Inspect My Cohort's Trip Build, Please! (+52 to Trip???)


Advice


I'm retraining a feat into Leadership right now and I have a pretty good idea on what I want my cohort to do. I think I got how it'll work but I just wanna get some input and make sure I'm not just adding stuff willy-nilly.

We're playing the Iron Gods campaign right now so my cohort is going to be a Savage Technologist (Barbarian archetype) and since his DEX goes up in Rage instead of CON, I came up with this fun idea. (my DM is gonna f~$@ing hate me)

My cohort will be Lvl 14 using a +5 Furious, Dueling flail in his main hand and tripping to provide as many AAO as possible.

My STR is 20, +4 (26, +7 Rage) and DEX is 18, +3 (24, +6 Rage)
Feats: Imp. Trip, Grt. Trip, Fury's Fall, Lunge, Combat Reflexes, Outflank, Gang Up

So now to the maths;

BAB (14) =14
+STR (4) =18
+DEX[from Fury's Fall] (3) =21
+Imp. Trip (2) =23
+Grt. Trip (2) =25
+Weapon Enhancement (5) =30
+Dueling (10) =40

Now for maths while in Rage;

BAB (14) =14
+STR (7) =21
+DEX[from Fury's Fall] (6) =27
+Imp. Trip (2) =29
+Grt. Trip (2) =31
+Weapon Enhancement[Furious] (7) =38
+Dueling (14) =52

As I understand, these are all different types of bonuses so I should be good. Just looking for second opinions and inspections because +52 to trip seems kinda insane... Thanks!


Not quite, your str and dex bonuses are wrong, they should all be 1 higher. So 54.

I do see that you are lacking the pq for improved and greater trip, you need either combat expertise or dirty fighting in there.

And I have to ask, can your cohort really afford a 98,000 gp weapon?


Java Man wrote:

Not quite, your str and dex bonuses are wrong, they should all be 1 higher. So 54.

I do see that you are lacking the pq for improved and greater trip, you need either combat expertise or dirty fighting in there.

And I have to ask, can your cohort really afford a 98,000 gp weapon?

Yeah, thanks. I do have some errors in there that I'm realizing and I did forget about Combat Expertise. It's such a wasted feat. :(

I actually kept searching around and found that Courageous is a super strong enchant for Barbarians so I'm gonna add that as well and then I think it takes the Trip modifier to +57.

For the money question, yeah I can afford it. The DM was very lenient with letting our Alchemist craft tons of tech and gear for sale on down time. With the help of our Android Inquisitor of Brigh, we've enlisted the villages, towns, and cities that we helped in Numeria to craft and gain income and interest for us. :)


Check the faq on courageous, the increase to morale bonuses is only to saves vs fear. Dirty foghting is an alternate pq for these manuevers, much better deal.


Java Man wrote:
Check the faq on courageous, the increase to morale bonuses is only to saves vs fear. Dirty foghting is an alternate pq for these manuevers, much better deal.

From what I've seen, there were a lot of people saying Furious/Courageous was a popular combo for Barbarians. Is the FAQ for it on this site?? I just checked Dirty Fighting and that is a great feat especially since I'll be taking Outflank and Gang Up which my PC already has. Would Outflank and Dirty Fighting stack for a +6 bonus for flanking and using a combat maneuver, then?


Java Man wrote:
Check the faq on courageous, the increase to morale bonuses is only to saves vs fear. Dirty foghting is an alternate pq for these manuevers, much better deal.

since when? the enchant has always increased the save vs fear equal to the enchant but all other moral bonuses by half the enchant value eg. +4 courageous sword gave +4 moral vs fear and +2 moral to any other moral boosting effects


Since June 2015. The FAQ's here.


A courageous weapon was meant to help only on saves against fear (either adding its enhancement bonus as a morale bonus on saves against fear, or adding half its enhancement bonus to your existing morale bonus on saves against fear, whichever is best for you). However, the wording is in error. The last sentence should say “on saves against fear” after “any morale bonus.” This change will be reflected in the next errata.

posted June 2015

Ultimate Equipment faq.


A couple points:
1) Courageous was errata'd to only apply its bonus to saves vs. fear. You might be thinking of the old courageous.
2) Are you sure Furious would let you break the +5 enhancement bonus cap?
3) Is everyone else going to be able to take advantage of those AoOs? It's fine to generate lots of opportunities, but if nobody else takes Combat Reflexes...
4) Your CMB is high, yes, but you've invested everything into trip. Larger foes, or ones with more than two legs, quickly become absurdly difficult to trip. I don't know what you're fighting, but you might well end up needing that high of a score.


so they made it complete and udder garbage and not even worth 200 gold to enchant on a weapon..... nice


Java Man wrote:

A courageous weapon was meant to help only on saves against fear (either adding its enhancement bonus as a morale bonus on saves against fear, or adding half its enhancement bonus to your existing morale bonus on saves against fear, whichever is best for you). However, the wording is in error. The last sentence should say “on saves against fear” after “any morale bonus.” This change will be reflected in the next errata.

posted June 2015

Ultimate Equipment faq.

Thanks! I mostly use d20pfsrd since all of our books are at where we play so I don't have access to them and that was rather confusing. But other than that, +54 to Trip seems legit?


shaventalz wrote:

A couple points:

1) Courageous was errata'd to only apply its bonus to saves vs. fear. You might be thinking of the old courageous.
2) Are you sure Furious would let you break the +5 enhancement bonus cap?
3) Is everyone else going to be able to take advantage of those AoOs? It's fine to generate lots of opportunities, but if nobody else takes Combat Reflexes...
4) Your CMB is high, yes, but you've invested everything into trip. Larger foes, or ones with more than two legs, quickly become absurdly difficult to trip. I don't know what you're fighting, but you might well end up needing that high of a score.

large enough foes and foes with no legs at all are impossible to trip aswell


shaventalz wrote:

A couple points:

1) Courageous was errata'd to only apply its bonus to saves vs. fear. You might be thinking of the old courageous.
2) Are you sure Furious would let you break the +5 enhancement bonus cap?
3) Is everyone else going to be able to take advantage of those AoOs? It's fine to generate lots of opportunities, but if nobody else takes Combat Reflexes...
4) Your CMB is high, yes, but you've invested everything into trip. Larger foes, or ones with more than two legs, quickly become absurdly difficult to trip. I don't know what you're fighting, but you might well end up needing that high of a score.

This is for my Cohort so yes, the AAOs will very much be taken advantage of. My PC is built around bull-rushing and our Inquisitor has the same teamwork feats and so far it's been rather devastating. We killed an ancient dragon in one turn, actually. I am playing a Tactician cavalier and gave everyone Outflank and I landed one bull-rush that started an insane chain of AAO because of synergy between me bull-rushing and allies critting and Outflank giving more AAO that way.

From what I've seen, yes Furious breaks the normal +5 enhancement cap.


Just remember that without specific exceptions you can't trip something more than one size larger than you; you can't trip something without legs, or which is incorporeal; and you can't trip something flying.

Otherwise, yeah trip can be amazing when it works.


I'd be concerned about the potential for for your cohort getting remote controlled and killing you.

That trip bonus is impressive but not too crazy I don't think.


Can't speak to issues with no-legs (IMO, it's like running into fire immune or whatever-- you have to find a different workaround) but the Weapons Master Handbook introduced some new toys.

http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/quaking/

Blunt weap only, which I think is still good for your flail? This is the big one, I'd say, since if you use the AOE-- which at a 5' spread and similar shouldn't be TOO hard to leverage-- you can trip any sized creature.

Don't know how much you have spare cash for pumping into your cohort's trippin' stick, but there is also:

http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/leveraging/

Which doubles your enhancement bonus for a bunch of CMB actions, including trip.

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