| WRoy |
I'm working on a new PFS character idea and am trying to determine how functional it will be. The goal is to have a fighter that can not only provide moderate melee damage but physical debuffs, have some marginal skill functionality, and have a functional Will save. It also needs to be useful from levels 1-11. Any suggestions on better ways to approach this concept appreciated. I'm hoping the lack of optimized damage would be compensated by the additional abilities, but I'm having trouble analyzing it.
(I think everything in it is PFS-legal, and it would need to stay that way.)
Basics:
Duc "Twitchy" Tranh
Human Fighter (cad, favored) / Barbarian (urban)
S 11, D 18, C 14, I 13, W 14, CH 7
Align: CN
Faction: Lantern Lodge
Patron: Grandmother Nightmare (Lamashtu)
Racial: bonus feat - piranha strike, skilled
Traits: threatening defender (ignore -1 of cbt exp), unhinged mentality (+2 save vs. fear, confusion, insanity)
1 - Ftr 1 - (B) *exotic proficiency (tekko-kagi)
2 - Fre 2 - (B) combat expertise, dirty maneuvers +1
3 - Brb 1 - controlled rage, crowd control +1
4 - Brb 2 - rage power (superstition), uncanny dodge, +1 Dex
5 - Ftr 3 - (B) catch off-guard
6 - Ftr 4 - (B) greater dirty trick, (B) replace ewp (t-k) with quick dirty trick
7 - Ftr 5 - payback +1
8 - Ftr 6 - (B) *improved critical (rapier), dirty maneuvers +2, +1 Dex
9 - Ftr 7 - deadly surprise
10 - Brb 3 - sixth sense +1
11 - Ftr 8 - (B) critical focus, (B) replace imp crit with bleeding critical
12 - Ftr 9 - payback +2, razor-sharp chair leg, +1 Str or Int
alternate 12 - Brb 4 - rage power ?
Base feats:
1 - weapon finesse
3 - improved dirty trick
5 - agile maneuvers
7 - iron will
9 - improved steal
11 - destroy identity
Gear priority:
- agile rapier to get Dex to damage, stacking on keen at 11th lvl when imp crit is dumped
- misc CMB buffs
- tekko-kagi enchanted as shield, used as buckler except when disarming blades (even after dumping proficiency, the +4 t-k bonus combined with full BAB and dirty maneuvers should keep disarms viable)
- high AC light armor and other AC supplements
- saving throw buffs
Once he hits the mid levels, he should have his agile rapier (plus piranha strike and payback) to do decent damage, plus be able to functionally do dirty tricks. At 9th level, he can spam out multiple dirty trick debuffs thanks to deadly surprise faster than a single target can remove them. At endgame, he'll be maiming and bleeding enemies with his expanded threat range (destroy identity isn't listed as a critical feat, so it'll stack with bleeding critical to have crits dealing 2d6 stackable bleed, 2 Cha dmg and staggering for 1 round).
Plus he's a mentally unhinged worshipper of Lamashtu. Bonus.
My biggest concern is usefulness to random PFS groups at low levels. Most finessers suffer from low damage output until they get their obligatory agile weapon, but I'm hoping the expanded skill access with still-solid defense helps make up for the moderate damage.
Opinions?
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
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Take a 1-level dip (probably at 1st or 2nd) of the Maneuver Master monk archetype. You get ImpUnrmStrk, Improved Dirty Trick (for free), and the ability to perform your normally-a-standard-action dirty tricks as a freebie whenever you full-attack. Meaning that if you take Two-Weapon Fighting as well, you can make two attacks in addition to a dirty trick. (Or you can just do it normal-like, same as your fighter build.)
If you want Greater Dirty Trick, you'll need to either keep taking monk levels or pick up the prereqs. Even if you go for the prereqs, at least you already have Improved while you pick up Combat Expertise at your leisure.
This also frees you up to go different routes with your other levels if you like. For instance, you could take rogue (or ninja) levels so that you can Sneak Attack when your freebie Dirty Trick blinds the target. That'll keep your skills up too, which you wanted. Oh, and that monk level will boost all your saves.
EDIT: Also, an Agile Amulet of Mighty Fists is cheaper than an Agile weapon, since you don't need a +1 first. (Also, you can TWF with your fists with a single AoMF instead of needing two Agile weapons, if you went that route.)
BYC
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Do not depend on Agile for damage output. You won't be really able to get that until level 6 or higher, so that's over half of your PFS career where you cannot do melee damage. This is okay as long as the character can contribute. But be aware of it.
I would strongly recommend playing a Maneuver Master monk instead of a Cad fighter. Your AC will be similar. Your damage could be way higher if you got STR, or about the same if you go DEX. Flurry of Maneuvers allows for more attacks. Your saves will be much better.
| WRoy |
@Jiggy: Thanks, Maneuver Master looks pretty nice but as I read it over I do have a few questions:
1) Are you sure that flurry of maneuvers works that way? Reading through it, RAI could be that all your attacks have to be used for combat maneuvers. It's one reason that Maneuver Master has been on my, "avoid these archetypes like the plague for PFS," mental list.
2) Flurry of maneuvers seems to have no monk-only weapons restrictions like flurry of blows. Do you know if there has been any clarification on this?
3) Also, is there any ruling on how flurry of maneuvers operates with armor? The monk's armor restriction limits flurry of blows, so would that mean you can do a flurry of maneuvers even while wearing armor and a shield (or tekko-kagi)?
My gut instinct is to just say RAW it's not flurry of blows so you can flurry of maneuvers while attacking with any weapon, unrestricted by armor. However, I like to avoid situations for PFS where a GM has to do any sort of mental rules gymnastics just for my character to operate properly.
@BYC: Thanks also for mentioning Str builds. I may look at some similar concept going the Str route. Earlier damage, no need for wpn finesse and agile maneuvers, power attack opens up additional feat options, etc. Light armor and low Dex could be a concern.
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
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@Jiggy: Thanks, Maneuver Master looks pretty nice but as I read it over I do have a few questions:
Remember that when an archetype's feature says it replaces a core class feature, you basically delete the original text from your character; it doesn't exist. Keep in mind that some archetypes instead specify that feature X "otherwise functions as" the original version or "alters and supplements" it. This is neither of those. Delete the old, put in the new.
1) Are you sure that flurry of maneuvers works that way? Reading through it, RAI could be that all your attacks have to be used for combat maneuvers. It's one reason that Maneuver Master has been on my, "avoid these archetypes like the plague for PFS," mental list.
No, you don't have to replace all your attacks with maneuvers. (I'm aware of no commentary to the contrary, and there's nothing in the FAQ about it.) If this seems overpowered, keep in mind that you still only get one "real" attack unless you blow a feat on TWF, and your monk level only counts as your BAB for maneuvers so you have to wait longer than a regular monk for iterative attacks, and so forth.
2) Flurry of maneuvers seems to have no monk-only weapons restrictions like flurry of blows. Do you know if there has been any clarification on this?
No clarification that I'm aware of. Probably for the best - since only certain maneuvers use weapons in the first place, adding a rule about weapons in FoM would've spawned a wave of people thinking they could now add their weapon enhancement bonuses to their flurried grapples. :P
3) Also, is there any ruling on how flurry of maneuvers operates with armor? The monk's armor restriction limits flurry of blows, so would that mean you can do a flurry of maneuvers even while wearing armor and a shield (or tekko-kagi)?
The ability says nothing about armor? Then there are no armor restrictions. See my earlier comment on "replaces" versus "otherwise operates as".
My gut instinct is to just say RAW it's not flurry of blows so you can flurry of maneuvers while attacking with any weapon, unrestricted by armor. However, I like to avoid situations for PFS where a GM has to do any sort of mental rules gymnastics just for my character to operate properly.
I used to feel that way myself. But you know what? We GMs have a responsibility to be fair to our players. PCs are limited to what's on the Additional Resources page, not whatever this week's GM happens to feel okay about.