
Sir Cowdog |

I'm about to play in a campaign where characters start at level 7. Stats are rolled instead of purchased, and this will mostly be a Strength-Based character. Here's the build I'm looking at right now:
Human Lore Warden(3)/Thug(4)
Level 1: [Lore Warden] Power Attack(base), Improved Trip(human), Intimidating Prowess(Bonus Fighter Feat)
Level 2: [Lore Warden] Hurtful(Bonus Fighter feat), Combat Expertise(Lore Warden bonus)
Level 3: [Thug] Combat Reflexes(Base), Sneak Attack 1d6
Level 4: [Thug] Weapon Focus(from Rogue Talent: Weapon Training), Evasion
Level 5: [Thug] Dazzling Display(Base)
Level 6: [Thug] Cornugon Smash(from Rogue Talent: Combat Trick), Uncanny Dodge, Sneak Attack 2d6
Level 7: [Lore Warden] Shatter Defenses
From here my level-up plan is:
Level 8: Lore Warden: Greater Trip(Bonus Fighter feat)
Level 9: Lore Warden: Felling Smash(Base)
After that I'm not really sure what direction to take the build. There are a few potential directions to go:
Dodge->Mobility->Combat Patrol/Spring Attack
Cleave->Cleaving Finish
Furious Focus->Dreadful Carnage
Weapon Specialization and Improved Crit
Lore Warden seems key to making this build work by giving Expertise for free and bumping up CMB rolls. The Thug levels synergize well with the feats for Intimidation. Sneak attack damage enhances an already powerful hit from a two-handed weapon and multiple ways to generate extra attacks. Various debuffs(Shaken, Sickened, Prone, Flat-Footed) add offensive versatility. On top of all that the build has MANY skillpoints to work with between rogue, Lore Warden, and human bonus points. Maxing intimidation is the only real requirement, so there's LOTS of flexibility here.
Targets outside of melee range can be addressed by carrying a bow. The good BaB and a moderate dex score should suffice for hitting things regularly, but none of the feats really support it. Targets that get inside the minimum range of the reach weapon can be addressed by tripping them using a gauntlet as a close weapon(clarification: Do you need access to heavy armor to equip a gauntlet as a weapon?)
There are a few main weaknesses that I see:
1)The will save on this character will be on the weak side, with neither class improving it, and no spare feats for Iron Will. Possible remedies include taking Iron Will at a late level, or picking up a trait to bolster it.
2)A relatively low armor class due to light armor and no shields. This build relies STRONGLY on pro-actively disabling and debuffing enemies before they can seriously harm it. Enemy archers and other ranged attackers could pose a serious threat, especially touch attacks. However, uncanny dodge should at least keep you from ever losing what AC you have.
3) Targets which are immune to fear, sneak attacks, or tripping. Oozes and incorporeal undead come to mind. Any target which is immune to any of those three primary methods will weaken the build, but not severely as long as the other avenues of attack still work.
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Overall it seems like a very powerful build, and I'm curious to actually see it in action. I'd like to know if I've messed up anything mechanically due to bad feat placement or not meeting requirements. I'd also be interesting in suggestions to make it stronger or more versatile.
On a side note:
Obviously if the GM allows it there's no problem, but I'd be curious to know what people's feelings are on using setting-specific feats or classes, like Cornugon Smash and Lore Warden, outside of the official Pathfinder setting/Golarion.
As for roleplaying aspects, I see this build as perfect for an evil alignment character who revels in the pain and suffering of his enemies. But a good or neutral-aligned hardcase would work also.

BadBird |

I've been looking at a similar Thug/martial kind of thing, though instead of Lore Warden and reach/tripping I was thinking Weaponmaster w/Nodachi for fast-track weapon training with a really lethal weapon.
The other side of my scheme involved Rogue Talent: Ki Pool. Starting stats would involve medium to high wisdom as well as strength - maybe even Dual Talent Human to really work up some good wisdom, since will save is always great anyhow. Between a good starting score and maybe a headband, Ki Pool would have several points from wisdom. Rogue Talent: Ninja Trick: Shadow Clone and Vanishing Trick now become usable. With Fighter picking up combat feats, Extra Ki feat grabs expand Ki to a point where Shadow Clone can be put up regularly, with enough left over for Vanishing Trick to make things interesting.
Naturally, call it the 'Shadow Warrior'.

Sir Cowdog |

Yeah, invis is something I need to get ahold of.
Popping out of Invis/Stealth for a sneak attack using Power Attack for the free intimidate roll from Cornugon Smash. If it succeeds you can then choose to use your swift action that round for another attack via Hurtful.
OR, depending on your interpretation of the wording of Felling Smash(do you have to declare Felling smash before the attack, or is it simply an option AFTER you hit with an attack using your highest base?), you could instead choose to use your swift action on a trip attempt...which, if successful, would provoke an attack using Greater Trip(which leads to another free intimidate?).
On top of that you could convert one of your sneak attack dice into a sickened effect.
It's kind of disgusting. If you manage to succeed at all your rolls, the target is now prone, sickened, shaken, and doesn't get their dex against you until the end of your next turn thanks to Shatter Defenses. If they try to stand up it provokes another attack which can be used for another trip attempt....which leads to another free attack from you...with all that entails.
And barring special teleport or quick-standing abilities, even if they manage to get back up they only have a standard action to work with.
A vicious...vicious cycle.

Sir Cowdog |

Just discovered the traits "Bred for War" and "Memorable", making this build even stronger.
I also realized I took improved trip at first level before gaining Combat Expertise from Lore Warden. That's easily fixed by swapping around some of order that levels and feats are taken, however.
I wonder if there's anything else I can stack for CMB and Intimidate rolls? I've seen the Enforcer and Bludgeoner combo, but the non-lethal nature of it seems extremely situational on top of the limitations Intimidate already faces. And I guess you also can't trip someone who's already prone, even if they're attempting to stand up?