I am going to combine hook fighter and equipment trick(rope)


Advice


-Hook fighter allows you to use a grappling hook as a reach weapon. -Equipment trick allows you to use rope as two types of weapons and to do a few other neat things.
-Im thinking of doing the whole improvised weapon thing and the AoO thing all the way.
-I think going Cad fighter is the way to go. It needs a lot of feats.
To be able to get both whip and spiked chain proficiancy i think taking the human alt trait that replaces the free feat with military tradition.
-I think both catch of guard (feat) and surprise weapon (trait) are important.
-I would like to have quick draw, quick sheath, and improved initiative.
-but l think combat expertise, combat reflexs, weapon focus and weapon specialization are important.
-l will need to fit in improved unarmed combat, throw anything, and improved grapple to unlock equipment trick fully.

-l could use help choosing another trait.

-ls there anyway to improve this idea/build. I hope i am not missing anything.

-for stats I was thinking(30 point build)
----Str= 15
----Dex= 15 +2 human stat bonus
----Con= 14
----Int= 14
----Wis= 13
----Cha= 13
That's with out the lvl up stat bonuses.
(Posting to save since my tablet is hinky.)i am sure there is more to say but i am drawing a blank. So bare with me. Advice is welcome as are pointer. And if someone is willing to place the feats in order of which to take first would be helpful. And what level would do you think this build might shine. If at all.


Anyways hook fighter lets you use a grappling hook like a heavy pick with trip,reposition(only while whipping it), and disarm weapon features. If you can whip it. And atleast 10 feet of rope you can use it as a two handed reach weapon with 15ft reach. That you can use in any squire in reach. But you don't threaten with the weapon. Does that mean they are flat-footed?

While equipment trick (rope) can allow you to use a rope as a whip. And a knotted rope as a blunt version of a spiked chain.

Think these can all be combined into one? A grappling hook with a (spaced knotted hand hold) rope. That could be used as a versatile weapon thing?


What feats would you choose to maximize AoOs? And what feats would you choose to improve improvised weapon useage? Or someone who uses non-conventional weapon. Do i have to go the improvised weapon route or are those feats worded in a way that i don't need to?


There is also the concern about the "to hit" i hate missing. How can one improve ones chances to hit?


"But you don't threaten with the weapon" - if you don't threat you can't make aoo with the weapon (try going for double chained kama instead if you want reach+close+one hand\double handed weapon)

and if you are using an improvised weapon the suprise weapon trait give +2 to hit with it.

also remmber the trip weapon ability no longer give +2 to trip attack, instead it allow you to let go of the weapon instead of becoming triped if you miss by 10+. also a later faq added reposition and drag to all trip weapons (they just didn't bother writing on them all three. if it got trip weapon ability it got reposition and drag as well)


Thank you,zza ni.

But trying for the whole "not armed but really armed" thing.

Was already going to take the "suprise weapon" trait.

I will have to remember that i can drag and reposition weapon traits.

Do you think i should also take the Prehensile Whip equipment trait?


considering a whip is an exotic weapon (so need to spend a feat), that does almost what you get (15 ft reach+ attack close but no aoo) and is also less effective (non lethal damage + considered range atacak so you provoke if your in anyone else's reach). id say skeep it.
it MIGHT look nice since you get all those abilities for grappling hook and the trait let you treat a whip that way but there is a catch. some of the grappling hook abilities specificly call out using the rope. which a whip doesn't have so youll loose that option. all in all a wash considered what you get anyway.


btw, if you want a cool 'not armed, oh wait yes i am', i strongly suggest the 'mindblade magus archtype. this guy can pull out ANY melee weapon from thin air, and unlike normal magus getting it enchantent doesn't really cost him arcane points since he regains them when the weapon vanish (if he call it back or drop it etc).
only problem i had is my GM don't like the ocoult classes. so i had to ask my gm to handcraft it into the game using normal spells etc.


I would but for this game no advanced magic users are allowed. Its a low level magic campaign. On the playets end of the table.


well there is also a rouge talent to manifest shadow tools\weapons x times per day, but i don't like using limited /day abilities.


I don't like limited use abilities either.


I tend to forget i have them because i don't want to waste them.


Will all the feats i have chosen work together? Or am i missing something important?

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