Melee lockdown options list


Pathfinder First Edition General Discussion


uHi,

Starting this one to build a list of options for locking down and opponent. There seems to be a misconception among some people that melee classes can't protect their allies. I won't know all of them so any I miss, it would be great if people could add to the list. Comments on frequency of use/effectiveness and reliability would be good.

Feats:
Tripping- probably best option below 13. After that not as effective since flight is common- you can prolong it's effectiveness if enlarged. Best bit is you can do it as part of a full attack. Best on a fighter.

Grappling- works well, best on a monk.

Overun- pretty effective at lower levels for any mounted build, since you can knock them prone. The mount takes the feats not you. Works better with charge through. Best for a Mounted Fury Barb, Horselord Ranger or A Cavalier.

Standstill- decent feat that allows you to stop movement on AOO, downside it's a CM that gets let's effective as you level

Staggering Critical- Great effect. Lasts rounds. Downside is it relies on a critical. Best on Scimitar/kukri duel wielders.

Stunning Critical- better effect but requires too many preqs. Best for high critical fighters with spare feats.

Dazing Assault- full of sex and win for any full bab class. Only PA preq (which you took anyway) Decent fort save, lasts 1 round. On a high DPR build this is great. Best for Fighters, Rangers with FE, Smiting Paladins or Challenging Cavalier's. Hit a Caster with this and he's gonna be dead real quick- works on undead too. Fighters should reform for Stunning Assault at 16.

Stepup, Following Step, Stepup and Strike- Not a lockdown feat but allows a melee char to get sticky if opponent moves. Very good but you need enough feats. Best for Fighters, Rangers, Monks, Cavalier's and Arcane Duelists.

Disruptive, Spellbreaker, Teleport Tactician- Only accessable to fighters and Arcane Duelists (who get it for free). Again not lockdown but awesome with Stepup line. The real strength of.these 2 feat chains is the extra AOO's and full attacks. They give you more chances to Dazing Assault the enemy. A fighter or Arcane Duelist with all 7 feats gets at least 2 or 3 chances to daze a creture in one round.

Class features- Mighty Charge- 11th level cavalier ability that letsyou throw a CM on a charge attack, Use trip.

OOTShield cavaliers get a better version of Standstill which resolves as an attack and does damage as well as stopping the opponent. Very Good ability.

Spells- Challenge Evil- Paladin spell that forces a foe to fight you. The will save is ok, but at higher levels, just using Dazing assault is better.

That will do for now. Back Later.


How does Dazing Assault effect undead? (It's possible this was a rule change in PF that I haven't noticed, but as far as I remembered, they were immune to fort saves except those that specifically target objects, like disintegrate.)


I remember reading somewhere you could daze but not stun undead. I'll try to find it and post a reference.

Magic Item- Armor of Insults 1/day 60ft burst all enemies make a will save or be compelled to attack you for 7 rounds. Good for low will save melee BBEG. If you do it in a room full of mooks you better be unhittable or have awesome DR cause you just made everybody attack you.

*Had this on a paladin's armor- he used it to get 9 mooks to close and surround him and he yells to the wizard 'Fireball Me NOW!'. Roasted advanced Gnolls. Good times. The Wiz had fun too. In fact we'll be looking at crafting it with a Hightened Version to up the DC.
(I found out he stole the idea from OOTS)


Ardenup wrote:

I remember reading somewhere you could daze but not stun undead. I'll try to find it and post a reference.

[url=http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead wrote:

D20PFSRD.com[/url]]

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

So yeah, Undead are vulnerable to the Daze condition, however they can't get that condition from a Fortitude save unless the effect that carries the fortitude save specifically works on objects.

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