Lord Zardoz
Explorer
Responding to Nial:
At level 6, cannon fodder types are not that important. If I need them to be effective at that point, I can keep my distance and use ranged attacks. I am talking about a 2nd level human fighter.
Human Bonus Feat: Exotic Weapon
1st level Char Feat: Power Attack
1st level Fighter Feat: Cleave
2nd level Fighter Feat: Great Cleave
Responding to Slaved:
For comparing the Spiked chain to a martial reach weapon, it is balanced, except that reach weapons cannot hit in close without the Short Haft feat. And if the Short haft feat is used, it either hits as reach or in close. And short haft requires +3 Bab, and eats a Swift action.
I never said that the villian was insurmountible for a first level party. However, it is still a dangerous situation for the players. Consider the effects of said villian getting a surprise round and a good attack roll? Or the results of the party fighting said villian after slogging through standard fodder and having used a bunch of resources. At melee range, the party is one unlucky round away from losing 2 or more of their party to a single attack.
Anyway, the spiked chain is hardly the most potentially broken / frustrating combo. Considering bang for buck, I would give that prize to flying + Improved Invisibility + Area spells. But this is a thread on why some DM's will Rule 0 the spiked chain.
END COMMUNICATION
At level 6, cannon fodder types are not that important. If I need them to be effective at that point, I can keep my distance and use ranged attacks. I am talking about a 2nd level human fighter.
Human Bonus Feat: Exotic Weapon
1st level Char Feat: Power Attack
1st level Fighter Feat: Cleave
2nd level Fighter Feat: Great Cleave
Responding to Slaved:
For comparing the Spiked chain to a martial reach weapon, it is balanced, except that reach weapons cannot hit in close without the Short Haft feat. And if the Short haft feat is used, it either hits as reach or in close. And short haft requires +3 Bab, and eats a Swift action.
I never said that the villian was insurmountible for a first level party. However, it is still a dangerous situation for the players. Consider the effects of said villian getting a surprise round and a good attack roll? Or the results of the party fighting said villian after slogging through standard fodder and having used a bunch of resources. At melee range, the party is one unlucky round away from losing 2 or more of their party to a single attack.
Anyway, the spiked chain is hardly the most potentially broken / frustrating combo. Considering bang for buck, I would give that prize to flying + Improved Invisibility + Area spells. But this is a thread on why some DM's will Rule 0 the spiked chain.
END COMMUNICATION