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*Dungeons & Dragons
3.X/Pathfinder hybrid game looking for some classes
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<blockquote data-quote="Nezkrul" data-source="post: 6054862" data-attributes="member: 6682154"><p>either play Pathfinder or don't, if you mix both and then play a 3.5 class you will most likely be underpowered in comparison to the player who picked a PF class; as that is what PF did - they made base classes more powerful. Likewise, 3.5 PrC's are usually underpowered in comparison to PF equivalents (not always).</p><p></p><p>I like fighter builds that play as controllers rather than brutes/tanks. So, I suggest the following, so long as you may use the resources required (PF PHB, 3.5 PHB2, 3.5 Tome of Battle, 3.5 Complete Adventurer, 3.5 Complete Warrior, 3.5 Miniatures Handbook, 3.5 Lords of Madness (not needed but fun to add), 3.5 Complete Arcane)</p><p></p><p>Human Fighter 1 - infinity</p><p></p><p>feats/ability choices- EWP (spiked chain) -f1, Aberration Blood -h, Combat Reflexes -1; Stand-still -f2; Weapon Focus (spiked chain) -3; Weapon Specialization (spiked chain) -4f; Inhuman Reach -5, Weapon Training (flails); Martial Study (crusader's strike) -f6; Deft Opportunist -7; Melee Weapon Mastery (piercing) -f8; Mage Slayer -9; Martial Stance (thicket of blades) -f10; Close Quarters Fighting -11; Robilar's Gambit -f12; Combat Expertise -13; Improved Trip -f14; Hold the Line -15; Overpowering Attack (alternate class feature, PHB2) -f16; Pierce Magical Concealment -17; Defensive Sweep -f18; Improved Initiative -19; Improved Disarm -f20</p><p></p><p>Now what this gets you is:</p><p>- a guy that has 20 foot reach with a spiked chain</p><p>- gets an AoO on anyone he wants within reach that moves for any reason, even a 5' stuff or tumble</p><p>- he makes caster's cry cuz they can't cast defensively and if they try to move away he smacks them (with Standstill)</p><p>- if he gets charged he gets an AoO on them when they enter his reach and then another one (with Standstill) when they try to leave the first square of his reach coming towards him (and then they cry when they stop there and their turn ends)</p><p>- he gets an AoO on anyone that attempts to grapple him and gets a bonus on the grapple check equal to the damage he deals</p><p>- takes a full round action to make one attack that deals double damage, but until the start of his next turn ALL of his attacks he makes deal double damage (makes Stand-still's reflex save nearly impossible to make)</p><p>- he can trip and/or disarm people easier and from too far away for them to attack back/disarm/trip him</p><p>- gets +4 to hit with AoO's; and whenever anyone attacks him from within his reach, they provoke an AoO after their attack (they get +4 to hit and damage against this guy but who cares)</p><p>- adjacent foes who don't move provoke an AoO, and if they do move you can choose to let them, or try to Stand-Still them, or just smack them for damage.</p><p></p><p>You're like a tornado who just sits in the middle of a combat and locks down the opposition, letting your friends (who are hopefully ranged combatants) take out the guys you can't reach or that seem to be immune to your efforts to lock down. Given time, against people with less than stellar reflex saves, you win every time slowly but surely.</p></blockquote><p></p>
[QUOTE="Nezkrul, post: 6054862, member: 6682154"] either play Pathfinder or don't, if you mix both and then play a 3.5 class you will most likely be underpowered in comparison to the player who picked a PF class; as that is what PF did - they made base classes more powerful. Likewise, 3.5 PrC's are usually underpowered in comparison to PF equivalents (not always). I like fighter builds that play as controllers rather than brutes/tanks. So, I suggest the following, so long as you may use the resources required (PF PHB, 3.5 PHB2, 3.5 Tome of Battle, 3.5 Complete Adventurer, 3.5 Complete Warrior, 3.5 Miniatures Handbook, 3.5 Lords of Madness (not needed but fun to add), 3.5 Complete Arcane) Human Fighter 1 - infinity feats/ability choices- EWP (spiked chain) -f1, Aberration Blood -h, Combat Reflexes -1; Stand-still -f2; Weapon Focus (spiked chain) -3; Weapon Specialization (spiked chain) -4f; Inhuman Reach -5, Weapon Training (flails); Martial Study (crusader's strike) -f6; Deft Opportunist -7; Melee Weapon Mastery (piercing) -f8; Mage Slayer -9; Martial Stance (thicket of blades) -f10; Close Quarters Fighting -11; Robilar's Gambit -f12; Combat Expertise -13; Improved Trip -f14; Hold the Line -15; Overpowering Attack (alternate class feature, PHB2) -f16; Pierce Magical Concealment -17; Defensive Sweep -f18; Improved Initiative -19; Improved Disarm -f20 Now what this gets you is: - a guy that has 20 foot reach with a spiked chain - gets an AoO on anyone he wants within reach that moves for any reason, even a 5' stuff or tumble - he makes caster's cry cuz they can't cast defensively and if they try to move away he smacks them (with Standstill) - if he gets charged he gets an AoO on them when they enter his reach and then another one (with Standstill) when they try to leave the first square of his reach coming towards him (and then they cry when they stop there and their turn ends) - he gets an AoO on anyone that attempts to grapple him and gets a bonus on the grapple check equal to the damage he deals - takes a full round action to make one attack that deals double damage, but until the start of his next turn ALL of his attacks he makes deal double damage (makes Stand-still's reflex save nearly impossible to make) - he can trip and/or disarm people easier and from too far away for them to attack back/disarm/trip him - gets +4 to hit with AoO's; and whenever anyone attacks him from within his reach, they provoke an AoO after their attack (they get +4 to hit and damage against this guy but who cares) - adjacent foes who don't move provoke an AoO, and if they do move you can choose to let them, or try to Stand-Still them, or just smack them for damage. You're like a tornado who just sits in the middle of a combat and locks down the opposition, letting your friends (who are hopefully ranged combatants) take out the guys you can't reach or that seem to be immune to your efforts to lock down. Given time, against people with less than stellar reflex saves, you win every time slowly but surely. [/QUOTE]
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