Full round action - Touch weapons!


Advice

Liberty's Edge

What are touch weapons really?
- Contact which deals damage, such as fire, frost or shock spell damage, normally.
Examples are:
Flaming blade
Chill touch
Produce flame
These can all be used in order to achieve full round touch attacks.

Firearms fired in close range attack with ranged touch attacks.
Best used is the revolver with 6 shots / reload. Reloading only takes a move action, should be a free action with rapid reload.

Just see the possibilities what you can do as a two weapon fighting rogue with touch attacks!

- Any advice on how to make a rogue accomplish this feat?


TorresGlitch wrote:

What are touch weapons really?

- Contact which deals damage, such as fire, frost or shock spell damage, normally.
Examples are:
Flaming blade
Chill touch
Produce flame
These can all be used in order to achieve full round touch attacks.

Firearms fired in close range attack with ranged touch attacks.
Best used is the revolver with 6 shots / reload. Reloading only takes a move action, should be a free action with rapid reload.

Just see the possibilities what you can do as a two weapon fighting rogue with touch attacks!

- Any advice on how to make a rogue accomplish this feat?

There is your problem. Doing so as a Rogue is practically impossible unless you want to spend feats, and that's very difficult to do, given that they are limited on feats and capabilities as it is. In addition, the character can only make up to 3 attacks at the maximum, meaning a Revolver is pointless to have if you're already Free Action reloading.

If you're going to make a character such as that of any sort, it should be a Ninja. Rogues are an obsolete class who would serve at best as a Skill Monkey, and the Ninja accomplishes that and then some; even so, there are other classes who are better Skill Monkey experts, primarily the Bard, and he has an amazing spell list and class features to go on top of it.

With that said, Gunslingers can use Firearms due that they have the proficiency Feat needed for it upon creation, and is practically the only class that should be using Firearms anyway (that's what they're designed for; no other class or Archetype is capable of doing so effectively).


If you have the major magic rogue talent you can cast a first level spell twice per day with your rogue level as your caster level. This can get chill touch enough duration to be useful. This is possible with just the CRB. Unfortunately Chill Touch is the only first level multi-touch attack on the sorcerer/wizard list (frostbite is druid/witch/magus and produce flame is a druid exclusive)

Additionally, since you now have a caster level I think you could get decent duration from a stave of one of the other spells activated with UMD.

Alternately, the one minute duration of a wand of produce flame is long enough for most combats and it isn't limited in how many times you can use it.

Liberty's Edge

Atarlost, sadly, the duration on produce flame; It's duration decreases by 1 min each time you attack. :(
Btw, Darksol, I know what you mean when you say its near impossible to make that two weapon weilding rogue effective. I'm being a skill monkey rogue but I see no reason why not to optimize my combat alternatives.
After all the sneak attack is the highest additional damage one can add to ordinary attacks.

So I'm focusing on range with my 24 dexterity. I'll be using items and allies to set up my sneak attack 3 out of 4 rounds. All I need now is to find ways to maximize my attacks / round and my accuracy. With improved two weapon fighting + a mount, this should be quite deadly. Now I'm simply looking for ways to improve my chances to hit, and touch attacks can really get my accuracy towards 95% around level 9 with 4 attacks /round.
I tend to be a bit creative and combine resources to find new uses for them.

Example:
The alarming Produce Flame trap;
Trap 1: Alarm (autoreset)
Trap 2: Alarm (autoreset)
Trap 3/effect: Produce flame (CL4) ('autoreset, unless it counts as an effect')
A triple trap; the first part is an alarm, which delays 6 seconds until it triggers another alarm and also activates "produce flame on lvl4". The second alarm is set to delay it's activatation 6 seconds. When it activates it triggers the first alarm and produce flame.
If produce flame is activated as it is already activate, then it will overload or whatever the evil grinning GM decides.
However if u manage to deactivate the current delayed alarm before it triggers then It's turned off :)

Liberty's Edge

Btw, above trap is what you with a programming term would call a 'loop', it will go round and round, activating itself, with an effect occurring every time it restarts itself.

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