Question about "Quick Getaway"+"Scouts Charge"+Claw Pounce. Other advice welcome.


Advice


As you figured from the title, I'm building a multiclassed catfolk rogue (Currently level 3 shapeshifting ranger, will take levels in MoMS and Scout)

Trying to build him to optimise maneuverability and max damage on claw attacks.

How does Quick Getaway interact with claw pounce and scouts charge?
(According to quick getaway, can make a withdraw action with a successful sneak attack)
Does that mean I can Scouts Charge, Claw Pounce, and on the second claw withdraw to enable a sneak attack scouts charge next round?

Feel free to offer suggestions on which talents and feats to take, and how many levels of scout and moms to take as well.

Please note details that need to be taken into account:
1. Our party has no "tank". We have a very squishy barbarian, a massively powerful zen archer monk, me, and a "blind" oracle of some sort.
2. I might come to blows with the zen archer monk. I am lawful neutral, but hate humanoids who use "law" to commit atrocities. I follow my own set of rigid rules (Law of the jungle for one) which makes me lawful neutral. The monk is lawful evil, and uses extremely cruel interrogation techniques.
3. I want to keep animal flavor, and will not use manufactured weapons. I do have a bite attack.

No need to post a "build", but advice is appreciated. Thanks!


I assumme you mean fast getaway.

Charge is a full round action. You can't take a move action afterwards


Another option is to go into the thug archetype. Boost your intimidate and fear them. Then charge pounce each round.


Any other ideas?


No joy for using 'fast getaway' after a charge, you don't have a move action to spend to get the withdraw.

What you might want to look into is Bull Rush, use the first claw to deal damage and the second to move the target back. Assuming you are stacking STR and take the feat line getting 10+ over the opponents CMD would allow you to get the 10' needed to charge next round. Not ideal but would get the job done.


Skylancer4 wrote:

No joy for using 'fast getaway' after a charge, you don't have a move action to spend to get the withdraw.

What you might want to look into is Bull Rush, use the first claw to deal damage and the second to move the target back. Assuming you are stacking STR and take the feat line getting 10+ over the opponents CMD would allow you to get the 10' needed to charge next round. Not ideal but would get the job done.

Exactly what I said. There's no way to get it to work legally. Not even with Haste. You can't move after a Charge, ever. Not even a 5 foot step.

As Skylancer4 says, if you go down the Bull Rush line and get GBR, you can provoke the attack of opportunity on the pushback, getting your second claw attack needed for the Rend component of the mechanic. It's messy, but it would work and if you stack CMB high enough, you get good pushback and hope he doesn't have reach.

But it requires some serious maintenance on your part to maximize CMB, because the scaling on CMD is not curved in a PC's favor at all.


Would it work (once) with a quickrunner's shirt?
That item gives an additional move action, doesn't it?

Sone other types of movement would work.For example the Conjuration (teleport) school power, the surprising shift hunters trick. But both are only 5ft.


If I were to go the CMB route, I think I would focus on grappling and pinning, along with lockjaw cast on my claws so I can get two attemps per round.

I want to resemble a cat's hunting techniques: Agility, pounce (claw pounce, jumping, maybe grappling/pinning). Flavor is better than optimisation... Any ideas?

Also, any way to act as a tank? (my wis is 15, so was thinking about wis to ac from monk, and offense defense from rogue)

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