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  1. - Top - End - #1
    Bugbear in the Playground
     
    Tyger's Avatar

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    Default [3.5] Tripping build...

    Is there anything, other than Improved Trip and Combat Reflexes, that really maxes out a tripping build at low levels? I was wondering about a fighter, 6th level.

    With the base feats (7 in total) he could get:
    Combat Expertise
    Improved Trip
    Combat Reflexes
    Two-Weapon Fighting
    Weapon Proficiency Exotic: Spiked Chain
    Ambidexterity
    ???

    Which would net 3 attacks per round, all with trip possibilities, and as many AoOs as his dexterity would permit, again, all with trip possibilities. So what else could one use (feat wise) to boost this up. In addition, any particular enhancements or gear that would make that sort of build even better?
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    Quote Originally Posted by theos911 View Post
    Fighter: I can kill a guy in one turn.
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  2. - Top - End - #2
    Ettin in the Playground
     
    Sstoopidtallkid's Avatar

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    Default Re: [3.5] Tripping build...

    You need size boosts. Potions of Enlarge Person, Large Size, Powerful Build, Expansion(requires PsyWar 1, but allows you to be non-humanoid which Enlarge Person doesn't). I'd suggest Half-Giant PsyWar 1 with at least 14 Wis. Barbarian is nice, too. I would not recommend taking Fighter beyond 4, and would suggest dropping the TWF feats(how were you planning on TWF with a 2-hander anyways) and why is Ambidexterity in there?
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    Ogre in the Playground
     
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    Default Re: [3.5] Tripping build...

    Once you can get into Master Thrower, the Trip Shot ability opens up some interesting possibilities with ranged trips.
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  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: [3.5] Tripping build...

    If this is 3.5, why do you have Ambidexterity? And I'm going to have to echo Sstoopidtallkid's question concerning how you'd use twf with the chain in the first place. Also, I'd suggest power attack, and maybe even Stand Sill.

  5. - Top - End - #5
    Barbarian in the Playground
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    Default Re: [3.5] Tripping build...

    Spiked Chain is a two-handed weapon. Ambidexterity and TWF (are you playing 3.0?) become pointless in that situation. Replace with Weapon Finesse for Dexterity focus or Power Attack for doing more damage with a two-handed weapon. Or both, since you can finesse and Power Attack with the spiked chain by RAW.

    Alternatively, use your spare feats to get Martial Study and Martial Stance: Thicket of Blades, if you can do that at your level (I'm not sure about prerequisites).

  6. - Top - End - #6
    Ogre in the Playground
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    Default Re: [3.5] Tripping build...

    Quote Originally Posted by imperialspectre View Post
    Alternatively, use your spare feats to get Martial Study and Martial Stance: Thicket of Blades, if you can do that at your level (I'm not sure about prerequisites).
    Those are the only feat prerequisites, so that would work. If you can do that, definitely get Stand Still.

  7. - Top - End - #7
    Orc in the Playground
     
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    Default Re: [3.5] Tripping build...

    I would say Psychic Warrior 2/Fighter 4

    If you go human you would have 9 feats, which eases up the tripping build.

    Combat Expertise
    Improved Trip
    Combat Reflexes
    Weapon Proficiency Exotic (Spiked Chain)
    Weapon Finesse
    Power Attack
    Weapon Focus (Spiked Chain)
    Any other two

    After that take two levels of Crusader and on the second level just select thicket of blades stance (ANY sort of movement provokes an AoO)

    From there on you may want to go Exotic Weapon Master and take some nifty tricks, like Flurry with the Spiked Chain! If you don't want to go that way, you may as well not select Weapon Focus.
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    Titan in the Playground
     
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    Default Re: [3.5] Tripping build...

    Grab Leadership, and nab yourself a Marshal cohort with high CHA and the Art of War minor aura - you (and everyone else) will get his CHA bonnus to your trip attempts, amongst others.

    Maybe a few levels of Factotum, to get your INT bonus to all STR and DEX checks, including Trip...

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Re: [3.5] Tripping build...

    Quote Originally Posted by Thurbane View Post
    Grab Leadership, and nab yourself a Marshal cohort with high CHA and the Art of War minor aura - you (and everyone else) will get his CHA bonnus to your trip attempts, amongst others.

    Maybe a few levels of Factotum, to get your INT bonus to all STR and DEX checks, including Trip...
    Wouldn't Motivate Strength be better, since it applies to more stuff (unless you're doing a ranged trip build, of course)?
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  10. - Top - End - #10
    Ogre in the Playground
     
    Imp

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    Default Re: [3.5] Tripping build...

    Spiked armour and a 2hander for TWF no?

    so spiked armour and chains?
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  11. - Top - End - #11
    Bugbear in the Playground
     
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    Default Re: [3.5] Tripping build...

    Yes... my bad. Big idiot. I started playing 4e and my 3.5 brains dribbled out. Ignore references to TWFing and Ambidexterity. :)
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    Quote Originally Posted by theos911 View Post
    Fighter: I can kill a guy in one turn.
    Cleric: I can kill a guy in half a turn.
    Wizard: I can kill a guy before my turn!
    Bard: I can get 12 idiots to go kill guys for me
    Quote Originally Posted by grarrrg View Post
    Oh, and Person-Man's real name is a little something called "SKYNET"

  12. - Top - End - #12
    Bugbear in the Playground
     
    Hal's Avatar

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    Default Re: [3.5] Tripping build...

    I like Knock-Down. Eventually it's simple to do this kind of damage, and with Combat Reflexes you can end up locking down a number of enemies without resorting to some of the standard tropes of the tripper build.
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