| Kazaan |
I came across something once but I couldn't find it again; basically a rule for using a melee weapon as an improvised weapon (ie. hitting them with the pommel of the sword). You step the size down by 1 tier (or possibly 2), and it gets normal 20/x2 crit and no enchantment bonuses and can do whatever damage is thematically appropriate (ie. B if hitting them with the pommel, S if trying to stab with a Longsword, etc). I can't remember if it was just a houserule or from an official source, but if your GM is open to houserules, that would be a nice one to use that would let you do this.
| Wrong John Silver |
Hmm... Progression could be like this...
Half-Orc, Rogue (Skulking Slayer), Cavalier (Order of the Land)
Str 16
Dex 12
Con 14
Int 13
Wis 10
Cha 14
Shaman's Apprentice, Beastmaster alternate racial abilities
1: Rogue, Combat Expertise, Sneak Attack 1d6, Pass for Human, Underhanded Maneuvers
2: Rogue, Talent (WF: Falchion), Evasion
3: Cavalier, Improved Feint, Mount, Challenge, Tactician (Feint Partner)
4: Rogue, Sneak Attack 2d6, Bold Strike
5: Cavalier, Mounted Combat, Adaptive Strike (+Caught Off-Guard)
6: Cavalier, Cavalier's Charge
7: Low Templar, Leadership, Crusader +1, Flag of Convenience
8: Low Templar, Dirty Fighting
9: Low Templar, Improved Dirty Trick, Sneak Attack 3d6
10: Low Templar, Crusader +2
11: Low Templar, (feat), Live to Fight Another Day, Path of Darkness/Light
12: Low Templar, Ruthless
13: Low Templar, (feat), Crusader +3
14: Low Templar, Sneak Attack 4d6
15: Low Templar, (feat), Parting Shot
16: Low Templar, Crusader +4, Damnation/Redemption
17:
18:
19:
20:
Any further ideas?
| Major_Blackhart |
Well, first, you should change some of those sneak attack dice rolls to D8 because that's what a skulking slayer does with when using a 2 handed weapon.
Also, you should do progression of Skulking Slayer/Scout instead of just Skulking Slayer.
Why? Simple:
Scout’s Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.
So, as a mounted cavalier, you'll also be doing sneak attack damage when charging. Which is awesome.
With regards of what class you should return to after all's said and done, I'd suggest the following:
Archtypes: Skulking Slayer/Scout (they sync up actually real well, and most people here do both instead of one or the other). I'd also take Beast Rider as the cavalier archtype for this character. Makes it a bit more interesting.
Order of the Sword (this is because I figure you'd be mounted often, or nearby your mount anyway).
I'd suggest the following level progression for early stuff (so you can get surprise follow through for Skulking Slayer by the time it gets available)
1 Beast Rider Cavalier (Power Attack)
2 Skulking Slayer
3 Skulking Slayer (Cleave, Surprise Follow-Through)
4 Skulking Slayer (D6's become D8 for sneak attack w/2 handed weapon)
5 Scout (Weapon Focus Falchion, Scout's Charge)
6 Beast Rider
7 Beast Rider
8 Beast Rider (Choose a Dinosaur for a mount!)
9-18 Low Templar
19, 20 Cavalier maybe, or Skulking Slayer, whichever you prefer. I'd say Beast Rider Cavalier for the banner Ability and the bonus feat, but you also could go back to Skulking Slayer for the extra D8 sneak attack and the Shifty bonus to feinting, using Bluff for that ability.
It's all up to you really, but take a look and let me know what you think.
Edit: I'd also suggest taking the beast rider feat. Would definitely sync up with the beast rider cavalier archtype. Beyond that, if you use a lance, consider taking Impact on it, massively increases your damage dice on the charge man!