Spiked Chain Halfling o' Doom

two

First Post
Spiked Chain Halfling o' Doom

I was thinking the other day about the new power attack and how it might make viable the low-strength fighter. How? Well, read on.

By "low" I mean Strength=13, the minimum for Power Attack. You can keep this strength at 13 all the way up to level 20 if you wish, and still be effective.

Let's say you are a human fighter2. Use a not-very-uncommon 28 point-buy system (or assume these types of rolls). You wanna be a kick-arse spiked chain dude. What do you do?

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Human Fighter3: Str: 16 (10 points), Con: 16 (10 points), Dex: 14 (6 points), Wis 10 (2 points), Int 8 (0 points), Ch 8 (0 points).

Pretty standard. You don't want to get a "18" strength (costs 16) because that will lower your con/dex/everything else significantly.

Feats: EWP: Spiked Chain, Combat Reflexes, Power Attack, Cleave, [free feat, assumed not to be weapon focus because most people don't take it at this level yet]. This is pretty standard I think for this type of fighter.

To hit with weapon: +3 (BAB) +3 (strength) = +6 to hit.
Damage: 2d4 + 3
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Ok that's the human fighter. What about a halfling Spiked Chain freak?

Halfling Fighter3: Strength 13 (8 points after -2 for race), Dex: 18 (10 points +2 for race), Con: 14 (6 points), Wis 12 (4 points), Int 8, Ch 8.

Feats: EWP: Spiked Chain, Power Attack, Weapon Finesse, Weapon Focus

To hit with the weapon: +3 (BAB) + 4 (Dex) + 1 (size) +1 (weapon focus)= +9
Damage: 1d6 +1 (strength)
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Sucks right? Yeah but... the idea is to turn every point of "extra" to hit into damage via power attack (compared with his human fighter counterpart).

In other words, use higher stats + size bonus + focus to do damage. Human fighter3 is at +6 to hit, the halfling at +9. That's a +3 difference.

Since the human fighter3 has +6 to hit, make the halfling get +6 to hit and pump the extra 3 into power attack, giving +6 to damage.

So the halfling is doing (+6 to hit, 1d6+7 damage) vs. the human (+6 to hit, 2d4 +3), which not only matches the human but exceeds him, even given the lower damage dice. Plus, of course, the Halfling has the option of not using power attack at all for very high AC baddies, which the human fighter does not have.

Now the beauty of this system is that everything can be thrown into dexterity. The Halfling's AC will be better in the long run than the fighter's given the size bonus and high dexterity. The holy grail for the low levelish Halfling fighter is a +4 dexterity item (16K, or 8K if a pal makes it), which adds 2 to AC and +2 "to hit", and thus "+4" to damage after power attacking (reducing the "to hit" to zero").

I am not sure I'm making my point. How to explain. In a low magic, lower-stat world, having just one stat to worry about makes a big difference. While the fighter buys magic armor and a belt of strength, the halfling just needs the dex boost item for both effects (plus better initiative, more combat reflexes goodness, etc.).

Of course, the halfling does not GET combat reflexes until 4th level. Some might object to this and swap it out with weapon focus. Either way works.

High stat world:

In a high stat world, it gets even better. Let's say both a human and a halfling gets a 18/16/14/12/10/8 to play with.

The halfling puts the 18 in dex (race makes it 20), 16 in strength (14 from race), 14 in con, 12, in wisdom, 10 in int, and 8 in str.

By level 3 this higher stat halfling is doing +3 (bab) +5 (dex) +1 (size) +1 (focus) = +10 to hit.

Human is doing +3 (bab) +4 (str) +1 (weapon focus is chosen) = +8.

Difference is +2, which means the halfling converts into +4 damage almost all the time.

human: +8 to hit, +4 damage, +2 to AC (14 dex), +2 to init, +2 to reflex saves
halfling: +8 to hit, +6 damage, +5 to AC, +5 to init, +5 to reflex saves

The human has an extra 2 feats to play around with (getting combat reflexes at level 2 or 3) while the halfling has higher AC with reasonable equipment, better damage, and more flexibility in battle.

By level 4, when the halfling gets combat reflexes and can make a total of 6 or 7 AOO's per round, I think it's pretty clear.

Halfling spiked chain fighters RULE.

Or at least are comparable to a human fighter. Or at least would be fun to play.

I THINK.

Did I make a rules boo-boo somewhere here? Is there a glaring gaffe I missed that nerfs the whole concept?
 
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If you don't mind a nitpick, I disagree with your feat selection for the human Ftr3. He'll almost certainly have taken Weapon Focus already, since it's a prereq for Weapon Specialization, which he wants as his 4th-level bonus feat. With your feat choices, he can't get Weapon Spec until 6th level.

You're right in general though. A halfling spiked chain fighter can get higher average damage than the human, in nearly all cases. (The human comes out ahead only against unreasonably low ACs, where they can both power attack for full BAB and still hit on a 2.)

With two-handed weapons in general, any creature with an attack bonus can use the new PA to do more damage than a human. The spiked chain makes this most noticeable for smaller creatures, because it's also finessable, and small things tend to have higher Dex. Ph33r a chain-wielding power-attacking imp (Tiny, +8 Dex, no Str penalty)!
 

two said:
Spiked Chain Halfling o' Doom

Human Fighter3: Str: 16 (10 points), Con: 16 (10 points), Dex: 14 (6 points), Wis 10 (2 points), Int 8 (0 points), Ch 8 (0 points).

To hit with weapon: +3 (BAB) +3 (strength) = +6 to hit.
Damage: 2d4 + 3
___________________________

Did I make a rules boo-boo somewhere here? Is there a glaring gaffe I missed that nerfs the whole concept?

Small rules boo-boo: The human's damage is 2d4+4, not 2d4+3. He gets 1.5x Str bonus since he's using the the chain with two hands. In D&D 1.5 x 3 = 4.

This affects the comparison: the halfling is doing (+6 to hit, 1d6+7 damage) vs. the human (+6 to hit, 2d4 +4). But that's still a 3 point damage difference with each attack--still significant.

Nice work!

-z
 


You forgot something. Reach and stuff is nice... but the halfling is lots worse at using Trip attacks. He may have an advantage for Sunder and Disarm, but he'll be on the loser side of most trip duels.
 

Duh, sorry about the miscalculation of strength bonus....1.5 times bonus....duuuh... yeah the human closes the gap. A Halfling with 1 more strength (14 instead of 13) gains 2 strength damage and gains some on the 18 strength human.

Trip attacks won't be that great for sure, use Knockdown feat for getting 'em prone.

There are advantages, disadvantages for sure.

Human: better trip, carry more stuff, more feats
Halfling: better dex=more ac+more CExp. aoo's, small=better ac, worse trip, carry less stuff, less feats.

Probably pretty close. Should run a Halfling10 fighter vs. Human10 fighter with same initial stats (but not distribution) and see if there is a clear winner.
 


There are still some things missing in the calculation:
Armor Class: I am not sure, but I think the Human Fighter will be able to wear better armor than the halfling, and probably gain a higher Armor Class by this. But I am not entirely convinced about this, since his Dex is really high and a well chosen Armor (maybe made from Mithral for extra Max Dex) can compensate this.

Weapon Choice: If the fighter suddenly decides to drop the Spiked Chain, and take a Glaive or Guisarme? The halfling is effectively unable to trip any dangerous foes (-4 penalty, low strength), and the human has no feats to take advantage of trip features?

Being dependend on only a single stat can be an advantage, if you are able to get high priced enhancements for it. (Gloves of Dexterity +6 have the cost of 2 +4 and one +2 enhancements - the fighter could decide to take Strength +4, Con +4, Dex +2 - or even Wisdom +2 for upping his bad will save.)

This things aside, a Halfing wielding a Spiked Chain seems to be a fun idea that might actually work (in D&D 3.5) .

Mustrum Ridcully
 


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