LoreWarden Polearm Tripper advice


Advice


I am need of feat Tree advice for my LoreWarden

lv(1) Power Attack:
lv(1) Combat Reflexes: (+3)
Fighter(1) Weapon Focus
Fighter(2) Improve Trip
Fighter(2) Combat Expertise
lv(3) Shield of swing
Fighter(4) Furry's Fall
lv(5) Combat stamina
Fighter(6) Felling Smash
lv(7) Lunge
Fighter(8)

What should I add and what should I change

Also what's the best Polearm for this build?


I like Horsechopper: Trip, Reach, 1d10. I also like Halberd. Trip, Piercing, Brace, Slashing, and 1d10.

I like the Phalanx Soldier Archetype. You can fight with Pole Arm and Shield, but there is a Feat whose name I can't remember that also lets you fight Pole Arm and Shield.

I like the Eldritch Guardian Archetype for a Tripping character. You get a Familiar that knows all the Combat Feats you know, including those Teamwork Feats that are also Combat Feats. So you can take Coordinated Maneuvers that gives you +2 on all your Combat Maneuver Checks. You can take Harder they Fall, which will let you Trip creatures that are otherwise too big to Trip, and you can take Paired Opportunist which means that if either you or your Familiar get an Attack of Opportunity, you both do.

I normally don't favor Pole Arms as Trip Weapons. To my mind, the best thing about a Trip Weapon is that in the event of a catastrphic Trip Roll, you can elect to drop your weapon instead of getting Tripped yourself, but you will miss your Halberd when it's gone. But if a bad roll makes you drop your Sickle, you just shrug your shoulders and pull another one off your belt. Another Trip Weapon I've been fascinated by is the Throwing Shield. If you acquire a Blinkback Belt, you get it back automatically. Your Throwing Shield could also be a Quickdraw Shield, letting you re-draw it as a Free Action, so you could Trip someone at Range, get your Shield back then make your Attack of Opportunity with your Throwing Shield again. That would be very Feat-hungry, requiring you to take Snap Shot Feats which would require you to take other Feats, but it seems really cool.


UnArcaneElection found the name of the Feat I couldn't remember.


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I would strongly suggest spending a feat on Phalanx Formation. Otherwise, your less tactically-minded allies will give cover to the enemy. You can't take AoOs against someone with cover, and the +4 to their AC also applies to their CMD.

You should probably also think about Greater Trip at some point. +2 to trip, and it causes the enemy to provoke AoOs from everyone threatening it (not just you.)

For the weapon, that's up to you. The trip property actually doesn't do a lot for you - it just makes it so if you fail horribly you can disarm yourself instead of tripping yourself. But if you're using Felling Smash, your single trip attempt per turn is going to be at your highest attack bonus. If you can fail that roll by 10 or more, you probably shouldn't have been trying to trip that enemy anyway.


Ditch Power Attack if you are planning on being trip focused. The penalty to hit applies to your CMB and offers no corresponding benefit.

Second the Phalanx Formation suggestion.

Weapon Versatility is a good feat. It lets you change the damage type of the weapon so you do not need the golf bag of extra weapons. You already have the prerequisite: Weapon Focus.

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