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I'd love to have any conversion info anyone might have for this.
Thanks.

bladeling66@yahoo.com


Regarding Piranha Strike, the bonus damage is halved for the off-hand attacks, isn't it?


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PhD. Okkam wrote:
But will not the twf fighter be stronger than both of them?

TWF Fighter has the problem of needing high Dex to qualify for the TWF feats. Slayer (and Ranger) don't have that problem. Of course you can make a Dex Fighter but then the issue becomes either how to get Dex to damage or just living with not having it and stacking static bonuses on damage.


Thank for the tips.

Thanks SlimJim for pointing out that I missed that item description. If I were looking for a slightly less item dependent build, would I just go with kukris?


@Slim Jim - It doesn't say anything about getting proficiency with Wakizashis for the Unchained Rogue 3rd level Finesse Training ability. You'd have to overcome that somehow, wouldn't you? Dex to damage might be worth a 3 level dip regardless of proficiencies though, even if you just did kukris.

@Nathaniel Love - Looks like I'd want to add Weapon Training (Weapon Focus - kukris) at level 4 and delay some of the other Feats by a level or 2.


Thanks for the tips. And for pointing out that was a 15 point buy, not 20. Also, I had missed that you can't take Combat Trick as a Slayer/Rogue Talent more than once.

If I were to drop Stand Still, should I still take Combat Reflexes?

As for using shields, it seems a bit feat intensive unless I use Weapon&Shield Ranger Combat Style, which means losing ITWF and Two Weapon Rend.

How does this look? I dropped Stand Still, Sickening Critical and Critical Focus.

Was thinking using Sawtooth Sabres but stuck with kukris.

20 point buy
S 18 (16 +2 from Human)
D 14
C 14
I 10
W 12
Ch 8
Would pump Strength at every opportunity.
Feats:
1:Weapon Focus (kukri)/Combat Reflexes
2:Two Weapon Fighting [TWF] (Slayer/Ranger Talent)
3:Accomplished Sneak Attack
4:Trapfinding (Slayer/Rogue Talent)
5:Step Up
6:Improved TWF (from Slayer/Ranger Talent)
7:Lunge
8:Improved Critical (Slayer/Rogue Talent - Combat Trick)
9:Following Step
10:Two Weapon Rend (from Slayer/Ranger Talent)
11:Step Up and Strike
12:Opportunist (Slayer/Rogue Advanced Talent)
13:Staggering Critical
14:Bleeding Attack (Slayer/Rogue Talent)
15:?
16:?
17:?


I'm looking for some advice on a Human TWF Slayer. Generally, I'd be probably be the party "Rogue" and also damage dealer. I'm looking for pitfalls or feats that aren't worthwhile or things I'm overlooking - or what feats might be better at level 10/11+. Is there a better weapon to take? I'm trying to maintain full attacks if possible. Is there an archetype that would work out? A different race? Do I need more maneuver/movement abilities/tricks to set up flanks/sneak attacks? No 3rd party. Thanks in advance.

20 point buy

S 14 (and +2 from Human)
D 14
C 14
I 10
W 12
Ch 8

Would pump Strength at every opportunity.

Feats:
1:Weapon Focus (kukri)/Combat Reflexes
2:Two Weapon Fighting [TWF] (Slayer/Ranger Talent)
3:Accomplished Sneak Attack
4:Stand Still (Slayer/Rogue Talent - Combat Trick)
5:Step Up
6:Improved TWF (from Slayer/Ranger Talent)
7:Lunge
8:Improved Critical (Slayer/Rogue Talent - Combat Trick)
9:Critcal Focus
10:Two Weapon Rend (from Slayer/Ranger Talent)
11:Sickening Critical
12:Opportunist (Slayer/Rogue Talent)
13:Staggering Critical
14:Trapfinding (Slayer/Rogue Talent)
15:Following Step
16:Bleeding Attack (Slayer/Rogue Talent)
17:Step Up and Strike


Thanks for the tip regarding Advanced Weapon Training feat. It isn't listed alphabetically here http://www.d20pfsrd.com/feats/combat-feats so was not aware of it.


I was talking in PMs with someone and they pointed out that the Dervish of Dawn Archetype only gives up Advanced Armour Training, allowing me to keep AWT. This would allow me to move and get almost full attacks With Rapid Attack at level 11 and take some nice AWT abilities. I'd drop Double Slice early on for Weapon Finesse and then take Trained Grace at level 9.

I suppose I'd take Dex at 18 at level 1 and continue pumping it.

Would that be a better option?


Thanks for all the great suggestions. A couple things. I'd prefer not to take a 7 in Int/Cha or other stat. I suppose 7 in one would be okay but then I'd rather a 10 in the other in that case. I'd also not like to pick the mutation warrior, though Claxon's suggestions do look interesting.

I'm noticing a couple things in a few of the suggestions that somewhat seem to work at cross purposes and I just want some clarification.

A few of you have mentioned just going to Dex 17 for ITWF and not worrying about GTWF. This would imply pumping Str more. However, a few of you have mentioned Trained Grace which seems to imply pumping Dex and perhaps leaving Str at 16 (or even 14). Trained Grace doesn't look like it would work with double weapons either.

It looks like Gloves of Dueling would be a must for a straight fighter build.

One of the reasons I took Brawler Archetype was to try to avoid the problems with not being able to get full attacks. I felt it better than the Dervish, Mobile or Two Weapon Archetypes or using the Step Up feat chain. I'm open to going straight fighter with a kukri (or something) but would want some options to being able to get full attacks reasonably often. Would Stand Still and Pin Down be enough?

I took Double Slice since I figured my Str would be decent and opens up Two Weapon Rend but I'd be ok with dropping them if there are better options. I would also be fine dipping into a class if it gave good options. I've heard Barbarian, Rogue and Monk so far.


I'm thinking of making a 2 weapon fighter and came up with the following build. Please let me know if I am missing anything obvious or if you have any tips on what I might change or add. Thanks.
Human 20 point buy
S18, D16, C12, I8, W12, Ch8 and would pump Dex at levels 4, 8 and 12
Brawler Archetype using a cestus
Level 1: TWF, Weapon Focus, Double Slice
2: Combat Reflexes
3: Stand Still
4: Weapon Specialization
5: Improved Initiative
6: ITWF
7: Lunge
8: Improved Critical
9: Critical Focus
10: Greater Weapon Focus
11: Pin Down
12: Greater Weapon Specialization
13: GTWF, Two Weapon Rend (substitute for Stand Still)
14 Staggering Critical
15: Sickening Critical
16: Critical Mastery
17: Stunning Critical
18-20:??

My level 5 feat could be swapped for Iron Will, Blindfight or Dodge. It would also be the feat I'd skip if I played a different race. I'm also not 100% on the level 14-16 feats.

Any traits to look for?

Was also thinking of straight fighter with kukri and use the Focused Weapon, Armed Bravery and Fighter's Reflexes features. Which might work out better?

Last thought would be to skip greater two weapon fighting at level 13 and have the 2 Dex pumps at 8 and 12 be Strength instead.

Any help appreciated. Thanks.


Prometeus wrote:
You oculd try a human Paladin with the variant multi class of a Oracle, and by level 3 you will have Life link for 1 person and Power attack and combat reflexes. With this build you also have full paladin progression

Hmm... Is there a link to this variant?


Oh. I forgot to add: isn't Furious Focus a fairly "necessary" Feat for two-handed builds after Power Attack?


Oradin needs Cha so was hoping for a 16 there. I will need to see the exact point buy we will be using from my DM. 17 Str is no problem though. I will need to ponder the dual needs of Combat Reflexes and highish Dex for a decent reach build.


The feats might not be too much of a problem but getting Dex above 12. Planning a Half-Elf.


I've going to play an Oradin (Oracle/Paladin healer build) and had decided to use a two-handed weapon to give some decent damage. I thought I might try a reach weapon but was concerned about not being able to attack adjacent targets.

Is this much of a problem in normal play? Can you take 5 ft steps in most circumstances so that the issue disappears?

I was thinking of using a glaive but might use a great sword or falchion instead.


Is there a link to reasonably standard melee array builds? Things like Weapon Focus, Weapon Specialization, etc.? Maybe a reach build or two-handed builds?

Any help or links would be appreciated. Thanks.


OK, I think I've got it mostly figured out. The plan is to Oradin but use most feats I get on making me a decent melee combatant. I was thinking a reach weapon.


What about an Orapriest? Instead of lay on hands you Fervor a self heal?


I will ask the DM if access to wands of CLW will be an issue during the AP. If wands are no problem then I'll go Warpriest. If wands might be hard to come by then I will make some sort of Oracle build.

Thanks for the advice.


Thanks for the great responses.

I'm getting the impression that a Warpriest is mostly subpar at healing unless I can start at a higher level and rely on wands to provide mostly-out-of-combat healing.

I guess the next questions would be:
Would a typical Adventure Path in Pathfinder require a dedicated healer? Maybe not a Life Oracle uber healer but something better than a Healing Blessing Warpriest?

Should I make a Cleric or Oracle to make sure heals are fairly well covered and then try to make it more interesting (to me) by looking at some sort of Archer or melee variant by multiclassing/Prestige class?


I'm new to Pathfinder but not new to D&D, which I've played for 35 years or so. I've normally changed to each Edition when it comes out so am familiar with 3.5.

The campaign starts at level 1 and I think is some sort of module or adventure path that goes to reasonably high levels. I think the adventure path probably has "normal" magic and magic access.

I believe we will be doing some sort of standard point buy for ability scores though I'm not 100% sure. That's normally what our group does though.

When discussing which classes we might play, I know one of the 4 players did NOT want to be a healer-type. She'd played a cleric before and didn't want to deal with the prep work on selecting spells and other bookkeeping stuff this time around. She's likely to play a dps-type class. Another player has mostly decided to be a Cavalier. I will say two of the 4 players are less likely to be super optimizers, while the other player optimizes fairly well. I'm closer to the optimizer than not.

I volunteered to cover the party's healing requirements and have no problem in this role. (I usually fill whatever role might be missing in a party but also try to squeeze some sort of other role into my builds.) From what I've read, there are some Oracle, Oracle/Paladin and perhaps some Cleric builds that would be uber healers.

I'm wondering if Warpriest would be adequate as a healer? Would I be wasting the class by covering that role? Should I just be a Cleric or Oracle so healing is better covered and try to build them so they are melee or ranged capable?

Thanks for any help.


I'm going to be starting a new campaign soon and was looking for some advice. I'm thinking I want to be a Warpriest but am also likely to be the party "healer" out of 4 total players (one will be playing a Cavalier).

Will the Warpriest be able to cover the needed party healing? Is there a location for some Warpriest builds (some of which might address healing)?

Any help would be appreciated.

Thanks.