wraithstrike wrote:
It depends on whether you have access to the "Font of Inspiration" feat from the Wizards website. It takes factotum from an average to slightly above average class to an over the top class. Chameleon (Races of Destiny) has a nice synergy with the entire factotum package and makes you the defacto magic item craftsman (just hope your DM allows the "share XP" concept for paying for crafting) look past the basic stat chart, the bonuses you gain through the levels are WORTH IT. The "knowledge devotion" feat and "collector of stories" skill trick work very well with the "skill monkey" application, and can get you a +3 to +5 for attack/damage (which even applies to ranged attacks). At higher levels, you get to add your INT to the damage done with individual shots from scorching ray, or even nastier stuff from the character optimization boards.
Madcap Storm King wrote:
Not so much a power trip. I'm an engineer, I constantly focus on optimizing my designs. I break a problem into its component parts, define each part's biggest drawback and fix it. When I make a character, I pick a theme like any other, but then I look for ways of mastering that theme, and map the character out through 20th level before I ever play it. I wanted to play around with the spiked chain and a combination of trip attacks and combat reflexes. so I made a half-giant psychic warrior/psychic weapon master and could threaten a 75foot wide area with 11 attacks of opportunity, potentially tripping anything 2 size categories larger than huge. The DM specifically mentioned he would allow a Factotum in a Scarred lands campaign, so I read it and found it was a perfect Jack of all trades. With the Font of insipiration feat, and the chameleon prestige class, this character could likely handle a few encounters solo, and still be a viable role playing option, even though our party prefers roll-playing. My latest concept has been flatly denied by my entire play group. In order to break out of the role of party powerhouse, I wanted to play a monk/cleric with vow of poverty/vow of peace, moving toward apostle of peace. Everyone was pretty much put off by the fact that by 2nd level, anyone within 20' of me would have to make a DC17 Will save to get angry, and therefore partipate in combat. I point out 3 examples to defend my position about it not being a power trip. I try to break out of the "min-max power gamer" mold only to be told that my ability as a power gamer is what keeps the group alive in many combats.
Bagpuss wrote:
Not to derail your thread, but have you ever seen the Hirst arts molds? http://www.hirstarts.com/ They are certainly more flexible, but the main constraint here would be time. If you've ever enjoyed Legos, the idea will really grab you, but I can put in this warning, I have 5 molds sitting here for a few years (most of the field stone set) and have yet to do anything significant with them. Might be worth checking out though.
Chovesh wrote:
If you mean "In 3.5 2-handed weapons prevented AOO's when disarming or tripping..." I believe you are mistaken. A trip attempt only provokes an AOO when you attempt to do it unarmed (without the unarmed strike feat) a disarm attempt always provokes unless you have the improved disarm feat. Also, not all 2-handed weapons can be used for trips, in general it is the weapons that have a chainlike element (flails, spiked chain, etc.) each is listed as such in thier equipment description in the 3.5 PHB. If you mean the Beta rules, or some other pathfinder reference for this topic, You may be right, but I am not familiar enough with the rules to tell you.
SmiloDan wrote:
I just started playing a Half ogre Fighter. I'm almost scared to look up any savage species errata to see if they fixed it. (+6 to strength, +4 natural armor, and large size for LA 1)
Deathedge wrote:
I'm not familiar with the weapon you mentioned, but you can use the spiked chain one handed if your medium character wields a small one, (might even go to a light weapons if you drop a second size) and I've found nowhere in the rules where a reach weapon loses it's reach because of a size category change, only specific mention of a larger reach weapon gaining no extra reach just because it is bigger than the intended user. Note, the 2d4 damage would go down to 1d6 for a small spiked chain. I would recommend maybe picking up oversized two weapon fighting to use two of those, because dropping it another size brings it down to 1d4, and doesn't allow you to get full strength bonuses, or power attack with them. |
