PFS Maneuver combatant


Advice

Grand Lodge Contributor

Due to some combat maneuver shenanigans I pulled last night with my bard, I'm inspired to make a maneuver based character. I toyed with a few ideas, but I come back to a couple options. I'm interested in what people have done with maneuver-based-combat in PFS before and what they might recommend, as well as what they think of the following ideas.

First, a Halfling Underfoot Adept Maneuver Master. Normally halfling's -2 str and small size hurts, but Agile Maneuvers and Underfoot Trip make up for that. MM's ability to ignore prerequisites is huge, and UA makes for easy placement and tripping. I'd likely focus on Trip (into Ki Throw) and Dirty Trick, tripping on my regular attack and using FoM to blind / entangle / shaken / sicken them.

Second, Human Lore Warden. Full BAB, Maneuver Mastery, and Bred for War would be really nice. The bonus feats would open up a lot of options, but they don't ignore prerequisites which hurts a little. There's also no way to use standard maneuvers as attacks like MM does, which hurts a lot.

There's also a Half-Orc Breaker Barbarian with Gatecrasher that takes the Sunder line with Smash, Spell-Sunder, and Strength Surge, but it doesn't have the appeal of the other two as much. The idea of smashing a spell so hard it stops working is cool, but I'm not sure how effective it is in PFS.


Battle Oracle depending if you can take the Manuever Mastery revelation many times (Which I dont see why not). That way you get Improved and greater for free!(down the line). Did I mention no prerequisites?

Grand Lodge Contributor

hogosha wrote:
Battle Oracle depending if you can take the Manuever Mastery revelation many times (Which I dont see why not). That way you get Improved and greater for free!(down the line). Did I mention no prerequisites?

I did think about this option, but waiting until level 7 for a free feat is a long time in PFS. And as far as I know, you can't take it multiple times since it doesn't say you can (and PFS doesn't wave rules like that). For a home campaign, where the character could start at a higher level and take the revelation multiple times given an understanding GM, I'd love to run one.

Similarly, however, there is the maneuver Magus using Maneuver Mastery arcana, which can be taken multiple times. This also has the benefit of a couple bonus feats, a high Int requirement anyway (meaning Combat Expertise isn't a pain), and spells to help out. I hadn't considered that as an option while thinking about this character. Hmm...


Elven Spire Defender Whip Magus X/Lore Warden Fighter 2-3 focusing on disarm/trip/serpent lash feat chains.

Gets to deliver touch at range and disarm/trip multiples for a single action, with bonuses and extra arcana.

Sczarni

Also don't forget if you are using a light or finesseable weapon to do all of your maneuvers, then take weapon finesse instead of agile maneuvers.


Since PFS bans Synthesist, I would go with a Wildcaller Summoner and trick out your eidolon as much as possible with size, str, and reach. Give him trip, pull, and grab evolutions to chain off his attacks.

If you don't want to play a spellcaster, I guess Lore Warden Fighter or Lore Warden multiclassed with up to 6 levels in Maneuver Master Monk is the best route to go. Level 4 seems like a pretty good breakpoint, just before losing another BAB, though the level 5 ability is nice if you have good wis (not sure why you would when you can just wear armor, though).

Barbarian with rage cycling and Strength Surge and Knockdown/Knockback could also be good, but takes a lot of levels to achieve and really pay off.

Grand Lodge Contributor

TGMaxMaxer wrote:

Elven Spire Defender Whip Magus X/Lore Warden Fighter 2-3 focusing on disarm/trip/serpent lash feat chains.

Gets to deliver touch at range and disarm/trip multiples for a single action, with bonuses and extra arcana.

I always liked the idea of a whip magus. I might have to consider combining the builds like this...

Shfish wrote:
Also don't forget if you are using a light or finesseable weapon to do all of your maneuvers, then take weapon finesse instead of agile maneuvers.

Well, yes and no. If the build is all trips / disarms / sunders, yes, but officially those are the only three maneuvers where finesse counts. On the underfoot maneuver master I originally had finesse down instead, but since I'd want to use dirty trick a lot (which does not work with finesse) I would have to go with agile. However, this still works out as that character would probably just use ranged weapons or maneuvers, not melee attacks.

StreamOfTheSky wrote:

Since PFS bans Synthesist, I would go with a Wildcaller Summoner and trick out your eidolon as much as possible with size, str, and reach. Give him trip, pull, and grab evolutions to chain off his attacks.

If you don't want to play a spellcaster, I guess Lore Warden Fighter or Lore Warden multiclassed with up to 6 levels in Maneuver Master Monk is the best route to go. Level 4 seems like a pretty good breakpoint, just before losing another BAB, though the level 5 ability is nice if you have good wis (not sure why you would when you can just wear armor, though).

Barbarian with rage cycling and Strength Surge and Knockdown/Knockback could also be good, but takes a lot of levels to achieve and really pay off.

You know, I hadn't considered making a maneuver eidolon. And you're right, Wildcaller would fit it pretty well since the 'druid-eidolon' wouldn't have as many other tricks to draw upon. I really like that.

Yeah, rage cycles would be fun for this sort of thing. I played with the idea of a 1 level dip into Inquisitor for the healing (restoration) domain to remove fatigue 3+wis/day, but that would still take actions to do. Again, a good build for a home-campaign that starts at a higher level.

Sczarni

Shfish wrote:
Also don't forget if you are using a light or finesseable weapon to do all of your maneuvers, then take weapon finesse instead of agile maneuvers.
Pinstripedbarbarian wrote:
Well, yes and no. If the build is all trips / disarms / sunders, yes, but officially those are the only three maneuvers where finesse counts. On the underfoot maneuver master I originally had finesse down instead, but since I'd want to use dirty trick a lot (which does not work with finesse) I would have to go with agile. However, this still works out as that character would probably just use ranged weapons or maneuvers, not melee attacks.

Official nothing man, it works for ANY use of your weapon with a combat manuever that it CAN be used with. Now, you are right that the NORMAL limit is trip/disarm/sunder...however if you have a way to get another use of your weapon for a combat manuever with your weapon, you can then utilize the finesse rule. One feat that adds this that comes to mind is Greater Whip Mastery. It gives you the ability to grapple with your whip, therefore when you used it with weapon finesse it would allow you to utilize your dex for it.

Granted, for what you are wanting you are correct, but if you could use your weapon for a dirty trick (I can't think of anyway, but if one were available...), then you could apply finesse.


Shfish wrote:
Granted, for what you are wanting you are correct, but if you could use your weapon for a dirty trick (I can't think of anyway, but if one were available...), then you could apply finesse.

There was a thread on this... SKR specifically mentioned the use of a Sap to sicken an opponent for a dirty trick (groin shot) which could also be done with a whip ( I can do it with a damp towel, so I can't see anyone denying it with an actual weapon)... I routinely use my barbed Scorpion whip to drag an opponent's cloak over his head (blinded) snap it in their face (deafened) and tangle in his feet (entangled).

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber
Pinstripedbarbarian wrote:
Shfish wrote:
Also don't forget if you are using a light or finesseable weapon to do all of your maneuvers, then take weapon finesse instead of agile maneuvers.
Well, yes and no. If the build is all trips / disarms / sunders, yes, but officially those are the only three maneuvers where finesse counts.

I must admit I find that position confusing. In the FAQ posting where SKR details only these three maneuvers as being the ones to which Weapon Finesse applies, the rationale is because these are the only maneuvers which are (or can be) made using a (finesseable) weapon.

But from the core rulebook, unarmed attacks are treated as if made with a light (and thus finesseable) weapon. So why doesn't weapon finesse apply to all maneuvers, including those made without using a weapon?


SKR also goes on in another post to state that any weapon with the Trip descriptor can be used to perform a reposition or drag... so obviously those use the weapon if it fits the criteria.

This was a forum post... not a FAQ post that I am referencing... I'll see if I can find it because I like maneuvers myself, and was glad he chimed in on that one.


JohnF wrote:
But from the core rulebook, unarmed attacks are treated as if made with a light (and thus finesseable) weapon. So why doesn't weapon finesse apply to all maneuvers, including those made without using a weapon?

Because the game needs feat taxes to keep those powerful mundane characters with bonus feats from destroying game balance.

Seriously though, I've been saying this since the game came out. Agile Maneuvers has no reason to exist, Weapon Finesse should just apply to *all* finessable attacks, which includes combat maneuvers (and please don't argue with me about whether or not all of them are "finessable" - agile maneuvers proves they are). Thanks to most combat maneuvers having size restrictions on who you can use them on, the dex-based warrior is already pretty disenfranchised from the combat maneuver game as it is.

Spoiler:
On a side note, for years even back into 3E, I've felt that if you have improved unarmed strike, tripping should not provoke. Tripping w/ a manufactured weapon does not provoke, the reason it provokes otherwise is because "you're tripping with unarmed strike." If your unarmed attacks do not provoke, you should be able to trip just fine.

Grand Lodge

I would think long and hard about the local play environment before I went down this path. If you are always going to have the same judge, who is familiar with combat maneuvers, then you're okay. But if you are like most of us who have a variety of GM's who vary in their knowledge of combat maneuvers, it's going to be painful for you, the other players and your GM.

And for the people who say that the GM needs to understand ever single possible tactic among thousands of pages of material allowed in PFS: I say that running PFS is not a job, I'm not getting paid for it, and if it becomes more agravating than fun, I won't judge.


I currently have a level 12 PFS manouver master who uses the dirty trick, trip and ki throw abilities. He worked fine all the way through. Pity I probably take him into high level play.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber

Most of the time (for me) it doesn't matter - the only combat maneuver my dex-based character uses much is trip, and that's definitely finesseable.

But I'm thinking about taking "Stand Still" as a feat, and it would be nice to know whether the (untyped) combat maneuver check called for can use DEX rather than STR

Grand Lodge

StreamOfTheSky wrote:
JohnF wrote:
But from the core rulebook, unarmed attacks are treated as if made with a light (and thus finesseable) weapon. So why doesn't weapon finesse apply to all maneuvers, including those made without using a weapon?

Because the game needs feat taxes to keep those powerful mundane characters with bonus feats from destroying game balance.

Seriously though, I've been saying this since the game came out. Agile Maneuvers has no reason to exist, Weapon Finesse should just apply to *all* finessable attacks, which includes combat maneuvers (and please don't argue with me about whether or not all of them are "finessable" - agile maneuvers proves they are). Thanks to most combat maneuvers having size restrictions on who you can use them on, the dex-based warrior is already pretty disenfranchised from the combat maneuver game as it is.

** spoiler omitted **

So, are you saying you can only do combat maneuvers with either a high Strength or a high Dex and a Finesseable weapon is the only way to go?

I run a combat maneuver specialist in PFS, he is currently 9th level, and his primary weapon is a fauchard, which is a non-Finesseable polearm. He has a Str of 12, and a (current) Dex of 24. He has had Agile Maneuvers for most of his career, so he can use his Dex with his fauchard for combat maneuvers.

He only picked up Weapon Finesse, and an Agile rapier, at 9th level, so he has a damage dealing option. His primary tactic is to stand back and trip/disarm opponents.

Spoiler:
Tripping, without Improved Trip or the Trip special ability (like wolves get), provokes. Note that tripping with a reach weapon often bypasses the provokation, simply because the character provoked has no way to take the resulting attack of opportunity due to not having reach themself.


Lore Warden or Druid. Or a mix.

Lore Warden gets the best single class CMB in the game.

Druid can get on the right side of the size bonuses and can get grab. Grab + improved and greater grapple comes to +8 to initiate grapples. Add size bonus. Take Powerful Shape and go from huge to gigantic for the purpose of CMB, CMD, and the size limits for grab. Going from huge to gigantic is +2 CMB. Look for forms with constrict or rake. Druids are really only good at grapple, but they're pretty much unmatched at that. Pure lore wardens might still pull off higher CMBs at some levels, but druids are the only way to get rake or constrict outside an eidolon, and I don't think eidolons get as big.

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