Yes, I found out recently that Spring Attack was errata'd to not work with Vital Strike. The combination is permitted in the game I'm doing this build for.
Okay, so I've got a character going, who has to be several things. He's the party rogue, so has to handle the traps and such, and be sneaky, and he's a melee single striker/tripper. He also needs to be the party Ranger, at least in terms of handling tracking via survival. Any advice or additions to the following build are welcome.
I do realize that a Greatsword is not the optimal trip weapon, however damage output is more important for this guy, I feel, and there will be many untrippable enemies.
Basically, he has to do everything except be a caster or face ;D
Anyway!
Mix of Rogue (Scout, Acrobat), Ranger (Trapper, Freebooter) & Fighter (Lore Warden)
Human, 20 pt. buy
Str 15>17
Dex 15
Con 14
Int 13
Wis 12
Cha 7
1- Ranger 1 : Track, Wild Empathy (useless), Freebooter's Bane (fun times), Trapfinding, Power Attack, Furious Focus
2- Fighter 1 : Dodge
3- Fighter 2 : Combat Expertise, Improved Trip, Mobility
4- Fighter 3 : +2 CMD & CMB; 18 Strength
5- Rogue 1 : Spring Attack, +1d6 sneak attack, ignore armor check penalties for light armor
6- Rogue 2 : Talent (Offensive Defense), evasion
7- Rogue 3 : Vital Strike, +2d6 sneak attack, Second Chance 1/day (reroll acrobatics, climb or fly)
8- Rogue 4 : Talent (Felling Smash), do sneak attack damage on charge; 16 Dexterity
9- Fighter 4 : Greater Trip, Fury's Fall
10-Fighter 5 : Weapon Training (Large Swords) +1
11-Rogue 5 : +3d6 sneak attack, Combat Reflexes
12-Rogue 6 : Talent (Devastating Strike); 19 Strength
13-Rogue 7 : +4d6 sneak attack, Improved Vital Strike
14-Rogue 8 : Talent (Weapon Focus (Greatsword)), do sneak attack damage whenever move 10 ft. beforehand
15-Fighter 6 : Weapon Specialization (Greatsword)?, Iron Will?
16-Fighter 7 : +2 CMB & CMD, Know thy Enemy; 20 Strength
I'm not going past 16, because I don't anticipate the character going that far. Items in Bold are choices made, as opposed to specific things granted by class levels.
Skills wise, he'll max out Acrobatics, Disable Device, Perception, Stealth and Survival as much as possible, with some ranks in many other skills.
With the current build, he probably won't start tripping people until level 8 (when he can do it as a swift action after attacking) or 9 (when he gets a huge boost to his check)
Any input on changes in the order of things, feats that I've missed, crucial items, or other input is very, very welcome. :) I'm particularly uncertain as to what to take at level 15, though I'm not as concerned about the later levels.
Thanks!