| Ravingdork |
Friend of mine had a tiefling knife fighter in a v3.5 FR campaign a ways back. I'm trying to recreate the character in Pathfinder now, using only Pathfinder rules.
The character would grapple her targets and then knife them to pieces during the grapple. She had the Knifefighter regional feat then, which really helped to pull the concept off, and now I'm looking for something roughly equivalent in Pathfinder.
In short, please help me find some mechanics to really clench the duel-wielding grappling knife-fighter concept.
| DM Barcas |
Male Tiefling Monk 2 Rogue 7
LE Medium Outsider (Native)
Init +5; Senses Darkvision (60 feet); Perception +14
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DEFENSE
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AC 21, touch 15, flat-footed 16. . (+6 armor, +4 Dex, +1 dodge)
hp 64 (9d8+9)
Fort +6, Ref +13, Will +7
Defensive Abilities Evasion, Trap Sense +2, Uncanny Dodge; Resist cold 5, electricity 5, fire 5
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OFFENSE
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Spd 30 ft.
Special Attacks Befuddling Strike, Flurry of Blows +0/+0, Offensive Defense, Sneak Attack +4d6
Spell-Like Abilities Darkness (1/day)
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STATISTICS
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Str 10, Dex 21, Con 12, Int 12, Wis 14, Cha 8
Base Atk +6; CMB +11 (+15 Grappling); CMD 24 (26 vs. Grapple)
Feats Agile Maneuvers, Defensive Combat Training, Dodge, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Monk Weapon Proficiencies, Rogue Weapon Proficiencies, Shadow Strike, Stunning Fist (3/day) (DC 17), Weapon Finesse
Skills Acrobatics +16, Bluff +10, Climb -1, Disable Device +21, Escape Artist +16, Fly +4, Knowledge: Local +8, Perception +14, Ride +4, Sleight of Hand +16, Stealth +18, Swim -1, Use Magic Device +11
Languages Abyssal, Common, Infernal
SQ AC Bonus +2, Stunning Fist (Stun) (Ex), Surprise Attacks (Ex), Trapfinding +3, Unarmed Strike (1d6)
Combat Gear +2 Chain Shirt; Other Gear Thieves' tools, masterwork
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SPECIAL ABILITIES
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AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Agile Maneuvers Use DEX instead of STR for CMB
Befuddling Strike (Ex) Sneak attack imposes a -2 penalty for 1d4r if opponent wants to attack you.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full action.
Greater Grapple +2 to grapple, maintaining a grapple is a move action.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Offensive Defense (Ex) Sneak attack grants you +1 AC vs. the target.
Shadow Strike You can deal precision damage against targets with some concealment.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Stunning Fist (3/day) (DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
This guy (monk 2/rogue 7) can do it in one round thanks to Greater Grapple at +15. Once he has the target pinned, he can attack twice per turn. The target takes a -2 penalty to hit (and thus to CMB to escape) while the rogue gets a +4 bonus to AC (and thus CMD to prevent the target's escape). Since you can't full attack in a grapple (unless you're the grappled party), two-weapon fighting is not useful.