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<blockquote data-quote="Korak" data-source="post: 1286310" data-attributes="member: 9781"><p><strong>Ftr17 help</strong></p><p></p><p>Hrm. Well, I usually don't take more than 8 Levels of Ftr in my builds, but with the right kind of party support (mindblank, (2) gmw, (2) gmv, etc), a Ftr17 can be quite formidable.</p><p></p><p>Since you have already taken 2 steps down the spring attack route, you may as well finish it. That route results in longer but more strategic combats and shifts some of the damage burden to the casters in the party. Spring attack fighters do well to maximize their damage in the single attack, so two handed power attacking is the way to go. Reach may not seem like such a big issue since you won't usually provoke AOOs from your intended target, but a reach weapon effectively adds 10' (30' if you are enlarged) to your movement since you don't have to go as far to make your strike.</p><p></p><p>Here is my proposed feat selection. Two of them are old style sword & fist, so they may not be allowed in your game. Alterates are listed in parenthesis.</p><p></p><p>H Dodge </p><p>1 Improved Initiative </p><p>F1 Weapon Focus(Longsword) </p><p>F2 Mobility </p><p>3 Weapon Focus(Guisarme) </p><p>F4 Spring Attack </p><p>6 Weapon Specialization(Guisarme) </p><p>F6 Quickdraw </p><p>F8 Power Attack </p><p>9 Cleave </p><p>F10 Greater Weapon Focus(Guisarme) </p><p>12 Combat Reflexes </p><p>F12 Combat Expertise </p><p>F14 Improved Trip </p><p>15 Knockdown (Improved Sunder) </p><p>F16 Hold the Line (Improved Disarm)</p><p></p><p>Major magic items to acquire:</p><p></p><p>Vest of Resistance +5</p><p>Belt of Giant Strength+6</p><p>Gloves of Dexterity +6</p><p>Amulet of Health +6</p><p>Mithril Chain Shirt of Heavy Fortification +1</p><p>Ring of Protection +5</p><p>Keen, Ghost Touch, Fierce(Arms & Equipment Guide) Adamantine Guisarme +1... sub a burst or bane property or none at all if Fierce is not allowed</p><p>Keen Adamantine Longsword +1... add properties as desired, backup weapon</p><p>Boots of Speed</p><p>Animated Adamantine Large Shield +1... add properties as funds allow, death ward is a good choice</p><p></p><p>You should end up with F:21 R:16 W:11 for saves, 208hp, +32 Attack Bonus (factoring a GMW at +5) for 2d4+19 19-20 x2 crit, 32AC (factoring 2 gmv) with plenty of room to grow, and a +10 init mod.</p><p></p><p>Your minimum damage allows you to always make a knockdown check. With spring attack and hold the line, you should be able to stay out of most enemies' reach as well. Look for enlarge person buffs to extend your range, reach, and improve your trip/knockdown checks at the cost of only 2 AC. The guisarme is a great (and often overlooked weapon) that gives 95% of the utility of the spiked chain without the feat expenditure. It is really fun in a Monk4, FtrX build, when you can simply drop the guisarme and go for hand to hand.</p></blockquote><p></p>
[QUOTE="Korak, post: 1286310, member: 9781"] [b]Ftr17 help[/b] Hrm. Well, I usually don't take more than 8 Levels of Ftr in my builds, but with the right kind of party support (mindblank, (2) gmw, (2) gmv, etc), a Ftr17 can be quite formidable. Since you have already taken 2 steps down the spring attack route, you may as well finish it. That route results in longer but more strategic combats and shifts some of the damage burden to the casters in the party. Spring attack fighters do well to maximize their damage in the single attack, so two handed power attacking is the way to go. Reach may not seem like such a big issue since you won't usually provoke AOOs from your intended target, but a reach weapon effectively adds 10' (30' if you are enlarged) to your movement since you don't have to go as far to make your strike. Here is my proposed feat selection. Two of them are old style sword & fist, so they may not be allowed in your game. Alterates are listed in parenthesis. H Dodge 1 Improved Initiative F1 Weapon Focus(Longsword) F2 Mobility 3 Weapon Focus(Guisarme) F4 Spring Attack 6 Weapon Specialization(Guisarme) F6 Quickdraw F8 Power Attack 9 Cleave F10 Greater Weapon Focus(Guisarme) 12 Combat Reflexes F12 Combat Expertise F14 Improved Trip 15 Knockdown (Improved Sunder) F16 Hold the Line (Improved Disarm) Major magic items to acquire: Vest of Resistance +5 Belt of Giant Strength+6 Gloves of Dexterity +6 Amulet of Health +6 Mithril Chain Shirt of Heavy Fortification +1 Ring of Protection +5 Keen, Ghost Touch, Fierce(Arms & Equipment Guide) Adamantine Guisarme +1... sub a burst or bane property or none at all if Fierce is not allowed Keen Adamantine Longsword +1... add properties as desired, backup weapon Boots of Speed Animated Adamantine Large Shield +1... add properties as funds allow, death ward is a good choice You should end up with F:21 R:16 W:11 for saves, 208hp, +32 Attack Bonus (factoring a GMW at +5) for 2d4+19 19-20 x2 crit, 32AC (factoring 2 gmv) with plenty of room to grow, and a +10 init mod. Your minimum damage allows you to always make a knockdown check. With spring attack and hold the line, you should be able to stay out of most enemies' reach as well. Look for enlarge person buffs to extend your range, reach, and improve your trip/knockdown checks at the cost of only 2 AC. The guisarme is a great (and often overlooked weapon) that gives 95% of the utility of the spiked chain without the feat expenditure. It is really fun in a Monk4, FtrX build, when you can simply drop the guisarme and go for hand to hand. [/QUOTE]
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