Dwarf Tripper Feat advice.


Advice

Owner - October Country Comics, LLC.

No folks this is not a character who specializes in tripping Dwarves, Sorry.

I'm just trying to get a decent FEAT progression lay out for my PFS Dwarf.
He is a Lorewarden Fighter/Urban Ranger. Not changing this. I want to do reach tripping/ w AoOs and i'm trying to put the build together while still keeping him kinda sorta Pathfinderish and not straight up murder hoboey. Here's what i have so far. I think i'd like to try to squeeze in Bludgeoner. Maybe earlier if possible but any help/advice would be useful.

Tordek Steinhammer(Lorewarden/Urban Ranger)
stats= 16/14/15/13/15/5, i will be boosting my WIS and CON.

Lv. 1= Lorewarden Fighter(1)
Feats= Combat Reflexes(BF), Steel Soul(1)

Lv. 2= Urban Ranger(1)

Lv. 3= Urban Ranger(2)
Feats= Power Attack(CS), Weapon Focus or Blugeoner(2)

Lv. 4= Urban Ranger(3)

Lv. 5= Lorewarden Fighter(2)
Feats= Combat Expertise(BF), Improved Trip(3)

Lv. 6= Lorewarden Fighter(3)

Lv. 7= Lorewarden Fighter(4)
Feats= Felling Smash(BF), Greater Trip(4)

Lv. 8= Lorewarden Fighter(5)

Lv. 9= Lorewarden Fighter(6)
Feats= ?????(BF),Weapon Specialization(5)

Grand Lodge

The Dwarven Dorn-Dergar is a decent option.

Scarab Sages

Have a back-up option for the many, many, many, many things that are immune to trip.

Owner - October Country Comics, LLC.

@ BBT- I am considering that. Right now i'm using the D. Longhammer and Boulder Helmet. Any good feats to combo with the Dorn-Dergar?

@Imbicatus- I'll just resort to smashifying them, enlarged hopefully. Anything in particular you're talking about though?

Grand Lodge

ezrider23 wrote:
@ BBT- I am considering that. Right now i'm using the D. Longhammer and Boulder Helmet. Any good feats to combo with the Dorn-Dergar?

Darting Viper and Dorn-Dergar Master.

Owner - October Country Comics, LLC.

blackbloodtroll wrote:
ezrider23 wrote:
@ BBT- I am considering that. Right now i'm using the D. Longhammer and Boulder Helmet. Any good feats to combo with the Dorn-Dergar?
Darting Viper and Dorn-Dergar Master.

If i do decide to go the Dorn-Dergar route i'll grab Darting Viper but Master won't happen since i'm not Two-Weapon fighting.

Grand Lodge

Well, you could have one wielded in one hand, with reach, and the other, without, to threaten both 5 and 10ft away.

Also, what is Urban Ranger doing for you?

I mean, what are looking to get from it, in regards to other classes or archetypes.

Owner - October Country Comics, LLC.

Skills, Combat Style Feat, Trap Finding and Disabling(incase), a tiny boost to reflex, BAB progression and the ability to use some Wands. This is a PFS character so i wanted to be able to get some extras that make me a good all around pathfinder while not sacrificing what i hope to do pretty well and that is smashing the faces of baddies. I probably would have added the Freebooter Archetype but i've yet to get the book/pdf with it. Trapper gives up spells. I didn't really see this guy going the Inquisitor route, nor really any divine bent to him.

My other options were straight fighter or weapon-master but i lose out on the skills and spells and quite frankly the "PFS Diversity". Another thought was Armored Hulk barbarian. Seems to fit the "role-play" of Tordek Steinhammer. High AC and HPs, get up in the enemies faces and commence the smashage.

Lorewarden/Urban Ranger gives me an overall package of goodies that i like and i should be able to survive the frontlines with Medium Armor, decent HPs and Reach Tripping.

With all that said i'd be interested in hearing in other ideas if you have them.

Grand Lodge

Okay.

Just wanted to be sure you were actually getting what you wanted from the class.

The Exchange

This is what i'm looking like before i set off on to complete the final portion of my mission in the frozen wastes of Irrisen. So i'll introduce my self.

Tordek Steinhammer:

Tordek Steinhammer
Male Dwarf Fighter (Lore Warden) 1/Ranger (Urban Ranger) 1
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 20 (2d10+4)
Fort +6 (+5 circumstance bonus vs. cold weather), Ref +4, Will +2; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
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Speed 20 ft.
Melee dwarven boulder helmet +5 (1d4+3) and
. . gauntlet (from armor) +5 (1d3+3) and
. . gladius +5 (1d6+3/19-20) and
. . masterwork cold iron dwarven longhammer +6 (2d6+4/×3) and
. . unarmed strike +5 (1d3+3 nonlethal)
Ranged darkwood composite longbow +5 (1d8+3/×3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 13, Wis 15, Cha 5
Base Atk +2; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Combat Reflexes, Steel Soul
Traits defender of the society, glory of old
Skills Disable Device +4, Knowledge (dungeoneering) +6, Knowledge (geography) +5, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Knowledge (local) +6, Knowledge (nature) +6, Perception +7 (+9 to notice unusual stonework), Survival +7; Racial Modifiers lorekeeper
Languages Common, Dwarven, Orc
SQ track +1, wild empathy -2
Combat Gear cold iron arrow, iron-tipped distance (50), oil of daylight, oil of magic weapon (3), potion of cure light wounds (3), potion of enlarge person, wand of cure light wounds, alchemist's fire (2), alkali flask (2); Other Gear masterwork four-mirror, darkwood composite longbow, dwarven boulder helmet, gladius, masterwork cold iron dwarven longhammer, adventurer's sash, backpack, masterwork, bedroll, belt pouch, canteen, cold weather outfit, flint and steel, grappling arrow, grooming kit, wooden holy symbol (Cayden Cailean), mess kit, silk rope (50 ft.), thieves' tools, masterwork, trail rations (4), 67 gp, 7 sp
--------------------
TRACKED RESOURCES
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Alchemist's fire - 0/2
Alkali flask - 0/2
Cold Iron arrow, iron-tipped distance - 0/50
Oil of daylight - 0/1
Oil of magic weapon - 0/3
Potion of cure light wounds - 0/3
Potion of enlarge person - 0/1
Trail rations - 0/4
Wand of cure light wounds - 0/50
--------------------
Special Abilities
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Cold weather outfit +5 Fort save vs. cold weather.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy -2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Lorewarden/Urban Ranger

Lv. 1= Lorewarden Fighter(1)
Feats= Combat Reflexes, Steel Soul

Lv. 2= Urban Ranger(1)

Lv. 3= Urban Ranger(2)
Feats= Power Attack(CS),Blugeoner

Lv. 4= Urban Ranger(3)

Lv. 5= Lorewarden Fighter(2)
Feats= Combat Expertise(BF), Improved Trip

Lv. 6= Lorewarden Fighter(3)

Lv. 7= Lorewarden Fighter(4)
Feats= Felling Smash(BF), Greater Trip

Lv. 8= Lorewarden Fighter(5)

Lv. 9= Lorewarden Fighter(6)
Feats= ?????(BF), Weapon Specialization

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