Goblin Mercenary Build, look good to you?


Advice


So I built a melee fighter skill-monkey. I wanted to do decent DPR, but still have great out-of-combat usage, though.

At level 20, these are the basics:

Mounted on a flying, fully armored black panther. Always gets flanking (and sneak attack) while mounted. Against enemies that can't be flanked, can forgo one attack during a full attack to attempt a feint that lasts the whole turn.

6 attacks a turn (not including haste) that start at +43 to hit. Average damage with Sneak Attack is 53.5 points. Crit chance is 15-20, and if the crit is confirmed, the black panther gets an attack of opportunity, which gives the goblin an attack of opportunity. So, lots of attacks, hopefully.

Can full attack as long as the mount doesn't move more than 80 ft. a turn (or 60 ft. flying).

Basic rogue goodies (trapfinding, trap spotter), and high perception/disable device/stealth.

An armor class of 41, which the Animal Companion can bump up to 49 when using Bodyguard.

I mean, against enemies immune to precision damage (elementals and oozes, but some other creatures are immune to his tactics), he loses out on a ton of his damage. But against the rest, he can be decent, especially against single targets, I'm thinking.

I'm trying to fill a position in the party, while still being useful in combat (optimizing a weaker build). Would this be good enough? Are there any suggestions to the build to make it better?

Overly Detailed Stat Block:

Male Goblin (Over-Sized Ears)
LN

3 Unchained Rogue (Knife Master)
3 Hunter (Primal Companion Hunter)
1 Monk (Sohei)
13 Slayer (FCB: +13 HP)

Progression:
3 Rogue
1 Monk
3 Hunter
13 Slayer

STR 7 -2 Racial
DEX 18 +4 Racial, +5 level, +5 Inherant
CON 14
INT 13
WIS 13
CHA 7 -2 Racial

STR 5 -3
DEX 32 +11 (38 +14)
CON 14 +2 (20 +5)
INT 13 +1
WIS 13 +1
CHA 5 -3

TRAITS
- (Regional) Group Fighter: +1 trait bonus to attack when flanking
- (Combat) Dirty Fighter: +1 trait bonus to damage when flanking
- (Magic) Pragmatic Activator: Use INT instead of CHA for UMD

DRAWBACK
- Meticulous: -2 skill checks on untrained skills

FEATS
1 Nature Soul
1* Weapon Finesse
3 Shadow Strike (RTed@4 Animal Ally)
4* Mounted Skirmisher
5 Two-Weapon Fighting
6* Outflank
7 Combat Expertise
7* Pack Flanking
9 Paired Opportunist
9* Double Slice
11 Combat Reflexes
13 Shadow Strike
13* Improved Two-Weapon Fighting
15 Accomplished Sneak Attacker
15* Greater Two-Weapon Fighting
17 Two-Weapon Feint
17* Improved Two-Weapon Feint
19 Lunge
19* Weapon Focus (Kukri)

TALENTS
Unchained Rogue
2 Trap Spotter

Slayer
2 Ranger Combat Style - Double Slice
4 Trapfinding
6 Ranger Combat Style - Improved Two-Weapon Fighting
8 Rogue Talent - Combat Trick - Greater Two-Weapon Fighting
10 Rogue Advanced Talent - Feat - Improved Two-Weapon Feint
12 Rogue Talent - Weapon Trick - Weapon Focus (Kukri)

SKILLS (144 Skill Points)
Bluff----------------------- +22: +20+3-3+1+1 (+3 against Studied Target)
Disable Device-------------- +46: +20+3+11+1+5+6
Knowledge (Dungeoneering)--- +9: +3+3+1+1+1 (+3 against Studied Target)
Knowledge (Local)----------- +8: +2+3+1+1+1 (+3 against Studied Target)
Linguistics----------------- +11: +5+3+1+1+1
Perception------------------ +38: +20+3+1+1+5+4+4 (+6 against Traps)(+3 against Studied Target)
Ride------------------------ +36: +20+3+11+1+1
Sense Motive---------------- +30: +20+3+1+1+1+4 (+3 against Studied Target)
Stealth--------------------- +40: +20+3+11+1+1+4 (+3 against Studied Target)
Survival-------------------- +9: +1+3+1+2+1+1
Use Magic Device------------ +19: +13+3+1+1+1

LANGUAGES
Goblin
Common
Draconic
Elven
Orc
Dwarven
Giant

RACIAL ABILITIES
Darkvision 60 ft.
Small Sized
30 ft. Speed

HUNTER SPELLS (CL3, Casts as Level 3)
0 At Will
- Create Water
- Detect magic
- Light
- Mending
- Guidance
- Read Magic
1 3+1/day
- Pass Without Trace
- Faerie Fire
- Negate Aroma
- Speak with Animals

EQUIPMENT (880,000 gp limit)
(25,242 left)

Small Adamantine Kukri (1 lb.)
+5, Keen (+1), Impervious (+3k gp)
(78,008 gp)

Small Adamantine Kukri (1 lb.)
+5, Keen (+1), Impervious (+3k gp)
(78,008 gp)

Small MW Silken Ceremonial Armor (2 lbs.)
+5
(25,180 gp)

Ring of Tactical Precision
(11k gp)

Ring of Deflection +5
(50k gp)

Ring of Maniacal Devices
(5k gp)

Amulet of Natural Armor +5
(50k gp)

Cloak of Resistance +5/Muleback Cords (0.5 lbs.)
(25k +1,500 gp)

Belt of Physical Might (DEX/CON) +6 / Heavyload Belt (0.5 lbs.)
(90k +3k gp)

Eyes of the Eagle
(2,500 gp)

Boots of Speed (Free action, Haste, 10 rounds/day) (0.5 lbs.)
(12k gp)

Pale Green Prism Embedded Ioun Stone: +1 competence bonus
(30k gp)

Flawed Pale Green Prism Embedded Ioun Stone: +1 morale bonus
(28k gp)

Clear Spindle Embedded Ioun Stone: Doesn't require food or water
(4k gp)

Dark Blue Rhomboid Embedded Ioun Stone: Gains Alertness feat
(10k gp)

Gamboge Nodule Embedded Ioun Stone: Immunity to Poison
(54k gp)

Iridescent Spindle Embedded Ioun Stone: Doesn't require air
(18k gp)

Small Staff (CL15, 10 Charges) (2.5 lbs.)
-(Spell Level 1) Tears to Wine (1 Charge): Create wine that gives +10 enhancement bonus to INT/WIS skills for 150 minutes
(12k gp)

Small Darkwood Tower Shield (11.5 lbs.)
+1, Hosteling (+7,500 gp)
(8,910 gp)

Handy Haversack (2.5 lbs.)
(2k gp)

Boots of the Earth (Move Action, plant feet on earth, gain Fast Healing 1) (2.5 lbs.)
(5k gp)

Manual of Quickness of Action +5
(137,500 gp)

COMBAT NOTES

ATTACK BONUS
+17 BAB
+14 DEX
+5 Enhancement
+1 Morale (Ioun)
+1 (Competence)
+1 Size
+1 Weapon Focus
+5 Flanking (when Mounted or Flanking)(+2 base, +2 Outflank, +1 Group Fighter)
-2 Two-Weapon Fighting

Full Attack, Two-Weapon Fighting (When Mounted or Flanking)
+43/+43/+38/+38/+33/+33/+28

Attack of Opportunity
+51
(+46 Attack Bonus, +4 Paired Opportunist, +1 Ring)

+3 Studied Target

DAMAGE
1d3 +20 +7d8 Sneak Attack (when Mounted or Flanking)

+14 DEX
+5 Enhancement
+1 Flanking (when Mounted of Flanking)

+3 Studied Target
+7d8 Sneak Attack

CRIT 15-20/x2
When Crit is confirmed, Animal Companion gets AoO against target, which gives self AoO against target

AC 41: 10+6(Armor)+14(DEX)+5(Deflection)+5(Natural Armor)+1(Size)
+8 (Animal Companion using Bodyguard feat)

HD 8+13d10+6d8+100+13
HP 219

Fort +26: +1+2+3+8+5+5+1+1
Ref +37: +3+2+3+8+14+5+1+1 (evasion)
Will +16: +1+2+1+4+1+5+1+1

Carrying Capicity
Light: 112 lbs. or less
Medium: 113 - 225 lbs.
Heavy: 226 - 337 lbs.

Gear: 22 lbs

ANIMAL COMPANION (Cat, Small) (Charger Archetype)
Medium Animal
80 ft. Speed (60 Ft. Fly Speed)

STR 16 +6 Bonus, +1 Increase
DEX 19 +6 Bonus, +1 Increase
CON 15 +1 Increase
INT 2 +1 Increase
WIS 12
CHA 6

STR 23 +6
DEX 26 +8
CON 16 +3
INT 3 -4
WIS 12 +1
CHA 6 -2

+1+12 Natural Armor
Low-Light Vision
Scent

Bite (1d6 + Trip)
2 Claws (1d3)

FEATS
1 Combat Reflexes
2 Armor Proficiency (Light)
5 Armor Proficiency (Medium)
8 Armor Proficiency (Heavy)
10 Extra Item Slot (Horseshoes)
13 Bodyguard
16 Improved Initiative
18 Skill Focus (Fly)

SKILLS
Acrobatics-- +14: 4+3+8-1
Fly--------- +33: 12+3+8-1+6+5

Armor-
MW Full Plate Barding
+5, Advancing (+1), Benevolent (+1)
(52,150 gp)

Belt (saddle)-

Chest-

Eyes-

Headband-

Neck-

Shoulders-
Wings of Flying
(54k gp)

Wrist-

Horseshoes-
Horseshoes of Speed
(3k gp)

HD 16d8+48
HP 120

AC 41: 10+14(Armor)+4(DEX)+13(Natural Armor)

ACP -1
Max DEX +4

EDIT: "Black" Panther, not Blank Panther


You're starting at 20? If not a lot of this is irrelevant.

Assuming so - a +16 Will save is suicidal. And your cats is lower, +6 I think. In general the mount is an achilles heel to this character.

38 Dex and no ranged weapon at all?

Bluff +22 will be insufficient to feint most creatures with 20+ HD.


Not starting at 20, it's a build, from 1 - 20. The gear is slowly accumulated over the levels, showing which direction it's going.

I'll be picking up the cloak of resistance, can you think of other ways to shore up the will save in any meaningful way?

Obviously, back up weapons never hurt, but with his mobility (and the fact that he'd kinda suck with ranged weapons), I didn't make a big focus on it.

And I see what you mean about bluff. 10+BAB+WIS mod DC. I'm not even sure Skill Focus would quite be sufficient. Even if I did put in Skill Focus, and made the enemy my Studied Target, I'd still have to roll a 14+ to feint a Red Dragon Wyrm (which, I kinda should be able to do at level 20). Throw in some +5 item....I'll look more into it. If I can't get it to sufficient levels, I'll drop it.

Thanks for the feedback :)


I pointed out where he'd be at level 20 as an idea, but here's more of a breakdown.

Break it down, now:

At level 1, he's pretty useless. He can pick locks, and he can hit the enemy (+6 to hit), but averages 1 point of damage. If he's flanking, that goes up to 4.5 points. Instead of melee, though, he'll just be using a light crossbow.

At level 2, now he can auto-spot traps, which makes him slightly more useful.

Level 3, now he's doing damage with his kukri. +8 to hit, Averaging 8 points of damage, plus another 9 if he's flanking.

Level 4, he gains a flanking animal companion. It's weak, but it's a start.

Level 5, he gets a second attack. If he buys a horse, he has mobile full-attack capabilities.

Level 6, weak flanking animal companion is now medium-sized, and is the new mount. Sell the horse.

Level 7, while mounted, he's always flanking. +11 to hit, not including weapon enhancements, averaging 18 points of damage before weapon enhancements.

Level 9, gains a third attack.

At level 11, he surely has keen weapons by now, and gives his mount and himself a free attack every time he crits (having a range of 15-20).

He's swings at least +21, each attack hovering at around 24 points (unless the target is immune to flank)

Against an average CR 11 enemy, he's hitting on a roll of 4+ (possibly better, depending on his items). 3 attacks, if they all land, cut the enemy's life in half in one round. If any crit (statistically, you can expect at least 1 crit threat most rounds), that enemy will probably drop that round.

From there, pretty much, his stats grow in combat until level 20.

I've searched, but I'm still unsure what to do about his will save. How do fighters do it? They have the same base, less reason to have wisdom.

Trying to find a perma-Protection from Evil item. I could cast from a wand, but that's a lot of wasted time (two rounds of each combat, if I'm covering my cat, too), when I'm not even sure it'll be needed that combat. And, obviously, doesn't work against non-evil. Or non-mind control will save spells.

Also, I may switch some things around to give him Shadow Strike earlier. He can see in the dark, so enemies don't become immune to his sneak then, but a simple blur spell would suck.

And so far, I've mostly just been talking about combat. In truth, he's a skill monkey who I'm trying to make combat ready. It's tough, but I thought this was a good attempt.

A Zen Archer (VMC Rogue, 2 level dip in Slayer for Trap Spotter, etc etc) would be much better overall, but I've already done that.

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