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Minotaur and what feats would you select
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<blockquote data-quote="Gaiden" data-source="post: 380409" data-attributes="member: 103"><p>With regard to the brachiating minotaur, I think I must have laughed for 5 straight minutes. That is just too hilarious. I think if I had a PC who saw such a thing, his first instinct would be to think that an illusionist went insane.</p><p></p><p>Seriously though, for feats, get:</p><p></p><p>improved overrun, large and in charge, combat reflexes, and monkey grip and exotic weapon proficiency spiked chain (you would be using a gargantuan version doing 2d8 points of damage).</p><p></p><p>Your reach will be phenominal, you can still wield a medium size weapon in your offhand, you can maximize the use of your charge attacks by getting in at least two attacks in the round - one for the charge, and one for the improved overrun improved trip attack. Moreover, one of your main weaknesses - the ability to be flanked and thereby losing your dex is virtually negated with your reach - There is no way two SA'ing characters will be able to get on either side of you. You might also want to take mobility as this character would focus on controlling the maneuvarability of his opponents. Moreover, you already have the stipulation that you will only be using light armor, so mobility may be an added benefit as you AC may be less than desirable.</p><p></p><p>I think that the feats I mentioned + their prereq's would take up something like 8 or 9 feats. I am not even sure if you would have enough slots to take them all. Another thing to consider with the above combination is to get the shield expert where you can make the offhand attack with the shield while retaining its shield bonus. Again, this would be good as the shield could increase your low AC and you could use a large shield in this fashion.</p></blockquote><p></p>
[QUOTE="Gaiden, post: 380409, member: 103"] With regard to the brachiating minotaur, I think I must have laughed for 5 straight minutes. That is just too hilarious. I think if I had a PC who saw such a thing, his first instinct would be to think that an illusionist went insane. Seriously though, for feats, get: improved overrun, large and in charge, combat reflexes, and monkey grip and exotic weapon proficiency spiked chain (you would be using a gargantuan version doing 2d8 points of damage). Your reach will be phenominal, you can still wield a medium size weapon in your offhand, you can maximize the use of your charge attacks by getting in at least two attacks in the round - one for the charge, and one for the improved overrun improved trip attack. Moreover, one of your main weaknesses - the ability to be flanked and thereby losing your dex is virtually negated with your reach - There is no way two SA'ing characters will be able to get on either side of you. You might also want to take mobility as this character would focus on controlling the maneuvarability of his opponents. Moreover, you already have the stipulation that you will only be using light armor, so mobility may be an added benefit as you AC may be less than desirable. I think that the feats I mentioned + their prereq's would take up something like 8 or 9 feats. I am not even sure if you would have enough slots to take them all. Another thing to consider with the above combination is to get the shield expert where you can make the offhand attack with the shield while retaining its shield bonus. Again, this would be good as the shield could increase your low AC and you could use a large shield in this fashion. [/QUOTE]
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