| c873788 |
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The premise behind this build is a battlefield control melee character using a reach weapon. The Blinding Serpent could be used for Society Play and I have used a 20 point build. The build is based on 3 archetypes (Monk:Maneuver Master, Monk:Weapon Adept, Fighter: Lore Warden) to achieve its purpose to trip and blind with reasonable saving throws and AC by 3rd level. By blinding and tripping with reach and combat reflexes, the idea is to stop enemies from approaching and attacking yourself or your allies. The build is also designed to be effective to some degree from 1st level rather than waiting until higher levels for things to gel. The Blinding Serpent build derives its name from Snake Style and the Dirty Trick blind feats.
Race: Half Elf
Starting Stats: STR 14/16 (+2 race bonus)
DEX 14
CON 12
INT 12
WIS 16
CHR 7
ALIGNMENT: LN or LG
Alternate Racial Trait: Ancestral Arms (exotic reach, trip weapon Fauchard 18-20/x2 1d10)
Skills: Max out Sense Motive, Stealth, Perception, Acrobatics and spare point for whatever
Traits: Reactionary (+2 initiative), Cynic (+1 Sense Motive)
Hit Points at 12th level: 90 (Favored Bonus +1 hit point/level)
AC using Snake Style at 12th level: about 39
Saves at 12th level: Fort 13; Ref 13; Will 14
CMB trip check average by 12th level is about 43 (assuming +2 keen fauchard)
CMB dirty trick (blind) check average by 12th level is about 40 (assuming +2 keen fauchard)
I will give a level by level breakdown to show how this build progresses.
1st: Monk Maneuver Master and Weapon Adept.
Feats: Combat Reflexes
Bonus Feats: Improved Trip, Perfect Strike
Flurry of Maneuvers replaces Flurry of Blows allowing bonus CMB attack after normal attacks and no restrictions to use only Monk weapons by RAW. The maneuver master also uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers. From 1st level we can attempt to trip anyone who tries to get too close. Use perfect strike to hopefully guarantee trip when really needed.
2nd Monk Maneuver Master and Weapon Adept.
Bonus Feats: Improved Dirty Trick, Weapon Focus: Fauchard
We can now trip and blind in the same turn.
3rd Monk Maneuver Master and Weapon Adept.
Feat: Snake Style
Now we can tank better. We can spend an immediate action to make our AC based on our sense motive skill check which on average is around 22 at 3rd level against a ranged or melee attack.
4th Monk Maneuver Master and Weapon Adept.
Attribute Increase: Intelligence increase to 13. Required to pick up Greater Trip at later levels
We have a Ki Pool now and the Monk ability Reliable Maneuver which allows us to spend 1 Ki point to have 2 rolls for CMB attempts.
5th Monk Maneuver Master and Weapon Adept.
Feat: Skill Focus-Sense Motive (our Snake Style AC is now around 27)
Monk Ability Meditative Maneuver allows us to add WIS bonus to CMB attempts
6th Monk Maneuver Master and Weapon Adept
Bonus Feats: Greater Dirty Trick (to removed blind condition now requires a standard action); Weapon Specialization-Fauchard
7th Fighter Lore Warden
Bonus Feats: Fury's Fall (add DEX bonus to trip attempts)
Feat: Power Attack
8th Fighter Lore Warden
Bonus Feats: Combat Expertise; Greater Trip
Attribute Point into STR
9th Fighter Lore Warden
Maneuver Mastery Lore Warden ability gives +2 CMB bonus
Feat: Lunge (now we have 15 feet reach for AoO)
10th Monk Maneuver Master and Weapon Adept
11th Monk Maneuver Master and Weapon Adept
Flurry of Maneuver grants extra free attack
Feat: Tripping Strike (have a keen weapon so you are critting on a 15-20)
12th Monk Maneuver Master and Weapon Adept
Attribute Point into STR
Bonus Feats: Evasion
Constructive criticism welcome and desired. Build also works well as a Human.
| Michael Loy |
Unless I'm missing something, Weapon Master is incompatible with the fauchard: Perfect Strike, Weapon Focus, and Weapon Specialization work only with monk weapons. Are you somehow treating a fauchard as a monk weapon?
The Lunge feat only works until the end of your turn ... it shouldn't be of any help with AoOs.
Due to frankly rather weakly worded rules in this matter, I don't think it's clear that it's possible to use dirty trick at reach. As far as I know, the current official stance is that sunder, disarm, and trip work in conjunction with weapons, and other maneuvers generally do not ... except if your GM says it's okay, on a case-by-case basis. Or something:
Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll.
For other maneuvers, either you’re not using a weapon at all, or the weapon is incidental to making the maneuver and its bonuses shouldn’t make you better at attempting the maneuver. For example, just because you have a +5 greatsword doesn’t mean it gives you a +5 bonus on dirty trick checks (Pathfinder RPG Advanced Player’s Guide 320), and just because you have a +5 dagger doesn’t mean it gives you a +5 bonus on grapple checks. Of course, the GM is free to rule that in certain circumstances, a creature can apply weapon bonuses for these maneuvers, such as when using a sap in a dirty trick maneuver to hit an opponent in a sensitive spot.
From here.
Your GM may allow it (I would), but depending on that for your build is probably not wise in Society play.
| c873788 |
Unless I'm missing something, Weapon Master is incompatible with the fauchard: Perfect Strike, Weapon Focus, and Weapon Specialization work only with monk weapons. Are you somehow treating a fauchard as a monk weapon?
The Lunge feat only works until the end of your turn ... it shouldn't be of any help with AoOs.
Due to frankly rather weakly worded rules in this matter, I don't think it's clear that it's possible to use dirty trick at reach. As far as I know, the current official stance is that sunder, disarm, and trip work in conjunction with weapons, and other maneuvers generally do not ... except if your GM says it's okay, on a case-by-case basis. Or something:
Quote:Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll.
For other maneuvers, either you’re not using a weapon at all, or the weapon is incidental to making the maneuver and its bonuses shouldn’t make you better at attempting the maneuver. For example, just because you have a +5 greatsword doesn’t mean it gives you a +5 bonus on dirty trick checks (Pathfinder RPG Advanced Player’s Guide 320), and just because you have a +5 dagger doesn’t mean it gives you a +5 bonus on grapple checks. Of course, the GM is free to rule that in certain circumstances, a creature can apply weapon bonuses for these maneuvers, such as when using a sap in a dirty trick maneuver to hit an opponent in a sensitive spot.
From here.
Your GM may allow it (I would), but depending on that for your build is probably not wise in Society play.
Thanks for your feedback. Goood pick up about the Weapon Adept. The abilities it grants are extra gravy and aren't really important to make the build work. By RAW, Perfect Strike would still apply but is not really essential either because by 4th level you have Ki points to roll twice on your CMB checks. In retrospect, I might drop the Weapon Adept entirely from the build.
You raise another good point about Lunge. It may still prove handy but only on your own turn for that extra reach. This could be replaced with Weapon Focus if people don't feal Lunge is worth it.
Yes, it looks like you don't get to add the weapon bonus to your Dirty Trick but you could still use your weapon. I envisage using the Fauchard expertly cutting above the brow to bleed into the opponent's eyes when using the Dirty Trick: blind. Sean's comments don't preclude you from using your weapon for the dirty trick but would exclude its bonuses except in special circumstances.
| c873788 |
Your title sounds like an awesome porn.
Lol. I guess some will be disappointed if they google those words and come to this site.
Have you considered the Kusarigama?
The Kusarigama would work with this build and certainly fits the description better. From a mechanics point of view, it is inferior to the Fauchard (18-20 x2) as you don't need a monk weapon for Flurry of Maneuvers and there doesn't seem to be any drawbacks for using a non-monk weapon.
| c873788 |
Unless I'm missing something, Weapon Master is incompatible with the fauchard: Perfect Strike, Weapon Focus, and Weapon Specialization work only with monk weapons. Are you somehow treating a fauchard as a monk weapon?
I've been reviewing different weapon options and the Kama, double-chained might work well for this build in place of the Fauchard.
It's a monk trip weapon with reach that even allows you to attack an opponent if they get in close. That's perfect for this build.
| c873788 |
Start with 13 Int and 15 Wis. Thatb gives you 2 more points to spend. So you can start with 15 Str.
Its always a bad idea to increase low stats.
Excellent idea. Wisdom becomes important at level 5 when you can add your Wisdom bonus to CMB rolls. So it can be increased from 15 to 16 at level 4. Now I need to decide where to spend the 2 extra points you saved me?
| Wasum |
Wasum wrote:Excellent idea. Wisdom becomes important at level 5 when you can add your Wisdom bonus to CMB rolls. So it can be increased from 15 to 16 at level 4. Now I need to decide where to spend the 2 extra points you saved me?Start with 13 Int and 15 Wis. Thatb gives you 2 more points to spend. So you can start with 15 Str.
Its always a bad idea to increase low stats.
Str 14->15
| c873788 |
Have you considered the guided weapon property?
The guided weapon property is generally an excellent option for a monk. But in this build it would be an average choice. The reason it's not a good choice is that at 5th level the monk gets to add his wisdom bonus anyway to his CMB attacks along with his strength bonus. We need to get the highest CMB score possible and with a guided weapon we would ultimately miss out on the strength bonus to CMB.