Ways to make someone flat footed?


Advice


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Other than during the suprise and potentially first round of combat before acting, can anyone think of a way to make someone flat footed?

The only ones I can come up with are Shatter Defenses and Flowing Monk lvl 2.

Semi related, does anyone know of a way to get Shatter Defenses without having to pick up Dazzling Display?


Feint and all the many varieties of feinting


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Feinting doesn't actually make someone flat footed, it just denies dex to AC. There is a ton of things that deny dex to AC, but very few that make someone flat footed.

Liberty's Edge

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Feint is a bluff check against the target's sense motive. This usually takes a standard action, allowing you to catch them flatfooted the next term. I don't know if Pathfinder has the feat Improved Feint in any of the books, but in 3.5 it allowed you to reduce this time to a move action. Additionally, if you have concealment from the target either via invisability or something lesser with a hide check and the target is does not have concealment to you this would also allow you to take advantage of them being flatfooted. Finally, there are Crit Cards in the Deck of Critical Hits that could result in the target becoming flatfooted with regards to you.


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Feinting does not make someone flat footed. Being Flat footed, you are denied dex to AC. But having dex denied to AC does not make you flat footed.

I'm sure I'm missing a class ability or two somewhere that makes someone flat footed or provides early access to Shatter Defences. Flowing monk 2 would be perfect except the DC is based off Monk level.

Sczarni

The Catch Off Guard feat makes all unarmed enemies flat-footed against any attacks you make with improvised melee weapons. If you're willing to use a broken bottle or a shovel as your primary weapon, and you can somehow take your opponents' weapons away, then it could work.


What's your goal? What will flat-footedness gain you that simply denying DEX to AC will not?


Distracting Attack rogue talent will do it as well, but only for others and not yourself. The ideal rogue partner has a 2 level dip in rogue to make things flatfooted for him.


Thanks for Catch off Guard, there may be some great uses with that. I'll have to think about that one some more.

Essentially the goal is using Sap Master and finding classes/abilities/feats that synergize with it for a jade reagent campaign I'll be playing in soon.

So obviously it will be a non lethal sneak attack build. I'm leaning towards going unarmed to make use of Knockout Artist as well. There are a couple different builds I'm looking at. Ninja 16/Maneuver Master Monk 2/Unarmed Fighter 2 or Vivisectionist/Beastmorph Alchemist 16/Manuever Master Monk 2/Unarmed Fighter 2 are the most likely with what I have so far. The idea here is I use the extra manuever first from monk to use Dirty Trick to make them shaken. Getting them shaken this way is better than Enforcer in my opinion since it doesn't require hitting them using up one of my attacks. Once shaken I take my full attack and the first hit makes them flat footed due to Shattered Defenses. Then I sneak attack them to death.

So what I'm looking for is something like the flowing monks ability that will make people flat footed. This way I can toss Dazzling Display and Shattered Defense from the build and possibly get the combo going sooner.

I realize that if I had a flowing monk in the group I could accomplish this, but someone is playing a Flowing Monk in the campaign I currently run, so it is unlikely to be played in this one since most of the players are the same.

The only class I know will be in the group in a Cavalier, most likely going Beast Master. I think his build was Cavalier 16, Paladin 2, Tactician Fighter 2 or something like that.


Some people swear by the scout archtype.


This is exactly the kind of thing I'm looking for! I think I may have figured out a way to make this work. I had looked at it earlier and put it off as inferior, but that was when I was leaning more towards the build that was mostly ninja.

The lvl 8 Skirmisher ability is ok, but pointless in this build. It's pointless because it's limited to once a round. The level 4 Scouts Charge is where the potential is.

The original build was Vivisectionist/Beastmorph Alchemist 16/Nija 2/MMMonk 1/Unarmed Figter 1. This gives pounce at alchemist 10 and you only have 2 non sneak attack levels in the whole build (I posted the level breakdown wrong up a few posts). To use the Scout Archetype I think it would have to be Alchemist 15/Ninja or Rogue 4/Monk 1.

I'll be charging a lot since the Cavalier will be using Coordinated Charge with Tactician starting at level 10. He charges with his mount so the whole group can charge as an immediate action.

So here is where I'm not 100% sure I'm not missing something... otherwise this is amazing and perfect. Say I have a really good initiative and almost always go before the Cavalier. So I always delay and go immediately after the Cavalier. I'm not readying, but permanently lowering init to go immediately after the Cavalier acts. His turn comes and he charges.

I then charge as an immediate action and get a full attack due to pounce and deal double sneak attack due to Scout's Charge and Sap Master and finish with a Dirty Trick to make them shaken with flurry of manuevers. Then the Cavalier finishes his turn.

It's my turn now since I held to right after the Cavalier and I full attack since I'm next to my oppenent. Assuming I have Shatter Defences, after the first hit they are flat footed again so x2 sneak attack on the additional attacks. I use the extra manuever at the end of the full attack this time if the target is still alive for Dirty Trick/Grapple/Trip/Disarm as needed.

If everyone has the teamwork feat Lookout, I might be able to get 3 fulls attacks before they even get to go! The full combo wouldn't be going until 15, but would be strong at all levels with boosts at 5 from Sap Master, Coordinated Charge at 10 and pounce at 15.

Do most DM's allow rogue archetypes for Ninja? How about a ninja taking extra rogue talent for a ninja trick? Otherwise I have to go Rogue 4 instead of ninja 4. Not a huge deal, but I like ninja more. And I totally missed Distracting Attack. If I could get someone to take a dip for 2 levels into rogue/ninja that would eleminate so many feats from the build.


Sap Master only works if the foe is flatfooted. He stated that he wishes to use sap master feat.


Yeah, sorry, just deleted my question since I realized that the answer was somewhere in his complex build. (Wouldn't have done that if I'd seen your post, 42 seconds before.) Thank you for explaining it!


I feel like I shouldn't contribute to this monster, but I must. Scout replaces Uncanny Dodge and Improved Uncanny Dodge, which the Ninja has, so there's no conflict there. It's an alternate class of Rogue, which is just an archetype writ large. I don't see why a Ninja couldn't be a Scout.

Have you considered adding Ride-By Attack to this build? Sure, you want to be at the monster's side after your charge, but the feat also lets you charge creatures with reach without provoking.


Prescient Attack.


Detect Magic wrote:
Prescient Attack.

Denied dex, not the same thing as flat footed.

prototype00

P.s. As an aside, does scouts charge work against enemies with uncanny dodge, as it doesn't actually make them flat footed (which uncanny dodge would prevent), but you sneak attack them as if they were?

If so, its slightly better in that regard than shatter defenses.


prototype00 wrote:

Denied dex, not the same thing as flat footed.

prototype00

Right you are.


Scout's charge calls out that uncanny dodge defends against it. I'm going to work on this some more tonight.

Ride by Attack is interesting, but I don't mind the AoO since most likely the Cavalier will charge first taking the 1 AoO the creature gets in most fights. Mounted feats could be intersting if there is room. I'll build the feats out today for this guy.

I realize I have asked a bunch of questions in this so far. Here is what I'm still looking for:

1. More ways to make people flat footed. So far the potentially usable methods include Shatter Defences, Scout's charge, friend with flowing monk and friend with Distracting Attack. Catch off Guard is possible too, but very situational.

2. Ways to get Shatter Defences early or without having to qualify for it. This is mostly to find a way to skip Dazzling Display.

3. Quickest way to get pounce? Is there a superior method than Alchemist 10 that doesn't give up much sneak attack to get it?

Silver Crusade

Take a one level dip into spellcasting for Grease?


Xarthos Darkblade wrote:

Scout's charge calls out that uncanny dodge defends against it. I'm going to work on this some more tonight.

Ah, so it does.

prototype00


The seven-branched sword from Ultimate Combat can make an opponent flat-footed, but that probably doesn't help a Sap Master very much.


Thanis Kartaleon wrote:

I feel like I shouldn't contribute to this monster, but I must. Scout replaces Uncanny Dodge and Improved Uncanny Dodge, which the Ninja has, so there's no conflict there. It's an alternate class of Rogue, which is just an archetype writ large. I don't see why a Ninja couldn't be a Scout.

Alternate Classes: "Alternate classes are standalone classes whose basic ideas are very close to established base classes, yet whose required alterations would be too expansive for an archetype. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class—a samurai cannot also be a cavalier, and vice versa."

A ninja cannot be a scout or any rogue variant.


Platosbeard wrote:
Thanis Kartaleon wrote:

I feel like I shouldn't contribute to this monster, but I must. Scout replaces Uncanny Dodge and Improved Uncanny Dodge, which the Ninja has, so there's no conflict there. It's an alternate class of Rogue, which is just an archetype writ large. I don't see why a Ninja couldn't be a Scout.

Alternate Classes: "Alternate classes are standalone classes whose basic ideas are very close to established base classes, yet whose required alterations would be too expansive for an archetype. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class—a samurai cannot also be a cavalier, and vice versa."

A ninja cannot be a scout or any rogue variant.

If the GM allows it then it's OK. A lot of GMs probably would allow it. it depends on whether the OP's GM will, though.


Goodness, this discussion rears it's head again. I think the consensus is (backed up by either SKR or JJ) that alternate classes are one big archetype, and that if archetypes meld, according to the rules, thats fine.

prototype00


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Paladin of Baha-who? wrote:
Platosbeard wrote:
Thanis Kartaleon wrote:

I feel like I shouldn't contribute to this monster, but I must. Scout replaces Uncanny Dodge and Improved Uncanny Dodge, which the Ninja has, so there's no conflict there. It's an alternate class of Rogue, which is just an archetype writ large. I don't see why a Ninja couldn't be a Scout.

Alternate Classes: "Alternate classes are standalone classes whose basic ideas are very close to established base classes, yet whose required alterations would be too expansive for an archetype. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class—a samurai cannot also be a cavalier, and vice versa."

A ninja cannot be a scout or any rogue variant.

If the GM allows it then it's OK. A lot of GMs probably would allow it. it depends on whether the OP's GM will, though.

Yes, and if the GM allows it everyone gets colossal dragons as mounts that poop gems and an illithid manservant with at-will Meteor Swarm. But when someone says "I don't see a reason why not" and the rules directly say "Here's why not," a GM fiat is probably the only way out of it.

EDIT:
I don't mean to seem rude, but I don't know any GMs that would allow it. It's the equivalent of taking level 1 twice in the same class. Some might allow a rogue and a ninja in the same campaign, but not for the same character.


Platosbeard wrote:

Alternate Classes: "Alternate classes are standalone classes whose basic ideas are very close to established base classes, yet whose required alterations would be too expansive for an archetype. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class—a samurai cannot also be a cavalier, and vice versa."

A ninja cannot be a scout or any rogue variant.

See, here's the thing - I don't read that passage the same way you do. It doesn't say, "You cannot apply rogue archetypes to the ninja class." In fact, it says "An alternate class operates exactly as a base class…" with the sole caveat being that you cannot take levels in, for example, rogue AND ninja. Now I'm not saying that you are incorrect (or correct). What I'm saying is that the wording on that passage does not cover this situation.

EDIT: Keeping in mind that I would not allow a monster like this to be played at my table. This is merely the rakshasa's advocate speaking.


Thanis Kartaleon wrote:
Platosbeard wrote:

Alternate Classes: "Alternate classes are standalone classes whose basic ideas are very close to established base classes, yet whose required alterations would be too expansive for an archetype. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class—a samurai cannot also be a cavalier, and vice versa."

A ninja cannot be a scout or any rogue variant.

See, here's the thing - I don't read that passage the same way you do. It doesn't say, "You cannot apply rogue archetypes to the ninja class." In fact, it says "An alternate class operates exactly as a base class…" with the sole caveat being that you cannot take levels in, for example, rogue AND ninja. Now I'm not saying that you are incorrect (or correct). What I'm saying is that the wording on that passage does not cover this situation.

EDIT: Keeping in mind that I would not allow a monster like this to be played at my table. This is merely the rakshasa's advocate speaking.

I see your point now.


From the research I've done, it appears you can apply archetypes to things like ninja, samurai or antipaladin as long as they still have the abilities from the base class. The only part that would be a DM call and not legal by RAW is whether a ninja could take extra tricks with feats since there is no feat called Extra Ninja Trick.

I find it funny that people think this is a monstrosity. Most of the sap master builds don't really get good until 8+ and not insane until 10-15. There are also a number of weaknesses: Uncanny Dodge if going alchemist route, creatures immune to sneak attack or nonlethal, fortification armor/abilities, most of the builds have poor saves, extremely feat intensive, most are dependent on intimidate/shaken condition etc. Many classes can get similar damage output at 10+. A good DM can make things challanging no matter what a player makes.


It's a knee-jerk reaction, I'll admit. Something that's triggered by builds that get two full round actions a round with double sneak attack dice.

That being said,
a) it does take a long time to build up to the full combo
b) it's nonlethal damage, which many things are immune to
c) it appears difficult to pull this trick off more than once a combat

I still fall on the side of not allowing something like this in my game, but I would be curious to hear how it actually plays out.


I agree the part that takes this over the top is the potential to get mutliple full attacks before someone even goes. The problem isn't with Sap Master, it's with Teamwork feats. Without teamwork feats, the only time this build would get 2 full attacks before the opponent acted was if it went on the surprise round and had the ability to pounce (10 alchemist) and the opponent didn't act on the surprise and had lower initiative.

It's Lookout and Coordinated Charge teamed with pounce that give this guy the chance to take 2 to 3 full attacks before opponent acts. The quickest way to do this is Alchemist 10 teamed with Cavalier 9(+1 anything full Bab). Also keep in mind a well built Barbarian, Druid or Summoner would be just as brutal in this combo since they can get pounce at 10 or earlier as well.

I'm still working on a few different builds. I'll most likely settle for a little lower damage potential to keep survivability up and make it so I stand on my own the whole way without the Cavalier.


The Gunslinger startling shot deed makes an opponent flat footed.
Though I suppose you'd need a lv7 gunslinger to do it for you.


I had an encounter last night where my Rogue was firing arrows at a Cleric 9 using Airwalk. That wasn't giving me sneak attack, but once he (hehe) cast Deeper darkness I drank a Potion of Truestrike and Bam! he's flat-footed while in the darkness, right?


Doesn't a Rogue receive sneak attack damage if enemy loses Dex bonus to AC? Isn't being caught flat-footed the same thing? Don't you lose Dex bonus to AC if caught flat-footed?


The flat footed condition is required for the extra damage from Sap Master. Otherwise, yes, you're correct about denied dex being all a rogue needs for SA.

prototype00


No, if he can't see you he is just denied Dex to AC. Sneak attack damage would happen but sap master wouldn't work if you even can with say blunt arrows. Not sure if it works that way.


Dorian 'Grey' wrote:
Doesn't a Rogue receive sneak attack damage if enemy loses Dex bonus to AC? Isn't being caught flat-footed the same thing? Don't you lose Dex bonus to AC if caught flat-footed?

(1) Yes.

(2) No. For instance, you can't make attacks of opportunity while flat-footed (without Combat Reflexes), but you can make them while you're denied your Dex bonus to AC.

(3) Yes.


Sorry...I must of glossed over the Sap master part, but thanks. Also didn't flying also lose Dex bonus to AC? Airwalk not considered flying?


Dorian 'Grey' wrote:
Airwalk not considered flying?

No, it is considered walking.


Dorian 'Grey' wrote:
Also didn't flying also lose Dex bonus to AC? Airwalk not considered flying?

Maybe you're thinking of climbing vs. Spider Climb?


I realize that any "speed" grants character its Dex bonus to AC, but if you don't have that "speed" then you're denied Dex? I'm trying to maximize my Rogue's sneak attack with this being my initial PF character.


Bumping up an old thread I know but does anyone have further input on this? To the original question I mean? More ways to make someone flat-footed?

Thanks


The order of the land's first ability allows you to make one enemy flat-footed against all your attacks for one round.

Stag's Helm Helm lets you make three ranged attacks per day which treats the enemy as it was Flat-Footed.


If your campaign uses Unchained poisons, use a Dex Poison.


Thanks for the additions, anything else? Spells maybe?


Medium: Trickster Spirit: Surprise Strike (Intermediate, Su) wrote:
When you attack an opponent that's denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours.

*

Rogue Talent: Stealth Stunt (Ex) (Inner Sea Combat) wrote:
When benefiting from concealment, a rogue with this talent can forgo an attack of opportunity to attempt a Stealth check against the provoking opponent’s CMD. Success allows the rogue to treat her opponent as flat-footed against the rogue’s first melee attack before the end of her next turn. Using this ability does not count against the rogue’s available attacks of opportunity for the round. A rogue must be trained in Stealth to select this talent.

*

Betrayer (Ultimate Combat) wrote:

You can charm people into lowering their defenses, allowing you to ambush them more effectively.

Prerequisites: Quick Draw, Persuasive, base attack bonus +3.

Benefit: When you succeed at a Diplomacy check to change a creature’s attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. If you changed your target’s attitude to friendly or better, your target is considered flat-footed against this attack. If the target survives, it takes a –2 penalty on its initiative check for this combat.

Once you attack a creature, its attitude becomes hostile.

*

Groundbreaker Cloak (Daughters of Fury) wrote:

Aura moderate transmutation; CL 9th

Slot shoulders; Price 22,000 gp; Weight 6 lbs.
Description
This heavy cloak is made from the hide of a bulette, its thick gray leather heavily abraded and seemingly always dusty, and features a plated dorsal fin that protrudes from between the wearer’s shoulders.

As a standard action, the wearer of a groundbreaker cloak can dive into the ground, gaining a burrow speed of 20 feet through sand, soil, gravel, and loose stone. While burrowing, the wearer cannot run or charge and must travel along the surface, leaving the exposed dorsal plate visible from above. As the wearer burrows, displaced dirt swells before her and collapses behind her to create difficult terrain in her wake. She has cover from attacks while burrowing. Unless the wearer has some other means of breathing while submerged, she must hold her breath while burrowing. Emerging from the ground is a move action that doesn’t provoke attacks of opportunity.

Once per day, the wearer can perform a charge attack by diving deep into the ground, burrowing up to 40 feet in a straight line (ignoring any obstacles that don’t extend at least 10 feet into the ground) and bursting forth into a square adjacent to a target creature. This use of the cloak does not disturb the terrain as noted above, except where the wearer enters and exits the ground. The wearer ends this movement standing and the target of the charge is considered flat-footed against the attack.

*

Rime-Stride Boots (Dirty Tactics Toolbox) wrote:

Aura moderate conjuration; CL 10th

Slot feet; Price 27,000 gp; Weight —
Description
These fur-lined boots grant the wearer the ability to glide easily across icy surfaces. While doing so, the wearer adds 15 feet to her speed, and she does not need to make Acrobatics checks to run or charge on ice. While fighting on ice, the wearer gains a +2 circumstance bonus on combat maneuver checks and to CMD.

Once per day, the wearer may cause all surfaces within a 30-foot radius of himself to become covered in a thin sheet of ice for 10 rounds. A creature can walk within or through this icy area at half normal speed with a successful DC 10 Acrobatics check. Failure means it can’t move in that round, while failure by 5 or more means it falls. A creature using Acrobatics in this way is considered flat-footed and loses its Dexterity bonus to AC.

*

Spells:

Recoil Fire

Any spell which forces an Acrobatics check.

==========================

I think that's pretty much it.


Well, all of the spells that make you paralyzed or helpless...


The Obliviating enchantment in Inner Sea Intrigue can make someone flat footed in the middle of combat. Requires a critical hit and then for them to fail a save, though.

Quote:

OBLIVIATING

PRICE +2 bonus
CL 10th
AURA modern enchantment

This special ability can be placed only on bludgeoning melee weapons. Whenever the wielder deals critical hit damage or sneak attack damage with an obliviating weapon, the victim loses all memory of the previous 1d6 minutes unless it succeeds at a DC 16 Fortitude saving throw. If it fails the saving throw, it becomes flat-footed until the start of its next turn.

CONSTRUCTION REQUIREMENTS
COST +2 bonus
Craft Magic Arms and Armor, modify memory


Cornudgeon Smash works with Shatter Defenses to make your opponents Flatfooted. Free Intimidate with every hit.

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