| Gelmir |
The idea here is to create a fighter that stacks a ton of debuffs on the enemy with each swing.
Between Shatter Defenses, Befuddling Strike, Cornugon Smash and being a Thug, this character gives a -4 to hit malus (vs himself) on every enemy he hits and makes them flatfooted.
He also ends up with a +23 (due to skill focus, 12 ranks invested and intimidating prowess) to Intimidate at level 12 and gets +1 to duration of shaken effects.
By level 12 he is already building towards the critical feat tree.
Finally, with a few levels of Rogue, he should be able to sneak attack for +2d6 on every attack (is this accurate? Meaning: with the below feats can I walk up to a dude, hit him with cornugon smash and shattering strike AND get a sneak attack all in the first round of combat?)
Seems like a fun fighter build that would be pretty effective. I could probaly min-max by dumping intelligence a bit.
What do you guys think? Rogue levels worth it? Would I be better off with Barbarian levels?
Ideally, I would also fit Crticals: bleeding.
Class: Fighter(8)/Rogue(4)
Race: Half-Elf
Str: 19 (13)
Dex: 14 (5)
Con: 12 (2)
Int: 10
Wis: 10
Cha: 10
Weapon Master/Thug
Traits:
1: Fighter (1)
Feats: Power attack ; Weapon focus: Falchion ; (half-elf) Skill Focus: Intimidate
2: Fighter (2): Cleave
3: Fighter (3): Intimidating Prowess
4: Fighter (4): Weapon Specialization
5: Fighter (5): Dazzling Display
6: Fighter (6): Cornugon Smash
7: Rogue (1): Shatter Defenses
8: Rogue (2): Talent: Befuddling Strike
9: Rogue (3): Improved Criticals
10: Rogue (4): Talent: Critical Focus
11: Fighter (7): Weapon focus, Greater
12: Fighter (8): Deadly Stroke
| Gelmir |
Off the bat, I'd drop Enforcer in there at some point, and pair it off with the trait "Blade of Mercy" from LoF. Of course, you have to worship Sarenrae to pull that off, but if you can make it fit the flavor.
AH! I see what these do. Nice combo. But isn't it redundant with what I already do? How often do I want to do nonlethal damage?
| Daniel Moyer |
I have 2 intimidate characters going atm, both don't solely focus on intimidate as I don't usually run one-trick ponies. Besides if you focus too much a DM will eventually smack you down, I find it good to have other options when your 'one-trick' won't work.
For what it's worth, here's their general concepts, maybe you'll see something you like. :)
•Dwarven Fighter 3(Phalanx Fighter)/ Paladin 7
Equipment: Fullplate, Hvy. Shield, Dwarven Waraxe, Longspear*, Cestus
(*Impaler of Thorns)
Trait: Lone Wolf
Weapon Focus
Dazzling Display
Endurance
Die Hard
Dodge
Mobility
Ironhide
(Looking at Shield Focus, Intimidating Prowess or Toughness next. I had contemplated Toughness earlier, but decided to skip dipping into Stalwart Defender for the moment. Intimidating Prowess would give me +5, but I'm already succeeding by approx. 10 against mooks (Giants), not really necessary.)
•Rogue 4 (Thug & Scout)/Cavalier 13 (Cockatrice & Dragon)
(Still only Rogue 3 currently)
Equipment: Studded Leather, Sap*, Dagger*, Longspear
(*spring-loaded wrist sheathes, from Adventurer's Armory.)
Trait: Reactionary
Trait: Brigand
Enforcer
Combat Expertise
Rogue Talent: Gang-Up
Mounted Combat
Ride-by Attack
Morale Chameleon (from Cavalier's Creed, changing to Dragon for 8th.)
(Unsure where to go with feats on this guy, focusing too much on the mount is a concern even if the AP is a bit more outdoorsy than most. Also looking into Intimidating Prowess, but it would only be a +2 vs. Skill Focus' +3 atm. I may attempt to buy a weapon like the dwarven paladin has above, but the mount would likely be vulnerable to the dc16 will save involved.)
| Gelmir |
It's an awesome character concept, but remember that every time you try to re-intimidate the same foe, you get a -5 cumulative penalty on your intimidate check.
I would throw in 2 levels of Anti-Paladin for the Aura of Fear and Misery (fear) class features. :)
Tricky! Anti-paladin more useful than the rouge sneak attack, Thug bonus to intimidate duration and ROgue Talent: befuddling strike?
| Gelmir |
Hmm. I have a fighter/rogue/duelist I'm playing, focussing on Combat Expertise and associated feats until I get to Improved Critical. Currently Improved Feint combined with sneak attack is working very effectively ...
fun. what is the build?
One advantage to the above is I *think* I get sneak attacks on every single attack as long as I make the intimidate roll from Cornugon smash while the feint plan requires pauses to feint.
| Dabbler |
The character is here and I don't have access to the Cornugon Smash feat so that tactic is out, plus I'm currently 5th level (no duelist levels yet). At this level, feinting is more effective by far. At higher level the critical feats will start to come in more. For this level having an effective AC of 21 and dishing a likely 3d6+2 damage per round isn't too bad for a dex build fighter in what amounts to a low-wealth game.
Progression is likely to be:
6th level: Fighter - bonus feat = Weapon Specialisation (rapier)
7th level: Rogue - feat = Vital Strike (probably)(damage on a feint is up to 5d6+4)
8th level: Duelist
9th level: Duelist, feat = Improved Critical
10th level: Duelist
11th level: Fighter, feat = Critical Focus
12th+ Duelist
At 11th level I'll have to decide whether to go for more Vital Strike chain feats, or go for number of attacks and critical hits (probably). The other option is to go for Improved Disarm at 7th which I think might be useful, it depends how the campaign goes.
| Ardenup |
Scout/Thug is awesome. Trapfinding is nice but you can live without it.
I've got 2 awesome builds a Wpn Master 8/Rogue 12 that uses TWF Shortswords and the Conrugan smash trick
and a Straight Rogue doing the same trick but he goes two handed Longsword.
Being able to auto SA Intimidate for Shake, Sickened and Beffudle on the first hit rocks. Add Offensive Defense as well and you got a tanking rogue
| Phneri |
The character is here and I don't have access to the Cornugon Smash feat so that tactic is out, plus I'm currently 5th level (no duelist levels yet). At this level, feinting is more effective by far. At higher level the critical feats will start to come in more. For this level having an effective AC of 21 and dishing a likely 3d6+2 damage per round isn't too bad for a dex build fighter in what amounts to a low-wealth game.
Progression is likely to be:
6th level: Fighter - bonus feat = Weapon Specialisation (rapier)
7th level: Rogue - feat = Vital Strike (probably)(damage on a feint is up to 5d6+4)
8th level: Duelist
9th level: Duelist, feat = Improved Critical
10th level: Duelist
11th level: Fighter, feat = Critical Focus
12th+ DuelistAt 11th level I'll have to decide whether to go for more Vital Strike chain feats, or go for number of attacks and critical hits (probably). The other option is to go for Improved Disarm at 7th which I think might be useful, it depends how the campaign goes.
I will be stealing part of this for my fighter/rogue dude specializing in feint + sneak attack with vital strike with a greatsword.
*theft*