Yeah I was questioning the value of three feats to get Spring Attack. As for TWF I wasn't going to take the whole tree, just the root TWF skill so my +hit wouldn't suck so bad. With TWF: +11/+6 and +11 offhand
Taking the -6 to the offhand attack with the cane portion strikes me as too big a loss not to take TWF. However, if I did go farther and take ITWF it would give me another off-hand at +6. As a Level 8 Rogue:
On the following round I could take a 5ft step back, sacrifice a -2AC from the +10 I just got in Step 4 and use Lunge to strike him with all attacks from 10' away. Maxximilius wrote: As a DM though I would gladly allow the Spring Attack surprise round if you are a reasonable player, especially because the rogue needs any help it can get and even then this would hardly be the most optimized option. You may also want to check this feat. This still suffers from the same lack of synergy with TWF though it is much easier to get to than Spring Attack.
I did take TWF, which greatly improved my abilities to hit once the fight was on. I was just detailing out some combat flows and had come up with: (Note: Flaws were allowed so I have two extra feats to play with) As a Level 8 Rogue:
At Level 9 I can continue as above or:
With the added +10 Dodge AC I could stay in melee and full attack single targets, or use Spring Attack to bounce from target to target braining them and shaking them up. Maxximilius wrote:
This would of course not only grasp the 10-foot pole with both hands, but it would swing it over your head and have you yelling, "Bring it on!", but it would definitely be fun. Maxximilius wrote: ...I'd suggest you write yourself a breakdown on your sheet as to avoid any bookkeeping during the game As for keeping track of my combat options and such I'm going to actually make a flow chart, similar to the Grappling one.
Thanks for the input. I've got a few questions. Maxximilius wrote:
This is the obviously the ideal situation as it requires less from the rogue's build to qualify, very situational though. Maxximilius wrote: - He sees you coming, but you act first and possess the Surprise Attack rogue talent, so he is flat-footed against your first round of attacks. PRD wrote: During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted. Actually, I don't think I have to act first here if I have Surprise Attacks, right? It's still a surprise round only option though, but at least it's an automatic qualifier for that round. Maxximilius wrote: - On a successful Feint. PRD wrote: If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). Feint says the target loses their DEX bonus, but it doesn't state they are considered flat-footed. So I don't believe this would qualify. Maxximilius wrote: - You have the Catch Off guard feat and attack an unarmed character with an improvised weapon, or weapon with the "improvised" property (like your hanbo scabbard). Yep. While this didn't work for me last night (target has natural attacks), it should be easy enough to disarm with the sword and then catch them off guard with the hanbo/scabbard. Maxximilius wrote:
I looked at a Thug/Scout Dandy after reading this, but realized you would really benefit from Shatter Defenses for the Thug and Spring Attack for the Scout, but you could never have enough feats to do it. Between the two the scout would appeal more to me (thugs ARE rather brutish after all, and brutish = low brow) Also, if I'm reading the descriptions correctly, a level 8 Thug rogue with Enforcer and Sap Master, would then make the target shaken for 1d6+10d6+20+1 rounds (non-lethal damage) or frightened for 1? While the 1 round of frightened would be nice, I'm not sure it would be worth losing Rake for it, plus Shatter Defenses would work with Enforcer regardless if the rogue was a thug or not. With Enforcer, slapping someone for 12d6+20 (1d6 for weapon, 10d6 for Sap Master, 1d6 for Merciful enchant and +20 for Sap Adept) would do a ton of non-lethal and shaken them up for the rest of the fight (assuming they were still conscious from the hit). Which brings this all back full circle about how to get Sap Master to hit more often. Even without Sap Master you would still be hitting for 7d6+10 non-lethal/shaken rounds in the situation above if the target wasn't flat footed. Too bad shaken opponents can still get AoO, otherwise a scout could move in, knock them senseless and dance around them each round, moving 10 feet and attacking them as if they were flat-footed without risk of AoOs. Looks like Spring attack would still help here. Maxximilius wrote: On a slightly different topic, if what you wish for is to get a better, constant average damage, you may be interested in Cheapy's replacement to Sneak Attack that we refined in The Secrets of Tactical Archetypes II. It allows to deal additional damage everytime an enemy is afflicted by a detrimental condition. I'm not too concerned about "better, constant average damage" vs "high burst damage", I was just trying to determine if Sap Master is too situational to take up a feat slot.
Happler wrote:
Putting Merciful on your weapons would take care of this issue and give you an extra d6. Also, just as a reminder, only Sap Master requires both a bludgeoning weapon dealing non-lethal damage and a flat-footed target, Sap Adept just has the bludgeoning weapon dealing non-lethal damage requirement. Flat-footed isn't required for Sap Adept.
First session was tonight. Lots of good RP opportunities. Other than almost causing a bar room brawl in a low brow inn because I pulled out a chest of fine spirits when I saw the swill they were serving we only had one combat. Sword and cane worked well, but I realized Sap Master may be limited in utility since it specifically calls out opponents having to be flat-footed, which means so far I haven't been able to use it. Sap Adept only calls out using non-lethal with a bludgeoning weapon so it still fires with the cane on a sneak attack, but not so for Sap Master. One question, if a target is tripped is it considered flat-footed or is that strictly for surprise round.
Before you replied I had decided to talk to the GM about treating the sword cane (when sheathed) and the "scabbard" (when unsheathed) as an improvised hanbo. It's a staff less than a yard long and is often carved to look like a walking stick. It's 1d6 same as a combat scabbard or club and it's light so it is automatically finessable.
Maxximilius wrote:
Thanks, for the breakdown. I just have to figure out how to keep my contribution up once normal combat begins. W/O the 2WP tree i'm afraid I'll have an issue hitting with the scabbard since it's not finesse-friendly (neither is the glove for that matter). So once the initial impressive flair is done, I'm back to my +0 STR mod for the offhand and the minuses for dual wielding. Maybe dropping the scabbard and quick drawing a dagger for the offhand would be workable. Maxximilius wrote: You may want to disarm the target on your first round of fight, not during the betrayer attack or surprise round, except if you don't get the Underhanded talent. So you slap hard the guy with Sap Master, draw the sword as a free action and disarm it before the battle even really begins ! Catch-Off Guard would also allow me to slap them with the scabbard for sneak damage once they were disarmed, right?
Maxximilius wrote: Well, the Dandy does make the sword cane better and can use the scabbard as the weapon ; and his "improvised" weapons aren't treated as such, can be made magic and are easier to conceal, so it actually gets candy over classic tricks. :) BTW... The whole idea of enchanting improvised weapons is really reaking havoc with Hero Lab. This build is definately gonna take a lot of notes to keep track of.
Maxximilius wrote:
Initially I was thinking of the sequence (at level 7): 1) Draw sword from cane as a free action (Quick Draw)
I thought there was a feat or something that allowed me to treat people in the surprise round as flat-footed, but I'm not finding it. Also, since being disarmed doesn't grant a flat-footed state I don't know what real value there is in me disarming first (other than them not being able to attack back.)
Kevin Andrew Murphy wrote: I like a lot of the flavor, but would be more inclined to just making the sword cane better across the board. I already house rule that all stick-like object of appropriate heft count as clubs anyway, and having a glove filled with lead shot or gold coins is a classic way of making a sap too. My GM already house ruled that the sword in a sword cane is equivalent to a rapier hence an 18-20/2x stat and I treat it as a club when closed.
Thanks for the update. I'm currently introducing a new character (level 7) to an existing group so I decided to play a hobgoblin dandy raised by a noble family from a neighboring kingdom. Raised in the sheltered world of nobility, he has little understanding of the peasantry or why they choose to live the way they do. The roleplaying aspect of this character is a blast, especially because his racial heritage is anything but that of a gentleman. I'm working on getting the mechanics of the character built to ensure he is a boon to the party (beyond just a greater sense of style and decorum).
Maxximilius wrote: Also, a dandy may treat any kind of sword cane she holds like a finessable weapon with the Trip and Disarm weapon properties. When used this way, the cane is either treated as an appropriately sized club when sheated, or a 19-20x2 piercing weapon when unsheated, and can't be wielded two-handed. So, my assumption is the sheathed sword cane, and the unsheathed sword blade get Trip and Disarm, but the combat scabbard does not, correct?
Ravingdork wrote:
I picture him standing there holding his scythe, and just punching forward to hit with the fist instead of swinging the scythe. I can understand someone losing a claw attack in this instance as the claws are wrapped around the scythe holding it, but that wouldn't seem to hold for a fist attack. |