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Cofniben
2013-08-23, 07:08 AM
I am currently playing in a campaign where we almost had a tpk (2 of 6 made it out alive by dimension door) but my character was not so lucky. So out of the blue I was thinking of an interesting character and I thought a matador would be something different. But here is the issue, how would I go about amking one. I am thinking maybe the fighter archetype where they wield a one handed weapon and leave their other hand free and ask the gm to fluff in the cape, but I am not sure which feats to take, or if there is a better option then the route I am thinking.

For character creation we are using 18, 16, 14, 12, 10, 8 for stats, and I'll be starting at level 8, so I will have 33,000g.

Psyren
2013-08-23, 09:12 AM
Sounds like Duelist might fit this as they are designed for einhander combat. You can then pick up feats that reward a dex-based style, such as Agile Maneuvers, Pirahna Strike, Dervish Dance and the agile weapon property.

A better option though might be to take something with some magical prowess so that you have something to do outside of melee. A Bard (Dervish Dancer) or Magus would be a good choice here; Magi also reward having nothing in your offhand, and a 1-level dip in Duelist will let them add Int to their AC. (scratch that last suggestion, you only get +1 Int per duelist level, and losing that many CL isn't worth it.)

Elricaltovilla
2013-08-23, 09:26 AM
For an even more matador-esque magus, take a look at the kensai archetype. They lose armor proficiency, but gain the duelist's canny defense ability, get to add their Int to initiative and crit confirmation rolls, and work amazingly well as a Dex based magus.

That way you can take advantage of most of the duelist class features without dipping or losing out on the magus's superb class features.

Psyren
2013-08-23, 09:34 AM
Ah, I forgot that archetype :smallredface: Yeah, Kensai would make a great "Duelist-Magus."

Combine with Dervish Dance and a scimitar etc.

Fouredged Sword
2013-08-23, 09:52 AM
Also, a flowing way monk would make for an interesting matador. Things that attack you fall down. Then you hit them with your temple sword.

grarrrg
2013-08-23, 11:24 AM
I am thinking maybe the fighter archetype where they wield a one handed weapon and leave their other hand free and ask the gm to fluff in the cape

I think the Net line of feats (Net=Cape) would work perfectly for this.
Net Adept (http://www.d20pfsrd.com/feats/combat-feats/net-adept-combat) > 'Capes' are 1 handed Reach Weapons
Net and Trident (http://www.d20pfsrd.com/feats/combat-feats/net-and-trident-combat) > When opponent is entangled in your 'cape' your one-handed melee weapon gets +2 damage.
Net Maneuvering (http://www.d20pfsrd.com/feats/combat-feats/net-maneuvering-combat) > 'Cape' gives you a +2 bonus on Disarm checks
Net Trickery (http://www.d20pfsrd.com/feats/combat-feats/net-trickery-combat) > Can replace one of your attacks with a Dirty Trick (Blind) combat maneuver using your 'cape' (Dirty Trick is normally a Standard).

Blyte
2013-08-23, 02:52 PM
magus/fighter/monk with a crane style "matador style" fluffed in

Radar
2013-08-23, 03:42 PM
In my opinion matadors' style relies a lot on retaliation rather then straightforward attack. There are a lot of interesting options in that direction. Most of them were used in Jack B Quick (http://community.wizards.com/go/thread/view/75882/19869062/6_hits_to_1:_Jack_B._Quick) build. Granted, the build was focusing on two-weapon combat in order to maximize the ammount of attacks, but it might be possible to do something with a single weapon or a sword/net combo.

Psyren
2013-08-23, 06:01 PM
Ooh, a net would work well as the "cape" for this. Agreed with grrarg.

Either that or you could port in the gnomish(?) shield-cloak from 3.5 and keep it as a 1H build.

Crasical
2013-08-23, 08:14 PM
Grarrrg is onto something with the net feats here! Now, the question is what chassis to drop them on

avr
2013-08-23, 09:11 PM
To do this using the net feats you want to be strong to control the net/cape, you want a lot of feats, and you want to succeed in a variety of combat maneuver checks. Fighter might work, true. Increasing your size one way or another would help a lot though.

The minimal set of feats you want would be something like
1: EWP (Net)
H: Net Adept
3: Net and Trident
5: Net Maneuvering
7: Net Trickery
Going Fighter would give you 5 more feats to spend on stuff like Combat Expertise/Improved Trip/Greater Trip, Combat Expertise/Improved Dirty Trick/Greater Dirty Trick, or similar maneuver trees.

To increase your size you could play a duergar (not terribly matador-ish in style), buy enlarge person potions by the crate, invest a trait and max skill points in the UMD skill, dip a few levels into a caster class (fighter 4/battle oracle 4 might work) or get someone in the party to cast a spell on you at the beginning of any important combat.

Cofniben
2013-08-24, 12:19 AM
From all the suggestions I have been reading, I think the best build might be a vivisectionist/fighter build so then I can get all the feats I need along with enlarge person spell to give me the size bonus to trip attemps.

grarrrg
2013-08-24, 12:28 AM
From all the suggestions I have been reading, I think the best build might be a vivisectionist/fighter build so then I can get all the feats I need along with enlarge person spell to give me the size bonus to trip attemps.

If you can get it allowed, the Living Monolith (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/living-monolith) PrC can help with the Enlarge Person at the cost of some "eh" feats.

_ONE_ level of Living Monolith gives you THREE/day SWIFT action Enlarge Person with a SIX minute duration.
And it maintains Full Bab.

Cofniben
2013-08-24, 12:37 AM
If you can get it allowed, the Living Monolith (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/living-monolith) PrC can help with the Enlarge Person at the cost of some "eh" feats.

_ONE_ level of Living Monolith gives you THREE/day SWIFT action Enlarge Person with a SIX minute duration.
And it maintains Full Bab.

That's a good idea, but I don't believe my GM will let me into that class.

grarrrg
2013-08-24, 12:50 AM
That's a good idea, but I don't believe my GM will let me into that class.

They never do...they never do...

Anywho...plenty of casters have easy access to the Enlarge Person spell. If you plan on Tripping (or any of the other 'improved' feats with a "Combat Expertise + 13 INT" as requirements), then Alchemist is decent choice, but be wary of the Mutagen!
Using Mutagen to raise STR will cause your INT to drop 2 points, this may disqualify you for Combat Expertise / Improved [maneuver], so you might be better off NOT using the Mutagen, or saving it for fights where [maneuver] is not practical.