| Post/Author/DateTime | Post |
|---|---|
| #1genesistJul 19, 2011 19:57:34 | Hello everyone. I am internested in making an optimized tripper for an up-coming campaign. We are allowed to use the monseter manual I, the player's handbook I, and the dungeon master's guide I. No other books. The campaign will be centereda ruond fighting vampires, clerics are not allowed, and my group rerolls 1's so stats will be slightly higher than normal. My DM has said that lycanthropes are not allowed due to some sort of plot element. I've come up with two build ideas but am open to nearly any ideas that follow the above constraints. We will start at level 7 and will likely stop around level 10. I am looking for the build to be playable at level 7, so please no horizon trippers. Build 1: Ranger 1/Fighter 2/Barbarian 1/Sorc 1/Dragon disciple 1-5. I do lose some BAB, but thought that the sorc level would get me enlarge person when I need it independent of a wiz, if we even have one. From there Dragon disciple gives some strength which would aid in tripping etc. The extra spells it gives, allows additional enlarges. Race: dwarf Feats: combat reflexes, combat expertise, improved trip, chain prof, improved disarm. At level 9 I would likely get power attack. Notes: Ranger if first for skills, I realize this loses me some HP and am debating which is better, it or barb. ranger also gives me favored enemy to use against vampires. Idea: party's tracker, enlarge self, and protext others via tripping. And the other build is naturally a wizard, because sadly they do everything. Build 2: Wizard 7/fighter 1/edlritch knight 2 Race: Gnome for the AC, or human for the feat? I will assume human for this build. Feats: combat expertise, improbed trip, chain prof, improved disarm. I will get combat reflexes with my fighter feat at level 8. Idea: turn into treant using polymorph, specialize appropriately. The treant has a great 29 str, 21 con, but only 8 dex, this is why I wait til 9 for combat reflexes. It also gets an AC bonus, I believe either 10 or 12. This would allow me to use a huge spiked chain, with a 30 foot reach. However even with specialization, I can only transform three times/day, which is quite limiting. However, I do have all the other usefull spells. This build has much lower HP even when factoring con from treant. So please thoughts everyone? And again, core three, please do not suggest something from X crazy obscure dragon magazine, etc. |
| #2ElVizardJul 19, 2011 20:39:49 | Did you consider playing a ranger? They maybe not be a BIG deal at an open campaign where you can find any kind of creatures from zombies to dragons, but if you play a campaign were you are facing "undeads" for sure, that's a great bonus to damage and skills related with them. With he's combat style's aditional feats, animal companion (Probably a wolf or some sort of animal that fits with the campaign), your hunter spells and your track bonus feat, you will be a blade/van helsing style hunter. |
| #3genesistJul 19, 2011 21:38:42 | Did you consider playing a ranger? I am not against the hunter idea, but am looking to play a TRIPPER. And both combat styles are not helpful for this. If I were to play a van helsing I'd likely do some sort of hunter rogue assassin combination. Which could also end up being very fun, but is a completely different thread. |
| #4genesistJul 19, 2011 23:25:58 | Just realized that sadly assassin woudl be useless, all it's abilities do not function against vampires. Really, using core three, the closest you could come to a vamp hunter is just ranger. |
| #5ElVizardJul 20, 2011 0:39:11 | Yup, that's why I pointed it out :P Nor venoms or SA works on undeads. But the bonus to damage for favored enemy still works. Also it can work on a trip-based char, cause you can u TWF for tripping with one hand and attack with your "vampire-killing weapon" with the other. |
| #6Maat_MonsJul 20, 2011 2:46:30 | Remember that enlarge person has a 1 round casting time. This means any damage you take before the start of your next turn forces a concentration check (DC 10 + damage dealt) to avoid losing the spell. Also, I think one of your hands might be occupied with the somatic and material components until the start of your next turn, preventing attacks of opportunity with a two-handed weapon. If you go druid, you'll be able to transform into an ape at 8th level. You will be able to maintain this form 24 hours a day, and it is fully capable of wielding weapons and wearing gear. According to the errata, when you use polymorph and similar effects, you still use your base form's con score to determine max HP. I hesitate to put this forward, but you could play a centaur. It ties both your builds for base attack bonus at 7th level and is large all the time. You could begin play with a level of fighter and the combat expertise, combat reflexes, and improved trip feats, making due with a guisarme for a level. |
| #7genesistJul 20, 2011 6:11:40 | But can't druids not use anything metal. I think that a wodden spiked chain wouldn't exactly work well? |
| #8UnahimJul 20, 2011 7:19:52 | But can't druids not use anything metal. I think that a wodden spiked chain wouldn't exactly work well? They can only not wear metal armour, weapons are ok. Even the PHBI image of the druid has her holding a metal scimitar. |
| #9KruskJul 20, 2011 9:18:25 | Two handed weapons and spells. You can totally carry a two handed weapon in one hand, and then use the other for your spells. Then as a free action grab back onto your weapon. I think I would lean Centaur fighter/barbarian combo. Your gnome wizard also sounds pretty beast, and worth looking into. I would do human, and remember some of the lesser polymorph spells. Enlarge person, alter self might have some good forms, ect. For fights 4 through X. |
| #10genesistJul 20, 2011 13:37:50 | I will look into centaur. Which do you guys think is the most viable? |
| #11TelinArthoJul 25, 2011 14:40:16 | Centaur vs Ogre - both are large size and have the a large strength bonus (ogre is slightly larger - but meh). Ogre gets reach while the Centaur doesn't. Centaur doesn't have as large an INT penalty (important for getting combat expertise to open up improved trip) and has a bonus to DEX as opposed to the ogre's penalty (important for Combat Reflexes later on). Centaur is a quadruped, so it does get a bonus for resisting being tripped himself, which is not to be discounted. A sahuagin with 6 racial HD (large) would actually come nicely in between if you are going to have fairly regular access to saltwater. Larger Str bonus than the Ogre, same reach as ogre, better dex than ogre (but worse than the centaur), better Con than the ogre, an actual INT bonus. Of course, would need a solution for the salt water. With 3 feats - you'd have access to EWP: Spiked Chain, Combat Expertise and Improved Trip - so that covers the basics of your starting needs and you can pick up the other feats (combat reflexes, etc) with levels of fighter or whatever. One more thing to consider here are full attack sequences with natural attacks after you trip. Centaur gets hoof attacks; Sahaugin has claw and bite attacks (though claws will be used with the chain, so most of the time, just bites). More attacks with a full attack against a prone opponent is full of win (and with a ~26 str (or more), you should be able to break through DR even with non-primary attacks on occasion...) The downside to all three of these is the lack of Humanoid type, so you couldn't use Enlarge Person - but since you'd be large already (and with a sizeable strength bonus besides), it should be less of an issue. |