may i get a linki-link for your happy trigger tripper?
I personally dont think Whirlwind is right for ur character because u dont have the build to effectively use it. Getting the Trip feats and furious focus is spreading what feats u have very thin as stated above. But also were Whirlwind truly shines is when u have a reach weapon and/or ability to increase ur size. Best thing for that is a whip build with a wand of enlarge person or a friendly wizard willing to cast enlarge on u. That would give the whip character a 25ft reach dealing a 1d6 plus what ever is on the whip. Admittedly that not much damage but it gives the fighter the ability to do static damage to every thing around it while picking off multiple weak targets that survived the 2handed attack of the barb in the party if u have 1.
the cost is painfull... when cut down to trade off its :
the alternative is :
so, looking at the tree feat, it's a choise between becoing a real killer Vs 1 opponent Vs being OK Vs 1 opponent AND being a mobile killer of doom.
well... it's a COOL maneuver to use, that's for sure.
as for vital strikes. i agree. i love that feat. especially along side felling smash.
for my fighter .
at level 8 i'll be able to have dodge-mobility-spring attack .
a few Q's:
2. Whirlwind Attack - seem great, but even with "lunge" (at level 10) how many time you really use it ?
sadly " (only from books: phb, advance, combat, magic)"we dont use any campaign feats...
with the 4 basic books, i fear grapple don't count as a weapon usage and as such have the same issues as other maneuvers - not high or even near the foes CMD.
if we speak of maneuvers, can the dirty trick match the CMD of high-mid levels?
so, i got room with feats for 1 more maneuver - dirty trick seem amazing but i fear - since it wont use a weapon like trip - it will fall behind at higher levels.
so, what else to grab?
does this feat allow 2 grapple attempts from round 1?
Greater Grapple (Combat)
Ninja in the Rye wrote:
a ranger need str+dex+con+wis... no room for int.so, most rangers take int of 10 or less.
fighters dont need wis, yes a optimaze fighter shall grab it just for the will save - but i for 1 think its useless ...
as a fighter that want manuevers a int dcore is a pre-req - not a options.
pin down is made for it .
Krass Kargoth wrote:
The only thing a fighter misses is flavor out of combat. They got no skills, no abilities that can be used out of combat and their trade requires them to spend their feats on combat stuff and when you do spend it on something else, it's on Iron Will =p
No skills? 5/level is almost like a ranger. Since fighter are less MAD than ranger I can effort int of 14….Flavor ? make one … role play it, take skills and trait and maybe a feat for skills to boost your off game .
Write doc's that will build your character. I think a fighter make you, like a rogue, focus more ion the game and less on the math.
Actually I am doing well.. with 5 skills / level, I have acrobatics + some knowledge's + intimidate + diplomacy.So off combat I can manage (not the best - that is true - but can play it out … )
Yes, fighter mostly hit stuff…. BUT my claim is avoid PNLY hitting for + to hit and + to damage… take maneuvers and versatile the combat system.
Fighters are the only one that can master more than 1 maneuvers and all the ways. as for saves - yes, every calss got a weak spot.
Ofc magical items help ... allot.what i meant, is that fighters don't absolutely need 1 sort of item in order to prevail.
They can, in fact, use and benefit form almost all they find… much like rogues can
i see a lot of hatred for fighters and there weakness…
What else am I missing that can be great?
If I cant trip you:
If I can't maneuver at all:
Scarlett A.K.A Scar
1 : power att + combat expertise + furious focus
why change it?
i am sorry, but thats not true.
round 1 : hide behind pet and cast summon
i'd suggest you both take 1 druid and 1 summoner.
2 animal companions / eidolon meaning you are 4.
druid can cast, fight, summon, animal companion with armor can tank .
bot characters, take at least CON 14 and str 14
i think that its varies againt who you fight.trip is ubber - but useless Vs huge and flying
grapple? ubber Vs 1 creature but Vs a rending best or a hoard ?
dirty - can save a character, but ... need alot to work
Durngrun Stonebreaker wrote:
greater trip seem much better for the AOO when falling ...i also found quick dirty trick nice,
to allow :
1 attack, dirty trick attempt. swift = trip, success = AOO that you use non leather with enforcer.
against non flying non huge foes, it means:
shaken+blind+prone + some mild damage in 1 round.
against the rest of foes its power attack + furious focus all the way.
thanks for the answer.a few more feats were allowed:
most combat maneuvers (dirty trick tree etc)
i think i like your build, i'll lower STR by 1 point, and cha to 8, to have int 14 (more skills, combat expertise maneuvers)
we have about 3K gold... alot less than normal .and what flags?
all PHB = ok automatically.advance, ultimate magic or combat : need approve for each thing taken.
rest - banned.
things that are too "stand out" like scout for rouges, summoner are banned.
no magical items can be sold or bought, nor special material, but we can create with feats. gold is there yet limited.
that's it basically.
that's why i ask on maneuvers and build.
he wants to keep the DR useful - and he prefer to allow lesser CR Vs the party, so he can use a big CR when we are BUFFED.that way, he claim, the game keep's its hardness and difficult level, and the fear of combat stay alive.
also - we learn to appreciate every cold iron arrow or keep and use a weird weapon that no body know how to use - only cause it's +2...
i need to understand something:
what Maneuvers are an attack ?
Felling Smash (Combat)
You commit all your focus to a devastating blow, trying to crush your opponent to the ground.
Prerequisites: Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6.
Benefit: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent.
to hit: 7 (BAB)+4(dex)+1(wp training)+1(magic)+1 (focus)+1(point blank)-2(aim)-2(rapid) = +11(*2) & +11 & +6
a 2 handed fighter will be doing:
what to take? (he insists i change... )
ARCHERY DO alot MORE DAMAGE with no magical aiding (like speed etc)
well, knowing him ? focus on the caster after round 1 ... LOL
so - to keep the harmony - i'll balance abit...
so... not wanting to piss him too much, i get to make a deep retrain (ability and feat) for my level 7 fighter, this time a bit more balanced.
i was thinking on either a 2 hander + Maneuvers OR a 2 weapon thrower (with back up of a greatsword)
option A : 1 big weapon:
Option B: 2 weapon :
i am sorry, english is not my native tounge, i need help in understanding.
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler.
well... the way i see it, only full BAB can ven think of doing fency shticks in combat.
so many feats yet no room for what i wish :)
anything i can spare for iron will ?