Dirty Trick Gnome


Advice

Grand Lodge

So, I need to build a Gnome who focuses on the Dirty Trick Combat Maneuver.

The parameters are:

15 point buy.

No Summoner, or Gunslinger, but any other class is fine.

Starting 4th level, but advancement advice needed.

All books are allowed.

No 3rd party.

Any advice?


Cad Fighter is the archetype devoted to the concept. Beyond that, there's the dirty trick line of feats.

Use a whip for reach to use it at range and get weapon bonus. take weapn finesse if you've gone dex.

Grand Lodge

Can you use a weapon to perform a Dirty Trick?


blackbloodtroll wrote:
Can you use a weapon to perform a Dirty Trick?

You can use weapons for any appropraite combat maneuver. You can explicitly trip, sunder, and disarm with weapons.

So generally you can use weapons with a combat maneuver and nothing in dirty trick says you can't. One of the sample fluff pieces is hitting the enemy in a sensitive spot.

Crack the whip by their ear to deafen, remove clothing fasteners to entangle, catch them across the throat to shake em, whip a curtain or cloth to blind, etc.

Grand Lodge

Well, I do know that outside of trip, sunder, and disarm, the enchantment bonus on the weapon does not apply to the Combat Maneuver.

I also know that, outside of trip, sunder, and disarm, Weapon Finesse does not apply to CMB. Agile Maneuvers feat is required.

Using the Whip effectively requires a large feat investment.

Is that a good idea, when most feats will be focused on Combat Maneuvers?


You definitly want one level of maneuver master monk.

MMM1/Lore warden X is great, or for higher levels MMM5/Lore warden

This is actually pretty badass. You can play it defensivly with dervish dance and crane styleor offensivly wielding a THW. Damage is good, Dirty trick is good and you can add other maneuvers like trip in addition to that.

Grand Lodge

Are there any finessable two handed weapons?


If your GM says you can't use weapons with dirty trick, you build gets nerfed a bit. "Normally" only disarm/trip/sunder use weapons and get weapon enhancement/weapon finesse applications, but why couldn't you use weapons for dirty trick if you wanted to? It's not a hard exclusive list and nothing in dirty trick calls out unarmed.

Agile maneuvers is the safer bet, and required if your GM rules DT is unarmed only, but it means you can't sub in a light weapon for a damage strike if you want.

Lore-warden is probably better for the no-weapons-with-dirty-trick rule.

Cad is best with it, because it gives you free dirty tricks on flanks/crits/hits as you progress in levels.

Maneuver Master is a good dip. I'd be concerned about taking it too early since the flurry penalty matters more at low levels.


blackbloodtroll wrote:
Are there any finessable two handed weapons?

Spiked Chain is the only one afaik.

Grand Lodge

I do like the flavor of the Spiked Chain.

Also, the Lore Warden/Maneuver Master seems kind of cool.

How should I set up my feats and stat array?

Grand Lodge

Actually, without pumping my strength, and nabbing Power Attack, I am not sure if going with a two-handed weapon will help.

Maybe a Light or Finessable One-handed Weapon?

If need be, I can nab an Agile weapon for more damage.


Starting at 4 means you could take Whip Master. Gnome master craftsman means you could be proficient in any exotic weapon you craft yourself.

The combat maneuver blog said that appropriate dirty tricks could use the weapon bonuses like the 3 attack-equivalent ones, by GM approval.

+1 to maneuver master / lore warden as full of awesome.

On a 15 point buy, the 15-2 strength would be tough to fit in.
Maybe s12-2, d16, c12+2, i13, w10, ch8+2?
LW1: Weapon finesse, weapon focus
LW2: Combat expertise, whip mastery
MM1: maneuver flurry, Improved dirty trick, Agile maneuvers (for when not using a whip)
LW3: +2 cmb, +1dex
LW4: weapon spec, iron will
LW5: weapon training
MM2: evasion, combat reflexes, greater dirty trip

Grand Lodge

I am not sure why you wouldn't dump the charisma down to 7, giving him a 9 after Racial adjustments.


Some folks don't like dumping all the way to 7, but for sure those 2 extra points would be better anywhere else.

Grand Lodge

Well, this one doesn't mind.

It's for a all Gnome party, so having a low charisma PC actually makes him unique, and flavorful.

Also, some rage at any build with a stat below ten.

No one in this party does.

Scarab Sages

Elven Curve Blade is also useable with weapon finesse. It's a much better weapon than the spiked chain since pathfinder nerfed it.

Grand Lodge

Indeed, the Elven Curve Blade is a better choice.

It just doesn't seem right for the build though.

Without investing in strength, there is little reason to two hand a weapon.

Dark Archive

Don't forget that an 11 charisma gives you spell-like abilities. Unless you're going with the alternate racial trait that ties it to wisdom.

I would go full lore warden. Using a reach weapon would allow you to keep yourself safe and to blind or entangle anyone who gets into melee range with you.

I'm actually of the opinion that you should bite the -2 racial bullet and make him based around strength anyway. You will EVENTUALLY climb out of the hole, and it will let you focus on other stats without having to pump your dexterity up. It also means qualifying for Power Attack!

Str 15, Dex 12, Con 12, Int 13, Wis 11, Cha 9

1 Improved Initiative, Weapon Focus (ranseur)
2 Combat Expertise, Improved Dirty Trick
3 Power Attack
4 Weapon Specialization (ranseur), Str +1

Melee mwk ranseur +10 (2d4+6/x3); Disarm +12, Trip +10
Dirty Trick +10

Grand Lodge

I am still really not sure if weapons can be used to perform Dirty Trick at range, or at all.

Only Net Trickery, which seems to be an exception, allows for it.

Being a vague area of the rules, I am not sure the risk is worth it.

This DM likes his RAW, for the most part.

Sczarni

Don't bother with Weapon Finesse unless your DEX is MUCH higher than your Strength-- and if you're going Dirty Tricks, there's no reason it should be, since CMB is off Strength naturally. You'll want the Dirty Trick line of feats, so you won't have a lot of extra feats to play with, so why are you going DEX-based and taking Weapon Finesse anyway?

Both your damage output and your CMB are off of Strength anyway, so put points in Strength. Yes Gnomes take a penalty in it, but 14 STR is all you need to both afford Power Attack and get an extra bonus for two-handing. DEX is nice, but as a Fighter you have all armor proficiencies and a size bonus to AC, so you don't really need it.

Get just enough Int for CE, minimum 14 Str, and you're golden. Wield a Falchion go straight into the Improved Dirty Trick line. Pick up Power Attack when and if you need a damage boost-- when you can blind and/or deafen opponents every round, you can let someone else do the DPR.

Dark Archive

blackbloodtroll wrote:

I am still really not sure if weapons can be used to perform Dirty Trick at range, or at all.

Only Net Trickery, which seems to be an exception, allows for it.

Being a vague area of the rules, I am not sure the risk is worth it.

This DM likes his RAW, for the most part.

Unless you have a feat that specifically allows it, you can't. The reason for the reach weapon is so that you can perform several different manoeuvres without having to worry about the attack of opportunity. The Dirty Trick is an option that would be attached to an enemy that gets inside your reach, or one that really needs to be blinded.

Grand Lodge

Well, Agile Maneuvers allows me to use Dex instead of strength for Combat Maneuvers, and Weapon Finesse allows for an Agile weapon later, which allows me to use Dex for damage.

That strength penalty seems to really hit hard on a low point buy, and I just don't quite see the boon that puts it above a Dex build.

I may have missed something.

Also, Lore Warden gives me Combat Expertise without meeting the prerequisites, so there really seems no need to pump Int.


My PFS dirty trick specialist is a Lore Warden, Maneuver Master Monk, Rogue.

The rogue levels are for sneak attacks as well as rogue skills and talents.

My character is DEX based (a tiefling) so also has the Two-weapon fighting chain of feats. So he closes with enemies quickly - then blinds them and then two weapon fighting sneak attacks them.

He usually uses a rapier (has the levels of fighter to have weapon training, specialization and improved critical). Between the Lore Warden bonuses, fighter levels, rogue talents and monk level he has a LOT of feats (also has a PFS boon for an extra feat - which I used for Improved Two Weapon fighting).

Dirty Trick fighting doesn't take that many feats (improved dirty trick and greater dirty trick are the core basics needed. Quick Dirty Trick is nice but isn't crucial).

Agile Maneuvers is nice but also not crucial (weapon finesse is nice however but just drop down to unarmed strikes if you're worried - though remember as well as natural weapons are finessable)

Other things to look for (depends a bit if you have easy access to purchasing/making magic items):

- Agile for weapons if you go weapon finesse (DEX for damage)
- Brawling for your light armor (armor enchantment that helps your unarmed strikes and some CMB/CMD)
- Burglars Buckler - buckler that specifically adds to your CMB for Dirty Tricks! Really good item for a dirty trick specialist (and has some situationally useful other features)
- consider selecting a weapon training that includes unarmed strikes - and then look at gloves of dueling when you can afford them

(remember that as a dirty trick specialist you will want to not just succeed against a CMD score but do many multiples of 5 greater than that score - which means you will need to find ways to stack up a LOT of bonuses if possible).

You will also want to build towards having a good array of Knowledge skills - both for the potential Lore Warden higher level abilities (if you go that way over CAD) but also for the ability to know about any enemy you are facing (so you can justify knowing what maneuvers to use against a given foe for the best utility. Even as a fighter it would be good to have spellcraft as well (so you can target spellcasters effectively).

(my tiefling build actually has DEX=INT > STR > CON > WIS & CHA - will saves are his major weakness.

Grand Lodge

Rogue?!?

I really cannot see going through the hell of having Rogue levels, and constantly worrying about how to get Sneak Attack off.

Not looking to get into a debate, but I just don't see Rogue working out.

Scarab Sages

If you are a ditry trick specialist,with a level of manuever master for flurry of manuevers, you should have sneak attack each round. Blind them with a free dirty trick from FoM, and then Full attack for sneak attack. If they are blinded, they are denied dex and thus vurnarable to sneak attack.

Grand Lodge

Hmm.

The hurt to BAB, and my general distaste of the Rogue, kind of puts the Rogue levels in a poor place.

Sczarni

blackbloodtroll wrote:

Hmm.

The hurt to BAB, and my general distaste of the Rogue, kind of puts the Rogue levels in a poor place.

Isn't there a Ranger archetype that gets sneak attack dice? I can't find it but dang I thought there was.

There are both Bard and Alchemist archetypes that get it, but both of those classes have the same BAB as the Rogue so neither really solves your problem.

Grand Lodge

You must be thinking of the Vivisectionist Alchemist.

A very good archetype.

Dark Archive

The issue with going Finesse AND Agile Manoeuvres is the two feats spent for the privilege of not being able to use any two-handed weapons without another feat.

While you can make use of a light weapon and Piranha Strike, you're better off just putting up with a slightly lower strength for a few levels. Two feats spent PLUS needing an agile weapon PLUS having lower damage anyway? No thanks.

Grand Lodge

How would you build up a strength focused Dirty Trick Gnome?

I am really curious.


You can use dirty trick with a weapon. Take a look at the PFS field guide for the dueling enchantment. It mentions that the weapon can gain the double enh. Bonus for the weapon when using dirty trick. So it goes to show, that you can have dirty for a weapon
Also, on one of the blogs on of the devs mentioned that dirty trick can be used by weapons, like a light shining off a blade, and so forth.

Grand Lodge

Whoa.

Gotta a link to that blog?

It would help to insure DM approval.


Lore Warden 9/ MMM1

feats: Finesse, combat expertise, dodge, imp. dirty tricks, dervish dance, dodge, crane-style-feats, greater dirty tricks, combat reflexes, imp. trip, gr. trip, agile maneuvers, WF(Scimtar), maybe furys fall if it fits in.

CMB should be like +24 dirty tricks, +28 trip, AC something like 28 without mage amor

In addition to your attacks you can - without any penalties for those - perform a dorty trick maneuever at +22 each full attack for free.

If you go THW just get high strengs, furious focus and power attack, skip the crane feats and pick up some nice stuff instead, works same as good, you will just have slightly less CMB and AC (1 point) but do more damage and have more feats abailable for other stuff


maneuver master monk

make sure you take agile maneuvers


MiniGM wrote:

maneuver master monk

make sure you take agile maneuvers

But more than a dip is a trap

Grand Lodge

Yeah.

All Monk levels sounds a bit, unsavory.


There's much to be said for taking two levels of monk though, to get evasion, an additional bonus feat and +1 to all saves (at no extra loss of BaB).

Perhaps wait til after you get weapon training on the fighter side though for the 2nd level.

Grand Lodge

What do you mean "no loss of BAB?"


exact wording was 'no EXTRA loss of BaB'

2nd level of monk has a BaB increase... so you don't lose out on an additional BaB point (as you did at level 1 monk).

Though, since you get to use your full monk level to hit, during flurry of maneuvers on the maneuver... even that +0 at level 1 is not as huge a deal as it might normally be.

So you could take a fighter level, get +1 to BaB, likely a bonus feat, 4 skill points (though 2 have to be int) and d10 hp's...

Or you could take a 2nd monk level, get a +1 to BaB, a bonus feat (though from a more limited selection), evasion, +1 to all three saves, 4 skill points (not limited to int), and d8 hit points.

Seems like a decent trade off if one of those monk bonus feats is one you were going to take anyway.

Grand Lodge

Ah.

Well, this PC would be coming in at 4th.

So, there is no need to worry about viability for the first three levels.

Sczarni

blackbloodtroll wrote:

How would you build up a strength focused Dirty Trick Gnome?

I am really curious.

Well, first you need Strength. You said you don't need INT because you get CE as a bonus feat through Lore Wardening, and you already declared your willingness to dump CHA as low as it'll go. If we're not doing Finesse, you don't need more than 10-12 DEX, and you'll get a CON bonus anyway so you don't need any extra points there either. At a 15 point buy, you can take the extra points from dumping CHA and buy yourself a maxed-out STR, and still have enough points leftover for a 12 in either DEX, INT, or WIS, or a 14 CON (your choice). Let's say you went DEX.

STR 16, DEX 12, CON 12, INT 10, WIS 10, CHA 9. Not bad at all.

Since we don't need DEX, we do need armor, which also means we can't really use levels of Monk. We could, however, use a level of a class that didn't trade away its higher armor proficiency. I recommend Barbarian.

FEATS, ABILITIES:
1(LW).Toughness, Improved Init
2(LW).Power Attack, Combat Expertise
3(LW).Improved Dirty Trick, Maneuver Mastery
4(BR).Rage, Fast Movement

This character will have a CMB of +8 at 4th level, and can bump it to +10 for 5 rounds per day via rage. He/she will also have a 30-foot movement speed in medium armor, solid HP, and can rock a two-hander with the best of them-- at an all-gnome table, you'll probably be the main melee DPS.

Lore Warden will continue to boost your CMB and give you more of those sweet, sweet bonus feats, but an extra Barb level would give you a rage power and the rounds of rage with which to use them.

Dark Archive

Improved Dirty Trick still requires 13 intellect. That said, the barbarian dip IS a pretty good idea.

Str 15, Dex 10, Con 14, Int 13, Wis 11, Cha 9

Bar 1 Extra Rage
Fig 2 Power Attack
Fig 3 Combat Expertise, Improved Dirty Trick
Fig 4 (+2 to CMB and CMD)

Continuing on:

Bar 5 Improved Reposition, Strength Surge
Fig 6 Greater Dirty Trick

Making use of a guisarme would allow you to reposition foes into advantageous positions, and blind foes that you've cornered with Dirty Trick. Strength Surge lets you add a bit of extra oomph to one combat manoeuvre per rage, and the bonus will increase if you give yourself more barbarian levels.


I would never play a dirty trick build without one level of maneuver master monk - why would I? That is just so insanely great.


Items needed as well... Burglars Buckler 4400g(+2 to dirty tricks, no attack penalty, and can turn into any type of masterwork tool needed) if the GM allows them, Wayfinder slotted with a Dusty Rose Ioun Stone 5250g (+1 insight to AC, +2 to CMB/CMD) +X Dueling weapon (+1 bonus)(gives 3x bonus to all CMBs that can use the weapon, I recommend scorpion whip, but not necessary to be that)

Mine happens to be a lore warden/rogue, and a half orc, so the whip prof and such was easier... along with an extra bonus to all dirty tricks = to his sneak dice, and the ability to use DT any time he could sneak.


Silent Saturn wrote:
blackbloodtroll wrote:

How would you build up a strength focused Dirty Trick Gnome?

I am really curious.

Since we don't need DEX, we do need armor, which also means we can't really use levels of Monk. We could, however, use a level of a class that didn't trade away its higher armor proficiency. I recommend Barbarian.

As written, Flurry of Maneuvers works even while wearing armor. So you can use it just fine when wearing full plate if you want. The only thing you lose out on with the maneuver master monk dip wearing armor, is the wisdom bonus to AC (and CMD). Not an issue with a wisdom of 10.

As Wasum mentions, a few posts up, what you get is way worth the price of admission (ie: the ability to dirty trick, and still attack, right from level 1 if you want).

Also, you are still going to need an Int of 13 to take Improved/Greater Dirty trick (even if you get Combat Expertise for free without the prereq. The int requirement is still there. You can get past it taking Improved Dirty Trick with a monk bonus feat at level 1... but unless you take 6 levels of MM monk, you can't take Greater Dirty Trick the same way.)

Our GM allows us to use a weapon for a dirty trick, as long as we can describe how said weapon is actually helping to perform it. Not sure if that's official or not, but you really should figure that part out with your GM first.

Personally, I say go Two-Weapon fighting with a Gnome Hooked Hammer... there's enough odd bits on that weapon to work into all sorts of descriptive dirty trick shenanigans... and thematically cool! =)


Using a weapon to make a dirty trick is actually raw... and reiterated by SKR... provided the GM agrees that it makes sense to use the weapon in the manner described.

This has come up several times.

in the description itself it uses saps... with refernce to groin strike to make sickened.

Grand Lodge

If you have links to the SKR's quotes on weapon Dirty Tricks, I would be ever so grateful.

I would even want to build around it, unless I could provide proper evidence.

The DM is unfamiliar with the Combat Maneuver, as it never used.

I love the flavor of it.


Linky... in a blog actually not a faq.

Blogpost

example of sap being applicable for sickened dirty trick is the last line of the 3rd paragraph. However, he adds the same caveat, it has to make sense to the GM for the weapon and how you describe it.

I routinely even in PFS based on this blog use a scorpion whip to blind and sicken, dazzle and deafen.

Ever had a whip cracked in your face? I promise you the dazzled and deafened conditions last a couple seconds. As well, I can crack a wet towel in a groin and get the sickened effect, that's not even a legitimate weapon. Catch the cloak and flip it over their head to blind them, any sharp/jagged edged weapon will do.

You have to be creative to get the weapon bonuses, and the GM has to like narrative not just roll-play gaming.

Grand Lodge

Hmm.

That little line about the Sap is one I forgot.

Digging that.

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