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  #16 (permalink)  
Old 04-09-2008, 04:51 AM
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i cant think of anything to actively stop tumblers. since everyone els is likely to keep a distance from you, the simple solution is to hit a tumbler hard and early. unless there are 2 rogues sneaking you, you should be able to take out one? Or you could go in a group instead of alone and trust someone else to pick off the tumblers?

there is always one build that will slip past your "optimized" character, that is why people adventure in mixed parties
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  #17 (permalink)  
Old 04-09-2008, 05:43 AM
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Two rogues that are sneaking that build, are dead. Robillar's Gambit = every time someone attacks you, you get an AoO. One of the Psionic Powers that this guy has, is Greater Concealing Amorpha, which means 50% miss chance. So, every attack of the rogue has 50% chance to miss, has to get through the AC and wether or not it hits, the rogue still gets an AoO.
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  #18 (permalink)  
Old 04-09-2008, 08:00 AM
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then why worry about tumblers?
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  #19 (permalink)  
Old 04-09-2008, 08:56 AM
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For example: Throwers with tumble and Close Combat Shot.
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  #20 (permalink)  
Old 04-09-2008, 06:14 PM
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Your optimised char wouldn't have a good fort save would he not? So I guess watching out for spells such as disintegrate, wither limb etc may be something to look into...

However if he does have good fort saves then watch out for the Raging Barbarian of the same level who gets his over 50% hit in....I have found that to always sting....especially if a Great Axe is involved and he has Bulls Strength cast on him.

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  #21 (permalink)  
Old 04-10-2008, 03:16 AM
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I think fort save is decent: Psychic Warrior has a good Fort save, Monk does too, as does Knight.
A barbarian isn't a threat, really: he won't reach me.
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  #22 (permalink)  
Old 04-10-2008, 04:37 PM
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What movement would your guy have? Doesn't a Barbarian move 40 and charge at 80?
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  #23 (permalink)  
Old 04-11-2008, 02:09 AM
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He has thirty feet reach. The Barbarian is stopped, thanks to the feat Stand Still, the moment he leaves the first square this guy threatens, because he provokes an AoO. Furthermore, due to Knight level 3, all the threatened squares are difficult terrain, which blocks charging as well.
As for movement, it's the same as a lvl 11 Monk. Too lazy to grab my book, but I guess it's about 50-60 feet.
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  #24 (permalink)  
Old 04-13-2008, 04:22 PM
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What's your guys initiative like? Does he have Improved or just high dex?
30ft reach is very good. And with the Knight difficult terrain ability/feat thats really good. DM'd an adventure just a wee while ago in which one of the guys in the group was using a half/ogre Knight with a reach weapon...tended to sting a fair amount for everything trying to approach him...especially with the fact that there was another wee guy in the group who was a duelist/halfling who could tumble like you wouldn't believe and would hide under neath the knights attack and attack with Rapier and dagger....very dangerous combo I might add...
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  #25 (permalink)  
Old 04-14-2008, 12:38 AM
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He doesn't have Improved Initiative, but Initiative is mainly irrelevant, since he has Combat Reflexes, which allows him to make AoO's even if flatfooted.
In our game, this guy stopped everything dead in its tracks, while in his reach we had a Bard/Crusader dancing and darting and wiping out everything that entered his reach. (While giving both of them a +6 or 7 to hit & damage with Inspire Courage.)
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