Showing posts with label monk. Show all posts
Showing posts with label monk. Show all posts

Friday, June 17, 2022

Tips For Unarmed Fighters in Pathfinder (Who Aren't Monks or Brawlers)

Those who fight with their fists, feet, and foreheads are a staple of fantastical tales. Most of us who want to embody someone who treats their body like a weapon will go to either the monk, or the brawler. However, there are times you don't really feel either concept truly embodies what you're going for... but building an effective unarmed fighter outside of those two classes can seem overwhelming.

The following tips don't encompass everything in the rules. They are, however, some useful places to start if you're looking for good ways to start stacking the numbers in your favor.

And they come in a lot of shapes and forms.

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First, What Are Unarmed Strikes?


First things first, it's important to note that all characters are capable of making unarmed strikes. They deal 1d3 damage, if you're a medium creature, and the damage is nonlethal unless you either take a penalty to that attack, or you have a feature that allows you to make your unarmed strikes lethal (such as the Improved Unarmed Strike feat). Unarmed strikes provoke attacks of opportunity from armed opponents without a feature that negates this. Unarmed strikes are light weapons, and the damage they deal is considered weapon damage for any features or abilities that increase weapon damage. That may be important for later, so tuck that away.

Also, consider these.

It is important to remember, as well, that attacks with gauntlets are still considered unarmed attacks. The only advantage they offer is that they allow you to deal lethal damage with your strikes, and later on they provide a convenient place to put a weapon enchantment (or to get metals like mithril or adamantine) to increase the damage your unarmed strikes are dealing.

Consider that a bonus tip! Now, let's get started.

Class Features


The bread and butter of any unarmed fighting build is going to be in the class features you choose to utilize. However, there are a lot of different options on the table that should be considered, depending on the approach you want to take.

Boot to the head, you say?

One of the first options that presents itself is the fighter. Because while the fighter may not gain bigger and bigger damage dice like a monk or a brawler, they do gain bonuses to hit and damage with their favored weapons (which can be unarmed strikes, gauntlets, and other weapons from the close group). So while the 1d3 damage die wouldn't change, that might not matter so much if you're stacking favored weapon damage onto it, along with your Strength modifier, and other bonuses from feats, magic items, spells, etc. If this were an option one wanted to pursue, I'd recommend the brawler fighter archetype (as opposed to the brawler hybrid class), as it gives you bonus attack and damage with your unarmed strikes, but it also allows you to penalize opponents in your threatened area, without making you trade in the defensibility of heavier armor.

Those who want to embrace dirty fighting in its truest form can use the sneak attack or sudden strike class features. The most common classes who get this are the rogue and the ninja (for those who are willing to deal with less-than-full BAB progression), and the slayer (for those who want a full-BAB precision fighter). While sneak attack won't apply to every strike, good positioning, proper use of abilities (like feinting against your foes), and other strategies can let you rock an enemy with a single kick. After all, your unarmed strike damage die is still 1d3, but when you're throwing 4-8d6 along with it, that doesn't matter quite as much.

The vigilante offers several devastating abilities one can use to increase the damage done when fighting unarmed (some of which we see in The Silver Raven Chronicles). Fist of The Avenger adds half an avenger vigilante's class level in damage to unarmed strikes (up to a +5 at level 10), or those made with a gauntlet. Lethal Grace is particularly useful for those who wish to fight with Weapon Finesse, but which still need extra damage dealt by their blows. Stalker vigilantes, of course, receive their own version of precision damage, which can make every blow devastating to their targets.

Keep in mind that spellcasters can incorporate unarmed strikes into their spells. As I mentioned way back in Playing By The Book: Some Rules Pathfinder Players Keep Forgetting, any spell that allows a touch attack may be delivered via an unarmed strike instead. However, it's no longer a touch attack at that point. That's a dangerous place for a wizard or a sorcerer to be, but it might be a solid place for a magus. It may be even better for a warpriest (whose damage die goes up as long as they have Weapon Focus for their unarmed strike), or even a paladin (with their smite damage and full BAB), as they can also add additional enchantments and bonuses to their blows (or to a gauntlet, should that be required).

Lastly, consider the swashbuckler. Their abilities are focused on using light or one-handed piercing weapons, and an unarmed strike normally deals bludgeoning damage. You could add a cestus or spiked gauntlet to overcome this issue, but both of these are weapons in their own right. However, there are feats like Snake Style (level 3) or Boar Ferocity (level 6) that you can take in order to deal piercing damage with your unarmed strikes. While not an ideal build option, this would allow you to get the benefit of your Swashbuckler's Finesse, Precise Strike, and other class features.

Feats


Feats are another important component of most combat builds, and an unarmed fighter is no different. While only dealing 1d3 as your base damage die might seem pathetic, keep in mind that it's really about how many other bonuses you can stack on top of it.

Trust me, you'll hit like a ton of bricks!

- Power Attack or Piranha Strike: Each of these feats lets you take a penalty to attacks for bonus damage on hits. Use the first for Strength, the second if you're going full Dexterity in combat.

- Weapon Specialization, Improved, and Greater: For those who have the ability to take these feats, they can stack a lot of damage onto your strikes. Especially if you're also adding precision damage from Precise Strike, or from Weapon Training as a fighter.

- Accomplished Sneak Attacker: If one multiclasses, or simply doesn't have the full benefits of sneak attack, this feat can add an extra 1d6 of damage to every time you deal this precision damage.

- Heavy Hitter: Technically a trait and not a feat, it still adds +1 damage on unarmed strikes.

- Boar Style: This style allows you to add 2d6 bonus damage whenever you hit an enemy with two unarmed strikes in one round.

- Two Weapon Rend: Deal a bonus 1d10 + 1.5 times your Strength modifier when you hit an enemy with your primary and off-hand weapon once per round. Best used with a two weapon fighting build, as this feat has several prerequisites, including a BAB of 11.

These are just a handful of options for dealing additional damage with unarmed strikes, but they can stack a lot of damage onto your blows... especially when combined with your class features!

Final Thoughts


There's enough variety in abilities and strategies that not everything is going to overlap. Some spells, like magic fang might be useful for you, and you might choose to seek out an amulet of mighty fists to ensure you have a way to enhance all your strikes. You might choose to grab an enchanted gauntlet with the glamered enchantment so it looks like you just have simple gloves on before you slam an iron fisted uppercut into someone's jaw. Belts that improve your physical stats, hand wraps that boost your damage output... there's all sorts of spells and enchanted items that may come into play. Sometimes they work on unarmed strikes, sometimes they expressly don't, and getting a full list of those will probably be its own, separate post.

However, the ability to hit harder, and to deal elemental damage, holy damage, etc., is where even a hard strike is going to turn into a serious weapon. Choose your magic items wisely, but remember that even without them you should still be able to pack a pretty solid punch. Or kick. Or headbutt.

And just in case you need even more...

Lastly, if you're looking for some extra wooge to add your unarmed fighters, consider some of the options I presented in Sellswords of Sundara recently! While there is a monk option for batting aside everything from swords to spells, there's 9 other martial archetypes ranging from the Widowmakers and their ungentlemanly forms of warfare, to the Gray Blades who've seen everything war has to offer, and done most of it at least twice. Check it out, and delve in for yourself!

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That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Saturday, January 4, 2020

5 Ways to Multiclass Barbarian and Monk in Pathfinder

If I had to pick one thing I've fielded more complaints about than any other aspect of the game regarding Pathfinder, it's how certain classes have alignment restrictions placed on them. While I'm in favor of them existing (as your alignment is sort of pointless if it doesn't have teeth, but that's another post for another day), I also know that if you flip through enough of the books that you'll always find a way to get around supposedly ironclad rules.

That's one thing I love about Pathfinder... it's practically guaranteed there's a way to make the character you want happen, if you dig a bit; and that is true for all the barbarian/monk lovers out there.

A crushing ab routine, killer mantras, and a fury that could sunder mountains...

Whether you just want to mix these two classes together for a low-level one shot, or you're building your ultimate epic-level PC for a years-long campaign, there are several ways to accomplish this goal. I've laid out the most common ones below, but there may be one or two that I missed, so leave them in the comments if you know of one I didn't cover!

Also, if this subject is close to your heart, then you might want to check out the following previous posts.

- 5 Tips For Playing Better Barbarians
- 5 Tips For Playing Better Monks
- 5 Barbarian Multiclass Concepts Your Table Won't See Coming

#1: Enlightened Warrior Aasimar Trait


I walk a different path.
 This trait, found in the Blood of Angels Player Companion, is the one a majority of people will use to make barbarian and monk play nice together. This trait, at its most basic, allows you to take monk levels while maintaining a neutral or neutral good alignment. Ideal if you can get the okay for an aasimar PC, and it gives you the freedom to get as weird or wild as you want with your archetype options on both sides of the fence.

Also, if you're worried about falling into stereotypes with this one, browse through 5 Tips For Playing Better Tieflings and Aasimar to see if inspiration strikes you!

#2: Elemental Monk Archetype


Earth, fire, wind, water...
 
One of the more common methods of subverting the monk's required lawful alignment is to go for the elemental monk archetype, found in Disciple's Doctrine. This archetype shifts the monk's requirements into true neutral, and gives you access to feats and abilities that make your attacks elemental. The handy thing about your features is that, unlike characters who normally take these fighting style and elemental strike feats, an elemental monk can cycle between the different elements like some kind of prize-fighting Avatar. Handy when you've been focusing on fire, but you really need acid to deal major hurt to the current enemy.


#3: Karmic Monk Archetype


Oh you ought not to have done that...

 The karmic monk archetype, found in Occult Adventures, allows you to be truly neutral. An instrument of karma, you are cause and effect personified, and a lot of your abilities fit this theme. Your unarmed strikes can overcome pretty much any alignment-based DR, and you get bonuses when you attack those who attacked you first. Fun little package, and a nice twist on the traditional monk.

#4: Martial Artist Monk Archetype


There is no shame in tapping out, my son.

A completely different kind of monk archetype, the martial artist is found in Ultimate Combat. This one strips out most of the wuxia-style powers we're used to monks having, giving them the ability to analyze a target from a combat perspective, and to gain bonuses to hit, hurt, and dodge them accordingly. They also gain immunity to fatigue at level 5, which can pair nicely with a Rage-cycling build. And, best of all, martial artists can be of any alignment.

#5: Geminate Invoker Barbarian Archetype


This spirits call to me, brother.

The geminate invoker archetype, found in Adventurer's Guide, is an extremely unique kind of barbarian. They must have a neutral aspect to their alignment, but can be lawful, and they have the ability to put themselves into a kind of trance. This calls powerful spirits into their bodies, allowing them to cycle through the totem Rage Powers without committing to any one of them. A deadly combination, if you know which spirits to call on in which fight.

Be Careful When Mixing These Elements


As I said in The Barbarian Samurai, it's important to remember that a lot of a barbarian's potency is determined by the number of barbarian levels they have. The same is definitely true for monks. And combining these two elements together might allow you to do some truly silly things (such as an Aasimar combining monk with the Savage Barbarian archetype to see just how silly their armor class can get), it's important to keep your end goal firmly in mind, and to be realistic about what your character will and won't be able to accomplish.

Like any potent concoction, make sure you know what you're dipping into, and what you're going to put a majority of your levels in. Because a bonus to AC and some sweet unarmed damage is great if your barbarian's got a LOT of really good stats. The ability to fly into a frenzy and boost up your attacks and damage (even your dodge if you combine monk with Savage Technologist, which ups your Dexterity and Strength with no AC penalty when you Rage) is also a nice addition to have on a monk. But there's also a lot of potential that you won't get as much out of this combo as you would either class taken straight, so multiclass responsibly.

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That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my sword and sorcery novel Crier's Knife, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Friday, June 28, 2019

Are You Still Worthy? (An Alternative View on Alignment Restrictions)

Judging by the numbers, if you have a heartbeat, you've probably seen Avengers Endgame at least once. A lot of you reading this right now probably saw it several times. And while there were all sorts of awesome moments in it, one particular arc that captured audience's attention was Thor's journey. For the first time in all the years of his life, it seemed, he couldn't make something right by killing his enemy. His hollow victory over Thanos forced him to face failure, and the permanent loss of countless friends and allies. He secluded himself, sequestered away from the world with his grief, and punished himself for not being able to do more.

In the end, though, he was still worthy of the power that had been given him. It was only his will to use that power that he'd lost, and watching him rekindle that fire was a triumphant moment.

And let's be honest, one of the movie's most badass moments.

I've had this character arc on my mind for a while now, and between updating my Pathfinder Conversion Guide for Thor, and reading the conversations cropping up around my recently re-released 5 Tips For Playing Better Paladins, I realized Marvel's take on Thor perfectly illustrates what an alignment restriction is supposed to look like, and how classes who live with one function.

Are You Worthy?


From Lancelot to Samson, literature is full of characters whose powers are entirely dependent upon their behavior. And, in these cases, that power typically comes from a source outside of that character. It isn't a part of them, and they have no ownership over it. They are a vessel that can be filled, or emptied, according to the terms and conditions of the source.

It's doesn't matter WHO cut my hair, woman, point is, it's cut!
 
This is where we get into the most common alignment-based superpower: divine favor. From druids and paladins, to clerics, warpriests, and inquisitors, these agents of the divine must live and act according to the strictures of that divine source in order to continually prove themselves worthy of the power that's been entrusted to them.

Put another way, it doesn't matter if you think you deserve those powers or not. That's how Thor felt when Odin cast him down in the first film for his arrogance and recklessness, but that anger and bitterness didn't help him lift his hammer again. It didn't matter if he felt he was justified in invading Nifleheim and potentially starting a war with the frost giants, because whether he was worthy wasn't his call to make. It was only by proving he had learned his lesson through selfless acts to save others that he brought himself back into alignment with the power he'd once wielded, and showed that he deserved to once more be allowed to lift Mjolnir, and the might that came with it.

That is the thing to keep in mind when it comes to classes that call on divine might that require the character stay within certain alignment guidelines. Those exist as a meta concept for the player to judge where the boundaries are, but at the end of the day the question is not if the character feels they were justified. It's whether their patron, the one who is granting power to that character, feels they still deserve it.

Because if they're deemed unworthy, their patron will strip them of their power, and cast them down. That's the price for using borrowed power; you need to follow the restrictions for using it, else it will be taken away from you.

What About Non-Divine Restrictions?


There are, of course, a few restrictions that have nothing to do with divine will at all. The most notable examples are that monks must remain lawful, and barbarians cannot be lawful.

I'd promise to kick your ass, but I don't want to risk my alignment.
 
These restrictions are, at least partially, a way to make sure that you can't mix and match certain concepts mechanically. However, thematically, they also represent the yin and yang of the superior warrior.

Or as most of us know them, Raven and Starfire.

If you're a fan of the Teen Titans, you've likely seen the one where Raven and Starfire switch bodies, and they're each trying to figure out how the other's powers work. Raven can only manifest her abilities through carefully controlled focus and tight emotional control. Starfire's powers, on the other hand, are directly tied to her emotional state. Her feelings are the fuel that feeds her abilities, and without those free-flowing emotions she's unable to so much as light a spark.

There's a similar feeling with these two classes. Barbarian Rage is not just anger; it's something deeper. Something more primal than that, and it can take many different forms. Whatever form it takes, though, too much control smothers the character's ability to give themselves over completely to that state of being. Whether it's the unfeeling wrath of the berserker, or the armored carapace of an abyssal totem, a certain loss of control is required to fall back into that pool, and to become one with Rage.

Monks, on the other hand, need to keep that tight focus in order to channel ki. While they might not be trained at a monastery, or even follow a widely-accepted doctrine, it is that intense focus that grants them their powers. Their ability to move more quickly, to armor themselves in speed, and to perform superhuman feats is precisely because they don't give in, and they maintain their laser-sharp edge that holds their mind, body, and spiritual parts in perfect harmony. That extends out into the rest of their lives, and it's why a monk will find their abilities falling away if they fall out-of-sync with their own inner spirit and ki.

Incidentally, for more on these classes, you might want to check out my 5 Tips For Playing Better Barbarians as well as my 5 Tips For Playing Better Monks.

What Does This Restriction Lead To in Your Character?


Alignment restrictions on character classes are often seen as killjoys, or as limiting what kinds of characters you can play. However, it's important to incorporate these restrictions into who your character is, and what makes them tick.

Was your cleric chosen by their god because they were already a good person, and so they were the ideal bearer of this power, or were they a diamond in the rough that's still being shaped away from darker impulses that marked their youth? Does your barbarian struggle with their Rage, simultaneously afraid of what it could make them do and hungry for the wild power it fills them with? Does your monk have trouble keeping their focus, needing to overcome inner challenges of doubt, wrath, or fear, and either leaving those challenges by the wayside, or embracing them so they are now assets rather than weaknesses?

I'm sorry he left you... maybe we can be friends, instead?
 
There's also the question of what happens when you step over the line... does your character try to re-orient themselves, to prove their worth and climb back up the mountain? Or do they embrace their change and continue on the path of their downfall? Does the divine champion find a new patron, one more in-line with their actions and methods? Does the failed monk embrace their inner turmoil and chaos, becoming a barbarian? Does the barbarian, locking their Rage away and refusing to give into it, instead become a monk or a paladin, driven by iron-clad vows and a deeper purpose?

How you remain within your initial boundaries is interesting... but what you do when you cross them also has the potential to lead to unique growth. Especially if your DM allows for retraining rules.

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That's all for this week's Fluff post. If you've used alignment restrictions to create interesting story results, tell us how in the comments below!

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, September 15, 2018

5 Fun Multiclass Dips For 5th Edition

As folks who are regular readers know, I don't really do single-class characters. It's just not my thing. While multiclassing in 5th Edition isn't for everyone, given that it pushes back your additional attacks, attribute bumps/feats, etc., but I've got a handful of tricks that I've come to really favor. So I thought I'd share them, in case there were folks out there who haven't tried multiclassing themselves, or who are wondering what benefits you could really get out of it.

So, without further ado, here are some of my thoughts, and a few of the potential paths you could take. Also, if you're the sort of DM who feels that multiclassing is something that requires even more red tape, might I recommend checking out DMs, Stop Putting Up Barriers To Multiclassing.

#1: Just A Hint of Barbarian


Got a problem?
For most people, barbarian is a big commitment... but it doesn't have to be. There is nothing wrong with only taking 1 or 2 levels if that's all it takes to get the goodies you want. What do you get for those levels? Well you get Rage, which gives you a bit of bonus damage and advantage on Strength checks, but more importantly gives you resistance to slashing, bludgeoning, and piercing damage. You also get Unarmored Defense, which is ideal for those with a high Con score who don't want to stomp around in armor all the time. And if you take the second level you get access to Reckless Attack, which is a cheap way to get advantage on an attack when you need it.

So who benefits from that? Well that handy advantage could be particularly useful for an assassin who wants to stick their short sword right where it needs to be for their sneak attack damage. Sure it leaves them open for counterattacks, but if you're dropping half a dozen d6s on someone's head, they might not live to stab you back. It's handy for fighters with high Constitution scores who just want to walk out on the field with sword and shield... or who prefer a bow or a crossbow, giving them a high Dex and a high Con to add to their armor class.

Whether you're a brute-force knife fighter, a tough-as-nails duelist, or a Wyatt Earp-style lawman who just walks out into a hail of gunfire like it ain't no thing, a few levels of barbarian will stand you in good stead.

#2: A Touch of Monk


I take my bonus action to kick him in the head. Twice.
Much like the barbarian, people tend to think of characters as being either all monk, or no monk. But while characters who spend their lives in monasteries training in esoteric martial arts can be perfectly viable PCs, monks can also be pit fighters, gladiators, brawlers, and other warriors who know their way around a battlefield even when they're unarmed. Much like I said in The Non-Problem of Making Monks Fit Your Setting, there are all sorts of things this class can be.

And if all you want are their early building blocks, they lend themselves well to a lot of concepts.

The first thing you get is Martial Arts, because of course you do. This lets you deal some real damage with your unarmed strikes, but it also lets you use Strength or Dexterity for your attack and damage rolls. That will come in handy later. You can also make an unarmed strike as a bonus action, if you're wielding a monk weapon (defined as shortswords and any simple weapon that doesn't have the two-handed or heavy property). So, right out of the gate, you have something you can do with your bonus action. You also get unarmored defense, allowing you to add your Wisdom modifier to your AC along with your Dex modifier when not using a shield or wearing armor. Then at second level you get ki points, and you can do all sorts of fun things with those even if you stop at 2 levels.

So what would you mix that with? Well, there are all kinds of possibilities.

For example, let's go back to the rogue. Whether you're a spy trying to look unassuming, or you're an enforcer who doesn't need showy weapons to put a hurt on your target. All you need is a dagger (since sneak attack requires a weapon, and your unarmed strikes specifically don't fulfill that requirement), and then once you get your big shot in, you finish them off with a strategic kick to the throat. Or two. Alternatively, say you were a fighter who relied more on their Dexterity than raw power, typically fighting with nothing more than a shortsword. The dueling fighting style dovetails perfectly with monk abilities, letting you stick, move, and headbutt someone if the stab doesn't do the job. That works quite well if you're going for a Porthos kind of feel.

#3: A Whiff of Rogue


It doesn't take much.
Rogues are, honestly, one of my favorite classes to dip with. While I am firmly opposed to the arbitrary limitations on sneak attack, and this edition's insistence that good rogues are Dex-based rogues, the class still offers advantages. First level gives you sneak attack, expertise, and thieves' cant, which are all handy things to have. Then second level gives you Cunning Action, which is one of the most fun bonus actions to abuse in the whole game. Especially if you're annoyed that you can't just make an Acrobatics check to avoid opportunity attacks like you could in older games.

And rogue mixes with all kinds of fun stuff. A rogue/barbarian might be a wrestler using Expertise and Rage to choke out opponents far larger than himself. A rogue/fighter might move around the battlefield with ease, dashing, evading, and remaining mobile in order to do the most damage. Even a rogue/warlock might always have a trick up their sleeve, especially if they've gone pact of the blade and want to appear unarmed when they enter hostile territory to do a job.

#4: A Dash of Fighter


I had to pay for wizard college somehow... so I did cage fights on the weekends.
A level dip into fighter is a long-standing tradition among multiclass enthusiasts because it's front-loaded with so many fun toys. That, at least, didn't change with editions. At first level you get to grab a fighting style, which is always a glorious thing to have, and you get Second Wind to help keep you going. At second level you get Action Surge, letting you take two actions on your turn once per day.

Now, spellcasting enthusiasts are well aware of the shenanigans that a fighter dip can give to any caster class. In addition to that extra action (which has to follow all the rules for casting more than once on a turn), you also have armor and weapon proficiencies you wouldn't otherwise have. And since you can cast in armor you're proficient with, if you really want a warlock in full-plate, or a sorcerer in enchanted scale mail, this is an easy way to make that dream come true.

Non-casters can get a lot of extra oomph out of a fighter dip as well. A barbarian with a great ax, the great weapon fighting style, and the ability to get back some hit points while they keep on trucking is going to tickle. A rogue with the duelist fighting style, as mentioned above, is just adding insult to injury. Even monks who want to do some two-weapon fighting can boost their impact with a few fighter levels.

#5: A Little Bit of Ranger


Come to papa... just a few more steps...
Rangers get a lot of hate, and in my opinion the complaints are more than valid. That's another discussion for another day, however. What I will say is that the ranger takes the biggest dip before you get any useful toys, and they may not be to everyone's taste... but they can still be a lot of fun.

At second level, for example, you get a fighting style. The list is smaller than the fighter's, but it still has some goodies on it. At third level, though, you can take the Hunter archetype and grab Colossus Slayer, which gives you a bonus d8 of damage once per turn when you hit a creature below its maximum hit points. You'll also get some spells, but just putting your foot into the class won't make those a huge investment.

Who does this work for? Well, if you wanted to be a rogue with a fighting style who gets that extra d8 to make up for lost sneak attack, that would work quite nicely. Especially if you're an ambush archer sort of character. Barbarian/rangers might make for interesting bounty hunters whose tenacity and refusal to go down make them terrifying pursuers. Fighter/rangers might make good switch hitters, able to combine multiple fighting styles into a single whole. Even monk/rangers could get some benefits from their high Wisdom scores while hunting targets with their bare hands.

Remember, Your Class is Not Your Character


Though 5th Edition does its best to push characters into stereotypical roles, it's important to remember that classes are just a meta-term for a certain set of skills. They're building blocks, meant for you to put together an ideal character who does all the things you want. Or, as I said way back in What's In A Name? How Your Character's Class is Limiting Your Creativity, just because you're a member of a certain class, that doesn't mean people immediately see a label on you. So if you need two, or even three, different building blocks, don't be afraid to use them.

That's all for this week's Crunch topic. As readers, do you enjoy seeing Crunch for multiple games, or would you rather I go back to Pathfinder Classic? Leave a comment below!

For more of my work, go check out my Vocal archive! Or just click my Gamers profile to see all the tabletop stuff I've done on that site. You could also head over to the YouTube channel Dungeon Keeper Radio if you'd like even more advice and shenanigans. If you want to stay on top of all my releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to support me and my work, then consider leaving me a tip by Buying Me A Ko-Fi, or becoming a regular, monthly supported by heading over to The Literary Mercenary's Patreon page. Either way, there's a load of sweet gaming swag in it for you as a thank you from me, to you!

Saturday, April 7, 2018

The Non-Problem of Making Monks Fit Your Setting

One of the biggest complaints I see from DMs regarding base classes is the monk. Not because they have a rule problem with them, per se, but rather because monks just don't feel right to them. Or, to paraphrase a lot of the arguments I see, "What is a wire-fu martial artist doing in my version of Lord of The Rings?"

Taking names and kicking ass would be my guess.
And sure, I get it. Some DMs would rather not have orange-clad, kung-fu monks spouting Eastern philosophy and inner peace in their non-Eastern settings. Even though, you know, people can travel all over the world, and a monk on a pilgrimage is kind of an ideal way to bring one of those PCs in from a foreign setting if that's what the player wants to do. But okay, you don't want any Eastern-style martial arts masters in your game.

Don't ban monks. Make Western martial arts masters, instead.

Give Your Monks A Makeover


I talked about this forever and a day ago in What's In A Name? How Character Class is Limiting Your Creativity, but the points made there need reiteration from time to time. So, power wash all of the flavor text away, and look at this class's skeleton. A monk, at its foundation, is a character who is a capable unarmed combatant, with the ability to achieve supernatural feats while wearing no armor, and who eventually becomes immune to disease, and the grip of aging.

Are you telling me you can't think of any way you can make that fit your local setting?

Start with the Brothers of Fire, and go from there.
 
- The Hammerhands: Warriors from the north, these men wade into battle with lightning in their eyes, and thunder in their fists. With bellowing war cries, they smash shields and break bones with their bare hands. They move with the speed and ferocity of the storm, leaving wreckage in their wakes. A group similar to this made it into my 100 Random Mercenary Companies, for those looking for additional fighting forces that would fit with a monk's skills.

- Burners: One part slam-music fight club and one part performance art, the Street-Corner Order of The Inferno both fascinates and terrifies. Called Burners by most, everything is frenetic energy and heat in their moshing war pits. Those who embrace the fire, though, can call on it to do the impossible. Heal over wounds with nary a scar, destroy diseases and poisons, and allow them to dance away from blows with the unpredictability of a flame's chaotic movements.

- Blackouts: The only thing scarier than an orc warrior with a sword in hand, is one who doesn't wear a sword at all. When the dwarven King Urdo The Overconfident moved on the Black Mountains to take them, he never expected what was waiting. Specially-trained orc commandos, called Blackouts, moved through the tunnels like ghosts, leaving dead sentries behind them without so much as a sound. It wasn't until one of these warriors infiltrated the king's own tent, and had a hand at his throat, that the King realized what a mistake he had made.

And that's just off the top of my head. You could even build a monk who takes inspiration from a real-world Western martial art like Glima, a martial art invented by the Vikings, as well as Greco-Roman wrestlers, old-time pugilists, or even Bartitsu, one of the original modern mixed martial arts. I've got even more ideas in the post 5 Unusual Martial Arts For Your Monks if you need further inspiration!

The Sky is The Limit, Here


There really is no limit to how you can spin monks. Whether they're adherents to a religious order, trained by a select branch of the military, half-mad punk rock cultists, or something else entirely, make a kind of monk that fits your game if you don't like the stereotype associated with the class. And, if you're still having trouble, take a look at the 5 Tips For Playing Better Monks post I put together a while back.

Because it's true that PCs need to fit your world. But if your players really want a monk, then why not expand your world and meet them halfway? Especially if you end up with stick-fighting Friar Tuck cracking skulls and butting heads while quoting bits of battlefield wisdom at his foes in between slugs of communion wine... because that sounds like a pretty awesome character to have at your table.

That's all for this week's Fluff post. Hopefully it gave you all some ideas, and you're having fun following this rabbit hole down as far as it goes. For more content from yours truly, check out my Vocal archive, or head over to the YouTube channel Dungeon Keeper Radio where I chip in and make stuff with other talented gamers. To stay on top of all my latest releases, follow me on Facebook, Tumblr, and Twitter. And, if you want to help support Improved Initiative, head over to The Literary Mercenary's Patreon page, or just Buy Me A Coffee. I really appreciate any help you can give, and it does make a big difference.

Friday, June 30, 2017

How Do Your Warriors Prepare?

The whistle of steel was loud in the courtyard. Korak flowed from strike, to guard, and back again, the heavy blade whirling in his grip. Every movement was precise, the muscles flexing and thrusting with singular, focused purpose. Once the army of phantoms around him was slain, he let out a slow breath, and relaxed his stance.

"Why do you practice every day?" Phineas asked from the bench.

"Why do you take a whetstone to your blade?" Korak replied.

"So it stays sharp," Phineas said.

Korak nodded, took a firm grip on his sword, and went through the form again.


Practice makes permanent.


What Do Your Warriors Do To Get Ready?


Mechanically speaking, we're used to the spellcasters needing to go through a morning routine to get their mojo flowing. Wizards have to spend an hour with their spell book, memorizing the magic they plan to use that day. Clerics and druids have to pray, going through whatever rituals they have to be granted their divine powers. Bards have to tune up, and sorcerers have to go through a 15-minute routine to get into the right frame of mind to access their powers.

But what about your bruisers, enforcers, swordsmen, and spear fighters? Do they do anything?

Mechanically, no. By the rules, fighters, barbarians, rangers, slayers, monks, brawlers, and all the other martial classes can be woken up in the middle of the night, and they're ready to rock. That's one of the inherent advantages of those classes.

Say when.
But since you have the time to wait for the spellcasters to limber up anyway, why not ask how the martial characters keep in fighting form?

As a for instance, does the brawler wake up early, and go through a warm-up routine? Planks, push-ups, shadow boxing, and maybe some pull-ups on a tree branch? Does the fighter spar with the ranger, the two of them ducking and weaving as they swing practice swords, or just stout sticks instead of steel? Does the barbarian take a certain number of swings with his ax every morning, first with the right hand, then the left, re-acquainting his grip with the weapon now that he's awake? Does the monk go through a series of yoga poses to awaken her ki, and ensure that her body is in proper, working order?

As I mentioned in What Does Your Spell Preparation Look Like?, the way your character prepares says something about them. Are you measured, going through routine to wake up the muscle memory you spent a lifetime imbuing into your body? Or do you prefer simulated combat, sparring against an opponent, or your shadow, as a way to trick your instincts in order to stay sharp? Do you warm-up in armor, or do you limber up before you put on the full weight of your gear? Or are you one of those people who rolls out of bed, tosses their hair out of their eyes, and relies on your lifetime of experience to see you through the next challenge?

It might not be a huge part of your character, and it might fade into the background in time. But it is worth thinking about what your martial character's preparation says about them, and what those who watch will learn about the way they were trained.

That's all for this week's Fluff post. Hopefully you all enjoyed it, and it got the gears grinding in your heads. If you want to make sure you don't miss any of my updates, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to help keep this blog going, stop by The Literary Mercenary's Patreon page to become a patron today. All I ask is $1 a month to help me keep creating content, and in return you'll get both my gratitude, and a lot of sweet gaming swag as a thank you.

Friday, May 26, 2017

How To Get The Most Out Of The Surprise Round (In Pathfinder)

Nine times out of ten, the surprise round is something you want to avoid as a player. Commonly thought of as an ambush, page 178 of the Core Rulebook describes the surprise round as something that happens when some, but not all, of the combatants are aware of one another. Those who are aware get to act, taking either a move or a standard action, and those who are not aware get to stand there, staring gormlessly at nothing. If you're not acting, you're also flat-footed, which is why the surprise round is a field day for enemies with sneak attack.

Easier to hit AND 6d6 bonus damage? Oooh... that's gotta hurt!
Now, it's possible to negate some of the pain of the surprise round by making Perception checks, moving stealthily so your ambushers don't know you're coming, and by getting Uncanny Dodge so you can't be caught flat-footed... but that still puts you on the receiving end of the surprise round when it does happen, which is not where you want to be.

But what if you could take control of it? Even when you weren't the one leading the ambush?

Step #1: Act in The Surprise Round


The first step in this process is to choose a class that gives you the ability to always act in the surprise round, even if you normally wouldn't be able to. This is not a common ability, but there are several, notable archetypes that grant it. The diviner wizard is the most common, and you gain it as your 1st-level school power. However, there's also the sohei monk (which gains this power at 1st-level), the fearsome defender barbarian (which gains it at 5th-level, though they always act last in a surprise round), the grand marshal (which gains it at 2nd-level),  and the thronewarden (who can act in the surprise round as long as they have at least 1 grit point starting at level 2), just to name a few.

This is only the first part of the combination, though.
Whichever option you select, it's important to remember this is a multiclass concept. Because acting in the surprise round is fine and dandy, but you need to be able to do more than just take a standard or a move action to really get the most bang for your buck. That's where step two comes into play.

Step #2: Add Four Levels of Rogue


The next thing you need to do is mix-in some rogue. Not just any rogue, though. The bandit archetype gives you the 4th-level ability Ambush. This states that when you can act in the surprise round you can take a standard, move, and swift action, rather than just the normal standard or move action normal characters get.

So, in other words, you turn the surprise round into a full turn.

That's when the mayhem starts.
Ask yourself how many times you just needed one extra action to stop an ambush before it started. How many times did you have just the right spell to block line of effect for those archers, or just the right scroll in your pack, but you couldn't react quickly enough to get them. Alternatively, how many times have you looked at the rogue talent Surprise Attack and thought it was useless? After all, what's the good in enemies being flat-footed to you during the surprise round if you can never act in it?

Now you know.

Step Three: Putting It All Together


Multiclassing always leaves you with some mechanical weaknesses, but it's important to ask how you plan on using these abilities. For instance, are you going to play an arcane trickster whose uncanny reflexes always seem to let them evade danger? Especially if it means adding 2d6 sneak attack onto any spell with an attack roll in the surprise round? Or would you prefer a sohei bodyguard, who makes sure to engage the enemy before they can get close to his charges? Or a reformed bandit that's now a grand marshal, whose guns always seem to be firing before bushwackers can so much as clear their holsters?

There are all sorts of options you have available, but the goal should always be to make the most of the surprise round. If you do it right, your DM might even re-think using ambushes as a tactic.

That's all for this week's Crunch installment. Short and sweet, but it's a simple trick that doesn't take a huge text block to share. If you want to stay up-to-date on all my releases, simply follow me on Facebook, Tumblr, and Twitter. And if you'd like to help me keep my head above water, and keep doing what I'm doing, head over to The Literary Mercenary's Patreon page to become a patron today. All it takes is $1 a month to buy my everlasting gratitude, and to get yourself some sweet gaming swag.

Saturday, June 11, 2016

In Praise of Mage Armor

When it comes to Pathfinder, and even older editions of Dungeons and Dragons, we tend to get distracted by the shiny red balls. You know, those 9th-level spells, and 20th level class abilities that you rarely get to have for more than a session or two at the end of a campaign. However, as I pointed out in posts like The Best Alchemical Items For Your Pathfinder Party, sometimes we forget how truly powerful lower-level abilities and items can be, when properly utilized.

That's why, today, I'd like to talk about Mage Armor, and ask why it is we aren't abusing the holy crap out of it.

Come at me, bro!

What Makes Mage Armor So Great?


All right, let's begin at the beginning, here. So, we all know that Mage Armor is one of those bread-and-butter spells for spellcasters at lower levels. Wizards and sorcerers everywhere will take this spell because it grants them a +4 armor bonus to their AC, it lasts for hours per level, and it's a force effect, so incorporeal creatures can't ignore it. However, as you start getting access to more powerful magic items, better spells, etc., mage armor tends to fall by the wayside. You probably still pre-cast it on yourself, but it's far from your most impressive spell.

Of course, there's a lot of mileage you can get out of this first-level spell. Even if you're not a wizard.

This is where shit starts to get weird, isn't it?
On the one hand, it's important to remember that if you have two sources of the same bonus, like DR 5/- from being a barbarian, and DR 10/silver for being a werewolf, that you use the bigger bonus. However, it's equally important to remember that if the bigger bonus is ignored, the secondary one comes into play.

So, let's say you're a full-plate tank, but your party is going up against incorporeal enemies. You might not have the money for ghost touch armor, but having the wizard tap you on the head with Mage Armor (or getting a wand of it, since the spell lasts for hours per the caster's level) means that you still have a +4 bonus to your AC those ghosts can't ignore. If you couple it with Shield (cast from a spell-like ability, wand, or scroll, since its target is You), then you have a +8 bonus to your AC against those pesky ghosts. Sure, that won't come into play if you're just going toe-to-toe with a troll, but it can be a lifesaver if you're trying to avoid that bad touch.

And, let us not forget, there are a lot of characters who don't wear armor, but who still aren't spellcasters.

The monk is probably the most obvious candidate. After all, adding your Dexterity modifier, your Wisdom modifier, and your monk AC bonus together isn't bad, but why not add a floating +4 armor bonus that lasts for hours, doesn't count as armor, and has no negatives associated with it? The same is true for the swashbuckler, the gunslinger, and the duelist; the classes grant you additional bonuses based on wearing light or no armor, and if you're going to be leaping about making Acrobatics checks, the last thing you want is an armor check penalty screwing you up. And if you're a member of a class that doesn't get Use Magic Device as a class skill, just remember the Dangerously Curious trait is all you need to fix that problem.

Animal companions, mounts, and familiars can also make great use of this spell. After all, no one wants their pet wolf, or mouthy pseudodragon, to wind up getting skewered by the enemy. Which is why a simple tap on the head can make them that much harder to hurt, over and above the abilities they gain for being unique class features. Rogues also benefit from mage armor. They get all the bonuses they'd have from wearing a chain shirt, but they are free to be as sneaky and stealthy as they can be. What's even better, though, is that mage armor can be worn anywhere without giving it away. When you're in the pub gathering information, or at dinner with the duke, you can keep some protection going without worrying about committing the social faux pas of wearing a brigandine to the ball. Even barbarians who favor a shield, like the Savage Barbarian archetype, can combine their natural armor with Mage Armor to make them much harder to hit before they go a-raging across the battlefield.

How Do You Get Mage Armor?


Well, the easiest way to get access to Mage Armor (and Magic Vestment, if you want to stack the bonuses together), is by becoming good friends with the spellcasters in your party. At mid-level, the wizard or sorcerer would probably be more than happy to reserve a level 1 spell for you, assuming you've proven that keeping you alive is key to their survival and success. The cleric may do the same. However, not all spellcasters are willing to armor their allies instead of themselves. That's when you have to get creative.

Just how creative are we talking, here?
Well, one way you can make sure you have Mage Armor on hand is to buy a wand of it, shell out the extra gold to get it from a higher-level caster so you don't have to refresh it every hour, and be sure your Use Magic Device skill is up to snuff. That way you can pop yourself on the head, but you don't have to eat up your first action in combat. You could also use a ring of spell storing, or, if you have rogue levels, get the Major Magic rogue talent, and select Mage Armor as your spell-like ability. The advantage of this is that you get the spell at a higher caster level, even if you're doing a multiclass character.

Just One Tool in The Toolbox


It's important to remember that you have a plethora of options when it comes to your adventuring toolbox. Mage Armor, and similar low-level spells, might not be as shiny as the pneumatic head-crushers you get at higher levels, but sometimes you just need a claw hammer to get the job done.

Thanks for dropping in! I hope everyone found this week's Crunch topic useful. If you'd like to help keep Improved Initiative going, then why not stop by The Literary Mercenary's Patreon page to toss a little bread in my jar? As little as $1 a month gets you some sweet swag, and makes it that much easier for me to keep doing what I'm doing. Lastly, if you haven't followed me on Facebook, Tumblr, and Twitter yet, why not start now?

Friday, December 26, 2014

A Pathfinder Build For A Dirty Trick Master

Anyone who's ever been in a fight, or even participated in sport combat knows that winning a fight is about more than who's the biggest of the strongest. It's often about technique, experience, and being able to predict your opponent and take advantage of the weaknesses you see. Some people, especially those who've come out ahead because they don't fight fair, are aware that a momentary advantage can be the difference between walking away from a brawl and leaving your blood on the pavement along with your dignity.

For those who want to duplicate this kind of experience in Pathfinder you should invest in a character skilled at using combat maneuvers against her enemies. More accurately you should invest in a character that specializes in the dirty trick maneuver.

Sign didn't say nuthin' about your eyes, though. Ain't much a fight if you can't see.

How The Dirty Trick Combat Maneuver Works


Before we get too in depth on mechanics I know that not a lot of players use combat maneuvers. Most players forget these maneuvers even exist until a monster uses one on the party, and for a brief instant in time players see how devastating a properly placed grapple, bull rush, or trip can really be. So here's a quick refresher on how dirty trick works.

Outlined in the Advanced Player's Guide a dirty trick maneuver can only be done in melee. It is a standard action where you roll a D20 and add your combat maneuver bonus to the roll. This provokes an attack of opportunity (unless you have the improved dirty trick feat), and if you are hit by the enemy then you add the damage you took as a negative to your attempt. If you beat the enemy's combat maneuver defense then you have succeeded, and may apply the blinded, dazzled, deafened, shaken, or sickened condition to the target for 1 round. For every 5 that you beat the target's CMD by the condition lasts for an additional round. The target can remove the condition as a move action, though.

So what does this look like? Well say that you wanted to blind your opponent; maybe you gouged him in the eyes with your thumb, or tossed your ale in his face. If you wanted to entangle your enemy maybe you undid his belt, or yanked on his armor lacings so they were out of true. If you wanted to deafen an opponent you might clap his ears, and if you wanted to sicken him you might kick him in the crotch.

Why Use Dirty Trick?


I'll tell you why; because there are lots of ways to win a fight. One of them is to debuff your enemy into next week.

Son, I'm afraid if you get up it's going to provoke an attack of opportunity.
If you're fighting a spellcaster and you manage to deafen her then that's a 20% miscast chance on any spells that aren't cast with the metamagic feat Silent Spell, and it's still serious negatives to notice anyone sneaking up on her. Add blinded to that and she can't target anyone specifically unless she has another means of sight. If you're fighting a swashbuckler or a rogue who depends on dexterity then leaving them entangled will reduce their dex by a -4 and any attacks by an additional -2. The list goes on and on, but if you combine the temporary status effects of dirty trick with other combat maneuvers like trip or disarm then you've got a character who doesn't need to be the best to win; he simply makes those he's fighting do so at an extreme disadvantage.

The Classes


Getting the best build for a dirty trick master isn't easy. But you're going to want to start off with at least one level of the Maneuver Master archetype (Ultimate Combat 58). This does mean you need to have a lawful character (and if you're trying to square "lawful" with "fights using dirty tricks" then you simply need to include something in the monk's credo to the effect of "there is a time for honor, and that time is not when my life and the lives of others are at stake"), and it means you won't be wearing any armor, so you're going to have to get creative. What the Maneuver Master gives you in addition to the unarmed damage, monk saves, AC bonus, and monk bonus feat (which can include any improved feat, so improved dirty trick is yours for the asking at level one) is something called flurry of maneuvers.

What makes this ability so special is that during any full-attack action a Maneuver Master may perform a bonus combat maneuver, regardless of whether or not it would replace an attack or require a standard action all its own to use. For this bonus maneuver the monk replaces his base attack bonus with his monk level for the purpose of calculating his combat maneuver bonus, but all combat maneuvers attempted in that round suffer a -2 penalty.

So say that you came out of the gate as a level 1 Maneuver Master with improved dirty trick as your bonus feat. You could also take combat expertise as your 1st level feat and improved trip if you were a human and had a bonus feat. With that build up you could take your full attack action, trip the enemy, and then kick him while he's down in order to make him sickened. You take a -2 to both combat maneuvers (which is canceled out by the +2 you get from the two improved feats), and you've got a pretty solid shot at putting at least one opponent in a pretty compromised position.

But wait, there's more!
While you can keep taking levels of Maneuver Master (because we know that monks are strongest when they're kept pure), you could also multiclass and start taking levels of the fighter archetype Cad (Ultimate Combat 45).

In addition to a full BAB and bonus feats, Cad gives your character a lot of bonuses and extra opportunities to get your dirty tricks in. While these fighters don't get access to medium armor, heavy armor, or tower shields, they do gain dirty maneuvers which provides a +1 bonus to disarm, steal, and dirty trick CMB and CMD at level 2, and every 4 levels thereafter. The cad also gets catch off-guard as a bonus feat, and gains the ability payback, which grants him an increased bonus to hit and damage any enemy that has attacked him since his last turn. There's a slew of other useful abilities, but one that's going to come in very handy is the level 7 ability deadly surprise, which allows you to attempt a dirty trick as an immediate action if you hit an opponent denied its dexterity bonus to AC with a melee weapon or unarmed strike.

The setup I would recommend is 1 level of Maneuver Master and 11 levels of Cad, though there are certainly other, legitimate ways to achieve good results.

Feats


The level recommendation isn't random, and though it might work for Pathfinder Society that isn't exactly the reason I assigned a 12-level build. The reason will be obvious when you examine the feat list below. This list works for any sort of build, and does not assume that a character is playing a human or include fighter bonus feats. Combat maneuvers other than dirty trick can be swapped out to fit your preferred play style.

- Level 1: Combat Expertise (Core Rulebook 119): Take negatives to your attack to gain bonuses to AC.
- Monk Bonus Feat: Improved Dirty Trick (Advanced Player's Guide): Gain a +2 to CMB and CMD for dirty trick maneuvers. Do not provoke AOO when performing a dirty trick.
- Level 3: Improved Trip (Core Rulebook 128): Gain +2 to CMB and CMD for trip maneuvers. Do not provoke an AOO when performing a trip.
- Level 5: Dodge (Core Rule Book 122): Gain +1 dodge bonus to AC.
- Level 7: Quick Dirty Trick (Ultimate Combat 114): May replace a melee attack with a dirty trick maneuver.
- Level 9: Greater Dirty Trick (Advanced Player's Guide): Gain an additional +2 to CMB and CMD for dirty trick maneuvers. The penalty now lasts for 1d4 rounds +1 round for every 5 by which you beat the target's CMD. Removing the penalties now requires a standard action.
- Level 11 (or whatever level you meet the prerequisites at): Dirty Trick Master (Bastards of Golarion 25): Cause the condition affected by any dirty trick maneuver to worsen. Dazzled becomes dazed, entangled becomes pinned, shaken becomes frightened, sickened becomes nauseated. This worsened condition replaces the initial one, and may be removed with a standard action.

*It's also a good idea to supplement your dirty trick with Gauntlets of the Skilled Maneuver (Ultimate Equipment), which provide a +2 to a single combat maneuver. The same bonus can be granted to trip or disarm attempts by simply using a weapon with one of those qualities.

The Goal


Once your character has Dirty Trick Master (a feat that I wrote for Bastards of Golarion, if I'm to toot my own horn) you are a threat to any enemy you can touch in melee. With your high BAB from Fighter and Quick Dirty Trick you can perform several dirty trick maneuvers, and to top it off you still get your bonus maneuver from Maneuver Master. You can pull a dirty trick on anyone you catch flat-footed or that you flank (or who is pinned, as per the increased condition), and even if an enemy does remove the condition you put on him it still takes a standard action; that's a round that enemy had their options significantly limited. And if you have more than one dirty trick effect that's been stacked on, it takes more than one action to remove them.

The Weaknesses


While every character build has something it's really good at, it will also have something that it's really bad at. While the dirty fighter we've outlined here is great for debuffing enemies in ways that will not give them a saving throw against the attack, the build does have some weaknesses. This character will have a very low AC (unless you toss the monk level and use bonus feats to get heavier armor or replace the monk level with another class, which is an option), and he will have issues with opponents that are very large, who remain out or melee range, or who are invisible/incorporeal. While this character will not have the biggest damage output in the party, those bonus feats can also be used to increase how hard he's going to hit once he's stacked status conditions onto the bad guy.

The key with the Dirty Trick Master (just like any other build) is to recognize what your weaknesses are and to have something else you can fall back on when your big gun doesn't work. Are you fighting enemies that are large sized and have multiple legs? Why not throw a tanglefoot bag at them to keep them tied up for a couple of rounds, and then either shoot from a distance or stick and move (assuming you invest in mobility and spring attack)? What do you do if an enemy is immune to being blinded or sickened? Well entangle and pin them instead, or ask if their enhanced senses are hearing based and deafen them. What if you want to avoid getting splattered all over the battle field? Well try using smoke sticks to give yourself concealment, or invest in a cloak of displacement.

Whatever your weakness is, you need to prepare for it so there are no fights where you're just sitting there doing nothing but pissing and moaning that your special trick won't work. Even if you're not single-handedly reducing the big bad into a buffoon who's got spit in his eye, his pants around his ankles, and a solid shot in the gut to knock the wind out of him, you can still do something to help out the rest of the party.

If you're looking for something to do with all those bonus feats then you might want to check out The Bullyboy and my Ultimate Aid Another builds. Remember that it's your character so make it into whatever you want!


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