DOUBLE POUNCE FOR THE WIN


Advice


Human Mad Dog Barbarian
25 point buy
STR 18 (+2 Racial)
DEX 10
CON 15
INT 13
WIS 13
CHA 12
Ability advancements: 4,8 and 12 to CON 16 to WIS 20 to INT
FEATS:
1. Power attack, Boon Companion
3. Combat expertise
5. Pack flanking
7. Iron Will
9. Extra rage power- Ferocious Beast
11. Extra rage power- Greater Ferocious Beast
13. Extra rage
15. Combat Reflexes
17. Extra rage power- Greater Animal Fury
19. Extra rage
Rage Powers:
4. Beast Totem lesser
8. Beast Totem
12. Beast Totem greater
16. Animal Fury
20. Penetrating Bite

Animal Companion:
Starting Statistics
Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4
1st level stats with Boon Companion:
STR 22
DEX 16
CON 14
INT 3 (+1 advancement at 4 HD)
WIS 12
CHA 7
+5 natural armor
Evasion
Link
Feats:
Toughness
Power attack
Planned feats:
Light armor proficiency
Medium armor proficiency
Improved natural attack claws
Improved natural attack claws
Improved natural attack bite
Improved natural attack bite
Full attack damage at 20 HD (character level 16):
6d6+ 55 (with rage and power attack)=76 DPR

Mad Dog Gear:
Belt of STR and CON as good as you can afford, belt of physical perfection when can afford
Mithral Breast Plate
Boots of Striding and Springing or Boots of speed
Cloak of Resistance
Amulet of natural armor
Companion gear:
Custom made mithral Breast Plate
Handed down belt of STR & CON
Please tell me what you think of this build. Built it purely as an exercise.


What is your animal companion?


Boon Companion does nothing for you, it can only increase your effective druid level for determining your companion level up to your character level, which your animal companion already starts at.

You also have a huge problem you're not accounting for. Barbarians cannot use int, wis, or cha based skills while raging. Handle animal is a cha based skill. You need to use handle animal to get your animal companion to attack, even if it's already trained.

You also can't take Improved Natural Attack for a specific type of attack more than once.

Also, Pack Flanking doesn't help you unless your animal companion takes it. And your animal companion can't qualify for it. You pretty much need to be a Hunter in order to make use of it, because Hunter's grant all their teamwork feats to their animal companions.

Quote:

Hunter Tactics (Ex)

At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

I'm not sure what use your trying to get out of combat reflexes. You don't have anything that will generate a lot of additional attacks of opportunity, so I don't see you getting much use out of it.

I'm sensing that you are new to Pathfinder, as you seem to be misunderstanding/misinterpreting a lot of rules, am I correct?


Animal Companion is an Ape. And if before you rage you can use handle animal to attack your opponent and then rage and if your companion will still fight at least to defend itself.

Didn't see that Boon companion only brought the companion to your level. And didn't see that Pack Flanking was a teamwork feat...back to the drawing board.


Dirty Fighting let's your AC qualify for Pack flanking, he just needs 3 int to take it.


beemer4188 wrote:

Animal Companion is an Ape. And if before you rage you can use handle animal to attack your opponent and then rage and if your companion will still fight at least to defend itself.

Didn't see that Boon companion only brought the companion to your level. And didn't see that Pack Flanking was a teamwork feat...back to the drawing board.

It's sort of a grey area on what happens after you issue an order. You might have a GM rule that it will continue to carry out that action, but you would unable to to issue other orders (while raging). So it would continue to attack 1 character until it went down, but then wouldn't do anything else until you issue it a new order. Or it might run away if attacked. It might defend itself if attacked, but it's a big grey area and subject to how your GM wants to run the animal companion (technically the GM is in control of you animal companion and how it reacts to things when you're not specifically giving it orders). You need to work on finding a way to issue commands.

Moment of Clarity Rage power could help some, but is only available once per rage.

What you really want is:

Quote:

Coherent Rage

Your determination allows you to hold onto a shred of your rational mind at all times.

Benefit: Select one of the following skills: Bluff, Escape Artist, Handle Animal, or Stealth.

You may use this skill normally while raging.


Firewarrior44 wrote:
Dirty Fighting let's your AC qualify for Pack flanking, he just needs 3 int to take it.

No, it doesn't.

Quote:
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

Dirty Trick lets you count as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike but only for the purposes of qualifying for Improved Combat Maneuver feats (such as Improved Trip) and for feats that require those Improved Maneuver feats (such as Greater Trip).

And beyond all that, Pack Flanking requires Int 13, Combat Expertise, and the ability to acquire an animal companion. Your animal companion would need to possess the ability to acquire an animal companion itself.

So Dirty Trick doesn't apply it's benefit to Pack Flanking because it's not an Improved Maneuver feat, and also doesn't grant the ability to get an animal companion.


If you could somehow get your animal companion's int actually up to 13, take Combat Expertise feat, and then take Nature Soul and Animal Ally feats then your animal companion could qualify for Pack Flanking.

If you could find a GM who would allow your animal to gain an animal companion (probably isn't going to happen).

Or accept that Pack Flanking is intended to be for Hunter's or for other classes/archetypes that get the ability to share their teamwork feats with their companions.


Coherent Rage-awesome thanks


Ahh would help if I read the feat, that's unfortunate.

You could also pick a animal companion that you can ride and order to attack things using the ride skill (which can be used while raging).


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there's a magic saddle that gives your animal your teamwork feats while you ride it.

Grand Lodge

Aww, I was hoping for some sort of crazy Coordinated Charge build where you pounced twice in the same turn.

Mad Dog Barbarian 16/Sacred Huntsmaster 4 with the Growth domain and a reach weapon?

Grow to 20' reach. AC Pounces, you Pounce from Coordinated Charge with a Reach weapon. Then drop the weapon so you can still move 10' to Pounce with your Natural Attacks in the same turn.

Maybe a Swift Runner's Shirt for your AC so they can back up 10' after their pounce so they're legal to pounce again with your second pounce? No, the shirt is a swift action. I can't think of a good way to get the AC back 10' so it can charge again the second time.

Maybe Pushing Assault or some sort of Bull Rush build?
AC Pounce, CC Pounce which pushes them 10', you Pounce, AC uses CC to Pounce.

Yeah, you can Bull Rush during a charge in place of a melee attack, Outflank, Paired Opp, Greater Bull Rush, would get you and your AC a few Opportunity Attacks along the way.


Ok I got another question. The Monstrous Companion feat, would that get me a Dire Ape?


Markov Spiked Chain wrote:
Grow to 20' reach. AC Pounces, you Pounce from Coordinated Charge with a Reach weapon. Then drop the weapon so you can still move 10' to Pounce with your Natural Attacks in the same turn.

Either the weapon is stronger than the natural attacks, which means you should just full attack with the weapon on your turn, or the natural attacks are stronger, in that case you should just pounce with them and make a regular full attack on your turn. If you can full attack anyway, charge is merely a +2 to attack rolls - not bad, but not something you should invest to much into.


What about being a werboar, using the rage power boar's charge for auto crits while charging, combined with greater beast totem and bullrush strike. So your AC/you pounce with all of your attacks, crit with the gore (I recommend a rhinoceros as AC) and get a free bullrush to maintain the charging distance.

I was planning a lot around this type of character, but it's very complicated in terms of positioning, Initiative order, battlefield tactics, feat selection... I think I finally gave up

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