Rejusu
2012-02-20, 11:54 AM
Right so I'm about to embark on a new 3.5 game. Starting level ECL3, a generous stack of 3,500GP starting gold and I rolled a rather nice stat line of: 17, 16, 15, 13, 12 and 8 (hello dump stat). I liked the sound of playing a Half-Giant psychic warrior and having fun with reach weapons, powerful build, expansion, and tripping people up.
With my racial modifiers I end up with: 19 Str, 17 Con, 16 Wis, 13 Int (for combat expertise), 12 Dex, and the dump stat of 8 in Cha.
While the low Dex means my reflex save is poor and means I can't play around with combat reflexes it isn't a big deal as expansion will quickly kill my dex bonus.
There's only a few things I'm still mulling over which I'd like to get some opinions on. Originally I was going for a spiked chain build but after some further research and thought it just doesn't seem worth dropping a feat to Exotic Weapon Proficiency. Sure the spiked chain lets me attack adjacent enemies, but with a regular reach weapon I could just five foot step and then do my attack. The Guisarme offers mostly the same benefits and damage as the chain (reach, can trip with it) but with the advantage that it has a higher critical but most importantly doesn't require a feat to use. Unless I can wrangle my DM to let me use the Spiked chain without the feat (maybe as a half-giant racial weapon) I'll probably go for the guisarme, even though it'll lessen the coolness factor.
I planned on carrying a greatsword as a secondary weapon anyway so if I ever get into a situation where the guisarme is really disadvantageous I can just swap over to that. I really think the guisarme is the better option because by dropping Exotic weapon proficiency I can get Knock down by third level instead of sixth.
I'll also be taking advantage of powerful build so I can use large weapons without penalty, with the extra base damage this gives me (2d6 at large size vs 2d4 at medium), my strength modifier (+6 damage when wielding two handed) and a +1 from a magical enhancement means I can almost guarantee to activate Knock down unless I roll snake eyes or they have damage reduction. And that's before I use expansion to go large, at which point the extra strength (+7 damage modifer) and size (3d6 base damage) means that short of running into stuff with DR I can always use knock down providing I actually hit the attack roll.
Against a medium creature I'll have a good chance of actually succeeding with the trip too, +4 from size (due to powerful build), +4 from improved trip and +4 from strength makes for a mighty +12 to trip checks. Factor in expansion and that bonus goes to +8 from size and +5 from strength for a total of +17.
After that though I'm at a bit of a loss as to where to go from there. Do I prioritise getting feats like Power attack first? Or do I want Linked Power more? Where should things like Psionic meditation and Metapower factor into the build?
So far I'm looking at:
1st - Combat Expertise and Improved Trip (OR EWP Spiked Chain)
2nd - Mantled Warrior ACF for the Freedom mantle (allows me to maintain 30ft move speed in heavy armour)
3rd - Knock Down (OR Improved Trip if I went SC build)
4th - N/A
5th - Power Attack or Linked Power
6th - Same as above but with additional options of Metapower/Psionic meditation if I went for Linked Power (Or Knock down if I went SC build)
But that's fairly short term so I don't really have much of a long term plan in regards to this. I was thinking about turning it into a charger or maybe just investing more into psionic feats, at some point I'll probably want to take Tap Mantle for the Time mantle spells.
Going to dump most of my starting gold into a +1 weapon (Guisarme or Spiked Chain), some banded mail (as it lets me retain my dex bonus and doesn't break the bank), a secondary weapon (large greatsword) and some general magical adventuring gear (everburning torch, everlasting rations, everfull mug) as well as the generic non-magical gear (10ft poles).
So any thoughts, suggestions, improvements?
With my racial modifiers I end up with: 19 Str, 17 Con, 16 Wis, 13 Int (for combat expertise), 12 Dex, and the dump stat of 8 in Cha.
While the low Dex means my reflex save is poor and means I can't play around with combat reflexes it isn't a big deal as expansion will quickly kill my dex bonus.
There's only a few things I'm still mulling over which I'd like to get some opinions on. Originally I was going for a spiked chain build but after some further research and thought it just doesn't seem worth dropping a feat to Exotic Weapon Proficiency. Sure the spiked chain lets me attack adjacent enemies, but with a regular reach weapon I could just five foot step and then do my attack. The Guisarme offers mostly the same benefits and damage as the chain (reach, can trip with it) but with the advantage that it has a higher critical but most importantly doesn't require a feat to use. Unless I can wrangle my DM to let me use the Spiked chain without the feat (maybe as a half-giant racial weapon) I'll probably go for the guisarme, even though it'll lessen the coolness factor.
I planned on carrying a greatsword as a secondary weapon anyway so if I ever get into a situation where the guisarme is really disadvantageous I can just swap over to that. I really think the guisarme is the better option because by dropping Exotic weapon proficiency I can get Knock down by third level instead of sixth.
I'll also be taking advantage of powerful build so I can use large weapons without penalty, with the extra base damage this gives me (2d6 at large size vs 2d4 at medium), my strength modifier (+6 damage when wielding two handed) and a +1 from a magical enhancement means I can almost guarantee to activate Knock down unless I roll snake eyes or they have damage reduction. And that's before I use expansion to go large, at which point the extra strength (+7 damage modifer) and size (3d6 base damage) means that short of running into stuff with DR I can always use knock down providing I actually hit the attack roll.
Against a medium creature I'll have a good chance of actually succeeding with the trip too, +4 from size (due to powerful build), +4 from improved trip and +4 from strength makes for a mighty +12 to trip checks. Factor in expansion and that bonus goes to +8 from size and +5 from strength for a total of +17.
After that though I'm at a bit of a loss as to where to go from there. Do I prioritise getting feats like Power attack first? Or do I want Linked Power more? Where should things like Psionic meditation and Metapower factor into the build?
So far I'm looking at:
1st - Combat Expertise and Improved Trip (OR EWP Spiked Chain)
2nd - Mantled Warrior ACF for the Freedom mantle (allows me to maintain 30ft move speed in heavy armour)
3rd - Knock Down (OR Improved Trip if I went SC build)
4th - N/A
5th - Power Attack or Linked Power
6th - Same as above but with additional options of Metapower/Psionic meditation if I went for Linked Power (Or Knock down if I went SC build)
But that's fairly short term so I don't really have much of a long term plan in regards to this. I was thinking about turning it into a charger or maybe just investing more into psionic feats, at some point I'll probably want to take Tap Mantle for the Time mantle spells.
Going to dump most of my starting gold into a +1 weapon (Guisarme or Spiked Chain), some banded mail (as it lets me retain my dex bonus and doesn't break the bank), a secondary weapon (large greatsword) and some general magical adventuring gear (everburning torch, everlasting rations, everfull mug) as well as the generic non-magical gear (10ft poles).
So any thoughts, suggestions, improvements?