Improved Feint + Whip + bomb


Rules Questions

Grand Lodge

As far as I can tell, this would work, but I'm new to the system, so I'd like to know if I'm missing something. I am planning to multiclass my pyromaniac gnome bard (prankster) to pick up a couple levels of alchemist (grenadier). It looks like if I take improved feint, I can (in a single round) Feint with whip, catalyze a bomb, throw the bomb at a target, making a ranged touch attack that ignores the opponents dex, and deal (at alchemist second level + pyromaniac) 2d6+2 (+1d6 per round with explosive bombs). Since my BAB is pretty crap, being able to hit reliably would be very nice

Am I missing anything?

I recognize that taking 2 levels out of bard is probably more sacrifice than I am aware, but it fits the character, and seems like a lot of fun. Also improved feint sets me up to take great feint later so I can strip dex bonuses from enemies so my fighter allies can pound them into bits.


PRD wrote:

Feint

Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.

When feinting against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.

Feint is melee only, so no bombs.

Also, you don't need to use a weapon to feint, you just do it. You don't even need to be adjacent to your opponent.


Quantum Steve wrote:


Feint is melee only, so no bombs.

Also, you don't need to use a weapon to feint, you just do it. You don't even need to be adjacent to your opponent.

This. Although at 2nd level, a Grenadier is supposed to be able to apply alchemical liquids or powders to a weapon. In a move I presume allows you to apply the effect of bombs. Because you know, it's completely cool to whip a guy and cause an explosion. It makes perfect sense, right?

Grand Lodge

Yes, although it does add a move action and means that there is no additional splash damage, and you lose the touch attack, so now you have to penetrate armor, which actually leaves me worse off. It would still be useful for adding effects to crossbow bolts. (1d8+2d6+2 (+1d6 / turn) is a fun crossbow bolt)

Maybe I will go with my alternate idea and go with Skill focus (Perform(Comedy) / Versatile Performance (Comedy) / Weapon Focus (?not sure which?) / Dazzling Display and get a +11 skill check at level 5 to stagger all opponents within 30 feet. Added to inspire courage or mockery that could be pretty potent. (it would be against a DC of 10+HD+WisMod, so I should succeed at least 2/3 of the time.)

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