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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spiked chain + Imp. Trip + Combat Reflexes + Enlarge Person
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1334460" data-attributes="member: 3146"><p>What challenges a fighter like that?</p><p></p><p>1. Rogues can tumble. No AoOs him.</p><p>2. Other fighters with reach weapons. Try a group of enemy fighters with glaives or ranseurs. Or just ordinary orcs with longspears. He'll still be able to hit them normally but he won't be getting AoOs.</p><p>3. Raging orc barbarians with a 20 starting strength (equivalent to a human with a 16--not unreasonable), 24 when raging. In general, high strength creatures like raging barbarians will be problematic for a trip fighter.</p><p>4. Quadrapeds. Wolves, Worgs, etc are difficult to trip because of the +4 bonus they get to oppose the trip check.</p><p>5. Monks. Tumble in to close with the fighter then use Improved Grapple to grapple him.</p><p>6. Ordinary fighters using missile weapons.</p><p>7. Spellcasters. A Ray or Enfeeblement or Reduce Person (to negate the Enlarge Person) will really ruin a trip-fighter's day.</p><p>8. Small corridors. Since he will have to squeeze in order to fit through a five foot hallway, he'll have trouble using the enlarge trick there. And, if you make the corridor even smaller, the DM could rule that spiked chains won't work in them since they seem to require a lot of space.</p><p>9. Kytons. OK, they're not CR 1 but they're a spiked chain wielder's worst nightmare.</p><p></p><p>Trip fighters are a very effective build in 3.5 and reach fighters are as well. Combining the two is even more effective--especially when the rest of the party chips in with bull's strengths and enlarge persons. However, like all character types, they have their weaknesses.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1334460, member: 3146"] What challenges a fighter like that? 1. Rogues can tumble. No AoOs him. 2. Other fighters with reach weapons. Try a group of enemy fighters with glaives or ranseurs. Or just ordinary orcs with longspears. He'll still be able to hit them normally but he won't be getting AoOs. 3. Raging orc barbarians with a 20 starting strength (equivalent to a human with a 16--not unreasonable), 24 when raging. In general, high strength creatures like raging barbarians will be problematic for a trip fighter. 4. Quadrapeds. Wolves, Worgs, etc are difficult to trip because of the +4 bonus they get to oppose the trip check. 5. Monks. Tumble in to close with the fighter then use Improved Grapple to grapple him. 6. Ordinary fighters using missile weapons. 7. Spellcasters. A Ray or Enfeeblement or Reduce Person (to negate the Enlarge Person) will really ruin a trip-fighter's day. 8. Small corridors. Since he will have to squeeze in order to fit through a five foot hallway, he'll have trouble using the enlarge trick there. And, if you make the corridor even smaller, the DM could rule that spiked chains won't work in them since they seem to require a lot of space. 9. Kytons. OK, they're not CR 1 but they're a spiked chain wielder's worst nightmare. Trip fighters are a very effective build in 3.5 and reach fighters are as well. Combining the two is even more effective--especially when the rest of the party chips in with bull's strengths and enlarge persons. However, like all character types, they have their weaknesses. [/QUOTE]
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Community
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*Pathfinder & Starfinder
Spiked chain + Imp. Trip + Combat Reflexes + Enlarge Person
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