| Kobold Catgirl |
I've wanted to make a fighter whose fighting style hinges around improvised weapons for a while. However, there are only three feats for such a style. Almost every other style has a lot of support--finesse, crossbows, and I think even monk weapons. It seems odd to exclude this one. Why make three feats and then stop?
I think an improvised weapon master would be fun. It's not like I want to be able to optimize it, but most of the common fighter feats are useless for the style, making a high-level improviser near unfeasible.
Are there any third party sources that could help me out?
Carbon D. Metric
|
Is your heart really set on playing him as a fighter? Linky Here is the monk of the empty hand who specializes in that kind of stuff.
If you want to try to do it without the monk levels I think you are kinda SOL when it comes to damage reduction and the like because without something special then these things will never bypass even the simplest of DR N/magic, silver, good, lawful, cold iron, silver, etc...
If you are attached to the fact of wearing armor just dip into fighter or some other class as thus, and then go from there. The only thing a monk cant do when wearing armor is use their wisdom bonus for AC, use fast movement, and high jump.
Keep in mind the mechanically, a character is only how you play them, there is very little in game difference between a guy who swings a big ol' sword around and wears armor, and a guy in armor (Or even without) who picks up a chair an swings that around. PCs don't introduce themselves as "Bob the fighter" or "Castar the Monk," and as long as you can achieve what you want with the fighting style mechanically, it doesn't really matter what class you use to get to that point. That is why it is always best to come up with a character concept before you try to figure out how you are going to make it work on paper.
Just my 2cp.
Carbon D. Metric
|
Perhaps build him backwards then, whatever levels in monk that you would be comfortable justifying and then switching his lawful alignment for a more neutral or chaotic one. Sure he loses the ability to gain any more monk levels but he doesn't lose any of them. I would say 5 levels of monk would be optimal for switching him out to fighter but that is entirely up to how you want him to play.
Remember that you can PUSH the limits of alignment without breaking them for so long, and I can easily see such a character as this having a few qualms about the way things are "supposed to be," so thematically, it seems to make sense.
Other than that, no I don't see ANY way of making it feasible.
| Kobold Catgirl |
Perhaps build him backwards then, whatever levels in monk that you would be comfortable justifying and then switching his lawful alignment for a more neutral or chaotic one. Sure he loses the ability to gain any more monk levels but he doesn't lose any of them. I would say 5 levels of monk would be optimal for switching him out to fighter but that is entirely up to how you want him to play.
Remember that you can PUSH the limits of alignment without breaking them for so long, and I can easily see such a character as this having a few qualms about the way things are "supposed to be," so thematically, it seems to make sense.
Other than that, no I don't see ANY way of making it feasible.
I still don't like getting 'ki'. And it doesn't fit my idea for the guy to start out lawful.
Meh. Guess I'll have to accept a step decline in usefulness later on. Thanks for your help.
Deadmanwalking
|
Go Ranger. The TWF version, obviously.
As of the APG the Versatile Weapon spell allows you to get by most DR. Maybe convince your GM to allow you to get an Amulet of Might Fists that applies to improvised weapons and only improvised weapons. That plus Lead Blades and eventually Instant Enemy and your damage will be pretty respectable.
It won't be optimal, but it's definitely doable.
| Abraham spalding |
KC I would suggest you are going to need a lot of what everyone else specializes in, so the fact you "only have three feats" is a bit misleading.
For example you pick up a length of chain and want to use each end as a bit of a morning star -- you're going to want some twf feats for that.
Or you pick up same spoons and want to use them sort of like throwing knives -- having point blank shot, precise shot, and rapid shot would be useful for that.
And so on. Here is the list of feats I would look at taking for such a fighter:
Catch off Guard
Throw Anything
Improvised weapon mastery
Power attack
Deadly Aim
Combat expertise
Improved trip
Bull rush
two weapon fighting
point blank shot
precise shot
rapid shot
Iron will
Improved Initiative
Quick Draw
Improved combat snatch (or whatever it is)
Improved dirty fighting
greater dirty fighting
Dodge
Wind Stance
The idea is to be a bit of everything so you always have an option on what you want to do with what you have right then.