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General Tabletop Discussion
*Pathfinder & Starfinder
Is the Spiked Chain Fighter really that Cheesy?
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<blockquote data-quote="The Blow Leprechaun" data-source="post: 3573580" data-attributes="member: 52540"><p>I think you're pretty severely autistic at that point. That might be fun to roleplay.</p><p></p><p>I'm currently playing a spiked chain fighter, but at the moment he's only level 1, so I can't really speak to effectiveness yet. I'm planning on turning him into a Dragon Disciple for the strength bonuses (need something that will pretend to make trip an effective tactic at later levels), and it dovetails amazingly with my character story.</p><p></p><p>Personally, I don't think a spiked chain build is the be-all and end-all of anything. It's primarily a nuisance tactic (although since it's a two-handed weapon, you can power attack nicely with it). Trip is a dangerous attack because every time you fail the strength check, they can return the favor and you can either go down yourself or lose your weapon.</p><p></p><p>Unless your DM is a) stupid or b) too rigid to adapt the module s/he's using, it's pretty easy to get around a spiked chain fighter. Use minions to absorb his AOOs and then get in his face, have one creature 5' adjust into his threatened area and another following behind him (because you can't make AOOs through cover), use ranged attacks, plan an ambush and close during a surprise round, heck - just tumble... DC 15 is pretty easy. </p><p></p><p>The spiked chain fighter isn't cheesy, it just takes advantage of one of the classic weaknesses of monsters - their stupidity. If your game has smarter monsters, they just have to act like it and actually think instead of rushing headlong and swinging.</p></blockquote><p></p>
[QUOTE="The Blow Leprechaun, post: 3573580, member: 52540"] I think you're pretty severely autistic at that point. That might be fun to roleplay. I'm currently playing a spiked chain fighter, but at the moment he's only level 1, so I can't really speak to effectiveness yet. I'm planning on turning him into a Dragon Disciple for the strength bonuses (need something that will pretend to make trip an effective tactic at later levels), and it dovetails amazingly with my character story. Personally, I don't think a spiked chain build is the be-all and end-all of anything. It's primarily a nuisance tactic (although since it's a two-handed weapon, you can power attack nicely with it). Trip is a dangerous attack because every time you fail the strength check, they can return the favor and you can either go down yourself or lose your weapon. Unless your DM is a) stupid or b) too rigid to adapt the module s/he's using, it's pretty easy to get around a spiked chain fighter. Use minions to absorb his AOOs and then get in his face, have one creature 5' adjust into his threatened area and another following behind him (because you can't make AOOs through cover), use ranged attacks, plan an ambush and close during a surprise round, heck - just tumble... DC 15 is pretty easy. The spiked chain fighter isn't cheesy, it just takes advantage of one of the classic weaknesses of monsters - their stupidity. If your game has smarter monsters, they just have to act like it and actually think instead of rushing headlong and swinging. [/QUOTE]
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Community
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Is the Spiked Chain Fighter really that Cheesy?
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