Red Rubber Band
2015-07-24, 12:24 AM
I came across the Combat Focus (3.5) feats today and decided I wanted to use at least 3 of them in a build. I settled on Combat Focus, Combat Defense, and Combat Stability; and I'll be looking to build a Trip/Dodge focused fighter.
This will be built for a low magic setting initially, and if I like it later I may look at swapping some stuff around for a higher magic campaign (aka normal D&D).
8th level - Monk 2 / Fighter 6
Combat Reflexes, Improved Trip, Dodge, Combat Focus, Combat Expertise, Mobility, Defensive Throw, Combat Stability, Combat Defense, Elusive Target
There are several other feats that I thought would be good with this build/theme that I'd like to put in here:
Crane Style, Crane Wing, Crane Riposte, Vicious Stomp, Pin Down, Greater Trip, Felling Smash.
This is what I've come up with so far.
Suggestions? Is there a better way to do a trip/dodge based build that incorporates the Combat Focus line of feats?
Should I continue Monk or Fighter? The game will cap out by level 15, so I don't believe I'd have to worry about it much after that.
I realise the build as it is doesn't have much on the offensive side which has me slightly worried (especially if I use Combat Expertise and fight defensively). But keep in mind that most things we vs up until this point will be mundanes and have access to zero magic.
I'd prefer to go unarmed for synergy with Crane Wing and Crane Riposte, but I would need to put more Monk levels in to make it worthwhile. If that doesn't work out (due to lack of feats), I'll go with a reach weapon and forgo Crane Style.
Is there a way to get the effects of Improved Uncanny Dodge - more specifically, keeping Dodge bonus while flanked? I'd rather not take several levels in a third class if it doesn't either improve my unarmed strikes or give me bonus feats. I could ask to apply the Feat Rogue variant from 3.5. But that leaves me with a shot BAB.
Up to 2 flaws are allowed, so I can fit in another 2 feats if I want.
Additional questions.
Would Cleave work with Felling Smash? So down someone, then Cleave into Felling Smash?
If I take Greater Trip, is taking Vicious Stomp (mostly) superfluous? (Edit: swapped around abilities)
This will be built for a low magic setting initially, and if I like it later I may look at swapping some stuff around for a higher magic campaign (aka normal D&D).
8th level - Monk 2 / Fighter 6
Combat Reflexes, Improved Trip, Dodge, Combat Focus, Combat Expertise, Mobility, Defensive Throw, Combat Stability, Combat Defense, Elusive Target
There are several other feats that I thought would be good with this build/theme that I'd like to put in here:
Crane Style, Crane Wing, Crane Riposte, Vicious Stomp, Pin Down, Greater Trip, Felling Smash.
This is what I've come up with so far.
Suggestions? Is there a better way to do a trip/dodge based build that incorporates the Combat Focus line of feats?
Should I continue Monk or Fighter? The game will cap out by level 15, so I don't believe I'd have to worry about it much after that.
I realise the build as it is doesn't have much on the offensive side which has me slightly worried (especially if I use Combat Expertise and fight defensively). But keep in mind that most things we vs up until this point will be mundanes and have access to zero magic.
I'd prefer to go unarmed for synergy with Crane Wing and Crane Riposte, but I would need to put more Monk levels in to make it worthwhile. If that doesn't work out (due to lack of feats), I'll go with a reach weapon and forgo Crane Style.
Is there a way to get the effects of Improved Uncanny Dodge - more specifically, keeping Dodge bonus while flanked? I'd rather not take several levels in a third class if it doesn't either improve my unarmed strikes or give me bonus feats. I could ask to apply the Feat Rogue variant from 3.5. But that leaves me with a shot BAB.
Up to 2 flaws are allowed, so I can fit in another 2 feats if I want.
Additional questions.
Would Cleave work with Felling Smash? So down someone, then Cleave into Felling Smash?
If I take Greater Trip, is taking Vicious Stomp (mostly) superfluous? (Edit: swapped around abilities)