Quick, Nobody Move: The Lockdown Handbook:
This handbook is all about ways to prevent enemies from doing the things they want to. There are a few major methods:
Tripping them so they take a -4 to attack and have to waste actions to stand.
Stand still to prevent them from moving.
Bullrushes to prevent them from being where they want to be.
Doing all this on their turn via huge attack of opportunity generation.
Dazing/stunning/fearing.
This option is excellentThis option is goodThis option is decentThis option is weakThis option is a trapThe one noticeable thing here is that there are tonnes, and tonnes, and tonnes of interesting options: Feats, Class Abilities, and tricks. Unfortunately, you can't get them all, and many of them are tragically not fighter bonus feats.
There is also an interesting metagame problem here: You can build melee characters well enough to basically instantly negate 100% of melee encounters, resulting in your DM providing you with nothing but archers and casters.
Weapons:Guisarm and Armour Spikes: This has the advantage of providing reach tripping, 2 handed damage, and not requiring a feat. Unfortunately, you probably can't get 2 handed damage off your armour spikes or spiked gauntlet.
Spiked Chain: Requires an exotic weapon proficiency, but threatens everywhere within reach and is also tripping. Unearthed Arcana has “weapon group proficiencies” which lets you take Flails and Chains and Exotic weapons rather than spending the feat, but you lose out on a lot of other proficiencies.
Kusarigama (DMG pg 145): 1 handed, light, 1d6, otherwise just like a spiked chain (reach, tripping).
Unarmed Strikes: Importantly, you can trip with unarmed strikes. Best with swordsage/monk levels.
Sword and Axe: For the High Sword/Low Axe feat, which provides a free trip attempt when you hit with each.
Dire Flail: You're using the Dire Flail Smash feat. It's a tripping and disarming weapon, but unfortunately, not a reach one.
Morningstar/Heavy Mace/Greatclub: You're using these for Three Mountains Style, presumably with a bull rush build/intimidate, rather than tripping/aoo/reach.
Assistance from GilesTheCleric, of GiTP
Weapons with reach:
Ankus; Bec de Corbin; Entangling Pole; Fauchard; Glaive; Greatspear; Guisarme; Lance, Heavy; Lochaber Axe; Longspear; Longspear, Microlith Barbed; Lucerne Hammer; Mancatcher; Naginata; Partisan; Pilum; Pincer Staff; Poleaxe, Heavy; Ranseur; Sasumata; Sharrash, Talenta; Sodegarami; Sugliin; Voulge; Warpike, Dwarven; Awl Pike; Chaulaks; Chain, Spiked; Duom; Whip
Weapons that count as polearms for feats:
Ankus; Awl Pike; Axe, Lochaber; Axe, Orc Double; Bardiche; Bec de Corbin; Duom; Fauchard; Glaive; Goad; Greatspear; Halberd; Hammer, Lucerne; Longspear; Longstaff; Naginata; Partisan; Pilum; Poleaxe, Heavy; Quarterstaff; Ranseur; Ritiik; Sasumata; Sharrash, Talenta; Sodegarami; Spear; Septum; Urgrosh, Dwarven; Voulge; Warpike, Dwarven.
Weapons that trip:
Ankus; Bolo; Chaulaks; Chain, Spiked; Dragonchain; Flail, Dire; Flail, Heavy; Flail, Light; Guisarme; Gyrspike; Halberd; Hammer, Gnome Hooked; Kama; Lasso; Lochaber Axe; Lynxpaw; Scorpion Chain, Drow; Scythe; Sharrash, Talenta; Sickle; Warpike, Dwarven; Whip; Tigerskull Club.
Double weapons:
Axe, Orc Double; Flail, Dire; Ghost Spike; Gythka; Hammer, Double; Hammer, Gnome Hooked; Gyrspike; Kaua’koi; Lajatang; Lynxpaw; Quarterstaff; Scimitar, Valenar Double; Spear, Dwarven Double; Sword, Two-Bladed; Urgrosh, Dwarven.
When you're looking at Trip+Reach, spiked chain is classic.
If you're looking for Double + Trip, Dire Flails and Lynxpaws.
There are no double + reach weapons, so you can't use exotic weapons master to give a double reach weapon trip and use the double hit feat to make 2 reach trip hits on each AoO --- unfortunately.
The Awl Pike has 15 foot reach instead of 10.
Stats:Strength: This is a primary stat, being the provided of most DC's, opposed checks, and damage and to hit. You want high strength
Dexterity: This is a high secondary stat, being relevant for feats, AoO's, armor class and reflex saves, and sometimes opposed checks and DC's.
Constitution: You want some con, people are going to attack you.
Intelligence: You probably need intelligence 13 for combat expertise. Warblades/Swashbucklers get a little more out of this.
Wisdom: You probably don't need wisdom, though your a melee character so you will save will need some help. If you're a psychic warrior you need a bit more of this.
Charisma: You probably don't need charisma, though if you are a crusader you get some mileage out of this.
Races and Templates:Human: The bonus feat is always golden, as you inevitably want more feats.
Half-Ogre template: (Dragon 313 pages 95-96): If small or medium +1 size category (+10 ft movement), +2 NA, Darkvision 60, Giant Blooded, +4 Str -2 int -2cha, LA +1 if size increase, +0 if not (Pair with Half-Minotaur and get both for LA+1).
Half-Minotaur (Dragon 313 pages 95-96): If small or medium, +1 Size category (+10 ft movement), +2 NA, Gore Attack (1d6 medium, secondary natural attack), Darkvision 60, +4 to escape mazes, Scent, +2 Listen/Spot/Search, +4 Str/+2 con/-2 int, LA+1. Increasing size provides another +8 str, -2 dex, +4 con and +2 NA
A Half-Ogre, Half-Minotaur Human, for example, provides +16 Str, -2 Dex, +6 Con, -4 int, -2 cha, NA+6, and size: Large for LA+1. Dragon Magazine, what did you expect.
A 32 point buy looks like, if you need to worry about Dex/int 13 for feats: Str 10, Dex 16, Con 14, Int 17, Wis 10, Cha 9, modified to become: Str 26, Dex 14, Co 20, Int 13, Wis 10, Cha 7. For LA+1.
Goliath (Races of Stone): +4 str, +2 con, -2 dex and powerful build for LA+1. This is the reasonable thing that DM's probably won't blink at, since it comes from Races of Stone.
Half-Giant: SRD (here:
http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm) Powerful build and a psychic focus. Unfortunately, also LA +1, +2 Str/+2 con -2 dex. Unless you really want 2 power points for free (entering Warmind without psychic warrior), Goliath is probably better; especially with mountain rage.
Dragonborn: Con bonus, dex penalty. You need dex more than most melees for your AoO's, but you might consider this (also, flight)
Everything Else: Templates and races that boost strength/dex/con while penalizing mental stats might not be terrible, but these four really shine, though I'm interested in hearing more if anyone has a favourite race.
Classes:Fighter: The Bonus Feats matter here, with 4 levels providing 3, 6 levels for 4, 8 for 5, and 10 for 6. Fighter past 10 will probably be better off with mixing in other classes: Cloistered cleric/ordained champion is 2 level for 2 feats, Psychic warrior is 2 levels for 2 feats, as is feat rogue.
Fighter, Dungeoncrasher (DS, p 10) : Trade your 2nd and possibly 6th level bonus feat for the ability to deal damage with bullrushing people into walls (4d6+2* strength at 2, 8d6+3* strength at 6). Combine with things like directed bull rush and shock trooper.
Counter Attack (PHB 2, p 45): Lose bonus feat at 12th. Use a full round action to make an attack, when you're attacked during that round you may attack your attacker as an immediate action. This doesn't seem to be an attack of opportunity (it's never mentioned), so it's like free Robilar's Gambit, but requires you to take slightly less attacks. You can merge it with AoO's, so each time someone attacks you, you can get an immediate attack + an Attack of Opportunity.
Overpowering Attack (PHB 2, p 45): Lose bonus feat at 16th. Make a full round action to make one attack which deals double damage...as do all your attacks of opportunity until the next round. Fighter 16 starts to look remarkably viable.
Zhentarim Figher Substitution Levels (CV, web): is useful for 3rd/5th and 9th level substitutions, which respectively give you skill focus: intimidate, let intimidate last for 24 hours, and let you intimidate as a swift action. Combine with Imperious Command + Intimidating Rage + Never Outnumbered Skilltrick to cause everyone within 10 feet to cower for 24 hours as a swift action (whoops!).
Psychic Warrior: Levels 2 get you 2 bonus feats with only 1 lost BAB (or 0.5 if fractional). The expansion power is an excellent version of Enlarge Person. If you go Psychic Warrior 8, you can dump 8 power points into it, which gives you 2 size increases instead of one --- and is conveniently where the 4th Psychic Warrior Bonus feat is located.
Barbarian: Barbarian itself isn't great, however:
Goliath Barbarians get Mountain Rage (Races of Stone), which gives a size boost while raging.
The Whirling Frenzy variant from Unearthed Arcana is an improvement over typical rage, providing an extra attack.
The Ferocity Rage Variant here boosts your dexterity, which can be good for AoO builds.
https://www.wizards.com/default.asp?x=dnd/we/20070228aLion Totem from Complete Champion famously trades Fast movement 10 for pounce which allows full attacks on charges.
The Wolf Totem from Unearthed Arcana gives you improved trip at 2nd level without requiring combat expertise, allowing you to have lower intelligence.
Builds with only a few levels of Barbarian + Intimidating rage are also going to want to look at the -Extra Rage (Rage) [CW] Feat: +2 rages/day.
Monk: Monk itself, is, as everyone knows, terrible. Only 2 levels of it, however, provide flurry of blows, improved unarmed strike, wisdom to AC, evasion, and 2 bonus feats. The trick is, of course, trading the feats away using bizarre alternative class features: Monk Variant: Fighting Styles from UA has options you might care about, such as Cobra Strike (Dodge/mobility, great for qualifying for things), Overwhelming Attack (Power attack, improved bull rush, if you were already taking those feats), Passive Way (Combat Expertise and improved trip).
Ranger: Two levels offer two weapon fighting on the cheap, but aside from that, Ranger offers little to lockdown builds.
Rogue: Rogue itself offers little aside from skills and bonus damage, but Feat Rogue 2 (trade sneak attack dice for fighter bonus feat progression) is a great way to grab 2 more fighter feats + evasion + some skill bonuses. Rogue + Staggering Strike + Some way of reliably triggering it on AoO's, however, is
excellent.
Factotum (Dungeonscape): Factotum 1 provides int to things (sometimes, as long as you have inspiration points), but Factotum 3 provides int to combat maneuvers. Some synnergy here with Warblade and Swashbuckler 3. Factotum 8 provides the ruinable cunning surge, but that requires a level and feat investment that most lockdowns won't be able to provide.
Knight (PHB2): Knight 3 provides the excellent Bulwark of Defense, which makes all terrain you threaten difficult terrain (IE, no 5 foot steps). Unfortunately, that's about where the class ends --- and most people will get a similar ability via Thicket of Blades with X8/crusader 2.
Swashbuckler(Complete Warrior): Swashbuckler 3 provides Weapon Finesse and Intelligence to damage, which is not terrible, but you probably don't have the stats to make it really work.
Marshall (Miniatures Handbook): Marshall 1 provides an aura which gives charisma to combat maneuvers. Marshall 2 provides an aura +1 to your choice of attack, damage, DR/-, 5 foot movement, saves, AC. That's pretty meh.
Crusader: Crusader is in part designed for lockdown; many of it's maneuvers work specifically to lock down enemies, or hurt them once they're locked down.
Warblade: Warblade isn't quite as lockdown oriented as a crusader, but it's still excellent, with good access to similar tricks. 1 level of warblade lets you turn your Cleric 1 war domain weapon focus into whatever weapon focus you like, so that's convenient for qualifying for pre-requisites.
Swordsage:: Swordsage is the least lockdown oriented, but tome of battle brings a lot of excellent things to the table, as per usual.
Totemist: Based around natural weapons (making reach more troublesome), they do have Worg Pelt, which when bound to hand, gives a free trip with bite attacks. Problem is, knockdown already gives a free trip to all attacks...
Gishing it upPsionics has some easy options (Psychic Warrior, Warmind) with benefits.
Divine, Cleric8/Crusader2/Ruby Knight Vindicator 10 gets you the standard crusader goodies and casting as a 16th level cleric and BAB18. Cleric9/Crusader1/Ruby Knight Vindicator10 gets 17th cleric casting and 17 BAB. Just take lockdown focused feats and win.
Go Cleric5/Ordained Champion3/Crusader2/Ruby Knight Vindicator 10 if you want to focus on melee a little more; You have BAB 18 and the option of 2 fighter bonus feats, but only 15th level cleric casting. There are some excellent cleric buffs for melees in general, and Righteous Wrath provides a size boost.
On the Arcane Side, Jade Pheonix Mage Combines the Arcane + Maneuvers, but isn't really focused on the excellent Crusader lockdown maneuvers. Abjurant Champion is excellent, but again, not specifically lockdown useful.
But ultimately, lockdown is about 70-80% a feat base combat style, which means it combines well with whatever you like.Prestige Classes:Cloistered Cleric 1 (UA) + Ordained Champion 1 (CC): Cloistered Cleric 1 provides knowledge devotion + war domain for weapon focus + 1 other domain. Ordained champion provides a 4th domain, and then you can trade the two domains for 2 fighter bonus feats --- one more level provides Diehard if you wanted it for some reason.
Exotic Weapon Master (Complete Warrior): You can make your exotic weapon of choice a tripping weapon. Unfortunately, there are no reach double weapons, so this doesn't make double hit + reach work, but there are still uses for this. Twin Exotic Weapon Fighting reduces you're TWF penalty by 1, and Flurry of Strikes gives you a typical extra attack (works with Spiked Chain despite not being an exotic double weapon).
Bear Warrior 1 ---> War Shaper 3 (Complete Warrior, both): 4 levels gets you +5 feet of reach, plus +4 Strength +4 constitution and the ability to turn into a raging bear. You probably want to squeeze the extra rage feat in if you enter with Barbarian 1 or 2. If you're going bullrushing style, this is probably a reasonable thing to
consider, if you're going traditional spiked chain tripper, you don't get to wield weapons as a giant bear, so
Don't do it.If you can use a mouth pick (LoM+1 enhancement) spiked chain, things get crazy.
War mind (Expanded Psionics Handbook): If you're going psionic, Warmind is an excellent option: It's enterable at 5th with a single level of psychic warrior or a psionic race. With no feat requirements, It provides a decent power progression (basically, psychic warrior) 3/4ths BAB d10, and free action Str/Con bonuses, free action AC bonuses, DR, and the most important 5th level ability: Sweeping Strike.
He can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
I'm taking an attack of opportunity to improved trip someone who dared to move...and they're next to an ally, and I also get to trip them? That's incredibly awesome, but it's even more awesome when you work it with Shock Trooper's Directed Bull Rush. Round 1: Bull rush a bunch of people so that they're near each other (knock em back and knock em down). Round 2: Momentum swing all over the place. Use AoO's to keep them close to each other with stand still and improved trip.
Ironforge Soulmaster (Magic of Incarnum): There is a guide here, but at 9th level, your weapon dazes. With 3/4ths BAB, no feat pre-reqs, and incarnum progression, if you want an incarnum lockdown, this is probably a good idea. Unfortunately, I'm far from an expert on the magic of blue, so you'll notice this guide is short on incarnum related tricks. The DC is 10+con+invested essentia. Looking at a totemists essential chart, that could reasonably be 9 invested essentia for a con based DC similar to a 9th level spell --- but this trick wouldn't come online until 14th, unfortunately. See Red Fel's guide here:
http://www.giantitp.com/forums/showthread.php?344798-Soul-and-Steel-A-Guide-to-the-Ironsoul-Forgemaster-%28WIP-PEACH%29Invisible Blade: (Complete Warrior): 3 bad feat pre-reqs, the important here is the 5th level ability to feint as a free action once per round. This + Group Fake out + Staggering Strike means your AoO's all trigger staggering strike. With knockdown, you can trip and stagger enemies on AoO's, rendering them entirely useless. Unfortunately, the sneak attack this class provides only triggers with daggers...or an aptitude spiked chain?
Deepstone Sentinel: (Tome of Battle): 4th level gives you Stone Curse: As an immediate action, hit melee makes will save DC 10+1/2 level + Str modifier or movement modes 0 for 1 round (except fly). The immediate action part of it is not great, and you've got a dwarven (not great) prestige class focused around Stone Dragon (not great) maneuvers. Other abilities are also focused around knocking people prone, but they require too large action types (Standard, 1 target, dragons tooth), and Earthquake, which is swift + 60 foot range but only 1 per encounter...you know what, I had this originally coloured as orange, but I think it's an okay option...
Fist of the Forest (Complete Champion): 3 feats, but you might already have IUS + Power attack, depending on which feat chain you're looking at. Great fortitude sucks. Otherwise, full BAB, D10 hit dice, fort/ref saves, and 3 levels of: Con to AC while unarmored, unarmed damage progression (to 1d10), fast movement 10, Feral Trance (Bonus to DEX? Yes!), and scent. This is good for a build that was already going unarmed strike style (probably for defensive throw/tripping adjacent while wielding a guisarm).
Feats:General Style Feats:Combat Expertise: [Fighter] It's often an important pre-requisite, and you'll probably never use it.
Power Attack: [Fighter] Bonus damage.
Blindfight: [Fighter] Best picked up via the Darkness domain, and lets you take Pierce Magical Concealment.
Pierce Magical Concealment: (Complete Arcane) Ignoring miss chances to to spells is great.
Exotic Weapon Proficiency: [Fighter] Good for those spiked chains (or whatever).
Snap Kick: (ToB) Arguably works with AoO's. Otherwise,
this is weaker in feat starved builds.
Elusive Target: (CWar) With mobility as a prereq (ew), all 3 of the maneuverings are useful: negating power attack, when adjacent to 2 causing the first attack to be rolled against the enemy, and if they miss when you provoke an AoO from moving out of a threatened area, you get to trip them back (not even as an AoO! Just a free trip!)
Steadfast Determination: PHB2: Don't fail fort save on natural 1, use con instead of wis for will saves. It's good for shoring up an important weakness, but non-fighter bonus feats are too damned tight; get items of moment of the perfect mind instead.
Earth Devotion: (CC): Creates difficult terrain. Get thicket of blades instead.
Knowledge Devotion: CC: It's excellent, but it's just bonus attack/damage. You can do so much more with feats; but if you take a cloistered cleric dip, take it for sure.
AoO style Feats:Combat Reflexes:[Fighter] You're going to be an AoO build regardless of what you do, you need combat reflexes. It's also frequently a pre-requisite.
Mage Slayer: (MM5) You need to be able to AoO casting mages. This lets you.
Karmic Strike: (CWar) It requires the enemy to hit you, not merely to attack you (like Robilar's). On the other hand, it comes online way earlier. On the other hand, it requires combat expertise, which you might otherwise skip by virtue of wolf totem barbarians.
Robilar's Gambit: [Fighter] (PHB2) AoO each time the enemy tries to attack you. It's awesome, but the BAB requirement means it comes on tragically late.
Defensive Sweep: [Fighter] (PHB2) AoO if the enemy is adjacent and doesn't attempt to move. Thicket of Blades + this means a guaranteed AoO on every enemy round. But the BAB requirement is again, tragic.
Defensive Throw: (CWar) With 4 required feats (even if 2 can be gotten at monk1 and 2 you would take anyways), this has steep prereqs. It's basically karmic strike, except it only works on the person you're dodging, they don't get an attack bonus, and you only get to trip them (and get the improved trip attack if you succeed) as an AoO.
Sidestep: (Miniatures Handbook) With steep requirements (dodge, mobility, dex 15 and tumble8), come incredible benefits: a free 5 foot once per turn when you AoO.
Evasive Reflexes: (ToB) This is sidestep, except no once per turn limit and it costs you the AoO. Which is better? This doesn't have pre-requisites...but damn. Sidestep.
Deft Opportunist: (Complete Adventurer) +4 to attacks during AoO's. If you have lots, this matters.
Hold The Line: (CWar) You can AoO a charging opponent who enters a threatened area --- it resolves before the charge attack, so you can stop chargers by tripping them/standstilling them. The downside is it only works for charges, and thicket of blades probably gives you those AoO's already.
Large and In Charge: (Draconomicon) Requires you to be large (or goliath and count as such), and requires natural reach 10ft...but after succeeding on an AoO based on them moving into threatened area, you make an opposed check (strength + 1/5th damage + normal size bonuses for being larger). If you succeed, they stand still. It's like standstill, except you get to damage them.
Stormguard Warrior: (Tome of Battle) A classic; trade AoO's for attack and damage bonuses, or use touch attacks to build up attack and damage bonuses.
Supernatural Opportunist: (Tome of magic): AoO on supernatural abilities, requires a useless feat. Too rare to really matter.
Tripping Style Feats:Improved Trip: [Fighter] It's a good way to stop enemies, and it gets you a bonus attack (at their -4 for being prone armor class!) Awesome.
Stand Still: (Expanded Psionics Handbook) This is good for enemies that are just too big or too many legged to trip (or consistently flying, if your DM rules that way. (Enemies have to make a save DC your damage to keep moving).
Jotenbrud: (Races of Faerun) It treats you as large if it's advantageous, and is only available to humans (from FR regions)...by the time you're getting consistent enlarges it doesn't matter, so the long term viability here is a little low.
Knockdown: (Sword and Fist) When you deal 10 damage+, you get a free trip attempt. This is good for enemies you don't suspect you'll be able to trip; you can attack normally and get the back up trip attempt, rather than try to trip, fail, and get no attack. If your DM rules that you get to use improved trips attack with the free trip attempt here, this goes up to
totally awesome, as all your attacks go from “Touch attack, trip, attack” to “Attack, trip, attack again!”
Wolf Beserker: (Unapproachable East) +4 on trips, lets you take trip without the combat expertise prerequisite.
Bull Rushing Style Feats:Improved Bull Rush: [Fighter] It's good for pushing people around, but is somewhat hard to do. It's not really anyones favourite combat maneuver until you start pairing it with dungeon crasher or other better combos...like
Knockback: (Races of Stone) If you hit with power attack, free bullrush. Bonus on opposed strength check by how much you power attacked by means guaranteed wins. Hint: Combine with Knockdown and Dungeoncrasher, and every attack you make bullrushes people into the floor. Even better? You don't have to follow them. And if you're in thicket of blades, that movement probably provokes an AoO!
Shock Trooper: [Fighter] (CWar) Directed Bull Rush, Domino Rush, and heedless charge. Heedless Charge famously lets you take the penalty for power attack to AC instead of Damage, but Directed Bull Rush here is useful for dungeon crashers, and Domino rush is slick if you have improved trip, at least prior to levels where you get lots of attacks.
Combat Brute: [Fighter] (CWar) Bonus damage after bullrushing people based on the distance you move them, and momentum swing gives you bonus damage after power attacking round 2 after a charge (*3 instead of *2). This is less lockdown and more what you do about it after. The improved Sunder pre-req is bad.
Tiger Blooded: (ToB): 5 foot knockback with Tiger Claw maneuvers, specifically doesn't provoke AoO's.
Commetary Collision: (PHB2) [Fighter]: Ready standard action; enemy charges in range, you counter charge. They can only charge you. If your DM lets you use steadfast boost from MiC to constantly be ready against a charge without blowing actions,
This is amazing.
Further more, as long as you carry a two-handed weapon, you are treated as if you had readied that weapon against any creature that charges you (and thus it deals double damage if your attack is successful), even if the weapon can't normally be set against a charge.
Weapon Style Feats:Not a Feat: The Weapon Aptitude Enhancement (+1): From ToB page 148,
A wielder who has feats that affect the use of a particular type of weapon, such as Weapon Focus, Greater Weapon Focus, Weapon Specialization, or the like, can apply the benefi ts of those feats to any weapon that has the aptitude quality. In addition, if any of the wielder’s weapon use feats are specifi cally keyed to the aptitude weapon’s type, he gains a +1 bonus on attack and damage rolls.
If this means you can use Weapon Style feats with your guisarm/armor spikes or spiked chain (check with DM), things like High Sword/Low Axe (High Guisarm/low haft?) and Dire Flail Smash (dire spiked chain smash?) both become
excellent, fast.
High Sword/Low Axe: (Cwar) Requires two weapon focuses (ouch), but when you hit with both, you get a free trip attempt and that trip attempts attack. It's a good combat style for a lockdown, except that it doesn't help you get reach --- making it interesting and alternative but not excellent. It's great if you can use it with an aptitude spiked chain.
Improved Unarmed Strike [Fighter] + Superior Unarmed Strike: (Tome of Battle) This helps you use your unarmed attacks to trip and deal damage if you're going the guisarm route with monk and swordsage levels, but inevitably, you're not getting enough levels of those to really damage off of these abilities. Probably better off going spiked chain.
Two Weapon Fighting [Fighter] --->Improved Two Weapon Fighting [Fighter] --->Double Hit [Fighter] (Miniatures Handbook): If I can find an exotic double weapon with reach and used exotic weapon master to make this a tripping weapon, it's going to be my
new favourite trick Unfortunately, said weapon doesn't seem to exist. Otherwise, two weapon fighting with a lockdown is feat intensive and generally weaker --- though a 15 or 20 ft reach dire flail smash double hit two weapon fighter is still a pretty damn cool build. Try to trip on the first AoO, get a free attack, hit with the second --- tripped and dazed. Oh YEAH! Or just use aptitude weapon and do it with a Spiked Chain.
Dire Flail Smash: [Fighter] (Champions of Ruin) Requires improved Sunder (eww) and weapon focus, and exotic weapon proficiency, but if you hit with both ends, you can daze (fort negates, but the DC is 10+1/2 level+str, so not bad). Dire flails are also tripping weapons, and double hit would let you daze on AoO's (awesome!) but the big downside is the lack of reach here, leaving it, like High Sword/Low Axe, a good combat style for a lockdown, but without reach, merely an interesting and alternative option, but not great. It's great if you can use it with an aptitude spiked chain.
Three Mountains Style: (CWar) 4 feats, 2 of which you're decently likely to have and 1 of which is a frequent pre-requisite. If you hit twice with a heavy mace/morningstar/great club, make a fortitude save versus nauseate (DC 10+str+1/2 char level). The weapons are subpar even if nauseate is a good effect. It's great if you can use it with an aptitude spiked chain.
Boomerang Daze: (Races of Eberron) Dazing 2 targets a round (with Boomerang Ricochet) is cool, but it's not really capable of being the core of a lockdown build.
Shield Style: Improved Shield Bash [Fighter], Shield Charge (Cwar) [Fighter] (free trip when charging with a shield), shield slam (Cwar) [Fighter] (with charge, free Daze, DC 10+1/2 char level+str), and possibly Shield Ward (PHB2) [Fighter] or Agile Shield fighter (PHB2) [Fighter]. While it's a cool style (charge, trip and daze them then hit em again!), it is very, very charge based, and doesn't synnergize wonderfully with traditional AoO lockdowns. Aptitude weapon doesn't solve this problem since it's charging focused.
Staggering Strike: CADv. Unfortunately, you need some sneak attack, but if you deal damage with a melee sneak attack, you stagger (Fort DC DAMAGE dealt). To be clear, that's madness. If you've got good flanking/good ways to render people flat footed (see invisible blade), you can trip and stagger people on the AoO. I put this under combat style because hunting down sneak attack dice/flat footed stuff isn't going to be an option in every build. (Blurstrike tragically doesn't do what you need here). Invisible Blade 5 works, or Clarion Commander (ToB feat), but Clarion Commander requires a tragic standard action to intimidate for 1 minute flanking...though if you can use it with never outnumbered (which is a bluff based skill trick) it might be worth it.
Freezing the Life Blood: (Cwar), [Fighter], huge requirements (BAB10, Wis 17, and IUS+Stunning Fist), lets you use stunning fist to paralyse for 1d4+1 rounds instead --- has to be an unarmed attack. Use with Contagious Paralysis (Libris Mortis) and Directed Bull Rush or Setting Sun throwing maneuvers to push your paralysed enemy into other people, forcing paralysis. DC is 10+1/2 level + wis, unfortunately, so the requirements here are going to guarantee it comes on late.
Intimidating Feats:
Imperious Command: (Drow of the Underdark) If demoralize in combat, cower in fear for 1 round, shaken for next. Use with Zhentarim Fighter 9 (for swift action intimidates that last 24 hours!) and the Never Outnumbered Skill trick.
Intimidating Rage: (Cwar) When entering rage, demoralize 1 foe in 30 feet as free action. Last until rage ends, usable only once per rage. The major downside here is you probably don't have tonnes of rages, but it does work with never outnumbered, so if you have say, 3 rages, and 3 encounters of mobs in 10 feet around you, it works.
Instantaneous Rage: (Cwar): Combine with Imperious Command and Intimidating Rage: rage as an immediate action and ruin everyone elses start of combat.
Intimidating Strike: (PHB2) [Fighter] It's good at lower levels, but your intimidate penalty doesn't grow, and it requires a standard action --- and it can't worsen people past shaken.
Reach FeatsWilling Deformity + Deformity (Tall): (Heroes of Horror), requires evil. +3 Intimidate, This provides +5 feet of reach, but requires you to be evil and medium size, and -1 ac and -2 hide.
Aberrant Blood + Inhuman Reach: (Lords of Madness) Gain a minor benefit and +5 feet of reach, +2 climb checks, -1 attacks, plus this awesome text:
As described on page 112 of the Player's Handbook, a reach weapon doubles your normal reach
: These 4 feats, +enlarge person/large size, give you a base reach of 20...or a reach of 40 with a reach weapon. That's
awesome. You need to go large after you take the Willing Deformity and Deformity (Tall) feats, though.
Skills and Skill Tricks:Balance: You want 5 ranks.
Bluff: 5 ranks for +2 intimidate.
Concentration: You want some if you're going ToB or Psychic Warrior
Intimidate: Max if going intimidate.
Use Magic Device: Obviously useful
Use Psionic Device: Equally useful.
Tumble: Good for moving around without provoking AoO's.
Skill Tricks: All from Complete Scoundrel.
Back On Your Feat: Stand as immediate action without AoO
Collector of Stories: Great with knowledge devotion
Never Outnumbered: Can hit all enemies within 10 feet of you that can see you, instead of just one, with intimidate to demoralize.
Nimble Charge: Charge over difficult surfaces.
Twisted Charge: 1 90 degree corner in a charge.
Powers:Overchannel (feat) can help you get there quicker (1 until 8th, then 2 until 15th, then 3 pts)
Psychic Warrior 1: Expansion. For 1pp, enlarge person that lasts 1 round/level. For 3pp, 10 minutes/level. For 7pp, quicken/or gain 2 size categories, for 9pp, quicken/2 size categories + 10 minutes/level. The major downside here is the dex hit, which you want for AoO's.
Psychic Warrior 2: Strength of My Enemy: Weapon steals strength, gives it to you as explicitly stacking enhancement bonus.
Psychic Warrior 2: Reach: +5 reach, swift action, rounds or minutes for augment. Found here:
https://www.wizards.com/default.asp?x=dnd/psm/20040827eSpellsEnlarge Person: +1 size! Yay!
Alter Self: +1 Size! Yay!
Repelling Shield: Sorc/Wiz 3. Reflex negates; std action, 1 min/level: after attack is resolved (hit or miss), reflex save or be pushed back 5 feet. Provokes for leaving threatened area. Great lockdown spell.
ManeuversSome material copy-pasta from:
http://community.wizards.com/forum/previous-editions-character-optimization/threads/1073251Essentially, there are lots of good to very good maneuvers for lockdown builds. The best of them are lower level, as they can be gained with a lower investment in Tome of Battle. Late level entries can gain excellent maneuvers, too, so a standard melee build might look like: X8/Crusader2 (Iron Guards Glare, Defensive Rebuke, Thicket of Blades). X8/Crusader2/X2 gives you IL7 with Warblade or Swordsage for 4th level maneuvers, and X8/Crusader2/X6 gives you IL9 with Warblade or Swordsage for 5th level maneuvers. You can't get 6th level Warblade/Swordsage maneuvers with just 1 level of either of them, though with a Tome of Battle maneuver progressing prestige class, you can (or even better).
Defensive Rebuke, (WR3, B): You hit people. Anytime they someone else in the next round, they provoke. Great for forcing people to attack you, not the squishies.
Iron Guards Glare, (WR1, S): Enemies threatened take -4 to hit allies. Great to make those squishies less squishy.
Thicket of Blades, (WR3, S): The infamous. X8/Crusader 2 gets it at 10 (+Iron Guards Glare and Defensive Rebuke). Provoke AoO's for 5 foot steps. A core expectation in any lockdown build.
Press the Advantage (WR5, S): “While you are in this stance, you can take a second 5-foot step immediately after you take one for the round.” Hilariously, this combos with sidestep or evasive reflexes: On every AoO, choose to move 10 feet with your AoO? Top notch combo. The only downside is not using it with Thicket of Blades. If you have Master of Nine levels, you can dual stance these two. Hilarious.
Rapid Counter (DM5, C): Strike foe that provokes an AoO without wasting an AoO. Or just AoO them twice (or with Double Hit: 3 times.)
The rest of these are good and provide versatility and useful options to a lockdown build, as do many ToB maneuvers not highlighted here. In particular, moment of perfect mind to deal with your will save is a very, very good idea for every melee build.
Boulder Roll (SD4, M): Make overrun at +4 check. Helps make sure you get to where you need to be.
Mountain Avalanche (SD5, M): Make a trample attack against enemy. Helps make sure you get to where you need to be.
Adamantine Hurricane (IH8, M): Make 2 attacks at your highest BAB against each adjacent opponent you threated with a +4 bonus to attack. Use with Warmind's sweeping strike (debatable rules) to attack people adjacent to them as well.
Mithril Tornado (IH4, M): Attack all adjacent foes with a +2 to attack as a std action. As Adamantine Hurricane.
Lighting Recovery (IH4, M): If you miss with a melee attack reroll the attack with a +2 bonus. Obviously awesome.
Step of the Wind (SS1, S): +2 to attacks & +4 to trip/bull rush while you battle those in an area with difficult terrain. If you create difficult terrain (knight, earth devotion, deepstone sentinel), this stance is a free +4 trip. Downside: You want to be in thicket of blades.
Counter Charge (SS1, C): Make an opposed STR or DEX check to force a creature charging you two squares away from you. It's good for foiling charges, but thicket of blades + trip on the charge movement will pull this off later.
Shield Counter (DS7, C): Shield bash stops foe’s attack. If you've somehow screwed up and they're attacking, this can solve that problem.
Manticore Parry (IH6, C): Redirect an attack at you to an adjacent target. If you've some how screwed up and they're attacking, you can help them attack their ally, instead.
Scorpion Parry (SS6, C): Same as manticore parry.
Burning Brand (DW2, M): All melee damage is given the fire type and reach is increased by five feet. Only works on your turn, unfortunately, so no good for AoO's.
Dancing Blades Form (IH5, S): +5 reach only on your turn. Does not stack with other reach enhancing maneuvers. Still no good for AoO's.
Feigned Opening (SS3, C): When you are the subject of an AoO by a foe, either you gain an AoO in return (if they miss) or your allies gain an AoO (if the foe hits).
Stalking Shadow (SS5, C): Take a 5' step into a square at the same moment a foe leaves it. He'll then provoke an AoO for leaving your threatened space.
Dazing Strike (IH5, M): Strike dazes foe for 1 round, Fort DC (15 + STR).
Disrupting Blow (DM5, M): Target becomes unable to act for 1 round
Comet Throw (SS4, M): Trip your foe with a +4 bonus and then throw him a distance based on your check (min 10 feet) dealing 4d6 damage to him.
Devistating Throw (SS3, M): Trip your foe with a +4 bonus and then throw him a distance based on your check (min 10 feet) dealing 2d6 damage to him.
Mighty Throw (SS1, M): Trip your foe with a +4 bonus and then throw him 10 feet.
Soaring Throw (SS5, M): Trip your foe with a +4 bonus and then throw him a distance based on your check (min 20'), dealing 8d6 damage to him.
Leaping Flame (DW5, C): Teleport next to a foe who just hit you (up to 100' feet away). Good for dealing with archers, which will be more common as a response to all these builds. Good for the metagame.
Wolf Pack Tactics (TC8, S): Take a 5-foot step with every successful attack.
Mirrored Pursuit (SS5, C): You can follow an opponent adjacent to you as an immediate action, up to your speed in distance.
Shifting Defense (SS5, S): If a foe misses you, you may take a 5' step. Doing so consumes one of your available AoOs. Strictly not as good as pairing sidestep with Press the Advantage.
Ghostly Defense (SS8, S): If foes have a miss-chance against you, you can redirect incoming attacks to targets adjacent to you.
White Raven Hammer (WR8, M): Extra Damage, stuns foe with no save.
Iron Heart Focus (IH5, C): re-roll any save, must take second roll.
Iron Heart Surge (IH3, M): End any non-instantaneous condition currently affecting you.
Wall of Blades (IH2, C): Deflect a ranged attack with an opposed attack roll.
Moment of Perfect Mind (DM1, C): Concentration check for Will Save
Action Before Thought (DM2, C): Concentration Check instead of Reflex Save
Mind Over Body (DM3, C): Concentration Check instead of Fortitude Save
Items:Knockback (+3 Bonus)[MoF]
Sweeping (+1 Bonus)[MoF]
Screaming (+1 Bonus)[MoF]
Fearsome Armor Enhancement. (5000gp)
Aptitude Weapon Enhancement (+1 bonus).
Intercepting Weapon Enhancement (Eberron, Forge of War): Provides free attack when attempt to charge, trip, sunder, or grapple. Great if enemies can do that without provoking AoO's (mostly trip/sunder/grapple, as with thicket of blades charges will provoke AoOs)
BuildsStr: 16, Dex 16, Con 14, Int 14, Wis 8, Cha 8 = 32 point buy. Level ups in strength. 5 skills per level.
Level 1 Feat: Aberrant Blood
Flaw 1 Feat: Inhuman Reach
Flaw 2 Feat: Willing Deformity
Level 1 Fighter Feat: Combat Expertise
Human Feat: Deformity: Tall
Level 2 Fighter Feat: Improved Trip
Your 15 foot reach is doubled to 30 with a reach weapon, and you have improved trip.
Level 3 Feat: Mage Slayer
Level 3 Zhentarim Fighter Feat: Skill Focus: Intimidate
Level 4 Fighter Feat: Combat Reflexes
Level 5 Zhentarim Fighter: Intimidate lasts 24 hours
Level 6 Fighter Feat: Exotic Weapon Proficiency: Spiked Chain
Level 6 Feat: Evasive Reflexes
Level 8 Fighter Feat: Power Attack
Level 9 Feat: Stand Still
Level 9 Zhentarim Fighter: Swift action to intimidate.
Level 10 Fighter Feat: Open1
Your 15 foot reach is doubled to 30 with a reach weapon, and you have improved trip, combat reflexes, and evasive reflexes, plus mage slayer, power attack, stand still. You also intimidate as a swift action.
Level 12 Fighter Feat: Trade for Counter Attack
Level 12 Feat: Knockdown
Level 14 Fighter Feat: Robilar's Gambit
Level 15 Feat: Imperious Command
Level 16 Fighter Feat: Trade for Overpowering Attack
Your 15 foot reach is doubled to 30 with a reach weapon, and you have improved trip, combat reflexes, and evasive reflexes, plus mage slayer, power attack, stand still, and knockdown. You also intimidate as a swift action. Your combat routine looks like this:
Round 1: Intimidate everyone as a swift action. Make a single overpowering attack that is also a counter attack. Deal double damage. Turn Robilar's on. With your huge reach, you get AoO's for people attacking you, casting, moving other than 5 foot steps while in threatened area, etc.
Whenever anyone attacks you, you get an AoO from Robilars and a counter attack from Counter attack. You can trade 1 AoO to evasive reflexes them and avoid the rest of their full attack, and all your AoO's deal double damage --- which also trips them using knockdown, which than can be followed up by another double damage trip.
So, if an enemy attacks you once, you can Attack 2 times, trip, attack a 3rd time, all for double damage. Or sacrifice one attack for a 5 foot step dodge.
Level 18 Fighter Feat: Open Feat
Level 18 Feat: Open Feat
Level 20 Fighter Feat: Defensive Sweep --- it's weak without Thicket of Blades, but hey. Why not. You have the feats for it.
3 open feats here; 2 fighter, one general. Martial Study: Something prerequisity, Martial Study: Defensive Rebuke and Martial Stance: Thicket of Blades is one option. Using an aptitude weapon and going Improved Bull Rush --- Weapon Focus Greatclub --- Three Mountain style is another. Or Dodge-Mobility-Elusive Target.
The big downer is how many good and important feats aren't fighter bonus feats. You could put dungeon crasher in, but there is a glut of things you want to come online early and a surfeit of things that come online late.
Variants:
Going Feat Rogue 2 gets more skills, reflex saves, evasion + 1 more fighter feat for -0.5 or -1 BAB
Going Psychic Warrior 2 gets +1 feat, psionic powers for -0.5 or -1 BAB
Going Clositered Cleric 1/Ordained Champion 1 (War, Knowledge, +1, +1, trade the last two powers for feats) gets +1 feat, for -0.5 or -1 BAB.
Going Crusader 2 at 8 lets defensive sweep be a more useful feat; gets thicket of blades + defensive rebuke.
Going Barbarian 1 gets you pounce + Whirling Frenzy. Barbarian 2 can get you trip without Combat Expertise (takes Karmic Strike offline), but you don't squeeze it in anyways.
Look here:
http://s393.photobucket.com/user/Lushmoss/media/Bear_zpsbd30e422.png.htmlGoliath Str 16+4 racial, Dex 16-2 racial, Con 14+2 Racial, Int 8, Wis 14, Cha 8
Barbarian 2/Fighter 2/Psychic Warrior2/Warmind2/Bear Warrior 1/Warshaper 3/Bear Warrior +4/Warmind+3 (+4 if you can use LA buyoff)
Two claws and a bite. Use a mouth pick weapon, trade the bite away. If you can use a mouthpick guisarm or spiked chain, things get crazy, eventually finishing with 50 feet of reach.
This is a bit of rules ambiguity here: the bear warrior gains the bear form's physical qualities (including ....and reach) --- but it shouldn't invalidate your feats, so hopefully you still get to benefit from them.
Level 1 Feat: Aberrant Blood
Flaw 1 Feat: Inhuman Reach
Flaw 2 Feat: Extra Rage
Level 1 Barbarian: Whirling Frenzy 1/day Lion Totem (Pounce) (Don't use mountain rage because bear rage replaces it; but gains the whirling frenzy bonus attack anyways)
Level 2: Lion Totem Barbarian (Unearthed Arcana) Trade Uncanny Dodge for Improved Trip
Level 3: Fighter Bonus Feat: Power Attack
Level 3 Feat: Knockdown
Level 4 Fighter Bonus Feat: Dungeoncrasher.
Level 5: Psychic Warrior Bonus Feat: Improved Bull Rush
Level 6: Psychic Warrior Bonus Feat: Knockback
You have 10ft of reach. When you hit someone with power attack, you trigger a bull rush --- if you win, you Dungeoncrash them. When you hit someone for 10+ damage, you also trigger a trip --- if you win, improved trip (arguably) gives a free trip. So each hit is damage-bullrush-dungeoncrasher-trip-hit.
Level 6 Feat: Combat Reflexes
Level 7: Warmind 1
Level 8: Warmind 2
Bear Warrior 1 Level 9 Feat: Evasive Reflexes
You can turn into a bear, and you have the expansion power. You can make your 10ft reach expand to 15 feet of reach, and remember, each time you hit, it's damage-bullrush-dungeoncrasher-trip-hit. But even better, with a mouthpick weapon (greatsword), a +1 enhancement from Lords of Maddness, your attack pattern with +8/+3 BAB and whirling frenzy is +6/+6/+1/+1/+1 on BAB alone. Add in your insane strength (20 base+2 level+2 item+8 bear+2 chain of superiority = +34 strength) and you're looking at a series of mean hits...each of which are damage-bullrush-dungeoncrasher-trip-hit.
Warshaper 3: Level 12 Feat: Large and In Charge
Warshaper 3 gives: Heavy Fortification, infinite natural attacks (whoops), +4 Str and Con, and +5 ft of reach.
You've got 15 ft of reach (20 if you expand), and a whirling frenzy attack pattern of +8/+8/+3/+3/+3 (without any modifiers) before you abuse the heck out of warshaper. When they try to move through your reach, you get an AoO and Large and In charge triggers: You attack, getting your standard damage-bullrush-dungeoncrasher(if walls)-trip-hit, plus the ability to “force the opponent back to the 5-foot space it was in before it provoked the attack of opportunity.” How does that work with knockback? Here's my guess...
Knockback triggers first, instituting a normal bull rush. You hit him into a wall like you want to (because dungeon crasher), and then he bounces off that wall, back into the square he started in, a little bit confused, and possibly tripped (because knockdown).
Bear Warrior 4...Level 15 Feat: Shock Trooper: A 3rd attack based on BAB and an excellent tactical feat. All 3 options are great: Directed Bull Rush to stack enemies on top of each other, Domino rush...just gets crazy.
All your attacks are damage-bullrush-dungeoncrasher(if walls)-trip-hit. But Domino rush also lets you make a free trip attempt against a target you bullrush someone into.
So Attacking A---> Bullrush into B--->An extra free trip on A (you get to try twice; once from Domino Rush and once from Knockdown), and a free trip on B. Once B is down, you get a free hit from improved trip...which gives you damage-->Bullrush-->dungeoncrasher. If you can bullrush into a 3rd target, the loop triggers infinitely, so long as positioning is correct.
The great thing is that none of these are AoO's. Tragically, bull rushing specifically doesn't give you AoO's, so you can't use evasive reflexes to reposition and set up the battle field. Life's not perfect.
Level 16: While in brown bear form, he gains a +16 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution. +4str/+4 con from warshaper, and +2/+2 from Warmind. With 20 base + 4 level + 6 item you're looking at a strength of: 20+16+4+2+4+6= +52 strength. Your con is a meagre 16 base + 8 bear + 4 warshaper + 2 warmind + 6 item = +36 constitution. No big deal.
And that's before Strength of My Enemy.
Level 18 Feat: Extra Rage --- 3 day goes to 5 day.
Warmind 5: The Finish (Warmind6 if you get LA buyoff): Sweeping Strike wins.
17 or 18 BAB, 2 natural attacks +whirling frenzy + whatever warshaper gives you (who knows!), crazy strength and con (decent dex), and reach of 15 ft (default), 20 or 25 ft with expansion.
Each attack is damage-bullrush-dungeoncrasher(if walls)-trip-hit, but now you get to apply that to two squares side by side. Expand (you're looking at strength of 56ish in the end) and make 7 attacks – each of which can be on two adjacent squares. Charge and use directed bullrush on round 1 to pile enemies as side by side as you can (put 4-5 in two squares, side by side), then the next round use sweeping strike to make your 7+ attacks on every last one of them --- with damage, bull rush, dungeon crasher, trip, hit (the saddest thing is you can only trip them once per round). Use the bull rushes to push them into their enemies, and get free trips on them, too, thanks to Domino Rush.
Warmind 6/Psychic Warrior 2 gives you the manifester level you need to Augment Expansion to give you two size boosts, incidentally --- being a bear with 25 feet of reach. Bracers of Great Reach (MiC) make it 35 foot reach, 3 rounds/day as a swift action. Hows that for Bear?
Ambiguous RulingsDoes powerful build let you qualify for feats that require large size?
Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
It specifically calls out a list of things:
1) Size modifier for opposed check
2) Creatures special attacks
3) Weapon size
4) Space and reach.
None of those are “qualifying for feats.”
That being said, a couple feats specifically call out letting a Goliath with powerful build qualify for them, like Knockback.