| 666bender |
half-ling
str 14, dex 14-15, con 14, wis 10, int 13, cha 14
goal is to rule combat using so much maneuvers the opponent cry.
being small make it harder:
str only 14
-1 to CMB
limit many options, like trip due to size.
things i was thinking of :
cavalier 4, monk of maneuvers 1, lore warden X
the level 4 cavalier net you +2 Vs intimidate (cockatrice) and a mount that takes corporate maneuvers so you both get +2
the monk net you extra attack per round as maneuver.
the lore warden net you the CMB
focus on dirty tricks and grapples will give you nice control, taking quick dirty trick net you 2 usage of dirty tricks a round.
all that riding a wolf that can trip and overrun.
option 2:
cavalier 4 - thug X
shaken with enforcer + sicken with thug level 3 + rogue talent that net -2to attacks on you + offensive defence = no opponent will hit you.
mount + 1 more friend with gang up = flank always.
scout level 4 will greatly boost your already nice charges.
any other options?
maybe a special monk ?
| Thaliak |
You might look at the Underfoot Adept, a halfing-specific monk archetype that would boost your size for the purpose of tripping.
| XMorsX |
Coping a post written by prototype00.
With vicious stomp and greater trip, you can get two attacks when you trip a foe. Profit!
So this is the result of my noodling:
1. Start with Halfling (access to underfoot adept and bonus to dex)
2. Get into Monk (Underfoot Adept and Maneuver Master Archetypes) - Underfoot adept allows you to trip as if you were two sizes larger and gives you Improved Trip for free, Maneuver Master allows you to flurry of Maneuvers.
3. Pick up Greater Trip (from Maneuver Master) and Vicious Stomp (from levels)
4. Druid and shaping focus as mentioned above allows you to quickly access good wildshape forms, go straight for air elementals that boost dex (also, you can't be counter-tripped)
5. Pick up weapon finesse and fury's fall for 2x dex to trip attempts.
6. An agile amulet of mighty fist won't go amiss either.
So... all points into dex (plus Halfling bonus and enhancement equipment naturally), morph into a huge air elemental (+6 size bonus to dex), multiply that bonus by 2 and start tripping colossal creatures (you are considered colossal yourself thanks to 10 levels of Underfoot adept).
(If you can get pounce from plains druid domain) You can run up, flurry of maneuvers and trip your foeman (hit him twice thanks to greater trip and vicious stomp), flurry again and blind him (you did pick up Improved Dirty trick, didn't you?) whale on his prone form with your fists and then if he tries to get up, hit him again (I think you can't trip him as an AoO since he is already prone).
Then I guess you can insult his ancestry in Halfling as well.
Good AC too, that goes without saying.
| XMorsX |
It is not a bad idea. However, if you are going to follow the halfling adept-druid road, it does not worth it to delay more the wild shape progression. You could start like this:
Halfling (Underfoot Adept, Maneuver Master Monk, qinggong monk) 6, Druid (Plains domain, Menhir Savant) 8
Atlternate Racial Traits: Fleet of Foot
Stats (20pb): Str 10, Dex 17, Con 14, Int 10, Wis 16, Cha 9
Traits: Magical Knack, Adopted: Bred for War
1 Monk Weapon Finesse, Improved Unarmed Strike (bonus), Improved Trip (bonus)
2 Monk Improved Dirty Trick (bonus)
3 Monk Fury's Fall
4 Monk
5 Monk Combat Reflexes, Qinggong: Barkskin
6 Monk Greater Trip
7 Monk Vicious Stomp, Qinggong: True Strike
8 Monk
9 Monk Big game Hunter
10 Monk
11 Druid Quicken Spell-like Ability: True Strike
12 Druid
13 Druid Shaping Focus
14 Druid
15 Druid Natural Spell
16 Druid
17 Druid Risky Striker
18 Druid
19 Druid Piranha Strike
20 Druid
Here you start with a monk that gets tripping bonuses very fast. At 8th lvl you can pounce and flurry trip and dirty trick maneuvers. You add your dex twice and hit twice if they fall. By 15 lvl you can wild shape in a medium Air Elemental and by 18th lvl in a Huge one and be able to trip anything.
| TGMaxMaxer |
Actually, the best is a human who's racial bonus feat is used for Racial Heritage, Halfling. The Str penalty for halfling just sucks for carrying and skills, and the Cha is a waste. (You can also do this as a Scion of Humanity dex/wis Aasimar if you're willing to be one feat behind, but you'll have see invisibility as a SLA, and qualify for Arcane Strike to help with damage).
Now, you start as a medium creature, don't have the -1 to CMB, and can combine Maneuver Master and Underfoot adept.
2 Levels of Unarmed Fighter for the bonus feat and the Style feat (take at level 5 to get both crane at once), in addition to access to all monk weapons.
Or 4 levels of Brawler Fighter for the +1/+3 and access to Gloves of Dueling (per the FAQ on similar class features to weapon training).
Brawling Armor (+2/+2 with unarmed strikes) 9150 for +1 Brawling Elven Chain (+7 AC, +6 dex cap)
Gloves of Dueling/Close combat training +3/+5 with unarmed strikes.
Monk 8/Fig 4
Str 10 Dex 19 Con 14 Int 13 Wis 13 Cha 7 or if Aasimar
Str 10 Dex 19 Con 14 Int 13 Wis 15 Cha 7
Imp Trip(bonus mk 1)
Imp Dirty Trick (bonus mk 2)
Greater Trip (bonus mk 6)
Vicious Stomp
Ki Throw
Combat Reflexes
Combat Expertise
Dodge
Weapon Finesse
and either
All Crane Style or all 3 Snake Style if you have enough feats (you will if human).
Now, you hit them with a free trip, then get 2 AoO's on them (gr trip/vicious stomp) When they stand up, blind them (costing them another move to remove it, and denying dex +50% miss chance/no AoOs from that enemy). You can toss them behind you, setting up flanking etc. You have decent AC and damage, +5/+7 from brawling armor and gloves of dueling.
(If Crane chain)much better AC fighting defensively, and a free deflection/bonus attack 1/round. Defensive penalty -4, AC boost +7.
(if snake chain)Every time they miss, they provoke an attack from you. Should happen often, AC is 30 just fighting defensively, no buffs, and you can boost that cheap. Defensize penalty -7, AC boost 6.
BAB 10/5 Dex +7 Armor/TW/Gloves +5/+7 Full attack: 2 Trip Maneuvers at +28/23 (or trip/dirty trick: blind at 28/19), then attacks at +22/17. Damage d10+14. Not counting anything but the following items.
Belt Dex (+2 4k/+4 16k)
Agile AoMF (4k)
+1 Brawling Elven Chain (9150)
Plus, if the trip works, 2 more attacks at full, up to 8x a round.