PFS- Trippy Dwarf Build (Further Advice needed)


Advice

Owner - October Country Comics, LLC.

Hello fellow Pathfinders,

I'm planning out the remainder of my PFS Dwarf's progression and i'm trying to find some advice on where to go from here on out.

Currently 5th level and will become 6th potentially after tonight. He's a 3rd level Lore Warden Fighter/2nd Level Urban Ranger. So far i'm working with the Dwarven Longhammer because....well, it's a freakin' Dwarven Longhammer.

Class Progression
1st- Fighter 1 (Lore Warden) Feat= Steel Soul/ BF= Combat Reflexes
2. 2nd- Fighter 2 (Lore Warden) BF= Combat Expertise/ BF= Improved Trip
3rd- Ranger 1 (Urban Ranger) Feat= Iron Will
4th- Ranger 2 (Urban Ranger) Combat Style BF= Two-Handed Fighting- Power Attack
5th- Fighter 3 (Lore Warden) Feat= Fury's Fall

After this i'm thinking
6th- Fighter 4 (Lore Warden) BF= Greater Trip
7th- Ranger 3 (Urban Ranger) Feat= Felling Smash, BF= Endurance
8th- Fighter 5 (Lore Warden)
9th- Fighter 6 (Lore Warden) Feat= Weapon Focus( Dwarven Longhammer) BF=

What i'm wondering is beyond 7th character level and getting that 3rd level of Urban Ranger is there a different Class i could look into finishing my progression in or is just sticking with Lore Warden Fighter the best avenue? What Feats should i be looking for to round out this guy going forward? Items and what not advice as well.

Keep in mind this is PFS and i still need to meet some bench marks i' feel i'm lagging behind like in the AC department. Thus i'll need to start putting my gold towards a Belt slot item, an Amulet of Nat Armor and Ring of Protection,besides upgrading my current Armor and Weapon.

Thank you all in advance for the help and yes i know that tripping will only become harder from this point forward but it's still fun when i actually get to deploy it.

Sovereign Court

1) Familiarize yourself with the changes that may be coming to the Lore Warden when Adventurer's Guide gets sanctioned. It might not be so good for maneuver builds anymore and invalidate your plans here.

2) For the love of all that is holy, don't make your build about tripping only. You will run into many many things that can't be tripped (incorporeal, gaseous, flying, too many legs, too big, too high CMD) and that'll be frustrating.

Owner - October Country Comics, LLC.

Ascalaphus wrote:

1) Familiarize yourself with the changes that may be coming to the Lore Warden when Adventurer's Guide gets sanctioned. It might not be so good for maneuver builds anymore and invalidate your plans here.

2) For the love of all that is holy, don't make your build about tripping only. You will run into many many things that can't be tripped (incorporeal, gaseous, flying, too many legs, too big, too high CMD) and that'll be frustrating.

1. Will do.

2. It's not but it's a fun little trick when it does work.


I see potential areas for growth.

Ascalaphus wrote:
You will run into many many things that can't be tripped... too big

Tripping has a size limit: you can't trip opponents more thand 2 sizes bigger than yourself. You can fix this problem by taking the Harder they Fall Feat. Harder they Fall is a Teamwork Feat, you to make it work, you need to take it via 1 level in Cavalier or 3 levels in Inquisitor or something. Personally, I prefer dipping like that over taking Feats like Iron will and Steel Soul to build up my Saving Throw.

I recommend the use of Tripping Weapons. Sometimes when you make a catastrophic Trip Check, you would get tripped yourself. If you are using a Tripping weapon, you may drop the weapon rather than get Tripped yourself. I favor cheap Trip Weapons: sickles and light flails over big ones: Horsechoppers and Halberds. When you drop your Halberd, you'll probably miss it when it's gone. When you drop your Sickle, you shrug your shoulders and pull another one off your belt. I'd be inclined to fight with a Dwarven War Axe in 1 hand and a sickle in the other. But I feel a strong temptation to fight with Warhammer as my primary weapon. Hammer and Sickle: I'm the Soviet Union!

I've worked out a build that using Throwing Shield as a Tripping Weapon. I kind of like it, but it is very Feat-hungry.

Ascalaphus wrote:
You will run into many many things that can't be tripped (incorporeal...

Ghost Touch Sickle will protect Mother Russia from deviant, bourgeois, imperialistic ghosts.

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