Hand-to-hand combatant for an upcoming game


Advice


My friend is running a game tomorrow, starting at level 2, 20-point buy, all books allowed. I've decided I want to make a hand-to-hand combatant (not necessarily monk). My current idea is Paladin 1/Master of Many Styles 1, eventually leading into Champion of Irori. Also considering using a fighter, but the paladin/champion seemed like a good way to add in something to do in combat other than just attacking (even if all something like Smite is is adding damage to attacks :P). However, I'm also considering Maneuver Master or something, because the idea of a fast monk darting around the battlefield disabling enemies does seem fun. I spoke to the GM, and he ruled that gauntlets and brass knuckles would retain Monk unarmed strike damage. The other party members are a barbarian, and a third undecided character (though he tends to play spellcasters)

a. With the Champion of Irori, are there any significant pitfalls? Any particular problems? (other than MAD, which I'm planning on limiting somewhat by using armour so I can have a lower Wisdom)
b. What combat maneuvers remain viable lategame?
c. Does anybody else have suggestions that would match the idea of either a heavily-armoured hand-to-hand combatant, or a fast, maneuver-using martial artist?


Try looking here, Prototype00 wrote a good guide.

Proto's Guide


I'm currently playing a bite/claw/claw barbarian. You get 3 attacks by level 2 and your damage when raging is kind of silly. He will eventually get pounce and elemental damage from the various rage powers. Might want to look into it.


Interesting guide, definitely helping me lean towards Champion of Irori. Also, I just found out the barbarian is going to be a True Primitive Gnome...and the player has decided his character doesn't know common. It's looking like I might accidentally support the viewpoint of some people in my group that Monks are the strongest class in the game...


Katz wrote:
a. With the Champion of Irori, are there any significant pitfalls? Any particular problems? (other than MAD, which I'm planning on limiting somewhat by using armour so I can have a lower Wisdom)

Smite Chaos is about as useful as a chocolate teapot in most games. Chevalier works better as you get to smite as a paladin of class level and you don't then have to dip paladin unless you want stuff like divine grace.

Katz wrote:
b. What combat maneuvers remain viable lategame?

Possibly Dirty Trick, otherwise none of them unless you go for tettori, and even that's not guaranteed.

Katz wrote:
c. Does anybody else have suggestions that would match the idea of either a heavily-armoured hand-to-hand combatant, or a fast, maneuver-using martial artist?

For the first option, Brawler or Unarmed fighter, spiked armour (with brawling property), with maybe a two-level dip in MoMS to pick upa style on the cheap. For the second option Unarmed Fighter 5, 2-level dip in MoMS for Snake Style, then go Duelist.


Okay, how does this look?

(Race undecided)
Paladin 1/Master of Many Styles 1

Strength: 16
Dexterity: 10
Constitution: 14
Intelligence: 10
Wisdom: 10
Charisma: 14
(I don't really like dump stats)

Feats: Boar Style (from Master of Many Styles) and Two-Weapon Fighting
Skills: 2 ranks Knowledge Religion, Intimidate, Diplomacy, 1 rank Sense Motive (Intimidate is useful for the Boar Style chain's demoralize abilities, flavouring it as intimidating the enemy through the power of righteous fury)

Rather than use wisdom and dexterity for AC, I'm planning on using armour, to help reduce MAD.

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