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| DBoot09-27-04, 11:58 PM | I have been giving some consideration to playing a Chain Tripper, and while looking through the list of desirable feats, I have come up with a few odd notes I'd like to share. Oh yes, the catch: This is a feat Rogue (using UA). I lose 5 points of BAB, but I gain all sorts of Rogue goodies. That and, in the end, I get more feats than the fighter. Some things I've considered: From XPH: Reckless Offense: -4 to AC, +2 to Hit. It off sets the TWF penalties, and with the Chain Tripper rational of WANTING to be hit, it's akin to getting something for nothing. Granted, for Rogue Trippers, HP is a bit scarcer, but I'll get into that in a bit. Stand Still: I'm torn on this one. From a 10' range, you lose your ability to trip (the attack is spent on denying movement), but the ability to stop an opponent, especially one that relies on tactical movement, is near priceless. At a 5' Range, Stop, Trip, Step away. From Core: Leadership: Yep. With a feat rouge, you have the room for it. I suggest you pick it up immediately. Why? Well, because my little friend is a Bard/Marshall/Somethin/Warchanter. With the Art of War Aura. And Inspire Recklessness. That ups my ability to hit and trip. Oh, and, for a tactical twist: A Half Orc Paragon 3/Bard 1/Marshal 1/Warchanter 3/Frenzied Berserker X. A little heavy on the feats. I think you would have to take flaws. The beauty here is that our friend can do all the fun stuff (Though his Art of War Aura is a tad weaker, but he can Inspire Frenzy so we forgive him), and serve as a big nasty target for everyone else at the same time. Takes care of that Rogue HP deficiency, no? Also, you effectively get something for nothing. At level 20, a +15 morale bonus to hit is likely to even the score with ANY Fighter based Chain Tripper. The only glaring weakness of the Rogue Tripper would probably be ranged attacks. However, UMD is a class skill. Armed with a few scrolls, there are plenty of creative solutions to be had. (Wind Wall being a basic one) My current Feat Progression: (not enough futzing done yet, just tried to fit them all in) Rogue 20 (R)- Rogue (L)- Level (H)- HUman (S)- Rogue Special Ability 1. Combat Expertise (R) Combat Reflexes (L) Jortenbrud (H) 3. EWP: Chain (R) Improved Trip (L) 5. Weapon Finesse (R) 6. Leadership (L) 7. TWF (R) 9. Dodge (R) ITWF (L) 10. Karmic Strike (S) 11. Mobility (R) 12. Side Step (L) 13. Double Hit (R) Deft Opportunist (S) 15. GTWF (R) Power Attack (L) 16. Knock Down (S) 17. Hold the Line (R) 18. Spring Attack (L) 19. Reckless Offense (R) Slipper Mind (S) Slippery Mind is for Entrance to Void Incarnate at lvl 22. Lvl 21 is for dipping into Shadowdancer. HIPS is fun. If Flaws are allowed, Take Shaky and one other. I heard a suggestion on the board about taking Shaky and Murky Eyed and proclaiming that you simply had one eye. Very cool. Two more feats can be used for Disarm, Stand Still, or getting things earlier (as it stands, you're one level behind the original Chain Tripper, but catch up once your Special Abilities start cropping up) So yeah... I hope I made a servicable Fighter/Rogue. Without sneak attack, this sorta thing lends itself to the mental image of a crafty veteran soldier (with all those skill points and class features). That Half-Orc Warchanter could be her right hand man and warm up speaker. For cool points, wear an enchanted sling as an eyepatch. Concealed weapon! Any suggestions for feat progression, and so forth welcome. I want to get some feedback before I try this baby out in game. |