. Just don't want to be entirely useless vs flyers or monsters that can't be tripped.


How would you feel about Dirty Tricks instead of Reposition? No size limits, powerful and versatile. Take some Unchained Rogue levels, get Dex-to-Damage, play Dirty Tricks to make your opponents Blind and lock in your Sneak Attack Damage.

You can Bull Rush opponents with the Hydraulic Push Spell.

You can knock opponents Prone witht the Punishing Kick Feat. It works like Stunning Fist, except that instead of making your opponents Stunned, it makes them Prone. And no size limit like Tripping. Works with Vicious Stomp.

How would you feel about being a Goblin instead of a Halfling? Get the Tangle Feet Feat, and knock people over that way.


Pathfinder Adventure Path Subscriber

What i just remembered:
For reposition, there are two feats for whips.
Serpent Lash and Greater Serpent Lash.

With the latter you can reposition a foe with your whip to anywhere in your reach, which is 15 feet.
Whips are useable with weapon finesse.

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