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.

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