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Survivalist Fighter, what next?
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<blockquote data-quote="kyonu" data-source="post: 5305008" data-attributes="member: 88153"><p>Here's the dealio:</p><p> </p><p>I have a level 3 (currently) fighter, who is specialized in Disarming his opponents, throwing custom-made Molotov's at his opponent (Oil-flask with flint top + fuse) with a Quick Draw feat to draw the weapon, lighting it on a flint patch of armor, then throwing. He goes unarmed into combat, with the Improved Unarmed feat, allowing him to not get AoO on him for attacking. The idea is to (if possible) catch them on fire with the cocktail, then run (or move) up to them and disarm them, effectively taking their weapon into hand (since I'm unarmed, I get to pick it up instead of have it drop.)</p><p> </p><p>Now, with that aside, the feats I have currently are:</p><p> </p><p>Quick Draw</p><p>Dodge</p><p>Combat Expertise</p><p>Improved Unarmed Strike</p><p>Improved Disarm</p><p> </p><p>Did a session tonight, and he worked magnificantly. He wears masterworked Chain Shirt with a large cloak which houses his "grenades", and the rest is just clothing. He has a rapier to his side which he never uses, and carries on average around 30 "grenades".</p><p> </p><p>Stats are as follows:</p><p>STR: 17</p><p>DEX: 18</p><p>CON: 13</p><p>INT: 13</p><p>WIS: 12</p><p>CHA: 8</p><p> </p><p>The problem with this is, though he did very well and did more damage than our Wizard, as he progresses, his Grenade tactics get very weak against the enemies (but still have cumulative benefits.) So what I planned was, having my next two feats be Mobility and Weapon Finesse, then go into the Duelist class for improved in-combat strenghts, such as extra Initiative, AC, Attack damage with a Rapier, and the extra cool-beans "Parry + Riposte".</p><p> </p><p>My question is, is this a good idea? Will this be effective, or should I have more INT for better AC? I chose Strength over Int initially because of RP purposes--his town was destroyed and he's been living on his own for a while, thus becoming a Survivalist, which makes him pretty anti-social, yet pretty flexible and strong, yet smart enough to survive.</p><p> </p><p>Any ideas on this would be nice... He forbids using magic, since that's what destroyed his town, and will not touch it, and I want to keep the Survivalist theme going. Is there anything that would be cool with this theme? (I was thinking the Imrpovised weapon feat, but figured Disarm was a bit better.)</p><p> </p><p>Thanks!</p></blockquote><p></p>
[QUOTE="kyonu, post: 5305008, member: 88153"] Here's the dealio: I have a level 3 (currently) fighter, who is specialized in Disarming his opponents, throwing custom-made Molotov's at his opponent (Oil-flask with flint top + fuse) with a Quick Draw feat to draw the weapon, lighting it on a flint patch of armor, then throwing. He goes unarmed into combat, with the Improved Unarmed feat, allowing him to not get AoO on him for attacking. The idea is to (if possible) catch them on fire with the cocktail, then run (or move) up to them and disarm them, effectively taking their weapon into hand (since I'm unarmed, I get to pick it up instead of have it drop.) Now, with that aside, the feats I have currently are: Quick Draw Dodge Combat Expertise Improved Unarmed Strike Improved Disarm Did a session tonight, and he worked magnificantly. He wears masterworked Chain Shirt with a large cloak which houses his "grenades", and the rest is just clothing. He has a rapier to his side which he never uses, and carries on average around 30 "grenades". Stats are as follows: STR: 17 DEX: 18 CON: 13 INT: 13 WIS: 12 CHA: 8 The problem with this is, though he did very well and did more damage than our Wizard, as he progresses, his Grenade tactics get very weak against the enemies (but still have cumulative benefits.) So what I planned was, having my next two feats be Mobility and Weapon Finesse, then go into the Duelist class for improved in-combat strenghts, such as extra Initiative, AC, Attack damage with a Rapier, and the extra cool-beans "Parry + Riposte". My question is, is this a good idea? Will this be effective, or should I have more INT for better AC? I chose Strength over Int initially because of RP purposes--his town was destroyed and he's been living on his own for a while, thus becoming a Survivalist, which makes him pretty anti-social, yet pretty flexible and strong, yet smart enough to survive. Any ideas on this would be nice... He forbids using magic, since that's what destroyed his town, and will not touch it, and I want to keep the Survivalist theme going. Is there anything that would be cool with this theme? (I was thinking the Imrpovised weapon feat, but figured Disarm was a bit better.) Thanks! [/QUOTE]
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