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Oli Ironbar wrote:

Dance of Whirling Water (Ex): You dance through the battlefield with all the grace and power of the waves, sweeping up enemies and tossing them away with the powers of air and water entwined. Whenever you succeed at an Acrobatics check to move through an enemy’s square, you gain a competence bonus equal to half your oracle level (minimum +1) on trip combat maneuvers against that creature until the start of your next turn. At 11th level, you gain Whirlwind Attack as a bonus feat, and you can make bull rush combat maneuvers in place of any of the attacks granted by Whirlwind Attack; you cannot move with enemies bull rushed this way.

For a campaign starting at 11, I'm really not sure which way I want to go with feats.

Improved and Greater Bullrush are covered because the GM is allowing the Soothsayer's Raiment with UMD (the Cool Games ring of revelations from the same book spells out it can't be UMD'd, but the same wording is missing from the armor and they were printed twice together in the same books <shrugs>). (Also, belt of impossible action is planned so size of enemy doesn't matter and between a leveraging weapon, Greater Magic Weapon, and Pauldrons of the Bull, the Bull Rush attempts seem sustainable.)

The vision so far is to buff, move into the middle of the map, then in round 2 send any extra foes flying beyond what the front line wants to focus fire on -- but what to add to this tactic, if anything, or should feats focus elsewhere?

Grab Combat Reflexes and Stand Still to lock down space after you scatter enemies. It keeps your control relevant beyond the bull rush spam.