I've been playing around with an idea for a dual cursed life oracle with the blackened curse. Depending on how high you think your game will go, scorching ray can be quite effective through the low teens. The misfortune revelation is absolutely amazing and can help control the flow of a fight. For an archer oracle, I'd choose the wood mystery as Dragonchess suggested but would play an elf with the Ancient Lorekeeper archetype. Cherry picking a few good arcane spells would be a substantial boost without dipping.
The Scout ability (level 8) says: Quote: At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. The "attack action" is a special kind of Standard Action. Now Spring attack says:
Quote: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. Spring Attack is a full round action, and you can't take a Standard action in the same turn. The attack as part of SA is a melee attack, but it is not an "attack action". The same logic is used to disallow Vital Strike and Charging from being used in combination with Spring Attack: FAQ entry You're absolutely right. I completely missed the "attack action" part of the skirmisher ability. My DM does know the difference between attacking and the attack action and how it relates to vital strike and charging. We were just talking about that the other day. Oh well, there goes that concept. While I have no issues with house rules I also like to use mechanics that are legal. *Shrugs* It's not that he thinks power attack is over powered, but he does complain about furious focus. He thinks at the very least it should be delayed until the character has a +6 BAB. He asked, not insisted, that I not take power attack because he feels it slows down combat when a big hit occurs and he asks where all the damage came from.
Byrdology wrote: Make a human, fighter 1/ ninja x. Your first level feats are dodge mobility and spring attack. You will get any number of reach weapons available (not to mention the nodachi!) and access to mithril breastplate so you can stay mobile without needing too much dex. Build from there and call it a day! That's not a bad idea at all, though still can't take spring attack till I have a +4 BAB. Hmm...
Mystically Inclined wrote: The scout's ability to get sneak attacks when moving over 10 feet is nice, especially when combined with spring attack. However, you'd best check with your GM about that combination. There is an errata that specifically says they CANNOT be used together. If your GM houserules that they can, then you're in business. Otherwise, the bonuses of the scout archetype may not be worth what it gives up. Ugh, really? Yeah that defeats the whole concept. Can you point me in the direction of that errata?
Byrdology wrote:
True but the whole point of the build is to use the Scout Archetype's ability to use sneak attack while moving. It'll be very rare that I won't be able to tumble 10 feet once I hit level 8, preferably I'll be using spring attack to dart into melee, hit and then run out. Won't always work but should be fun when it does.
Krodjin wrote:
The Fauchard is amazing but it's a dero weapon and the GM said no. Sorry about the mix up with the different types of traits. I personally was going to use the half elf alternate racial trait to get proficiency in whatever weapon I decide to go with. Byrdology, I won't be taking power attack per DMs request and the improved feint keeps me from moving. If I was going for a pure thug build that'd be pretty darn good though.
Jack Rift wrote: So can humans via a alternate racial trait gives up bonus feat for the adopting races proficiencies. So Tengu gives you all swords or 3+int Asian weapons. I think my DM would need a good reason why I've been trained by a Tengu, and rightfully so. Besides ninja get most of the good Asian weapons and if you're giving up the human feat for a weapon proficiency you're probably better off going half elf. Everything else they get is better than +1 skill point per level, at least in general. Reason I'm looking at 2h is the last two characters had multiple attacks, bow and two weapon fighting respectively. I just want a break from figuring out all the attacks with all the modifiers. Plus I love the idea of a small Asian man running around with a polearm doing flips and bouncing off walls. Iemeres, I could probably talk my DM into waiving the power attack prereqs since he's asking me not to take it. Everything you've said about reach weapons is spot on and why I want to give it a try.
I've never really used a reach weapon, will it not help keep me out of AoO range? I guess I could always use a five foot step or use acrobatics to get out of AoOs once I attack the round after a charge. I completely agree Nicos, if I'm using a feat for a weapon proficiency then the half elf is just better than a human given their racial option.
Kolokotroni wrote: Why has the gm asked you not to take power attack? For a 2handed martial character that is a pretty key feat. He has some odd ideas of things which are "overpowered". Furious focus and the slow spell being two of them which makes me scratch my head. I said I was fine with not taking it now and if I could take it later if my damage was lagging behind. Unfortunately only core races are allowed so the Aasimar is out, Bigdaddyjug. I was thinking of going with a half elf and use their racial trait to take proficiency with a bardiche. The naginata does fit the flavor but with only one attack per round and probably never getting critical strike the x4 on crits will be rarely seen. One idea I had was using kusarigama 2h on my charges and spring attacks then if there's a flank available go two weapon fighting with it. That's a lot of feats though and i'd have to switch away from a strength build.
Starting a new campaign soon and I'm interested in playing a Ninja with the Scout archetype with a two handed reach weapon. I know it's not optimal but seems like it'd be a lot of fun. Stats are the same as my GM's luggage combination: 11, 12, 13, 14, 15, 16. Only core races are allowed. We're starting at level 4 and I'm really only interested in levels up to 12 since I doubt we'll get higher than that. Other than dodge, mobility and spring attack which feats should I take? GM has asked for me not to take power attack, so that and furious focus is out. Vanishing, shadow clone will my first two ninja tricks, anything else I should aim for? |