Wee Goo — 4 Build Options

Fighter Unbreakable Goblin

Wee Goo — Lvl 4 → 10

Four progression tracks for Karim's sword-and-board fighter. All four build on the existing kit (Sudden Charge, United Assault, Shielded Stride, Goblin Scuttle, Intimidating Glare/Prowess, Battle Medicine, Feather Step) — they pivot from L5 onward.

Current state (L4): AC 21, HP 58, Dogslicer +12 / 1d6+4 (Agile, Backstabber, Finesse), STR +4, DEX +2, CON +2. Reactive Strike + Shield Block. Sword-and-board frontline goblin.
Feat-level verification (2026-05-06 audit): All progression rows below have been audited against Archives of Nethys. Remaster renames applied: Knockdown → Slam Down (L4), Power Attack → Vicious Swing (L1), Improved Knockdown → Crashing Slam (L10). Removed: Stand Still (Monk feat, not Fighter), Razzle-Dazzle (Gnome feat, not Goblin), Cloud Jump (L15 Legendary Athletics, not viable at L8), Quick Disarm / Quick Grappler (don't exist as named feats in PF2e). Sources in ~/claude/pathfinder/feats/fighter.md.
Show L1–L4 detail (already played)
LvlClass featSkill featAnc / Gen / Other
1Sudden Charge (2-action: Stride twice + Strike)Intimidating Glare (Demoralize w/o language)Goblin Scuttle (anc); Reactive Strike, Shield Block (class)
2United Assault (combo Strike, ally bonus)Battle Medicine
3Intimidating Prowess (STR adds to Demoralize)Feather Step (gen); Bravery, ability boosts
4Shielded Stride (half-Speed move w/ shield raised, no reactions)Assurance (Athletics) or Combat Climber

Class features at L1–L4: Reactive Strike (free), Shield Block (free), Bravery (L3), Combat Flexibility (L9 — not yet active). Weapon: Dogslicer +12 / 1d6+4 (Agile, Backstabber, Finesse).

A · Fear-Tank Synergistic with existing Intimidating Prowess

Build the Demoralize chain into a battle-spanning fear engine. Wee Goo opens every fight with a free Demoralize, knocks people prone, then locks them down with reactions.

L5 → L10 Path

LvlClass featSkill feat / increaseAnc / Gen
5Skill inc: Intimidation → ExpertAnc: Goblin Weapon Frenzy (crit spec on dogslicer)
6Slam Down (Strike + free Trip if hit)Skill: Battle Cry (free Demoralize on initiative)
7Skill inc: Intimidation → MasterGen: Toughness
8Felling Strike (L8 Fighter — flying enemy hit → falls; Stand Still is a Monk feat, not Fighter)Skill: Group Coercion (already L1 trained — moves up to Master at L7)
9Skill inc: Athletics → MasterAnc: Cave Climber (L9 goblin)
10Crashing Slam (L10 Fighter — Remaster name for "Improved Knockdown")Skill: Terrified Retreat (L7, Master Intim)Ability boosts
Pros
  • Battle Cry → free Demoralize on initiative every fight
  • Slam Down stacks Prone + off-guard, sets up Sneaky's sneak attack
  • Felling Strike grounds flying enemies (RotR has dragons + harpies)
  • Master Intim + Group Coercion = Frighten 5 enemies in 1 action
Cons
  • Mindless enemies (skeletons, oozes) are fear-immune
  • Felling Strike costs 2 actions — bad on a high-AC flier
  • Slam Down wastes the action on a missed Strike

B · Shield Wall Defender Pure tank

Goes deep on defense — the build's job is to not die and to protect allies. Less damage, more uptime, more reactions.

L5 → L10 Path

LvlClass featSkill feat / increaseAnc / Gen
5Skill inc: Athletics → ExpertAnc: Twitchy (L5 — +2 Reflex against effects you noticed). Skittering Scuttle is L9, not L5.
6Aggressive Block (Shield Block pushes attacker 5 ft or makes them off-guard)Skill: Hefty Hauler (carry capacity ×2 — for armor heavier than studded)
7Skill inc: Medicine → Expert (backup heal)Gen: Toughness
8Reactive Shield (raise shield as reaction when hit — get +2 AC retroactively)Skill: Continual Recovery (Treat Wounds every 10 min per ally)
9Skill inc: Acrobatics → ExpertAnc: Cave Climber
10Shield Warden (Shield Block to protect adjacent ally)Skill: Robust RecoveryAbility boosts (CON, DEX)
Pros
  • Highest survivability — Reactive Shield turns "hit me at 21 AC" into "miss me at 23"
  • Shield Warden saves Bubble / Screech from a finishing blow
  • Aggressive Block disrupts melee chains (5 ft push breaks reach)
  • Backup medic via Battle Medicine + Continual Recovery
Cons
  • Damage stays roughly at L4 levels — striker damage drops behind party DPS
  • Reactions can only fire once per round — Aggressive Block, Reactive Shield, and Reactive Strike all compete
  • Shield breaks if used heavily; party needs spare or repair access

C · Berserker Striker Damage path

Pivots away from sword-and-board — drop the shield, swing harder. Pure damage role. Pairs with Wee Goo's STR +4 → +5 + dogslicer crit-spec.

L5 → L10 Path

LvlClass featSkill feat / increaseAnc / Gen
5Skill inc: Athletics → ExpertAnc: Goblin Weapon Frenzy (1d8 persistent bleed on dogslicer crit)
6Vicious Swing (2-action Strike, +1 die damage; Power Attack rename in Remaster)Skill: Intimidating Prowess already taken — pivot to Quick Jump
7Skill inc: Athletics → Master (early)Gen: Incredible Initiative (act before enemy melts)
8Sudden Leap (L8 — jump + Strike) — combos with Sudden ChargeSkill: Powerful Leap (L2, Expert Athletics — +5 ft Long Jump)
9Skill inc: Acrobatics → ExpertAnc: Cave Climber (L9 goblin) — climb walls in pursuit. Razzle-Dazzle is Gnome, not Goblin.
10Felling Strike (L8 — flying creature falls if hit)Skill: Quick Jump (L1) — Long Jump in 1 actionAbility boosts (STR, CON)
Pros
  • Vicious Swing + dogslicer crit-spec: ~+50% damage vs the L4 baseline
  • Sudden Leap turns "out of melee" into "in melee + striking"
  • RotR has flying enemies — Felling Strike grounds them at L10
  • Dropping shield = Raise a Shield action freed for Strikes
Cons
  • AC drops by ~2 (no Shield Block reaction)
  • Less party utility — Wee Goo becomes a damage dealer, not a guardian
  • Vicious Swing burns 2 actions on one Strike — bad on a high-AC enemy
  • Loses Shielded Stride combat value (still have it, but less central)

D · Maneuver Controller Trip / Shove / Disarm specialist

STR-based combat maneuvers as the playstyle. Slam Down opens it up; later feats turn Wee Goo into the party's lockdown specialist. Leans on STR +4 + Athletics scaling.

L5 → L10 Path

LvlClass featSkill feat / increaseAnc / Gen
5Skill inc: Athletics → ExpertAnc: Goblin Weapon Frenzy
6Slam Down (Strike + auto-Trip on hit)Skill: Combat Climber (climb without off-guard) — fix the L1 sheet anomaly properly
7Skill inc: Intimidation → ExpertGen: Toughness
8Combat Grab (hit + free Grapple — sticky control)Skill: Titan Wrestler (L1, Trained Athletics — Disarm/Grapple/Shove/Trip up to 2 sizes larger)
9Skill inc: Athletics → MasterAnc: Cave Climber
10Crashing Slam (L10 Fighter — Remaster name; Slam Down becomes 1 action, auto-Trip on hit, no Athletics roll)Skill: Assurance (Athletics) (L1) — never fumble Slam Down's Athletics checkAbility boosts
Pros
  • Slam Down sets up Sneaky's sneak attack every round Wee Goo hits
  • Combat Grab pins enemies in place — dropped shield isn't necessary
  • Titan Wrestler matters in RotR (giants, ogres, dragons)
  • Improved Slam Down at L10 removes the "miss the Athletics roll" failure mode
Cons
  • Many large / immune-to-Trip / fly-out-of-reach enemies
  • Athletics-vs-Fortitude rolls fail more often than Strike-vs-AC at low DEX targets
  • Less raw damage than Build C, less defense than Build B

Side-by-side comparison

AxisA · Fear-TankB · Shield WallC · BerserkerD · Maneuver
RoleFrontline + party buffPure protectionDamage dealerLockdown / control
Damage outputMidLow-MidHighMid
SurvivabilityMidHighestLowestMid
Sets up Sneaky?Yes (Frightened)NoNoYes (Prone)
Mindless enemiesFail on fearFineFineMostly fine (Trip-immune varies)
Continuity with L4HighHighMedium (drops shield)High