Creating a disarm fighter


Advice


I am creating a two handed weapon disarm fighter for a kingmaker campaign and would like some ideas for a stat build. My DM is letting me us a 15 point buy. I am thinking of using a Half-orc or a Human and not have wisdom below 10. Much thanks


You are stuck to core, or you can use APG?

What about something based on the heavy flail?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Ranseur is the weapon of choice - you can disarm at reach, and if they want to pick up their weapon, they're not able to attack you with it. Also, you can use an AoO to disarm, so combine the reach with multiple attacks of opportunity and you can easiliy disarm multiple foes in a round, even at first level.

You'll of course want to have an Int of 13 to qualify for combat expertise and improved disarm. Though note that with a ranseur, you can attempt a disarm without provoking, even without improved disarm, since you'll be doing so 10 feet away, and most of your foes won't be able to attack you at that range.

Heavy flail makes a good backup weapon when you're in tight quarters and reach isn't effective.


I was thinking to dire flail because on the long road, if one wants to take feats working on crit chances (both for disarm, this is why I asked about the APG, and actual Critical Feats) has a threat range greater.

If this option is not a priority, I guess JoelF847 is right (ranseur deals slightly less damage, indeed).


first of all I am only using the core. I am thinking of using The Ransuer at lower levels then switch to enlarge and great flail at higher levels. I think it would be a problem to have 15ft reach with a Ransuer though it would give me attacks of opportunity on large creatures later...hmm. If I was large and took lunge then my range would be crazy.

the heavy flail has 1d10 dmg and a 19-20 crit range. which is better than the Ransuer.

more additional: my DM ruled that I could not do combat maneuvers as attacks of opportunity.

r

Liberty's Edge

zmanerism wrote:

first of all I am only using the core. I am thinking of using The Ransuer at lower levels then switch to enlarge and great flail at higher levels. I think it would be a problem to have 15ft reach with a Ransuer though it would give me attacks of opportunity on large creatures later...hmm. If I was large and took lunge then my range would be crazy.

the heavy flail has 1d10 dmg and a 19-20 crit range. which is better than the Ransuer.

more additional: my DM ruled that I could not do combat maneuvers as attacks of opportunity.

r

Well, the whole no maneuvers as AOO kinda destroys the viability of a PC based around said combat maneuvers. If you are intent on trying to do this anyway, I highly recommend trying out the pole-fighter variant from the APG. It lets you use your reach when you need it and still threaten the squares around you (Although at a penalty). The ranseur is alright but I prefer the bill from the APG, as trading a step in damage you get +1 to AC for full defense in addition to brace.


How does this destroy the viability of maneuvers? Have you ever been hit a monster with their badass weapon more than once. If their weapon is now on the ground or 15ft away that would rock.

Also I clearly said I cannot use the APG.

considering this the five foot step back would take care of that range problem if need by except if I was in an enclosed area.

Do you think if I was able to buff my str up and my weapon that disarm would work up into higher levels?


Against viable targets, it will work. Just don't make it your only trick.

Since you are on Combat Expertise, think to the good old Trip as an alternative move to deliver if disarm is not possible.


What is your definition of a viable target?

use feats like power attack (the basic,) the basic dmg feats. the fighter fall back is a pure brute dmg. That is where weapon focus, great weapon focus, weapon specialization and greater weapon specialization are great.

The trip feats could work with the great flail too.

Liberty's Edge

So... let me get this strait. You are trying to use a polearm without any of the things that improve polearm fighting. In addition you are trying to play a combat maneuver specialist in a game where combat maneuvers have been nerfed.

Reach is just awful without the accompanying AOO it provides a character unless you take improved unarmed strike so you can threaten the area around you as well. So I would abandon that... maybe try making a spiked chain build? That could be fun, albeit super nerfed from where it used to be it is still quite viable.

As far as the "clearly stated" part, I been drafting that response when you posted that you are using core only. Also it is worth mentioning that the APG is part of the OGL and is therefore available at various online databases.


I mean viable target as an armed enemy up to one category larger. That is a lot of enemies, but not ALL :). So have a backup plan is a good idea.

The metricsystem, where did you get the "game with nerfed maneuvers" thing?

Our current S&B fighter (level 12) uses shiedls, flails and such for disarm trip bull rush and such. Is terribly effective, up to the level of be annoying :P

Remember that you can use any bonus to "hit" for CMB. Feats, high BAB and high Str are often enough.. buffed fighter fails rarely.

Moreover, I find quite odd blame pathfinder for "Nerf Maneuvers". They even added new ones in the APG.

AAAAAAAAAAND stop this spiked chain stuff, please. You can do well with guisarme and gauntlets/armor spikes too. You DON'T need IUS to threat area around you. Did you read the rules O_o?

Liberty's Edge

zmanerism wrote:


more additional: my DM ruled that I could not do combat maneuvers as attacks of opportunity.

r

Obviously your DM can do whatever the heck he wants, but this seems to be clearly inconsistent with RAW:

On page 180 of core, under "attacks of opportunity."

Quote:
An attack of opportunity is a single melee attack.

On page 199, under "Disarm"

Quote:
You can attempt to disarm your opponent in place of a melee attack.

I sympathize because I am possibly going to be using a tripper (no, not an alchemist) in PFS.


The rules state that you can make some maneuvers in place of an AoO (Note 6 in Table 8-2, pag. 183), Disarm in one of them.

If you have this limitation then don't use reach weapons for that build, half of the advantages of reach weapons are the AoOs, if you can't use your favourite attack for AoOs then you are wasting your time. The heavy flail is just fine, and since it can be used for Trip too you may use one of your zillion feats to take Improved Trip (useful for creatures that can't be disarmed).
Being a guy with Two handed weapons you may use Power attack and Vital Strike feats too.


My character is using a masterwork ranseur, and used true strike with a disarm maneuver. He didn't just auto-succeed. He did so well he did a double-disarm (disarmed both the enemy's weapons). XD

Conclusion: True strike Rawks! Who needs improved disarm? XD


thanks for the input. I can AOO but not use CM so a reach weapon could be cool. I was thinking of going the trip and disarm route now to the great flail will be great for that, though it is missing the natural reach which can have its own problems too.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Creating a disarm fighter All Messageboards

Want to post a reply? Sign in.