Crouching Loser, Hidden Badass, or How to Own People with a Staff


Advice


Now, we all have our weapons of choice - swords, axes, guns, BFGs, catapult-launched gnomes (I'm told those are illegal by the 4165 Taldan Declaration of Demihuman Rights, unfortunately), and so on. It's usually a matter of style. As it happens, I've wanted to try a martial character focusing on the staff for some time, and I'm wondering how to do it best. As I see it, the staff is pretty much the simplest and most humble weapon (except for possibly fists), and in a world of larger-than-life hams and anti/super/megaheroes I wouldn't mind playing a bloke who wants to be more low-key, unassuming, and generally not look like he** can unleash a Jumbo*ton of canned and seasoned whupass right until, well, he does just that. Now, the question is, how can I best do that?

So far, I'm looking at various combinations, but not really seeing a clear winner. I'd the character to be more martially oriented, if possible, so at least medium BAB is a must. In terms of a role within the party, dealing damage and maneuvers would be my priorities... but from there on, I draw a blank. In general, the staff is a bit too humble when it comes to damage and critical hits, so I'm not sure just how effective such a warrior would be - after all, cool is good, but cool and effective is better. Any advice? So far I'm considering monks, fighters (or monk-fighter multiclass characters), paladins, maybe rangers and druids. I know of the staff magi, but they strike me as a bit more caster-oriented.

*: Jumbo (pref): prefix, signifying "10 to the WTF-th"

**: Probably a "he", since I'm less comfortable at playing female characters. However, there is something inherently awesome in the "staff chick" being the chief combatmeister of the party.


Staff magus with or without a dip into fighter comes to mind most readily.


Tiny Coffee Golem wrote:
Staff magus with or without a dip into fighter comes to mind most readily.

Or a dip into weapon adept.


Weapon adept monk, perhaps


Tiny Coffee Golem wrote:
Staff magus with or without a dip into fighter comes to mind most readily.

I've looked at it, and it's somewhat interesting, but a bit on the casterish side. Any advice for full-BAB classes, or can the staff magus take their place well enough?

Edit: weapon adept monks sound interesting, but I'm not sure how they do in terms of damage. Weapon specialization helps, but is it enough? It sounds within the reach of what a ranger can do, if their FEs come often enough.


If you want full BAB build either a TWF fighter with (greater) focus, (greater) specialization, and training in quarterstaff or a TWF ranger with focus, mastery, and specialization in quarterstaff. Neither will be optimal because of the weak critical range, but there's not much you can do about that.


Tiny Coffee Golem wrote:
Staff magus with or without a dip into fighter comes to mind most readily.

Alternatively, Fighter with or without a dip into Staff Magus.


The Shaman wrote:
Edit: weapon adept monks sound interesting, but I'm not sure how they do in terms of damage. Weapon specialization helps, but is it enough? It sounds within the reach of what a ranger can do, if their FEs come often enough.

Perfect strike can ensure that power attacks hit. ki powers and mobility are nice. It probably will come down to style in the end. Weapon adept and staff magus together could make a good maneuver build. shrug


I think I'd go for the Weapon Adept/Maneuver Master monk. You get the weapon specialization, which means you can get the Tripping Staff and Tripping Twirl at higher levels. Being able to make a whirlwind trip really is great.

And one thing to remember with the manuever specialists is that while it is fine that you do a bit of damage, the important part is your maneuvers. I did play a Reposition/Trip specialist who died recently. His damage wasn't high, but the enemies cried when I repositioned them near the two-handed fighter and the Barbarian. Because the reposition provoked attack of opportunity and getting smashed in the head by a greatsword hurts. A LOT! Getting hit by both of them, well, only the most sturdy enemies survived that and they would definitely not be happy.

If your team has combat reflexes (and tell them to get that), then the Reposition/Trip maneuver master monk is not unlike a living incarnation of awesome. Reposition enemy so he is in contact with most. Watch them hit. Follow up with a Trip, which also provokes. And when the poor guy wants to get up, he provokes yet another one! KASPLAT! I could also see such a monk with Improved and Greater Drag, walking up to the enemy wizard and dragging the poor guy back to the big bad melee monsters. Talk about being dragged to hell!


Ninja with a high strength score. Get sap adept, The feat that lets you deal subdual damage with blunt weapons, and sap master for double damage sneak attacks. Then pick up a level of ranger for two weapon fighting.


BigNorseWolf wrote:
Ninja with a high strength score. Get sap adept, The feat that lets you deal subdual damage with blunt weapons, and sap master for double damage sneak attacks. Then pick up a level of ranger for two weapon fighting.

Interesting - I was wondering if a rogue couldn't do some of that. I'll need the bludgeoner feat to be able to deal non-lethal damage with a staff, right? Or can I just count on having a merciful weapon?


By the way, this isn't the first time where I hear it mentioned that sap adept lets you do subdual damage with blunt weapons - as I checked the book, that's bludgeoneer, Sap adept lets you do more damage on a non-lethal sneak attack. Was there an errata?

Shadow Lodge

How about a Battle Oracle?

You don't take Skill At Arms.

Human Battle Oracle:

L1: Feats: Two-Weapon Fighting, Extra Revelation, (Weapon Focus: Quarterstaff). Revelations: Weapon Mastery (Quarterstaff), War Sight.
L3: Feat: Double Slice. Revelation: Surprising Charge.
L5: Feat: Two-Weapon Defense.
L7: Feat: Extra Revelation, (Improved Trip, Improved Dirty Trick). Revelation: Maneuver Mastery (Trip), Maneuver Mastery (Dirty Trick).
L8: Feat: (Improved Critical).
L9: Feat: Combat Reflexes.
L11: Feat: Lunge, (Greater Trip, Greater Dirty Trick). Revelation: Iron Skin.
L12: Feat: (Greater Weapon Focus).

You can even play a "blind" master.

I'm sure there's a better combo, but this does sound like fun.


Wood Oracle is another good option. They get bonuses to hit with wooden weapons and can instantly grow their own wooden armor or magical quarterstaff when needed.


The Shaman wrote:
By the way, this isn't the first time where I hear it mentioned that sap adept lets you do subdual damage with blunt weapons - as I checked the book, that's bludgeoneer, Sap adept lets you do more damage on a non-lethal sneak attack. Was there an errata?

Sorry if that was unclear, i was listing three feats with commas, so it was feat 1,feat 2, and feat 3.

Human, because you're going to need the feats

Level 1 sap adept, Bludgeoner

Level 3 Two weapon fighting

Level 5 Sap master


Pathfinder Lost Omens, Rulebook Subscriber
jakebacon wrote:
Wood Oracle is another good option. They get bonuses to hit with wooden weapons and can instantly grow their own wooden armor or magical quarterstaff when needed.

You could also do it with the metal oracle

RPG Superstar 2012 Top 16

I just think 'Shillelagh' and 'Brambles' when I hear staff master, hehe.

Be a druid, slap those two spells on, go own.

==Aelryinth


jakebacon wrote:
Wood Oracle is another good option. They get bonuses to hit with wooden weapons and can instantly grow their own wooden armor or magical quarterstaff when needed.

That seems like it would be really a really cool build. Kind of limited though, reading the wood oracle revelations it seems like it is more aimed at someone who operates in a forest.

Better for an NPC than a PC, at least to me.

The battle oracle one seems like it would be useful in more situations, particularly like if you took the clouded vision curse like the poster above said.


InVinoVeritas wrote:

How about a Battle Oracle?

You can even play a "blind" master.

... I may steal this

Torger


Pathfinder Adventure Path Subscriber
The Shaman wrote:

As it happens, I've wanted to try a martial character focusing on the staff for some time, and I'm wondering how to do it best. As I see it, the staff is pretty much the simplest and most humble weapon (except for possibly fists), and in a world of larger-than-life hams and anti/super/megaheroes I wouldn't mind playing a bloke who wants to be more low-key, unassuming, and generally not look like he** can unleash a Jumbo*ton of canned and seasoned whupass right until, well, he does just that. Now, the question is, how can I best do that?

Monk (Empty Handed/Weapon Adept), carry a broom everywhere and always remember rule one.


Fighter (weapon master or maybe mobile fighter) with a 2-3 level dip into maneuver master monk to pick up the flurry of manuevers focused on tripping. Pick up the tripping staff series as well.


Trample wrote:
Fighter (weapon master or maybe mobile fighter) with a 2-3 level dip into maneuver master monk to pick up the flurry of manuevers focused on tripping. Pick up the tripping staff series as well.

Is that actually worth it? I think you can trip as a melee attack anyway, so if it's just that taking the maneuver flurry seems a bit redundant. Although as a fighter a character can have enough feats to just get TWF/ITWF as normal.I was thinking about TW fighter or a twf-focused rogue or ninja (possibly ranger, but it's a bit trickier with them). The Mobile fighter seems fun, but I think for a double weapon the Two-weapon fighter may be better - am I right?

I'm not a big fan of oracles for some reason and they seem a bit too casterish for me. On the other hand, these are some good ideas so if the group has no divine caster that or making a cleric can be worth a shot. An inquisitor of Nethys also sounds appealing if I decide to go the pseudo-caster route.


No advice for you (sorry), just coming in to say I love the idea and it reminds me a lot of Mani (played by Mark Dacascos) from Brotherhood of the Wolf. The first scene he's in has him whuping major ass with a staff, in the rain and the mud. Here's a pic

Liberty's Edge

Sunder staff (1" wood: DR 5, 10HP)

<cut scene of crying monk>


Mike Schneider wrote:

Sunder staff (1" wood: DR 5, 10HP)

<cut scene of crying monk>

Now he's fighting with two hanbos ;)

Liberty's Edge

Aside from sunder, I see no reason to use a staff anyway now that the Monk’s Spade is available:

20 gp 1d4/1d4 1d6/1d6 ×2 — 12 lbs. B or P or S double, monk


Starfinder Charter Superscriber
Torger Miltenberger wrote:
InVinoVeritas wrote:

How about a Battle Oracle?

You can even play a "blind" master.

... I may steal this

Torger

Agreed, that sounds like a fun character to play. :)


Fighter X/Monk (weapon adept) 2.

Adding those two levels of monk are really worth it. +3 saves, 4 feats (perfect strike, weapon focus, and two more of your choosing - including combat reflexes and deflect arrows). Also, whenever you're forced to fight without your armor you get evasion and wis to AC

Liberty's Edge

stringburka wrote:

Fighter X/Monk (weapon adept) 2.

Adding those two levels of monk are really worth it. +3 saves, 4 feats (perfect strike, weapon focus, and two more of your choosing - including combat reflexes and deflect arrows). Also, whenever you're forced to fight without your armor you get evasion and wis to AC

Evasion can be used with light armor.

Sohei monks can wear armor.


Mike Schneider wrote:
Aside from sunder, I see no reason to use a staff anyway now that the Monk’s Spade is available

Style and to a lesser point availability, I guess - which imo was a major reason why most non-wizards would ever use a staff in the first place. You don't get a bonus for being a warrior who uses a simple weapon instead of a martial one.

BTW, if you are worried about sundering, I suppose most GMs can accept "studding" the staff with metal, possibly even a special one like mithral or cold iron (adamantium if you are lucky). Ironwood can also work, as can making a metal staff, at least if the metal is light enough. A staff made half of mithral and half of adamantium (and looking half silvery white, half black) can be a very cool weapon, not to mention quite handy. It would also be very iconic for a worshipper of Nethys.


Straightforward answer:
Bard: (Arcane Duelist) Seems iconic too, and with lots of versatility. Str/Dex main stats, medium Cha, non-save spells (buffs/cures/defenses)

Druid: Shilleleigh = good damage (and makes up for 'bad' staff).
Combo Druid with Fighter/Barb/Ranger/Horizon Walker/etc.
or even...
Crazy Answer:
Druid/Alchemist (vivisectionist) for Shill/Enlarge combo.

Druid 1/Alch 1: Human TWF, WF (Staff), Str 16 (18 with Enlarge, 22 with mutagen)
Attack: +7 3d6+10 or +5/+5 3d6+7 (or +4). (oh, and +1d6 Sneak Attack)
Takes two spell buffs and a 10 min mutagen, but any single buff works well enough when flanking for good hit & sneak.
Maybe stop Druid at 3 or 4 (For Barkskin and decent duration on Shill and to avoid another BAB loss or need for more Wis). Keep with Alch to get those mutagen upgrades/Sneak Attack dice/better buffs. Avoid save spells, keep Int just high enough to cast highest spells (with magic item if possible).

15 pt. buy:
Str. 16 (bonus here) Dex 15 Con 12 Int 13 Wis 12 Cha 7 (sorry)
or
Str 14 Dex 15 (bonus here) Con 13 Int 14 Wis 13 Cha 7 (sorry again)

Though this smacks a bit of min/maxing, you're wielding a simple weapon for goodness sakes, and just trying to make it viable. (That said, you may not want to unleash the full combo...ever.)

JMK

Edit: I have wanted to play a staff wielding melee PC for a long time too, so thank you because I hadn't thought of this Dr/Al combo until now.


Upon further review...
Alchemists get Barkskin (and most of the other important 2nd level Druid spells) so Dr 1/Alch X with maybe Barb/Ranger/Fighter if you're not into Extracts/Sneak Attack.
Druid 3 (plains) can get you +10 move in light or 2 (cave), the ability to squeeze with no move penalty, good for when you're large.
Use Wand of Shilleleigh. (15 g.p./use is not bad at later levels.) as Shilleleigh still is best key to better damage.
JMK

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