Ranged Vital Strike with a Rogue Scout


Advice


I'm currently working on a Rogue Scout. The idea is that he combines moving at least 10', firing a bow, and enjoying both Vital Strike and Sneak Attack. Any input would be appreciated. :)


Be sure to ask your Gm if they want to have vital strikes "attack action" mean it's useable on any roll to hit/do damage. I think there was developer comment or maybe FAQ for PFS/people who listen to that, that vital strike is it's own standard action.
Because if (like my gm)you can then you should pick up the "shot on the run" line maybe too.

Depending on your game, you could try that nonlethal ridduculus amount of non lethal sneak die tricks with a blunt weapon and sap master feats. I think there are blunt arrows.


Oh..
lighting steps (move and gain concealment vs ranged attacks) would be nifty.

Then probably the standard ranged to hit feats; if your always wanting to sneak not a lot of reasons to get stuff like rapid shot.

The feat lines to defeat concealment issues might be good


A word of cautioj. Basicing your attack scheme around a single attack around isn't w good idea. Its great situationally to do the extra dice but its better to hit multiple times witu sa than once with sa + vital strike.


Especially with ranged, which gets a lot of amazing feats that really benefit full attacks.


Mojorat wrote:

A word of cautioj. Basicing your attack scheme around a single attack around isn't w good idea. Its great situationally to do the extra dice but its better to hit multiple times witu sa than once with sa + vital strike.

Usually, you're right, but if I can guarantee a sneak attack every time I move (and at range, even), I will usually end up getting just as many sneak attacks off in a combat as if I first had to get into position for each target. And as a rogue, hitting opponents who will most likely have most of their AC from natural armor, the majority of my iterative attacks won't hit anyway, even if I feinted them to make them flat-footed.

Zwordsman: Yes, conditions like Shot on the Run will synergize with Vital Strike.

I'm looking for suggestions for how to optimize Vital Strike in this way. Like taking the Major Magic Rogue Talent for Gravity Bow to make my Longbow deal 2d6 damage, or on a Vital Strike: 4d6.


Chengar Qordath wrote:
Especially with ranged, which gets a lot of amazing feats that really benefit full attacks.

Since Bow builds are usually so feat-starved, I'm going to save a lot of feats this way. Yes, I will miss out on some cool bow feats, but I'm also going to minimize the DR issue of the classic bow build. Yes, the Cluster Shot feat helps with this, but, again: feat-starved. Now I have more feats to use to make myself more vesitile, instead of being required to invest every feat I get into being better with more shots just to stay relevant.

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shot on the run would be super helpful because it allows you to rehide after each shot if you can move into/through a space with appropriate cover/concealment.

since you're planning to spend most rounds moving with your move action and shooting with your standard action, it would be nice to add something(s) that you can do with a swift action... arcane strike would boost damage (and you can qualify with the minor magic talent's SLA), the vanishing trick (which you can pick up by taking the "ki pool" and "ninja trick" talents) would give you some options for avoiding AoOs or making a hasty escape, depending on your stats (and how far you can stretch your feats) kirin strike could be another nice damage boost...


Extending the range at which your sneak attack can by applied. Should help you to stay out of melee combat better.

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