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.
~/claude/pathfinder/feats/fighter.md.
Show L1–L4 detail (already played)
| Lvl | Class feat | Skill feat | Anc / Gen / Other |
|---|---|---|---|
| 1 | Sudden Charge (2-action: Stride twice + Strike) | Intimidating Glare (Demoralize w/o language) | Goblin Scuttle (anc); Reactive Strike, Shield Block (class) |
| 2 | United Assault (combo Strike, ally bonus) | Battle Medicine | — |
| 3 | — | Intimidating Prowess (STR adds to Demoralize) | Feather Step (gen); Bravery, ability boosts |
| 4 | Shielded 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
| Lvl | Class feat | Skill feat / increase | Anc / Gen |
|---|---|---|---|
| 5 | — | Skill inc: Intimidation → Expert | Anc: Goblin Weapon Frenzy (crit spec on dogslicer) |
| 6 | Slam Down (Strike + free Trip if hit) | Skill: Battle Cry (free Demoralize on initiative) | — |
| 7 | — | Skill inc: Intimidation → Master | Gen: Toughness |
| 8 | Felling 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) | — |
| 9 | — | Skill inc: Athletics → Master | Anc: Cave Climber (L9 goblin) |
| 10 | Crashing 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
| Lvl | Class feat | Skill feat / increase | Anc / Gen |
|---|---|---|---|
| 5 | — | Skill inc: Athletics → Expert | Anc: Twitchy (L5 — +2 Reflex against effects you noticed). Skittering Scuttle is L9, not L5. |
| 6 | Aggressive Block (Shield Block pushes attacker 5 ft or makes them off-guard) | Skill: Hefty Hauler (carry capacity ×2 — for armor heavier than studded) | — |
| 7 | — | Skill inc: Medicine → Expert (backup heal) | Gen: Toughness |
| 8 | Reactive Shield (raise shield as reaction when hit — get +2 AC retroactively) | Skill: Continual Recovery (Treat Wounds every 10 min per ally) | — |
| 9 | — | Skill inc: Acrobatics → Expert | Anc: Cave Climber |
| 10 | Shield Warden (Shield Block to protect adjacent ally) | Skill: Robust Recovery | Ability 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
| Lvl | Class feat | Skill feat / increase | Anc / Gen |
|---|---|---|---|
| 5 | — | Skill inc: Athletics → Expert | Anc: Goblin Weapon Frenzy (1d8 persistent bleed on dogslicer crit) |
| 6 | Vicious Swing (2-action Strike, +1 die damage; Power Attack rename in Remaster) | Skill: Intimidating Prowess already taken — pivot to Quick Jump | — |
| 7 | — | Skill inc: Athletics → Master (early) | Gen: Incredible Initiative (act before enemy melts) |
| 8 | Sudden Leap (L8 — jump + Strike) — combos with Sudden Charge | Skill: Powerful Leap (L2, Expert Athletics — +5 ft Long Jump) | — |
| 9 | — | Skill inc: Acrobatics → Expert | Anc: Cave Climber (L9 goblin) — climb walls in pursuit. Razzle-Dazzle is Gnome, not Goblin. |
| 10 | Felling Strike (L8 — flying creature falls if hit) | Skill: Quick Jump (L1) — Long Jump in 1 action | Ability 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
| Lvl | Class feat | Skill feat / increase | Anc / Gen |
|---|---|---|---|
| 5 | — | Skill inc: Athletics → Expert | Anc: Goblin Weapon Frenzy |
| 6 | Slam Down (Strike + auto-Trip on hit) | Skill: Combat Climber (climb without off-guard) — fix the L1 sheet anomaly properly | — |
| 7 | — | Skill inc: Intimidation → Expert | Gen: Toughness |
| 8 | Combat Grab (hit + free Grapple — sticky control) | Skill: Titan Wrestler (L1, Trained Athletics — Disarm/Grapple/Shove/Trip up to 2 sizes larger) | — |
| 9 | — | Skill inc: Athletics → Master | Anc: Cave Climber |
| 10 | Crashing 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 check | Ability 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
| Axis | A · Fear-Tank | B · Shield Wall | C · Berserker | D · Maneuver |
|---|---|---|---|---|
| Role | Frontline + party buff | Pure protection | Damage dealer | Lockdown / control |
| Damage output | Mid | Low-Mid | High | Mid |
| Survivability | Mid | Highest | Lowest | Mid |
| Sets up Sneaky? | Yes (Frightened) | No | No | Yes (Prone) |
| Mindless enemies | Fail on fear | Fine | Fine | Mostly fine (Trip-immune varies) |
| Continuity with L4 | High | High | Medium (drops shield) | High |