| Post/Author/DateTime | Post |
|---|---|
| Ramacass06-06-07, 04:26 AM | Here's my current character and where I'm going with it. Human currently fighter/4 Str 16 Dex 14 Con 14 Int 13 wis 10 cha 8 1- fighter- ewp: tigerskull club, combat expertise, imp trip 2-fighter- weapon focus: tigerskull club 3-fighter-scorpions resolve (retrain at 6th for power attack) 4-fighter- improved inish 5-fighter- bubkis 6-occult slayer weapon sp tigerskull club 7-occult slayer 8-fighter- MWM bludgening 9-Exotic weapon master- "something" blow(can't remember) improved combat expertise 10-exotic weapon master- exotic trip don't know from there He uses a Tower Sheild and combat expertise to keep his AC well above 20+apl and doesn't worry about the attack penalty from combat expertise too much because he only needs touch attacks to trip. Occult slayer lets him be defensive in more ways than just having a high AC and combat expertise also works in keeping his touch AC high. Ideally he would be a dwarf but he's human for role-play reasons He'll be buying mithral full plate as soon as possible(he has a favor that let's him but it half price) and is looking for a mithral tower sheild. comments? suggestions? Thanks |
| Gwumph06-06-07, 04:51 AM | Ramacass I would think about adding Improved Disarm in there if you can. You trip attacks barely get better as you go up levels. (start with +7, by ninth you will probably get +10) While the monsters get stronger and larger. On the other hand your Disarm gets better and better every level. (start with +8, by ninth you could easily have a +19) Disarming wand weilding wizards is even easier. Another item worth mentioning is that a Tigerskull club is not a reach weapon so if you fail your trip attempt, they can trip u back. |
| Ramacass06-06-07, 05:29 AM | Ramacass I would think about adding Improved Disarm in there if you can. You trip attacks barely get better as you go up levels. (start with +7, by ninth you will probably get +10) While the monsters get stronger and larger. On the other hand your Disarm gets better and better every level. (start with +8, by ninth you could easily have a +19) Disarming wand weilding wizards is even easier. Another item worth mentioning is that a Tigerskull club is not a reach weapon so if you fail your trip attempt, they can trip u back. True trip does get less and less useful as the mosters get bigger and bigger however there are lot's of high CR mosters that aren't huge. As far as disarm, trip may be less useful against big monsters but disarm is mostly useless against such creatures. Also most opponents who you could disarm are very tripable. My trip at leval 10 will be +12 so that means I'll have even odds of tripping a large creature with 26str if I enlarge myself via potion or scroll my trip will be +17. Also I don't believe having a reach weapon prevents being tripped. |
| Gwumph06-06-07, 05:36 AM | As reach weapon not tripping back. if they can't reach you, they can't trip u. If someone is weilding a longsword and u are 10ft away i don't think they can trip you back. Is this correct, can anyone quote a rule? |
| Ramacass06-06-07, 09:04 AM | They use your weapon to try tp trip you, that's why you can drop the weapon to avoid being tripped. |
| TWG_Prometheus06-06-07, 10:21 AM | I note for reference that Improved Trip does not give you +4 to avoid being tripped. It only provides a bonus on the offensive action. Because of this, preparations for defending yourself against counter trips are more important than you might expect. Dropping weapons works, but other preparations such as Shield Ward or Combat Stability are also prudent if you can include them in the build. You could also acquire the feat that lets you fight from prone without penalty. |
| jstorrie06-06-07, 07:33 PM | Combat Stability's definitely very good. Combat Dodge has great synergy with Elusive Target and Defensive Throw, too. Fighter 4 / Monk 2 / Pious Templar 9 nets you DR, spells, and enough feats to pick up Defensive Throw and the Combat Form feats you need. Monk 6 / Fighter 8 or Monk 2 / Fighter 12 will give you enough feats to also pick up Elusive Target, though you lose the spellcasting. |