| Eric Mason 37 |
The below is geared toward fighters, but could apply to any non-primary spell caster.
Eric
***
Specialization definitely has its rewards, but it also comes with limitations. If you have built a melee character, you can find yourself at loose ends against opponents who are mobile enough to stay out of your charge range and snipe you. Similarly if you have built an archer, you could get mobbed, and firing your bow could mean certain death by attacks of opportunity. The reach weapon user can suffer from both problems, via an opponent in base to base contact with the Step Up feat.
Suggested feats for the switch hitter:
Quick Draw – Allows for rapid weapon switching for full attacks, also useful if you are disarmed
Power Attack and Deadly Aim – Boost the damage output of the backup weapon
Improved Unarmed Strike – Who needs a backup weapon when you can kick them in the, uh, shins?
Improved Bull Rush – Get away from me you cretin.
Improved Overrun – Screw you, I'm going home.
Vital Strike - Damage bonus for when you can only make a standard action, and it isn't weapon specific
How many feats should go toward switch hitting?
Over the course of 20 levels, you can probably spare 1 to 3 feats toward switch hitting. If the feats you pick for your primary fighting style can also apply to switch hitting, all the better.
| Eric Mason 37 |
Secondary Weapons:
Mighty Composite Longbows
- This is the king of the missile weapons with the ability to use your strength bonus to damage, and fantastic range
- Recommended for two handed weapon users and two weapon users, less optimal for switching when using a shield (other than buckler) since switching is hampered by move action for putting a shield on or taking it off. Vital strike will help, but can't fully compensate for it.
Javelins
- Of the one handed thrown weapons it has the best range, but that still isn't saying much. You will still run the risk of ranging issues and weight since each attack weighs 2 lbs.
- Recommended for shield users who still want a full attack when using the Quick Draw feat
Great Weapons (Great Swords, Falchons, and Great Axes)
- This is the ideal back up weapon for the archer since it gives good damage return on strength for the least amount of feats
- Recommended for Archers
Unarmed Strike
- The best thing about this option is that it always armed, even if your hands are holding your primary weapon, however it sufferes from the problem of getting an affordable magical enhancement (the amulet of mighty fists is expensive considering what benift you'd be getting, and occupies the slot you'll want for an amulet of natural armour)
- Recommended for reach weapon users (threaten the squares adjacent to you), and to a lesser extent, archers