| chaoseffect |
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I'm throwing around the idea of making a character that focuses on Dirty Tricks, but can't quite decide if Lore Warden or Maneuver Master monk would be a better fit.
Lore Warden:
+Massive boosts to CMB/CMD
+Fighter feats/weapon training
+Lore ability for more plus to hit
-Can't make use of Dirty Trick Master effectively.
-I'm a fighter with all the related issues.
Maneuver Master:
+Able to use Dirty Trick Master in one round to shut an enemy down, either with Flurry or being able to do 2 maneuvers as a standard action.
+Quicken SLA for Quickened True Strike 3/day
+Ki ability to roll twice, take better result
+Add wisdom to one maneuver a turn with a swift action
-The three previous buffs can't be applied together.
-Less massive static bonuses to CMB
-I'm a monk with all the related issues.
Lore Warden would seem to be better straight up if it wasn't for Dirty Trick Master; two maneuvers to make the enemy dazed or nauseated? Hell yes! Problem being that I need to waste a turn applying dazzled (terrible) or sickened (meh, much worse than blind) before I can do the good stuff.
Any thoughts or suggestions?
| XMorsX |
The Orc Dirty Fighter archetype is really nice for this. If you have a DM that will let you take it with Half-Orc or Racial Heritage, It bears mentioning.
Lore Warden is still better than the dirty trick fighter. He has bigger bonuses in CMB than the dirty trick fighter and he does not lose weapon training. The monk dip is better than the 9th lvl ability of the archetype, and quick dirty trick can also be taken earlier.
| chaoseffect |
1 or 2 lvls of maneuver master, then continue with lore warden.
I don't know why that didn't occur to me when I posted this, because it is the obvious answer. I think the build could be workable and seems like it would certainly go the distance due to the versatility of status effects available when Grapple and Trip builds fail.
| chaoseffect |
So build idea... Lore Warden 1/MM 2/Lore Warden 2-11. Level 13 chosen because I'm in a game at that level now.
1. Power Attack
F1. Combat Expertise
M2. Improved Dirty Trick
3. Weapon Focus - Scimitar
M3. Combat Reflexes
F4. Step Up
5. Following Step
F6. Weapon Specialization - Scimitar
7. Greater Dirty Trick
F8. Quick Dirty Trick
9. Step up and Strike
F10. Critical Focus
11. Improved Critical - Scimitar
F12. Dirty Trick Master
13. Destroy Identity
EDIT: Fitting with concept, the Scimitar would be made of Viridium.
EDIT2: Be human, take Racial Heritage Gnome, and eventually get enough Monk levels for a Ki Pool. Then Bewildering Koan all up in dis too.
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Speaking from my experience playing a MM Dirty Trick specialist:
Maneuver Master can stack on Dirty Tricks and other maneuvers quite well. The +Wis swift is what you'll usually use, since it costs no Ki (assuming your Wisdom is up to snuff). If your DM allows you to Dirty Trick with your weapon, that's a point for the Fighter. Otherwise, point for the Monk.
Dirty Trick Master didn't exist when I played my monk, but two things: The monk gets it very late since it has BAB +11 prereq, and it's a trap feat. You're better off going with Blind from one trick than Daze/Nausea in two tricks. Of those three conditions they're going to just wipe it with a standard action anyway, since they're nearly equally crippling. As a maneuver master monk you can apply Blind and Entangle (or whatever your second favorite is) and then they're still entangled when they clear off the Blind.
| chaoseffect |
Dirty Trick Master didn't exist when I played my monk, but two things: The monk gets it very late since it has BAB +11 prereq, and it's a trap feat. You're better off going with Blind from one trick than Daze/Nausea in two tricks. Of those three conditions they're going to just wipe it with a standard action anyway , since they're nearly equally crippling. As a maneuver master monk you can apply Blind and Entangle (or whatever your second favorite is) and then they're still entangled when they clear off the Blind.
You can't make a standard action if Nauseated or Dazed.
| Tels |
| 1 person marked this as a favorite. |
You might consider going Dervish Dance to help keep your AC up. Make sure to get the Dueling property from the Pathfinder Society Field Guide on your scimitar.
Also, this would make a mean 'bodyguard' style character. He jumps into the fray and proceeds to dirty trick anyone who approaches. He could quite easily Daze, or Nauseate an entire party with repeated applications.
Definitely a character parties will remember and hate.
| chaoseffect |
Why not a polearm?
A couple reasons I had were:
1. Reach is nice, but I dislike not being able to attack directly in front of me. It may not be a problem all the time, but its a threat that's there enough to make me wary. Along the same lines I've come to dislike using two-handed weapons as opposed to just using a one handed weapon in two hands; never know when I'm going to end up grappled.
I could consider finding room for Lunge, but right now the build doesn't have a lot of wiggle room unless I drop the Step Up chain, but I think it's a great boon with a 30% chance to stagger with no save on an Attack of Opportunity (plus the mostly negligible but still cool Viridium crit effect).
2. Crit range; I love the feat Destroy Identity so I want my non-dirty trick attacks to provoke it as often as possible. If I want an 18-20 base crit range with a polearm weapon I need to take Exotic Weapon Proficiency for Fauchard.
| chaoseffect |
Why not Lore Warden with a Monk dip for Maneuver Master at level 7?
Polearm should be able to Dirty Trick from reach, and you can flurry it with a Trip.
I didn't really take a lot of time considering the level order or efficiency at all levels; for my current situation it would be a moot point because he'd be starting at 13 if I get to play him at all. I'm sure the choice order could be tweaked to make it more playable as a natural growth character though.
| Tels |
You don't need to worry too much about your AC when your opponents are blind (if you're willing to gamble on succeeding at your task). You could go for dance, I enjoyed picking up Greater Trip and Vicious Stomp, since leading with the blind makes the other combat maneuvers that much easier.
But if the enemy is blind, he can use a standard action to reverse the dirty trick. If you choose Daze of Nauseated, then the player can't take a Standard action to reverse them.
| Tels |
Either way he ain't swinging back (or he's doing it blind).
True, but being blind only lasts one round or so. You bling him, and he spends a standard action to remove the blindness. He then can make attack of opportunities, or move.
If he is Dazed, he just stands there and does absolutely nothing at all (not even AoO). If he is nauseated he can only take a single move action and nothing else.
With Greater Dirty Trick, the condition lasts 1d4 rounds +1 for every 5 points you beat the opponents CMD. So on average, you'll Daze/Nauseate a creature for 2 rounds (more if they have a crappy CMD).
In fact, if he dips Maneuver Master long enough to get a quickened True Strike SLA, he can make use a Dirty Trick to inflict Dazzled/Sickened, then Swift action cast True Strike, and make the second Dirty Trick at a +20 bonus (almost guaranteed to be 1d4+4 round duration).
That's an average of 6 rounds where the BBEG does absolutely nothing but stand there or take a single move action.
It's actually quite a powerful build if you really focus on it.
| chaoseffect |
In fact, if he dips Maneuver Master long enough to get a quickened True Strike SLA, he can make use a Dirty Trick to inflict Dazzled/Sickened, then Swift action cast True Strike, and make the second Dirty Trick at a +20 bonus (almost guaranteed to be 1d4+4 round duration).
Huh, true enough. You would need 5 levels of Monk to make that happen, but damn if it isn't nice.
...it would also get a Ki Pool for Bewildering Koan. No, I can't let that go. I need to see that in an actual build of mine someday.
| chaoseffect |
So...
Human Lore Warden 8/MM 5 (1st level Lore Warden to qualify for PA at 1, then 5 MM, rest LW).
1. Racial Heritage Gnome
1. Power Attack
1F. Combat Expertise
2M. Improved Dirty Trick
3. Step Up
3M. Combat Reflexes
5. Bewildering Koan
7. Following Step
7F. -dead space, can't qualify for s%#* here- Skill Focus: Bluff?
9. Quick Dirty Trick
9F. Greater Dirty Trick
11. Quicken SLA
11F. Critical Focus
13. Destroy Identity
13F. Dirty Trick Master
I think I like it.
| chaoseffect |
I see this guy as the ultimate a&!$&*&.
Him: "Hey what would you do if she then do are?"
Enemy: "Wah-"
Him: (Spits in enemies mouth)
Enemy: (sickened) Oh my god why would you do-
Him: (Knees surprised enemy right in the balls for Nauseated and then cuts him so badly his self-esteem goes down)
And then the enemy catches the Leprosy too.
| Askren |
I didn't really take a lot of time considering the level order or efficiency at all levels; for my current situation it would be a moot point because he'd be starting at 13 if I get to play him at all. I'm sure the choice order could be tweaked to make it more playable as a natural growth character though.
Fair enough. I agonized over level order because working on my Trip-based Lore Warden, I needed the level in Monk, but it needed to come after I was able to take Greater Trip due to needing that ASAP. If you don't need to worry about that, great. So slap a dude with Dirty Trick to blind him or whatever you want, hit him with a Trip, and watch everyone have a party beating on him as he falls.
Also, I see you addressed the need for EWP: Fauchard as a hiccup, but really, I can't see using any other weapon. Get Keen on that badboy and you're set for life. Especially considering you have the open feat at 7th level and aren't going trip-based, you have plenty of space for it.
| chaoseffect |
Also, I see you addressed the need for EWP: Fauchard as a hiccup, but really, I can't see using any other weapon. Get Keen on that badboy and you're set for life. Especially considering you have the open feat at 7th level and aren't going trip-based, you have plenty of space for it.
If I did go for a reach weapon it would also nullify any usefulness of the Step Up tree, so it would clear two more feats right there... as I mentioned earlier though I have my doubts about both designated two-handers and reach weapons. I've never personally been screwed over by their limitations in any important way, so I don't know why I have such an aversion.
| chaoseffect |
Note that maneuver master is a Monk, so you'd have a close range attack at hand. Or feet.
Also, your stunning fist will be eeeeeh, so you may as well make that a four winds maneuver master.
You make a valid point about always being armed, but iirc there was a fiasco around here not too long back about metaphorical hands that ended with devs saying "No your two hander monk can't kick the guy in the face!" I could be mistaken though as the whole thing seemed pretty asinine to me so I just kinda skimmed it.
Four Winds is a great call though. Thanks for that!
| Tels |
LoneKnave wrote:Note that maneuver master is a Monk, so you'd have a close range attack at hand. Or feet.
Also, your stunning fist will be eeeeeh, so you may as well make that a four winds maneuver master.
You make a valid point about always being armed, but iirc there was a fiasco around here not too long back about metaphorical hands that ended with devs saying "No your two hander monk can't kick the guy in the face!" I could be mistaken though as the whole thing seemed pretty asinine to me so I just kinda skimmed it.
Four Winds is a great call though. Thanks for that!
You may be thinking of the Two-handed weapon/armor spikes thing. People figured you could use something like a longspear and then wield armor spikes for when they got close.
However, as far as I'm aware, there is nothing stopping a guy from kicking someone even if they are wielding a weapon two-handed.
| chaoseffect |
Hmmm, thought. If I did this guy it would be with level 12 WBL. With that in mind I could get an Ioun to give fauchard proficiency and have three feats... for Skill Focus, Eldritch Heritage, and Improved Familiar.
I'm rather partial of Ratling; can use any scroll, can drop a swarm for you, and can Dim Door you so many times per day, essentially giving you pounce... I'm already worshiping an evil deity in some capacity for Destroy Identity. Problem here is that I'm starting to feel like I'm pushing the minmax too far.
| c873788 |
TarkXT wrote:Why not a polearm?A couple reasons I had were:
1. Reach is nice, but I dislike not being able to attack directly in front of me. It may not be a problem all the time, but its a threat that's there enough to make me wary. Along the same lines I've come to dislike using two-handed weapons as opposed to just using a one handed weapon in two hands; never know when I'm going to end up grappled.
Just use one of the 2 monk weapons that allow you to attack close as well as being a reach weapon.
If you are playing that high a level, pick up the weapon that will give you +9 to your CMB.
| Derrick Winters |
Actually, I think the Orc Fighter is much better than the Maneuver Master.
Orc Dirty Fighter
15 PB
18 STR 12 DEX 14 CON 12 INT 8 WIS 6 CHA
1st:Combat Reflexes, Power Attack
2nd:Dodge
3rd:Mobility
4th:Spring Attack, Swap Power Attack for Combat Expertise; +1 INT
5th:Improved Dirty Trick; Maneuver Training +2
6th:Quick Dirty Trick
7th:Greater Dirty Trick
8th:Whirlwind Attack, Swap Quick Dirty Trick for Lunge, +1 STR
9th:Speedy Trick, Weapon Focus(any reach weapon)
10th:Greater Weapon Focus(any reach weapon)
11th:Dirty Trick Master
12th:
13th:Double Tricks: Each dirty trick applies two conditions...
14th:
15th:
16th:
17th:Triple Tricks: Each dirty trick applies three conditions...
18th:
19th:
20th:
The feats from 12th level onward are non-essential to the build.
"Speedy Tricks" allows you to perform a dirty trick maneuver in place of an attack. ANY attack.
It is much stronger than Quick Dirty Trick.
At 9th level, you can perform a lunging whirlwind attack, hitting EVERYONE within your reach with a Greater dirty trick!
At level 13, you can hit everyone with a greater dirty trick and apply two different conditions!
At level 17th, you can hit everyone with a greater dirty trick and apply three different conditions!
The dueling enchantment is necessary to gain decent CMB, obviously, and you could just full-atttack a single target to attempt as many dirty tricks as you have attacks...
Sure, Lore wardens have +8 CMB, free Combat expertise and more skillpoints.
But orcs are the true dirty fighters.
| TGMaxMaxer |
Half orc Skulking slayer is even better. You can do a Dirty trick in place of any sneak attack, with a bonus = to sneak dice (makes up for the BAB) so don't need quick dirty trick or MM monk to get them in a full attack.
Lore Warden 7/Skulking slayer 5 with a 22 STR (should easily be higher)
Has a Dirty Trick CMB of 10(BAB)+6(STR)+4(feats)+3(sneak)+2(ioun stone)+2(gloves of maneuver, +3 if you can use the weapon and use gloves of Dueling instead for that weapon)+4(lorewarden)+(if it uses a weapon, weapon enhance x3 with the dueling enchantment)
Base 31 (+4 for a +2 weapon/gloves dueling if usable, +7 for +3, etc)
And, since they're blinded, they are sneak attack ready for anything after the first hit.
Which should, at this level, be ridiculous. d10/2d6 + 20 +3d6 at least per hit.
| Derrick Winters |
Sure, Skulking slayers can perform a dirty trick instead of a sneak attack at level 1, but after gaining speedy tricks at level 9, the fighters are better, because they need no setup whatsoever and can immediately start off with whirlwind-attack to control pretty much everyone they can reach.
With a +5 dueling weapon, Improved/Greater Dirty Trick, Maneuever Training(5th level dirty fighter ability), Fate's Favored and Weapon Focus/Greater Weapon Focus, they have a CMB of +44(+STR and other accuracy buffs) at level 20.
A Skulking Slayer 20 would have a CMB of 15(BAB)+10(10d6 SA)+1(Weapon Focus)+4(Improved/Greater Dirty Trick)+10(Dueling)+1(Fate's favored)+5(weapon bonus) = +46 CMB(+STR and other accuracy buffs)
However, they could only apply 1 condition per dirty trick(not three), they would qualify very late for Dirty Trick Master(since it requires +11 BAB), and they would need some setup in order to perform a Sneak attack in the first place; otherwise, they can't exchange it for a dirty trick.
Multiclassing with Lore warden is possible and may improve the CMB further, but still doesn't compare to the double tricks ability of the orc fighter, who can apply three conditions with one attack; each condition requires a seperate standard action to remove.
And Concerning raw CMB: an Elven Battle Oracle who chooses Maneuver Mastery(Dirty Trick) as revelation and puts all favored class bonuses into improving that revelation(+1/2 level for 1 revelation) would have an effective BAB of 30 for dirty tricks at level 20.
And the Improved/Greater Feats...
With the Weapon Mastery Revelation, (Greater)Weapon focus is obtained...
CMB of 30(BAB)+15(+5 dueling weapon)+1(fate's favored)+2((G)WF)+4(Improved/Greater Dirty Trick) = +52 before STR or buffs.
Still only 1 condition per dirty trick, and can only dirty trick as standard action or as 1 attack/turn via Quick dirty trick, so...not really a serious contender.
Spell Perfection(True Strike) to quicken it for free, Ancient Lorekeeper Archetype to learn it as 2nd level spell...this would be a nice, handy +72 CMB for dirty trick 1/turn, before STR and before any other buffs...
Perhaps such an character could wait until an opponent is dazzled or sickened, then swoop in and perform a very long duration dirty trick to daze/nauseate said opponent.
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I think the chance to stun is worth a lot more than a little elemental damage, unless the campaign is going to be full of targets that are immune to stuns. The DC will scale by your full level rather than Monk after all, while five levels in Winds gives you +2d6.
Koan is excellent (as it so happens my current Monk is using it), but it takes a swift action so that interferes with most other monk stuff. Matters less in a primarily fighter build, but your ki pool will also be fairly limited then.
| LoneKnave |
In my experience, stunning fist never, ever pays off in the history of ever.
Also, Skulking slayer 1 level dip does seem pretty good. Once you get 2 attacks, you can just dirty trick blind with the first and guarantee your sneak attack with the second. Sneaky maneuver is still great because you don't lose the damage from your attack.
Lore Warden and Dirty Fighter: Lore wardens also get Weapon Training, which nets them even more CMB, especially if they grab duelist gloves.
Dirty fighter does have an advantage with double/triple dirty trick and dirty trick master.
| Sub_Zero |
can you perform a dirty trick with a weapon? Since it doesn't have the specific call out that other maneuvers have, isn't it up to the GM to allow it? I call this out, only because you don't want to have this all planned out and have the GM in the end say "no".
If you can awesome, since I'd love my unarmed lorewarden/maneuver master to start adding his weapon training to his dirty trick maneuvers, but I'm not sure that's RAW.
Thalin
|
Some of each.
Combine with a grappler, as blinding someone then grappling them prents them from removing.
I'd personally take 3 Lore Warden and the rest Manuever master; the +2 static CMB and 2 extra feats help. You also don't need to focus; blind, trip, reposition (ki throw) and grapple (binding throw) the opponent; all in the same round. You can do this around level 5.
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My experience with Stunning Fist differs. If you invest little into it, it may have poor odds, but the payoff is just that good. Against Arcanists your odds go up notably. And you can use it to Fatigue a Barbarian with some luck, shutting down their Rage until they can take 8 hours to rest.
It's also pretty easy to pump your DC with Mantis Style, perhaps Mantis Style and Ability Focus if you really want to. Even so, I'd take odds for a stun over 2d6 damage any day.
Edit: Should also mention putting Stunning Fist on your AoO against slippery rogue types.
Sub Zero makes a good point about Dirty Tricks with weapons. In general you just use weapons for disarm, sunder, or trip
| LoneKnave |
Some of each.
Combine with a grappler, as blinding someone then grappling them prents them from removing.
I'd personally take 3 Lore Warden and the rest Manuever master; the +2 static CMB and 2 extra feats help. You also don't need to focus; blind, trip, reposition (ki throw) and grapple (binding throw) the opponent; all in the same round. You can do this around level 5.
Taking more than about 4 levels of maneuver master is terrible (even that is hard to justify, but I guess you can play around with Ki). Later maneuver flurries give you a commutative penalty to all the maneuvers you take that turn. It's the trappiest of options you could possibly take.
| hyulf |
I know it is not RAW but I'd also check out 101 Combat Feats from Rite Publishing as there are feats that help with combat manuevers.
http://rpg.drivethrustuff.com/product/101922/101-Combat-Feats-PFRPG?term=10 1+combat
And their Manuals of Improvment magic items have books that improve Dirty Trick.
http://rpg.drivethrustuff.com/product/118766/30-More-Manuals-of-Improvement -PFRPG
I'm going to have to check out the Duelist Weapons & Gloves.
And before reading this thread, here is a crazy NPC/monster I made with a Dirty Trick focus.
Arogya Septak: AL: NE CR: 21 (T: Apex Predator, Combat Clairvoyant, Crafty, Heightened)
Medium Outsider (Native)(Male Devilspawn Tiefling; Ftr16 <Lore Warden>)
Init: +29 (+16 Dex, +13 Insight)
Senses: Darkvision 120’, Greater Arcane Sight (120’; know location & power of auras; spell casting/spell-like; arcane/divine; strength of spell; auto know spells & effects), Low-light Vision, See in Darkness
________________________________________________________________________
AC: 61 (+9 Armor, +5 Deflection, +16 Dex, +13 Insight, +8 Natural) T: 44 FF: Immune
hp: 330 (16d12+208) Fast Healing 4 Hair’s Breadth: Acrobatics check negates crit
Resist: Cold 5, Electricity 5, Fire 5
Fort/Ref/Will: +34/+30/+29 (+10/+5/+5)(Imp. Evasion: None/Half)(Stalwart: Full/None)(Tougher: 16/day)
_________________________________________________________________________
Speed: 60' climb 60’; 5/day: Take standard action at start or end of turn
Attacks: BAB/CMB/CMD: +16/+44/64 (+3 with kukri; +3 vs. Disarm/Sunder)
Right: Kukri +46/+41/+36/+31 (1d4+40; 14-20/x2) plus 1d6 Tactical Advantage plus +2/2d6 vs. Arcane
Left: Kukri +46/+41/+36 (1d4+40; 14-20/x2) plus 1d6 Tactical Advantage plus +2/2d6 vs. Arcane
Prehensile Tail+32 (1d3+16; 20/x2) plus grab stowed/unattended items plus Steal
MC Longbow +42/+37/+32/+27 (1d8+10; 20/x3)(R= 110’)
Dirty Trick (Ex): stan or highest attack; no Aoo; +18 CMB/CMD; Dur= 1d6+1+1 per 5rds; apply two conditions; full to remove condition; Gain blinded (-2 to AC; lose Dex to AC; -4 Str/Dex/Perception skill checks; total concealment; Acrobatics 10 to move faster than half speed or fall prone), dazzled (-1 to attack/Perception checks), deafened (-4 to Init & Perception; 20% spell failure), entangled (half speed; cannot run/charge; -2 attack; -4 to Dex; Concentration DC 15+spell or lose spell), shaken (-2 attack, saves, skill & ability checks); sickened (-2 to attack, damage, saves, skill & ability checks)
Know Thy Enemy (Ex): swift; K: check; know abilities & weakness plus +2 comp att & dam vs foe plus +1 insight to att & dam per 5 exceed (DC 15+HD) plus Sense Motive (DC10+BAB+Chr)(+2 insight to att, AC, and skills) plus interrupt foe with standard action
Outmatched Foe (Ex): auto crits on foes CR-7
Reposition (Ex): move; no Aoo; +7 CMB/CMD; move foe 5’ plus 5’ per 5 over; provokes Aoo; Huge or Smaller
Steal (Ex): move or highest attack; no Aoo; +7 CMB/CMD; Steal one more item exceeded by 5
take any one item neither held or hidden; doesn’t notice theft until used
___________________________________________________________________________ _
Str: 31 (+10) Dex: 42 (+16) Con: 36 (+13) Int: 37 (+13) Wis: 37 (+13) Chr: 33 (+11)
Skills: Total Rank Ability Class Other
*Acrobatics +61 16 +16 +3 +4 (insight), +1 (trait), +6 (SF), +15 (competence)
retain Dex to AC, not flat-footed, move at full speed, fall 10’ less per 15
*Appraise +30 10 +13 +3 +4 (insight)
Bluff +31 16 +11 +4 (insight)
*Climb +50 16 +10 +3 +4 (insight), +5 (competence), +8 (racial), +4 (Ath)
Move at double speed with -5 penalty; Take “10” with Climb; fall on failure of 10+
Diplomacy +33 16 +11 +4 (insight), +2 (racial)
*K: Arcana +36 16 +13 +3 +4 (insight); (constructs, dragons, magical beasts)
*K: Dungeon +36 16 +13 +3 +4 (insight); (aberrations, oozes)
*K: Engineer +36 16 +13 +3 +4 (insight)
*K: Local +36 16 +13 +3 +4 (insight); (humanoids)
*K: Nature +36 16 +13 +3 +4 (insight); (animals, fey, monstrous humanoids, plants, vermin)
*K: Planes +36 16 +13 +3 +4 (insight); (outsiders)
*K: Religion +36 16 +13 +3 +4 (insight); (undead)
*Linguistics +21 1 +13 +3 +4 (insight)
Languages: Common, Aboleth, Abyssal, Aklo, Aquan, Auran, Draconic, Goblin, Ignan, Infernal, Savage, Sylvan, Terran, Undercommon
Perception +51 16 +13 +3 +4 (insight), +15 (comp)
half DC penalties from distraction or sleep, -10 to Invisible
Sense Motive +41 16 +13 +4 (insight), +2 (racial), +6 (SF)
*Sleight of Hand +40 16 +16 +3 +4 (insight), +1 (trait)
Stealth +54 16 +16 +3 +4 (insight), +15 (comp)
-2 for full speed; gain 10% miss chance
*Survival +36 16 +13 +3 +4 (insight)
*Swim +22 5 +10 +3 +4 (insight), +4 (Ath)
UMD +49 16 +11 +3 +4 (insight), +15 (comp)
Take “10”, +5 to emulate alignment, set restriction on magic items owned
Possessions:
Head: Helm of Underwater Action (UEp244)
Neck: Periapt of Wound Closure
Torso: +5 Vest of Resistance
Armor: +5 Ghost Touch, Glamered, Greensteel Chain Shirt; Determination (1/day; at “0” hp cast Breath of Life; 5d8+20)
Belt of Perfection: +6 enh to all ability scores
Cloak: Cloak of the Diplomat (UEp264)(roll twice and improve by 3 or fail by 2)
Wrists: Vambraces of the Djinni (Endure Elements; 1/day Gaseous Form, Invisibility, Wind Wall)
Hands: Gauntlets of Greater Skilled Maneuver (UE): +6 Dirty Tricks
Ring: +5 of Protection
Ring of Greater Arcane Sight (at will) & Identify 3/day
Boots of Greater Striding & Springing & Spider Climbing
Weapons: +5 Arcane Bane, Ghost Touch, Keen Serrated Green Steel Kukri (x2)
+5 MC Longbow w/ +5 Bane Arrows
Other Handy Haversack: Immovable Rod (x4), Rod of Absorption (50/0), Staff of Heal (10 charges), Wand of Cure Critical Wounds (4d8+20)(50)
Books: Acrobatics, Blind-Fight; Climb; Dirty Trick, Perception, Reposition, Stealth, UMD
Class: Fighter <Lore Warden> (PF Society Field Guide p31)
Ftr1: Scholastic (Ex): +2 skill points/lvl for Int skills; all Int skills are class skills; replaces Medium/Heavy Armor & Shield Proficiency
Ftr2: Expertise: Gain Combat Expertise as bonus feat; replaces Bravery 1
Ftr1 & More: Bonus Feats
Ftr3: Maneuver Mastery (Ex): +8 CMB & CMD; replaces Armor Training 1
Ftr6: Offensive Stance: +4 CMB to Dirty Tricks (replaces Bravery (Ex): +4 vs. Fear)
Ftr7 & 14: Know Thy Enemy (Ex): swift; K: check; know abilities & weakness plus +2 comp att & dam vs foe
Ftr11: Hair’s Breadth (Ex): immediate; Acrobatic check to negate critical hit
Ftr5, Ftr9, Ftr13: Weapon Training 1-3 (Ex): +1 att, damage, CMB and CMD (vs. Disarm & Sunder) with:
+3: Blades (Light), +2: Bows, +1: Double weapons
Favored Class Bonus: +1 skill point
Prc: Master of the Art
MA1: Training Expertise (Ex): Gain inflict lethal or nonlethal damage; determine amount
MA2, 4, 6, 8: Bonus Feats
MA3: Assess Battle (Ex): Add Int modifier as insight to initiative
MA5: Combat Virtuoso (Ex): +2 insight to CMB & CMD
MA7: Trained Reactions (Ex): delay init to make a readied action
Traits: Child of the Streets (+1 trait to Sleight of Hand); Reckless (+1 trait to Acrobatics & becomes class skill)
Feats:
Books: Blind-Fight (reroll miss chance from concealment; invisible get no advantage; move at full speed while blinded)
Improved Blind-fight (ignore less than total concealment; invisible get no advantage; -1% to miss on Perception)
Greater Blind-fight (Total concealment= normal concealment; reroll miss chance 2/day; +2 for Aoo)
Story: Analytical Tactician (Ploys), Discover Weakness (NGAL12)(Deck of many things)
1st: Superior Finesse (add Dex to damage)
2nd: Weapon Focus (Kukri)
3rd: Two Weapon Fighting
4th: Improved Dirty Trick (APG)
5th: Improved Steal (APG)
6th: Improved Two Weapon Fighting
7th: Greater Dirty Trick (APG)
8th: Improved Critical (Kukri)
9th: Greater Steal (APG)
10th: Physical Adept (AH)(take extra standard at start or end; 5/day)
11th: Greater Two Weapon Fighting
12th: Great Fortitude (Core)
13th: Tougher than Thaumaturgy (AH)(3+Con/day; Turn Ref/Will to Fort)
14th: Predict Actions (Ploys)(stan; interrupt foe with stan action)
15th: Studied Strike (Ploys)(add lower of Int bonus or skill ranks to damage foes)
16th: Prestigious (Gain Specials for one Prestige Class <Master of the Art>)
C1: Iron Will
C2: Skill Focus (Acrobatics)
C3: Athletic (Core)(+4 Climb & Swim)
C4: Skill Focus (Sense Motive)
H1: Fast Healing 1; H2: Fast Healing 1; H3: Grasping Tail (ARG); H4: Fiend Sight (ARG); H5: Fiend Sight (ARG)
Ftr1st: Simple & Martial Weapon; Light Armor Proficiency
Ftr1: Weapon Finesse (add Dex to attacks)
Ftr2: Combat Expertise
Ftr2: Agile Maneuvers (Core)(Add Dex to CMB)
Ftr4: Weapon Specialization (Kukri)
Ftr6: Greater Reposition (APG)
Ftr8: GWF (Kukri)
Ftr10: Tactical Advantage (101C)(+1d6 damage if have combat advantage)
Ftr12: GWS (Kukri)
Ftr14: Critical Focus (+1 threat)
Ftr16: Outmatched Foe (101C)(if foe CR 7 or less; then -10 to all attacks for auto crit)
MA2: Improved Reposition (APG)
MA4: Melee Weapon Mastery (PHB2)(Slashing; +2 bonus to att & dam)l
MA6: Quick Dirty Trick (UC)(Dirty Trick in place of highest attack)
MA8: Quick Steal (UC)(Steal in place of highest attack)
Future Feats: Set up Maneuver (101C), Two Weapon Set up (101C), Behemoth’s Foe (101F), Chink in Armor (101F)
CMB: +44 (+16 BAB, +16 Dex, +8 Lore Warden, +4 insight); +3 with Kukri
CMD: 64 (10+16 BAB, +16 Dex, +10 Str, +8 Lore Warden, +4 insight); +3 with Kukri
Kukri Attacks: +0 (+16 BAB, +16 Dex, +2 GWF, +4 insight, +3 Weapon Training, +5 magic, +2 Melee weapon mastery, -2 Two-Weapon Fighting)
Saves: (Base +Ability Score +4 Insight +5 resistance)(Great Fortitude, Iron Will)
Progression:
Abilities: Total Base Race Lvl AP H Cr Inh Enh
Strength 31 10 +0 +8 +2 +0 +5 +6
Dexterity 42 18 +0 +3 +8 +2 +0 +5 +6
Constitution 36 12 +2 +1 +8 +2 +0 +5 +6
Intelligence 37 14 +0 +8 +2 +2 +5 +6
Wisdom 37 12 +2 +8 +2 +2 +5 +6
Charisma 33 14 -2 +8 +2 +0 +5 +6
Race: Tiefling (Devil Spawn); +2 Con, +2 Wis, -2 Chr; Medium; 30’ speed; Cold 5, Electric 5, Fire 5; Skilled (+2 racial on Diplomacy & Sense Motive); Prehensile Tail (Replaces Fiendish Sorcery); Barbed Tail (Replaces Spell-like ability)
Combat Clairvoyant: Gain Improved Evasion & Stalwart; Precognitive Advantage (Ex): Gain +4 insight to attack rolls, saving throws, skill, CMB, Initiative & AC plus double insight to K: check to know abilities & weaknesses; never FF and can act in surprise round
Apex Predator: +8 to all ability scores; +4 natural armor
Crafty: +2 Int, +2 Wis; +Wis as Insight to AC; Bonus feats of Iron Will, C2, C3, C4
Heightened: +2 to all ability scores; +1 HD size; +4 natural armor; +1 ability/3HD