| wraithstrike |
Since the net requires an opposed strength check to get the most out of it I would say barbarian or maybe an alchemist if you have time to boost your strength.
Any race should work except for small races.
I think the net only requires a touch attack so any feats should go to the weapon in your other hand.
| wraithstrike |
Strength is useful for CMB, and CMD so it still has a place.
If you are focusing on Combat Maneuvers the Lore Warden(Fighter Archetype) is not a bad way to go.
There was a thread not to long ago about other classes that are good with combat maneuvers. I think the battle oracle was supposed to be pretty good. I don't think it is proficient with a net though.
| Nicos |
With the relevant feats, the net becomes an one-handed melee reach weapon with the trip, disarm, drag, reposition, and dirty trick capabilities. It just deals no damage, so it would seem high strength is some what wasted. I really not sure how to go about this though.
High strength helps with the CMB. Also after you trip your oponent you need to finih him, the more strength the better.
As waithstrike pointed out, Lore warde is a good choise.
| Sub_Zero |
I'd also add dazzling display and intimidating prowess to your list. Since your going fighter, you'll have plenty of feats to play with. The only thing better then a BEBG taking a -2 attack for being tied up in a net is a BEBG taking -4 for being tied up and scared of you, and having all his buddies freaking out as well.
I'd also go a step further and take two-weapon fighting and use the net in your off hand. It won't count as a light weapon, but the penalty is hardly relevant since it's a touch attack. This will leave your main hand free to start beating the bad guy to death once he's been thoroughly debuffed.
edit: I should say if you go the dazzling display route, make sure to not make charisma a dump stat. It won't need to be stellar since intimidating prowess, and the Half-orc bonus will go a long ways in allowing you to dominate on this front.
| Sub_Zero |
I do throw my vote in for fighter, just because the net feats, and additional feats to make it really good become very feat heavy. If it were me I'd make a fighter that looked like:
Half-Ork: 15 point buy
str- 16 (18 racial)
dex- 12
con- 13
wis- 8
int- 10
char-12
max out intimidate skill (something you'd want to do regardless as a fighter, since it's one of your few out of combat abilities to add to your arsenal).
Feats:
lvl 1- Exotic weapon proficiency (net), net adept
lvl 2- two weapon fighting
lvl 3- net manuevering
lvl 4- weapon focus (net or main weapon)
lvl 5- dazzling display
lvl 6- net trickery
lvl 7- power attack
lvl 8- intimidating prowess
From here you can really switch to a barbarian or continue down the fighter line.
The main idea is that you fighter is a master of control. You intimidate your foes with dazzling display. You pick the strongest enemy or one that needs to be tied down and net him. From there you can trip or blind him for good measure. The whole time you doing this with your net in you off hand, meaning your main hand can hold whatever you want (including a reach weapon if that fits your fancy) and you pound them with it. Your damage won't be quite as high as a straight damage build, but you'll have amazing control. With dazzling display and the net, you gain an effective +4 to you AC (even greater if you entangled a dex based fighter, and if it's a spell caster they're also in trouble).
On a random side note what good is net and trident feat? I don't see any real advantage from it.
Now the one thing to keep in mind is that the net won't count as a light weapon, but it is a touch attack. Since your a full BAB class, you should be just fine to hit anything you need even with higher penalty.
Edit: sorry, no reach weapon, since those require 2 hands.
| Sub_Zero |
a shield could work well, it'll definitely give you some defense as well.
Personally I'd prefer something like a cutlass, or a longsword. This way at higher levels your just in time to start taking improved critical and that entire feat line. As it stands you've already intimidated, entangled, tripped, and possibly blinded your foe, so why not sicken, deafen, and bleed him as well. At this point who needs a wizard to debuff, and who cares about dealing hp damage, you've rendered your foes entirely helpless.
| submit2me |
This might be obvious, but... carry as many nets as you can. The opposed strength checks aren't as big of an issue as the netted creature simply taking out his spare dagger and destroying that measly 5hp of net. In a worst case scenario for you, it only wasted one of the creature's turns and you just lost a net.
I mostly agree with sub_zero. A fighter with a net and a crit weapon. Focus on net, weapon, and crit feats. This was the routine for one of the players in my party and we all loved him for it.
@sub_zero: You don't see the point of the net and trident feat, but you suggested focusing on crits. That feat helps with crit confirmation. Plus, it's like weapon specialization against entangled creatures. It's definitely worth taking if you have a high crit range weapon. Also, if for some reason you can't reach the creature you want to net, you can now throw it one-handed.
| Cornielius |
What's a good back up damage weapon? A shield perhaps?
Traditionally, you would use a trident (according to Roman style gladiator combat). The thought process being the trident and net were the weapons of the fisherman.
As an aside, has anyone thought out a build for the lasso?
edit: There's a net and trident feat?
double edit: Found it. It lets the net count as light for 2 weapon combat and gives a damage bonus and rolls to confirm a crit against entangled foes. But doesn't require a trident.
| Sub_Zero |
@sub_zero: You don't see the point of the net and trident feat, but you suggested focusing on crits. That feat helps with crit confirmation. Plus, it's like weapon specialization against entangled creatures. It's definitely worth taking if you have a high crit range weapon. Also, if for some reason you can't reach the creature you want to net, you can now throw it one-handed.
Oh, ok that makes more sense now. As I read threw it I couldn't intially figure out what benefit it was giving.
| spalding |
I thought about a net character a while back and here is the thread from that.
The builds I ended up looking at were:
Elf(spirit of the waters)
Cavalier (hound master, Order of the Dragon)
S 16 D 14 C 10 I 14 W 12 C 12
1 - Net Adept
B - Shake it off
3 - Net Maneuvering
5 - Boon Companion (to get the second dog up to snuff)
B - Two weapon fighting
7 - Net and Trident
9 - Net Trickery
B - Outflank
11 - Body Guard
B - Enforcer
13 - Combat Expertise
15 - Improved Dirty Trick
I'm looking on relying on the dogs for damage and using the net to set the dogs up for hitting easier.
Dog feats:
1 - Light armor Proficiency
3 - Power attack
5 - Shake it Off
7 - Outflank
9 - Iron Will
And
Elf (spirit of the waters)
Ranger(pack hunter trapper)
Feats:
1 -- Net Adept
3 -- Shake it Off
5 -- Outflank
7 -- Power Attack
16 Str 14 Dex 10 Con 14 Int 12 Wis 12 Cha
TWF combat style
The elf ranger however uses a third party archetype that Cheapy had a hand in. I must say that that product was well done. It is currently the only product I have reviewed, so if you want an easy link just go to my profile and check my review.
| Ravingdork |
This might be obvious, but... carry as many nets as you can. The opposed strength checks aren't as big of an issue as the netted creature simply taking out his spare dagger and destroying that measly 5hp of net. In a worst case scenario for you, it only wasted one of the creature's turns and you just lost a net.
Said creature would have to succeed at a sunder attempt while the net is attended, however. I find that remembering that rule gives nets a little bit more durability--especially if you are a human fighter who put all his favored class bonuses into CMD against sunder attempts.