
Jason Raper |
Looking for some advice to make an effective combat character who focuses on using the Kukri. I am specifically looking to exploit the 18-20 threat range to it's fullest advantage. I'm fairly certain human is the best option for the race (+2 to any stat and bonus feat), but open to others. I'm thinking Fighter (Weapon Master) and/or Rogue (Knife Master) might be the best classes that compliment the weapon. Fighter for the extra combat feats and Rogue for the sneak damage and Rogue talents (especially Bleeding Attack). I'm thinking dual wielding two kukris because it's a light weapon (less penalty) and it gives me an extra chance to exploit the critical threat. Thinking along the same lines; the Whirlwind feat, and/or Great Cleave feat appear very complimentary. Saving my money for +1 "Keen" Kukris seems like a no-brainer, making my threat range 15-20 per attack roll.
Also, before offering advice, please keep in mind, that I will likely not play this character past 8th level or so for various reasons such as constantly creating new and different characters. I want to try to get as much bang for my buck as I can for the 8 levels or so that I play him.
What race do you recommend and why? What Class or Multi-class do you recommend and why? If Multi-classing, what order of level progression do you recommend? What feats and/or Class options (such as Rogue Talents) do you recommend? Should I sacrifice Strength for Dexterity and take the Weapon Finesse Feat? What Traits do you recommend? Aside from +1 "Keen" Kukris, what items should I purchase to compliment the Kukri.
Thanks in advance!

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There's a regional trait that adds +1 to damage with daggers, and IIRC kukris count as daggers.
You're best applying static damage bonuses to kukris, given their critical range, which means sneak attack should probably be less of a focus. Maybe just 3 levels of Rogue, and the rest Weaponmaster?
Also, you could save money by taking Improved Critical (kukri).

Mattastrophic |

Also, before offering advice, please keep in mind, that I will likely not play this character past 8th level or so for various reasons such as constantly creating new and different characters. I want to try to get as much bang for my buck as I can for the 8 levels or so that I play him.
One thing that is noteworthy. Since you mention that you'll be unlikely to play this character past 8th level, shooting for two +1 Keen kukris is a bad idea. Having played a two-weapon rogue before in PFS, I recall not being able to afford my second +2-equivalent weapon until around 8th or so. Also, Fame is a barrier for the first one, preventing its purchase until around 6th or 7th.
Point being, having played one before, it's my experience that a character like this won't really get going until 8th level and beyond, due to PFS's Fame and wealth flow.
-Matt

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What pops to mind straight off is a Ranger with Two-Weapon Combat Style. This gives you extra feats (that you don't even need to qualify for!), but it also gives you favored enemy. Then, around 6th level or so, when you'd be getting a keen weapon, you can take the Slayer's Knack feat (Ultimate Combat) which extends the crit range against one of your favored enemies. Not universal, but an option none-the-less. Just wanted to point that option out.

Andreas Forster |

If you want to use the Kukri for its high threat range, I wouldn't recommend playing a rogue, because most rogues specialize on Dexterity/Weapon Finess builds, with low weapon damage and high sneak attack damage.
Also, rogues are not proficient with kukris, so you'll definitely need a fighter-type class.
Taking levels of ranger can be a good idea, because it helps you keep your Dexterity low (maybe around 12-14) while still being able to take Two-Weapon-Fighting. But keep in mind that you will only add half your Str-modifier to your off-hand damage unless you have Double Slice. Rangers don't get too many of their bonus feats.
You could just go for Fighter (Weapon Master), which will give you Weapon Training and Weapon Specialization.
I'd go for a human with starting ability scores of at least Str 16 & Dex 15, adding your bonus to Str for a final score of 18. (That's 17 points, so you'll have 3 left to spend on your other ability scores. A little bit of Con might be a wise choice.)
As a 1st level fighter, you'll have 3 feats, which I recommend to be Two-Weapon-Fighting, Double Slice, and Power Attack. Weapon Focus at level 2, Two-Weapon Defense at level 3 (it's not that important, so you might also want to choose something else), and Weapon Specialization at level 4.
With that build, you'll deal 1d4+4 with each kukri. When using Power Attack, this increases to 1d4+6. On a critical, you'll deal 2d4+12, which should finish off most stuff you encounter at level 1.
At level 4, you'd deal 1d4+8 with each kukri (assuming you have two +1 Kukris by then), being able to push it to 1d4+12 by taking a -2 penalty on attack rolls.
With a critical, you'd score 2d4+24 on a power attack.
To increase your critical threat range, I'd say just go for Improved Critical (Kukri) at level 8, because it makes both of your Kukris keen and you can spend your money on better enhancements.

XMorsX |
The critical bonuses of the Weapon Master does not come up until the higher lvls so there is not much reason to follow this route, other than faster Weapon training. The various fighter archetypes that focus on TWF (Two-Weapon Warrior, Dervish of Dawn, Mobile Fighter etc) also come online later than the lvls you are going to play. That is why I suggest to roll a companionless Ranger. This will let you keep a minimum Dex and raise your Str without dumping your Con and Wis. Note that if you want a companion all the better, I am posting one without just because you want to have kukris as your main focus. You can even go spell-less with Skirmisher, spells are better than tricks but at low lvls (before Insant Enemy) tricks can be great. If you don't like buffing pre-combat or throwing spells like Entagle and Spike Growth this is your way. With Skirmisher you can also afford not to have a 14 in Wisdom and raise your Str even more.
Human Guide Infiltrator (Skirmisher) Ranger 8
1st - Power Attack
1st - Weapon Focus (Kukri)
2nd - Two-Weapon Fighting
3rd - Combat Expertise
3rd - Endurance
5th - Improved Trip (Trick: Upending Strike)
6th - Improved Two-Weapon Fighting
7th - Greater Trip (Trick: Surprise Shift)
8th - Improved Critical
At low lvls trip is a great combat maneuver to focus on and will give you some form of control to go with your raw damage (so does Surprise Swift later). First round you close and trip them (or use Upending Strike), next rounds you full attack them. If they try to stand up they provoke AoOs. Improved Critical is taken because it is highly unlikely that you will be able to afford two +1 keen kukris by 8th lvl. Double Slice at these lvls is weak, you do not have much Str to back it up.
However as you can clearly see you will not focus on criticals until the very end. In general critical specialization comes online from mid levels and onwards.

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it looks like most of the advice you've gotten so far is good... its also fairly selfish... as players we often fail to trust other players and as a consequence we always look at what makes us the most badass, instead of what makes the party the most badass. the most devastating way to build a kukri wielder is to adopt the second mindset:
musetouched or plumekith aasimar (both give +2 dex, some resists, and an arcane SLA that scales with level).
straight class fighter (you'll need the feats), or (even better) Lore Warden (for free Combat Expertise, and because you'd probably favor light armor anyways).
max your Dex out; take 13 Int if you're not a Lore Warden; dump Cha as much as you'd like; split remaining points between Str and Con.
take all the feats you already know you need- 2wf (plus Imp and Gr as early as possible), finesse, WF and Spec, piranha strike; the racial SLA will also let you take Arcane Strike. Add in weapon training, and all this will add up to a pretty sizable static bonus on every attack... the real kicker though is this: take butterfly's sting- it lets you forgo bonus damage from a crit you confirm so that the first ally that successfully strikes that creature automatically crits it!
now, that 2handed fighter or barb (or pally/ranger/whatever) who's with you is gonna come alive ;)
have them switch to using a x3 or x4 crit weapon (axes, hammers, picks, scythe, tetsubo...) which some might not want to do (since they're 'wasting' a +1 from weapon focus) or might not have (if you're playing PFS or in some kind of rotating group, you might want to carry one to lone out) but the first time they crit for 50-60+ damage they'll change their mind quick. even without keen, you should threaten a crit about 1/6 attacks; by 6th level you get 4 att/round, so you should threaten 2/3rounds... even if you only confirm 1/2 thats a crit once every 3 rounds that you get to pass to the x4 crit guy.
that will wreck most things pretty quickly. plus, for those times when you don't have a big strong 2hander guy to back you up, your static bonus damage will be high enough that your frequent crits will be no laughing matter (8th: +1-2 Str +6 piranha strike +2 arcane strike +2 weapon spec +1 weapon training +1 enhancement? you're looking at about 1d4+13 base, 2d4+26 on crits, completely unbuffed)

ZanThrax |

Halfling Weaponmaster 4 / Knife Master 4
This gives you Weapon Focus, Specialization, and Training. Halfling gets you Risky Striker. Big Game Hunter goes nicely with that. Arcane Strike (take minor magic with one of your talents) adds some more static damage. Either Power Attack or Piranha Strike to max it out.
Since you're not expecting to play much higher than this, you don't need to Dex score to get Improved / Greater Two Weapon Fighting, so there's no need to go for Finesse. Since Str 16 doesn't increase offhand damage, I'd just go with Str 14 to allow you to keep your other stats reasonable.
Mainhand: +7/+2 (7 BAB +2 Str +1 Weapon Training +1 Weapon Focus -2 Power Attack -2 TWF) d3+10 (2 Str +4 PA +2 Spec +1 Training +1 Arcane Strike)
Offhand: +7 d3+7 (1 Str +2 PA +2 Spec +1 Training +1 Arcane Strike)
Against a large+ target, the bonus to hit goes up by one, the damage goes up by 8 (assuming you took your four levels of fighter first), and your AC goes down by 1.