How does Enforcer work with this build?


Advice


Okay I am about to quote a large passage from a Magus guide. I do not quite understand how Enforcer works on the Trip build. Does tripping count as nonlethal damage?

Kurald Galain wrote:


Str 8, Dex 19, Con 14, Int 14, Wis 9, Cha 8. Increase dexterity every 4th level.
Archetype: Hexcrafter
Race: Elf
Racial abilities: +2 vs spell resistance, +2 concentration, +2 perception
Racial class bonus: Extra hit points.
Skills: Perform 2, Knowledges / UMD 1, Escape Artist / Fly / Intimidate / Perception / Stealth maxed.
Traits: Bred for War, Reactionary.

Tactics: The Magus is one of the best classes in the game at using maneuvers. You'll be hitting high CMD values using True Strike, and use your various defensive buffs to avoid the OAs. In addition, this build has several good debuffs available, and can use Unseen Servant to pick up disarmed weapons.
At level one, use your high initiative to attack flat-footed opponents with dirty trick or steal, or use the Daze cantrip to prevent them from acting, then disarm or trip them. Again, never drop your to-hit to boost your concentration. At level three, you get your dexterity to damage for regular attacks, and can start using a wand of True Strike in spell combat so that your maneuvers will almost always connect. Use stealth, Vanish or Mirror Image to stop enemy opportunity attacks, or counter them with the flamboyant Parry and Riposte ability, or even do it from range with Pilfering Hand. At level five, you get consistent flight with the hex, and your debuffs start coming online: cast Frostbite and for one attack per level you get to fatigue, entangle, and shake enemies at the same time; and level seven adds misfortune as a ranged debuff.
By level nine you can haste yourself at need, and often do maneuvers without taking an OA by using Lunge; next level, you can use Greater Invisibility for this as well. You can use Bladed Dash to quickly reach a disabled or flat-footed enemy to make multiple maneuvers or attacks, and by level eleven gives you can do this at huge range with Dimension Door. The later levels add further bonuses to trip and disarm so you can try it on your iterative attacks, especially when your enemy is already disabled somehow; you also gain major and grand hexes, and the ability to redirect attacks.
All in all, a build that can act fast to strip the enemy of offensive capabilities, then vanish or teleport to reposition and do it all again.

Arcana

3.Wand Wielder
4.Hex: Flight (archetype)
6.Flamboyant Arcana
7.Hex: Misfortune (feat)
9.Hasted Assault
12.Major Hex: Agony
13.Maneuver Mastery: Trip (feat)
15.Maneuver Mastery: Disarm; Reflection (feat)
18.Grand Hex: Abominate
19.Quickened Magic (feat)

Feats

1.Weapon Finesse
3.Dervish Dance
5.Enforcer; Rime Spell
7.Extra Arcana
9.Lunge
11.Dimensional Agility; Combat Reflexes
13.Extra Arcana
15.Extra Arcana
17.Artful Dodge; Redirect Attack
19.Extra Arcana


It looks like it's based on frostbite doing nonlethal damage, and an interpretation that enforcer's requirement that you do nonlethal damage with a melee weapon works if you use frostbite and spellstrike. It wouldn't apply on normal attacks, just when you're hacking away with a scimitar loaded with (rime) frostbite.


No since tripping itself doesn't do damage. It's the Frostbite that does it. So you do a trip attack with Frostbite, and the nonlethal damage from Frostbite activates Enforcer.


avr wrote:
It looks like it's based on frostbite doing nonlethal damage, and an interpretation that enforcer's requirement that you do nonlethal damage with a melee weapon works if you use frostbite and spellstrike. It wouldn't apply on normal attacks, just when you're hacking away with a scimitar loaded with (rime) frostbite.

where is the entangle coming from " cast Frostbite and for one attack per level you get to fatigue, entangle, and shake enemies at the same time;"


The rime spell metamagic feat adds entangle.

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