Character Advice PFS Double Check this build please


Advice


So I wanted to make a character that was a professional Chef who needed the society to help him gain money for his resturant / Full set of Mithral cooking equipment the Waffle iron in UE is non stick and likely non scratch so a full set would be amazing as a professional Cook. So I started wanting to Min/Max ended up with less profession cook and more of an actual character that has some fun interactions. So long as everything works the way they seem.

If anyone sees anything that totally illegal please let me know so i can work on more revisions.

Chef Sappy
Human: Favored Class: Slayer
Stats 10/18/12/13/10/14 base
Traits:
Rough and Ready +1 trait to hit with Kitchen Utencils Not considered Improvised Weapons, Humble Beginings (Frying Pan) : Gives Catch off guard when using my Frying pan.

Human Feat Combat Expertise,

L1 Unchained Rogue.1 (Swashbuckler) Feat: Improved Disarm, 1d6 SA

L2 Unchained Rogue.2 Rogue Talent : Combat Trick: Sap adept

L3 Unchained Rogue.3 Finesse Training(Sap), Feat: Solo Manuvers,
2d6sa

L4 Slayer1 1 Stat point +1 Dex

L5 Slayer2 2 Slayer Talent: Ranger Combat Style: Two Weapon Fighting
Feat: Break Guard

L6 Slayer3 3d6 SA

L7 Slayer4 Slayer Talent: Rogue Talent: Combat Trick : Sap Master,
Feat : Greater Disarm

L8 Slayer5 +1 Dex

L9 Slayer6 4d6 Feat: Betraying Blow Slayer Talent: Ranger Fighting style: Improved Two weapon fighting, Slayer talent 1/6 Human: Powerful Sneak

L10 Unchained Rogue 4 Rogue Talent: Ninja Trick: Redirect Force

Important Occurances and interesting stuff

Level 1 Acquiring a Wand of Refine Improvised Weapon. Meat Hook acts like a Masterwork Hook Hand and Frying pan acts as a Masterwork Sap

Level 3 Highlights Avg damage 16.5 non lethal with the Frying pan Vs. an unarmed foe

Level 5 Highlights We get a free attack as a swift action vs anyone we disarm!

level 6 highlights +12 to disarm, Sap +8 to hit 4d6+7x2 avg 42 when disarming or 21 when already disarmed / flanking

Level 7 highlights CMB 15 to disarm Frying pan attacks at +9+9+4 1d6+4+6d6+6 non lethal per hit AVG single hit is 34.5 If everything hits 103.5 non lethal per round to anyone I can disarm

Level 9 highlinghts *Depending on Sense motive of opponent. Two disarm attempts at +17/12 CMB, Frying pan attacks are 12/12/7 vs Flat footed AC, 1d6+5+8d6+8+9(9 Max from Betraying Blow) 53.5 per hit = 170 average damage Non lethal with all three Frying pan hits. You have to get a disarm on one of the two attempts to get the damage to that level

Anything after Ninth level is all theory craft And this character is currently 100% naked other than a Meathook and a Frying pan, +5 to bluff and a +4 cha item for all of the calculations.

So It looks like I am going to be using Chef Sappy for this weekends PFS content at level 1 where he will mostly be a skill monkey and use disarm to trigger his sap happy playstyle


Instead of Rough and Ready for a +1, there's Surprise Weapon for a +2.


But then it still counts as improvised, so it's 3 below Rough and Ready.


Kaboogy wrote:
But then it still counts as improvised, so it's 3 below Rough and Ready.

Except Catch Off Guard, gained by the Humble Beginnings trait, removes that penalty, at least for the frying pan, and thus surprise weapon is better. For other kitchen implements, I recommend just taking the feat instead of humble beginnings, but if you want to specialize in the pan the trait is ok.

There's a rogue archetype (makeshift scrapper) in one of the soft cover splats, melee tactics toolbox maybe? It lets you make your skillet magic for when you need it for penning DR/hitting incorporeal without having to argue the grey area of improvised weapons in general. Might be worth looking at. I know you're set up as a slayer, but the archetype patches the incorporeal targets issue very neatly.


Ryzoken wrote:
Kaboogy wrote:
But then it still counts as improvised, so it's 3 below Rough and Ready.

Except Catch Off Guard, gained by the Humble Beginnings trait, removes that penalty, at least for the frying pan, and thus surprise weapon is better. For other kitchen implements, I recommend just taking the feat instead of humble beginnings, but if you want to specialize in the pan the trait is ok.

There's a rogue archetype (makeshift scrapper) in one of the soft cover splats, melee tactics toolbox maybe? It lets you make your skillet magic for when you need it for penning DR/hitting incorporeal without having to argue the grey area of improvised weapons in general. Might be worth looking at. I know you're set up as a slayer, but the archetype patches the incorporeal targets issue very neatly.

A wand of Magic Weapon is on the Short list of items for the character. I think lots of wands are going to be great choices. They are going to end up being his bread and butter so to speak letting me get a bit more distance out of the frying pan than one would normally.

He also uses a meat hook and not just the pan so the negative from imp weapon on the disarm weapon would make it work less efficiently. I took Swashbuckler to allow me to take Combat Trick a second time because of the heavy feat requirement to get everything online So trapfinding and trap sense are both swapped out. So I cant be both. It was looked at first as an option but the extra feat makes everything online faster. And being able to just use a wand to get everything online


This plan seems to have a lot of potential issues.

The decision as to what sort of weapon your utensils turn into with Refine Improvised Weapons is for the GM not the player.

Once you have used Refine Improvised Weapon you are no longer using kitchen utensils or improvised weapons. The spell transforms them into actual masterwork weapons. They may look the same but they are no longer improvised weapons. This means catch off guard and rough and ready wont work with them.

Relying on disarm as your main approach is going to leave you very sad when you fight non humanoid enemies. Which is a lot of time.

Relying on non lethal damage is going to leave you stuffed when fighting undead and constructs which comes up a lot.

I would expect a lot of table variation and you will need to make sure you have all your sources available and have some time to explain to your GM just what it is you are trying to do.


Is Solo Maneuvers a prerequisite for something? Cause it's pretty bad if not in that it forces you to into a dangerous tactical situation for minuscule gain. That it is also blocking a strictly better archetype for you is particularly damning as well.

Is it not fairly well established that, barring crazy optimization in a single maneuver bonus, focusing on combat maneuvers is asking for trouble later on? Don't get me wrong, a well timed maneuver has been clutch a few times in my fairly short PFS career, but I see CMD scale so quickly compared to CMB as you level and that your chosen maneuver may only be useable half of the time give or take? You're investing a lot in something with a high rate of failure and a low rate of applicability.

Reconsider Makeshift Scrapper. It sidesteps the refine weapon issue and fits pretty well into your build barring its clashing with Swashbuckler.

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