pipedreamsam |
I love dirty trick, make sure to always carry a pouch of flour with you. Trip is one of the only combat maneuvers worth consistently doing plus you can add your weapon enhancement bonus to it.
Get a reach weapon and using lunge along with combat patrol can be pretty good.
I really like the dazzling display line finishing at deadly stroke.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
You almost can't go wrong with a fighter - every feat you pick will make you better at something, so it's kind of hard to suck. Even so, here are some general tips:
1) If you're using a two-handed weapon, make sure your STR mod is an even number. An odd number will be a bit of a waste, as the 50% extra damage gets rounded down.
2) If you're doing point buy for stats, plan for your level-based stat bumps. (For instance, if you're a human, you could buy a 16 STR for 10 points and put your +2 in it for an 18; or you could spend only 7 points to get a 15 - with your race pushing it to 17 - and bump it to 18 at level 4. Saves you 3 build points.)
3) Some things are more important at earlier levels, while other things are more important at higher levels. At level 1 I'd prioritize AC a bit higher than at level 5, where I'd be prioritizing HP, STR/damage, and shoring up my will saves.
4) Even if your main schtick is DPR (and it might not be), there are some gems of items for covering specific situations that can't be overcome via brute force. Potion of darkvision for when someone casts darkness, air crystals for when you go overboard in a storm, an oil of daylight to combat deeper darkness, alchemist's fire for swarms, weapons of every damage type (along with cold iron, silver, and adamantine), powder for locating invisible creatures, a bow (even if you're not an archer), and so forth.
submit2me |
Nets. Nets, nets, nets. Did I mention nets? It's a touch attack, so it's easy to entangle enemies with them. It's also kind of easy to break out of them, but if the enemy can't do it, then they're screwed. Penalty to Dex, harder to cast spells, and they can't move more than 10ft away from you if you're still holding the rope. If you do let go, they can only move at half speed.
With the chain of net feats from UC, you can do all kinds of crazy maneuvers with nets, too. Trip, disarm, drag, reposition, dirty trick... I had a Fighter in my party who did this, but the player had to quit. I am sad now. You can still wield another weapon with these feats, so it gives you a lot of options. You can deal damage, or try a little battlefield control.
If you can manage to work your way up to get Felling Smash, then you can get a free trip attempt when you Power Attack. If you can get Greater Trip, then it becomes an attack/trip/AoO party. Another new Fighter in my party just started using this tactic, and it's pretty awful. I mean, if you're on the receiving end of it.