Fighter build advice

Theroc

First Post
Alright, I'm working on a character for the Living EN-World pbp Campaign thinger on this site, which uses the general SRD and http://www.enworld.org/forum/living-en-world/142438-rules-mechanics.html

These additional rules.

Here is his unapproved profile as of now, to give an idea of what I am doing:
http://www.enworld.org/forum/4738081-post391.html

The idea I'd had in mind for Viktor here was being a medium armored control fighter... and by control I mean things such as trips and disarms and other effects to attempt to keep an opponent from being able to do much of anything useful.

I figured this would allow for a somewhat more interesting combat than, "I swing at the monster!" every turn until it dies. Granted, as I've mentioned in other places I'm new, so perhaps this doesn't occur as much in a more traditional fighter either.

Does anyone have any advice for some options to look into while levelling, or particular strategies that would fit my concept well?

I was already looking into Combat expertise->Improved Disarm->Improved trip, with a great flail. Anyone have other suggestions?
 

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For control: Get a polearm. It'll help your damage with Power Attack too... twohanded weapon smack.

Think about 2 levels monk. You'll get bonus feats, good saves, evasion and if you want a bit stunning fist... but best of all: Improved Unarmed Strike for the bad guys who are too close for your polearm.
 

Well, RP conceptwise-My character sticks with things he sets his mind to. So if he becomes a monk(which would require an alignment change from Neutral Good to Lawful good[I hate that requirement for monks...]he'd want to stick with his chosen path, and the fact I can't cross-class back out without losing access to it, or at least the ability to crossclass back out is really limiting.

Monk does look interesting though.

As for the pole comment, as in the thread I linked, Viktor's Guisarme is a pole arm which is capable of trip.

Though, looking through the weapons again, I may want to have Viktor learn to wield a Spiked Chain. 10 foot reach which can attack within normal range as well. It could possibly replace the guisarme and the heavy flail.

It has weapon finesse, bonus to disarm, ability to perform trip attacks, threatens a 10 foot area around him(I think, as the weapon doesn't state it does not, as the whip entry states). It seems almost perfect for the type of character I am going for.

Anyone else have any advice? I'm all ears here. Or... yanno, eyes.
 



Alright, I'm working on a character for the Living EN-World pbp Campaign thinger on this site, which uses the general SRD and http://www.enworld.org/forum/living-en-world/142438-rules-mechanics.html

These additional rules.

Here is his unapproved profile as of now, to give an idea of what I am doing:
http://www.enworld.org/forum/4738081-post391.html

The idea I'd had in mind for Viktor here was being a medium armored control fighter... and by control I mean things such as trips and disarms and other effects to attempt to keep an opponent from being able to do much of anything useful.

I figured this would allow for a somewhat more interesting combat than, "I swing at the monster!" every turn until it dies. Granted, as I've mentioned in other places I'm new, so perhaps this doesn't occur as much in a more traditional fighter either.

Does anyone have any advice for some options to look into while levelling, or particular strategies that would fit my concept well?

I was already looking into Combat expertise->Improved Disarm->Improved trip, with a great flail. Anyone have other suggestions?

1) Spiked Chain is best SRD/Core version you will find.
2) 2nd best Armpr spikes and a polearm.
When they within 5 feet, you can't use a polearm, but you can use armored spikes.
3) Non-core gives Short haft/other feats possible.
 

Question: When using a reach weapon, does this range increase if your size category does?

Example: If someone Casts Enlarge Person on Viktor, who wields a spiked chain, which has reach and threatens a 10 foot area normally. Does this range now become 20'? 15'? 30'? Or is it unaffected by this increase in natural reach?
 

Assuming he's holding the weapon in question, it should increase in size with him. Thus, if, while armed, he gets expanded to the size of a L creature, he'll be wielding a reach weapon appropriate in size for him, doubling his reach as a size L creature.

One of the best sources for non-Core polearm feats is DCv1, but its not commonly allowed. PHB2 has versions of several, but not all, of the feats in that book. Other choice feats get scattered all over WotC's product list.

As I've undoubtedly posted elsewhere, some Feats I've found to be useful with reach-weapon build PCs:

1) Combat Reflexes (bonus AoOs based on your Dex bonus). More potential AoOs to use in that big space you threaten.

2) Deft Opportunist (+4 to AoOs). If nothing else, it helps you overcome soft-cover bonuses when fighting from the second rank.

3) Hold the Line (you make AoOs against foes entering a space you threaten). This can be a rude surprise.

4) Stand Still (you can make a foe you strike stop moving). This goes a long way to letting you really control the battlefield because they'll have to deal with you to get to the softer targets like those unarmored spellslingers behind you. And once you've got them where you want them- why let them get away?
 

Assuming he's holding the weapon in question, it should increase in size with him. Thus, if, while armed, he gets expanded to the size of a L creature, he'll be wielding a reach weapon appropriate in size for him, doubling his reach as a size L creature.

One of the best sources for non-Core polearm feats is DCv1, but its not commonly allowed. PHB2 has versions of several, but not all, of the feats in that book. Other choice feats get scattered all over WotC's product list.

As I've undoubtedly posted elsewhere, some Feats I've found to be useful with reach-weapon build PCs:

1) Combat Reflexes (bonus AoOs based on your Dex bonus). More potential AoOs to use in that big space you threaten.

2) Deft Opportunist (+4 to AoOs). If nothing else, it helps you overcome soft-cover bonuses when fighting from the second rank.

3) Hold the Line (you make AoOs against foes entering a space you threaten). This can be a rude surprise.

4) Stand Still (you can make a foe you strike stop moving). This goes a long way to letting you really control the battlefield because they'll have to deal with you to get to the softer targets like those unarmored spellslingers behind you. And once you've got them where you want them- why let them get away?


Are those feats you just listed in the SRD? I know about Combat Reflexes, but the others? I ask because in my first post I stated the campaign is restricted to the SRD and the Rules and Mechanics thread linked. People either are missing this or are ignoring this and giving me advice I cannot use for this purpose.

The ideas are nice, but since I cannot use it and most of the advice I am getting is stuff I can't use, it's a tad frustrating as I almost get the feeling that this means I can't make an effective build of this type without additional resources that are restricted.
 

Stand still is in the SRD (but classified under the psionic feats section). I don't think the other 2 feats are, though.

I am not sure how well a watered-down tripper fighter will fare though. Trip is one of those things you really need to go out of your way to trick out, or it will be flat-out useless.

On the other hand, you still get weapon finesse, combat reflexes and improved trip/disarm. The wizard can supply enlarge person castings. But you lack goodies such as thicket of blades and robilar's gambit.
 

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