| Wilfort Spindlethwaite |
Ok, thanks.
I'm making an 'area denial' character to protect the squishies. He has reach to generate AoO. But one hit won't necessarily stop someone from getting past him. I don't have the intelligence or extra feats to get improved trip to stop them. So I was trying to figure out what else is possible.
I suppose if I sunder the weapon they are carrying, many opponents won't be too dangerous when they get past me.
| Sniggevert |
Ok, thanks.
I'm making an 'area denial' character to protect the squishies. He has reach to generate AoO. But one hit won't necessarily stop someone from getting past him. I don't have the intelligence or extra feats to get improved trip to stop them. So I was trying to figure out what else is possible.
I suppose if I sunder the weapon they are carrying, many opponents won't be too dangerous when they get past me.
You can trip them as an AoO. That usually is the easiest way to stop them.
Magda Luckbender
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An AoO generically allows you to trip, sunder, or disarm instead of attacking for damage.
Agreed, tripping is usually the easiest way to stop someone. If you trip at reach, and they lack reach, they are unable to exploit the AoO you provoke.
Here's a tactical area denial character I've been playing. My experience is that he's been fun and effective most of the time. I've also had conflicts with other players who did not appreciate (or approve of) tactical area denial. After lots of help and great suggestions, above, these conflicts have ceased and Ben is working out a lot better.