Free Hand Fighter -> Deadly Stroke


Advice


I'm trying to maximize the potential of using Deadly Stroke, so here's a feat build that tries to go that route. The key here is I think the Free Hand Fighter's Interference power, which can flat-foot an opponent as a move action.

Free action: Power Attack (you've got loads of bonuses at the Disarm manuever, you should be okay)
Move action: Interference
Standard action: Deadly Stroke

Human Free Hand Fighter 13/Rogue 7

Hum Combat Expertise
1st Weapon Focus
Ftr1 Improved Disarm
Ftr2 Dazzling Display
3rd Improved Initiative
Ftr4 Weapon Specialization
5th Throw Anything (disarm someone one round, throw their sword back at them the next)
Ftr6 Shatter Defenses
7th Greater Disarm
Ftr8 Greater Weapon Focus
9th Intimidating Prowess
Ftr10 Power Attack
11th Deadly Stroke
Ftr12 Greater Weapon Specialization
13th Improved Critical
15th Critical Focus
17th Staggering Critical
19th Stunning Critical

Skills should be max Bluff, Intimidate, Stealth, and one other (from the Int 13).

Golarion-specific options would be Cornugon Smash and Exotic Weapon Proficiency: Aldori dueling sword.

How does this look? And how come it's 'Deadly Stroke', instead of 'Deadly Strike'?

Dark Archive

Looks fine.

And because Stroke sounds better :)


I would move Improved Initiaitive later and move power attack up to 3rd lvl, maybe 1st or second.


This is a very good concept. In fact, it makes particular sense for the Free Hand Fighter to go after standard action attacks to make use of his move action class features. I wonder what other builds we could come up with.


@Caineach: that's not a bad idea. Improved Initiative isn't so much about going first as about getting the other guy flat-footed for the Deadly Stroke. Power Attack probably has more use than just hitting someone when they're down. So, those two feats can switch.

Other thoughts I had for the Free Hand

1. Improved Unarmed Strike and Two-Weapon Fighting. Kinda hard to get around DR with this, because your hand can't have anything in it (not even brass knuckles). Brings new meaning to 'Sword and Fist'.

2. All the other specialized fighters get an increasing bonus to their favorite weapon, but Singleton for the Free Hand fighter is only a +1. Is this correct?

3. I really wish the tricks in Equipment Trick (heavy blade scabbard) worked with the Free Hand fighter, but sadly he can't even hold the scabbard in his free hand. Oh well.

I noticed that Deadly Stroke doesn't require a melee attack. It still requires 8 levels of Fighter and a +11 BaB, so it's really hard to squeeze some spells in there...anyone got an idea for a Deadly Stroke Arcane Archer?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

How come I don't see the Vital Strike line of feats in there anywhere? If you are only going to make standard action attacks, it seems like an obvious choice to me.


I personally would not go for TWF and deadly stroke, since you have a lot of feats eaten up already and you cannot combine them. TWF needs a full attack, and deadly stroke is a standard action.

Singleton loses the increasing damage bonus to get to use its abilities as a move action. Its new abilities at a cost.

I agree with you on equipment tricks. I wish that it was just you couldn't have a weapon or shield. It would alow me to duel with a mug in the hand.

A lot of Arcane Archer's bonus damage does not multiply, since I do not believe extra dice from things like elemental weapons do. Archers also get most of their damage from many attacks, and you are giving up 2 more attacks with deadly stroke than a normal character, making it more of a penalty. Its also harder to get deadly stroke off at range.


Ravingdork wrote:
How come I don't see the Vital Strike line of feats in there anywhere? If you are only going to make standard action attacks, it seems like an obvious choice to me.

Deadly Stroke and Vital Strike are not compatible. Vital Strike requires you to use an attack action, and Deadly Stroke is a seprate unique standard action.


Deadly Stroke is worth a whole lot more any way.
I'd Dump the rogue levels or take them early and use the first two rogue talents for Weapon Focus and Combat Trick so you don't interupt your feat progression.

EG
Free Hand Fighter 1 H-Combat Expertise, Improved Disarm, Improved Initiative
Ftr2 Power Attack
Rogue1 (Scout) Throw Anything SA1d6
Rogue2 Weapon Focus
Rogue3 Dazzling Display, SA2d6
Rogue4 Conrugan Smash
Ftr 3 Shatter Defences
Ftr 4 Intimidating prowess.

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