grarrrg
2012-05-29, 10:20 PM
Now most of you are thinking "Halfling + Monk = FAIL!"
Well, you're right.
But I'm being silly (what? grarrrg? silly? never!)
So today I present the (work-in-progress)
HALFLING OF DOOM!
*Warning, the following "build" dips like the dickens, but actually winds up following its 'theme' fairly well. It is not recommended for low-level play. It's probably not recommended for ANY play for that matter...*
The following build has a major focus on Tripping, and a lesser focus on Intimidation.
Stat hierarchy is as follows: DEX > WIS > CON > STR > CHA (note: even though STR has greater priority than CHA, the CHA will probably still wind up higher due to Halfling racials)
INT must be at least 13
Feat breakdown:
*Combat Reflexes
*Weapon Finesse
We are going to (have to) run on Dexterity, and we need the ability to make a lot of AoO's.
*Combat Expertise
*Improved Trip
*Greater Trip
*Tandem Trip (yes it's a teamwork feat, but no one else needs to take it)
Trip focused build
*Fury's Fall (http://www.d20pfsrd.com/feats/combat-feats/fury-s-fall-combat)
Trip AND Dex focused build
*Vicious Stomp
Between Greater Trip and this, we get to make TWO AoO's for every successful Trip.
*Enforcer (http://www.d20pfsrd.com/feats/combat-feats/enforcer-combat)
I don't know how I missed this before...every time you deal Nonlethal Melee damage you get a FREE Intimidate check! If successful, the target is Shaken for Rounds=Damage! Add 1 round of Frightened if it was a Critical!
*Defensive Combat Training
Necessary for our PrC
We have 10 feats minimum for our build, so we are DEFINITELY grabbing some as Bonus feats from classes.
Optional Feats (have pre-req feats that don't help much)
Shatter Defenses (http://www.d20pfsrd.com/feats/combat-feats/shatter-defenses-combat---final), requires Weapon Focus and Dazzling Display, but is a probably a more reliable Flat-Foot enabler than Flowing Monk.
Boar Ferocity (http://www.d20pfsrd.com/feats/combat-feats/boar-ferocity-combat), 2nd Boar Style feat, +2 to Intimidate, free Intimidate when you 'tear flesh' with Boar Style (only 1/round)
Janni Tempest (http://www.d20pfsrd.com/feats/combat-feats/janni-tempest-combat), 2nd Janni Style feat, +4 to Trip attempts immediately after a successful Unarmed strike
Monastic Legacy (http://www.d20pfsrd.com/feats/combat-feats/monastic-legacy-combat), non-monk levels count towards Unarmed damage progression. Not really necessary, we get better damage from Sneak Attack, but worth a thought.
First class:
Flowing Monk (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/flowing-monk)
Minimum Investment: 2 levels
Gains: 1 Bonus feat, 'Redirection' lets us make one 'Defensive' Trip per turn (Immediate Action), and Unbalancing Counter can make the target Flatfooted with an AoO, and (failed) Ref save.
Lore Warden Fighter (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/lore-warden)
Minimum Investment: 3 levels
Gains: Combat Expertise, 2 Bonus Feats, +2 bonus on all CMB/CMD
Thug Rogue (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/thug)
Minimum Investment: 4 levels
Gains: +2d6 Sneak Attack, 2 Rogue Talents (probably used to get another Feat or two). Improved/Increased Intimidate, can Sicken target by sacrificing Sneak Attack damage.
Alternate option:
Rake Rogue (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/rake) can sacrifice Sneak dice to get (multiple) +5 bonuses to Intimidate checks. (cannot take both Rake and Thug sadly...)
Halfling Opportunist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/halfling-opportunist)
Minimum Investment: all 5 levels
Gains: +2d6 Sneak Attack, +2 All Saves, deal Sneak Attack damage when making AoO's (and how many AoO's do we get when Tripping?)
Inquisitor
Minimum Levels: 3
Gains: Conversion Inquisition (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/inquisitions/conversion-inquisition) let's us use WIS instead of CHA for Intimidate checks, and a +1 bonus to Intimidate on the side. Also, +WIS to initiative, and Solo Tactics lets us use Tandem Trip without needing anyone else to take it.
Final build is 17 levels
Add more levels of any of the above to complete the build (recommend more Rogue for the Sneak damage)
Ideally, we initiate a Flurry attack, with our first attack we attempt to Trip (rolling twice!), if unsuccessful, we make our 2nd attack a Trip (and so on...), if successful we can make 2 AoO's, each successful AoO deals Sneak damage and forces the victim to make a Reflex save or be considered Flat-Footed until end of our NEXT turn. Victim will be Prone (-4 AC), and we finish our Flurry by just hitting him (with the likely added bonus of Sneak Attack damage).
Oh, and ALL of our strikes have been Nonlethal giving us MULTIPLE FREE Intimidate Checks (Enforcer + whichever Rogue archetype).
So after a "good" round, our victim will have takes LOTS of Sneak Attack fueled Nonlethal damage, be Prone, be considered Flat-Footed, be Sickened (Thug Rogue), Frightened for 1 round (Thug and or Enforcer), and Shaken for a LOT of rounds (additional 'Shakens' ADD rounds, not reset).
On our Victim's turn, they can either A: Stand up, eating another AoO, B: Attempt to Crawl away, eating another AoO, or C: in the unlikely event they are NOT Frightened, they can just stay Prone with -4 AC/-4 To-hit.
FEAR THE HALFLING!
Well, you're right.
But I'm being silly (what? grarrrg? silly? never!)
So today I present the (work-in-progress)
HALFLING OF DOOM!
*Warning, the following "build" dips like the dickens, but actually winds up following its 'theme' fairly well. It is not recommended for low-level play. It's probably not recommended for ANY play for that matter...*
The following build has a major focus on Tripping, and a lesser focus on Intimidation.
Stat hierarchy is as follows: DEX > WIS > CON > STR > CHA (note: even though STR has greater priority than CHA, the CHA will probably still wind up higher due to Halfling racials)
INT must be at least 13
Feat breakdown:
*Combat Reflexes
*Weapon Finesse
We are going to (have to) run on Dexterity, and we need the ability to make a lot of AoO's.
*Combat Expertise
*Improved Trip
*Greater Trip
*Tandem Trip (yes it's a teamwork feat, but no one else needs to take it)
Trip focused build
*Fury's Fall (http://www.d20pfsrd.com/feats/combat-feats/fury-s-fall-combat)
Trip AND Dex focused build
*Vicious Stomp
Between Greater Trip and this, we get to make TWO AoO's for every successful Trip.
*Enforcer (http://www.d20pfsrd.com/feats/combat-feats/enforcer-combat)
I don't know how I missed this before...every time you deal Nonlethal Melee damage you get a FREE Intimidate check! If successful, the target is Shaken for Rounds=Damage! Add 1 round of Frightened if it was a Critical!
*Defensive Combat Training
Necessary for our PrC
We have 10 feats minimum for our build, so we are DEFINITELY grabbing some as Bonus feats from classes.
Optional Feats (have pre-req feats that don't help much)
Shatter Defenses (http://www.d20pfsrd.com/feats/combat-feats/shatter-defenses-combat---final), requires Weapon Focus and Dazzling Display, but is a probably a more reliable Flat-Foot enabler than Flowing Monk.
Boar Ferocity (http://www.d20pfsrd.com/feats/combat-feats/boar-ferocity-combat), 2nd Boar Style feat, +2 to Intimidate, free Intimidate when you 'tear flesh' with Boar Style (only 1/round)
Janni Tempest (http://www.d20pfsrd.com/feats/combat-feats/janni-tempest-combat), 2nd Janni Style feat, +4 to Trip attempts immediately after a successful Unarmed strike
Monastic Legacy (http://www.d20pfsrd.com/feats/combat-feats/monastic-legacy-combat), non-monk levels count towards Unarmed damage progression. Not really necessary, we get better damage from Sneak Attack, but worth a thought.
First class:
Flowing Monk (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/flowing-monk)
Minimum Investment: 2 levels
Gains: 1 Bonus feat, 'Redirection' lets us make one 'Defensive' Trip per turn (Immediate Action), and Unbalancing Counter can make the target Flatfooted with an AoO, and (failed) Ref save.
Lore Warden Fighter (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/lore-warden)
Minimum Investment: 3 levels
Gains: Combat Expertise, 2 Bonus Feats, +2 bonus on all CMB/CMD
Thug Rogue (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/thug)
Minimum Investment: 4 levels
Gains: +2d6 Sneak Attack, 2 Rogue Talents (probably used to get another Feat or two). Improved/Increased Intimidate, can Sicken target by sacrificing Sneak Attack damage.
Alternate option:
Rake Rogue (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/rake) can sacrifice Sneak dice to get (multiple) +5 bonuses to Intimidate checks. (cannot take both Rake and Thug sadly...)
Halfling Opportunist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/halfling-opportunist)
Minimum Investment: all 5 levels
Gains: +2d6 Sneak Attack, +2 All Saves, deal Sneak Attack damage when making AoO's (and how many AoO's do we get when Tripping?)
Inquisitor
Minimum Levels: 3
Gains: Conversion Inquisition (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/inquisitions/conversion-inquisition) let's us use WIS instead of CHA for Intimidate checks, and a +1 bonus to Intimidate on the side. Also, +WIS to initiative, and Solo Tactics lets us use Tandem Trip without needing anyone else to take it.
Final build is 17 levels
Add more levels of any of the above to complete the build (recommend more Rogue for the Sneak damage)
Ideally, we initiate a Flurry attack, with our first attack we attempt to Trip (rolling twice!), if unsuccessful, we make our 2nd attack a Trip (and so on...), if successful we can make 2 AoO's, each successful AoO deals Sneak damage and forces the victim to make a Reflex save or be considered Flat-Footed until end of our NEXT turn. Victim will be Prone (-4 AC), and we finish our Flurry by just hitting him (with the likely added bonus of Sneak Attack damage).
Oh, and ALL of our strikes have been Nonlethal giving us MULTIPLE FREE Intimidate Checks (Enforcer + whichever Rogue archetype).
So after a "good" round, our victim will have takes LOTS of Sneak Attack fueled Nonlethal damage, be Prone, be considered Flat-Footed, be Sickened (Thug Rogue), Frightened for 1 round (Thug and or Enforcer), and Shaken for a LOT of rounds (additional 'Shakens' ADD rounds, not reset).
On our Victim's turn, they can either A: Stand up, eating another AoO, B: Attempt to Crawl away, eating another AoO, or C: in the unlikely event they are NOT Frightened, they can just stay Prone with -4 AC/-4 To-hit.
FEAR THE HALFLING!