| Post/Author/DateTime | Post |
|---|---|
| JahuteSkye07-11-07, 10:52 PM | I'm trying to come up with a way to make a decent character based around reach, the "stand still" feat from exp. Psionics, and tripping. This character would be created at an ECL of 13, so if I go fighter (which I'm leaning toward, simply because this guy is so feat heavy) I will have plenty of feats. My questions to you guys are these: If a half-giant uses monkey grip, can he use a huge size weapon? If so, a huge guisarme has a reach of 20 ft and deals 3d6 damage at a -2 attack penalty for monkey grip, correct? And he can trip at a range of 20 feet? and -- What feats should I take for improving my attacks of opportunity aside from "Stand Still" and "Combat Reflexes" and - What tripping feats are really worth having? Of course we have "improved trip" (and "expertise"), but I don't know what is really worth using beyond that. I heard something about getting free attacks after successful trips? So, overall I am envisioning a character who when fighting some standard character (human with a longsword), if they closed to attack range, I would get 3 attacks of opportunity on them from them moving through 20-15ft, 15-10, and the 10-5 foot. If I hit with one of these, they would stop in their tracks from the stand still feat, then I would be able to 5-foot back and be in a good position for next turn, and still have time for some awesome tripping action. Another question: Is there a better race for me to choose than half-giant because of the dexterity required for combat reflexes (at least 14 dex needed, more ideally), especially since it would be nice to be a buffer between myself and my party, basically able to stop lots of people in their tracks in a 40-foot wide wall of angry fighter. What I would really like to find is a large size race with a low lvl adjustment that has no hit or perhaps even a bonus to dex. Strength is also important, however, since the damage roll makes the DC on the reflex save for stand still harder, and you get strength and a half on a guisarme, correct? Thanks in advance for your input. FYI this is my first post on the Wizards of the Coast boards, so be kind if I am retard. |
| weasel0507-12-07, 02:57 AM | I dont Think that you can get multiple attacks of opertunity on the one person when all the do is just move threw the area you threten, even with combat reflexes. |
| Steely_Dan07-12-07, 04:06 AM | Powerful build and Monkey Grip do not stuck, so you can only use Large weapons, not Huge. And you still have the reach of a Medium creature, regardless of whether you are wielding a Large weapon. Have you talked to your DM about your character concept, because trip monkeys can really bog a game down and make encounters very un-fun (especially for the DM). |
| Throg07-12-07, 09:22 AM | I'm trying to come up with a way to make a decent character based around reach, the "stand still" feat from exp. Psionics, and tripping. This character would be created at an ECL of 13, so if I go fighter (which I'm leaning toward, simply because this guy is so feat heavy) I will have plenty of feats. My questions to you guys are these: If a half-giant uses monkey grip, can he use a huge size weapon? If so, a huge guisarme has a reach of 20 ft and deals 3d6 damage at a -2 attack penalty for monkey grip, correct? And he can trip at a range of 20 feet? and -- What feats should I take for improving my attacks of opportunity aside from "Stand Still" and "Combat Reflexes" and - What tripping feats are really worth having? Of course we have "improved trip" (and "expertise"), but I don't know what is really worth using beyond that. I heard something about getting free attacks after successful trips? So, overall I am envisioning a character who when fighting some standard character (human with a longsword), if they closed to attack range, I would get 3 attacks of opportunity on them from them moving through 20-15ft, 15-10, and the 10-5 foot. If I hit with one of these, they would stop in their tracks from the stand still feat, then I would be able to 5-foot back and be in a good position for next turn, and still have time for some awesome tripping action. Another question: Is there a better race for me to choose than half-giant because of the dexterity required for combat reflexes (at least 14 dex needed, more ideally), especially since it would be nice to be a buffer between myself and my party, basically able to stop lots of people in their tracks in a 40-foot wide wall of angry fighter. What I would really like to find is a large size race with a low lvl adjustment that has no hit or perhaps even a bonus to dex. Strength is also important, however, since the damage roll makes the DC on the reflex save for stand still harder, and you get strength and a half on a guisarme, correct? Thanks in advance for your input. FYI this is my first post on the Wizards of the Coast boards, so be kind if I am retard. Welcome to the boards, I'll try to be nice :) There's a few problems with how you're thinking of this. As said, Monkey Grip and Powerful Build do not combine to let you weild 2 size catagories higher. Also, when you get charged, you get only 1 AoO for the charging through your attack area, no matter how big your attack area is. Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn’t count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus. No matter how many squares your reach is, if they charge you you would get 1 attack op for reach. If they drank a potion with their charge action, you'd get an attack op, or a completely different action that causes an aoo. Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. Yep, one immediate free attack, with the nice +4 bonus to hit since you just tripped him. Hoped I could answer your questions (If everyone else hasn't beaten me to it.. took about an hour to make this post since I work at a call center.), or if I made you horribly confused, I aplogise! |