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Character focused on Charge and Bullrush

SelcSilverhand

First Post
I've started working on my character for the second Pathfinder adventure path. I've never played a frontline fighter, so this will be new for me. I've decided to focus him on Charge and Bullrush tactics because Bullrush is rarely used in our games. I've got most of his feat progression planned out with only 3 or 4 that I might still swap out. Right now I'm looking for any cool feats that I might have missed, as well as magic items that would benefit this type of character. Basically any material from the 3.5 books is usable. The character sheet is posted at the bottom.




Feats
[SBLOCK]
Feats:
Feat - Location - Description
Korvosa - PG - Missing Grandson, +1 on Will saves
Human - PHB - Dodge +1 to AC
Ftr 1 - PHB - Mobility +4 vs AoO
Level 1 - PHB - Iron Will +2 on Will Saves

Feats for Future Levels
Level 2 - PHB - Power Attack - Attack bonus to Dmg
Level 3 - PHB - Improved Bullrush +4 on check, no AoO
Level 4 - PHB2 - Cometary Collision - You ready an action, if foe charges you or anyone else, you can intercept and gain attack/damage bonus.
Level 6 - CAdv - Leap Attack - Double damage on charge(Triple with 2handed weapon) - Need 8 ranks in Jump.
Level 6 - PHB - Blind Fighting - Reroll Misschance, not flatfooted vs concealment/invisible opponent
Level 8 - PHB - Improved Initiative +4 Initiative
Level 9 - CAdv - Danger Sense - Reroll Initiative 1/day
Level 10 - PHB - Weapon Focus (Greatclub) +1 to attack rolls
Level 12 - CW - Close Quarters Fighting - AoO when opponent tries to grapple, damage becomes grapple bonus to resist.
Level 14 - Drac - Sense Weakness - Reduces DR or Hardness by 5 of opponent.
Level 15 - PHB - Weapon Specialization (Greatclub)


Other Feat Options
*PHB2 - Brutal Strike - Foe struck by power attack makes DC10+dmg save or be sickened for 1 rnd
*PHB2 - Trophy Collector - Take trophies from enemies, worth CRx100gp. Provides bonuses to Will, Intimidate.
*Races of Destiny - Heroic Destiny - 1/day add 1d6 to any d20 roll. Saves, attacks, skills, etc. Replace Iron Will. Works like hero points.
**Races of Destiny - Fearless Destiny - Attacks that would kill reduce you to -9 and stable instead. Replace Blind Fighting, move to Improved Init, drop danger sense.
*Libris Mortis - Enduring Life - Delay effects of energy drain, +4 to resist permanent drain 24hrs later.
*Heroes of Horror - Font of Life - Gain an extra save vs energy drain attacks or spells
*BoED - Subduing Strike - No penalty on dealing Nonlethal damage with weapon. Meh, Merciful enchant does this too.
*Powerful Charge - ECS - Extra 1d8 on a charge attack. Nice with leaping attack, move blind fighting to 14, drop Sense

Weakness
**Greater Powerful Charge - ECS - Extra 2d6 on charge attack (replaces Powerful Charge). Replace Weapon Focus or Danger Sense
*Education - ECS - All Knowledge skills are class skills.
Look into a skill feat for +2 Diplomacy and Concentration (or make Feat) for Kensai Prestige class?

Alternate Power Attack Build
Level 6 - ECS - Powerful Charge
Level 8 - ECS - Greater Powerful Charge
Level 9 - PHB2 - Brutal Strike
Level 10 - PHB - Improved Initiative


Power Attack -5 attack, +10 Damage
Leaping Attack - +30damage
Greater Powerful Charge - +30 +2d6
[/SBLOCK]

Magic Item Ideas
[SBLOCK]
Ideas On What To Buy Later
*Composite Longbow (4) -- 1d8+4 20x3 Costs 500gp, 800gp for Masterwork

MIC - List of good magic items, some repeat the same body slots.
Bullrushing
*Armbands of Might - +2 on str checks, +2 damage on power attack
*Helm of Battle - 3/day +2 on bullrush. 2k
*Brooch of Avoidance - +4 to ac vs AoO 3/day. 3.1k
*Torc of the Titans - 3/day +5 on str & damage checks. 3.3k

Extra Damage
*Bracers of Greater Collision - On crit hit add 3d6. 1.5k
*Devastation Gauntlets - 3 charges, On crit add 4d6. 2k
*Retributive Amulet - 3/day deal half damage taken to dealer. 9k
*Ring of Vengeance - deal 5d6 divine energy when critted. 4.5k
*Belt of Battle - 1/day extra full round action, or stnd, or move. 12k

Tools
*Ring of Arming - Instantly armed and armored. 5k (replaced by a 2k armor enchant)
*Belt of Growth - 1/day enlarge person. 3k
*Gauntlets of Throwing - 3/day throw/return any melee weapon. 2k
*Deathstrike Bracers - 3/day can crit immune creatures. 5k
*Steadfast Boots - +4 str vs bullrush, trip. Free ready action vs charge. 1.5k
*Shirt of the Leech - Ident cure spells in 30' and steal the healing effect. 8k
*Torc of Heroic Sacrifice - 1/day Take damage meant for an ally. 6k
*Vampire Torc - 2/day heal half the damage you dealt. 5k
*Vanguard Treads - +8 vs bullrush, +4 vs grapple. Move through difficult terrain. 3.1k

Armor Enchants
*Anchoring - +5 vs bullrush or trip. +1
*Called - Armor appears on your body. 2k
[/SBLOCK]




Character stats
[SBLOCK]
Code:
[B]Name:Old Man Gruenwald[/B] 
[B]Class:Fighter[/B] 
[B]Race:Human(Chelaxian)[/B] 
[B]Size:Medium[/B] 
[B]Gender:Male[/B] 
[B]Alignment:Lawful Good or Lawful Neutral[/B] 
[B]Deity:Erastil (Farming, Family, Hunting, Trade)[/B] 

[B]Str:[/B] 18 +4 (00p.)     [B]Level:[/B] 1        
[B]Dex:[/B] 14 +2 (00p.)     [B]BAB:[/B] +1         [B]HP:[/B] 11 (1d10+1)
[B]Con:[/B] 12 +1 (00p.)     [B]Grapple:[/B] +5     
[B]Int:[/B] 12 +1 (00p.)     [B]Speed:[/B] 30'      
[B]Wis:[/B] 12 +1 (00p.)     [B]Init:[/B] +2        
[B]Cha:[/B] 10 +0 (00p.)              
[B]Future Stat Increases by Level[/B]
4th - Con
8th - Con
12th - Wis
16th - Wis

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +2    +0    +0    +0    16
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1    +0    +3
[B]Ref:[/B]                       0    +2    +0    +2
[B]Will:[/B]                      0    +1    +3    +4


[B]Weapon                  Attack   Damage     Critical[/B]
Greatclub                    +5     1d10+6       20x2
Spiked Gauntlet              +5     1d4+4        20x2
Sap(Nonlethal)               +5     1d6+4        20x2

[B]Ideas On What To Buy Later[/B]
*Composite Longbow (4)       --     1d8+4        20x3 Costs 500gp, 800gp for Masterwork

MIC - List of good magic items, some repeat the same body slots.
Bullrushing
*Armbands of Might - +2 on str checks, +2 damage on power attack
*Helm of Battle - 3/day +2 on bullrush. 2k
*Brooch of Avoidance - +4 to ac vs AoO 3/day. 3.1k
*Torc of the Titans - 3/day +5 on str & damage checks. 3.3k

Extra Damage
*Bracers of Greater Collision - On crit hit add 3d6. 1.5k
*Devastation Gauntlets - 3 charges, On crit add 4d6. 2k
*Retributive Amulet - 3/day deal half damage taken to dealer. 9k
*Ring of Vengeance - deal 5d6 divine energy when critted. 4.5k
*Belt of Battle - 1/day extra full round action, or stnd, or move. 12k

Tools
*Ring of Arming - Instantly armed and armored. 5k (replaced by a 2k armor enchant)
*Belt of Growth - 1/day enlarge person. 3k
*Gauntlets of Throwing - 3/day throw/return any melee weapon. 2k
*Deathstrike Bracers - 3/day can crit immune creatures. 5k
*Steadfast Boots - +4 str vs bullrush, trip. Free ready action vs charge. 1.5k
*Shirt of the Leech - Ident cure spells in 30' and steal the healing effect. 8k
*Torc of Heroic Sacrifice - 1/day Take damage meant for an ally. 6k
*Vampire Torc - 2/day heal half the damage you dealt. 5k
*Vanguard Treads - +8 vs bullrush, +4 vs grapple. Move through difficult terrain. 3.1k

Armor Enchants
*Anchoring - +5 vs bullrush or trip. +1
*Called - Armor appears on your body. 2k



[B]Languages:[/B] 
Common, Thassilon


[B]Abilities:[/B] 
Human : Extra Skill Points +4 at 1st, +1 each additional level


[B]Feats:[/B] 
Feat - Location - Description
Korvosa - PG  - Missing Grandson, +1 on Will saves
Human   - PHB - Dodge +1 to AC
Ftr 1   - PHB - Mobility +4 vs AoO
Level 1 - PHB - Iron Will +2 on Will Saves

[B]Feats for Future Levels[/B]
Level 2 - PHB - Power Attack - Attack bonus to Dmg
Level 3 - PHB - Improved Bullrush +4 on check, no AoO
Level 4 - PHB2 - Cometary Collision - You ready an action, if foe charges you or anyone else, you can intercept and gain attack/damage bonus.
Level 6 - CAdv - Leap Attack - Double damage on charge(Triple with 2handed weapon) - Need 8 ranks in Jump.
Level 6 - PHB - Blind Fighting - Reroll Misschance, not flatfooted vs concealment/invisible opponent
Level 8 - PHB - Improved Initiative +4 Initiative
Level 9 - CAdv - Danger Sense - Reroll Initiative 1/day
Level 10 - PHB - Weapon Focus (Greatclub) +1 to attack rolls
Level 12 - CW - Close Quarters Fighting - AoO when opponent tries to grapple, damage becomes grapple bonus to resist.
Level 14 - Drac - Sense Weakness - Reduces DR or Hardness by 5 of opponent.
Level 15 - PHB - Weapon Specialization (Greatclub)


[B]Other Feat Options[/B]
*PHB2 - Brutal Strike - Foe struck by power attack makes DC10+dmg save or be sickened for 1 rnd
*PHB2 - Trophy Collector - Take trophies from enemies, worth CRx100gp. Provides bonuses to Will, Intimidate.
*Races of Destiny - Heroic Destiny - 1/day add 1d6 to any d20 roll. Saves, attacks, skills, etc. Replace Iron Will. Works like hero points.
**Races of Destiny - Fearless Destiny - Attacks that would kill reduce you to -9 and stable instead. Replace Blind Fighting, move to Improved Init, drop danger sense.
*Libris Mortis - Enduring Life - Delay effects of energy drain, +4 to resist permanent drain 24hrs later.
*Heroes of Horror - Font of Life - Gain an extra save vs energy drain attacks or spells
*BoED - Subduing Strike - No penalty on dealing Nonlethal damage with weapon. Meh, Merciful enchant does this too.
*Powerful Charge - ECS - Extra 1d8 on a charge attack. Nice with leaping attack, move blind fighting to 14, drop Sense 

Weakness
**Greater Powerful Charge - ECS - Extra 2d6 on charge attack (replaces Powerful Charge). Replace Weapon Focus or Danger Sense
*Education - ECS - All Knowledge skills are class skills.
Look into a skill feat for +2 Diplomacy and Concentration (or make Feat) for Kensai Prestige class?

Alternate Power Attack Build
Level 6 - ECS - Powerful Charge
Level 8 - ECS - Greater Powerful Charge
Level 9 - PHB2 - Brutal Strike
Level 10 - PHB - Improved Initiative


Power Attack -5 attack, +10 Damage
Leaping Attack - +30damage
Greater Powerful Charge - +30 +2d6





[B]Skill Points:[/B] 28        [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                       4    +4     +0   +8
Handle Animal               0    +0     +0   +0
Intimidate                  4    +0     +0   +4
Jump                        4    +4     +0   +8
*Know(History)              2    +1     +0   +3
*Know(Local)                2    +1     +0   +3
Ride                        4    +2     +0   +6
Swim                        4    +4     +0   +8




[B]Equipment:               Cost  Weight[/B]
Greatclub                      5gp     8lb
Chain Shirt                  100gp    25lb
Spiked Gauntlet                5gp     1lb
Sap                            1gp     2lb
Bedroll                        1sp  1.25lb
Silk Rope                     10gp     5lb
Sunrod x3                      6gp     3lb
Grappling Hook                 1gp     4lb
Masterwork Manacles	      50gp (EA DC35, Str DC25)
Explorers Outfit	       
[B]Total Weight:[/B]00.0lb      [B]Money:[/B] 71gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              51.25  00-00  00-00  000   000

[B]Age:[/B] 60
[B]Height:[/B] 5'10"
[B]Weight:[/B] 165lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] White
[B]Skin:[/B] Wrinkly
[/SBLOCK]
 

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MarkB

Legend
Does your campaign allow the Book of Nine Swords? If so, there are some excellent charge/bullrush-enhancing manoevers in there.

For instance, the Charging Minotaur strike, at 1st level, allows you to ignore all AoOs when making a Bull Rush charge, deal some damage as part of the bull rush, and if you roll high enough to push your foe back more than 5 feet, you can do so without having to follow him.
 

Whimsical

Explorer
I have been playing in the first pathfinder adventure path and I'm running the second path. There has been several opportunities in these adventures for overrun. For example, the bad guy is standing in a hallway and only one person can directly reach him, and although one or two more adjacent allies may also be able to reach him, he gets a cover bonus against their attacks. I'm playing a STR 10 cloistered cleric and I have used overrun to get on the opposite side. Having the opponent prone is just a bonus. In these cases, moving to the other side opened up another space for attack, grants a flank bonus, and prevents the opponent from running away. The two times that I have used overrun while playing is the only two times I have ever used that maneuver since 3e came out.

Sadly, in the game I'm running, there has been points where the bad guy is in a constrained area and the half orc barbarian attempted but failed to bull rush the bad guy several times in a row.

So, I recommend adding Improved Overrun to your feat list so you can place yourself on the opposite side of an opponent without needing a DC 25 Tumble check with the bonus of having him fall prone.

And if you are building a charger, max out your Jump score. The FAQ clarifies that if you can jump over an obstacle, it will not break your charge. Then you can do fun things like this.
 
Last edited:

SelcSilverhand

First Post
Shocktrooper looks good, I think I will find some way to work that feat in. It expands on the bullrush ability quite a bit it looks like.

-
Heh, that wotc link is cool. I'll have to see if anyone in my group has a copy of dungeonscape. Too bad we're starting at 1st level, so no LA+1 classes for me. Powerful build would be pretty cool for this build. It at least gives me an idea of what I could build later if this character ends up kicking the bucket.

-
Theoretically the Bo9S is available, but none of us have read it yet. I'll take a look and see if there is anything I can work in. Do you need to take a level of their special classes or a feat to use the maneuvers?

-
I've overlooked improved overrun, I glossed over the part of the enemy ending up prone. I like that you can get on the other side of them and prevent them from escaping. I'm on the wall for this one, though if someone else plays a melee character I will probably work it in.

Thanks for all the good advice, I appreciate it!
 

szilard

First Post
Two suggestions:

Book of Nine Swords - There are some great charging maneuvers in there.

4 levels of Paladin - Pick up the Rhino Rush spell from the spell compendium and the charging smite variant from PHBII.

-Stuart
 

VanRichten

First Post
Have you considered a more defensive style to this character. Maybe go sword and board style.

There are some feats in PHBII that support this style. Even one that deals when charging. In fact you could throw in Improved Shield Bash with it and get a shield with Bashing effect from DMG.
 


Wednesday Boy

The Nerd WhoFell to Earth
Hurling Charge (Mini) lets you attack with a thrown weapon during a charge and then attack in melee but has BAB+6 and Quick Draw as prerequisites.

Combat Brute (CWar) gives a few options: for each 5 feet you successfully Bull Rush an opponent, you get +1 attack and damage on them in the next round and if you successfully Charge an opponent, and then on the following round use Power Attack with at least a –5 penalty, the bonus damage for the power attack is x1½ for a One-Handed weapon or x3 for a Two-Handed weapon. But that has the prerequisites of BAB+6, Improved Sunder and Power Attack.
 

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