Eigengrau |
We use this book in our multiple groups and I came across these abilities for a Rogue Archetype.
Deadly Strike:
When a scoundrel makes an attack
against a flat-footed target, that attack is automatically
a critical hit. If the scoundrel’s attack roll would
have already resulted in a critical hit, the attack deals
bonus damage according to the weapon’s critical multiplier
(2d6, 3d6, etc.) This stacks with bonus damage dealt as part
of the critical itself. The Scoundrel also gains a bonus to all his severity rolls equal to his rogue level.
This ability replaces Sneak Attack.
Vital Spot:
Scoundrels focus on dealing damage to their foes, striking
weak points and vital areas for extra damage. A scoundrel gains a
circumstance bonus to all damage rolls equal to his rogue level. This
does not apply against creatures immune to precision damage.
This ability replaces Sneak Attack.
Trick Combat:
A scoundrel may qualify for any feat or rogue talent
that alters sneak attack, treating their vital spot
bonus divided by 2 (rounded up) as their sneak attack dice
when meeting prerequisites or determining effects.
The scoundrel may apply these feats and rogue talents to
his critical hits, as well as any attack made against
a target denied their Dexterity bonus to AC, or whom the
scoundrel is flanking.
This ability replaces Sneak Attack.
All three of the above are gained as a 1st level Rogue.
Also there is a new talent you can take:
Deadly Blade:
A rogue with this talent increases the critical modifier
of any light blade she wields with a x2 critical modifier
(see the fighter’s weapon training ability) to x3.
I'm wondering what kind of mayhem I can create with this. Already I'm leaning on duel wielding Saw-Tooth Sabres so I can eventually nab Slashing Grace with them while two weapon fighting.
However a Rapid Shot trained Rogue with a Composite Longbow would seriously put some hurt on a flat footed enemy.
Whatever I would do I'd need to stack up my Initiative as much as possible. Reactionary Trait, Improved Initiative, and Dex bonus to keep me at the top of the Initiative chart.
Eigengrau |
Once you have the level, you could start taking critical feats.
I was just looking at some of those.
Also in the same book they have some feats, most of all of them deal with criticals, the one I'm considering now to start off with, is Dangerous Gambit or something. It's like Power Attack in its progression. You increase your fumble range by 1, so you fumble on a 1 or 2, and you increase your threat range by 1, so you can threaten on a 18-20 if using a longsword etc... Stacks with Improved Critical, but only would make it 1 better after the feat applied, not before it. Every +4 BAB you increase your fumble/threat range another +1 point. Doesn't sound so problematic for me at early levels but I wouldn't want to keep the feat for very long.
I'm not sure if I should go ranged and wipe someone out with a bow in first round when they're flat-footed or go melee. If I went ranged I'd focus on maybe Zen Archer Monk with 2 levels of Rogue. If I went melee I think I'd want a high crit weapon like Falcata or Scythe and also use the feat to increase my threat range with them.