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Nosta
2017-02-16, 11:35 AM
Is this a Good Combo or should I forget it.
I know it depends on how much my enemies move but my party is good at forcing that
I use a Fauchard as my weapon

I ask cause i'm trying to figure out what combos I can do with my pc and what ones are worth my time

Necroticplague
2017-02-16, 11:58 AM
Y'know, it's probably save you a good amount of effort if you just made one big thread about this character, instead of making a thread for each little aspect that will only get one or two responses. For one thing, you wouldn't need to repeat that you're using a fauchard (which, in terms of this question, is irrelevant, because you can replace it with any tripping reach weapon).

That being said, to move on to the main question: it heavily depends on what you're trying to do. If you're trying to do damage, it's not too good, because Combat Patrol requires giving up both full attacks and most Strikes, as well as severely hampering your mobility (since your ability to move is now entirely based on if anyone provokes from you). If you simply want to lock down combat via tripping (as I assume, based on your poor choice of weapon), I'm still rather wary, as this is entirely passive/reactive in nature (you require your enemies to do something to make your actions do anything. If they don't move near you, then you've wasted a full-round action).

Nosta
2017-02-16, 12:27 PM
Y'know, it's probably save you a good amount of effort if you just made one big thread about this character, instead of making a thread for each little aspect that will only get one or two responses. For one thing, you wouldn't need to repeat that you're using a fauchard (which, in terms of this question, is irrelevant, because you can replace it with any tripping reach weapon).

That being said, to move on to the main question: it heavily depends on what you're trying to do. If you're trying to do damage, it's not too good, because Combat Patrol requires giving up both full attacks and most Strikes, as well as severely hampering your mobility (since your ability to move is now entirely based on if anyone provokes from you). If you simply want to lock down combat via tripping (as I assume, based on your poor choice of weapon), I'm still rather wary, as this is entirely passive/reactive in nature (you require your enemies to do something to make your actions do anything. If they don't move near you, then you've wasted a full-round action).

why is Fauchard a bad weapon?

Necroticplague
2017-02-16, 12:36 PM
why is Fauchard a bad weapon?

Because it's exotic, but it's not a significant improvement from Martial weapons. A Horsechopper is almost the same thing, but is only martial. so unless you're doing a crit-based build (which, if you're doing a lockdown tripping build, you probably aren't), the improved crit range isn't enough of a deal to justify the feat.

upho
2017-02-17, 03:10 PM
In a game using PoW material, I believe Combat Patrol is very rarely, if ever, worth the three feat slots it requires. This is especially true for warders and myrmidon fighters, as their maneuver recovery features, gained at 1st level, already give the same basic mechanics as the feat and a lot more. So if you're asking whether Combat Patrol is a good investment for the myrmidon you posted earlier, the answer is "most definitely not". And this is regardless of whether you're in the Stance of the Thunderbrand or which weapon you're wielding.

In contrast, Stance of the Thunderbrand is generally great for AoO focused melee builds, and it can enable truly awesome AoO related shenanigans when paired with free/no action forced movement (such as from Shield Slam (https://sites.google.com/site/pathfinderogc/feats/combat-feats/shield-slam-combat---final), Piercing Thunder Trample (https://sites.google.com/site/pathfinderogc/path-of-war/pow-e-feats/piercing-thunder-style), Wolf Trip (https://sites.google.com/site/pathfinderogc/feats/combat-feats/wolf-trip-wolf-style) or grab with reach (http://www.d20pfsrd.com/path-of-war/classes-2/warder/warder-archetypes/fiendbound-marauder-warder-archetype/)). Once you've chosen your "AoO generator"-combo, simply add related options depending on your primary combat role and tastes, such as:


Control For very effective and versatile control/debuff options, add Improved and Greater Dirty Trick (https://sites.google.com/site/pathfinderogc/feats/combat-feats/greater-dirty-trick-combat) (preferably through a 1-level warlord privateer (http://www.d20pfsrd.com/path-of-war/classes-2/martial-class-templates/privateer-template/) dip (regardless of your Cha) with the Salt in the Wound ploy), Seize the Opportunity (http://www.d20pfsrd.com/path-of-war/pow-e-feats/) and a dueling weapon (+1 cost, mechanically identical old Paizo version (http://archivesofnethys.com/MagicWeaponsDisplay.aspx?ItemName=Dueling%20(PSFG) ) and DSP version (https://sites.google.com/site/pathfinderogc/psionics-unleashed/equipment/psionic-items/psionic-weapons#TOC-Dueling) exist). Unlike other combat maneuvers, dirty trick has no size difference caps and no opponents you're able to hit in melee will be immune to all the possible effects you may impose, which means investments in dirty trick options can remain highly valuable during all levels of play. You may also easily further increase the power of this combo, for example by adding additional related feats* (like Kitsune Tricks (https://sites.google.com/site/pathfinderogc/feats/combat-feats/kitsune-tricks-combat-style), Eternal Guardian Style (https://sites.google.com/site/pathfinderogc/path-of-war/pow-e-feats/eternal-guardian-style), Dirty Critical (https://sites.google.com/site/pathfinderogc/feats/combat-feats/dirty-critical-hit-combat-critical) (only if you're opting for crits, see below) and many other) and maneuvers (like Iron Dust (https://sites.google.com/site/pathfinderogc/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers#TOC-Iron-Dust), Rush into the Fray (https://sites.google.com/site/pathfinderogc/path-of-war/disciplines-and-maneuvers/piercing-thunder-maneuvers#TOC-Rush-to-the-Fray), Hammer of the Immortal (https://sites.google.com/site/pathfinderogc/path-of-war/disciplines-and-maneuvers/eternal-guardian-maneuvers#TOC-Hammer-of-the-Immortal) and several other).

Damage For silly high AoO damage, add the Vital Strike (http://www.d20pfsrd.com/feats/combat-feats/greater-vital-strike-combat---final/) feat chain and Seize the Opportunity (http://www.d20pfsrd.com/path-of-war/pow-e-feats/). Regardless of your combat role, as an AoO build, you'll want to maximize your melee reach and thus your size, for example by being a Large size race (aasimar/skinwalker/tiefling of gamla heritage) and using a magic size increase to become Gargantuan (Skin of Proteus (https://sites.google.com/site/pathfinderogc/psionics-unleashed/equipment/psionic-items/universal-items#TOC-Psychoactive-Skins)). So just by adding the Mighty Frame feat from Bloodforge to be able to wield weapons intended for creatures one size larger, and any one of several potential damage die size increasing options, you can wield a Colossal fauchard with a 8d8 damage die, which increases to 32d8 when you make an AoO. With your ability to make your enemies provoke several AoOs per round, an AoO damage die dealing 132 average damage should allow you to quickly reduce all enemies within your great melee reach to fine red mist.

*Warning: the already very powerful Dirty Trick Master (http://www.d20pfsrd.com/feats/combat-feats/dirty-trick-master-combat/) feat can easily get absolutely bonkers in this combo, since it allows you to immediately daze or nauseate an enemy which provokes an AoO, and maybe also when using many other types of attack actions (strikes, full attacks, charges etc). Which means you may be able to easily take several very high CR opponents out of the fight each round, using mechanics which tend to be very difficult to counter for a GM using opponents straight from published sources. This is of course especially true when combined with a melee reach and a dirty trick CMB value boosted to the high heavens. So talk this through with your GM so you don't unintentionally ruin the fun. (In my regular game, I'm using a house rule which changes the feat so an opponent can choose to spend a standard action to revert a worsened condition imposed by a second dirty trick back to the condition imposed by the first dirty trick, even if the worsened condition otherwise prevents the opponent from taking standard actions.)

There are tons of additional possibilities, of course. (To see some of these and the above dirty trick control combo in greater detail in actual builds, check out Nelly Nephilim (http://www.giantitp.com/forums/showsinglepost.php?p=21556361&postcount=89) (combos detailed here (http://www.giantitp.com/forums/showsinglepost.php?p=21556450&postcount=91)) and Blake Blackhole (http://www.giantitp.com/forums/showsinglepost.php?p=21682095&postcount=288). These example builds illustrate some of the great potential of these combos and may give you some ideas.)


Because it's exotic, but it's not a significant improvement from Martial weapons. A Horsechopper is almost the same thing, but is only martial. so unless you're doing a crit-based build (which, if you're doing a lockdown tripping build, you probably aren't), the improved crit range isn't enough of a deal to justify the feat.Though I think the actual benefits of boosting crits very rarely make the related investments worthwhile, this might just be one of those rare cases, since a myrmidon regains grit on crits. So I think the fauchard might very well be worth it, and most definitely so if you can buy/find/craft a cheap cracked Opalescent White Pyramid, granting proficiency for a mere 1,500 gp (pocket change for a 16th level PC).