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View Full Version : Pathfinder The Golden (Black) Glove: A Fiendbound Marauder Warder



Rainshine
2015-08-29, 03:37 AM
I've been toying around with the Fiendbound Marauder archetype from the PoW:E beta from DSP (Expanded Archtypes document over http://www.giantitp.com/forums/showthread.php?423981-Dreamscarred-Press-Path-of-War-Expanded!-%28Discussion-Thread-VI%29).

Right now, I've thrown together a guy or gal that, while not so much of the Warder's thing about raising his team's defenses, functions to try and debuff and hinder his opponents. Through intimidation, combat maneuvers, and strikes that cause debuffs. I'm looking for ways to buff up the debuffing -- for instance, I thought I remembered seeing something that increased the penalties related to sickened or shaken from -2 to -4, but I can't remember where.
The only thing not directly stated in the build that I've assumed is putting a skill point in Intimidation every level.

Half-orc Fiendbound Marauder
20 point buy:
16 STR (Without the +2 Racial)
12 DEX
12 CON
9 CHA
7 WIS
16 INT
Combat Reflexes (Free feat)
Level 1 feat: Intimidating Prowess
Fiend's Grip (1d8 + STR, 20x2; grab, reach, grapple)
Level 1 attack: 10ft reach, +5 (1d8+4), FA to Intimidate with +13
Maneuvers readied : Black Seraph's Glare (S), Woeful Burden, Terrifying Blow, Gutstrike (DC 16)
Other known: Warden's Bearing, Voracious Drive
Scale Mail, Heavy Shield, Spiked Gauntlets (+8 AC, 18 AC total)


Level 3:
Feat: Black Seraph Style
Bonus Feat: Combat Expertise
Maneuvers readied: + Seraph's Wrath (DC 17)
Maneuvers known: Touch of the Witch (S), Guard's Oath (DC 14)
Level 3 attack: 10ft reach, +7 (1d8+4), FA to Intimidate with +15/ CE +6 (1d8+4)
Spiked Banded Mail, Heavy Shield, Spiked Gauntlets (+10 AC, 20 AC base, 21 AC with CE, 22 against Shaken)

Level 4: +1 STR
-Voracious Drive, + Fear the Reaper (Counter, INT vs. Attack)

Level 5:
Feat: Guard's Glare
+Stance of the Eternal Guardian (S)
+Huntsman's Curse (DC 18W, staggered, cursed, 1/2 speed, -1 attack,AC,Ref for level/rounds)
Level 5 Attack: 10ft reach (20 when recovering), +10 (1d8+5, grab) FA to Intimidate with +18
+1 Spiked Gauntlets
+1 Spiked Hellknight Plate, +1 Heavy Shield (+14 AC, 24 AC base, 26 AC with CE, 28 CE against Shaken)

Level 6:
+Belt of Giant Strength +2
-Gutstrike +Tendon Rip (+2d6, 1/2 speed for init mod)

Level 7:
Feat: Improved Trip
+ Grim Guard's Laughter
+1 Cruel Spiked Gauntlets

Level 8: +1 STR
Bonus feat: Greater Trip
+ Walk in the Dark (S)
-Guard's Oath +Bilious Strike (+6d6, nausea, 20F to one round)
+Headband of Intelligence +2

Level 8 Attack: 10ft reach (20 when recovering) +15/+10 (+12/+7 with CE) (1d8+7, grab) FA to Intimidate with +23, sickens shaken targets
Trip +22 and target provokes AoO
Grab check +19, 1d8+7 damage on grapple
AC 24, 27 with CE, 29 CE against Shaken


He can reach out and trip or damage and grab people trying to avoid him, can reach out and grapple people when they try to get around, intimidate for free on hit for shaken, then turn the shaken into sickened for -4. Several maneuvers to let him slow or give roll - to opponents. Guard's Glare let's him make people stay close if they fail their will save. Or, you know, just grapple or trip them.
Other alternatives I considered is swapping CE and the trip line for IUS/Imp/Greater Grapple if you prefer Grapple focus to trip. He is still limited by his size -- might want to have a friend/item for Enlarge Person, or go Broken Blade for the stance that buffs your size as well. Signature Skill (Intimidate) wouldn't be a terrible choice either, particularly in line with picking up Black Seraph Annihilation to remove fear/MA immunity. Build advice?


And just for fun, another Fiendbound build, completely missing the defensive focus of the class.

Human Fiendbound Marauder
20 point buy:
16 STR (Racial)
12 DEX
12 CON
9 CHA
7 WIS
16 INT
Combat Reflexes (Free feat)
Level 1 feat: Prodigious Two-Weapon Fighting, Two-Weapon Fighting
Fiend's Grip (1d8 + STR, 20x2; grab, reach, grapple)x2
Level 1 attack: 10ft reach, +3/+3 (1d8+4, 1D8+2), FA to Intimidate with +11
Maneuvers readied : Black Seraph's Glare (S, free Intimidate), Woeful Burden (cursed, -10+5/(L/4)' penalty), Terrifying Blow (DC 14W Frightened, 1d6/cursed), Swift Claws (Attack w/ two weapons)
Other known: Crushing Blow (+1d6, DC 16F or FF), Voracious Drive (Charge w/o AoO, +1d6)
Scale Mail, Spiked Gauntlets (+6 AC, 16 AC total)


Level 3:
Feat: Thrashing Dragon Style (Free off-hand on standard attack)
Bonus Feat: Double Slice (+Str on offhand)
Maneuvers readied: + Murderous Spite (+1d6 boost on ALL attacks, +3d6 against cursed)
Maneuvers known: Inner Sphere Stance (2+L/6 To dodge, Will)(S), Warden's Bearing (+2 to CMB, no AoO, +1 size affect)
Level 3 attack: 10ft reach, +5/+5 (1d8+4, 1d8+4), FA to Intimidate with +13/
Spiked Banded Mail, Spiked Gauntlets (+8 AC, 18 AC base)

Level 4: +1 STR
-Voracious Drive, + Seraph's Wrath (+2d6, DC 17R Prone)
+1 Spiked Gauntlets
10ft reach, +7/+7 (1d8+5, 1D8+5), FA to Intimidate with +14

Level 5:
Feat: Discipline Focus (Black Seraph)
+Frenzy Strike (Attack with all wielded, +2d6 to each (+10/+10/+9, 1d8/1d8/1d6))
+Battle Dragon's Stance (-2 TWF, +4 Init, 1d6+Int damage) (S)*
+1 Spiked Hellknight Plate
AC 21

Level 6:
-Swift Claws +Vicious Swipe (+3d6, DC 18F daze)
+2 Belt of Giant Strength
10ft reach, +12/+12/+7, (1d8+5+1d6+3 for all)

Level 7:
Feat: Thrashing Dragon Pounce (Offhand attack on strikes)
+Sharpened Talons (+2d6 boost one attacks)
+2 Headband of Intelligence

Level 8: +1 STR
Bonus Feat: Improved Two-Weapon Fighting
- Crushing Blow +Bilious Strike (+6d6, DC21F nausea/int or nausea/1)
10ft reach (20 when recovering), +15/+15/+10/+10, (1d8+6+1d6+4) (44-96 with grab/grapple, 56-156 with Murderous Spite boost against cursed)
Grab at +23

Level 9: Two-Weapon Rend

stack
2015-08-29, 09:44 AM
I like the Akashic races for this, the gamla variant alquarn work well, as would feelka. Starting large is great for both reach and the size bonus to intimidate. Some eternal guardian stuff makes the reach less helpful, or did the last time I built one, which was a revision or two ago.

Vhaidara
2015-08-29, 03:38 PM
Two things
First, instead of Intimidating Prowess, which costs you a feat, go for Bruising Intellect (http://www.d20pfsrd.com/traits/social-traits/bruising-intellect), a trait that keys Intimidate to Int. Significantly lower cost

Second, I recommend grabbing Bludgeoner (http://www.d20pfsrd.com/feats/combat-feats/bludgeoner-combat) and Enforcer (http://www.d20pfsrd.com/feats/combat-feats/enforcer-combat). You are no longer locked into Black Seraph's Glare as your only usable stance to stay effective

Extra Anchovies
2015-08-29, 04:11 PM
Second, I recommend grabbing Bludgeoner (http://www.d20pfsrd.com/feats/combat-feats/bludgeoner-combat) and Enforcer (http://www.d20pfsrd.com/feats/combat-feats/enforcer-combat). You are no longer locked into Black Seraph's Glare as your only usable stance to stay effective

Alternately, consider Power Attack and Cornugon Smash (http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat). It doesn't lock you into nonlethal bludgeoning damage, but you'd also need Furious Focus (http://www.d20pfsrd.com/feats/combat-feats/furious-focus-combat) if you don't want your strikes to suffer the to-hit penalty.