Rosie Cusswell

Janira Gavix's page

6 posts. Alias of slin2678.



Silver Crusade

Hi. I'm working on a maneuver build and would love any helpful opinions and advice from the community. This is for PFS so I've only built out to level 13.

The Build:
Human Fighter (Lore Warden) 9/Monk (Maneuver Master) 2/Witch (White-Haired Witch) 2

Str 15 (+2) Dex 14 Con 12 Int 14 Wis 14 Cha 7
all level stat bonuses to Str so 18 at 4, 19 at 8, and 20 at 12
alt Human trait - Heart of the Wild to make up for low Con

starting Traits: Bred for War (Human), Bruising Intellect (Social)

Feats and relevant Class Features.
1 - Fighter 1: Power Attack (Fighter), Combat Reflexes (Human), Enforcer
2 - Monk 1: Improved Trip (Monk)
3 - Witch 1: Vicious Stomp - I'm taking Witch here to use Mage Armor wands and access to spells such as Enlarge Person, Ill Omen, and Long Arm
4 - Monk 2: Improved Dirty Trick (Monk)
5 - Fighter 2: weapon focus (unarmed strike) (Fighter), Combat Expertise (Fighter), Fury's Fall
6 - Fighter 3: Maneuver Mastery +2 (Fighter)
7 - Witch 2: Constrict (Witch), Additional Traits (magical knack - witch, reactionary)
8 - Fighter 4: Greater Trip (Fighter)
9 - Fighter 5: Weapon Training (monk +1), Martial Versatility (weapon focus)
10 - Fighter 6: Weapon Specialization (unarmed strike) (Fighter)
11 - Fighter 7: Maneuver Mastery +4 (Fighter), Martial Versatility (weapon specialization)
12 - Fighter 8: Greater Dirty Trick (Fighter)
13 - Fighter 9: Dirty Trick Master


Attack Sequences:
Level 5:
Attack 1: Unarmed Trip +14 (BAB 4, Str 4, Weapon Focus 1, Improved Trip 2, Fury's Fall 2, Flurry -2, Dusty Rose Ioun Stone in Wayfinder 2, Trait 1) *prone

AoO: activate Power Attack non-lethal Vicious Stomp +6 (BAB 3, Str 4, WF 1, Power Attack -2) vs. Prone AC for 1d6+8 (Str 4, PA 4) *shaken from Enforcer

Flurry: Unarmed Dirty Trick to kick dirt in eye +10 (BAB 4, Str 4, WF 1, Improved Dirty Fighting 2, Flurry -2, DRIS 2, Trait 1, PA -2)

Attack 2: Hair +0 (BAB 3, Natural Attack -5, Str 4, PA -2) for 1d4+6 (Int 2, PA 4)

Free: Grab -1 (BAB 4, Natural Attack -5 [this is debatable whether the penalty applies but I'll include just to be safe], Int 2, Flurry -2, DRIS 2, Trait 1, PA -2) *grappled


Level 9:
Attack 1: Sansetsukon Trip +29 (BAB 8, Str 5 [Belt +2], WF 1, Impr/Gr Trip 4, Fury's Fall 2, Flurry -2, DIRS 2, Trait 1, Lorewarden +2, Thorny Brown Ioun Stone 2, Magic Weapon 1, Weapon Training 3 [Gloves of Dueling]) *prone

AoO: activate PA Greater Trip Sansetsukon +15 (BAB 7, Str 5, WF 1, PA -2, MW 1, WT 3) for 1d10+17 (Str 7, PA 6, MW 1, WT 3)

AoO: non-lethal Vicious Stomp +14 (BAB 7, Str 5, WF 1, PA -2, WT 3) 1d6+12 (Str 5, PA 4, WT 3) *shaken

Flurry: Sansetsukon Dirty Trick to sweep dirt in eye +21 (BAB 8, Str 5, WF 1, Impr Dirty Fighting 2, Flurry -2, DRIS 2, Trait 1, PA -2, LW 2, MW 1, WT 3) *blinded

Attack 2: Hair +6 (BAB 7, Natural Attack -5, Str 5, PA -2, WF 1) for 1d4+6 (Int 2, PA 4)

Free: Grab +7 (BAB 8, Natural Attack -5, Int 2, Flurry -2, DRIS 2, Trait 1, PA -2, LW 2, WF 1) for Constrict 1d4+6 *grappled

Attack 3: Sansetsukon +10 (BAB 7, Iterative -5, Str 5, WF 1, PA -2, MW 1, WT 3) for 1d10 +17


Level 11:
Attack 1: Sansetsukon Trip +36 (BAB 10, Str 6 [Belt +4], WF 1, Impr/Gr Trip 4, Fury's Fall 3 [Deep Red Sphere Ioun Stone], Flurry -2, DIRS 2, Trait 1, Lorewarden +4, TBIS 2, MW 2, WT 3) *prone

AoO: activate PA Greater Trip Sansetsukon +18 (BAB 9, Str 6, WF 1, PA -3, MW 2, WT 3) for 1d10+25 (Str 9, PA 9, MW 2, WT 3, Weapon Specialization 2)

AoO: non-lethal Vicious Stomp +16 (BAB 9, Str 6, WF 1, PA -3, WT 3) 1d6+17 (Str 6, PA 6, WT 3, WS 2) *shaken

Flurry: Sansetsukon Dirty Trick to sweep dirt in eye +26 (BAB 10, Str 6, WF 1, Impr Dirty Fighting 2, Flurry -2, DRIS 2, Trait 1, PA -3, LW 4, MW 2, WT 3) *blinded

Attack 2: Hair +8 (BAB 9, Natural Attack -5, Str 6, PA -3, WF 1) for 1d4+10 (Int 2, PA 6, WS 2)

Free: Grab +10 (BAB 10, Natural Attack -5, Int 2, Flurry -2, DRIS 2, Trait 1, PA -3, LW 4, WF 1) for Constrict 1d4+10 *grappled

Attack 3: Sansetsukon +13 (BAB 9, Iterative -5, Str 6, WF 1, PA -3, MW 2, WT 3) for 1d10 +17

With one full-round attack, I can make the enemy prone, shaken, blinded, and grappled. It gets even better at 13 with Greater Dirty Trick and Dirty Trick Master.

What do y'all think? Are there feats I should swap out? Any advice on the order of the classes? Does the natural attack penalty apply on the grab?

Silver Crusade

This is PFS chronicle eligible. Looking to replace my wizard as I am taking over GMing the game. We are about 1/3 of the way through the scenario.

Current party:
Cleric 7
Inquisitor 4
Illusionist 5
Magus 4
Barbarian 6

Looking for level 5-7 either ranged striker or melee tank to fill as soon as possible. Let me know if you have any questions.

Thanks in advance for your interest.

Silver Crusade

Hi. I would like to get the community's advice on this build I'm running for PFS. His name is Ichiro, of the mighty Toyotomi family of samurais. Ichiro, however, has a slightly different inclination in terms of fighting style that clashes with his family's tradition. Thus, he has embarked on a journey to prove that he is worthy of his family's acceptance while proving his unique (to them) way of combat.

I envision Ichiro being a battlefield controller with a radius of 25', being able to enlarge person himself (with wand) and lunge with a reach weapon. Or lunging for 15' with Temple Sword to take advantage of Vicious Stomp. Even against untrippable foes, Ichiro can still do decent damage while threatening a large area.

He's already 2nd level so can't go back to change anything without using the retrain rules.

As I'm still fairly new to pathfinder, I'm hoping the community at large can help refine this build to either be more efficient/productive in combat or increase his utility out of combat.

Toyotomi Ichiro current:
Human Male Monk (Sohei, Qinggong) 1/Bloodrager (Blood Conduit) 1
Str: 18 (16+2) Dex: 16 Con: 13 Int: 7 Wis: 14 Cha: 7
Traits: Berserker of the Society, Bred for War

Feats:
1st - Bloodrager (Blood Conduit): Power Attack
Bloodrager 1: Improved Trip (bonus)
Human: Fury's Fall
2nd - Monk (Sohei, Qinggong) 1: Combat Reflexes (bonus)

planned progression. Anything with ? is what I'm unsure about.
3rd - Brawler (Strangler): Vicious Stomp
4th - Monk 2: Dodge (bonus)
5th - Monk 3: Dragon Style?
6th - Monk 4:
7th - Monk 5: Combat Expertise
8th - Monk 6: Improved Grapple (bonus)
9th - Monk 7: Greater Trip
10th - Monk 8:
11th - Brawler 2?: Lunge
Brawler 2: Greater Grapple? (bonus)

So what do you think? Based on current plan and WBL, here are Ichiro's various level marks. () = when raging

4th level:
Human Male Monk (Sohei, Qinggong) 2/Bloodrager (Blood Conduit) 1/Brawler (Strangler) 1

Str: 18 Dex: 16 Con: 14 (+1 level) Int: 7 Wis: 16 (+2 headband) Cha: 7
HP: 37 (45) SP: 12 F: 10 (12) R: 9 W: 7 (9)

AC: 25 (+4 Mage Armor, +4 Shield (spell), +3 Dex, +1 Dodge, +3 Wis)
FF: 21 Touch: 17

Melee (flurry): MW Temple Sword (2H PA) +5/+5 (+7/+7) 1d8+10 (1d8+12), 19-20/x2 or
MW Guisarme (2H PA) +7 (+9) 2d4+12 (2d4+15), x2
Trip CMB: +14 (+16)

Items: Headband of Wis +2, Cloak of Resist +1


8th level:
Human Male Monk (Sohei, Qinggong) 6/Bloodrager (Blood Conduit) 1/Brawler (Strangler) 1

Str: 20 (+2 belt) Dex: 16 Con: 14 Int: 8 (+1 level) Wis: 16 Cha: 7
HP: 68 (84) SP: 32 F: 13 (15) R: 12 W: 10 (12)

AC: 31 (+4 Mage Armor, +4 Shield (spell), +3 Dex, +1 Dodge, +1 Haste, +3 NA (barkskin qinggong), +1 Deflection, +3 Wis, +1 Monk)
FF: 26 Touch: 20

(Assume hasted with boots and ki to extra attack)
Melee (flurry): +2 Temple Sword (2H PA) +11/+11/+11/+11/+6 (+13/+13/+13/+13/+8) 1d8+17 (1d8+19), 19-20/x2 or
MW Guisarme (2H PA) +10/+10/+10/+10/+5 (+12/+12/+12/+12/+7) 2d4+15 (2d4+17), x2
Trip w/ Temple Sword CMB: +24 (+26)

Item: Belt of Str +2, Boots of Speed, Cloak of Resist +2, Headband of Wis +2, Ring of Prot +1


11th level:
Human Male Monk (Sohei, Qinggong) 8/Bloodrager (Blood Conduit) 1/Brawler (Strangler) 2?

Str: 20 Dex: 18 (+2 belt) Con: 16 (+2 belt) Int: 8 (+1 level) Wis: 18 (+4 headband) Cha: 7
HP: 103 (125) SP: 44 F: 16 (18) R: 15 W: 12 (14)

AC: 36 (+4 Mage Armor, +4 Shield (spell), +4 Dex, +1 Dodge, +1 Haste, +3 NA (barkskin qinggong), +1 Deflection, +4 Wis, +3 Monk, +1 Luck)
FF: 30 Touch: 25

(Assume hasted with boots and ki for ki weapon +2 atk/dmg)
Melee (flurry): +2 Temple Sword (2H PA) +17/+17/+17/+12/+12 (+19/+19/+19/+14/+14) 1d8+19 (1d8+21), 19-20/x2 or
MW Guisarme (2H PA) +16/+16/+16/+11+/+11 (+18/+18/+18/+13/+13) 2d4+17 (2d4+19), x2
Trip w/ Temple Sword CMB: +30 (+32)

Item: Belt of Phys Perfection +2, Boots of Speed, Cloak of Resist +2, Headband of Wis +4, Jingasa of the Fortunate Soldier, Monk's Robe, Ring of Prot +1

Prior to BAB 6, plan to use martial flexibility (4 times/day) for improved grapple, weapon focus, furious focus?, or style feat (crane, dragon, pummel)
After BAB 6, greater trip (until level 7), lunge, greater grapple

Wand of Mage Armor, Shield, and Enlarge Person to cast those spells. Any other wands that might be useful (can't cast scrolls as dumped Cha)?

What else? Should I take weapon focus as a feat or use martial flexibility based on which weapon I'm using at the time? What else can I do to improve or add flavor that I haven't thought of. Thanks in advance for any help/advice.