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T O P I C    R E V I E W
Fletcher Posted - 23 Jun 2005 : 17:13:18
I have just come off of a wonderful near TPK experience. My fighter who specialises in knocking opponents down,(Relavant Feats: Power Attack, Improved Unarmed Attack, Improved Trip, Knockdown) being aided by two rogues using long spears.

We were running through the hallways of the mansion of a really annoying astrologer/cult of the dragon evil baddie. We were doing our best to ruin his plans for assembling the materials necessary to conduct the transformation of a local green dragon into a dracolich.

I was leading the charge and kept knocking down my opponents, enabling the rogues to use their sneak attack on the prone foes. I was doing around 12-18pts per blow, getting my free second attack if they fell, and then the rogues would come along and add another d8+ 4d6 on top of that. It was lovely to watch the GM try to find a way to stop the destruction.

He found a way, but i thought six fireballs, and the arrival of the dragon was a little excessive. Well despite our deaths, the majority of the materials were destroyed during the ensuing fire that destroyed the mansion. Luckily my nearly uninjured-because-they-have-evasion rogues were able to pour a healing potion or three on my character's wounds, enabling me to crawl to safety.

I think I have become a fan of the knock-em-down and hit-em-while-they're-down fighter.
And I guess this could get added to the "Why a fighter" thread too.
6   L A T E S T    R E P L I E S    (Newest First)
Xysma Posted - 19 Jul 2005 : 19:31:16
If you play a rogue, Quick Draw, Flick of the Wrist, Run and Hamstring can be a life saver. On the first round of combat with a specific foe, you can quick draw a light weapon, the foe is considered flat-footed so you can deal your sneak attack damage and hamstring him. Then, if you want to get away, you can run at 5x your speed and he can only move at half speed, he could never catch you. Even if you don't want to run, he's still at half speed.
Sir Luther Cromwell Posted - 12 Jul 2005 : 20:44:58
This one is for fighting an enemy wizard, if you can see his spell book.
1st Round: Cast Grease on the wizard and his spell book (usually works since Wizards tend to have a low reflex save)
2nd Round: Cast True Strike, giving a plus 20 to attack
3rd Round: Mage Hand (cantrip), 5lb telekenisis at a 15ft range. The average spell book weighs 3lb. If the DM brings up the arguement that the wizard could just hold onto his spell book, make note of the fact that you casted grease on him. This should require having to direct the mage hand with an attack (i.e. BAB+Int +20 since you casted true strike ). Alternatively, if the DM doesn't allow you to use Mage Hand in this way, Use Telekinesis (Mage Hand is simply more rewarding because it's a zero level spell).
4th Round: Invisibility
From then on: SCRIBE LIKE MAD!!! Or cast Erase (which ever you wish) and watch your DM cry (or kill you in some spiteful way).

Kaladorm Posted - 24 Jun 2005 : 11:22:52
A Rogue combining Improved Feint with Expert Tactician :) (oh and duel wielding)
Xysma Posted - 23 Jun 2005 : 20:11:43
Spring Attack combined with a Scout's skirmish ability is an excellent combo.
Forge Posted - 23 Jun 2005 : 17:42:59
My son came up with a nifty combo (age 10 so it's pretty good for a novice).
Gnome with Bard, Warlock and Rogue levels. Taking Hideous blow as his Warlock incantation, he automatically can use his Eldritch blast through any melee attack. When he is able to use his Sneak attacks he can deal a total of 3D6+Str per attack, combine this with his using a quarterstaff as a double-weapon... well, it adds up fast.

Nifty thing is if he added extra damage types to his weapon that would stack as well...
Fletcher Posted - 23 Jun 2005 : 17:14:21
Anyone else run into wonderful combinations of feats and situations?

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