Spiked chain tactics

RichGreen

Adventurer
Hi,

What would the most effective combat tactics be for this guy? I know the spiked chain is meant to be a very tough weapon, but I don't know how best to run this NPC. Any help gratefully received!


Rogue 8/Fiendblade 3
Medium-size Humanoid (Human)
Hit Dice: 11d6+11 (51 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 19 (+4 Dex, +5 +2 studded leather)
Attacks: +2 shocking spiked chain +12/+7 melee; or masterwork composite shortbow +13/+8 ranged
Damage: +2 shocking spiked chain 2d4+3(+1d6); or mighty composite shortbow 1d6+1/x3
Face/Reach: 5 ft. by 5 ft./10 ft. (spiked chain)
Special Attacks: Sneak attack +6d6
Special Qualities: Evasion, uncanny dodge, detect magic
Saves: Fort +4, Ref +13, Will +3
Abilities: Str 12, Dex 18, Con 12, Int 18, Wis 10, Cha 14
Skills: Bluff +16, Climb +11, Diplomacy +9, Disable Device +14, Escape Artist +14, Gather Information +16, Hide +18, Knowledge (the planes) +8, Listen +10, Move Silently +18, Open Locks +18, Read Lips +11, Search +18, Sense Motive +14, Spot +8, Use Magical Device +9, Use Rope +11
Feats: Dodge, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Weapon Focus (spiked chain)
Challenge Rating: 11
Alignment: Neutral good

Detect Magic (Sp): At will, a fiendblade can use detect magic, as the spell.

Sneak Attack (Ex): Whenever the character’s target is denied his Dexterity bonus to AC, or if the character is flanking his target, he deals +6d6 extra damage.

Uncanny Dodge (Ex): The character retains his Dexterity bonus to AC even when flat-footed, and can’t be flanked except by a rogue of 12th-level or higher.

Possessions: +2 shocking spiked chain, +2 studded leather, masterwork thieves’ tools, masterwork mighty composite shortbow (+1 Str).

Cheers


Richard
 

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- Weapon Focus
+ Weapon Finesse

- Dodge
+ Combat Reflexes

With Combat Reflexes he will get some attacks in against everyone who rushes into melee range and also has more options to interrupt spellcasters or archers, if he can come close enough.

Strength is a bit low for successful trips, but that is usually a quite nasty combination, tripping them with an AoO while they come close and move in through the threatened area. Against fighter-types he is probably better off, trying to disarm, while trip is great against other low-moderate strength types.

If he's alone, he will have some trouble to make good use of that sneak attack damage, but in a team, that would prove nasty, flanking is obviously the way to go. And initially, sneaking up and getting surprise, then winning initiative, could prove useful. You could also try hit and run tactics making continual use of the good initiative and sneaky skills, but that usually doesn't work well, unless you have actual means to escape.

Against a barbarian of about that level (one-on-one), the NPC will be dead in two rounds (one, if the barb crits on the charge). ;)

Bye
Thanee
 
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Honestly spiked chains are more effective in the hands of a strong warrior than a dextrous one. Tripping is a big asset to the spiked chain. Likewise combat reflexes is a must as Thanee pointed out. Although it can be finessed, power attack is a good way to deal a lot of damage since its a two-handed weapon. Tactics:

Trip whether from an AOO or the regular attack.
When they fall down use your free attack to disarm them.
(When they are prone from the trip they get a -4 to their attack roll.)
Now if they stand up or pick up their weapon its another AOO.
For one trip you now have 2 opportunities to deal damage.

A spiked chain weilder really needs good strength for tripping and good dexterity for extra AOOs. It requires several feats however, so its often best achieved by fighters. (Combat Reflexes, Improved Disarm & Trip are necessary.)
 
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Since you have a hight Int, you might want to take 3 levels of Swashbuckler.

Adding your Int bonus to damage with the chain is a nice thing. And you get Weapon Finesse for free.
 


I'd drop the +2 Spiked Chain for a +1 Spiked Chain of Sweeping. The "sweeping" weapon attribute is found in the Magic of Faerun book. It is a +1 cost increase and but gives +4 to the opposed strength checks of a trip attack. Perfect for your low strength but agile fighter.
 

My favorite tactic is to always do five point combat expertise. When I attack someone, I trip them. Since I'm hitting their touch AC, the -5 to hit penalty doesn't really hurt so much. If I trip them I get a free attack at +4 because they are prone, which almost makes up for the -5 penalty.

If you can find a way to do it, have him affected by Enlarge Person. Not only does it add +5 to your trip and disarm attempts, check out pg. 308 of the DMG and look at the Space and Reach diagram for Large[tall]. You would threaten a huge area, larger than the area for a fireball. You would be a living wall doing attacks of opportunity to anyone who stepped out of a threatened square. Now suppose that you were standing on a pedastel 15' or 20' off of the ground, or standing upside down on the ceiling using spider climb, or balancing on a beam or tightrope with maxed out Balance. You can reach your opponents, but they can't reach you. And if you fail to trip them you can choose to keep hold of your chain because if they trip you back you will be out of reach while you are prone. And if you were on a pedastal it would probably grant full cover against those on the ground when you go prone.

That's another thing to keep in mind. Have multiple spiked chains handy if you don't want to be tripped on the tripback. Also, buff his strength.
 


Weapons Finess and maybe a couple levels of Exotic wepons master for stand still attacks and flurry of blows. (Complete Warrior I think)
 


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