Ranged Combat Maneuver Build


Advice


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I'm preparing a thrown weapon user for an upcoming campaign, and while big damage numbers are always fun, I'd like to focus on spreading around special effects (party casters and Startoss Style) and ranged combat maneuvers (Ranged/Ace Disarm, Ranged/Ace Trip). This is about being able to hinder enemies as much as possible, and let the 2-handers and such dish out the real damage once they're down or disarmed.

Area of consideration, in no particular order:

Classes
Brawler - Full progression of Martial Flexibility, but fewer weapon options. Proficient in javelin, but that won't benefit from Close Weapon Mastery. Wooden stake or wushu dart get CWM benefits, but with very poor range. Needs to take Martial Focus in order to get Ricochet Toss (which synergizes with Ace Disarm). Fewer combat feats than..

Fighter (no archetype) - Feats, feats, and more feats. Weapon Training opens up Ricochet Toss and the Ace feats, and Trained Throw and Focused Weapon are attractive AWT options. Gets all martial weapons.

Fighter (Lore warden) - Best scaling bonuses I know of for all combat maneuvers.

Fighter (Martial Master) - Gets some of the Brawler's flexibility, making feat investment in Startoss/Vital/Targeting feat chains a little more merciful. It's a big slowdown though, compared to a pure Brawler. Can be combined with Lore Warden. Replaces Weapon Training, so Martial Focus will be required.

Feats
Ranged Disarm > Ace Disarm
Improved and Greater Disarm/Trip
Ranged Trip > Ace Trip
Trick Shooter (+2 on all Ranged Combat Maneuvers)
Startoss Style/Comet/Shower
Ricochet Toss
Deadly Aim and Quick Draw are prereqs for other feats

Thrown Weapons
Chakram - Martial, 30ft, d8 damage, need to wear heavy armor or deal with having to make Reflex saves when used for melee.
Javelin - Simple, 30ft, d6 damage, -4 penalty for melee
Atlatl - Martial, 50ft, d6 damage, see Kestros for other details
Kestros - Exotic (Martial for halflings, but increases the need for Focused Weapon) 50ft, d8 damage, like the Atlatl, negates the need for Ricochet Toss outside of Ace Disarm. Part of the Thrown weapon group, but uses ammo (possible exploits with Startoss Shower). Needs Rapid Reload for full attacks.

Combat Stamina is being given to Fighters (possibly all pure Martials) as a free feat.

Campaign will be running from 1st level with epic fantasy point buy. Personal preference is to not go with anything below an 8, after racial mods, for starting ability scores.

Any build advice is appreciated, and all Paizo material is allowed. Thank you!

P.S. Ranged Feint just makes me angry all over again that it's not a Combat Maneuver. :p


I'm going to suggest fighter because this will be a super feat intensive build.

One thing you should consider is the Starknive using Starry Grace (dex to damage with starknives). 20ft range is workable, and with AWT Weapon Focus you can get scaling damage dice with it.

You're going to want Point Blank Shot, Precise Shot, Improved Precise Shot, Point Blank Master or Close-Quarters Thrower.

Also, Startoss Style is only great for the extra damage or for having a chance to make extra attacks when you move. If you're focus is combat maneuvers and not damage I'm not sure you need it.


Warpriest with air blessing.
Unlimited range on your attacks and no range penalties, what is a problem with thrown weapons, higher damage, lots of feats and spells to give you versality.

Spells helping you greatly are divine favor, but later on especially channel vigor with +4 on ranged attacks, all that stacking.


Claxon wrote:
Starry Grace (dex to damage with starknives).

Never heard of that before and could not find it. Which book is it from?

Grand Lodge

Hayato Ken wrote:
Claxon wrote:
Starry Grace (dex to damage with starknives).
Never heard of that before and could not find it. Which book is it from?

Ultimate Intrigue.


Starry Grace is nifty, but I'm not building for damage, so taking that and weapon finesse are just more feats to worry about. My main priority is working towards Ace Trip and Disarm, and maximizing the effectiveness of each of those maneuvers.

Startoss is probably going to be left by the wayside, along with vital strike chain, but I'm just looking for something to do on turns when those Maneuvers aren't tactically viable.


Unless 3rd party material like Path of War is available, I personally would suggest against ranged combat maneuvers. You are going to be in nearly all ways worse at them than a melee character, since you only get to perform one a round. At a penalty.

Ace Trip is solid as a backup, but maybe consider applying other debilitations such as Shaken and Sickened? As I recall there are a few ways for that.


Nah, he needs Overwatch Style which allows him to make multiple readied actions to attack with, which I believe he should be able to substitute combat maneuvers for.


Claxon wrote:
Nah, he needs Overwatch Style which allows him to make multiple readied actions to attack with, which I believe he should be able to substitute combat maneuvers for.

GM might allow it, but per RAW Ranged Trip and Ranged Disarm are each full round actions.


Hmmm, hadn't read that (hadn't looked the feats over closely).

That's super shitty. I thought it just required it to be done as a standard action.


Claxon wrote:

Hmmm, hadn't read that (hadn't looked the feats over closely).

That's super s@+!ty. I thought it just required it to be done as a standard action.

I did too. Sadly, Ranged Trip/Disarm do not work with Overwatch because of the full round action needed, and you don't threaten without (Improved) Snapshot.

The only other ranged maneuver builds I am aware of also have the once-per-round issue:
Kineticist with Telekinetic Maneuvers (or related maneuver powers, which at least do damage)
A caster with Telekinesis (really the same thing, without the option of damage, but you are a full caster)

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