| Post/Author/DateTime | Post |
|---|---|
| mobius270202-05-07, 05:40 PM | I have a level 5 fighter. His job is to provide a distraction until the wizard and cleric can finish off the opponents, and it has worked well thus far. Feats are: Combat Expertise -> Improved Disarm EWP - Sai, WF Sai Point Blank Shot, Precise Shot Level 6 will be fighter, with Improved Trip, Combat Reflexes as feat choices. Levels 7,8 plan to be Exotic Weapon Master, with the Ranged Disarm and Close-Quarters Ranged combat abilities. Levels 9-13 will be Master Thrower, with Trip Shot, Doubletoss, and Weak Spot as the tricks. Level 9 feat Deft Opportunist, Level 12 feat Power Attack. He'll fight in melee if needed, and throw the sai to disarm any foes who happen to be threatening the wizard or cleric. He uses two-handed weapons in melee (Heavy flail if crowded, ranseur if reach is needed.) I'll be the first to admit, he's no damage machine, and not intended to be one (because really, that's the wizard's job). I'm stuck after level 13. No idea where to go from there. Books allowed are CAdv, CArc,CD, & CW, along with PHB. He's only 5th level now, so if I missed something from 5-13, let me know. Any ideas? Thanks in advance... |
| Andrew_98002-06-07, 12:47 AM | A real sai is a horrable choice of thrown weapon (blunt and not well balanced for that) what are the stats for it? |
| mobius270202-06-07, 05:08 PM | Sai, 1d4 damage, range increment 10 ft., same as dagger. The other throwing weapons weigh 2-3 times as much. Also gives a +4 bonus to disarm, offsetting the -4 disarm penalty for light weapons. The idea being if someone gets up to the wizard, and I can't get there, I can at least attempt to disarm the foe so the wizard can back away without giving up an AoO. It's not the weapon I would choose to build a fighter around if I were to be known as "The Great Sword and the barbarian who wields him". But I'm not trying to build a fighter around a weapon. I'm trying to build one around disarm. not saying it's a great idea. Just trying to find something interesting to do with a fighter that doesn't require rolling the dice and waiting on NASA to compute the damage results. |
| Thomar_of_Uointer02-07-07, 12:08 AM | Sai, 1d4 damage, range increment 10 ft., same as dagger. The other throwing weapons weigh 2-3 times as much. Also gives a +4 bonus to disarm, offsetting the -4 disarm penalty for light weapons. The idea being if someone gets up to the wizard, and I can't get there, I can at least attempt to disarm the foe so the wizard can back away without giving up an AoO. It's not the weapon I would choose to build a fighter around if I were to be known as "The Great Sword and the barbarian who wields him". But I'm not trying to build a fighter around a weapon. I'm trying to build one around disarm. not saying it's a great idea. Just trying to find something interesting to do with a fighter that doesn't require rolling the dice and waiting on NASA to compute the damage results. Oh, it's a great idea. Very flavorful, actually, as most exotic weapon masters are. I would look into the Two-Weapon Fighting tree, plus Quick Draw. Nothing says, "don't screw with my buddies" like disarming a group of five people in one round from spitting distance. Two-Weapon Defense improves your AC even more. You can just take Fighter levels for these. At the highest levels, try for Weapon Specialization, if only so you can get Greater Weapon Focus. |
| mobius270202-07-07, 06:25 PM | Oh, it's a great idea. Very flavorful, actually, as most exotic weapon masters are. I would look into the Two-Weapon Fighting tree, plus Quick Draw. Nothing says, "don't screw with my buddies" like disarming a group of five people in one round from spitting distance. Two-Weapon Defense improves your AC even more. You can just take Fighter levels for these. At the highest levels, try for Weapon Specialization, if only so you can get Greater Weapon Focus. So would you ignore Master Thrower? I could see that, since Exotic Weapon Master gives me what I'm really after, the Ranged Disarm and Close Quarters Throwing... essentially two feats in two levels instead of only one for the fighter. But the Master Thrower gives me the ranged trip, and the double toss... imagine, as a standard action, one toss to disarm, then one toss to trip. That would provide plenty of time for the wizard to get out of trouble, and also prove very tasty for another melee character to nibble on. |
| Thomar_of_Uointer02-07-07, 07:21 PM | So would you ignore Master Thrower? I could see that, since Exotic Weapon Master gives me what I'm really after, the Ranged Disarm and Close Quarters Throwing... essentially two feats in two levels instead of only one for the fighter. But the Master Thrower gives me the ranged trip, and the double toss... imagine, as a standard action, one toss to disarm, then one toss to trip. That would provide plenty of time for the wizard to get out of trouble, and also prove very tasty for another melee character to nibble on. Well, I'm a Fighter purist and don't own CW. :D Anyways, I've found that with disarm/trip/AoO builds you want to get in as many attacks as possible so that you don't waste as much time if you fail. It's always better to have a few attacks left over to deal damage than it is to run out of attacks and realize that next round the angry fighter with a two-handed weapon is going to get a full attack on you while you spent the whole round trying to get his weapon away from him. |
| mobius270202-08-07, 06:11 PM | After some thinking, two levels of Exotic Weapon Master (for ranged disarm ability and close-quarters throwing ability) and two levels of Master Thrower (for Quick Draw feat free AND ranged trip ability, as well as evasion, always handy), followed up by 10 levels of fighter sounds good. I can always pick the feats later. That's 8 feats to choose from level 10 to 20, so there's a ton of ways to go. Oh well, just thinking out loud here... |