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*Pathfinder & Starfinder
Is the Spiked Chain Fighter really that Cheesy?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 3574889" data-attributes="member: 1165"><p>It's powerful, depending on the campaign. If your opponents are frequently (demi)humans, you'll often walk all over them. You will not have an easy time tripping giants, though. There is nothing wrong with a campaign that uses lots of (demi)humans - any "Against the Drow" adventure, for instance, will be full of them.</p><p></p><p>The trip sequence is a big deal, too. You trip your opponent, they fall, and then you get a free attack (to do damage, at +4 to hit while you're at it). If it weren't for the likelihood of failing your opposed stat check, you would always use trip when possible. With the <strong>+4</strong>* bonus from Improved Trip, the chance of succeeding at the stat check is quite high, even if your enemy has equal stats to you.</p><p></p><p>So you've knocked your opponent down and got to hit him. Your opponent starts getting up. You get an AoO. The AoO resolves <strong>before</strong> the action that triggered it, so your opponent is still treated as prone as they get up. As a result, you <strong>don't</strong> get to knock them right back down (no serial tripping), and your opponent <strong>does</strong> get to get up (but takes damage). This had to be explained in the FAQ because the rules around this were poorly explained.</p><p></p><p>The biggest thing that makes tripping really good? Classed (demi)human oponents have to be specifically built to avoid being tripped, otherwise they have little chance of resisting being tripped. Even a high Strength fighter or high Dex rogue has little chance to avoid being tripped if the attacker has a (nearly) matching stat. A raging barbarian has a decent advantage, though.</p><p></p><p>Spiked chains give lots of extra attacks (very good threatened area, hit 'em on the way down, hit 'em on the way up) but do lower base damage compared to other two-handed martial or exotic weapons. On the whole I think they get the advantage over the other weapons, but not a huge one ... depending on the campaign.</p><p></p><p>* Your opponent's stat needs to be 8 points higher just to match yours, assuming they're the same size as you. That's ... a lot.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 3574889, member: 1165"] It's powerful, depending on the campaign. If your opponents are frequently (demi)humans, you'll often walk all over them. You will not have an easy time tripping giants, though. There is nothing wrong with a campaign that uses lots of (demi)humans - any "Against the Drow" adventure, for instance, will be full of them. The trip sequence is a big deal, too. You trip your opponent, they fall, and then you get a free attack (to do damage, at +4 to hit while you're at it). If it weren't for the likelihood of failing your opposed stat check, you would always use trip when possible. With the [b]+4[/b]* bonus from Improved Trip, the chance of succeeding at the stat check is quite high, even if your enemy has equal stats to you. So you've knocked your opponent down and got to hit him. Your opponent starts getting up. You get an AoO. The AoO resolves [b]before[/b] the action that triggered it, so your opponent is still treated as prone as they get up. As a result, you [b]don't[/b] get to knock them right back down (no serial tripping), and your opponent [b]does[/b] get to get up (but takes damage). This had to be explained in the FAQ because the rules around this were poorly explained. The biggest thing that makes tripping really good? Classed (demi)human oponents have to be specifically built to avoid being tripped, otherwise they have little chance of resisting being tripped. Even a high Strength fighter or high Dex rogue has little chance to avoid being tripped if the attacker has a (nearly) matching stat. A raging barbarian has a decent advantage, though. Spiked chains give lots of extra attacks (very good threatened area, hit 'em on the way down, hit 'em on the way up) but do lower base damage compared to other two-handed martial or exotic weapons. On the whole I think they get the advantage over the other weapons, but not a huge one ... depending on the campaign. * Your opponent's stat needs to be 8 points higher just to match yours, assuming they're the same size as you. That's ... a lot. [/QUOTE]
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Is the Spiked Chain Fighter really that Cheesy?
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