Spiked Chain Fighter


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For the moment all I really want is a fun character to play around with. We haven't had a whole lot of fights where the DM is tossing hordes at us, it's been almost exclusively one tough boss and then a few minions before the next boss, so I guess the battlefield control and WW becomes a bit flawed in that scenario. We roll our HP each level also, which I've been rolling fairly well thus far.

We do have a dedicated healer. In fact, that's all he does since he is the type of player who purposefully gimps his characters in order to challenge himself. He is a Favored Soul with the Vow of Nonviolence who essentially just cowers behind me in fights.

As it stands now, I think I will move the 18 to my DEX, switch the 16 to STR, and drop the CON to 13. I'll end up losing 12 HP overall, but like you guys said, with a dedicated healer that shouldn't be too bad, especially with the added AC from my feats and a higher DEX.
 

"Lock Down" Male Human Fighter 1 to 20

Str- highest stat, Dex- next highest (must be at least 15), Con- third highest, Int- at least 13 (swap out with Con to get 13 if you have to), Wis- 10 or dump, Cha- dump

Feats- (if you get to pick some flaws, you can get this build working faster, but this is presented without flaw choices)
Fig1- EWP (spiked chain)
Hum- Stand Still
1st- Combat Reflexes
Fig2- Weapon Focus (spiked chain)
3rd- Deft Opportunist
Fig4- Weapon Specialization (spiked chain)
6th- Aberration Blood
Fig6- Martial Study (crusader's strike)
Fig8- Melee Weapon Mastery (piercing)
9th- Inhuman Reach (-1 on melee attacks but you get +5 ft. to your natural reach; so that means you now threaten out 4 squares with your spiked chain)
Fig10- Martial Stance (thicket of blades)
12th- Mage Slayer
Fig12- Robilar's Gambit
Fig14- Close Quarters Fighting
15th- Combat Expertise
Fig16- Overpowering Attack (alternate class feature from PHB2)
18th- Pierce Magical Protection
Fig18- Defensive Sweep
Fig20- Improved Disarm

With this build, you get lots and lots and lots of attacks of opportunity, and any of them that you take against people who move (even tumbling or 5' steps) can be used to halt them in the square they tried to leave using up all their move actions (meaning they can't move and they only have a standard action left unless they tried to charge you - in the latter case their turn is over). You have excellent bonuses to hit and 20 foot reach (which gets even bigger if you get enlarge person'd).

Ideally you want to move or charge to a position where you are threatening as many enemies as possible then turn on Robilar's Gambit; you will always have Thicket of Blades stance going since you can. Now people can't cast spells/spell-likes defensively nor can they move away from you even with a 5' step without you smacking them and possibly making them stand there in the process. Have fun.
 

Thanks for that Nez, that build looks like a lot of fun. I don't think I'll follow that to the letter, but there are a lot of things for me to incorporate into my current fighter. At level 6 I went straight for the Inhuman Reach rather than Martial Study, though I might add that in a level or two from now. For now, a 20 foot reach with Improved Trip is going to be a blast.

Thanks again everyone for the input.
 

Careful with the tactic of using Inhuman Reach to double the chain's reach. A DM might look at that and call BS due to the chain not being physically long enough. It might be RAW, but a DM might find it RAWtarded.
 


LOL "physically possible in a made-up universe"? seriously when you start to complicate a fantasy game's rules with your spin on reality you take away the fun and simplicity of the rules. why houserule something that works as intended? - is it because you are one of those people that thinks only spellcasters can have nice things? (you know, those guys that constantly break the rules of reality with their class abilities)
 

LOL "physically possible in a made-up universe"? seriously when you start to complicate a fantasy game's rules with your spin on reality you take away the fun and simplicity of the rules. why houserule something that works as intended? - is it because you are one of those people that thinks only spellcasters can have nice things? (you know, those guys that constantly break the rules of reality with their class abilities)

I think he was being sarcastic.
 

LOL "physically possible in a made-up universe"? seriously when you start to complicate a fantasy game's rules with your spin on reality you take away the fun and simplicity of the rules. why houserule something that works as intended? - is it because you are one of those people that thinks only spellcasters can have nice things? (you know, those guys that constantly break the rules of reality with their class abilities)

Are you replying to Holyplankton? He's not the one in charge of the rules so it's not exactly useful to badger him about stuff he has little to no say in. I pointed out the rules discrepancy because I know it can be an issue, and it's worth looking into for this character. DMs tend to dislike surprises, especially when it comes to weird rules interactions.

I think he was being sarcastic.

It can be taken either way since both interpretations could work. Given the sincerity in earlier posts I'm inclined to think it's not sarcasm though.
 

Jack, Inhuman Reach gives +5 feet to your natural reach, so for a medium creature that is normally now 10 feet; and the rules on reach weapons are- they double your natural reach so long as you are wielding a reach weapon that is the appropriate size for you (so a medium creature with inhuman reach that wields a medium spiked chain has 10 feet natural reach doubled to 20 feet). There are no discrepancies that you speak of.

Not trying to badger him, just presenting an argument from my point of view. I don't know if he has little to no say in anything.
 

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