Lightly Armoured, Martial Q-staff Fighter Ideas

frankthedm said:
Crit ranges matter a fair amount unless most damage is from bonus dice.

Well, you're not going to find a better crit quarterstaff, anyway, so that's a moot point. But I don't believe crits make a huge difference unless you optimize for them. And many creatures are immune to crits. Crits also don't affect energy damage, and with TWF, I like energy damage.
 

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I reckon that Plane Sailing is on the money with a Monk 11 starting build. I'd be inclined to add Ftr4 to that and then Tempest5 to round it out.

You could pick all the usual TWF feats, and also wpn focus/specialisation and finally Melee Weapon Mastery (PHBII).

And I wouldn't neglect Improved Disarm (as the monk bonus feat as using a two-handed weapon) and Power Attack.

Quickstaff style (tactical feat from Complete Warrior) is an easy choice.
 

You could easily justify a martial q-staff as a Metal-capped Quarterstaff; there have been more than a few examples of this in history.

Other than that, pawsplay has it right with the tempest PrC - it's Tasty :D
 

Nyaricus said:
You could easily justify a martial q-staff as a Metal-capped Quarterstaff; there have been more than a few examples of this in history.

Other than that, pawsplay has it right with the tempest PrC - it's Tasty :D

I was thinking of a steel shod staff as well. I like the idea of a martial staff, probably call it a Mountain Staff or something similar.

I was also thinking of creating a custom class for this idea. One built entirely around a lightly armoured staff user. Mixing together Fighter, Monk and Rogue.

I do appreciate the input however. You have shown that this character idea could functioin within the core rules.

I also like the idea of using the Mighty Wollop and Greater Mighty Wollop spells from -Races of the Dragon-.
 

Consider a druid cohort or buddy in the party. There are quite a few druid spells that buff up a quarterstaff:

1
Animate Wood: Turn Small or smaller wooden item into animated object. (SpC)
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.

2
Brambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10). (SpC, FAQ)

3
Entangling Staff: Swift. Quarterstaff gains improved grab and can constrict grappled foes. (SpC)
Spikes: As brambles, but weapon gains +2 bonus and doubled threat range. (SpC)

6
Fires of Purity: Target bursts into magical flame, becomes a dangerous weapon. (SpC)
Ironwood: Magic wood is strong as steel.

7
Brilliant Blade: Weapon or group of projectiles gain the brilliant energy quality. (SpC)

8
Brilliant Aura: Allies' weapons become brilliant energy, ignoring armor. (SpC)

Or you could just be a druid yourself. At low levels, they're pretty good at wielding a staff, too. At high levels, they're much more flexible and dangerous than a fighter.
 

Actually, why make it complex? Doesn't the OP just scream 'Ranger'? This is a classic build with the TWF style. Add in a couple of levels of Fighter for the feats.
 

Quartz said:
Actually, why make it complex? Doesn't the OP just scream 'Ranger'? This is a classic build with the TWF style. Add in a couple of levels of Fighter for the feats.

Ditto. The free feats make it worth it. Go Ranger/Fighter 11/9 or 12/8 in order to get Greater Weapon Focus.

Something to remember is that Q-Staffs are one of the more versatile weapons in the game. Shifting back and forth between a two-handed, power-attacking strike and a double weapon full attack is golden.
 

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