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My sweet two whip wielding fighter (PEACH)
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<blockquote data-quote="eamon" data-source="post: 4973462" data-attributes="member: 51942"><p>Looks good!</p><p></p><p>Minor details:</p><p> - I think Pass Forward is thoroughly overrated... <em>particularly</em> at low levels and especially for your character (which has reach).</p><p> - You don't actually need two whips if I'm not mistaken; you could stand to gain 1AC by wielding a mage's parrying dagger in the off-hand, or, you could use javelins to provide a ranged option (would that be a permitted secondary attack for dual strike?)</p><p>- do you really need such a high dex? I'd at least go for 19Str/16Dex preferably, and consider 20Str.</p><p>- a tip on strategy: a <em>dazed</em> opponent really can't attack when he's out of reach and prone. Most others can; they can choose to simply crawl 1/2 their speed as a move action and just not stand up at all; this costs them -2 to attack but no OA, since no-one's adjacent anyhow... Or, they can stand up and charge someone that's not 1 square away. For many monsters, which have great basic attacks but not much else, this is a pretty decent option anyhow. Since you're allowed to charge in a zig-zag fashion it's often almost impossible to prevent a monster from being able to do this; at worst he'll provoke an OA from some weak party member (say, your rogue that has a low str) who will probably miss or deal almost no damage. So, despite the coolness of being able to slide the opponent 1 square away, if your DM is playing the monsters non-suicidally, you'll still often be best off staying adjacent, where your combat challenge actually can work. If your DM isn't so much into tactics+rules, you might mention these options to him to keep the game balanced. Your tripper looks good, but it should rarely result in a monster completely wasting a turn.</p></blockquote><p></p>
[QUOTE="eamon, post: 4973462, member: 51942"] Looks good! Minor details: - I think Pass Forward is thoroughly overrated... [I]particularly[/I] at low levels and especially for your character (which has reach). - You don't actually need two whips if I'm not mistaken; you could stand to gain 1AC by wielding a mage's parrying dagger in the off-hand, or, you could use javelins to provide a ranged option (would that be a permitted secondary attack for dual strike?) - do you really need such a high dex? I'd at least go for 19Str/16Dex preferably, and consider 20Str. - a tip on strategy: a [I]dazed[/I] opponent really can't attack when he's out of reach and prone. Most others can; they can choose to simply crawl 1/2 their speed as a move action and just not stand up at all; this costs them -2 to attack but no OA, since no-one's adjacent anyhow... Or, they can stand up and charge someone that's not 1 square away. For many monsters, which have great basic attacks but not much else, this is a pretty decent option anyhow. Since you're allowed to charge in a zig-zag fashion it's often almost impossible to prevent a monster from being able to do this; at worst he'll provoke an OA from some weak party member (say, your rogue that has a low str) who will probably miss or deal almost no damage. So, despite the coolness of being able to slide the opponent 1 square away, if your DM is playing the monsters non-suicidally, you'll still often be best off staying adjacent, where your combat challenge actually can work. If your DM isn't so much into tactics+rules, you might mention these options to him to keep the game balanced. Your tripper looks good, but it should rarely result in a monster completely wasting a turn. [/QUOTE]
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