
Dragonslayer0429 |

I am trying to find a different way to play classes instead of the typical big weapon or sword and shield. I have thought of stuff like unarmed strike with multiclassing rogue/monk, and using a fighter with a trip and/or disarm ability. What are some good suggestions for characters like this or any other ideas people may have. I am looking to expand how I can play characters.

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If you described a concept for a character you had, we'd be able to theorycraft you some viable ideas. As stated, your question is broader than the horizon. You can make a character that does almost anything now, you just have to plan for it. I know of characters that jump charge in cases of difficult terrain, flying cavaliers, archery tanks, charge up walls/squeezing, healers that arent divine, sunder or trip masters, etc.

Dragonslayer0429 |

If you described a concept for a character you had, we'd be able to theorycraft you some viable ideas. As stated, your question is broader than the horizon. You can make a character that does almost anything now, you just have to plan for it. I know of characters that jump charge in cases of difficult terrain, flying cavaliers, archery tanks, charge up walls/squeezing, healers that arent divine, sunder or trip masters, etc.
I really don't have a concept in mind. I had one idea of using sneak attack with flurry of blows in hopes to do lots of damage if I hit. I also was thinking of fighter with disarm/trip to help provoke opportunity attacks a lot, maybe having reach weapon as well. I am just not having good luck coming up with a concept I am happy with playing. Looking to make one character for Reign of Winter adventure path coming up.

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We really need more details, as the others have mentioned nearly everything is somehow possible.
Sneak attacking grappler - check
Strangling people with your hair - check
Hitting people with mithral waffle irons - check
Killing this with a spoon - check (see magus class for details)
Shoot arrows to hit touch AC - check (and damn good)
Hexing people with unarmed strikes - check
non-lawful monk without supernatural stuff - check
--
You could always try just to break the RP mold, like playing a two weapon fighting, lightly armored paladin (who isn't a party pooper - I suggest Shelyn ^^).

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For the Disarm/Trip Fighter, take a look at the Lore Warden archetype. CMB/CMD bonuses and INT skills added in. A Greater Trip build can do more damage through allies than itself. You could alternatively go Brawler for Martial Flexibility and swap to the feat you need at the time.
For the sneak attacking monk/rogue, I'll post a build later. I've looked into it before, and it's a balance of when you get SA or another flurry.

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If it is for an adventure path, the PFS board might not be the best play to ask.
That said, sneak attack is a trap option, but if you want to have fun with shuriken:
Shuriken lover
Half-elf brawler 2/warpriest of Irori 1 (Pathfinder RPG Advanced Class Guide 23, 60, Pathfinder RPG Ultimate Combat 59)
LN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 26 (3 HD; 1d8+2d10+6)
Fort +7, Ref +5, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee gauntlet (from armor) +7 (1d3+5) or
. . gauntlet (from armor) flurry of blows +5/+5 (1d3+5) or
. . unarmed strike +7 (1d6+5) or
. . unarmed strike flurry of blows +5/+5 (1d6+5)
Ranged or
. . shuriken flurry of blows +4/+4 (1d6+5) or
. . shuriken +6 (1d6+5)
Special Attacks blessings 3/day, brawler's flurry, martial flexibility 4/day, sacred weapon (1d6, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—divine favor, magic weapon
. . 0 (at will)—detect magic, light, mending
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +8; CMD 17
Feats Deadly Aim, Improved Unarmed Strike, Point-blank Shot, Precise Shot, Weapon Focus (shuriken)
Traits armor expert, fate's favored
Skills Perception +4; Racial Modifiers +2 Perception
Languages Common, Elven
SQ blessings (rune: blast rune, spell-storing weapon, strength: stength of will, strength surge), brawler's cunning, elf blood, martial training
Other Gear four-mirror, shuriken (5), 104 gp
--------------------
Tracked Resources
--------------------
Blessings (3/day) (Su) - 0/3
Martial Flexibility (move action, 4/day) (Ex) - 0/4
Sacred Weapon (1 rounds/day) (Su) - 0/1
Shuriken - 0/5
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Brawler's Flurry +0/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fate's Favored Increase luck bonuses by 1.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
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Dragonslayer0429 |

We really need more details, as the others have mentioned nearly everything is somehow possible.
Sneak attacking grappler - check
Strangling people with your hair - check
Hitting people with mithral waffle irons - check
Killing this with a spoon - check (see magus class for details)
Shoot arrows to hit touch AC - check (and damn good)
Hexing people with unarmed strikes - check
non-lawful monk without supernatural stuff - check--
You could always try just to break the RP mold, like playing a two weapon fighting, lightly armored paladin (who isn't a party pooper - I suggest Shelyn ^^).
I am intrigued at learning more about those different builds you listed above.

Scott Wilhelm |
I have just the thing.
Best Unarmed Strike Build Ever
With this build, after level 6, I develop Grappling with Grab and Constrict. But another option is to develop Dirty Tricks and take levels in a class with Sneak Attack, like Rogue, Ninja, Vivisectionist Alchemist, or Snakebite Striker Brawler. Then maybe take some feats like Sap Adept, and you are in business.
Instead of Taking Improved Grapple, take Combat Expertise. For PFS martial characters, I usually go for an Intelligence of 12, so some tweaking is necessary there. Then take Improved, then Quick, then Greater dirty trick, and you will lock in your Sneak Attack Damage by making your opponents Blind.

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I really don't have a concept in mind. I had one idea of using sneak attack with flurry of blows in hopes to do lots of damage if I hit
If you ever hit at all. A monk/rogue hybrid trying to do sneak attack flurry of blows. Hitting will be the hardest part of your build.
Try going with a build that is strong from the get go. I see a lot of people with builds that don't get strong till level 5+.
I am enjoying my whip Kensai magus currently. Trips/Disarms/steals w/true strike and Debuffing enemies. As I level I will get stronger at both as well as my damage going up. And I have felt strong from the start. If you want to try and trip/disarm build and not be a fighter I suggest giving it a shot.

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Sebastian Hirsch wrote:I am intrigued at learning more about those different builds you listed above.We really need more details, as the others have mentioned nearly everything is somehow possible.
Sneak attacking grappler - check
Strangling people with your hair - check
Hitting people with mithral waffle irons - check
Killing this with a spoon - check (see magus class for details)
Shoot arrows to hit touch AC - check (and damn good)
Hexing people with unarmed strikes - check
non-lawful monk without supernatural stuff - check--
You could always try just to break the RP mold, like playing a two weapon fighting, lightly armored paladin (who isn't a party pooper - I suggest Shelyn ^^).
In order Brawler with the two archetypes that mention sneak attack in the ACG.
White haired witch witch archetype 1-2 levels then add something like magus. STR Ranger has it in his hexcrafter magus guide.
Pretty much just a high strength character with the catch off guard feat and a mithral waffle iron for style reasons (and overcomming DR) works rather well with a magus and arcane pool, to make it a +1 flaming mithral waffe iron. However there are other classes and archetypes out there that work well with improvised weapons.
Just be a magus and use your arcane pool the enhance pretty much everything that can be used as a weapon, killing the bbeg with a +1 flaming wodden duck is just gravy.
ACG has a ranger archetype that has panache, and allows the user to make single arrow attacks against touch AC for a point of panache, and it can refill the panache pool with ranged attacks. It is pretty cool and great for vital strike using archers. Also a wand of gravity bow.
There is a feat that allows characters with the hex class features to use a hex as a swift action following a hit with an unarmed strike.
Martial Artist monk archetype removes ki pool and a couple of other things.

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For a patient rogue/monk:
Crushing Blow: You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target’s AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow.
I would recommend with sensei archetype for Wis to attack and also a higher stunning fist DC.
The crushing blow is not a guarantee, but once you hit and it fails, flurry away.