Ideas for Ty lee (melee debuffer) build


Advice


It's been a while (or possibly hasn't happened) that someone posted ideas to build Ty Lee from Avatar. For those not in the know, she was an acrobat that could shut off people's bending or paralyze them by hitting pressure points.

A vanilla monk could arguably fit the bill for this build, but with a million options in pathfinder now, I'm curious what you folks could come up with. Shutting off magic or paralyzing people not required. But it would be nice to be able to do some form of melee debuff by level 3 or so and be fun throughout the rest of the build, not just a one-trick pony.

Variant multiclassing, stamina, and all normal rules are all on the table.


I have an obnoxious debuffer right now, but doesn't fit your mold.

He's a Viking Fighter 2/Sanctified Slayer Inquisitor 6 right now.

He can move action Demoralize from Viking. Also has Hurtful to allow the attack after a successful Demoralization.

He has a Cruel +1 Bardiche.

He knows the spell Inflict Pain.

So, in one round, he can:

1. Move Action Intimidate, inflicting Shaken effect.
2. Immediate Action Attack, inflicting Sickened effect.
3. 5' step out of threatened range.
4. Standard Action cast Inflict Pain (opponent at -4 to save).

The debuffs are as follows

-8 Attack Rolls
-2 Damage Rolls
-4 Saving Throws
-8 Skill Checks
-8 Ability Checks

The effects last for at least one round. (The Intimidate skill is huge, so the Shaken usually lasts for several rounds. Cruel Weapon effect lasts for one round, but can extend if you hit them next round while still under the fear or pain effect. Inflict Pain lasts one round on a successful save, longer if failed.)

If you want debuffing at a lower level. This character could Move Action Demoralize or use Hurtful at third character level. Cruelty on a weapon is too expensive for that level, and Inflict Pain is a 2nd level Inquisitor spell.

Grand Lodge

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Steelblooded Abyssal Bloodrager 1 / Maneuver Master Monk 6 (also 4 winds because why not) / Lore Warden Fighter 3 / Monk X

1) Extra Rage
2 monk bonus) Improved Dirty Trick
2 free monk) Improved Unarmed Strike and Elemental Fist
3 monk bonus) Improved Maneuver (I took Grapple because even though I don't focus on grapple at all, Maneuver Defense (class ability) causes it to provoke when used against me, and it's the most common NPC maneuver because of natural attacks with Grab)
3) Dirty Fighting (increase the flank bonus from +2 to +4 for maneuvers I'm trained in)
5) Improved Disarm (because most NPCs don't have more than one weapon and it's a ton of fun to just rip weapons out of their hands and either throw them over your shoulder (free action drop held item in adjacent square) or just beat them with their own weapon).
7 Monk Bonus) Greater Dirty Trick - can lock down most opponents now on any roll except a natural one. It now takes a standard action to remove the dirty trick condition.
7) Two-Weapon Fighting
8 fighter bonus) Kitsune Style (mostly just a prereq)
9 fighter bonus) Kitsune Tricks (still mostly just a prereq)
9) Kitsune Vengeance (Now whenever something provokes, you can blind them in return)

Dirty Fighting can be swapped out with something else once you take Lore Warden 2 (assuming you still have 13 int).

So this gives you claw/claw/maneuver. Because of Maneuver Master, the maneuver can be any maneuver. Normally Dirty Trick is its own standard action, but you can start off your full attack with Dirty Trick to blind, then follow it up with your two claw attacks, which can be swapped out with any maneuver that replaces an attack (namely disarm/trip/sunder). At lvl 7 you'll be doing kick/kick/claw/claw/dirty trick.

Dirty Trick Master is amazing (not allowed for PFS, but you're obviously not PFS). This feat works best a Maneuver Master monk of at least lvl 8 (so you can do two dirty tricks in one round) or a Bounty Hunter Slayer as they can swap out their sneak attack damage for free Dirty Trick Maneuvers. However, a monk is not going to be able to take DTM until lvl 15 because of the BaB requirement and their bonus feats don't qualify for this feat whereas the slayer can take it right at lvl 11.

Basically the goal with the three attacks is to blind them, then rip the weapon out of their blinded-CMD hands, then to trip them--no Improved Trip, but at this point they're either blind or don't have a weapon (or more than likely both) so even though you provoke from them, they can't attack anyways. At level 7 when you have Greater Dirty Trick, they now have to spend a standard action to unblind their self. So they either can't use ranged attacks, take a 50% miss chance in melee if they can even target the right square, or waste their standard action (and thus their turn) to fix their condition.

Being a bloodrager gives you a bonus to CMB (from rage) and the steelblooded archetype gives you a +1 on top of that just from the archetype. And you can get a furious Amulet of Mighty Fists for 4k as your first weapon to give you an extra +2 on top of that.

So when you rage you get +5, if flanking +4 more (assuming it's one of the improved maneuvers you have), +2 more for improved, swift action every round to add your wisdom, plus your hit dice as your BaB because monk. So you're looking at 11 + wis + str + BaB which is going to hit most humanoids before you even roll.


Those are pretty mean. I like them.

Saldiven, what does that build do if facing someone immune to fear or mind-affecting?

claudekennilol, I like that dirty trick allows multiple conditions, though blind is typically the best. Any major adjustments if you are human and get a bonus feat?

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