Counterfeit Mage

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I've been playing around with a few builds and found tripping is really effective. I did not find dirty fighting when I was building the character, it makes the build come together so much faster. Level 1 is locked in, I'm thinking of this might be the next couple levels.

1- dirty fighting, combat reflexes, bodyguard
2- improved trip
3- in harm's way
4- power attack
5- improved overrun

There will be a lot of dungeon diving, so I assume there will be battles in tight spaces. I want to get to the backlines to make dirty trick better, so I really want improved overrun faster than my original build.


@ Temperans I played a lot of 3.0 and 3.5, pathfinder is still fairly new to me. I was unaware of what an archetype was until after I made this post.

Thank you to everyone, suggestions are making me look things up and I have been learning a lot about what I didn't know.


@*Khan*
I sure did forget combat expertise.

I was unaware of armor spikes being as effective as they were, nor did I fully understand the restrictions of the gauntlet. I looked into it and understand now. Thank you.

There are two members in our party that will be able cast enlarge person on me and both agree it is worth a round of casting since I will protect them. The other options might be something I dig deeper into if I ever want to reinvent this build for a different party.

@Kurald Galain
Some of the abilities of siegebreaker are cool, but it restricts a lot of bonus feats. I am going to make a few dummy characters and play with myself through a few combat scenarios at a couple different level to see which is best for the party.


I am making a human fighter in a party of 5 that has 2 other melee characters designed for dps a support and a magic dps. My goal is to disrupt the battlefield and protect my allies. Dps is a third priority. We are starting level 1, this is the plan.

Weapon:
Bec de Corbin (you could argue some weapons edge this out, but they are not as cool)
Spiked Gauntlet (threaten all the squares)

Armor: Chain Coat (with armor training this will change over time)

Epic adventure, so we rerolled anything under 10. I had good rolls.
str 16
dex 19 (17+2) less than 16 dex and this build is no good.
con 16 con over str
int 14 I chose an extra skill every level over +1 will save
wis 13 these are interchangeable depending on preference
cha 10

Feats:
1st - combat reflex, dodge, bodyguard (AC for all)
2nd - mobility (prerequisite and nice bonus)
3rd - in harm's way (who needs a shield to be a tank?)
4th - power attack (prerequisite. No weapon focus feat, so use with discretion)
5th - combat patrol (By this time I will have 5 AOs. The field is mine)
6th - improved trip (I plan to trip a lot)
7th - improved overrun (I want to be over there and someone is in the way)
8th - greater trip (use more AOs)
9th - greater overrun (see above)
10th - advanced weapon training -> combat defense maneuver (more AC)
11th - pin down (stay put, we are not done with you)

I'm not overly experienced with optimizing builds and am curious to know what people think I missed and what I got right.


Make the hostage an item that looses all magic when broken.

The bad guy gets to the treasure just before the party does and has the fragile McGuffin in hand. The party is blocking the exit, but if they kill the competition they loose the loot.