CommodoreFluffy
2011-07-04, 11:30 PM
I was recently commissioned by one of my friend's players to make a tripping character. After looking at the possibilities, I reckoned that it aint quite worth it to use just tripping, and that many of the special attacks in the PHB flourish under similar conditions, in similar characters. This is what I've come up with, and I hope that you guys might give me some insight before I ship this one out to it's customer.
Abstract:
The Combat Specialist (CS) is a build, not a class, that takes full advantage of the combat rules in Dungeons and Dragons Edition 3.5 (DnD 3.5). While more than capable of holding it's own in a fair fight, the Specialist gains a tactical edge by using special attacks outlined in the Player's Handbook (PHB). The Combat Specialist tends to focus on one weapon which they use as an instrument in unconventional fighting.
Abilities:
Strength: Strength (STR) is paramount to the CS, as it not only is the modifier for melee attack and damage rolls, but also determines the outcomes of many special attacks, and is a prerequisite for many advanced combat feats (STR > 13).
Intelligence & Dexterity: Both Intelligence (INT) and Dexterity (DEX) are required for advanced combat feats (STAT > 13). Dexterity also plays into some special attack outcomes, and Armor Class (AC).
Others: The other ability statistics: Constitution (CON), Wisdom (WIS), and Charisma (CHA), are really your call to make, and help define your character outside of this build. That said, having a high CON score is suggested, as it will increase your survivability in battle, or Hit Points (HP).
Race:
Human: Humans are the suggested race for this build, as they have no outstanding faults, and gain a precious extra feat at first level, which can be used to improve advanced combat capabilities.
Half-Orcs, Dwarves, Elves, and Half-Elves: These races have no statistic essential to this class diminished, and all gain some bonuses that may be beneficial to your unique iteration of the CS build. The Half-Orc is an exception, as it's INT is diminished, making it more difficult to take certain feats, but their increased STR can make up for this if you can afford the loss.
Midgets: The two peace-loving hippie midget races, Halflings and Gnomes, have everything against them; namely Size and STR. While they both have a stat modifier that could be useful to a CS character, their diminished STR and size put them at a massive disadvantage (-5) when using Special Attacks.
Class:
Fighters: Fighters are the most obvious choice for the CS build, with a fully advanced Base Attack Bonus (BAB), as well as a bonus feat selection that caters to an advanced style of play, and enables the practical use of advanced maneuvers early on.
Barbarians, Paladins, and Rangers: Barbarians, Paladins and Rangers are all blessed with the same fully advanced BAB as the fighter, but each suffer an acute lack of bonus feats, and their own unique stupidity. Barbarians and Paladins have alignment restrictions, and rangers waste their combat mastery on two un-useful methods of fighting.
Monks and Rogues: Monks and Rogues have a combat style that, while slightly weaker than the above classes, favors, and makes the best use of the less than chivalrous tactics employed by a Combat Specialist.
Bards, Clerics, and Druids: These classes lack any distinguished combat ability, but can make use of the fighting tactics offered by this build to an effect that ranges from mildly helpful to amusing.
Sorcerers and Wizards: Just don't.
Skills:
Apart from looking into skills that have an obvious combat application, for example: balance, bluff, hide, move silently, and tumble; Skills are open for you to develop your character the way you want to.
Feats:
Advanced Combat Feats, such as those available to fighters as bonus feats, are suggested for a CS character.
I personally suggest beginning with:
Combat Expertise (Unless monk): Prerequisite for Improved Trip and Disarm, as well as providing flexibility in defense.
Improved Disarm: Provides a +4 bonus to disarm attempts, and negates the Attack of Oppritunity (AoO) associated with engaging in a disarm.
Improved Trip: Provides a +4 bonus to trip attempts, and negates the AoO, as well as allowing a follow through attack on any successful trip attempt.
And then exploring and investing in the Dodge, Power Attack, and Weapon Focus feat trees.
Equipment:
Weapon:
A Combat Specialist uses His/Her weapon as a tool to engage in special attacks, as such it would be wise to choose a weapons that is both Two Handed, and capable of use in Tripping. Two Handed weapons gain a +4 circumstance bonus in all disarm attempts, while having a weapon usable in a trip attempt negates the possibility of your attempt backfiring. Examples of such weapons from the PHB include: the Flail, both heavy and dire (gain an extra +2 circumstance bonus in disarm attempts on top of their existing +4); the Halberd (which gains a x2 damage bonus against charging opponents); the Guisarme (which has the added bonus, and penalty associated with reach weapons); and the Spiked Chain (which has reach, can damage adjacent enemies and gains an extra +2 bonus in disarm attempts)
Other trip capable weapons include the light flail (+2 bonus on disarm) and the whip (incapable of damaging armored opponents, is reach 15ft, incurs attacks of opportunity as if ranged, but is very stylish and Indiana Jonesy)
Other two handed weapons are readily available in the weapon charts of all source books.
Playstyle:
Combat Specialists make fine front-line combatants, with their focus on STR and BAB, but can serve in a much greater capacity. By employing the environment, enemies weaknesses and ally's abilities, a combat specialist can tip the scales in their favor. With an in depth knowledge of special attacks, such a character can dispatch both crowds of lowly minions, or high caliber, hard hitting opponents.
Abstract:
The Combat Specialist (CS) is a build, not a class, that takes full advantage of the combat rules in Dungeons and Dragons Edition 3.5 (DnD 3.5). While more than capable of holding it's own in a fair fight, the Specialist gains a tactical edge by using special attacks outlined in the Player's Handbook (PHB). The Combat Specialist tends to focus on one weapon which they use as an instrument in unconventional fighting.
Abilities:
Strength: Strength (STR) is paramount to the CS, as it not only is the modifier for melee attack and damage rolls, but also determines the outcomes of many special attacks, and is a prerequisite for many advanced combat feats (STR > 13).
Intelligence & Dexterity: Both Intelligence (INT) and Dexterity (DEX) are required for advanced combat feats (STAT > 13). Dexterity also plays into some special attack outcomes, and Armor Class (AC).
Others: The other ability statistics: Constitution (CON), Wisdom (WIS), and Charisma (CHA), are really your call to make, and help define your character outside of this build. That said, having a high CON score is suggested, as it will increase your survivability in battle, or Hit Points (HP).
Race:
Human: Humans are the suggested race for this build, as they have no outstanding faults, and gain a precious extra feat at first level, which can be used to improve advanced combat capabilities.
Half-Orcs, Dwarves, Elves, and Half-Elves: These races have no statistic essential to this class diminished, and all gain some bonuses that may be beneficial to your unique iteration of the CS build. The Half-Orc is an exception, as it's INT is diminished, making it more difficult to take certain feats, but their increased STR can make up for this if you can afford the loss.
Midgets: The two peace-loving hippie midget races, Halflings and Gnomes, have everything against them; namely Size and STR. While they both have a stat modifier that could be useful to a CS character, their diminished STR and size put them at a massive disadvantage (-5) when using Special Attacks.
Class:
Fighters: Fighters are the most obvious choice for the CS build, with a fully advanced Base Attack Bonus (BAB), as well as a bonus feat selection that caters to an advanced style of play, and enables the practical use of advanced maneuvers early on.
Barbarians, Paladins, and Rangers: Barbarians, Paladins and Rangers are all blessed with the same fully advanced BAB as the fighter, but each suffer an acute lack of bonus feats, and their own unique stupidity. Barbarians and Paladins have alignment restrictions, and rangers waste their combat mastery on two un-useful methods of fighting.
Monks and Rogues: Monks and Rogues have a combat style that, while slightly weaker than the above classes, favors, and makes the best use of the less than chivalrous tactics employed by a Combat Specialist.
Bards, Clerics, and Druids: These classes lack any distinguished combat ability, but can make use of the fighting tactics offered by this build to an effect that ranges from mildly helpful to amusing.
Sorcerers and Wizards: Just don't.
Skills:
Apart from looking into skills that have an obvious combat application, for example: balance, bluff, hide, move silently, and tumble; Skills are open for you to develop your character the way you want to.
Feats:
Advanced Combat Feats, such as those available to fighters as bonus feats, are suggested for a CS character.
I personally suggest beginning with:
Combat Expertise (Unless monk): Prerequisite for Improved Trip and Disarm, as well as providing flexibility in defense.
Improved Disarm: Provides a +4 bonus to disarm attempts, and negates the Attack of Oppritunity (AoO) associated with engaging in a disarm.
Improved Trip: Provides a +4 bonus to trip attempts, and negates the AoO, as well as allowing a follow through attack on any successful trip attempt.
And then exploring and investing in the Dodge, Power Attack, and Weapon Focus feat trees.
Equipment:
Weapon:
A Combat Specialist uses His/Her weapon as a tool to engage in special attacks, as such it would be wise to choose a weapons that is both Two Handed, and capable of use in Tripping. Two Handed weapons gain a +4 circumstance bonus in all disarm attempts, while having a weapon usable in a trip attempt negates the possibility of your attempt backfiring. Examples of such weapons from the PHB include: the Flail, both heavy and dire (gain an extra +2 circumstance bonus in disarm attempts on top of their existing +4); the Halberd (which gains a x2 damage bonus against charging opponents); the Guisarme (which has the added bonus, and penalty associated with reach weapons); and the Spiked Chain (which has reach, can damage adjacent enemies and gains an extra +2 bonus in disarm attempts)
Other trip capable weapons include the light flail (+2 bonus on disarm) and the whip (incapable of damaging armored opponents, is reach 15ft, incurs attacks of opportunity as if ranged, but is very stylish and Indiana Jonesy)
Other two handed weapons are readily available in the weapon charts of all source books.
Playstyle:
Combat Specialists make fine front-line combatants, with their focus on STR and BAB, but can serve in a much greater capacity. By employing the environment, enemies weaknesses and ally's abilities, a combat specialist can tip the scales in their favor. With an in depth knowledge of special attacks, such a character can dispatch both crowds of lowly minions, or high caliber, hard hitting opponents.