Vicious Maneuver Builds!!!


Advice


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Maneuvers are awesome. Unfortunately they seem to be to complex of a mechanic for newer players. I was thinking about writing a guide to combat maneuvers but I'm too lazy for that and I don't like guides anyway ,so good thing that I can just open a thread right?

Let this be a collection of effective maneuver builds.I'll start right away with some trip builds:

Ki Mystic/Lore Warden:

versatile Human Starting stats: 18(16+2)STR,14(12+2)DEX,14CON,10WIS,13INT,10CHA

Gear: +2 Belt of Physical might 10000gp,+2 Greatsword 8000gp,+1 Amulet of nat armor,+1Ring of Protection 4000gp,Jingasa of the fortunate Soldier 5000gp,Ioun Stone(+1AC) 5000gp,Gloves of dueling 15000gp,+2 Cloak of Resistance 4000gp,+3 Breastplate9000gp

60000gp

Feats:
F1 Power Attack ,Medium Armor Prof
F2 Weapon Focus,Furious Focus,Combat Expertise
M3 Improved Trip,Furys Fall,Improved Unarmed Strike
M4 Combat Reflexes
F5 Vicous Stomp
F6 Weapon Spec
M7 Greater Trip
M8 empty
F9 Ki Throw
F10Enhanced Ki Throw

10 level stats 22STR.16DEX,14CON,10WIS,10INT,10CHA
AC 26 ,hp 86 Fort 13, Ref 11, Will 9 CMB 24(31 for trip)

Attack +21/+16(2d6+24/19-20x2)

....up to 4 attacks as a standard action and can trip opponents larger than large by spending Ki points.Very mobile ,very deadly.
For those who are interested in such things as DPR:

Spoiler:

Against Fire Giant AC 24 CMD 31(the overall best CR 10 Melee Monster)

0.9*31+(0.9*0.1*31)+(0.95*(0.95*31+(0.95*0.1*31)+0.8+16.5+(0.8*0.05*16.5)+1 6.5)


=94.20225 with a Ki point spent on enhanced Ki throw.Not half bad for a fighter/monk.

A similar build with a stronger class combo:

Urban Barbarian/ Fighter:

Human starting Stats 16(14+2)STR,14DEX,14CON,10WIS,14INT,10CHA
Gear: +2Furious Greatsword 18000gp,+4 belt of strenght 16000gp,Gauntlets of Skilled Maneuvers(trip) 4000gp,+3 Full Plate 9000gp,(+1Amulet,Ring, Jingasa)9000gp,+2 Cloak of res 4000gp
60000gp

Feats
B1Power Attack,Weapon Focus
F2Furious Focus
B3Extra Rage,Rage Power Reckless abandon
F4Combat Expertise
F5Improved trip
F6Greater Trip
F7Felling Smash
F8Combat Reflexes
F9Vicious Stomp
F10Furys Fall

10 Level Stats while raging(controlled rage)
26STR,14DEX,14CON,10WIS,14INT,10CHA
AC 28,hp 95 ,CMB 24(25 with reckless)(32(33) for trip)

Attack 24/19(2d6+26)(19-20x2)

...only three attacks per standard action but better to-hit and damage(also better AC and hitpoints but who cares).Can't trip enemies larger than large so should probably bring along potions of enlarge person.

DPR:

0.95*33+(0.95*0.1*33)+(0.95*(0.95*33+0.95*0.1*33)+0.95*18.5+0.95*0.05*18.5)

=85.6995 A great way to give yourself a puncelike Mechanic.

I'll come up with more later.Until then show me yor best maneuver builds.


Great build but I have some improvements :
Manuever master allow extra attack per round ( since there is no flurry in armor )
Binding throw will allow free grapple after a trip


You wouldn't be able to get all the feats necessary with maneuver master,and the increased Ki pool is absolutely vital with this build also there is no room for grappling in these builds so binding throw would be pointless.

But Maneuver Master is excellent for some builds, I'll make some later.


Dotting. will respond when i'm not administering juvenile justice.


Dotting, not to contribute later, just to steal ideas XD

I was actually trying to figure out a way to emulate in a character the glory that is my special tiger mount who bites and claws and then automatically grapples its target.

Shadow Lodge

You need to rework your Lore Warden / Ki Mystic from the ground up:

Feats:
F1 Power Attack ,Medium Armor Prof

F2 Weapon Focus,Furious Focus,Combat Expertise
can choose either WF or FF--only ONE fighter bonus feat

M3 Improved Trip,Furys Fall,Improved Unarmed Strike
Improved Trip is not a valid Monk bonus feat for one level of monk, meaning Fury's fall is out too.

M4 Combat Reflexes

F5 Vicous Stomp

F6 Weapon Spec

M7 Greater Trip
Don't have the BAB to select at L7
CORRECTION: Majuba pointed out below he would indeed have the BAB

Also, why Ki Mystic?

Silver Crusade RPG Superstar 2014 Top 16

Dot dot dot.


Sammy T wrote:

M7 Greater Trip

Don't have the BAB to select at L7

Nice work, but in this case no, he has the BAB. 4F/3M = +6

Shadow Lodge

Majuba wrote:
Sammy T wrote:

M7 Greater Trip

Don't have the BAB to select at L7
Nice work, but in this case no, he has the BAB. 4F/3M = +6

Good catch. Thanks!


GreatEscapist wrote:

Dotting, not to contribute later, just to steal ideas XD

I was actually trying to figure out a way to emulate in a character the glory that is my special tiger mount who bites and claws and then automatically grapples its target.

No problem actually. You won't get the rakes but you can get constrict instead.

Hamatula Strike Barbarian:

toothy Half Orc Brutal Pugilist
starting Stats 18(16+2)STR,14DEX,14CON,10WIS,10INT,10CHA
Gear: +1furious Amulet of mighty Fists 16000gp, Belt Anacondas Coils 18500gp,+3 Breastplate 9000gp,+1Ring of Protection 2000gp,Jingasa 5000gp,Ioun Stone 5000gp,+2 Cloak 4000gp.

59500gp

Feats
1 Power Attack
2 Rage Power: Beast Totem,lesser
3 Improved Unarmed Strike
4 Rage Power: Superstitious
5 Improved Grapple
6 Rage Power: Beast Totem
7 Hamatula Strike
8 Rage Power: Reckless Abandon
9 Greater Grapple
10Rage Power: Greater Beast totem

10th level Stats while raging
26 STR,14 DEX,18 CON,10 WIS,10 INT,10 CHA
AC 25,hp 125 Fort +13, Ref +7, Will +7(+4 against Magic) CMB +21(27for grapple)(33 while charging with Reckless Abandon)

Attack claw +21 (1d8+12)(x3),claw +21 (1d8+12)(x3),Bite +21 (1d4+12)+Hamtula Strike and constrict 1d6+8
or
claw +24 (1d8+18)(x3),claw +24 (1d8+18)(x3),Bite +24 (1d4+18)+ Hamatula Strike and constrict (1d6+8)
with:Reckless Abandon ,Power Attack and Charging Bonus.

You get pounce ,claws and a bite. Hamatula Strike allows you to initiate a grapple attempt whenever you deal damage with your bite and Anacondas Coils grant the Constrict ability dealing 1d6 +strenght modifier damage on every sucessful grapple check(even the one from Hamatula Strike itself). It also grants a +2 enhancement bonus to strenght, great item for grapplers.

DPR:

(0.95*22.5+0.95*0.05*45)*2+0.95*20.5+0.95*0.05*20.5+(0.95*11.5)

=78.39875

EDIT: I realize that the Feral Gnasher exists but I prefer my build.:)


Quick and dirty overrun build for a barbarian.

Feats
1 Power Attack
3 Improved Overrun
5 Charge Through
7 Spiked Destroyer
9 Combat Reflexes
11 Greater OVerrun

Powers
2 Beast Totem, Lesser
4 OVerbearing Advance
6 Beast Totem, Improved
8 OVerbearing Onslaught
10 Beast Totem, Greater

Basically you can do one of two things.

1. Charge and full attack a target while overrunning another. Overrun target will get smacked with two armor spike attacks and your strength mod in damage.

2. Just overrun a bunch of targets hitting them with aoo's and spike armor attacks.


Sammy T wrote:

You need to rework your Lore Warden / Ki Mystic from the ground up:

Feats:
F1 Power Attack ,Medium Armor Prof

F2 Weapon Focus,Furious Focus,Combat Expertise
can choose either WF or FF--only ONE fighter bonus feat
M3 Improved Trip,Furys Fall,Improved Unarmed Strike
Improved Trip is not a valid Monk bonus feat for one level of monk, meaning Fury's fall is out too.

Yeah that was a little slip of the pen there, I was changing around feats a lot.No big deal though.

You can change it to:

human lore Warden Starting Stats
18(16+2)STR ,12DEX,14CON,10WIS,13INT,10CHA
Feats:
F1 Power Attack,Weapon Focus,Medium Armor Prof.
F2 Combat Expertise,Furious Focus
M3 Combat Reflexes,Improved Trip
M4 Dodge
F5 Vicious Stomp
F6 Furys Fall
M7 Greater Trip

You only lose Weapon Spec and -1 Dex bonus to Furys Fall . That will Drop your DPR by less than four to =90.2365. And you get some Skill points too.

Sammy T wrote:
Also, why Ki Mystic?

Because of the KI


Sleet Storm wrote:


No problem actually. You won't get the rakes but you can get constrict instead.

You get pounce ,claws and a bite. Hamatula Strike allows you to initiate a grapple attempt whenever you deal damage with your bite and Anacondas Coils grant the Constrict ability dealing 1d6 +strenght modifier damage on every sucessful grapple check(even the one from Hamatula Strike itself). It also grants a +2 enhancement bonus to strenght, great item for grapplers.

SOooo.... could I throw armor spikes on there and get more damage out of it? Or are they mentioned somewhere that I didn't see? This looks like a fun build to play :D


Yes absolutely,with masterwork Armor Spikes you would do 1d6+1 extra damage on a grapple check. Might as well throw them in there.

With armor spikes your DPR increases by 4,275 to 82.6735.


Here's an amusing magus build where we simply chuck enemies into the ether.

1 Combat Reflexes
1 Intensify Spell
3 Power Attack
5 Improved Bullrush
5 Extra Arcana
7 Weapon Focus
9 Greater Bullrush
11 Quick Bullrush
11 Weapon Specialization

Arcana:
3 ARcane Accuracy
5 MAneuver MAstery (Bullrush)
6 Familiar
9 Wand Wielder

Traits
Bred for War
Magical Lineage

So with this guy we can get a bull rush modifier of +24 before magic items with arcane accuracy active. Throw in a spellcombat true strike for 44. Combat reflexes lets you get your attack back via AoO.

This is a great way to throw down pit spells or evard black tentacle spells and chuck enemies into them who get free or get dangerour full attack enemies away from you.


Maneuver build bonanza, yay!
Too bad maneuvers generally suck and/or force you into becoming a one-trick-pony in higher levels. In lower levels though, they can rock. Speaking of rock, let's bring in some cheese:

ROC 'N' POLE KING
Polearm master fighter, maneuver master monk, huntmaster cavalier (damn, that's masterful!).

Human Str 18(+2), Dex 14, Con 14, Int 13, Wis 11, Cha 7
Add the same stuff as Sleet Storm's Mystic/Warden (see OP), but a +4 dex/+2 str belt, a horsechopper instead of a greatsword, Gauntlets of the Skilled Maneuver (trip) instead of dueling, and a standard wayfinder for the dusty rose prism for +2 CMB/CMD.

F1 Power Attack, Weapon Focus, Combat Expertise
F2 Furious Focus
M3 Combat Reflexes, Improved Trip, Improved Unarmed Strike
M4 Improved Drag
F5 Vicous Stomp
F6 Felling Smash
F7 Greater Trip
F8 Greater Drag
C9 Riptide Attack, Paired Opportunists (and Enrol!)
C10 -
C11 Boon Companion

Enrol
6HD Large roc companion, Str 22, Dex 20, Con 13, Int 2, Wis 13, Cha 11

1 Paired Opportunists (should work)
2 Combat Reflexes
5 Weapon Focus (talons)

Here's how "the King" roc 'n' poles with his roc Enrol:
1 PA - King chops away for the usual damage
2 FS - King gets a free trip
3 GT/PO - Enrol gets an AoO
4 HM - Enrol gets a free Dirty Trick (dazzled) and a free +8 or more grapple (grab + prone)
5 GT - King gets an AoO
7 VS - King gets an unarmed strike AoO
6 RA - King gets a free drag
7 GD - Enrol gets an AoO
8 HM - Enrol gets a free Dirty Trick (blinded if already dazzled) and a free +8 or more grapple (grab + prone)
9 PO - King gets an AoO

So that's up to 3 AoOs for King (until he's made 4/round) and an additional 2 for his roc Enrol (until he's made 5/round), per power attack. And the poor enemy is likely not just badly damaged, but potentially also prone, in a bad position, blinded and grappled. As a member of the Order of the Seal, King also gets an additional free trip with his full attack, which nets up to another 5 AoOs. (So, if King and his roc Enrol (sorry, can't stop doing that) had the dex needed, we're looking at up to 23 attacks per turn...)


I guess it all depends on what level we're talking about. The Underfoot Adept Halfling Monk build with Wolf Stance can be pretty nasty, and we're only talking a couple feats there, with all the other feats it allows some pretty wide customization.


Mr. Quit Trying to Step on Me!

Halfling Monk 13

1)Combat Reflexes
1*)Improved Trip
3)Combat Expertise
5)Wolf Style
7)Greater Trip
9)Wolf Trip
11)Wolf Savage
13)Vicious Stomp

At 13th level, he can trip HUGE creatures and he also acts as if he were huge himself for the purpose of his CMB and CMD for trip attacks.

If he trips someone, he can make them land where he wants, give them a -6 to one ability score, and punch them in the face twice on the way down from AoO's. Then resume his normal attacks.


1 Barb\2 Cavalier(Order of the Penitent)\8 Barb

Stats:

STR 22 (+6) (17+2race+1lvl+2belt)
DEX 14 (+2)
CON 12 (+1)
INT 12 (+1)
WIS 12 (+1)
CHA 8 (-1) (+1race)
BAB +10

Feats:
1-Imp unarmed strike
1H-Imp grapple
Rest doesn't matter

So far, I just like the idea of running at someone, tripping them with Knockdown (rage power), grappling them with my AoO, then making them helpless next round
(via Expert Captor (Ex) lvl 2 cav) with the +5 bonus from maintaining the grapple.


I played a human lore warden grappler once, and while I forget a lot of the details, it looked something like this:

F1 Improved Unarmed Strike, Improved Grapple, Weapon Focus*
F2 Combat Expertise, Improved Trip
F3 Ki Throw
F4 Binding Throw
F5 Fury's Fall (Weapon Training: Close)
F6 Greater Grapple
F7 Greater Trip
F8 Hamatula Strike
F9 Rapid Grappler

* The Weapon Focus should be for unarmed strike, grapple, or armor spikes, depending on how your GM rules things. Ideally armor spikes, on the logic that you'll be using them to start the grapple via Hamatula Strike, and any bonuses with the weapon apply to the grapple. If your GM doesn't work that way, ask whether WF: unarmed strike or grapple applies. If all else fails, I don't know, maybe Belier's Bite for some bleed damage.

You can substitute cesti or spiked gauntlets instead of armor spikes if you like, but the spikes do the best damage and it's easier to picture the grapple.

As a human, put every Favored Class point into your CMD to Grapple and Trip. Between this, your Lore Warden bonuses, Str (and Dex with Fury's Fall), and all associated feats, your Trip and Grapple CMB and CMDs will be stupid.

While there are a number of ways to get into your grapple depending on circumstances, the main idea is to ground & pound:
1. ki throw with your armor spikes as a standard action
2. get an AoO with your armor spikes
3. which triggers Hamatula Strike and starts a grapple
4. grapple again as a move action
5. grapple again as a swift action

You can pin in one turn if your opponent is trippable and within reach. The tripping isn't strictly necessary, but Fury's Fall might make it a little easier to pull off, and the prone penalties really help maintain those grapple checks - plus it's just fun to choke slam stuff.

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