| zauriel56 |
so the concept i have is a free runner meleer, I want to get at least 40 feet of movement and would rather not have to take fleet for it. i figure i ll go into darechaser from paths of the righteous
this is what i was thinking without items.
Unnamed Hero
Half-orc brawler 5/darechaser 6 (Pathfinder Player Companion: Paths of the Righteous 10, Pathfinder RPG Advanced Class Guide 23)
NG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 20, touch 16, flat-footed 14 (+4 armor, +3 Dex, +3 dodge)
hp 108 (11d10+38)
Fort +9, Ref +10, Will +8
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Offense
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Speed 50 ft.
Melee unarmed strike +12/+7/+2 (1d8+9) or
unarmed strike flurry of blows +10/+10/+5/+0 (1d8+9)
Special Attacks brawler's flurry, brawler's strike (magic), close weapon mastery, knockout 1/day (DC 15), maneuver training (grapple +1), martial flexibility 5/day
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Statistics
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Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 8
Base Atk +11; CMB +11 (+12 grapple); CMD 30 (31 vs. grapple)
Feats Athletic, Improved Unarmed Strike, Iron Will, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Acrobatics), Toughness, Weapon Focus (unarmed strike)
Traits indomitable faith, reactionary
Skills Acrobatics +25 (+29 to maintain balance, +39 to jump), Climb +23 (+27 to checks without rope), Escape Artist +4, Perception +16, Ride +4, Swim +22; Racial Modifiers +1 Acrobatics, +1 Climb
Languages Common, Orc
SQ adrenaline deed, adrenaline deeds (impossible speed, powerful leaper, untouchable), adrenaline rush, brawler's cunning, dare +1d8, martial training, orc blood, reckless climber
Other Gear lamellar (leather) armor[UC], 90 gp
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Special Abilities
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Adrenaline Deed (Ex) When using adrenaline rush, can apply extra effect.
Adrenaline Deed (Impossible Speed) +20 Increase base speed when in adrenaline rush.
Adrenaline Deed (Powerful Leaper) Always running for jump and 3x normal bonus when jumping when in adrenaline rush.
Adrenaline Deed (Untouchable) +2 Gain dodge bonus to AC when in adrenaline rush.
Adrenaline Rush +3 (16 rounds/day) (Ex) Free action, gain bonus to some skills and attr checks. Can spend rage rds, and fatigued at end.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +9/+9/+4/-1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Brawler's Strike (magic) (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Dare +1d8 (Ex) As a swift action, use 1 rd of adrenaline to add die to d20 roll. Extra effect if bonus makes diff.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 15) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Reckless Climber +4 racial bonus to Climb without robe, Acrobatics checks to maintain balance.
Suggestions?
| avr |
It's fast and mobile but doesn't seem to get much bonus in combat from that - the flurry and the archery feats suggest it wants to stand in one place and deliver full attacks. Also it seems to be confused about whether it's ranged or melee. What are you aiming for in combat as opposed to out of it?
Edit: if the plan is to pull the abilities together by throwing weapons in the close weapons group from some position that's awkward to attack back, you'd want quick draw.
| avr |
Spring attack is only going to work if you have some way of delivering a big hit on a single attack (without involving vital strike). I don't see that here.
I just wrote above as you posted: if the plan is to pull the abilities together by throwing weapons in the close weapons group from some position that's awkward to attack back, you'd want quick draw.
| avr |
OK, so Athletic & Skill Focus are probably set, IUS is a fixed bonus feat, the others are open for change. Correct me if I'm wrong, please.
If melee then you want something that you can do after moving other than just making a single attack. One option is a combat maneuver like dirty trick; you could take (dirty fighting or combat expertise), improved dirty trick, kitsune style, kitsune tricks. This leaves one feat unused which you could put back into iron will or something, or you could take the winding path renegade archetype (Mystery of Unblinking Flame} which uses one of your bonus feats and which I think would work well with your free runner.
Another is just to go for damage. Branch pounce, dragon style, power attack and weapon focus will work together and with your character. Again, leaving one feat for iron will or winding path renegade (Mystery of Unblinking Flame).
If my ranged suggestion might just work - quick draw, point blank shot, precise shot, deadly aim and definitely winding path renegade but this time Mystery of Unfolding Wind. Brawler's flurry and close weapon mastery will work with a few thrown weapons and hopefully you'll be able to get somewhere reasonably close but inaccessible to throw from with your free running.