| TheFifteenth |
'lo there, forum lurker here.
I'm not exactly good at this sort of thing, so I was wondering if I could get a bit of help. I'm trying to make a fighter based around the idea of abusing AoOs, reach, and tripping. Lots of tripping. Was wondering if I could get a bit of help with a build. Also, I don't especially like dumping stats.
All I have figured out (I think) is a half-elf fighter (Polearm Master) with Ancestral Arms (Fauchard). 25-point buy, 2 traits (as usual.)
| TheFifteenth |
pfft. the people I game with have a tendency to overlook combat manuvers entirely. the entire purpose of this character is reminding them of the usefulness of trip. And also to be a decent party member without a focus on dealing damage. And when I say "abuse" I tend to mean "be good at"... noted, I forget often to speak plainly with people I don't know.
blackbloodtroll
|
Sorry, the Chain Master trait is a Kyton-Spawn tiefling trait, from the Blood of Fiends Pathfinder Companion. If you do not have that book yet, here it is:
unnatural skill with the chain, and your enemies know
to stay away when you wield it as a weapon. You gain a
+2 trait bonus on combat maneuver checks made to trip
opponents with a spiked chain or whip.
| StreamOfTheSky |
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Be a Lore Warden Fighter. Be str-based, but also maintain good dex. Obviously for AoOs, but also for the Fury's Fall feat, which adds dex to str on trip attempts.
Consider dipping Inquisitor for 3 levels for Solo Tactics and Tandem Trip teamwork feat. It will let you roll 2d20 take the higher on any trip attempt where an ally is threatening the foe. Very good, problem is, on AoOs, the enemy probably is not being threatened by an ally. :)
At Fighter 11, you want Pin Down feat. There's lots of stuff you can't trip; that feat's your backup plan.
Get Dazing Assault immediately upon gaining BAB +12. Now all your AoOs have a fair chance of costing the victim his turn.