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Fun with forced movement?
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<blockquote data-quote="Mistwell" data-source="post: 6005442" data-attributes="member: 2525"><p>It seems to me there are three primary 'builds' for forced movement that are effective:</p><p></p><p>1) forced movement combined with slowed effect;</p><p>2) forced movement into harmful areas (terrain or spell areas);</p><p>3) forced movement combined with prone effect.</p><p></p><p>Here is an example of the third type:</p><p></p><p>Feat: Arcane Implement Proficiency (Heavy Blades)(This allows you to use a glaive, see below)</p><p>Feat: Multiclass Fighter (Brawling Warrior) (allows you to take polearm momentum)</p><p>Feat: Polearm Momentum (requires 13 Str, and 13 Wis) (prones after a push or slide 2)</p><p>Weapon/Implement: Glaive (both a heavy blade and polearm) (I recommend the magic item type that grants proficiency with it, so you can use it as a weapon as well, though that is not required)</p><p></p><p>You can prone after every push or slide of more than 2 squares that you make with it. Which means, with Beguiling Strands as an Enchanter, you've got a party-friendly range-5 at-will push 5 prone. </p><p></p><p>Drawbacks: </p><p></p><p>You lose out on the extra +1 from Orb Expertise, and some nice magic orbs as well. </p><p></p><p>You'd have to take Versatile Expertise for accuracy.</p><p></p><p>Multiple ability dependency is an issue. Wisdom 13 isn't unusual, but Str 13 is.</p><p></p><p>Feat-intensive, which means you will miss out on some defensive feats if you take this early, such as Unarmored Agility.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6005442, member: 2525"] It seems to me there are three primary 'builds' for forced movement that are effective: 1) forced movement combined with slowed effect; 2) forced movement into harmful areas (terrain or spell areas); 3) forced movement combined with prone effect. Here is an example of the third type: Feat: Arcane Implement Proficiency (Heavy Blades)(This allows you to use a glaive, see below) Feat: Multiclass Fighter (Brawling Warrior) (allows you to take polearm momentum) Feat: Polearm Momentum (requires 13 Str, and 13 Wis) (prones after a push or slide 2) Weapon/Implement: Glaive (both a heavy blade and polearm) (I recommend the magic item type that grants proficiency with it, so you can use it as a weapon as well, though that is not required) You can prone after every push or slide of more than 2 squares that you make with it. Which means, with Beguiling Strands as an Enchanter, you've got a party-friendly range-5 at-will push 5 prone. Drawbacks: You lose out on the extra +1 from Orb Expertise, and some nice magic orbs as well. You'd have to take Versatile Expertise for accuracy. Multiple ability dependency is an issue. Wisdom 13 isn't unusual, but Str 13 is. Feat-intensive, which means you will miss out on some defensive feats if you take this early, such as Unarmored Agility. [/QUOTE]
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