Intelligence Heavy Martial


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JonGarrett wrote:

Yes, the Stamina system with Kirin Strike seems like a true bonus to this build. So far, here's roughly what I'm thinking;

Human.

1 - Slayer - Artful Dodge, Two Weapon Fighting.
2 - Slayer - Ranger Combat Style - Double Slice
3 - Master of Many Styles - Kirin Style - Combat Stamina
4 - Master of Many Style - Kirin Strike.
5 - Slayer - ?
6 - Student of War
7 - Student of War - Improved Two Weapon Fighting

So by level 7 I'd be adding Intelligence to Damage on top of strength, using it for AC and having enough skill points to make the average Rogue sit down and cry. I was even thinking or using the feat at level 5 for Extra Slayer Talent - Trapfinding to really be mean.

Any other suggestions?

I would like to see the actual build of this if you end up making it.


Pathfinder Lost Omens Subscriber

after 6th level you should retrain a level of MoMSs, after 9th level retrain the last level, possible also go for fighter levels so you're not down feats, I'd make it maybe 3 levels of fighter(for armor training, +1 to AC from int) 2 slayer then rest as student of war.

actually 2 levels of ranger for favored enemy for +2 to knowledge on enemy might be good. (I mean 2-3 levels of slayer doesn't really give you anything int related anyway, you;d rely on sneak attacks to apply your studied combat)


Pathfinder Lost Omens Subscriber

so i just realized, 2 levels of student of war, then maybe rest slayer, can actually use kirin path to set up flanks for sneak attack...


Lore Warden + Student of War + VMC Magus

If you go the basic LW 10/ SoW 10 route, then you get 15 feats, 5 from leveling up, 6 from 10 fighter levels, 3 from 10 (really 8) SoW levels, and 1 Combat Expertise from Lore Warden.

Pick up Kirin Strike and Combat Stamina with your bonus feats. To actually abuse your AC, include Crane Style, which you can qualify for with INT using Artful Dodger. This also allows you to take Combat Style Master, which you desperately need.

Spend a full round to identify your opponent:
Free Action: Enter Kirin Style
Swift Action: Identify oppponent with Kirin Style
Move Action: Use SoW's Know Thy Enemy
Standard Action: Use LW's Know Thy Enemy

Altogether, that gives you:

+2 competence bonus on attack and damage rolls (LW - KTE)
+3 Insight bonus on attack and damage rolls (SoW - KTE)
+INT bonus on attack and damage rolls (Stamina - Kirin Strike)

If you can beat the knowledge check by 10, then you can even ignore all damage reduction as well as any immunity your opponent has to critical hits or sneak attack. Don't forget, you still have Weapon Training for a +2 to attack and damage (+2 more with Gloves of Dueling)

For more fun, you can get useful Magus abilities, such as the ability to enchant your weapon (very useful if you are TWF-ing, and with these bonuses I don't know why you wouldn't be) as well as the ability to add your INT bonus to your attack rolls (-3 though, since it is insight) or better yet, as a shield bonus (which stacks with the INT-to-AC you get from SoW). You can even get the ability to Reflect spells aimed at you as an immediate action, which is always a nice thing to have in your back pocket.

Take the trait "Pragmatic Activator" and use the gold you otherwise would have wasted on enchanting weapons for scrolls, wands and other magic items you can UMD, because why the heck not?

If you wanted to focus more on Combat Maneuvers, then you can abandon the Magus VMC in favor of the Wizard one. Take "Knowledge is Power" for your Arcane Discovery and add your INT to your CMB and your CMD. If you're lucky, it should stack with the bonus from Kirin Strike!


I am very happy with a build I put together from my ideas and suggestions in this thread. It has short cuts such as taking MOMS etc but since I built it for an NPC encounter it's as follows:

Very mobile, takes a round to set up, but he'll have visual for at least 2 in the scenario.

Fighter Lore Warden 7, VMC witch, prehensile hair hex
Duelist 3

Feats: IUS, Kirin Style, Kirin Strike, Weapon Focus, weapon spec (hair), lunge, dodge, mobility, (cjoices: springattack/combat reflexes, combatbstyle master, whirlwind attack)

Stamina: lunge no ac penalty, increasedodge, kirin strike

Normal Ac: armour, +dex, +3 int, + dodge
Ac when moving: +8
To hit: Int +2 lore warden, +2 +wep training +wep focus
Damage: Int (primary natural weapon...plus 1/2?), +int kirin, +int kirin swift, +wepspecc, +weptraining, +3precise strike

Caveat: interaction between precise strike and primary nstural weapon. Can be substitutes with Magus Kensai (frostbite) for similar effects. Apart from Kirin stuff , feats are not too important.

Long reach (15), many AoO. It just works fine, about +20 damage per attack and 20/15+ to hit.


Kaouse wrote:

+INT bonus on attack and damage rolls (Stamina - Kirin Strike)

Sadly even with the Stamina system Kirin Strike does not supply a bonus to attack, only damage.

In any case here's a pseudo-effective build that works with Kirin Strike and Crane Style, utilizing a Free-Hand Fighter/MoMS+MotIM Monk into Duelist.

I'm sure it can be improved:

Str: 10
Dex: 18
Con: 14
Int: 14
Wis: 10
Cha: 10

F1/Level 1: Combat Stamina, Weapon Focus: Scimitar, Weapon Finesse, Dodge
M1/Level 2: Kirin Style, Improved Unarmed Strike
F2/Level 3: Deverish Dance, Crane Style
M2/Level 4: Kirin Strike, Toughness
F3/Level 5: Mobility
F4/Level 6: Weapon Specialization: Scimitar
F5/Level 7: Combat Style Master
D1/Level 8:
F6/Level 9: Crane Wing, Crane Riposte
D2/Level 10:
D3/Level 11: Step-Up
D4/Level 12: Combat Reflexes

The build comes together at Level 7 but remains defensive enough with the monks higher saves and great AC right from level 1.

Round order goes as follows:

Pre-Combat:
i) Either Kirin or Crane Style up with Combat Style Master.
Round 1:
i) Fuse Style/Combat Style Master to activate Crane/Kirin Style as a Free Action
ii) Swift Action to use Kirin Style, gain +Int to damage with Kirin Strike
iii) Move and Attack or Charge
Round 2:
i) Swift Action to gain Kirin Strike +Int x2 to damage
ii) Full Attack/Charge/Move and Attack

This build let's you effectively concentrate near-entirely upon Dex/Int as both Dex/Int add to your AC and Damage. Of course without Power Attack/Pirahna Strike your damage does suffer a tad, but you remain damn accurate and damn defended.


Pathfinder Lost Omens Subscriber

so i'm not going to put stats together, but...
str > int > con > wisdom > charisma > dex

4 levels of lore warden, 1 level of moms, and 2 of student of war

human

feats -
medium armor prof(or improved initiative depending on your tastes/combat stanima), artful dodge, twf
power attack
mobility
step up
kirin style(moms feat, retrained to strike)
-blank level
following step, kirin style

can't get combat reflexes sadly, well... not to any benefit.

edit: bah forgot combat stamina because i get it for free in my group...


Why is Charisma higher than DEX? Are you using Noble Scion and planning to abuse old age or something?


Pathfinder Lost Omens Subscriber
Kaouse wrote:
Why is Charisma higher than DEX? Are you using Noble Scion and planning to abuse old age or something?

you could, though i'd go with improved initiative, charisma would be either 10 or 7.

maybe just count them as =, idk.

(I don't actually care if i go first generally, because i want the enemy to come to my party, not the other way around, and we set up ambushes pretty often, allowing for readied actions and what not)

The Exchange

Someone said that there's no way to get more AoO based off of Intelligence.
Here's two:
Kensai Magus (high-level though)
Line In the Sand


Covert Operator wrote:

Someone said that there's no way to get more AoO based off of Intelligence.

Here's two:
Kensai Magus (high-level though)
Line In the Sand

I use that on my Hexcrafter (str-int), it is fantastic, though I wish it was 10ft. As it is, it requires a lot of coordination with your team.

Liberty's Edge

So this feat Artful Dodge states:

d20pfsrd wrote:

You are practiced at avoiding attacks when outnumbered.

Prerequisite(s): Int 13.

Benefit: If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.

Special: The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge.

You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite.

Artful Dodge

It seems to me that the second effect of the 'special' feature of the feat either enables a character to qualify for prerequisite Dexterity Feats with Intelligence as a substitute for dexterity or allows the feats that work of Dexterity scores to instead work of the Intelligence stat.

If the latter, I'm sooo gonna build a Wizard, Slayer or Magus with weapon finesse and Dervish Dance! Aim and Damage from Intelligent attacks :p

Btw, Is the feat third party material?

Grand Lodge

It will not change how other feats function.

It only alters the prerequisites required.

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