Elewan's page

16 posts. Alias of Jeff Bowers 434.


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I recommend the classic party of Lion, Witch, Wardrobe.


CalebTGordan wrote:

Spread Sheet

I took the PFSRD spell database and adapted it. There were many columns that I felt were not needed and I added one for the rating. I also set up the rating column to link to the google document that I will have the guide on. Each spell will be bookmarked so the spreadsheet can link directly to each spell.

Any reason you left off the class columns with the spell level in them? That's one of the best ways to sort/filter spells.


Cool. Nice build. I hate losing the extra AoO though.


Hmm. Thinking about this a bit more. Felling Smash says it requires a swift action, so it can only be used once a round. Does this also mean it can't be used for AoO's since they don't happen on your turn?


Oterisk wrote:
Heirloom does not work with exotic weapons, so guisarme is the only way to go for a martial reach trip weapon.

Oh, new ruling says that you can use any weapon with trip, and the only thing that the trip feature does is let you drop the weapon instead of falling if you fail by 10 or more. That's why I've got the Lucerne Hammer listed for the weapon.


Oterisk wrote:
Initiative is not as important for you, a trait that gives you boosts to saves or some other benefit might be better than Reactionary. (although many might disagree with me on this.) If you were going straight up on your trip prowess, I would start with a Guisarme, do Heirloom weapon (for a +2 bonus to trip with that weapon that stacks).

Nice! I missed the +2 CMB benefit. Why guisarme though?

Quote:
EWP for Fauchard is a good idea if you want to capitalize on Critical feats, otherwise, just stick with the martials.

I'm just not sure on the balance. If I take feats to make the criticals more effective, I'll be pushing back trip feats for awhile -- unless criticals are worth pushing back weapon focus/specialization.


Vuvu wrote:
i like the Spear Dancer Feat...not advice so much as something to look at

Hmm. Doesn't seem worth it. Dazzled just gives -1 to your opponent's attack. Is it worth swapping out another feat for it?


I need some help with a fighter build. I'm definitely going with a reach weapon, and while I do want to be good at tripping, the priority is pulping opponents. Since I expect to get AoO's fairly often, I want to make sure my single hit damage is high.

Here's my current draft of the build (15 point buy)

Race Human
Class Fighter (Two-Handed)
STR 15(17)
DEX 14
CON 12
INT 13
WIS 12
CHA 7
Racial Traits Bonus Feat, Skilled
Traits Reactionary, Eyes and Ears of the City
Weapon Lucerne Hammer

Level Feats
1 Power Attack, Combat Reflexes, Weapon Focus
2 Combat Expertise
3 Improved Trip
4 Weapon Specialization
5 Fury's Fall
6 Felling Smash
7 Greater Trip
8 Furious Focus
9 Iron Will
10 Greater Weapon Focus
11 Toughness
12 Greater Weapon Specialization
13 Penetrating Strike
14 Undermining Exploit
15 Vital Strike
16 Greater Penetrating Strike

I welcome all advice, but especially on the following:

Which fighter archetype would be best for this build? Vanilla, Polearm master, Two-handed?

Is it worth spending the feat on EXP to get a fauchard?

Are there better feats to take for this build, or an order that would be better?


Malk_Content wrote:
Nope you can't do both. The Attack action is a specific standard action, just as Pile Driver is a different standard action. The language is made to separate these things. For example you cannot use Pile Driver and Vital Strike (Pile Driver standard, Vital Strike attack action) but you could use Vital Strike and Felling Smash as the both modify the attack action.

Does this also mean that a Piledriver cannot be used as an AoO, at the end of a charge, or with the Overhand Chop (2hand fighter archetype), whereas Felling Smash could be used with all these things?


Cheapy wrote:
A potential issue is the attack action / standard action thing.

I caught that too, but it's got to be just different language to say the same thing, right? Making an attack is a standard action.


I'm just trying to see how all these work together.

Felling Smash

Quote:
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.

Piledriver (2hand fighter archetype)

Quote:
At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.

Tripping Strike

Quote:
Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may knock your opponent prone as if from the trip combat maneuver. This does not provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.

So, this is my understanding of how these work together:

Requirements:
Felling Smash: Single attack using Power Attack
Piledriver: Single attack, 2hand weapon
Tripping Strike: Single or full attack w/critical

Cost:
Felling Smash: Swift action
Piledriver: Free action
Tripping Strike: Included

It seems to me that I can make a single melee attack using power attack, and if it hits, I can use a free action (Piledriver) to make a trip attempt, and if that fails I can use a swift action (Felling Smash) to make another trip attempt. If it is a critical hit, then I'd check the confirm roll against the opponent's CMD before rolling for the other trip attempts.

An attack of opportunity is also a single melee attack, and power attack says:

Quote:
You must choose to use this feat before making an attack roll, and its effects last until your next turn.

Therefore Piledriver and Felling Smash would also apply to an AoO as long as I choose to activate PA for the AoO roll, or if I used it earlier in the round, and of course Tripping Strike applies to a critical.

Is this reasoning correct?


Valandil Ancalime wrote:
Nice, do you know if anyone did this for civ3?

Sorry. No idea.


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Thanks to all those who have worked on previous maps and shared the results of their efforts.

Hexes

Perspective:

West

Central

East


Thanks for the input everyone. I meant to have everything updated quickly, but I've hurt my back and I haven't been able to do much sitting. Just wanted everyone to be aware that I'm not ignoring this thread.


Mcarvin wrote:

I disagree with you on a number of strength designations...

I will also say the the lack of a guide may be due to the ease of playing a barbarian. (some might even disagree with this statement)

Great, which ones? What should they be?


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I was disappointed that I couldn't find one, so I wrote one. Please give me feedback so it can be improved.

Barbarian Guide