Level 14 Catfolk "Claw" Mobile Fighter


Pathfinder First Edition General Discussion


My bad-ass Arcane Trickster died last night by "corking" an Acid Pit spell with a Force Cage. Weird story.

Anyway, our party needs a front-liner and I'm thinking about the concept above. I need some ideas on how to make him awesome. I have access to all material and I have Level 14 Starting cash. Let's do this.


Bodzilla wrote:

My bad-ass Arcane Trickster died last night by "corking" an Acid Pit spell with a Force Cage. Weird story.

Anyway, our party needs a front-liner and I'm thinking about the concept above. I need some ideas on how to make him awesome. I have access to all material and I have Level 14 Starting cash. Let's do this.

Mobile Fighter is a great archetype for being able to move and attack at the same time. However, the feature itself cannot function effectively on its own, so you will need lots of movement speed bonuses, lots of Acrobatics (that's right, you'll want to spend points into this), Mithral Armor (reduce that Armor Check Penalty down to 0 as best as you can, getting that Max Dex Bonus up there doesn't hurt either), and spend a couple feats on the feature itself. Dodge and Mobility combined with Acrobatics makes you be able to avoid attacks while moving, but still able to get that sweet, sweet full attack option.

I would also recommend Boots of Haste, so as to make your class feature much more viable (since unfortunately, its lesser, level 11 version requires you to sacrifice your highest base attack; Haste pretty much gets it back), or if you have a party caster which can give you Haste whenever, then Feather Step Slippers is great for combating Rough/Difficult Terrain, and is very cheap too. If you can combine them, then I would fully recommend it.

An issue that would be represented with using natural claws is not only the damage dice itself being fairly low, but also possibly requiring you to be MAD with both Dexterity and Strength (since these weapons can be finnessable, IIRC,) so unless you're getting Claw weapons to amplify your natural attacks, you might also want to focus on your size bonuses, raising that dice damage up there.

Just a few things off the top of my head, hope it helps!


look at panther style feats.

one of the tricks here isnt so much to avoid AoOs with movement but to actually PROVOKE them, get busy using a high dex and combat reflexes with dodge and mobility you'll be hard to hit but with panther style as long as they are provoked slap! you get to attack!

you might want to take 1- 2 levels of monk to maximize the feats.

this might mean not getting to that level 15 F/A right away but with the panther style it's less of an issue. 2nd level of monk also gives access to evasion in light armor.
Mithral agile breast plate TWF with shield mastery, high dex blah blah blah could really work out well here.

Claw in one hand and a clawed (spiked) shield. that'd be my route.


Pendagast wrote:

look at panther style feats.

one of the tricks here isnt so much to avoid AoOs with movement but to actually PROVOKE them, get busy using a high dex and combat reflexes with dodge and mobility you'll be hard to hit but with panther style as long as they are provoked slap! you get to attack!

you might want to take 1- 2 levels of monk to maximize the feats.

this might mean not getting to that level 15 F/A right away but with the panther style it's less of an issue. 2nd level of monk also gives access to evasion in light armor.
Mithral agile breast plate TWF with shield mastery, high dex blah blah blah could really work out well here.

Claw in one hand and a clawed (spiked) shield. that'd be my route.

If he takes any levels of Monk, he will not be able to make a Full Attack as a Standard Action when he reaches max level (as well as a Whirlwind attack, if he so decides, but I highly doubt he would go that route).

He does get Armor Training as Mobile Fighter, so he can use Heavy Armor without movement issue, and combining Mithral Armor, with current Armor Training, and the Armor Expert Combat Trait (reduces all Armor Check penalties incurred by armor by 1), you will be running around with a 0 Armor Check Penalty Full Plate Mail, have a 30 foot base movement (actually, 40 feet when you reach your next level), and with a stunning +5 Maximum Dexterity Bonus (or a +8 AC with +6 Maximum Dexterity Bonus if he uses a 'Full Plate variant' armor, I forget what it's called, it's an Eastern armor though). Combine that with Expeditious Retreat (or other Enhancement Bonus to movement) and Haste, and you can easily run close to 80 feet per move action. Take a Quick Runner's Shirt, and look at that, you're running ~160 feet, and making an attack against any creature you run into. Looking at Panther Style, you can choose to purposefully fail Acrobatics checks and then use their provocations to make some provocations of your own, with Combat Reflexes, you're looking at approximately 5 or more Attacks of Opportunity (assuming a +4 Physical Stats belt with a 14 base Dexterity), combined with 3 (or more) regular attacks, amounting to 8 attacks per round, 6 of which are at your Highest Base Attack.


If you have access to all material, DSP's Psychic Warrior is something you should look into. Also a Soul knife with emulate melee weapons (claw blades) might be worth a look as well.

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