Armor spike build? Need advice


Advice


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I am looking to make an Armor Spike build.......

My first idea is a straight Brawler build, no archetype so far.. (but looking at winding path renegade)

Second is a Fighter with the Brawler archetype.........

And..... GO

The Exchange

I am working on something like this:

Rusty In Progress
Human (Ulfen) fighter 12
LN Medium humanoid (human)
Init +2; Senses Perception +12
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Defense
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AC 27, touch 16, flat-footed 24 (+11 armor, +1 deflection, +2 Dex, +1 dodge, +1 insight, +1 luck)
hp 124 (12d10+48)
Fort +14, Ref +9, Will +14 (+2 competence bonus on saves against fear, +5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
DR 3/—
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Offense
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Speed 40 ft.
Melee +1 bardiche +17/+12/+7 (1d10+7/19-20) or
+2 aberant-bane adamantine armor spikes +24/+19/+14 (1d6+14 plus 2d6 vs. Aberant)
Special Attacks weapon trainings (armed bravery, close +4)
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Statistics
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Str 18, Dex 14, Con 16, Int 14, Wis 11, Cha 7
Base Atk +12; CMB +16; CMD 32 (36 vs. disarm, 36 vs. sunder)
Feats Combat Expertise, Combat Reflexes, Combat Stamina, Dodge, Greater Weapon Focus (armor spikes), Greater Weapon Specialization (armor spikes), Lunge, Mobility, Outslug Sprint, Outslug Style, Outslug Weave, Spring Attack, Weapon Focus (armor spikes), Weapon Specialization (armor spikes), Whirlwind Attack
Traits threatening defender, vexing defender
Skills Acrobatics +17 (+21 to jump, +21 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Climb +18, Knowledge (dungeoneering) +17, Perception +12, Swim +18
Languages Abyssal, Common, Dwarven, Skald
SQ armor training 4, combat expertise, combat reflexes, dodge, greater weapon focus, greater weapon specialization, lunge, mobility, spring attack, weapon focus, weapon specialization, whirlwind attack
Combat Gear band of the stalwart warrior[UE], jingasa of the fortunate soldier[UE], potion of fly (2); Other Gear +2 armor spikes adamantine full plate, +1 bardiche[APG], dusty rose prism ioun stone, boots of striding and springing, cloak of resistance +3, gloves of dueling[APG], ring of protection +1, sash of the war champion[APG], swarmbane clasp[UE], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], soap, trail rations (5), waterskin, 81 gp, 9 sp
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Special Abilities
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Armed Bravery (+7/+14) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Combat Expertise -3/+4 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Greater Weapon Focus [Combat Trick] 2 stamina points to gain Greater Weapon Focus bonus on another weapon until next turn.
Greater Weapon Specialization [Combat Trick] 2 stamina points to gain Greater Weapon Specialization bonus with another weapon until next turn.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Lunge [Combat Trick] 2 stamina points to apply poison to a man. weapon as a swift action.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Outslug Sprint (Armor spikes) Outslug Style: move 5 additional feet during 5' step.
Outslug Style +2 (Any Close Weapon, Armor spikes) +1 dodge bonus to AC/dmg with chosen weapon.
Outslug Weave (Armor spikes) Outslug Style: no -2 AC penalty to use Lunge.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Spring Attack [Combat Trick] 5 stamina points to use Spring Attack as a standard action.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon.
Weapon Training (Close) +4 (Ex) +4 Attack, Damage, CMB, CMD with Close-in weapons
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
Whirlwind Attack [Combat Trick] 5 stamina points per extra attack to be able to use abilities that grant extra attacks.

Not 100% happy but using heavy armor is important to me. I wish i had the cash for +2 silver gauntlets and feats to share the weapon focus and spec.


Heres what i was looking for.

Straight up using armor spikes as main weapon.
Using Brawler class, i could increase the base weapon damage with close combat mastery at lvl 5, now wouldnt be effective till 8ish, where base die would increase to d8s. Damage from str, feats and such would be lower..... +2 from weapon spec, +whatever from str, and magical +s. AC would be questionable because of only lite armor.

Now with the fighter class with brawler acrhetype, my base damage die would stay d6, but the extra damage would be higher, class ability would go up to +7, +2 from weapon spec, +2 from greater weapon spec, +whaterver from str and magical effects. AC could be different with access to hvy armor.

Any other ideas? things that might help/change.....

What i would REALLY like to play is a Tetori Monk with armor spikes..... but thats another story.

The Exchange

A fighter can improve the damage dice with Focused training from the weapon masters handbook.

My build is mainly armor spikes, holding a reach weapon for AoO. A fighter can spend a ton of feats on doing better damage with armor spikes and still have room for others. You should take the outslug feats and aim for a 3rd thing. Maybe power attack, cornugon smash, and hurtful.


Well, you could take a turn towards buffing spells rather than relying on pure skill. Holy Ice Weapon makes you spikes which add 1/level cold damage for example. Hmmm...

Play a cleric with the crusader archetype, worship Gorum. Take the traits to reduce the cost of metamagic on Gorum's Armor.

1: Power Attack
Human: Improved Overrun
Crusader 1: MWP (armor spikes)
3: Dazing Spell
5: Spiked Destroyer
Crusader 5: Heavy armor prof.
7: Martial Focus
9: Greater Overrun
Crusader 10: Shield focus
11: Quicken Spell


Drop Martial Focus there, I was thinking of another tactic there which I didn't follow thru on. Maybe get Quillbreaker Defense instead, or Charge Through. Or if you get the War domain I guess you could keep MF and follow through that way.


Is the OP trying to make that crazy dwarf Pwent from the Drizzt series? IIRC Pwent seems to use his spiked armor as a weapon more than an actual handheld weapon.


If you're concerned with the damage dice of your armour spikes go Warpriest and put your free weapon focus in armour spikes. Bam, they are now a sacred weapon and end up being 2D8 Weapons eventually.

Edit. You also get access to magic and can swift cast things like Divine Favour or Divine Power for extra to hit and damage. Take Fates Favoured and that Divine Favour is eventually +4 to hit and damage.


First, no. This is not a remake of the dwarf.
Second, My main goal is to find the best way to play with a character that uses JUST armor spikes as a main weapon. I hadnt decided on a race yet, just the concept.

I like the warpriest idea, scaling weapon damage plus spells.
Looking thru the cleric idea, i not seeing much of what i was looking for.
These were both good suggestions, and exactly what i was looking for, pure advice.

Pls keep the ideas coming!!!!


Level range? Restrictions?


Well currently my group is playing Giantslayer, and we are 5th lvl. I looking at this as a backup char so he would be starting at at least 5th. No major restrictions as its a home game, except there is no doubling up on archetypes. ( as in cant take fighter with brawler archetype AND armormaster archetype)

Most everything mainstream pathfinder is allowed.


tetori monk with armor spikes

=

oread with flesh gems


Armor spikes are a sub-optimal selection for normal combat. While you can use them as weapons it isn't very impressive.

It might be better to focus on a grapple build because Armor Spikes just get added on top of the damage a grapple can do. Aiming for the PRC Living Monolith will let the grappler enlarge person for a few minutes a day.

Giant Hide armor would be a goal for mid to late game as huge opponents become more common. Actually if giants are a common opponent, it might be better to change focus due to actual giants having absurdly good CMD matched with their size.


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