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Shield Bashing PC Questions
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<blockquote data-quote="reichtfeld" data-source="post: 788954" data-attributes="member: 10264"><p>Granted, a d6 weapon (shield spikes) isn't too terribly impressive for a fighter, but a d8 once you can add the bashing property to your shield brings you up to par. The damage manifests itself through shield charges, and the benefit to such a shield fighter build is the utility more than the damage. I'd invest the points into Con if not going to high levels, but otherwise a 13 Int is a must to pursue Knock-Down. Take your Monkey Grip with a guisarme for +2 ranged trips and Kick Them While They're Down if it's allowed. A fighter that's power attacking with their shield charge and threatening every square in a 10-ft. radius with Knock-Down and Kick Them While They're down becomes a very credible threat by my reckoning. Then there's the cheesy Improved Shield Bash, 5-ft. step away to take an AoO with your polearm tactic if they have to close to attack. </p><p></p><p>The Divine Might issue is a fiasco in my opinion. I honestly don't know what to make of the Sage's answer on that. Some folks are inclined to ignore it, others take it at face value and say that the Sage decrees Divine Might is a free action and is a freak exception, while others will say that the Sage meant Divine Might doesn't take a standard action in and of itself, but the turning attempt to channel the energy for the feat takes a standard action just as DotF says. If Divine Might takes a standard action in a game then spending two rounds for Divine Might and then Divine Shield is a pretty big sacrifice to make when powering up for an engagement. </p><p></p><p>For me, deciding on Ftr/Clr or Ftr/Pal would depend on how the DM prefers to handle the two different classes. If they are fine with the no deity, pick-your-domain buffet style then Clr might be the way to go. Spontaneous heals are also a boon. With some styles of gaming and some DMs the associated baggage of priestdom could be a turn-off. On the flip side, paladins shine with the saves and BAB progression, but you wait longer for turning and divine feats. Let us also not forget the Code, which is also dependent on your game's style and atmosphere.</p><p></p><p>Depending on stat score generation, going the Ftr/Clr or Ftr/Pal can be tricky. You need 15 Dex for Ambidexterity and avoiding that off hand penalty with shield bashing. You are going to need a bit of Wisdom for spells and divine feats. And then you can dump what's left for Charisma. If you can reasonably expect the chance to acquire +Cha items and get your stat bumped to make Divine Might and Divine Shield "worthwhile" by min/max standards then it could be the way to go. But unless you have a gracious DM this is like building your house on mud by my reckoning. Between the story/roleplay complications of divine caster classes, the stat spread, item reliance, DM interpretation on divine feat errata, and having to pick your nose for 2 rounds while powering up I'd rather go fighter. Delaying until after the party's caster in order to gain Haste won't remain [as] viable much longer.</p><p></p><p>I think a pure Fighter can do well for him or herself without reliance on divine feats. Get a +1 armor enhancement on the shield and then the bashing ability ASAP. From there mix armor and weapon enhancements as the campaign allows for and demands. If you're going to high levels, after having 15 Dex and 13 Int for Ambidexterity and Expertise chain requirements, respectively, you are free to dump into Str and exploit opportunities such as tripping, grappling, disarming, bull rushing, etc. that a Cha-loaded Clr or Pal won't be able to. </p><p></p><p>And the most absolute important thing to consider is one thing Hypersmurf pointed out on the Divine Shield thread. Does the DM allow Divine Shield to provide enhancement bonuses above +5? If the answer is no, then multiclass isn't even a debate for shield bashing. Shell out the money as a fighter and load up on feats for full exploitation and versatility goodness.</p></blockquote><p></p>
[QUOTE="reichtfeld, post: 788954, member: 10264"] Granted, a d6 weapon (shield spikes) isn't too terribly impressive for a fighter, but a d8 once you can add the bashing property to your shield brings you up to par. The damage manifests itself through shield charges, and the benefit to such a shield fighter build is the utility more than the damage. I'd invest the points into Con if not going to high levels, but otherwise a 13 Int is a must to pursue Knock-Down. Take your Monkey Grip with a guisarme for +2 ranged trips and Kick Them While They're Down if it's allowed. A fighter that's power attacking with their shield charge and threatening every square in a 10-ft. radius with Knock-Down and Kick Them While They're down becomes a very credible threat by my reckoning. Then there's the cheesy Improved Shield Bash, 5-ft. step away to take an AoO with your polearm tactic if they have to close to attack. The Divine Might issue is a fiasco in my opinion. I honestly don't know what to make of the Sage's answer on that. Some folks are inclined to ignore it, others take it at face value and say that the Sage decrees Divine Might is a free action and is a freak exception, while others will say that the Sage meant Divine Might doesn't take a standard action in and of itself, but the turning attempt to channel the energy for the feat takes a standard action just as DotF says. If Divine Might takes a standard action in a game then spending two rounds for Divine Might and then Divine Shield is a pretty big sacrifice to make when powering up for an engagement. For me, deciding on Ftr/Clr or Ftr/Pal would depend on how the DM prefers to handle the two different classes. If they are fine with the no deity, pick-your-domain buffet style then Clr might be the way to go. Spontaneous heals are also a boon. With some styles of gaming and some DMs the associated baggage of priestdom could be a turn-off. On the flip side, paladins shine with the saves and BAB progression, but you wait longer for turning and divine feats. Let us also not forget the Code, which is also dependent on your game's style and atmosphere. Depending on stat score generation, going the Ftr/Clr or Ftr/Pal can be tricky. You need 15 Dex for Ambidexterity and avoiding that off hand penalty with shield bashing. You are going to need a bit of Wisdom for spells and divine feats. And then you can dump what's left for Charisma. If you can reasonably expect the chance to acquire +Cha items and get your stat bumped to make Divine Might and Divine Shield "worthwhile" by min/max standards then it could be the way to go. But unless you have a gracious DM this is like building your house on mud by my reckoning. Between the story/roleplay complications of divine caster classes, the stat spread, item reliance, DM interpretation on divine feat errata, and having to pick your nose for 2 rounds while powering up I'd rather go fighter. Delaying until after the party's caster in order to gain Haste won't remain [as] viable much longer. I think a pure Fighter can do well for him or herself without reliance on divine feats. Get a +1 armor enhancement on the shield and then the bashing ability ASAP. From there mix armor and weapon enhancements as the campaign allows for and demands. If you're going to high levels, after having 15 Dex and 13 Int for Ambidexterity and Expertise chain requirements, respectively, you are free to dump into Str and exploit opportunities such as tripping, grappling, disarming, bull rushing, etc. that a Cha-loaded Clr or Pal won't be able to. And the most absolute important thing to consider is one thing Hypersmurf pointed out on the Divine Shield thread. Does the DM allow Divine Shield to provide enhancement bonuses above +5? If the answer is no, then multiclass isn't even a debate for shield bashing. Shell out the money as a fighter and load up on feats for full exploitation and versatility goodness. [/QUOTE]
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