PFS – Heavy Flail Wielder (possible spoilers)


Advice


I will try to avoid any spoilers, but I'm certain a few of you know what I'm aiming at. IF you feel the need to discuss anything specific to the situation, please remember to put it in a spoiler!

I want to craft a character who will focus on using a heavy flail. Character would be played beyond level 11. PC must be LN (or maybe LG). That alignment seems appropriate for an Oread or Dwarf, but that isn't set. Since the heavy flail has both the disarm and trip properties, it seems like I should have at least the improved feats for those. Plus some things to increase effectiveness when the foe can't be tripped or disarmed.

My first thought was a war priest and his sacred weapon. However, none of the allowed deities have heavy flail and a compatible alignment. The closest is Anubis with a light flail. That might be close enough to the image since the sacred weapon isn't required to be the same as the deity's preferred weapon. When I started building I realized the choice of weapon is rather minor. Most of the build and play centers around the blessings, swift action buffs, class abilities, and spells pretty much independently of the weapon wielded. I was wanting the focus to be the heavy flail.

Also under consideration is a Titan Mauler to use the heavy flail one-handed (Jotun Grip) allowing the use of a heavy shield at the same time. { For what ever reason =0 }

But if I really want to focus on the heavy flail and doing anything possible with it, it seems like I would have to go with a weapon master fighter for all the bonus feats. If I do make a fighter, I simply can't do a boring meat puppet that dumps all the mental stats possible and just swings his weapon. Lorewarden for a bunch of skill ranks, eldritch heritage line for some unexpected powers, familiar bond line for a scout/assistant, nature bond line for an animal companion, etc… something like that to make it interesting and fun to play for a long time.

Here is a rough quick weapon master build, but not sure I really like it yet.

Hvy Flail Master:

Male oread fighter (weapon master) 11 (Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Bestiary 2 205)
LN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
hp 96 (11d10+26)
Fort +9, Ref +5, Will +7; +3 bonus vs. effects targetting a Heavy flail held by you
Resist acid 5
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee +1 heavy flail +20/+15/+10 (1d10+12/17-20)
Special Attacks reliable strike, weapon training
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Statistics
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Str 19, Dex 14, Con 14, Int 14, Wis 14, Cha 5
Base Atk +11; CMB +15 (+17 disarm, +17 trip); CMD 27 (34 vs. bull rush, 32 vs. disarm, 34 vs. drag, 30 vs. sunder, 29 vs. trip)
Feats Combat Expertise, Disarming Strike[APG], Familiar Bond, Improved Critical (heavy flail), Improved Disarm, Improved Familiar, Improved Trip, Iron Will, Power Attack, Pushing Assault[APG], Weapon Focus (heavy flail), Weapon Specialization (heavy flail)
Traits armor expert, observant
Skills Acrobatics +0 (-8 to jump), Climb +10, Handle Animal +1, Intimidate +1, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Linguistics +4, Perception +17, Ride +5, Survival +10, Swim +6
Languages Azlanti, Common, Cyclops, Dwarven, Terran, Undercommon
SQ crystalline form, treacherous earth, weapon guard
Other Gear +1 mithral full plate, +1 heavy flail, 150 pp, 150 gp
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Special Abilities
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Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white only).
Disarming Strike Critical hit's confirmation roll is a Disarm maneuver check.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pushing Assault If you are wielding a weapon in two hands, push the target 5' back instead of dealing power attack damage.
Reliable Strike: Heavy flail (2/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Treacherous Earth (11 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Weapon Guard +3: Heavy flail (Ex) +3 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +3: Heavy flail (Ex) +3 to hit and damage with your chosen weapon.

Looking for ideas with the pros/cons to help me plan. This isn't a rush. So I have plenty of time to come up with something I can enjoy.

Sovereign Court

Greater Trip is far too good to pass up. I like combining with Greater Feint, but that's a very different build.


Focusing on being very good at one maneuver might make more sense than trying to do both.

A Warpriest treats any weapon that they have Weapon Focus in as a Sacred Weapon, and they get free Weapon Focus with any weapon they wish. Human Warpriests also get a ridiculous amount of feats.

One very strong multiclass combo is Warpriest 4/ Weapon Master X. Four levels of Warpriest plus the Fate's Favored and Magical Knack traits gets you a swift-action +3 Divine Favor (CL6 with Magical Knack, +1 with Fate's Favored), and it only drops 1 point of BAB. By level 7, Weapon Master has granted Weapon Training.

A more unique option would be to go Warsighted Oracle of Battle with the Maneuver Mastery Revelation, possibly with a Barbarian dip for extra power. With Warsighted granting on-demand feats, Battle Mystery granting Enlarge Person and BAB=level with Maneuver Mastery, and Oracle spells granting Divine Favor, it can make a very dangerous trip artist. If you take some Barbarian, Fast Movement and the Lame curse cancel each other out, leaving you with immunity to fatigue; take some Extra Rage, and you have a character who can rage cycle at will. Use Savage Technologist Barbarian, take Fury's Fall, and use a Furious Heavy Flail, and turning on Rage will grant a +6 to CMB...


Recently I seem to have been playing a lot of oracles. They are a nice class. But I don't think I want another right now (though that could change by the time I actually get to running this PC).

I think I will give a closer look at the Warpriest 4 / Weapon Master X concept though. Sounds intriguing. I will think on that and post a possibility in a couple of days.

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