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General Tabletop Discussion
Character Builds & Optimization
Optimization Advice Sought for a Knife-Fighter
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5663770" data-attributes="member: 35909"><p>There's the new Knife Master archetype from UC (hasn't been added to d20pfsrd yet, so I can't link). I don't like it compared to more flavorful and interesting archetypes you can use instead, since all it really does is give you d8's for SA and all the rest is subpar. But if you want more damage with knives, it's the way to go.</p><p></p><p>The best route since UC came out seems to be an <a href="http://www.d20pfsrd.com/feats/combat-feats/enforcer-combat" target="_blank">Enforcer</a> intimidation build with the Sap Adept and Sap Master feats* and a bludgeoning weapon (either dual wielding actual saps or spending ANOTHER feat on <a href="http://www.d20pfsrd.com/feats/combat-feats/bludgeoner-combat" target="_blank">Bludgeoner</a>), plus Shatter Defenses. Oh, and the TWF line, as usual. If that sounds like a massive feats list, that's cause it is. And even then, you're only being awesome against stuff not immune to fear and/or nonlethal damage.</p><p></p><p>Since it's so feat heavy and Shatter Defenses, the biggest goal to reach, is BAB +6, I would recommend being a <a href="http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/brawler" target="_blank">Brawler</a> Fighter 3 / Rogue 4 by level 7 to qualify. With Brawler you'll get a nice +1 attack and +3 damage, and (unless your DM is incredibly rigid about what "weapon training" is) lets you pick up Gloves of Duelling from APG for another +2 attack/damage. I also recommend Thug Rogue to make foes frightened when you want instead of shaken. Or Rake Rogue to be able to free action intimidate on any sneak attack, not just nonlethal attacks.</p><p></p><p>Another alternative to look at is either to replace Rogue entirely with Vivisectionist Alchemist (trades bombs for sneak attack), or to dip VA for 2 levels. With Feral Mutagen, you have 3 primary natural attacks that all deal bludgeoning damage (why claws are B & P in PF instead of S & P like in 3E I have no idea).</p><p></p><p>*Also not up yet; basically they let you do double SA dice +X, where X is twice the amount of SA dice you'd normally have, but only on nonlethal bludgeoning attacks. So if you had 3d6 SA, with those feats on a NL bludgeoning attack, you'd do 6d6 +6 instead.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5663770, member: 35909"] There's the new Knife Master archetype from UC (hasn't been added to d20pfsrd yet, so I can't link). I don't like it compared to more flavorful and interesting archetypes you can use instead, since all it really does is give you d8's for SA and all the rest is subpar. But if you want more damage with knives, it's the way to go. The best route since UC came out seems to be an [url=http://www.d20pfsrd.com/feats/combat-feats/enforcer-combat]Enforcer[/url] intimidation build with the Sap Adept and Sap Master feats* and a bludgeoning weapon (either dual wielding actual saps or spending ANOTHER feat on [url=http://www.d20pfsrd.com/feats/combat-feats/bludgeoner-combat]Bludgeoner[/url]), plus Shatter Defenses. Oh, and the TWF line, as usual. If that sounds like a massive feats list, that's cause it is. And even then, you're only being awesome against stuff not immune to fear and/or nonlethal damage. Since it's so feat heavy and Shatter Defenses, the biggest goal to reach, is BAB +6, I would recommend being a [url=http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/brawler]Brawler[/url] Fighter 3 / Rogue 4 by level 7 to qualify. With Brawler you'll get a nice +1 attack and +3 damage, and (unless your DM is incredibly rigid about what "weapon training" is) lets you pick up Gloves of Duelling from APG for another +2 attack/damage. I also recommend Thug Rogue to make foes frightened when you want instead of shaken. Or Rake Rogue to be able to free action intimidate on any sneak attack, not just nonlethal attacks. Another alternative to look at is either to replace Rogue entirely with Vivisectionist Alchemist (trades bombs for sneak attack), or to dip VA for 2 levels. With Feral Mutagen, you have 3 primary natural attacks that all deal bludgeoning damage (why claws are B & P in PF instead of S & P like in 3E I have no idea). *Also not up yet; basically they let you do double SA dice +X, where X is twice the amount of SA dice you'd normally have, but only on nonlethal bludgeoning attacks. So if you had 3d6 SA, with those feats on a NL bludgeoning attack, you'd do 6d6 +6 instead. [/QUOTE]
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