| Entropy73 |
So I have long wanted to make an agility based fighter who could hold his own on the front lines like a Barbarian or a tin can Fighter. Those two combine good DPS with high HP or high AC to make them survivable on the front lines to soak damage for the other classes, as well as doing quality damage while doing so.
But I have long felt that one should be able to build a low armor swashbuckler style fighter to do the job just as well. But in my experience, in every flavor of D&D there has been no way to do so.
Oh sure, there are agility warrior classes prestige and base, but they usually suffer from permanently less offensive and/or defensive assets and cannot occupy the tank role as well as Barbarian/Fighters.
I am mostly only familiar with core rulebook classes in pathfinder, but we are about to start up and I would be willing to buy books to support the idea of an agility tank. I would be willing to read about and consider any class that can make an agility based fighter capable, as I said, of serving as a true tank and keeping up with a true tank in terms of damage doing/soaking.
Ideally, I dream about a class with features similar to:
-Light Armor restriction
-Dual-wielding with a medium and light weapon. Like a sabre/dagger
-Some kind of AC bump to let me keep up with the Fighter's ability to strap on plate and shield.
-Perhaps some kind of riposte/counterattack feature wherein one can parry an attack and get an immediate counterattack. The extra attacks making up for the lack of top end damage doing with regular attacks (less STR, no rage, lighter weapons)
-Adding DEX to to-hit roles ala weapon finesse.
But again, I'm just looking for a build that allows a lighter agility swashbuckler to keep up with the big boys.
| phatbac |
A friend of mine made a mobile tank fighter for a game we played recently. We were 6th level and he had an AC of 29 and a movement of 40 or 50 (cant remember which). He played a crane style monk. he didn't out DPR everyone but was very good in most situations and could deflect attacks as well as not get hit with his High AC.
If you are willing to give up the dual wield swashbuckler idea and just want a mobile yet defensive build with that can attack several times, i recommend the crane style monk. i know monks don't get a lot of love on these message boards but all that i have seen( and i have played PF for years) in game, monks can perform a lot of roles in combat.
| Memento Mortis |
I'm currently running a character that fills about 90% of your criteria. He's an atypical Aldori Duelist.
Magus (Kensai)/Monk (Master of Many Styles) will get you an unarmored swordsman who can front line with the best of them and has saves that are all around better than both Barbarians and Fighters.
Your Requirements:
-Light Armor: The build involves wearing no armor at all.
-Dual-wielding: Sword in main hand, off hand empty to parry.
-Some kind of AC bump: Gets DEX, INT, and WIS to AC (also has the option of casting Mage Armor. Will Fight Defensively for a net +4 to AC (after Crane Style and 3+ ranks in Acrobatics).
-Perhaps some kind of riposte/counterattack: Master of Many Styles allows for access to Crane Wing/Riposte feat tree
-Adding DEX: Take Weapon Finesse at level 1
The build, in brief, is Kensai with an early 2 level dip into Master of Many Styles. Take Crane Style and Crane Wing as your Monk bonus feats. Then Kensai the rest of the way.
Pros:
-High AC without clanky armor. At level 6 I've reached 36 AC during a combat (with the help of some buffs from my allies. 10 + Dex(5) + Int(4) + Wis(3) + Mage Armor(4) + Shield(4) + Shield of Faith(2) + Fighting Defensively(4).
-Ability to parry one melee attack that bypasses your AC every round.
-Spellcasting allows for more versatility than most martial classes.
-Spellcombat + Spell Strike allows for devastating burst damage in later levels (ye olde Intensified Shocking Grasp trick for 10d6 electric damage).
-High Saves. +3 to all saves for the level dip in monk. Your Ref and Will saves will be great too because of your abilities. Fort also will scale well from your Magus levels.
Cons:
-You're reliant on buffs. Mage Armor you can provide for yourself. But Shield is tasty and can only be cast on you by other classes (invest in UMD and you can cast scrolls of it on yourself). Being buff dependent also means you can't fight all day the way a clank n' tank fighter can.
-Your Flat-Footed AC is 10. No seriously. Being able to prepare for a fight makes all the difference. I recommend taking the Defensive Strategist trait with this build.
-You're going to want an weapon with the Agile quality or use a Scimitar with the Dervish Dancer feat. As a melee class with low Str, you're going to want some way add Dex to damage.
Hope this helps!
| Dominigo |
You could build a Duelist with an agile weapon. I ran one once that stopped wearing armor completely by about level 11 since it started lowering his AC by capping his Dex too much. H didn't deal great damage, but he also didn't have an agile weapon, so he had to rely on a lower than normal strength for bonus damage. He can't duel wield weapons unless you are willing to give up precise strike, but in terms of damage, you are probably better off dumping Int for Dex and duel wielding.
| Memento Mortis |
Memento Mortis wrote:
Cons:
-You're reliant on buffs. Mage Armor you can provide for yourself. But Shield is tasty and can only be cast on you by other classesYou have those reversed.
I took spell blending at 6th level for mage armor and touch of fatigue.
Oops :\
You're completely right.
OP: Switch all instances of Mage Armor and Shield within my post.
Also, IMHO, the Duelist isn't such a great PrC. The best part about it is the Uncanny Defense, which you get as a Kensai at level 1. You'd have to wait until at least level 6 to qualify for that as a Duelist). And even then, your bonus to AC is only as high as your Duelist level.
| Thac20 |
I'm currently playing a Halfling Fighter (no archetype) dual wielding agile kukri. At level 8 he is already a monster for DPR with 4 attacks at +19 for damage (+25 versus large) that crit on 15-20.
A couple disadvantages: starts out very low on damage and doesn't use the Fighter class skills. The Cad archetype would have the proper class skills, but I didn't want to give up Armor Training for it.
Armor Training and Mithral increase the max Dex bonus, which is a limiting factor on AC for high Dex fighters. Eventually Celestial Chainmail becomes affordable.
| Memento Mortis |
I'm currently playing a Halfling Fighter (no archetype) dual wielding agile kukri. At level 8 he is already a monster for DPR with 4 attacks at +19 for damage (+25 versus large) that crit on 15-20.
I'm curious to know how your damage bonus is getting so high. Agile weapon gives you Dex to damage, then there's Weapon Training and Weapon Specialization. Looks like that you took the Big Game Hunter feat as well. What am I missing?
Eric Clingenpeel
|
Here's my current character in Serpent's Skull. For some reason its not adding everything to his AC. When fighting defensively (-1 attack, +3 dodge) his AC is 41. Once per turn he can deflect an attack and get an AoO. +15/+10 to attack, 1d8+13 19-20/x2, so not too shabby.
Male Human (Tian-Shu) Duelist 3 Fighter (Free Hand Fighter) 6 Monk (Monk of the Lotus, Master of Many Styles) 2
LG Medium Humanoid (human)
Init +15; Senses Perception +17
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Defense
--------------------
AC 38, touch 32, flat-footed 22 (+4 armor, +2 shield, +9 Dex, +1 deflection, +7 dodge)
hp 76 (9d10+2d8+11)
Fort +11, Ref +14, Will +10
Defensive Abilities canny defense +3, evasion, parry
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Agile, Dueling Adamantine Sword, Aldori dueling +16/+11 (1d8+13/19-20/x2) and
Unarmed strike +14/+9 (1d8/x2)
Ranged Shuriken +16/+11 (1d2+2/x2)
Special Attacks precise strike, singleton +1
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 12, Int 16, Wis 16, Cha 10
Base Atk +10; CMB +11 (+15 Disarming, +13 Feinting); CMD 42 (52 vs. Disarm, 44 vs. Feint, 48 vs. Sunder)
Feats Aldori Dueling Mastery, Combat Expertise +/-3, Crane Riposte, Crane Style, Crane Wing, Dodge, Exotic Weapon Proficiency (Sword, Aldori dueling), Improved Unarmed Strike, Mobility, Monkey Style, Quick Draw, Touch of Serenity (1 rd) (4/day) (DC 18), Weapon Finesse, Weapon Focus (Sword, Aldori dueling), Weapon Specialization (Sword, Aldori dueling)
Traits Dangerously Curious, Master of the Sudden Strike (Tian)
Skills Acrobatics +19, Bluff +4 (+6 to feint or create a diversion to hide), Climb +7, Disable Device +9, Escape Artist +10, Handle Animal +4, Knowledge (arcana) +5, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +4, Knowledge (history) +8, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +7, Linguistics +4, Perception +17, Perform (dance) +5, Ride +10, Sense Motive +9, Sleight of Hand +7, Spellcraft +4, Stealth +15, Survival +16 (+18 to avoid becoming lost), Swim +3, Use Magic Device +15
Languages Azlanti, Common, Osiriani, Polyglot, Tien, Varisian
SQ ac bonus +4, deceptive strike +2, elusive +2, enhanced mobility, fuse style (2 styles), unarmed strike (1d8)
Combat Gear Wand of Comprehend Languages, Wand of Detect Magic, Wand of Mage Armor (CL 8), Wand of Prestidigitation, Wand of Purify Food and Drink, Wand of Read Magic, Alchemical solvent (5), Alkali flask (4), Antiplague (2), Antitoxin (2), Bladeguard (5), Bodybalm (4), Chill cream, Defoliant (2), Fire ward gel (2), Frost ward gel (2), Heatstone (2), Holy water (4), Impact foam (4), Meditation tea (3), Padzahr (4), Rusting powder (2), Smelling salts, Smoke pellet (4), Stillgut, Water purification sponge (4), Wismuth salix (2); Other Gear +1 Agile, Dueling Adamantine Sword, Aldori dueling, Shuriken (10), Belt of incredible dexterity +4, Cloak of resistance +1, Handy haversack (129 @ 119.4 lbs), Headband of inspired wisdom +2, Ioun stone (dusty rose prism), Ioun stone (dusty rose prism, cracked), Ioun torch, Monk's robe, Ring of protection +1, Wayfinder (1 @ 0 lbs), Absinthe (per bottle) (3), Bedroll, Belt pouch (11 @ 2 lbs), Blanket, Canteen, Chirurgeon's kit, Chronicler's kit, Coffee pot, Cooking kit, Crowbar, Drill, Eyeglasses, Fishhook (2), Flint and steel, Grappling arrow, Grooming kit, Incense (4), Mahjong tiles, Marbles (4), Pathfinder chronicle (Knowledge [dungeoneering]), Periscope, Sack (empty) (5), Sewing needle (2), Shaving kit, Shovel, Silk rope, Skeleton key, Snorkel, masterwork, Soap (2), Stove can (5), String or twine (5), Survival kit, Thieves' tools, masterwork, Thread (50 ft.), Trail rations (6), Umbrella, Wandermeal (10), Weapon cord, Whetstone (2), Wire saw, adamantine, 19 GP, 8 SP, 8 CP
--------------------
Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Canny Defense +3 (Ex) +INT bonus to AC (max Duelist level).
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Deceptive Strike +2 (Ex) +2 to Disarm CMB/CMD, Bluff checks to feint or create a diversion to hide.
Elusive +2 (Ex) +2 Dodge AC
Enhanced Mobility (Ex) +4 AC vs attacks of opportunity while moving out of a threatened square.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Master of the Sudden Strike (Tian) +2 bonus to weapon damage during the suprise round
Mobility +4 to AC against some attacks of opportunity.
Monkey Style Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone
Parry (Ex) Forego an attack to defend against enemy attacks.
Precise Strike (Ex) Extra damage when using light / 1-handed Piercing weapons.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Singleton +1 (Ex) +1 to hit and damage when weilding a one-handed melee weapon.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Touch of Serenity (1 rd) (4/day) (DC 18) Target hit by your unarmed attack takes no damage, but may not attack for 1 rd.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Weapon cord Attached weapon can be recovered as a swift action.
| Kazaan |
Unarmed Fighter 4/Flowing Monk+Qinggong Monk X
High Dex, Wis, Medium Con, dump Cha
Good races: Undine (take Hydrated Vitality in place of Water Affinity), Aasimar (Garuda-blooded), Human, Dwarf
Lvl 1, UF 1: Weapon Finesse, Crane Style or Snake Style; wear a decent light armour
Lvl 2, UF 2: Combat Reflexes
Lvl 3, UF 3: Toughness
Lvl 4, FM 1: Improved Trip, ditch light armour
Lvl 5, UF 4: Weapon Focus(Unarmed), Swap IUS from Fighter (redundant with IUS from Monk) for Weapon Specialization(Unarmed)
Lvl 6, FM 2: <>
Lvl 7, FM 3: Crane Wing or Snake Fang
Lvl 8, FM 4: <>
Lvl 9, FM 5: Dodge, swap High Jump for Qinggong Barkskin
Lvl 10, FM 6: Improved Reposition
Lvl 11, FM 7: Bodyguard
Lvl 12, FM 8: <>
Lvl 13, FM 9: Crane Riposte or <Something Else>
Lvl 14, FM 10: Improved Disarm
I think that should all be about right, if anyone wants to proof-read it for discrepancies.
| Entropy73 |
Wow, how did I miss duelist? I think I had tunnel vision for a base class. Still, I really am looking for something I can start with from the word go. I don't want to wait until level 7 before I can even start doing my thing.
Anyway, I will read more on every suggestion offered here (and any to follow). Thanks so much guys.
| Entropy73 |
I am confused about a couple terms in your post.
He's an atypical Aldori Duelist.
Aldori?
You're going to want an weapon with the Agile quality
Where do i find the rules for an "agile" weapon? Is it a magic enhancement?
As a melee class with low Str, you're going to want some way add Dex to damage.
Agreed. Uhhhh....how does one accomplish such a feat? I infer from other posts that an "agile" weapon does that, are there others?
In response to Magus/Monk/Duelist build generally, I admit I wasn't thinking about a magic build at all, but this is interesting enough that I will definitely seriously consider it.
It seems with this build one would be well off to use the monk unarmed strike. Would the Magus' ability to apply Arcane Pool like "flaming" and such apply to the Monk's unarmed strikes? A Flaming Fist as it were? I think I've seen a spell that does something similar that specifically said that yes, it would work with natural weapons and monk fists, but would this? Because that would be kind of awesome and stylish. That would allow damage to scale with Monk level as well as the extra d6 making up for the lack of STR damage bonus.
| Ravingdork |
I've done alright with my swashbuckler, Kirom Lancaster. With a few tweaks, you could probably get a similar build with a higher damage output.
| spectrevk |
So I have long wanted to make an agility based fighter who could hold his own on the front lines like a Barbarian or a tin can Fighter. Those two combine good DPS with high HP or high AC to make them survivable on the front lines to soak damage for the other classes, as well as doing quality damage while doing so.
But I have long felt that one should be able to build a low armor swashbuckler style fighter to do the job just as well. But in my experience, in every flavor of D&D there has been no way to do so.
Oh sure, there are agility warrior classes prestige and base, but they usually suffer from permanently less offensive and/or defensive assets and cannot occupy the tank role as well as Barbarian/Fighters.
I am mostly only familiar with core rulebook classes in pathfinder, but we are about to start up and I would be willing to buy books to support the idea of an agility tank. I would be willing to read about and consider any class that can make an agility based fighter capable, as I said, of serving as a true tank and keeping up with a true tank in terms of damage doing/soaking.
Ideally, I dream about a class with features similar to:
-Light Armor restriction
-Dual-wielding with a medium and light weapon. Like a sabre/dagger
-Some kind of AC bump to let me keep up with the Fighter's ability to strap on plate and shield.
-Perhaps some kind of riposte/counterattack feature wherein one can parry an attack and get an immediate counterattack. The extra attacks making up for the lack of top end damage doing with regular attacks (less STR, no rage, lighter weapons)
-Adding DEX to to-hit roles ala weapon finesse.But again, I'm just looking for a build that allows a lighter agility swashbuckler to keep up with the big boys.
Have you considered a Monk (Martial Artist or Master of Many Styles archetype) focusing on Crane Style? I played one at level 12 once and he was a very effective "evasion tank". Though to be honest, with a build like that you want to emphasize Wisdom over Dexterity.
| Dabbler |
So I have long wanted to make an agility based fighter who could hold his own on the front lines like a Barbarian or a tin can Fighter. Those two combine good DPS with high HP or high AC to make them survivable on the front lines to soak damage for the other classes, as well as doing quality damage while doing so.
But I have long felt that one should be able to build a low armor swashbuckler style fighter to do the job just as well. But in my experience, in every flavor of D&D there has been no way to do so.
Oh sure, there are agility warrior classes prestige and base, but they usually suffer from permanently less offensive and/or defensive assets and cannot occupy the tank role as well as Barbarian/Fighters.
Focus your points on dexterity (max out), intelligence (secondary) and wisdom.
Fighter (Free Hand Fighter, APG) 5/Monk (Master of Many Styles) 2/Duelist (rest)
Use a Rapier (or do the Dervish Dance thing) for high threat range, agile weapon property, with Imrpoved Critical (of course) and the Crane Style feat tree.
Defensively this keeps you to light armour until you have boosted your Dexterity so high it hinders you, then you switch to bracers and gain the benefit of any wisdom bonus you have from the MoMS dip (which also boosts your saves, and you take Crane Style and Crane Wing as your bonus feats). You will have excellent AC, decent saves, and be able to get a free attack deflected every round.
Offensively you get dex-to-damage from agile instead of strength, as well as the flat bonus from duelist on a high threat-range weapon, with a bonus attack from Crane Riposte every time you deflect an attack. Of course you have the fighter feats too (Weapon Focus, Weapon Specialisation), and one level weapon training.
thistledown
|
I am confused about a couple terms in your post.
Memento Mortis wrote:He's an atypical Aldori Duelist.Aldori?
Aldori swordlords are a group of swordsmen in the Golarion country of Brevoy. The SRD now just calls them swordlords. They have their own special fighting style, feats, traits, and swords - the "Aldori dueling swords" - which the SRD now just calls Dueling Swords.
Memento Mortis wrote:You're going to want an weapon with the Agile qualityWhere do i find the rules for an "agile" weapon? Is it a magic enhancement?
The Agile enchantment is in the Pathfinder Society Field Guide, and counts as a +1 bonus. It allows you to add dex to damage instead of strength, but only on a finesse weapon.
Memento Mortis wrote:As a melee class with low Str, you're going to want some way add Dex to damage.Agreed. Uhhhh....how does one accomplish such a feat? I infer from other posts that an "agile" weapon does that, are there others?
The only other options I can think of are the Dervish Dance feat, which allows it with scimitars, or being a gunslinger, which adds dex to gun damage.
There's also a Guided enchantment to use wisdom instead of str, but I don't know if that helps you.
Zavorokhina
|
Entropy73 wrote:I am confused about a couple terms in your post.
Memento Mortis wrote:He's an atypical Aldori Duelist.Aldori?
Aldori swordlords are a group of swordsmen in the Golarion country of Brevoy. The SRD now just calls them swordlords. They have their own special fighting style, feats, traits, and swords - the "Aldori dueling swords" - which the SRD now just calls Dueling Swords.
They're also a bunch of pompus bastards who &^&)%#&(
*degrades into a mumbling tirade. In russian.