Is this build correct?

And remember, charging in 3.5e is, actually, rather difficult. Every so often, your party members foot is in your charging course. Or, if the combat starts when opening the door, often the walls around the door blocks your charging course.

Don't try to take a compact marching order at least. Always be one or 2 squares away from your friends. And, take that feat which allow you one 90 degree turn when charging (I forgot the name of it).
 

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blargney the second said:
You need to look at page 46 of Complete Champion. Specifically, the lion totem.
-blarg

Yeah, I know. I have however changed it for my campaigns, making it a level 6 ability. Else I find it makes barbarian a too good dip class for just about any melee build.

Archimedes314 said:
I think you need skirmish +2d6/+1 to qualify for Improved Skirmish. Other than that and the issue the others have pointed out it seems fine.

Correct, the improved skirmish should be the lvl 6 feat instead of the level 4 scout bonus feat. Which leaves the level 4 bonus feat open instead.

boolean said:
Powerful Charge only gives extra damage to a single attack, even if you can make multiple attacks at the end of a charge.

Ah there it was. I knew there was something not quite right about it, which was why I posted it here. Aside from the BAB problem ofc, but that's a minor glitch.

Thanks all for your help.

Cheers
 

I'd skip the fighter and take two levels barbarian instead. Quickest way to Improved Uncanny Dodge (or one of the nice alternative class features)!

It looks bad, but it isn't. It's just a bit power creep.

Our Swashy/Rogue Daring Outlaw TWPounce dude is worse in the first round with sneak attack and that feat from Bo9S with another +1d6 in the first round and that luck feat that allows him to reroll initiative... plus Unbelievable Luck, so he does it all the time.
 


Quartz said:
How about using a shield instead of the shortsword and taking Improved Shield Bash?
TWF shield fighters are the most feat intensive builds out there. If you have those feats, go for it.
 

Only if you're going the whole tree. But just for one extra attack, it's fine. And he gets the benefit of the shield both for defence and attack. A +2 Shield of Bashing +2 is quite useful. He can bash as is with a shield, but loses the AC bonus.
 

IIRC, there's some boots in the MIC that allow you to charge as a standard action and allow you to charge through obstructed and occupied terrain under the right conditions.
 

Check out ToB:Bo9S's. There are a few maneuvers that are really useful for charging. IDHMBWM, but IIRC, there is a maneuver that allows you to ignore movement penalties for rough terrain - that is extremely useful.

Also, the charging through your friend's space rule is absolutely irrelevant. Just overrun them. When you overrun, they can choose to avoid you. There problem solved. Oh, and a good jump score can often times trump charging complications.

Finally, ditch the two weapon pounce. Pouncing is far better - and there are a number of ways to get it.
 


Shin Okada said:
IIRC, it is errated and now you cannot overrun as a part of a charge.
And strictry by RAW, you can only overrun your opponents.

Opponents/allies is an arbitrary distinction. I decide who my opponent is. If the RAW require you to overrun only opponents, then for the purposes of charging, my friend might be my opponent during that action. Of course the errata trumps the whole thing - but in the games I both play and DM, I go by the original rules, not the errata on overrunning (doesn't help everyone else though :), sorry).
 

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