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General Tabletop Discussion
*Pathfinder & Starfinder
Is the Spiked Chain Fighter really that Cheesy?
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<blockquote data-quote="Elethiomel" data-source="post: 4088717" data-attributes="member: 49897"><p>Sure you do both tripping and disarming. And you threaten *all* squares within your reach, that's what makes it so cheesy. Okay, here's how to make a NPC tripmonkey disarmer to make your party run home to mama in tears:</p><p> - Be Large</p><p> - Be Strong</p><p> - Be Dextrous</p><p>These three qualities can be had many ways, but the easiest is to go with the Maug from the fiend folio. For extra bonus points, give the Maug a level of Warmind as well for the Expansion power so he can be Huge.</p><p> - Take Combat Reflexes</p><p> - Take Improved Trip</p><p> - Take Improved Disarm</p><p>This necessitates some levels in Fighter. If you still have levels left over, put them in Exotic Weapon Master for the Exotic Reach stunt and the extra damage stunt.</p><p></p><p>Now, if someone is stupid enough to provoke an AoO from you (which they will be, especially if you're huge and threaten 30' in every direction) you trip them, then use the free attack you get from Improved Trip to Disarm them, now that you're at a +4 bonus and they're at a -4 penalty. Now they're prone and have no weapon and you've used exactly one AoO. </p><p>-If they want to crawl anywhere, you wail on them (and they leave their weapon behind). </p><p>-If they pick up their weapon you wail on them. If they pick up their weapon and crawl away you first wail on them and then disarm them. </p><p>-If they get up you wail on them. </p><p>-If they pick up their weapon and get up you first wail on them and then disarm them (since they're considered prone for the getting-up AoO you still get the prone bonus and they the penalty for the Disarm attempt). </p><p>-If they get up and then pick up their weapon you wail on them and then trip-disarm them.</p><p></p><p>Once you have a melee weapon wielder inside your reach, they are not getting out with their weapon and without a lot of damage. If I have time later I'll put together a CR10 Maug Warmind/Fighter/EWM.</p></blockquote><p></p>
[QUOTE="Elethiomel, post: 4088717, member: 49897"] Sure you do both tripping and disarming. And you threaten *all* squares within your reach, that's what makes it so cheesy. Okay, here's how to make a NPC tripmonkey disarmer to make your party run home to mama in tears: - Be Large - Be Strong - Be Dextrous These three qualities can be had many ways, but the easiest is to go with the Maug from the fiend folio. For extra bonus points, give the Maug a level of Warmind as well for the Expansion power so he can be Huge. - Take Combat Reflexes - Take Improved Trip - Take Improved Disarm This necessitates some levels in Fighter. If you still have levels left over, put them in Exotic Weapon Master for the Exotic Reach stunt and the extra damage stunt. Now, if someone is stupid enough to provoke an AoO from you (which they will be, especially if you're huge and threaten 30' in every direction) you trip them, then use the free attack you get from Improved Trip to Disarm them, now that you're at a +4 bonus and they're at a -4 penalty. Now they're prone and have no weapon and you've used exactly one AoO. -If they want to crawl anywhere, you wail on them (and they leave their weapon behind). -If they pick up their weapon you wail on them. If they pick up their weapon and crawl away you first wail on them and then disarm them. -If they get up you wail on them. -If they pick up their weapon and get up you first wail on them and then disarm them (since they're considered prone for the getting-up AoO you still get the prone bonus and they the penalty for the Disarm attempt). -If they get up and then pick up their weapon you wail on them and then trip-disarm them. Once you have a melee weapon wielder inside your reach, they are not getting out with their weapon and without a lot of damage. If I have time later I'll put together a CR10 Maug Warmind/Fighter/EWM. [/QUOTE]
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Is the Spiked Chain Fighter really that Cheesy?
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