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CalebTGordan wrote:
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. ![]()
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. ![]()
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
Level Feats
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? ![]()
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:
Cost:
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? ![]()
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