Dwarven Trip-Monkey

Post/Author/DateTimePost
#1

Cryonax

Apr 29, 2008 12:12:10
I've created a dwarf (in Living Greyhawk) who's all about tripping, not a dwarf that runs around finding monkeys to trip.

First question: What should be my basic strategy for character creation?

Second question: Will this become a boring build at some point? That is, will I be able to do new and interesting things with trips, or will I run out of feats, alternative class features, etc. requiring me to become a two-trick (or more) pony instead?

Here's what I've done:

Race: Hill Dwarf
Abilities (28 point buy): Str 16, Dex 14, Con 16, Int 14 (for Combat Expertise + 1 for another skill point), Wis 8, Cha 6
Feats: Combat Expertise, Improved Trip
Classes: Ftr1
Alternative Class Features: none
Relevant Weapons: halberd, spiked gauntlet (in case I have to drop the halberd)
Skill Points Assigned: Intimidate 4, Climb 4, Tumble 2, Knowledge Dungeoneering 2 (cross class skills for flavor and fun)

I'm looking for concerns with what I've done and direction for where I should go, but I don't need to power game this guy completely. I don't need the most optimized character. First and foremost, the game should be about having fun, but a little cheese never killed anyone (out of character).
#2

Cryonax

Apr 29, 2008 12:31:50
I had a friend point out that, as a two-handed weapon, Power Attack damage bonuses are doubled. So it would work something like this:

1. Make a melee touch attack at the Power Attack penalty. No big deal. It’s a touch attack.
2. Make the ability check for the trip with no Power Attack penalty.
3. Assuming success, make the melee attack at the Power Attack penalty but with +4 due to the opponent being prone.
4. Do the extra damage at the Power Attack bonus x 2.

I can live with that. :D

From Power Attack, I could do the whole string if I wanted (Cleave, etc.).