How to recieve an attack against an enemy attack?


Advice


So I want to make a barbarian that never carries a weapon and just disarms and uses an enemies. My idea is this my character is psycho and likes to only use the weapon after immediately attacked by an enemy with it so how can I make an attack after just getting attacked. I was going to use the rage power come and get me but I can't get that till 12 how can I be able to disarm after an attack sooner?


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At what level would you like to be able to do this at the latest, and how many resources would you like to invest into this combat style?

The easiest way to achieve this would be a Swashbuckler 1/Primalist Bloodrager X build, allowing you to parry and disarm from level 1. As a Primalist you can take all the Rage Powers you want, but you'll have an excuse to have moderate charisma for Panache.

Then you'd also need to make a Disarm attempt without provoking, and some way to fight if your opponents doesn't use weapons. I'd recommend the Tekko-Kagi instead of wasting two feats on Improved Disarm, as you can buy proficiency for 1,500 gp.
If they don't use weapons, maybe invest into getting some natural attacks or take Improved Unarmed Strike/use Gauntlets. With some minor investment you could reach four natural attacks easily as a Bloodrager.

There's also the problem with proficiency, if your enemy uses exotic weapons. Either ignore this problem, take the Catch Off-Guard feat, or do some trait shenanigans to lower the nonproficiency penalty to 0.

Here's an example lv 5 build.:
Demon-Spawn Tiefling, Swashbuckler 1 / Primalist Bloodrager 4

Ability Scores (20 PB), +2 Str, +2 Cha, -2 Int
Str 17+1, Dex 12, Con 14, Int 10, Wis 12, Cha 14

Racial Traits:
Fiendish Resistance
Skilled (Disable Device, Perception)
Spell-like ability -> Maw or Claw (Maw)
Darkvision
Fiendish Sorcery -> Prehensile Tail

Levels and Feats
Swashbuckler
1. Panache, Power Attack

Bloodrager
2 Arcane Bloodline, Bloodline Familiar
3 Extra Panache
4
5 Lesser Beast Totem, +1 Rage Power, Spells, Catch Off-Guard

Gear
Animal Mask (2,700)
(Cracked) Opalescent White Pyramid Ioun Stone (1,500)
MWK Tekko-Kagi (300)

4,500/10,500

***

So someone attacks you, and you attempt to parry their attack. If you succeed, you can attack them as an immediate action which you'll use to Disarm. The buckler on your forearm gives you a +2/+4 bonus on this combat maneuver, and you can treat the disarmed weapon as an Improvised Weapon to attack their flat-footed AC.
If you treat the improvised weapon as a piercing one-handed weapon, you can easily regain Panache with killing blows.

If there's nothing to disarm, you can attack with your Bite/Gore/Claw/Claw attack routine. At higher levels, you can instant-cast True Strike on yourself when you enter rage, which would allow you to disarm high-CR opponents easily without investing more into Disarm.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Personally, I'd consider brawler 1/[barbarian or bloodrager] X and ready an action to disarm if attacked, so that the character isn't limited by panache points. Brawler's Cunning allows the character to take Combat Expertise, even without 13+ Int, and Martial Flexibility can allow the character to use Improved Disarm (or, after taking Catch Off-Guard and Improved Disarm, Arming Grab; later on, Dirty Disarm, Follow Up Strike, and/or Hold the Blade are worth looking at, as well).


Dragonchess Player wrote:
Personally, I'd consider brawler 1/[barbarian or bloodrager] X and ready an action to disarm if attacked, so that the character isn't limited by panache points.

Well, there's nothing stopping you from readying an action or disarming as part of your full attack if you're out of Panache.

Brawler is however a great choice for Disarm builds. They're automatically proficient with the Tekko-Kagi, which is something every Brawler should have equipped. It allows you to make use of the very situational disarm maneuver without any opportunity cost, even incorporating it in your flurry as it is a Close weapon. Might as well take two levels so you can Flurry, instead of relying on natural attacks.

I'd refrain from actually taking the Improved Maneuver feat though, since you're not exactly swimming in feats as a Bloodrager or Barbarian. The difference between using a Tekko-Kagi and taking Improved Disarm would be a choice between 1,500 gp and two feats.


Do. Both. And be charismatic whilst doing it...

1. Brawler
2. Swashbuckler
3+X. Bloodrager

Tekko-Kagi, Catch Off-Guard, Imp. Disarm, Arming Grab, and RAGE!


Why use your enemy's weapon when you can use your enemy as a weapon? Unfortunately still requires level 10 though, so not happening soon. I think I got it down to a single round with Greater Grapple and Snapping Turtle Clutch, though it does require the opponent to attack and miss you before you can do it that fast. Also probably some kind of Enlarge or Polymorph so you can use bigger things as weapons.


Bob Bob Bob wrote:
Why use your enemy's weapon when you can use your enemy as a weapon? Unfortunately still requires level 10 though, so not happening soon. I think I got it down to a single round with Greater Grapple and Snapping Turtle Clutch, though it does require the opponent to attack and miss you before you can do it that fast. Also probably some kind of Enlarge or Polymorph so you can use bigger things as weapons.

i like to use snapping turtle with TOTAL defense, as it's an immediate action total defense doesn't prevent you from using it. (total defense is standard action that prevent you from making aoo. nothing there prevent you attacking as immediate action). this make it easier to get that triggering attack to miss.

3 ranks in acrobatics, the aldori cation trait will net a +7 dodge bonus for total defense.
i went once with a human +halfling heritage for cautious fighter,Osyluth Guile for really high dodge then Uncanny Defense which gave 1/2 of that bonus to ref and cmd as untyped bonus (which stack with the dodge ac for cmd to make your cmd even higher. had like 60-70 cmd real early for grappling to make sure once i get some1 he stay grappled).

used an unarmed fighter to not only get some of the feats for free (2 for one at level 1) but also gain 1/2 level in dr/-- when i grapple - which was almost allways...

Silver Crusade

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1) Get a pig Valet familiar (or any other Small sized familiar).
2) Get Broken Wing Gambit and Paired Opportunist.
3) Punch the target using Broken Wing Gambit, while keeping the pig next to you for moral support.
4) When the target attacks you back, this triggers Broken Wing Gambit on the pig and the pig gets a AoO.
5) This triggers Paired Opportunist on you and you get a AoO.
6) Disarm the target as part of your AoO.
7) It's now your turn and you can attack the target with its own weapon.

+) Bonus points if you go 2 levels into Eldritch Guardian Fighter and pick Sympathetic Rage and Amplified Rage.

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