Lore Warden Trip / Grapple Build (Naughty Librarian)


Advice


Hi All,

I’m looking for some advice on a trip/grapple Lore Warden build. In our last campaign my group we had a real problem with the bad guys getting past our front line and causing our casters and healers real problems.

I’m looking to make a fighter than can quickly move in and shut down any of these behind-our-formation shenanigans. As an added bonus it would be great to support the front lines with much needed damage and harass support.

Take a look and help me find the gaps…..

Concept
A demure, and bookish, looking female warrior that packs an unexpected punch (pun?) with a mix of trips and grapples. The goal is to put larger foes on their butts (and/or in a choke hold) through a mix of speed and technique.

Weapons
Cestus for close range
Hooked lance for reach

Build:
Human Lore Warden 15
Female Human Fighter (Lore Warden) 15
NG Medium Humanoid (human)
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Statistics
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Str 15, Dex 22, Con 14, Int 13, Wis 12, Cha 14
Base Atk +15;
CMB +29(31 for grapples and trips)
CMD 41 (43 for grapples and trips)

Feats
(1)Improved unarmed
(1)Improved trip
(1)Weapon finesse
(2)Improved grapple
(3)Agile maneuvers
(4)Ki throw
(5)Combat reflexes
(6)Vicious stomp
(7)Greater trip
(8)Greater grapple
(9)Binding throw
(10)Rapid grappler
(11)Pinning knockout
(12)Hamutula strike
(13)Power attack
(14)Improved bulls rush
(15)Improved ki throw


Well thought out, and generally looks like it will be effective. It provides you with plenty of methods of pulling off both damage and battlefield control. I also love that you are using hamatula strike (who doesn't like a feat that casually uses the word "impale," right?).

Stand still might be another feat to consider for targets that simply can't be tripped or grappled very effectively (maybe some huge flying bugger? I rarely deal with grapple, so I am not an expert on what makes an enemy tough to grapple, and whether that would make them hard to use other combat maneuvers on them). Since you have improved unarmed strike, I presume that you are able to threaten adjacent squares (or was that only monks?), so simply hold back on the AoO for your spear and simply smack them when they try to get past you instead. Not sure if this is a good idea, but best my system mastery can come up with.


lemeres wrote:


Stand still might be another feat to consider for targets that simply can't be tripped or grappled very effectively (maybe some huge flying bugger?

Thanks Lemeres, stand still would fit nicely into the mix. I stopped at 15 to leave room for additions and adjustments.


Anyone know of any good magic items or enchants that augment trips and grapples?


Forget the actual manuver , boost cmb or lower opponent cmd...
Add to hit, str haste
Ask the wizard to cast a rime frost spell


Geflin Graysoul wrote:
Anyone know of any good magic items or enchants that augment trips and grapples?

Cracke pale green prism ion stone (+1 to attack, and therefore to CMB)

Dusty tose Ioun stone + way finder (+2 to CMB/CMD)
Gauntled of skilled maneuvers (+2 to one maneuver)
Brawler armor enhacement (+2 to attack/dmg and grapple CMB GET THIS ASAP)
Dueling (from the field guide) (up to a +10 to trip).
Weapon focus (add to attack and trip CMB)
Gloves of dueling (+2 to attack/damage and trip CMB)

If you are human I reccomend you the favorite class bonus that add to the CMD against a couple of maneuvers. Put it agasint grapple/trip and you will be almost inmune to grapple not to mention that it will be harder to scape from your grapple).


If you want a warrior who can control the front line, you want an Eidolon. Or a Synthesist wearing an eidolon suit; either works.

Go Biped and right from level 1, summoner can make that eidolon large for 10 ft reach, and the reach evolution so one attack (that's all that matters for AoOs) is with 15 ft reach. You could go for a reach weapon, but IMO you're better off sticking to natural attacks, as there are evolutions to chain free trip, grab, push, and/or pull off your natural attacks, on top of doing damage. One potential strong option is to swap the claws for pincers and get nothing but pincers. This makes them primary natural attacks, being the only type you have. You can then get the Grab evolution and AoO grapple foes like crazy.

Also don't forget the evolutions to increase size (stack with Enlarge Person) and ability scores (used to boost strength, of course). It's quite easy for a 16th level Huge Eidolon, enlarged to gargantuan, to have a strength in the mid to upper 40's and a reach that blankets a wider area than most spells.

EDIT: If Human, don't forget the Bred for War trait for +1 on all CMB checks. Or get an Heirloom Weapon trait for +2 on trip checks. Or get both...the bonuses won't stack, but then you'll have the +2 for tripping and +1 for any other maneuver.

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