• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Help Evil Group... need suggestions

green slime

First Post
rather than the "sunder" line of feats, I'd suggest a spiked chain, and the Improved Trip/Improved Disarm line.

First trip them then Disarm!

The advantages compared to Sunder:
If you defeat the opponent, you get keep the weapon. Also true if you snatch it up and run away! With Snatch Weapon feat (from Song and Silence) you snatch it from midair anyway!

You don't have to worry about your opponent possibly having a better enhancement bonus than you. If you are following the "Sunder" path you can't destroy your opponents weapon if his enhancement bonus is greater.

You have no hardness to overcome. It is very difficult to destroy a sword in one blow, so the "sunderer" spend lots of attacks trying to destroy a sword, which consumes too much time. It only takes one attack to disarm an opponent.

If he tries to pick his weapon up you gain a AoO!

Improved Trip gives you another attack should the trip attack succeed! Thus you have spent no attacks to trip them, and if you choose to disarm them while they are lying on the ground, they suffer for being prone!

Standing up is a MEA, reducing the number of attacks you will have to weather from a Fighter opponent.
 

log in or register to remove this ad



Rackhir

Explorer
AA vs OBI

Since you are dealing with relatively low level char (7th max if I am correct?) OBI will be much better than AA, as the class advantages for the first few levels are much better than they are for the AAs. You'll be able to take 1-2 levels of OBI, but I'd go for Ftr6/OBI 1, since you'll get an extra feat and saves boost with the 6th fighter lvl.

With OBI for the first 4 lvs you get
1) +1d6 sneak attack,
2) Close Combat Shot (no AoO when firing bow in threatened area, So you don't have to drop your bow and switch to a Melee weapon)
3) +2d6 (tot) SA
I4) Imp Wpn Focus.

Vs. for AA

1) +1 arrows
2) Imbue arrows (largely useless due to limted spells/caster lv)
3)+2 Arrows
4) Seeker arrow (Nice, but 1/day, only 1 shot and essentially just negates cover and concealment bonuses).

Basically, one the main advantages you get from AA (imbue arrow) is usless without a lot more levels (in a spell casting class) and the other (+N arrows) can be duplicated by your mage using GMW. Furthermore, sneak attacks and ambushes should be S.O.P for an evil party attacking the goodie-goodies and the OBI's SA abilities can be devastating in those sort of situations. Particularly if you cast invis on the archer, that will enable the char to use it more often and that's plus 1d6 on up to 3 attacks per round at 7th level (or 2d6 if you wait 'til 8th).

If it matters OBI is a better HD, though it gets somewhat less Skill points. It also has better Will saves than AA (a weak point for Ftrs).

However it is somewhat of a moot point, since you need at least one level of mage/sorc and a +6 bab to qualify for AA. As a result you can't even take AA, before 8th lvl anyway (Sorc/Wiz +1/2lvs BAB so no bab+ at first lvl, thus 5/6 ftr lvs + 2/1 lv S-W, min 7 levels F/S-W before taking AA).

If you had 20 levels or so to play with it would be come much more of a "6 of one, half-dozen of another" sort of situation as they both have some great abilities, but for low-med level char, OBI is definitely superior (now if you had the levels to take BOTH...)
 


Remove ads

Top