trip fighter feats for PFS


Advice


Hi everyone

I'm a long time player, but this weekend I'll be playing my first PFS game. I decided to go with a trip build fighter (pole-arm archetype).

I pretty much got my feats plannedout up to lvl6, but just wanted to check if I'm missing something obvious.

1) combat reflexes, combat expertise (human), improved trip (fighter)
2) dodge(fighter)
3) weapon focus (guisarme)
4) mobility (fighter)
5) combat patrol
6) greater trip

I'm trying to get combat patrol and greater trip as soon as possible. Just seems fun to go around tripping everything and getting AOO's as a result. Downside is I have only 1 free feat untill lvl 7 (I took weapon focus for that one), all the others are prerequisites.

Are there any other feats better than weapon focus, or woth it to delay combat patrol and/or greater trip for one or more levels?

Grand Lodge

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Pathfinder Adventure Path Subscriber

Consider the lore warden, which boosts your CMD for maneuvers and gives you combat expertise as a free feat.

Scarab Sages

I'll second the Lore Warden. It makes qualifying for the feats easier, and it gives you more skills, which is important for PFS.

Grand Lodge

Pathfinder Adventure Path Subscriber

The bonus + reach makes other combat maneuvers viable without feats. Like sundar, and disarm.

Scarab Sages

Speaking of Sunder, the Lucerne Hammer is a great weapon for a reach fighter. You have a choice in damage types, a huge damage die, and +2 to sunder armor.

Dark Archive

I 3rd the Lore Warden for a polearm-master build

Also, instead of Combat Patrol, go for Whirlwind as long as you are taking the dodge-line.

And if your dex is high enough (like, 14 or greater) you'll want the feat that adds your dex to the trip too.


Thanks for the advice, guys.

I reread the lore warden (I had checked it when creating the character), and although the bonus to CMB and CMD is really nice, I don't really like having to give up medium and heavy armor. Also the pole-arm master archetype's bonus to AOO's seems more in line with what I envision.

@ Thalin: I have him on 15 DEX right now. Do you happen to know the name of that feat, or maybe the source to narrow down the search?


Bart Vervaet wrote:

I reread the lore warden (I had checked it when creating the character), and although the bonus to CMB and CMD is really nice, I don't really like having to give up medium and heavy armor. Also the pole-arm master archetype's bonus to AOO's seems more in line with what I envision.

Another option would be to multiclass to a Gendarme Cavalier. That would give you heavy armour, and you could take power attack as a bonus feat. Though I think the hit penalty from using power attack would apply to cmb too, but options are always good.

Bart Vervaet wrote:


@ Thalin: I have him on 15 DEX right now. Do you happen to know the name of that feat, or maybe the source to narrow down the search?

I believe he's refering to Fury's Fall


Personally, I'd drop the Combat Patrol plan. I suspect that after you move to attack the 1st enemy, you often won't have enough movement left to move to the 2nd enemy. I've never used it, so I could be wrong.

And I'd try to work Spear Dancer into the build somewhere, just because I like the idea of a fighter laying down debuffs.

Dark Archive

Also, taking from a player of a "trip build" character...

Few things are trippable after level 7ish. You want to branch into other maneuvers.

I also did the Polearm build; and heavy armor was largely unnecessary. You trip people before they get to you, that's the point of reach-weapon trip :). But be sure you do some good damage on the side; again, it gets frustrating at high levels with huge/flyer/incorps all ignoring your trip attacks.

Oh, also, if you don't mind being a "splasher", 1 level of Inquisitor of Gozreh (Growth special ability) and 1 level of Manuever Master monk (free extra attack) are recommended.

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