Lictor of Thrax
2011-11-30, 01:48 AM
So I have a character that is trying to do way too much but I don't care about him being min/maxed, just as functional and frustrating as possible.
Because of his homebrew class and some friendly hiuseruling by our DM, he has some really interesting combat synergy with his spiked-chain that allows him to use INT for all opposed skill rolls like trip. As a skill-monkey base class, he a ton of ranks in all the traditional rogue skills and the DM allowed the house rule to switch the spiked chain to a 1d6/1d6 double weapon as a swift action if I make a slight of hand check. Also, part of his class will basically allow him to pounce if he makes a tumble check, which my character is quite adept at. He'll also be basically unflankable and un-flat foot-able quite soon. A collar of umbral metamorphosis is on the docket so hide in plain sight will be in effect.
I'm basically looking to try and get the best the different feat trees and combat tricks of while acknowledging I won't be able to master any of them. As the primary weapon user in the group, I really like the idea of having this character who burst into to combat with sneak attacks and then frustrate and control opponents around him with his reach and AoO's, punish flanked or flat-footed characters and then charge across the battlefield to pounce enemies or escape getting overwhelmed.
I know some people will suggest to drop the TWF but it's already a part of the character and the concept that I've discussed with the DM.
How would you guys suggest me getting the most out of all these abilities? Which feats do you guys consider the most essential that will also stay relevant at higher levels without total devotion to one style? I'm already looking to find some strongarm bracers to make the trip/reach/AoO nonsense for annoying. What other magic items would be good ways to maximize these abilities? I already have Craven and will get improved trip at the next level. I really like stand still and knock down looks interesting but I don't know much about the various Charge must-haves.
Remember, this is a int/dex based character with no strength, but he can add INT to combat maneuvers like trip and disarm and last but not least, the DM is very flexible on the rules as long as we can make a good case for what we want and generally will just make us spend some RP/game time to do things that are technically against the rules (like houseruling the spiked chain switch ability required me to go seek out a master of the weapon to teach it to me.)
I tried to edit the original post down because it was way too rambling.. I just can help it though. Thanks in advance for any suggestions.
Because of his homebrew class and some friendly hiuseruling by our DM, he has some really interesting combat synergy with his spiked-chain that allows him to use INT for all opposed skill rolls like trip. As a skill-monkey base class, he a ton of ranks in all the traditional rogue skills and the DM allowed the house rule to switch the spiked chain to a 1d6/1d6 double weapon as a swift action if I make a slight of hand check. Also, part of his class will basically allow him to pounce if he makes a tumble check, which my character is quite adept at. He'll also be basically unflankable and un-flat foot-able quite soon. A collar of umbral metamorphosis is on the docket so hide in plain sight will be in effect.
I'm basically looking to try and get the best the different feat trees and combat tricks of while acknowledging I won't be able to master any of them. As the primary weapon user in the group, I really like the idea of having this character who burst into to combat with sneak attacks and then frustrate and control opponents around him with his reach and AoO's, punish flanked or flat-footed characters and then charge across the battlefield to pounce enemies or escape getting overwhelmed.
I know some people will suggest to drop the TWF but it's already a part of the character and the concept that I've discussed with the DM.
How would you guys suggest me getting the most out of all these abilities? Which feats do you guys consider the most essential that will also stay relevant at higher levels without total devotion to one style? I'm already looking to find some strongarm bracers to make the trip/reach/AoO nonsense for annoying. What other magic items would be good ways to maximize these abilities? I already have Craven and will get improved trip at the next level. I really like stand still and knock down looks interesting but I don't know much about the various Charge must-haves.
Remember, this is a int/dex based character with no strength, but he can add INT to combat maneuvers like trip and disarm and last but not least, the DM is very flexible on the rules as long as we can make a good case for what we want and generally will just make us spend some RP/game time to do things that are technically against the rules (like houseruling the spiked chain switch ability required me to go seek out a master of the weapon to teach it to me.)
I tried to edit the original post down because it was way too rambling.. I just can help it though. Thanks in advance for any suggestions.