Scary trippin' Fighter Build


Advice


So I have decided to create a human two handed fighter. Here is what I have in mind in the feat progression.

Level 1: Weapon Focus (Greatsword), Power Attack, Furious Focus
Level 2: Combat Expertise
Level 3: Improved Trip
Level 4: Weapon Specialization (Greatsword)
Level 5: Cornugon Smash
Level 6: Felling Smash
Level 7: Greater Trip
Level 8: Weapon Focus, Greater
Level 9: Dazzling Display
Level 10: Shatter Defenses
Level 11: Deadly Stroke
Level 12: Weapon Specialization: Greater
Level 13: Improved Criticals
Level 14: Dreadful Carnage

And that's all I can think off right now. The basis for this build is to charge in with Power Attack and Furious Focus, activating Cornugon Smash and Felling Smash, which activates Greater Trip Aoo, which will use deadly stroke for double damage against a prone, flat footed enemy and con bleed.

Of corse, to set all this off I must succeed an intimidate check. I have considered taking Combat Reflexes to stop the enemy from fleeing after I use my Aoo on my own turn, but I'm not sure it would be good taking it this late. Dreadful carnage will pile on top of this to make it even easier to Shatter Defenses. This would be executable on full attacks as well.

So what do you think? Is it viable, or are there any suggestions? How do you suggest I boost intimidate and CMB as much as possible? Are there any feats that should be swapped out?


Trip is one of the easiest maneuvers for enemies to be immune to--I suggest not focusing so many resources on it.

The intimidate stuff is great, though--consider Intimidating Prowess if you're concerned about making the DCs (which are pretty low).


Okay this is up my alley. I too am playing with a 2-handed build right now and am thinking about concentrating on reach, or tripping, or intimidating/demoralizing, etc.

Why are the Intimidate/Demoralize feats/abilities so good, compared to another build that focuses on CMB stuff or mobility?

Grand Lodge

Why not Sunder?

Lantern Lodge

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use a Falchion and focus a bit on crits and it will be even more smexy especially if u get the feat that allows u to trip when u crit and the crit feats that allow u to sicken and exhaust the target. Also for Archetype i would strongly advise Lore Warden since it gets a bonus +8 to all CMB and CMD checks.
Another wrought u can take is the Scorpion Whip wrought which is a lot better on tripping and will give u a reach of 15ft, 20ft if using Lunge, while threatening 10ft with the whip instead of none. Also Lung + Whirlwind + whip = 20ft radius aoe attack at full bab. Just a thought XD.


blackbloodtroll wrote:
Why not Sunder?

because you cannot sunder natural weapons and usually you don't want to destroy potential loot. If you're going for the weapons in my opinion disarm is the better option for players.


FYI - Cornugon Smash can't be taken until level 6 which kinda pushes everything back a level.

I designed a build somewhat similar to this. It used feint instead of intimidate and vital strike instead of deadly stroke.

RPG Superstar 2012 Top 32

warning: there is a flaw in this build- trips do not work against flying creatures or a handful of creatures that don't 'stand' because of their physiology.

if you want to do this, here's what i would do...

switch to Lore Warden- not only do you get a bonus to cmb/cmd, but you get combat expertise as an extra bonus feat.

take 2-3 levels of Maneuver Master (the monk archetype)- 2 levels actually nets you 2 bonus feats instead of one from 2 fighter levels, it improves your saves, you're wearing light armor as a lore warden so you get evasion, and (though its probably not RAI) by RAW there's nothing stopping you from using Flurry of Maneuvers in your light armor... you do lose one point of BAB, but not for your cmb if take a 3rd level.

put a little more focus on your Dex- it'll help make up for wearing light armor, one of your extra feats will be combat reflexes so it'll add to AoOs, and the other extra feat should be Fury's Fall (lets you add Str and Dex to trip cmb).

switch from greatsword to guisarme- it is a statistically worse weapon in many ways but will allow you to make a lot of AoOs, including against anyone trying to close with you (which you can use for tripping people), especially if you can get enlarged... normally it causes issues when people get next to you but as a monk you can use head/legs/whatever to attack adjacent enemies


If anything the flaw in the build are enemies immune to fear, not those immune to trip, tripping is merely a side benefit. Way more feats are being invested into intimidate.


It looks great to me, but needs a couple small adjustments to be legal. There's a lot of good advice in this thread about the potential weaknesses of the build (neither tripping not intimidation will work on all enemies) but unless you're trying to win a DPR race with another optimized PC, this character will perform admirably.

I assume you'll prioritize your attributes to have a high STR, moderately high CON, 13-14 INT, positive bonuses for DEX and WIS if you can afford it, and low CHA scores. Choose Heavy Blades as your first Weapon Training, and probably Bows as your second. Wear heavy armor, carry a composite longbow, stick a couple healing potions and alchemist fires in your backpack, and don't forget your towel.

Here's some commentary added to your plan:
Level 1: Weapon Focus (Greatsword), Power Attack, Furious Focus
Great! Your character is now done. If you never get another feat, you’ll still be able to at least carry your weight in a fight. Since Power Attack only imposes a -1 penalty at levels 1-4, I’d suggest delaying Furious Focus until 3rd level. Take Combat Expertise at 1st, Improved Trip at 2nd, and get your trick going one level sooner.
Level 2: Combat Expertise
Level 3: Improved Trip
Now you have a trick!
Level 4: Weapon Specialization (Greatsword)
More Damage!
Level 5: Cornugon Smash
You can’t take Cornugon Smash until you have 6 ranks in intimidate, so you’ll have to push this back at least one level. You may want Intimidating Prowess now, so that your intimidation rolls will be high.
Level 6: Felling Smash
Level 7: Greater Trip
Now you’re a tripping monster! Your “trip” trick is fully formed, and shouldn’t take up any more resources after this point.
Level 8: Weapon Focus, Greater
You may prefer Improved Critical at this juncture. When you get to 8th level, run a DPR calculation and figure out which helps you more. Or, perhaps, this is where you take Dazzling Curnugon Smash and start working on the intimidation trick. On the other hand, you have invested very little into intimidation so far, and could make a last minute change to that plan, going with whatever feels right for the campaign.*
Level 9: Dazzling Display
Level 10: Shatter Defenses
Level 11: Deadly Stroke
Level 12: Weapon Specialization: Greater
Level 13: Improved Critical
Level 14: Dreadful Carnage

*Perhaps you want to focus on intimidation, but other options at this point include: Dirty Trick, critical feats, Leadership (to get a cool mount) and mounted feats, extreme durability with feats like Toughness or Iron Will and their improved versions, etc.

RPG Superstar 2012 Top 32

i thought of the fear as the side benefit... when you trip someone you get an AoO and when they move or stand you get another, so with felling smash (or a free trip besides a full attack from Flurry of Maneuvers) thats already a lot of damage- plus your enemies have a lot of trouble getting to you to attack, especially if you're enlarged (granting 20' reach)- that, to me is the real strength of the build.

regarding the OP's intention...

Warhawx wrote:
The basis for this build is to charge in with Power Attack and Furious Focus, activating Cornugon Smash and Felling Smash, which activates Greater Trip Aoo, which will use deadly stroke for double damage against a prone, flat footed enemy and con bleed... This would be executable on full attacks as well.

there is a significant issue with this... Deadly Stroke requires a standard action to use- that means it cannot be used on an AoO, nor as part of a full attack. that means the execution would look like this: round 1- move (it's debatable whether you can use Felling Smash on an actual charge, i'd allow it but ask your GM), attack with PA/FF/CS/FS, take AoO; on their turn- take AoO when they try to move or stand up; round 2- forgo full attack or new felling smash to make Deadly Stroke... frankly i don't think that's worthwhile, but doubling your damage may be handy in rounds you can only get a standard action and are confident you won't be able to trip?


I have decided that maybe I should forsake greater trip due to the fact that I'll get an Aoo if they get up anyways, and if they decide to stay down, even better. Improved crit, while good, is rather redundant at that point where you should already have a keen weapon.'

The biggest problem right now is that most higher CR enemies are very difficult if not impossible to trip. Enough that it makes me consider giving up the whole trip feats. There anything I could use to make it easier to hit the enemy along with flatfoot that's more reliable than trip?


Warhawx wrote:

I have decided that maybe I should forsake greater trip due to the fact that I'll get an Aoo if they get up anyways, and if they decide to stay down, even better. Improved crit, while good, is rather redundant at that point where you should already have a keen weapon.'

The biggest problem right now is that most higher CR enemies are very difficult if not impossible to trip. Enough that it makes me consider giving up the whole trip feats. There anything I could use to make it easier to hit the enemy along with flatfoot that's more reliable than trip?

One thing to note, there is usually an opportunity cost with getting keen - you could have gotten another enchant instead. This is true with the feat as well though, so pick your poison. With fighters who have alot of feats it's typically better to go with the feat, but it depends on how tight your build is.

Being tripped/prone does not make you flat footed. It's actually a very hard condition to acquire outside of a surprise round. Anything that makes you helpless, the shattered defenses feat, the flowing monk's unbalancing counter - these are the only things I can think of but there might be more.


Lamontius wrote:


Okay this is up my alley. I too am playing with a 2-handed build right now and am thinking about concentrating on reach, or tripping, or intimidating/demoralizing, etc.

Why are the Intimidate/Demoralize feats/abilities so good, compared to another build that focuses on CMB stuff or mobility?

I love inimidating build. Particulary because with cornugon smash you do not lose any action, you are the same DPR machine PLUS a condition. Now, shaken is not the most devastating condition but is very useful, first the mosnter will hit less and second their saves are lowered (pretty handy).

Now, A really good trick is to take a level dip into the thug rogue archetype, that way if you are very good at intimidation you could frigten the enemis instead of merely shaking. Dazzlying display for the win.

Depending of your character you could have several tricks too, the basic intimidation build is just intimidating prowess + coornugon smash, that leaves a lot of rooms to other stuffs.

And if you are a fighter nw you have a very decnet social skills, you know, to not get bored in out of combat situation.


I would go

Level 1: Weapon Focus (Greatsword), Power Attack, Combat Expertise
Level 2: Improved Trip
Level 3: Furious Focus
Level 4: Weapon Specialization (Greatsword)
Level 5: Intimidating prowess
Level 6: Cornugon Smash
Level 7: Felling Smash
Level 8: Weapon Focus, Greater
Level 9: Greater Trip
Level 10: Improved Critical
Level 11: Dazzing Assault***
Level 12: Dreadful Carnage
Level 13: Ability focus (Dazzing assault)***

*** Dazing assault is a pure win if combined with cornugon smash. Shaken means 10% more chances that the enemy do nothing in its turn. Ability focus for a another 10% more chances of succes.


to the person suggesting the dip into Maneuver Master monk and going Lore Warden - I have a similar build (In PFS) and it is indeed really fun.

However I went a pure DEX route instead of Power Attack - I went Weapon Finesse and use the extra feats towards having Improved Dirty Trick as well as Improved Trip.

Also note that you can't et Fury's Fall as a monk bonus feat - but can use that to pick up Improved Trip (if Maneuver Master Monk).

I would also suggest going Monk of the Four Winds as well since your DC's for stunning blow will likely be really low (assuming you don't have a very high WIS - if you do you are quite MAD). If you do have a good WIS then you may get, limited, use from Stunning Blow.

Flurry of Maneuvers is really good for this type of build.

But note as well that at higher levels you have to assume a fair amount of flying opponents or untripable opponents - so definitely have some other tactics planned. Having a lot of tricks makes this type of build shine.

You might also want to consider the Step Up chain of feats - can be very good as this type of build is very much anti-caster - move in, trip or dirty trick, then if they try to 5' step away, follow them and repeat...


Warhawx wrote:

So I have decided to create a human two handed fighter. Here is what I have in mind in the feat progression.

Level 1: Weapon Focus (Greatsword), Power Attack, Furious Focus
Level 2: Combat Expertise
Level 3: Improved Trip
Level 4: Weapon Specialization (Greatsword)
Level 5: Cornugon Smash
Level 6: Felling Smash
Level 7: Greater Trip
Level 8: Weapon Focus, Greater
Level 9: Dazzling Display
Level 10: Shatter Defenses
Level 11: Deadly Stroke
Level 12: Weapon Specialization: Greater
Level 13: Improved Criticals
Level 14: Dreadful Carnage

And that's all I can think off right now. The basis for this build is to charge in with Power Attack and Furious Focus, activating Cornugon Smash and Felling Smash, which activates Greater Trip Aoo, which will use deadly stroke for double damage against a prone, flat footed enemy and con bleed.

Of corse, to set all this off I must succeed an intimidate check. I have considered taking Combat Reflexes to stop the enemy from fleeing after I use my Aoo on my own turn, but I'm not sure it would be good taking it this late. Dreadful carnage will pile on top of this to make it even easier to Shatter Defenses. This would be executable on full attacks as well.

So what do you think? Is it viable, or are there any suggestions? How do you suggest I boost intimidate and CMB as much as possible? Are there any feats that should be swapped out?

As far as I can tell, it seems to be pretty solid. 1st Round, you charge with Power Attack; assuming a hit, you then get to intimidate as a free action, so the guy is now afraid (and flat-footed). 2nd Round, you use Deadly Stroke (which triggers Felling Smash), causing Con Bleed (I hope you don't face something immune to Bleed/Ability Damage, or you're screwed for this) and some nasty damage, as well as a trip (assuming you can even affect them with trip in the first place; when facing Huge creatures, probably not). Then you rinse and repeat AOO's for hitting the target until they bleed out from Con loss, or you just outright kill them with HP damage.

As others have suggested, you may want to select Furious Focus at a later level, since chances are your Weapon Focus counteracts the Power Attack penalty until you reach 4th level; most likely as a Bonus Feat.

In addition, Cornugon Smash cannot be selected at 5th level due to the feat requiring 6 ranks (and you cannot have more ranks in a given skill more than your total character level), meaning it will have to be selected at 6th level (and all the other stuff being pushed back one level. This may not be all that bad, since you can probably shuffle in Furious Focus in that spot instead so you can select a different 1st level feat; maybe something on the defensive side, such as Iron Will/Lightning Reflexes, or Improved Initiative, etc.)

Honestly, for the build to truly function in a general scenario, you'd need to have the Trip Size Limitation bend to you; the easiest way to do this is to either have your party spellcaster prepare a spell that greatly enhances your size (Enlarge Person, Giant Form, etc.), or spells that reduce the size of your opponents (Reduce Person, etc.), otherwise having magic items that help accomplish this, to make it viable to trip whatever opponent you face (and basically have them fall into your Rinse and Repeat tactic).

On top of this, feats like Intimidating Prowess, Tripping Strike, and Hammer the Gap would also synergize well with the build.


Darksol the Painbringer wrote:


As far as I can tell, it seems to be pretty solid. 1st Round, you charge with Power Attack; assuming a hit, you then get to intimidate as a free action, so the guy is now afraid (and flat-footed).

I think the enemy have to be shaken before you use the shatter defense feat.


Darksol the Painbringer wrote:


As far as I can tell, it seems to be pretty solid. 1st Round, you charge with Power Attack; assuming a hit, you then get to intimidate as a free action, so the guy is now afraid (and flat-footed).

Not quite. Only after the second hit is the enemy flat footed as the first hit only makes him shakened and you need to hit after the fact. You couldn't use Deadly Stroke until the 3rd round.


Nicos wrote:
Darksol the Painbringer wrote:


As far as I can tell, it seems to be pretty solid. 1st Round, you charge with Power Attack; assuming a hit, you then get to intimidate as a free action, so the guy is now afraid (and flat-footed).

I think the enemy have to be shaken before you use the shatter defense feat.

So it seems. It would appear I would have to retract the previous statement, since I misread the RAW of some feats (and I had a feeling I did, too). For that to be effective, it would have to require the player have access to the Pounce feature, which I am almost positive a Fighter PC cannot obtain within RAW. A Mobile Fighter's features (which are pretty solid for allowing full attacks on the run) wouldn't work since they are a separate action from the Charge action.

**Edit** I realize that the option I listed before actually wouldn't work, since Felling Smash cannot be applied on an Attack of Opportunity.

On a positive note, I believe the build provides promise, but is currently poorly fleshed-out, since it would take multiple rounds for the strategy to take effect (and by that point the rest of the party will probably have the other creatures dead, if not have yours killed before you can apply your tactics).


Warhawx wrote:
I have decided that maybe I should forsake greater trip due to the fact that I'll get an Aoo if they get up anyways, and if they decide to stay down, even better. Improved crit, while good, is rather redundant at that point where you should already have a keen weapon.

Whether to use a feat or gold to get an increased threat range is an important decision. If you choose a Keen weapon, you're sacrificing a further +1 of weapon enchantment. If you choose the feat Improved Critical, you're sacrificing whatever feat you would have taken instead.

I suggested taking Improved Critical instead of Greater Weapon Focus because GWF gives only a +1 attack, while the gold spend on Keen could instead buy +1 attack AND +1 damage. If, at level 8, you take a feat that's better than +1/+1, then the keen weapon is a better deal.

Warhawx wrote:
There anything I could use to make it easier to hit the enemy along with flatfoot that's more reliable than trip?

Easier to hit than a flat footed opponent? You could use Dirty Trick and then you'd be swinging at blind opponents.

You're a fighter with full BAB, weapon focus, weapon training, weapon specialization, and a high STR bonus - the best thing you can do to a flat footed enemy is kill them with damage!


Don't forget that fighter's have the unique ability to retrain feats at levels 4, 8, 12, 16, & 20. You could potentially take Improved Trip as a bonus feat at 1st level (while it still rocks), Greater Trip as a bonus feat at 6th, then retrain Greater Trip at 12th (when it's lost some of it's utility) to be part of your intimidation plan.


Can Felling Smash and Cornugon smash occur on the same power attack hit then?


Hmm, since felling smash can't be executed on a charge, I'd think it is best dropping it altogether. Shame, though.


So my new build would be
Level 1: Weapon Focus (Falchion), Power Attack, Furious Focus
Level 2: Toughness (Swaps out at level 6 for Dazzling display)
Level 3: Skill Focus: Intimidate/[Combat Expertise]
Level 4: Weapon Specialization (Falchion)
Level 5: Intimidating Prowress
Level 6: Cornugon Smash
Level 7: Shatter Defenses
Level 8: Weapon Focus, Greater/[Improved Trip?]
Level 9: [Critical focus?]/[Tripping Strike?]
Level 10: Skill focus: Intimidate/[Greater Trip?]
Level 11: [Dazing Assault?]
Level 12: Improved Criticals (Swaps out for Deadly Stroke if I have keen)
Level 13: Dreadful Carnage

The ones I square bracket are the ones I am unsure about.

I do wish for a way to lower enemy AC without destroying my action economy, however.

Note: I still see a 8000GP investment into keen more valuable long term than taking a feat space. Unless I don't already have keen weapon until level 12, that is, which would take improved crits to be swapped out later when I get keen weapon. There's just so many things to choose from now that Felling Smash is useless.

This build, I'd have significantly more intimidate bonus and might take up trip later for trip crit fishing. Honestly, there are just so many things to choose from. Is Daze worth the -5 attack? Would Crit focus be a good feat? Should I take combat expertise early instead of skill focus? Should I get Gory finish in early and swap out when I get dreadful carnage?


Warhawx wrote:
Can Felling Smash and Cornugon smash occur on the same power attack hit then?

Yes. And both could be combined with Vital Strike or Deadly Stroke (Vital Strike and Deadly Stroke could not be combined with each other however).

As to not being availible on a charge, RAW probably not, RAI - maybe. Ask your DM. Even if it's not availble then simply don't charge, just move and attack.


just a quick note - fighters get to retrain at multiples of 4 - i.e. level 4, 8, 12, 16, 20 - so you can't swap out toughness for Dazzling display (nor would I recommend that) at level 6.

You also have to watch what are Fighter Bonus feats vs regular level feats - fighter's retrain only applies to bonus feats - and only to bonus feats that aren't prerequisites for any other feats you have taken (i.e. if you have improved trip and greater trip you can't retrain improved trip though you could retrain greater trip IF it was taken as a fighter bonus feat)


@ Hawktitan: The issue with not charging is then Cornugon Smash does not activate. It only works with the Charge option.

@ Warhawx: Remember that Toughness cannot be selected as a Fighter Bonus feat, meaning you cannot select it at 2nd level (and that selecting it as a regular feat means you cannot retrain it). I would honestly either take it as a regular feat and keep it (the extra HP can be somewhat helpful), or don't bother with it altogether.


Darksol the Painbringer wrote:

@ Hawktitan: The issue with not charging is then Cornugon Smash does not activate. It only works with the Charge option.

Here is the wording found at d20pfsrd

Quote:

Cornugon Smash (Combat)

Your terrible attacks strike fear into your enemies.

Prerequisites: Power Attack, Intimidate 6 ranks.

Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Seems to work just fine outside of a charge.


I plan to be in heavy armor, you see. Without armor training due to two handed archetype, I'd only have 15ft movement range. Which means that the enemy can keep withdrawing or running away provoking Aoo (which does not activate trip or deadly stroke). Without a way to walk up to them and standard attack, Felling Smash would be rather... redundant.


Hawktitan wrote:
Darksol the Painbringer wrote:

@ Hawktitan: The issue with not charging is then Cornugon Smash does not activate. It only works with the Charge option.

Here is the wording found at d20pfsrd

Quote:

Cornugon Smash (Combat)

Your terrible attacks strike fear into your enemies.

Prerequisites: Power Attack, Intimidate 6 ranks.

Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Seems to work just fine outside of a charge.

Odd; I remember one of his feats that he needed for his build to work require that he perform the charge action. Perhaps I was just misreading things (once again).


Here are my suggestions, just listed for brevity. Many have already been said.

Go Lore Warden. Seriously, just do it.

Switch to a reach weapon. Have something to cover adjacent attacks as well, whether it be unarmed strike, (spiked) gauntlet, armor spikes...

Take Heirloom Weapon trait for +2 on trip checks.

Have high strength, but don't min-max it; you also want a respectable Dex. Grab Fury's Fall and Combat Reflexes.

Consider Lunge + Whirlwind Attack if you have the feats for it.

Get Greater Trip as soon as it's available at 6 (seemed obvious to me, but I see progressions with it much later or never). Get Dazing Assault as soon as it's available at 12, and Dreadful Carnage as soon as it's available at 11. Use your Fighter 12 feat swap to gain Pin Down.

Make sure you have means to be enlarged often, either by another PC, potion, etc... Enlarge buffs your tripping and intimidate and doubles your reach.

Don't bother with Shatter Defenses and Dazzling Display. The latter is a worthless feat tax for the former, and the former is only good for sneak attackers and monks with medusa's wrath.


So I should forsake medium and heavy armor proficiency for a free feat and +2 to CMD from Lore Warden? Does that not reduce damage as an alternative to two-handed archetype?

On the other hand, does taking 2 handed archetype with fauchard and going for spring attack not more beneficial than free combat expertise?

And while dazzling display is redundant, does shatter defenses not synergize greatly with tripping critical and deadly stroke, as a 15-20 crit fishing with deadly stroke can possibly quadruple damage with con bleed?

Would I be wasting action economy spending one standard action to attempt to trip my enemy?

Assuming that I go for this type of build, would I be going:

Level 1: Power Attack, Dodge, Weapon Mastery (Fauchard)
Level 2: Combat Expertise
Level 3: Mobility
Level 4: Spring Attack
Level 5: Whirlwind Attack
Level 6: Improved Trip
Level 7: Greater Trip
Level 8: Lunge
Level 9: ???
Level 10: ???
Level 11: Dreadful Carnage
Level 12: Dazing Assault

That way, I would lose weapon focus and weapon spec, waste a feat on exotic weapon prof, and take up to -5 to attack bonus with power attack and lunge at level 8, and trip only as a standard action, which can achieve much more with shatter defenses and deadly stroke?

In all honestly, though, I doubt there would be so many enemies at one time around your 10-15ft reach for you to justify whirlwind attack, unless your GM really likes grouping the enemies up, which is rarely the case, and even rarer when most of higher CR creatures are of large size or greater? Way I see it, Mobility and Dodge is also a worthless feat tax for whirlwind attack, as I highly doubt that +1 dodge AC is worth a feat slot.

Spring attack in itself also isn't that good, as with low mobility there'd be little point of using it especially in heavy armor. Lore Warden makes you lose 2 armor prof feats in place of combat expertise, and you either have to sacrifice AC (unless you go for high dex, which would be difficult for a fighter that capitalizes on strength) for mobility from spring attack, or the spring attack turns into another worthless tax feat due to lack of movement.

In a whole, that would mean up to 3 worthless tax feats, loss of 2 armor prof feats for combat expertise (which as a damage dealer would rarely be used) for a rather circumstantial feat that might never see its value if you are unlucky.

Spring attack and whirlwind attack sounds good on paper, but spring attack isn't very useful unless you have mobility (such as the 60ft flyby attack from strix airborne ambusher), and whirlwind attack would mean that you must position yourself in a group of enemies, which may or may not move out of range, which may never be in a group close enough for you to use whirlwind attack on in the first place.

Personally, I see whirlwind attack as a good feat. However, it has way too many requirements which had potential to be used on more useful feats such as weapon focus, weapon spec and furious focus etc.


I agree completely with your assessment of Whirwind Attack and it's required feats, though I think Dodge is ok (it's also benefiting CMD), just a below average feat. Mobility, Spring Attack, and Combat Expertise (though you need that one anyway) all completely suck. I didn't know if in the end you'd have the feats to fit it in, but it is definitely a high cost. With enlarge person and Lunge with a reach weapon, though, WWA is hitting a 25 ft reach (or 30, but I don't think that's how Lunge interacts with enlarge person) all around you, and you can 5 ft step between attacks to get even more enemies, so it is covering quite a large radius.

You're not giving up all that just for free Combat Expertise w/ Lore Warden, though. The main draw is the CMB/CMD boost. Each one of those is easily as good as a feat.

I really don't see the fascination with Deadly Stroke. And Tripping critical...how often will the foe still be alive after a crit anyway?


Deadly Stroke allows you to deliver double damage onto the enemy at a single attack at your highest bab, meaning that you don't take -5 on the second strike because there isn't one.

Additionally, crit fishing with Deadly Stroke allows you to deal quadruple damage on a crit (There is no clause in the rule that does not allow Deadly stroke to stack with crits, or limits crit stacking with deadly stroke) at a 6/20 chance with a keen/improved crits 18-20crit range weapon. To do this on a full attack, you have to roll a 15+ twice, as well as taking a -5 to attack bonus on your second attack (which may not even hit at all, much less have a crit threat).

And this isn't even mentioning the con bleed and spare move action you get on a deadly stroke. And all you have to do is hit someone with power attack, which should always be used anyways especially with furious focus (making a charging attack very viable for this)

[I assume that Cornugon Smash and Shatter Defenses can activate on a single blow as it satisfies the criteria that:

1.) I have damaged enemy with power attack (When you damage an opponent with a Power Attack) , triggering an intimidate check
[and if I pass]
2.) I have hit the shaken enemy this round, activating shatter defenses (Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. )

And so in the next round, I can go for deadly stroke right away. Am I interpreting the rules correctly?]

I do see your point about tripping critical, but I have never had experience in high-level play, just low level play and theorycrafting. I was going for trip because it makes it easier to hit the enemy, but now that it is difficult to do a trip outside of using a standard action (i.e. no free trips) there would be no point taking it. Besides, even without Deadly Stroke, jeopardizing the enemy's attack bonus, saves and denying his dex AC bonus to you is always useful, especially if all that can be triggered in one hit.


Warhawx wrote:

Level 1: Power Attack, Dodge, Weapon Mastery (Fauchard)

Level 2: Combat Expertise
Level 3: Mobility
Level 4: Spring Attack
Level 5: Whirlwind Attack
Level 6: Improved Trip
Level 7: Greater Trip
Level 8: Lunge
Level 9: ???
Level 10: ???
Level 11: Dreadful Carnage
Level 12: Dazing Assault

I prefer your previous builds. In this one, you don't get to start tripping until the level when you start fighting a lot of trip-immune and trip-resistant enemies. Also, by giving up Weapon Focus and Weapon Specialization, you've given up a chunk of your damage potential.

If you want to switch from "Scary Tripping Fighter" to "Tripping Whirlwind Fighter" you might want to try something like this Lore Warden build:

Level 1: EWP(Fauchard), Improved Trip, Power Attack
Level 2: Dodge, Combat Expertise(from Lore Warden)
Level 3: Weapon Focus (Fauchard), CMB +2(from Lore Warden)
Level 4: Mobility
Level 5: Weapon Specialization (Fauchard)
Level 6: Greater Trip
Level 7: Spring Attack, CMB +4(from Lore Warden)
Level 8: Improved Critical (Fauchard)
Level 9: Tripping Strike
Level 10: Whirlwind Attack
Level 11: Critical Focus, CMB +6(from Lore Warden)
Level 12: Bleeding Critical
Level 13: Staggering Critical
Level 14: Critical Mastery
Level 15: Blinding Critical, CMB +8(from Lore Warden)
Level 16: Greater Weapon Specialization
Level 17: Stunning Critical

This way you have plenty of damage, and the tripping feats all come ASAP, so you start tripping at level 1, and get lots of free trips at level 9. Whirlwind & Spring Attack come later, but there's room to move them earlier if you'd rather delay a different ability (I prioritized tripping). Also, since you have all that juice early, the late-game is a crit build. (At level 15, for example, you can leave an enemy blind, bleeding, and prone with a single crit!)

Other feats to consider: Combat Reflexes


Unfortunately, I am not going to do whirlwind attacking fighter, as it requires you to take 4 subpar feats (Okay, Spring attack is good if you have haste/+movement speed or light/medium armor, Combat expertise is decent, and it scales, but still)

I think I'm just going to go with scary fighter instead of a scary tripping one, unless of course trip is worth taking later on. I don't plan to be dependent on spellcaster buffs, for let's face it: not everyone is a teamplayer.

Attributes (25 point buy)
STR: 19 (17+2 human bonus)
DEX: 12
CON: 14
INT: 12
WIS: 13
CHA: 10
(Gm doesn't allow dumping stats)

Level 1: Power Attack, Weapon Focus, Furious Focus

Even though you can argue that Weapon Focus covers Furious Focus, but it actually doesn't. Weapon Focus gives +1 to attack which negates first level power attack, true, but you still take -1 from power attack. With these two combined, it gives you +1 from weapon focus instead of using it to negate power attack penalty.

Level 2: Dazzling Display

True, taking dazzling display at level 2 might be a waste, but really, dazzling display at ANY level is a waste in general.

Level 3: Intimidating Prowess

Free boost to intimidate, what's not to like?

Level 4: Weapon Specialization

Free damage, what's not to like?

(+1 STR, brings STR mod to +5)

Level 5: Skill Focus: Intimidate

Again, free boost to intimidate. Also scales at level 10. I take this early because I do become more feat starved at later levels

Level 6: Cornugon Smash

Free demoralization check, which you will have plenty of from Intimidating Prowess and Skill Focus. The reason I decide to take this before Shatter Defenses because Shaken is a good bonus, making it harder for the enemy to hit you and your friends, as well as making life easier for spellcasters fighting against reflex and will saves (or even allows easier poisoning, should you go for that route)

Level 7: Shatter Defenses

In addition to demoralization, you now make it easier to hit your enemy. The price to pay for this? None. It's free, just get a power attack in, which penalty would be negated by Furious Focus anyways

Level 8: Weapon Focus, Greater

+1 to attack bonus, you can always use more of those. Also sets up for Deadly Stroke.

(+1 to Wis, raising your Willsave)

Level 9: I actually have no idea what to put in this feat slot
Level 10: Same as above (Skill focus intimidate will now shine)

Level 11: Deadly Stroke
Demoralize in the first turn for free on a power attack, and deal double damage at your max attack bonus on the next? What's not to like?
(Or Improved Criticals if I was that poor to not have a keen falchion yet)

Level 12: Dazing Strike
(Swaps Improved Crits for Deadly Stroke if I haven't got it yet)
(I don't know what to go for my attribute bonus)

Level 13: Dreaful Carnage

Turns up your demoralization game a notch

[Beyond this point it will probably be critical feats, but if you have any good suggestions please say so. I personally consider 13 levels of planning ahead more than enough, but I really have no idea what to put in for level 9 and 10 feats, preferably something that gives me more damage]


Actually, after some reading, I am considering a 3 level dip at level 9,10 and 11 into Hellknight Commander or Chevalier

Chevalier Pros:
-Smite evil EQUAL TO CHARACTER LEVEL
-Immune to Fear
-Nice buff on first round
-No charge AC penalty
-Poison Imminity

Cons:
-Heavy armor still slow
-Slower Fighter Progression
-Cannot Detect Evil (D'oh)

Hellknight Commander Pros
-Amazing Armor (full base speed, more Dex bonus)
-Smite Chaos
-Detect law and chaos
-Can turn Shaken into Frighten
-Will Save
-Can utilize Saving throw penalty from shaken better
-Can progress beyond 3rd level

Cons
-Smite only equal to Hellknight Level
-Slower Fighter Progression
-Frighten does not activate Shatter Defenses

What do you think I should go for?


Quote:
I assume that Cornugon Smash and Shatter Defenses can activate on a single blow

They don't - You will need two attacks to trigger Shatter Defenses. Intimidation only happens after the first attack and you need to do damage after they are intimidated.


Where are you getting Chevalier from? I'm only finding some wierd 3 level class. If it's the same thing then you don't get smite evil equal to your character level, at best it's equal to a level 3 paladin. This also makes more sense as getting smite evil equal to your total HD would be stupid strong.


Hawktitan wrote:
Quote:
I assume that Cornugon Smash and Shatter Defenses can activate on a single blow

They don't - You will need two attacks to trigger Shatter Defenses. Intimidation only happens after the first attack and you need to do damage after they are intimidated.


Where are you getting Chevalier from? I'm only finding some wierd 3 level class. If it's the same thing then you don't get smite evil equal to your character level, at best it's equal to a level 3 paladin. This also makes more sense as getting smite evil equal to your total HD would be stupid strong.

No. This does not make more sense as the text specifically says that "a chevalier can smite evil as if he were a paladin of his CHARACTER level". I stress that it specifically goes out of its way to say Character level instead of Class levels. The difference is that it can only be casted once per day regardless of level.

I would also like to see proof of a rule that says that intimidate only triggers after the first attack. The wording for shatter defense also says that "Any shaken, frightened, or panicked opponent hit by you this round". It does not say that the opponent has to be hit before, during or after the opponent is shaken. It only says "any opponent hit by you this round", and from this interpretation it would mean that as long as the opponent has been hit by me this round, even before it is shaken, shatter defenses activates. It may not make sense logically, but the rule does not specifically state against it.


Warhawx wrote:
I think I'm just going to go with scary fighter instead of a scary tripping one

I think that's a wise choice.


take felling smash, every 1 hit of yours will trigger a free trip.

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