3.5e, what feat to take?

Post/Author/DateTimePost
#1

question2

Dec 28, 2010 6:03:02
Using only core materials, i made a spiked chain human fighter, first level feats being combat expertise, improved trip and exotic wep proficiency.

I was wondering what would be recommended feats to take for 2nd level? Combat reflexes?
#2

maharai23

Dec 28, 2010 6:25:32
If you have a good dexterity, Combat Reflexes is a great feat to have with a tripper build.

Also decent in core:  Weapon Focus, Iron Will, Power Attack

For alternates: Two weapon fighting (combine spiked chain with armor spikes in close), Improved Disarm (great for the free attack after tripping).

Regardless, in core, fighter will start shining less as you get all the good feats.  By that time, you may consider branching into another melee class, or possibly the Horizon Walker prestige class (I've heard good things about horizon tripper builds).
#3

solis_bjorn

Dec 28, 2010 8:16:34
You could take the weapon finesse feat for use with the spiked chain - only good if your Dex bonus is higher than your Str but I do see a lot of light armor chain builds with high dex that dip a few levels into swashbuckler for that classes ability to add Int bonus to damage with 'finesse'd weapons.
#4

ObsidianConspiracy

Dec 28, 2010 11:29:48
Using only core materials, i made a spiked chain human fighter, first level feats being combat expertise, improved trip and exotic wep proficiency.

I was wondering what would be recommended feats to take for 2nd level? Combat reflexes?



 Hehe I have one of these lol.

 Combat Reflexes is good, it's worth looking at power attack in the near future, since you are making touch attacks you don't need your BAB as much. Because then tripping works well with cleave I've found. Weapon Focus + Weapon specialization are another way to go.

 Improved Disarm makes my DM cry, but that is cos our setting relies mostly on NPC characters rather than monsters. 

 Improved Sunder is pretty good later on as well.

 But yeah with Core books it's quite hard shining as a trip fighter feat wise later on, so getting into a decent prestige class is generally the aim.

 
#5

question2

Dec 28, 2010 11:49:20
Using only core materials, i made a spiked chain human fighter, first level feats being combat expertise, improved trip and exotic wep proficiency.

I was wondering what would be recommended feats to take for 2nd level? Combat reflexes?



 Hehe I have one of these lol.

 Combat Reflexes is good, it's worth looking at power attack in the near future, since you are making touch attacks you don't need your BAB as much. Because then tripping works well with cleave I've found. Weapon Focus + Weapon specialization are another way to go.

 Improved Disarm makes my DM cry, but that is cos our setting relies mostly on NPC characters rather than monsters. 

 Improved Sunder is pretty good later on as well.

 But yeah with Core books it's quite hard shining as a trip fighter feat wise later on, so getting into a decent prestige class is generally the aim.

 

But to do damage with power attack i cant make touch attacks with the spiked chain, since those would be trip attempts that dont do damage...

Also how can a fighter progress into horizon walker? That seems to require knowledge, which isnt a class skill for fighters...(and whats so good about it anyway?)
#6

ObsidianConspiracy

Dec 28, 2010 12:08:56
Prerequisite

Str 13.


Benefit

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.


Special

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)


fighter may select Power Attack as one of his fighter bonus feats.




 Nothing there says you cannot use power attack with touch attacks. 

 AND:


Prerequisites

Int 13, Combat Expertise.


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.


Normal

Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.


 

 Which means you get to use Power Attack on the damage roll after you have tripped your opponent.

 I think, thinking about it, most Horizon Walker builds dip into a different class. But you could probably do it with a level of ranger to max the skill knowledge (geography) when it's a class skill, after using some fighter skill points to add to it as a cross class skill.
#7

question2

Dec 28, 2010 12:17:55
Prerequisite

Str 13.


Benefit

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.


Special

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)


fighter may select Power Attack as one of his fighter bonus feats.




 Nothing there says you cannot use power attack with touch attacks. 

 AND:


Prerequisites

Int 13, Combat Expertise.


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.


Normal

Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.


 

 Which means you get to use Power Attack on the damage roll after you have tripped your opponent.

 I think, thinking about it, most Horizon Walker builds dip into a different class. But you could probably do it with a level of ranger to max the skill knowledge (geography) when it's a class skill, after using some fighter skill points to add to it as a cross class skill.

But nothing says the melee attack you get after a successful trip is a touch attack.
#8

ObsidianConspiracy

Dec 28, 2010 12:22:59
Ah now I see your question. No this is true, BUT, you are on an overall +4 for hitting because they are prone. Power attack is the main way for a melee combatant to get attacks.

 Is it literally just PhB and DMG you're using? 
#9

question2

Dec 28, 2010 12:33:56
Ah now I see your question. No this is true, BUT, you are on an overall +4 for hitting because they are prone. Power attack is the main way for a melee combatant to get attacks.

 Is it literally just PhB and DMG you're using? 



Yes, because the DM didnt want anyone min-maxing.

By RAW dont you have to decide to power attack before making the trip attempt, and the trip attempt will get the PA penalty since it is a penalty applied to "all attacks"?
#10

ObsidianConspiracy

Dec 28, 2010 12:49:59
 Yes but the trip attempt is a touch attack which is generally much easier to make anyway. And if you're struggling to make the trip attempt regularly then you need to turn to smashing the opponent in as well.  

 It also opens up Cleave, and Improved Sunder. Oh I can't trip, I'll break your weapon instead. Or with Cleave, you trip, kill the opponent who is prone, and then trip the target next to it. 

 So although yes you take the attack penalty, it's not the worst thing in the world to do, and will help you at later levels deals with DR.

 Just a thought. I've found it to be quite effective. Though our DM decided to move on from just PhB and we 'unlock' books now.

 But Power attack is a bread and butter... don't forget, you're getting 2 for 1 on damage... so if you take a -2 penalty then you gain 4 damage with the chain... and still, it's a touch attakc, so you'll likely make it 
#11

question2

Dec 28, 2010 12:57:00
 Yes but the trip attempt is a touch attack which is generally much easier to make anyway. And if you're struggling to make the trip attempt regularly then you need to turn to smashing the opponent in as well.  

 It also opens up Cleave, and Improved Sunder. Oh I can't trip, I'll break your weapon instead. Or with Cleave, you trip, kill the opponent who is prone, and then trip the target next to it. 

 So although yes you take the attack penalty, it's not the worst thing in the world to do, and will help you at later levels deals with DR.

 Just a thought. I've found it to be quite effective. Though our DM decided to move on from just PhB and we 'unlock' books now.

 But Power attack is a bread and butter... don't forget, you're getting 2 for 1 on damage... so if you take a -2 penalty then you gain 4 damage with the chain... and still, it's a touch attakc, so you'll likely make it 

Isnt the spiked chain a piercing weapon that cant be used to sunder?
#12

ObsidianConspiracy

Dec 28, 2010 13:42:11
Ah yes I forget about that. But I'm using a bludgeoning variant, which may be why that slipped my mind.
#13

Maat_Mons

Dec 28, 2010 13:59:59

One way to go for tripping is cleric with either the strength or magic domain. This gives you the ability to use a wand of enlarge person, which gives you +5 on the check to trip an opponent (+4 size, +1 strength) and the ability to control enemy movement in a 50-foot diameter circle (20-foot reach, 10-foot space). You use up your first turn casting the spell, but this sort of character is more about using attacks of opportunity to trip enemies that try to move anyway.

#14

draven21

Dec 28, 2010 20:44:23
Combat Reflexes to me is an iffy feat. It depends on your DM. If you think you would get use out of the feat then yes it would be a good feat to take. Some DMs have a nasty habit of playing the monsters more intelligently than they actually are and negate the usefullness of the feat. With a spiked chain it is even more useful as you threaten double the area that you would wielding a normal weapon. If not Combat Reflexes then Weapon Focus would be my choice of feat.
#15

question2

Dec 29, 2010 0:40:43
Whats a good level to stop taking fighter levels at?
#16

maharai23

Dec 29, 2010 4:32:28
Either 2, or 4.  There just aren't enough feats in core to justify it.  If your wisdom is good, go into cleric (strength domain) or (ranger or rogue).

The idea is to only take enough fighter levels to get what you need, and, in core, there's not a whole lot you need.

Let's say you're a half orc with 20 strength.  As a Fighter 4 (with a masterwork spiked chain and weapon focus), you have a +5 to hit for strength, +4 for base attack, + 1 enhancement (masterwork) and +1 (focus), for a total of a +11 to hit.

If you power attack for 4 (the max you're allowed), you still have a +7 touch attack to hit.  If you hit, and trip, your follow up attack will be at +11, and will have +8 to damage.

So now, your chain attack which was 2d4+7 (average 12) is now 2d4+15 (average 20).

In addition, when they get up, they provoke an Attack of Opportunity that will deal another 2d4+15 at a +11 to hit (because the AoO happens before they stand, which is sadly why you can't use it to trip again).

These are very respectable numbers for a core only fighter.

If you were enlarged (not recommended via wand, due to the full round casting time), your attack bonuses wouldn't go up, but your reach would, and your damage would go to 2d6+9 (or 2d6+16 on a power attack).  That's 16 damage and 23 damage, respectively.

And that's at level 4.
#17

tr0llman

Dec 29, 2010 5:05:11
Combat Reflexes to me is an iffy feat. It depends on your DM. If you think you would get use out of the feat then yes it would be a good feat to take. Some DMs have a nasty habit of playing the monsters more intelligently than they actually are and negate the usefullness of the feat. With a spiked chain it is even more useful as you threaten double the area that you would wielding a normal weapon. If not Combat Reflexes then Weapon Focus would be my choice of feat.



IMO, Combat Reflexes is still worth it. Without CR, it's too easy to just send in more guys to take you down. 
#18

question2

Dec 29, 2010 5:43:26
Either 2, or 4.  There just aren't enough feats in core to justify it.  If your wisdom is good, go into cleric (strength domain) or (ranger or rogue).

The idea is to only take enough fighter levels to get what you need, and, in core, there's not a whole lot you need.

Let's say you're a half orc with 20 strength.  As a Fighter 4 (with a masterwork spiked chain and weapon focus), you have a +5 to hit for strength, +4 for base attack, + 1 enhancement (masterwork) and +1 (focus), for a total of a +11 to hit.

If you power attack for 4 (the max you're allowed), you still have a +7 touch attack to hit.  If you hit, and trip, your follow up attack will be at +11, and will have +8 to damage.

So now, your chain attack which was 2d4+7 (average 12) is now 2d4+15 (average 20).

In addition, when they get up, they provoke an Attack of Opportunity that will deal another 2d4+15 at a +11 to hit (because the AoO happens before they stand, which is sadly why you can't use it to trip again).

These are very respectable numbers for a core only fighter.

If you were enlarged (not recommended via wand, due to the full round casting time), your attack bonuses wouldn't go up, but your reach would, and your damage would go to 2d6+9 (or 2d6+16 on a power attack).  That's 16 damage and 23 damage, respectively.

And that's at level 4.

My stats look like this(32 pt buy)

14 str 16 dex 14 int 14 con 10 wis 10 cha.

Feats that i thought would be nice to take :

Wep focus
Combat expertise, improved trip, improved disarm
Blind fight
Improved initiative
Exotic wep profiency
Wep finess
Power attack, cleave
Combat reflexes

But that seems to be too many feats without taking substantial levels in fighter.
#19

Krusk

Dec 29, 2010 9:09:23

Whats a good level to stop taking fighter levels at?


You don't want any levels... half kidding...


Level 2 is the best break point, followed by 4, and then outside of core 20 is often seen. (I think 20 is seen just because its so hard to do)


By core, are you allowed the SRD, or just the PHB? The SRD is all the open game content, and has a few variant classes that could be handy.


Fighter 2/Barbarian 5/Cleric 1/Rogue 12 is a pretty solid melee build. BAB 16, 6d6 sneak attack (which goes nicely with trip) good skills, and rage.



#20

ObsidianConspiracy

Dec 29, 2010 10:24:31
Fighter 2/Barbarian 5/Cleric 1/Rogue 12 is a pretty solid melee build. BAB 16, 6d6 sneak attack (which goes nicely with trip) good skills, and rage.



 I'm not seeing how the sneak attack applies... because it doesn't happen when an opponent is prone does it? You get sneak attack when they are denied Dex to AC or when you are flanking. Prone does neither, so sneak attack doesn't apply.

 Aside from that, Krusk has a good build going there

 

#21

Krusk

Dec 29, 2010 12:55:57

I have got to actually play a 3.5 game again. I have bee playing loads of homebrew 3.6 stuff recently with changes on things like this that totally make sense but for whatever reason aren't true in core.


So then when I talk about 3.5 I am forgetting we house ruled anything....


Thats how sneak attack applies.


Also, you could beg for the extra rage feat form complete warrior, and it would help tons.

#22

ObsidianConspiracy

Dec 29, 2010 18:03:58

I have got to actually play a 3.5 game again. I have bee playing loads of homebrew 3.6 stuff recently with changes on things like this that totally make sense but for whatever reason aren't true in core.


So then when I talk about 3.5 I am forgetting we house ruled anything....


Thats how sneak attack applies.


Also, you could beg for the extra rage feat form complete warrior, and it would help tons.




 I think most DM's run that rule, I know we do... but just in case his is going strictly by the rules...

 Hmmm best to ask I think 
#23

meegz

Dec 30, 2010 3:46:24
if you get to 2nd lvl in ranger, thats a free TWF (idk what lvl you'll need for the knowledge requirements offhand)
#24

question2

Dec 31, 2010 0:56:01
The variant classes from unearthed arcana might be an option.

But if i only take 2 levels in fighter i wont be able to take all those feats i listed earlier right?
#25

Krusk

Dec 31, 2010 10:11:16

But if i only take 2 levels in fighter i wont be able to take all those feats i listed earlier right?


You listed a few feats, but most/a lot of them are pretty bad.



  • Wep focus +1 to hit is not worth a feat

  • Combat expertise

  • improved trip

  • improved disarm Only good vs humanoid opponents of your size using a weapon. 

  • Blind fight  

  • Improved initiative A great feat for someone who has an empty feat slot floating around. Not mandatory.

  • Exotic wep profiency

  • Wep finess

  • Power attack,

  • cleave Not a good feat. Rarely will you be adjascent to 2 foes, and kill one. (Past the first few levels.) Its not worth a whole feat.

  • Combat reflexes


Of the feats left above, you can be done by 6th level. And thats if you take weapon finesse, which is something I really recomened against.


H- Exotic Weapon


1- Power Attack


F1- Combat Expertise


F2- Improved Trip


3- Combat Reflexes


6- Weapon Finesse



#26

question2

Dec 31, 2010 10:49:14

But if i only take 2 levels in fighter i wont be able to take all those feats i listed earlier right?


You listed a few feats, but most/a lot of them are pretty bad.



  • Wep focus +1 to hit is not worth a feat

  • Combat expertise

  • improved trip

  • improved disarm Only good vs humanoid opponents of your size using a weapon. 

  • Blind fight  

  • Improved initiative A great feat for someone who has an empty feat slot floating around. Not mandatory.

  • Exotic wep profiency

  • Wep finess

  • Power attack,

  • cleave Not a good feat. Rarely will you be adjascent to 2 foes, and kill one. (Past the first few levels.) Its not worth a whole feat.

  • Combat reflexes


Of the feats left above, you can be done by 6th level. And thats if you take weapon finesse, which is something I really recomened against.


H- Exotic Weapon


1- Power Attack


F1- Combat Expertise


F2- Improved Trip


3- Combat Reflexes


6- Weapon Finesse






Why not weapon finess? Isnt a spiked chain fighter suppsoed to pump dex to get more AOOs using combat reflexes? Why not blindfight either? Doesnt it give you a re-roll against any foe with concealment? And wouldnt cleave be useful if i can get 15ft reach with enlarge person?
#27

Krusk

Dec 31, 2010 15:07:43

Why not weapon finess? Isnt a spiked chain fighter suppsoed to pump dex to get more AOOs using combat reflexes? Why not blindfight either? Doesnt it give you a re-roll against any foe with concealment? And wouldnt cleave be useful if i can get 15ft reach with enlarge person?




weapon finesse- But you still need str for the damage. So you are going to either want Str>Dex as your prime stats and play it as normal. OR you can spend a feat to make it Dex>Str as your prime stats. Its basically the same thing, only one costs a feat.


Blindfighting- Concealment rarely comes up in melee. It might be worth taking if your DM brings concealment into play against melee often, but for the most part you will be fine. (Except against invisable foes, who your entire party will have to cast a buff to see anyway, and so you will be included.)


Cleave- Its more useful if you have 15ft reach. Even still, it is like 2 attacks tops per combat. Still not really worth the feat. Maybe if you are starting low levels, and the DM loves mobs of enemies.

#28

question2

Jan 02, 2011 5:26:18
As for classes...what do you guys think about fighter 2/barbarian X? Can you use improved trip while raging though?
#29

Krusk

Jan 02, 2011 10:35:38

Fighter 2/Barbarian 1/ X is my standard melee fighter build. Typically I snag lion totem, and the extra rage feat and try to get into some other base classes from here. If you can't X can be more levels of barbarian and it won't be too bad.


RAW you can still trip, but rage prevents the use of combat expertise, so your DM would have a decent arguement on a house rule to not allow it. Its an instance when you definately want to check.

#30

uhm_hoi

Jan 02, 2011 14:25:09
With enlarge person and spiked chain your reach will be 20ft. A size large character has 10ft reach, a reach weapon (like spiked chain) doubles that.

How do you get that enlarge person? If you cast it yourself with a strength domain cleric and a wand, quickdraw might be a good option for a feat (I don't think you can get it from an item in core only).

Also improved initiative deserves a bit more credit. Stopping enemies before they had the chance to do anything is very useful and that is basically what you do when you win initiative with a tripper.

I don't think weapon finesse is any good. Tripping someone requires a strength check, so to a tripper, str is, imo, more important than dex. You'll find out when you actually play the tripper, but trust me, you'll want the belt of strength sooner than the gloves of dex. With your scores (str14, dex16) and after you've been enlarged (+2str, -2 dex), you get 1 point more attack bonus when you use strength. So at first you wont use weapon finesse, and the difference will only get bigger as you level up.

I think you should atleast take the following feats: spiked chain prof, impr trip, power attack, combat reflexes and improved initiative. Any other feats are nice additions or campaign specific, but not mandatory. So with human and 2 levels of fighter, you can get all of that by lvl6.

Other options for classes are already listed above, but barbarian5 is nice for the improved uncanny dodge and rage 2/day. Strength or magic domain cleric1 for diy enlarge person is nice. Horizon walker is very good, but required endurance. It can get you extra attack, damage, tremorsense and dimension door though. If you go for horizon walker, ranger3 is good. 
I'd suggest a Human Barbarian1/Fighter2/Cleric1/Ranger3/Horizon Walker7/Barbarian+1/Cleric+1/Barbarian+3/Horizon Walker+1
#31

question2

Jan 03, 2011 3:48:36
With enlarge person and spiked chain your reach will be 20ft. A size large character has 10ft reach, a reach weapon (like spiked chain) doubles that.

How do you get that enlarge person? If you cast it yourself with a strength domain cleric and a wand, quickdraw might be a good option for a feat (I don't think you can get it from an item in core only).

Also improved initiative deserves a bit more credit. Stopping enemies before they had the chance to do anything is very useful and that is basically what you do when you win initiative with a tripper.

I don't think weapon finesse is any good. Tripping someone requires a strength check, so to a tripper, str is, imo, more important than dex. You'll find out when you actually play the tripper, but trust me, you'll want the belt of strength sooner than the gloves of dex. With your scores (str14, dex16) and after you've been enlarged (+2str, -2 dex), you get 1 point more attack bonus when you use strength. So at first you wont use weapon finesse, and the difference will only get bigger as you level up.

I think you should atleast take the following feats: spiked chain prof, impr trip, power attack, combat reflexes and improved initiative. Any other feats are nice additions or campaign specific, but not mandatory. So with human and 2 levels of fighter, you can get all of that by lvl6.

Other options for classes are already listed above, but barbarian5 is nice for the improved uncanny dodge and rage 2/day. Strength or magic domain cleric1 for diy enlarge person is nice. Horizon walker is very good, but required endurance. It can get you extra attack, damage, tremorsense and dimension door though. If you go for horizon walker, ranger3 is good. 
I'd suggest a Human Barbarian1/Fighter2/Cleric1/Ranger3/Horizon Walker7/Barbarian+1/Cleric+1/Barbarian+3/Horizon Walker+1

Dont you run into some sort of multiclassing penalty by having so many classes?
#32

uhm_hoi

Jan 03, 2011 13:19:36
You get a multiclass penalty when 2 classes are more than 1 level apart from eachother. (PH p60)

Human has favored class any, which means the class in which you took the most levels will not count when determining wether or not you get a penalty. (PH p14)

Prestige classes do not count either, so no worries about horizon walker. This is not written in any book, but it's in either the faq or some erata, I dont remember exactly. Maybe someone more knowledgable can shed some light on this?

With my suggested build, the base classes are never more than 1 level apart from eachother, with the exception of the class in which i suggested the most levels (this doesnt matter for the first 6 levels, it becomes ranger at level 7, and the favored class changes to barbarian at 17, at which point all other base classes have 2 or 3 levels)
#33

aelryinth

Jan 03, 2011 17:57:23
Ask your DM if you can get the Thicket of Blades stance.  If so, take a look at my sig, and try for the Stand Still feat instead of Trip using the Lockdown Fighter.  Stand Still is much more effective then tripping as far as controlling the battlefield.  The only truly effective tripping in normal play is Knockdown.

Also, a Blud variant spiked chain is a normal chain, doing 1-6

===Aelryinth
#34

question2

Jan 04, 2011 1:07:03
Ask your DM if you can get the Thicket of Blades stance.  If so, take a look at my sig, and try for the Stand Still feat instead of Trip using the Lockdown Fighter.  Stand Still is much more effective then tripping as far as controlling the battlefield.  The only truly effective tripping in normal play is Knockdown.

Also, a Blud variant spiked chain is a normal chain, doing 1-6

===Aelryinth



Errr what?
#35

Krusk

Jan 04, 2011 11:05:06
Ask your DM if you can get the Thicket of Blades stance.  If so, take a look at my sig, and try for the Stand Still feat instead of Trip using the Lockdown Fighter.  Stand Still is much more effective then tripping as far as controlling the battlefield.  The only truly effective tripping in normal play is Knockdown.

Also, a Blud variant spiked chain is a normal chain, doing 1-6

===Aelryinth



Errr what?



He said to check out this thread  http://community.wizards.com/go/thread/view/75882/19856162/A_little_Lock_build_for_you...?pg=26 and then says that he prefer the stand still feat over the trip feats. I then assume/know from prior knowledge that he elaborates this somewhere in that thread.


He then says that a bludgeoning variant spike chain is simply a spiked chain. Which apparently deals 1d6 damage.



#36

question2

Jan 04, 2011 11:21:58
Ask your DM if you can get the Thicket of Blades stance.  If so, take a look at my sig, and try for the Stand Still feat instead of Trip using the Lockdown Fighter.  Stand Still is much more effective then tripping as far as controlling the battlefield.  The only truly effective tripping in normal play is Knockdown.

Also, a Blud variant spiked chain is a normal chain, doing 1-6

===Aelryinth



Errr what?



He said to check out this thread  http://community.wizards.com/go/thread/view/75882/19856162/A_little_Lock_build_for_you...?pg=26 and then says that he prefer the stand still feat over the trip feats. I then assume/know from prior knowledge that he elaborates this somewhere in that thread.


He then says that a bludgeoning variant spike chain is simply a spiked chain. Which apparently deals 1d6 damage.






Im looking at that thread, page 26, but i dont understand what that has to do with making a spiked chain fighter, especially since most of it appears to be argueing over magic items.
#37

Krusk

Jan 04, 2011 12:35:18

My bad, I posted the wrong link. I view the threads in reverse page order, newest upfront, and so when I post a link it messes it up for people who don't do that.


Go to page 1.

#38

aelryinth

Jan 04, 2011 18:44:01
Lockdown is a control fighter, built using a reach weapon.  The default is spiked chain, although you could do it with a glaive/short haft combo.  Page 1 is where I went into detail on the build.

Any sort of control build has to be able to function almost everytime.  Knockback/knockdown can do that, because it subs dmg for a contested Trip check.  StandStill does it better...10+dmg is an almost impossible reflex save to hit.  You aren't giving yourself massive bonuses to hit, but you are making sure the enemy stays put and you get to deliver full attacks on it...and at later levels, tons of double dmg AoO's.

==Aelryinth
#39

Maat_Mons

Jan 04, 2011 19:22:37
I view the threads in reverse page order, newest upfront, and so when I post a link it messes it up for people who don't do that.

You could delete the ?pg=n part cause when you post a link.


He then says that a bludgeoning variant spike chain is simply a spiked chain. Which apparently deals 1d6 damage.

It's from Oriental Adventures, unless there's a newer version.


StandStill does it better …

Isn't this thread about creating a core-only character?

#40

Krusk

Jan 04, 2011 19:46:05
I view the threads in reverse page order, newest upfront, and so when I post a link it messes it up for people who don't do that.

You could delete the ?pg=n part cause when you post a link.



Yeah, usually do, just forgot this time.

#41

aelryinth

Jan 05, 2011 22:36:34
Stand Still is Core. It's from Psionics Handbook, and it's in the SRD.

===Aelryinth
#42

Maat_Mons

Jan 06, 2011 0:28:18

No, it's not core. Player's Handbook, Dungeon Master's Guide, and Monster Manual all say “core rulebook” on the cover. Expanded Psionics Handbook instead says “supplement.” The SRD is not synonymous with core.


In any case, what books the OP is allowed has been made quite clear:


… Is it literally just PhB and DMG you're using?

Yes …

#43

aelryinth

Jan 07, 2011 18:51:08
I'll stand corrected.  Most people consider the SRD to define the core books.

==Aelryinth
#44

Krusk

Jan 08, 2011 19:54:15

I'll stand corrected.  Most people consider the SRD to define the core books.


I think its loosely up for debate. I personally assume SRD when someone says core unless they specify otherwise.



#45

question2

Jan 10, 2011 1:59:49
Well since the campaign ended prematurely(community.wizards.com/go/thread/view/758...), out of curiosity what kind of feats/classes would you take assumign you had access to all sources?
#46

question2

Jan 14, 2011 4:58:37
Well since the campaign ended prematurely(community.wizards.com/go/thread/view/758...), out of curiosity what kind of feats/classes would you take assumign you had access to all sources?

bump
#47

uhm_hoi

Jan 14, 2011 11:42:54
For a tripper/standstiller, I ones played something like this very succesfully;

Human Aberant blood
1. Barbarian1 Inhuman Reach (lion totem from CC, whirling frenzy variants)
2. Barbarian2 Improved Trip (from wolf totem variant from UA)
3. Fighter1 Combat Reflexes, Mageslayer
4. Human Paragon1
5. Crusader1
6. Human Paragon2 Standstill, Power Attack
7. Fighter2 Spiked Chain Prof
8. Crusader2
9. Warblade1 Improved Initiative
10. Swordsage1 Spiked Chain Focus
11. Occult Slayer1
12. Occult Slayer2 Close Quarters Fighting
13. Occult Slayer3
14. Occult Slayer4
15. Occult Slayer5 Deft Opportunist
16. Warblade2
17. Human Paragon3


With crusader i took the crusader stance, thicket of blades stance, battle leaders charge, Mountain Hammer and some other maneuvers
With warblade i took punishing stance, iron heart surge, lions roar, white raven tactics and iron heart focus at 16
With swordsage i dont remember exactly what maneuvers i took

Books I used for this are players handbook, complete adventurer, complete arcane, complete champion, complete warrior, expanded psionics handbook, lords of madness, tomb of battle, unearthed arcana

Edit: And yeah thats a lot of multiclassing. In my group that's not a problem so everybody tends to go crazy when playing the fighter. There is no xp penalty though, occult slayer is a prestige class en paragon levels never result in an xp penalty.
#48

Krusk

Jan 14, 2011 13:45:02

For a tripper?


I still like knight because of its auras of control. "Make things difficult terrain." It just synergizes well with tripping. You have a hard time moving around me, even if I don't trip you. Knight 20. You form a zone of "no one can move, even if i dont trip them"



  • H- Combat Expertise

  • 1- Improved Trip        

  • K2- Mounted Combat

  • 3- Combat Reflexes

  • K5- Endurance

  • 6- Deft Opportunist

  • 9- Heavy Armor Opt

  • K10- Great Fort

  • 12- G Heavy Armor Opt

  • 15- Defensive Sweep

  • K15- Iron Will

  • 18- Power Attack


I also have a "Drunken Master" monk build I am hoping to play in a game soon. I don't actually take drunken master, but his feats make him feel very "Drunken master".


Monk 9/ Fist of the Forest 3/ Fighter 8.


Feats-



  • H- Dodge

  • M1- Stunning Fist

  • 1- Great Fort

  • M2- Combat Reflexes

  • 3-Power Attack

  • 6- Superior Unarmed Strike

  • M6- Improved Trip

  • 9- Defensive Throw

  • 12- Karmic Strike

  • F1- Weapon Focus

  • F2- Weapon Spec

  • 15- Robilars Gambit

  • F4- Weapon Mastery

  • F6- Greater Weapon Focus

  • 18- Crushing Strike

  • F8- Snap Kick


A similr build I had fun with was an elephant man bull rusher. Instead of trips, he just throws people around. He isn't terribly optimized, and you probably ought to take knockback earlier. I just didn't see it until that late in the game. Basically he power attacks for at minimum 1, on all of his unhasted 6 attacks (slashing fury and gore attack). Each of them deals ~40(low end) damage and allows a bullrush attempt. Bull Rush attempt is at minimum a +26 opposed strength check and deals 8d6+46 if they are pushed into a wall.  I can raise his strength check if I take a bigger power attack penalty. He was a blast to play.


Anthro-Elephant 5/Lion Barbarian 1/Dungeon Crasher Fighter 14


Show
Stats copied from my word document of characters.

Stats    Starting           After Mods     After Items     Mod


Str-      28                    32                    42                    16


Dex-    17                    18                    28                    9


Con-    22                    22                    32                    11


Int-      10                    10                    10                    0


Wis-     12                    12                    12                    1


Cha-    10                    10                    10                    0

#49

Maat_Mons

Jan 14, 2011 14:11:29

Seems like rampaging bull rush (Races of Stone) would go well with that last one. Any creature you successfully bull rush while raging is automatically rendered prone.

#50

question2

Jan 14, 2011 22:40:21

Seems like rampaging bull rush (Races of Stone) would go well with that last one. Any creature you successfully bull rush while raging is automatically rendered prone.


Isnt Knight actually a bad idea if you want to hurt enemies while tripped? I dont think you can attack them while they are prone...or disarmed.
#51

Maat_Mons

Jan 15, 2011 3:49:53

Those things aren't called out in the knight's code. Also, I was talking about the anthropomorphic elephant barbarian / fighter build.

#52

Krusk

Jan 15, 2011 10:15:57

Seems like rampaging bull rush (Races of Stone) would go well with that last one. Any creature you successfully bull rush while raging is automatically rendered prone.



Isnt Knight actually a bad idea if you want to hurt enemies while tripped? I dont think you can attack them while they are prone...or disarmed.



The knights code is actually really weird. It only prevents you from gaining a +2 when you flank. Your buddies flanking with you can get the +2, but you can't.


You can do whatever else you want, so long as it isn't "dishonerable". Dishonerable is then left up to you and your DM to figure out. You could probably say hitting prone guys is dishonerable, but there is nothing specifically calling it out.


Weird example. You can be a knight 15/blackguard 5 and sneak attack. Something that sounds pretty "Dishonerable". Your sneak attack can be reflavored as feints, and extra hard hits. (There was a decent sized rules debate on this when knight came out, and WoTC came down on my side back when they did their "Rules questions answered on the front page of the website" thing.)