Heh - could use some help here...

I hope this is the right thread :)

I need some help in seeing if I've gotten this character to the best path of feats or not.

She's a human fighter type, from the Far North of Faerun (Forgotten Realms) whose main combat feature is seizing opportunity attacks like mad...

Stats at first level:
Str 17
Dex 18
Con 16
Int 17
Wis 15
Cha 13

Level Progression:

1 - Swashbuckler 1 - Weapon Finesse; Dodge; Johtunblud
Weapon Finesse is an auto from SW1, Johtunblud is from RoF - any opposed roll wherein being large is a favorable condition, she can consider herself large as she is descended from giant blood. 6'6" tall at 350 pounds.

2 - Fighter 1 - Fighter Feat Exotic Weapon: Spiked Chain

3 - Fighter 2 - Fighter Feat Improved Trip; General Karmic Strike
Karmic Strike from Miniatures Handbook - any melee attack that hits you, take an AoO to hit 'em back (-4 AC penalty for declaring activation on your turn)

4 - Monk 1 - Imp US ; Imp Grapple

5 - Monk 2 - Combat Reflexes; evasion

6 - Fighter 3 - General Deft Opportunist
(DO = +4 on AoO)
7 - Fighter 4 - Imp Disarm

8 - Fighter 5 - Monkey Grip


Single most desired item: enlarge person item 5/day.

Combat tactic at 6th level: Declare Karmic Strike (-4 AC); Declare Combat Expertise (-4 Att; +4 AC); Ready attack action, attack when opponent enters 10' reach weapon range, attack to trip (+6 BAB, +4 Dex = +10 to attack; +4 large, +4 Imp Trip, +3 Strength = +11 trip attempt), attack normal if tripped (+10 attack, 2d4+4 damage). AoO when they stand up (+6 Bab, +4 Dex, -4 CE, +4 DO = +10 to attack, +11 to trip) attacking to trip. Attack normal if tripped (+10 attack, 2d4 + 4 damage)

At level 8 - replace 'attack normal if tripped' with 'attack to disarm if tripped' and/or Readied action changes to disarm (pending GM decision on Disarm attempt on Imp Trip normal melee attack - I'd say he'd rule against it)
Also at level 8 - choose to dual wield normal spiked chains medium via monkey grip or choose to wield large sized spiked chain and deal 2d6 + 4 points of damage.

At level 9, gain Power Attack (could do it at level 8 instead of monkey grip) to increase normal damage to 2d4 + 6 or use with monkey grip + large spiked chain and deal 2d6 + 6 (matching a similar fighter with great sword MUCH better - still not equal, but closer) plus all the nifty feat combos of Imp Trip, Imp Disarm, Imp Grapple and Karmic Strike.

Next feats would be cleave and great cleave. Call her the goblin smacker for the horde of goblins that could be felled at her feet :) (Trip, hit, cleave, trip, hit, cleave, repeat for all 5 AoO's :) )


My questions: Is this list of feats the best/quickest way to get to and use Karmic Strike effectively?

Does this character favorably compare to a straight fighter of equal level?

Does this character favorably compare to a whirlwind based barbarian or fighter?
 

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Not sure if this one is still around in 3.5, but in Sword and Fist there was a feat called Hold the Line which let you make an AoO against an enemy that charges you before they get their attack. Might be worth a look.
 

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