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Character Builds & Optimization
3.5 core 3 tripper build help optimization
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<blockquote data-quote="Genesist" data-source="post: 5620029" data-attributes="member: 6668459"><p>Hello everyone. My DM is going to be starting up a campaign using only the core 3 books. We are not allowed to use monster races, so for all real purposes I am limited to the Player's Handbook 1 (no, 2 is not allowed), and Dungeon Master's guide. I have done some research and have come up with two builds, I would interested in which people suggest, or any other directions they can point me in. I am used to having much more options, so thought this resulting decrease in potential power level would give me a chance to try a spiked chain build, something I'd always been interested in. The goal of this build is not damage, it is tripping things to protect my team. I avoid improved disarm at low levels because I fear a monster oriented campaign in which it is useless.</p><p></p><p>I am aware of the horizon tripper and love it, but it comes online too late.</p><p></p><p>Information I have: We will be starting at level 7, we will be fighting fewer numbers of stronger monsters.</p><p></p><p>I realize that dwarven defender can just be walked around, but thought that the chain was partially remedy this problem. All the fighter for feats. I can't go barb, because dd is lawful. So ranged seemed best for lvl 7. </p><p></p><p>Dwarf, duh</p><p>1. Fighter - endurance, chain prof </p><p>2. Fighter - combat expertise</p><p>3. Fighter - improved trip</p><p>4. Fighter - combat reflexes</p><p>5. Fighter</p><p>6. Fighter - toughness, dodge</p><p>7. Ranger </p><p>8. Dwarven defender - AC defensive stance, </p><p>9. Dwarven defender - improved disarm, uncanny dodge</p><p>10. Dwarven defender </p><p></p><p>Pros: More HP.</p><p>Cons: Possibly not enough str to trip the monsters consistently, bad feats.</p><p></p><p>My second build is all about raising potential strength to increase trip chance. As a result I go into barbarian, and dragon disciple despite its BAB.</p><p>Orc? (for the extra 2 strength)</p><p></p><p>1. Barb - Rage spiked chain prof, speed +10</p><p>2. Barb, uncanny dodge</p><p>3. Fighter -combat reflexes, combat expertise</p><p>4. Barb</p><p>5. Sorcerer - spells</p><p>6. Dragon disciple - armor, improved trip</p><p>7. Dragon Disciple - 2 str, </p><p>8. Dragon disciple</p><p>9. dragon disciple - armor, 2 str improved disarm?</p><p>10. Barb - Rage</p><p></p><p>Pros: Higher str, higher speed, limited spell casting</p><p>Con: Lower BAB, lower HP</p><p></p><p>I add the fighter level so that I can get needed feats. Would it be better to take barb after 2 or 4 lvls of dd?</p><p></p><p>The DD, orc, and rage str gives an extra +10, which for a trip attempt is huge. let us assume 16 str, +10 from above, +4 for improved trip. This is a +12 to the opposed strength check to trip. </p><p></p><p>So thoughts everyone?</p></blockquote><p></p>
[QUOTE="Genesist, post: 5620029, member: 6668459"] Hello everyone. My DM is going to be starting up a campaign using only the core 3 books. We are not allowed to use monster races, so for all real purposes I am limited to the Player's Handbook 1 (no, 2 is not allowed), and Dungeon Master's guide. I have done some research and have come up with two builds, I would interested in which people suggest, or any other directions they can point me in. I am used to having much more options, so thought this resulting decrease in potential power level would give me a chance to try a spiked chain build, something I'd always been interested in. The goal of this build is not damage, it is tripping things to protect my team. I avoid improved disarm at low levels because I fear a monster oriented campaign in which it is useless. I am aware of the horizon tripper and love it, but it comes online too late. Information I have: We will be starting at level 7, we will be fighting fewer numbers of stronger monsters. I realize that dwarven defender can just be walked around, but thought that the chain was partially remedy this problem. All the fighter for feats. I can't go barb, because dd is lawful. So ranged seemed best for lvl 7. Dwarf, duh 1. Fighter - endurance, chain prof 2. Fighter - combat expertise 3. Fighter - improved trip 4. Fighter - combat reflexes 5. Fighter 6. Fighter - toughness, dodge 7. Ranger 8. Dwarven defender - AC defensive stance, 9. Dwarven defender - improved disarm, uncanny dodge 10. Dwarven defender Pros: More HP. Cons: Possibly not enough str to trip the monsters consistently, bad feats. My second build is all about raising potential strength to increase trip chance. As a result I go into barbarian, and dragon disciple despite its BAB. Orc? (for the extra 2 strength) 1. Barb - Rage spiked chain prof, speed +10 2. Barb, uncanny dodge 3. Fighter -combat reflexes, combat expertise 4. Barb 5. Sorcerer - spells 6. Dragon disciple - armor, improved trip 7. Dragon Disciple - 2 str, 8. Dragon disciple 9. dragon disciple - armor, 2 str improved disarm? 10. Barb - Rage Pros: Higher str, higher speed, limited spell casting Con: Lower BAB, lower HP I add the fighter level so that I can get needed feats. Would it be better to take barb after 2 or 4 lvls of dd? The DD, orc, and rage str gives an extra +10, which for a trip attempt is huge. let us assume 16 str, +10 from above, +4 for improved trip. This is a +12 to the opposed strength check to trip. So thoughts everyone? [/QUOTE]
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