I Want To Play A Critical Hit Master


Advice

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

My group is starting to roll up characters for Skull and Shackles AP. I want to play a critical hit master, as our group uses the Critical Hit deck. I am in love with the idea of drawing two or more cards a round, and thus I am looking forward to playing this character.

What I do know for sure is that I want to duel wield kukri. This is because hitting more often is more important than the size of the damage dice. I can also apply feats like Weapon Focus to both weapons.

So far, here is my plan to 6th level. This isn't solid yet, as I am open to changing things and I am not sure if I should apply an archetype. We rolled for stats and the base stats are in parenthesis.

PERCY CR 5
Male Human (Chelaxian) Fighter 6
CG Medium Humanoid (Human)
Init +4; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 20, touch 14, flat-footed 16. . (+6 armor, +4 Dex)
hp 58 (6d10+12)
Fort +7, Ref +6, Will +3
Defensive Abilities Bravery +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Kukri +10/+5 (1d4+7/18-20/x2) and
. . Kukri +10/+5 (1d4+5/18-20/x2) and
. . Unarmed Strike +10/+5 (1d3+4/20/x2)
Special Attacks Weapon Training: Blades, Light
--------------------
STATISTICS
--------------------
Str 18 (15), Dex 18 (18), Con 14 (14), Int 13 (13), Wis 12 (12), Cha 11 (11)
Base Atk +6; CMB +10; CMD 24
Feats Fast Learner, Improved Two-weapon Fighting, Power Attack -2/+4, Quick Draw, Step Up, Two-weapon Fighting, Weapon Focus: Kukri, Weapon Specialization: Kukri
Traits Anatomist, Besmara's Blessing (1/week)
Skills Acrobatics +6, Climb +7, Craft (Ships) +7, Escape Artist +1, Fly +1, Knowledge (Engineering) +5, Perception +5, Profession (Sailor) +10, Ride +1, Stealth +1, Survival +8, Swim +7
Languages Common, Elven
SQ Armor Training 1 (Ex), Heart of the Wilderness +3
Combat Gear Breastplate, Kukri, Kukri;
--------------------
SPECIAL ABILITIES
--------------------
Anatomist +1 to confirm critical hits.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Bravery +2 (Ex) +2 Will save vs. Fear
Heart of the Wilderness +3 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Weapon Training: Blades, Light +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

I took the alternate racial trait Heart of the Wilderness to help keep my character from dying outright. I also took the Fast Learner feat, as I want some extra skill points as well as the extra HP. However, if someone has to great argument why I should use either the trait or the feat I am all ears.

My two burning questions are:
Should I use an archetype and which one?
What feats are an absolute must?

Some not so burning questions:
Should I still use Critical Feats? (I am kind of in love with Bleeding critical.)
What skills or feats are going to serve me well in Skull and Shackles?


I would not take the feats unless the GM says you can take the card and still apply the feat.

I think the falcata is the best weapon here. Since it has a X3 multiplier you get to pull two cards from the deck, and one you get keen or improved crit you get to pull cards more often.

Silver Crusade

Pathfinder Adventure Path Subscriber

Bleeding Critical is less impressive than it first appears. Bad guys tend not to last long enough for bleed to be worth it. Blinding critical, or any critical feat that hinders opponent's action economy is better.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Yeah, I think I will just skip on the critical feats.

As for the falcata, the counter argument is the extra feat and the higher penalty for fighting with two of them. Although, I am not against the idea. If I did do that I would trade out Fast Learner for the Exotic Weapon feat.


CalebTGordan wrote:

Yeah, I think I will just skip on the critical feats.

As for the falcata, the counter argument is the extra feat and the higher penalty for fighting with two of them. Although, I am not against the idea. If I did do that I would trade out Fast Learner for the Exotic Weapon feat.

What penalty? The feat is worth it. It gives you more DPR than most other feats.


wraithstrike wrote:
CalebTGordan wrote:

Yeah, I think I will just skip on the critical feats.

As for the falcata, the counter argument is the extra feat and the higher penalty for fighting with two of them. Although, I am not against the idea. If I did do that I would trade out Fast Learner for the Exotic Weapon feat.

What penalty?

The OP has a two-weapon fighting build.


Falcata in one hand, and kukri in the other. Just use your weapon focus feats for the falcata.


wraithstrike wrote:
Falcata in one hand, and kukri in the other. Just use your weapon focus feats for the falcata.

Weapon Focus allows you to draw an extra card so it is important for both weapons...

Breiti


Breiti wrote:
wraithstrike wrote:
Falcata in one hand, and kukri in the other. Just use your weapon focus feats for the falcata.

Weapon Focus allows you to draw an extra card so it is important for both weapons...

Breiti

I did not know that. In that case taking it for both weapons is a really good idea.


As far as archetypes: both the Weapon Master and the Two-Weapon Warrior have applicable abilities, though none of them come on board until level 9+. Two-weapon Warrior gives you more opportunities to attack with both weapons, whereas Weapon Master boosts work well when you know what weapon you're going to be using, and there are some critical-focused abilities at levels 13 and 17. Either is a valid possibility.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Breiti wrote:
wraithstrike wrote:
Falcata in one hand, and kukri in the other. Just use your weapon focus feats for the falcata.

Weapon Focus allows you to draw an extra card so it is important for both weapons...

Breiti

It does? Where do I find that rule?

As for archetypes, I like the weapon master for the reason that I still have Weapon Training, I gain the ability to reroll certain rolls a couple times a day, and that I will be able to increase the critical multiplier once a day. If I go with this archetype, I will have to use the same weapon in both hands.

I do like the two-weapon fighter as well, just not as much. It would allow me to use the falcata and the kukri together, as the penalties associated will decrease over time. It also would allow me to hit with both weapons more often, meaning I wouldn't have to worry too much about moving to keep up with my target. It does have something like weapon training, but you get it later, and it doesn't apply to all attacks. Besides, the one true hand slot magic item for fighters wouldn't fully work with this archetype, which isn't a deal breaker but it is slightly disappointing.

In both cases I lose armor training, which means slower speeds or lower AC, unless I can get my hands on Celestial Armor and pump my Dex up to 26. Even then my AC won't be as high as I could get it with Armor training.

Decisions, decisions...


If you're willing to consider an alternate build, I have one idea that I quite like. The downside is because it involves a weapon from an obscure source, you need some DM permission to carry out the build; the plus side is you get to toss around razor sharp crystal shard discs and look incredibly badass!

The build involves starting out w/ 6 levels in Sohei Monk (I'd go back later for 2 more levels for another attack, but definitely stop at 8 before you take another hit to BAB). This gets you weapon training, and the ability to flurry with that group. Pick Thrown weapons for your group. Sohei is special in that he can flurry and use rapid shot (which in your case isn't so nuts, since you could just TWF + Rapid Shot w/ thrown weapons normally anyway). The thing that makes the sohei base ideal is that on top of flurry + rapid shot, you can also burn ki points for an extra attack, too. And you get full strength mod to all damage rolls.

Now, for your weapon of choice. Sorry I can't direct link to its stat line, but what you want is the Crystal Chakram found under "Exotic Ranged Weapons" here. Yup, it's a thrown weapon w/ 18-20 crit range!

The thing is...it's technically not listed on any weapon group for weapon training. But...chakram (regular crappy kind) is on thrown group, and the crystal chakram clearly is a thrown weapon, so most DMs should be ok with counting it as part of that list...

Why go ranged? It offers a lot of advantages compared to melee. Namely, you can full attack much more often, and it's easier to split your hits up between multiple foes, as your "reach" is your max range. This is incredibly useful if you DO go for critical related feats, as the purpose of critting will eventually be more about inflicting debuffs than damage. Before then, you could pick up Butterfly Sting feat to pass your crits onto other allies, too.

Note: The crystal chakrams are kinda pricy as 1-use items for 20 gp each; having an ally who can cast mending a bunch by the campfire each night to replenish supplies would be ideal.


StreamOfTheSky wrote:

If you're willing to consider an alternate build, I have one idea that I quite like. The downside is because it involves a weapon from an obscure source, you need some DM permission to carry out the build; the plus side is you get to toss around razor sharp crystal shard discs and look incredibly badass!

The build involves starting out w/ 6 levels in Sohei Monk (I'd go back later for 2 more levels for another attack, but definitely stop at 8 before you take another hit to BAB). This gets you weapon training, and the ability to flurry with that group. Pick Thrown weapons for your group. Sohei is special in that he can flurry and use rapid shot (which in your case isn't so nuts, since you could just TWF + Rapid Shot w/ thrown weapons normally anyway). The thing that makes the sohei base ideal is that on top of flurry + rapid shot, you can also burn ki points for an extra attack, too. And you get full strength mod to all damage rolls.

Now, for your weapon of choice. Sorry I can't direct link to its stat line, but what you want is the Crystal Chakram found under "Exotic Ranged Weapons" here. Yup, it's a thrown weapon w/ 18-20 crit range!

The thing is...it's technically not listed on any weapon group for weapon training. But...chakram (regular crappy kind) is on thrown group, and the crystal chakram clearly is a thrown weapon, so most DMs should be ok with counting it as part of that list...

Why go ranged? It offers a lot of advantages compared to melee. Namely, you can full attack much more often, and it's easier to split your hits up between multiple foes, as your "reach" is your max range. This is incredibly useful if you DO go for critical related feats, as the purpose of critting will eventually be more about inflicting debuffs than damage. Before then, you could pick up Butterfly Sting feat to pass your crits...

Interesting. The problems i see are the amount of chakram of amunition and the problem when enchanting the weapon (since split the money in multiple weaponsis abad idead adn returning property is bad)


You wouldn't be enhancing the weapons, it's not worth it, even priced as ammunition. You'd basically just have to switch to a different weapon against foes with significant DR / magic. Or use the Clustered Shots feat. You know, whatever.


May I recommend some ranks in UMD and a wand of bless weapon? Against evil bless weapons ability to auto confirm makes all low BAB attacks much more effective. It turns needing to roll 2 15+ into only needing 1. Our gm allowed us scabbards of bless weapon once. That ended in a slaughterfest. He never allowed them again.


CalebTGordan wrote:
Breiti wrote:
wraithstrike wrote:
Falcata in one hand, and kukri in the other. Just use your weapon focus feats for the falcata.

Weapon Focus allows you to draw an extra card so it is important for both weapons...

Breiti

It does? Where do I find that rule?

As for archetypes, I like the weapon master for the reason that I still have Weapon Training, I gain the ability to reroll certain rolls a couple times a day, and that I will be able to increase the critical multiplier once a day. If I go with this archetype, I will have to use the same weapon in both hands.

I do like the two-weapon fighter as well, just not as much. It would allow me to use the falcata and the kukri together, as the penalties associated will decrease over time. It also would allow me to hit with both weapons more often, meaning I wouldn't have to worry too much about moving to keep up with my target. It does have something like weapon training, but you get it later, and it doesn't apply to all attacks. Besides, the one true hand slot magic item for fighters wouldn't fully work with this archetype, which isn't a deal breaker but it is slightly disappointing.

In both cases I lose armor training, which means slower speeds or lower AC, unless I can get my hands on Celestial Armor and pump my Dex up to 26. Even then my AC won't be as high as I could get it with Armor training.

Decisions, decisions...

I think he is saying it is an alternate rule for the crit deck, not an official rule.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

I think the crystal chakram idea is cool, but not what I am looking for. I want to play something close to an actual pirate when it comes to flavor. There were some odd ball pirates, but I am leaving that to other players in my group.

Was the suggestion of using UMD and wands aimed at me? If so, I am not against the idea, but from what I understand Skull and Shackles will need me to have ranks in Profession (Sailor), Profession (Siege Engineer), Craft (Siege Engines), and/or Craft (Ships). I don't plan on having ranks in more then two of those and I wont be keeping them maxed, but it is going to be a tax on an already skill starved class.


I know you already said no to the chakrams, but I think if you have rapid shot and two weapon fighting along with quick draw it can get you an unprecedented-without-multiple-limbs-or-natural-attacks number of hits. Imagine, three hits by level two as a human fighter. Five and a possible rend by level 7. All friggingcritting on a 15 cause you take improved critical level 8... ooh...I think I found a boss to throw at my players...

Another route...fighter2/alchemist(vivisection)18. Take extra arms every discovery. Call yourself the human kraken. Multiweapon fighting ASAP and wield kukris of every material and enchantment you can afford.

Then not only do you critical like hell, God help anyone who dares get flanked by you.

Shadow Lodge

1 person marked this as a favorite.

Here is a build you could use . It uses wakazashi's but subbing out kukri is simple enough. I also built it to make good use of the critical deck!

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Yeah, the crystal chakrams are probably out. Mostly because I am not sure my GM will be allowing me to buy replacements as I destroy them. What I am considering is using daggers as a ranged weapons with the feats Quick Draw, Martial Mastery, and Martial Versatility (with Improved Critical). This opens up all of the feats I am going to take for kukri to all light blades (bayonet, butterfly knife, butterfly sword, chakram, dagger, gladius, hunga munga, kama, katar, kerambit, kukri, madu, pata, quadrens, rapier, sawtooth sabre, scizore, shortsword, sica, sickle, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.) This will basically open up a huge amount of options and allow my character to take advantage of a wide range of weapons. Within that list I have the dagger, switchblade knife, and the starknife as decent range options.


Like I said, any ally with mending can repair them at the end of the day, so you just need an efficient quiver and enough to get through a day (as you estimate).

But if you don't want such a character, it's fine. Myself, I have bad luck with the dice, so I never would bother trying to make a crit-based character, so I just sort of put it forth out of interest of someone else testing it out for me. :)


Sell one of your friends only playing a Cavalier, or at least taking a dip in cavalier (archetype standard-bearer) as some of their teamwork feats make criticals ridiculous. If you're really tight with your friends, try to sell another one of the frontline fighters on being another crit-heavy kukri wielder and make it a party theme...

...After checking the teamwork feats and doing a little bit of the numbers you'll be able to sell the idea by waxing poetic about all the intestines and eyeballs that will go flying the minute y'all start to get heated.

If there is a Support cleric or other guy in the party who's not front line but wants heavy armor, selling the standard-bearer/cavalier dip should be easy. He'll get Heavy armor, martial weapons, An order power of his choice (The order of the star and order of the dragon are where I'd start looking) and some other cool abilities to boot.

I know all of this is outside the scope of YOUR character, but man -- I share your vision, and if your kit is going places, imagine if the core damage-dealing of your party was hinged on it!


wraithstrike wrote:
CalebTGordan wrote:
Breiti wrote:
wraithstrike wrote:
Falcata in one hand, and kukri in the other. Just use your weapon focus feats for the falcata.

Weapon Focus allows you to draw an extra card so it is important for both weapons...

Breiti

It does? Where do I find that rule?

I think he is saying it is an alternate rule for the crit deck, not an official rule.

I do not have the deck right in front of me, but it is in offical rule shipped with the deck.

Sczarni

Play a TWF Ranger and get more skill points. If you know what your Favoured Enemy is most likely going to be you come out ahead of the Fighter in terms of static damage bonuses until level 11 at least (maybe higher) and you have access to Spells and an Animal Companion.

Alternatively you could go with a Ranger Guide/Horizon Walker and really wrack up the static bonuses with Ranger's Focus and Favoured Terrain (via Terrain Dominance) to obscene levels. For example a Guide 6/HW 10 could have a +22 to Hit & Damage against creatures from a given Favoured Terrain (+18 from Favoured Terrains & +4 from Ranger's Focus - which according to RAW stacks with the bonus granted from Terrain Dominance, where as your standard Favoured Enemy bonus would not.).

So with Kukri's your looking at minimum base damage of 46 with each confirmed critical before adding any enhancement or other bonuses (such as from STR), assuming you roll 1's on the damage dice.

edit: Forgot to include the extra +2 from the HW's capstone feature 'Master of all Lands'. Corrected.


Long term you want a Weapon Master, as they benefit most from criticals... the critical feats I use are Sickening Critical at 12th and Staggering Critical at 13th, then Critical Mastery to combine the two.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / I Want To Play A Critical Hit Master All Messageboards

Want to post a reply? Sign in.