So was looking at my build options for lvl 12 PFS... Whips!


Advice

Sczarni

and got to thinking about a whip based fighter, he's starting at lvl 12 so the order in which things are taken matter not a whole lot, but here's the run down

str 22
dex 14
con 14
int 7
wis 14
cha 7

Weapon master archetype.

greater weapon focus
greater whip mastery
combat reflexes, imp unarmed strike, greater grapple, standstill, rapid grappler, imp trip.
Traits: reactionary and fates favored (increases luck bonus for a luckstone at lvl 13)

Gear is simple, gloves of dueling, warriors jengasa, +3 mithral fullplate, +3 tower shield, +4 whip, +5 cloak of resists.

at lvl 12 which is when he actually see's the light of play (so eyes of ten etc)

He'll be doing grapple with a 10-15 threat range due to whip and enlarge, and in a single turn can grapple/tie up at just a -5 with only one hand free!

AC is 30, not including Combat expertise and any buffs from other players (deflection and natural armor)

His CMB check at this point will include the whips enhancement, etc so so with weapon training +5, enhancement +4, grapple feat bonuses +4, BAB 12, and str of 22 (or more with buffs) that gives a +31 to grapple at lvl 12, or 29 if using tower shield

Sczarni

Near as I can tell if I was enlarged I could with the whip grapple a cr 14 dragon, and in one turn tie it up (check would be vs it's 37 CMD, so if I dropped the tower shield first would work on 6+ and the tie up on an 11+ not including any other buffs like strength, bard songs, etc.


Wait, how do you get Imp Trip without an Int of 13, and combat expertise, which is not in the build listed above?

If it is for PFS, look at the Dueling enhancement from the PFS field guide or adventurers armory, i forget which. It doubles the enhancement bonus as a luck bonus, in addition to adding it normally for using the weapon. A +4 whip, vs a +3 dueling whip which gives another +6 on combat maneuvers made with it, if that's what you're focusing on. Even better if it's a Scorpion whip, so it does real damage instead. Note: this would make the grapple work on that dragon example on anything but a natural 1, and the tie up on a 5 or better... just saying.

Also, a single level of Maneuver Master Monk gets you an extra combat maneuver as part of a full attack, and works in armor since they give up Flurry. Also gets you the free maneuver feat(trip ignoring the 13 int required), the IUS feat for free, and a couple good saves, class skills, all for a +1 to hit, which you can easily afford at this level.

Dusty Rose Ioun Stone slotted in Wayfinder (5250g total) gets you another +2 to CMB/CMD.

Sczarni

yeah sorry, did stats seperate without looking at fear list heh.

(the scorpion whip is unnecessary with whip mastery)

Good call on those other adds btw.

Lantern Lodge

How is he starting at level 12 are you a GM with 36 scenarios to burn lol?

Also as stated you'll probably want a one level dip into Manuever Master Monk to pick up improved trip or a two level dip for improved disarm.

Sczarni

you know how the adventure path chronicles work, I've got alot of em after the past year

Dark Archive

You really don't need to dump two mental stats to have an effective character. You're suffering a lot on skills and charisma checks, especially at level 12, where UMD is a viable option for any character.

Sczarni

yeah, it was late when I was throwing this together (I do this alot at work) and merged several ideas without editing them later.

If I execute this idea he will literally be the big stupid fighter =D

I do agree on the lack of a need to drop both, but it won't hurt him too much (may go for int to 14 rather than wis just to get more skills, +2 will... pfff)

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