getting that pesky target flatfooted


Advice


Hey all.

So I will be in a 4th lvl game starting next week and the group consists (so far) in 2 witches, 2 hunters, and a brawler.

I am thinking of running a rogue, since this shtick has yet to be filled. So far my idea is to run a knife master with a ki pool and vanishing trick in order to get a few easy backstabs in.

My question is:

Short of improved feint, flank and dirty trick (for blind), is there any other reliable means of getting your target flatfooted?

To be honest the brawler should be a good flank buddy....but I have this idea of essentially slowly stalking around the battlefield invisible and popping out to stab hard.


Quick nitpick, Flanking desn't make your target Flatfooted.

Also, try this, maybe?

It' a neat option with the upside of making them Flatfooted for the whole party.

Main problem is it eats an attack. If you can convince another party member to use it

You're probably overall better as a Ninja (which can turn invisible as a Swift action whenever it pleases, and doesn't eat 2 of your Talents for it), a Vivisectionist Alchemist (Extracts, and doesn't necessarily require Sneak Attack to deal good damage), or Slayer (Definitely doesn't need Sneak Attack to deal good damage, but also has it) though.


If you are two weapon fighting, improved two weapon feint is what you want. Improved feint is actually pretty crappy because it still uses up a move action.

Silver Crusade RPG Superstar 2014 Top 16

If you're going rogue for the trap finding and such, then be an Urban Ranger instead. Get the traps, and be better in combat.


Fair enough with your flanking point. My mistake. Though I suppose all that matters is that the target is denied its dex to AC or that sneak attack applies.

As for being a ninja, it is something I'd have to run past the DM. We tend not to use the eastern classes when thematically odd.

That sword is nice though, I'll look into it. Thanks


Sneak Attack applies, but the target is not denied Dex. Important distinction since other abilities that rely on a target being Denied Dex won't work, and he keeps his AC bonus.

You and your flanking partner get a +2 to-hit, and you can Sneak Attack, that's about the extent of it.

And "Eastern classes" don't need Eastern flavor. You can be a back alley thug with some magical tricks as a Ninja just as easily as a Rogue with borrowed Ninja stuff.


If you're worried about the "eastern" flavor ask for the rogue weapon proficiencies instead and rename Ki to Panache/Grit/Luck/Bit of Magic/whatever. The rest of the class abilities are use poison, harder to track, uncanny dodge, run across things that can't support you, and improved uncanny dodge. The ki powers aren't particularly "eastern" in flavor and almost all of them are either normal mundane things everywhere or copies of magical effects.

Sovereign Court

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You're playing with a bunch of hunters. They're going to be investing heavily in teamwork feats that they share with their pets. If you coordinate teamwork feats with them, you can rake up some big bonuses.


Ascalaphus wrote:
You're playing with a bunch of hunters. They're going to be investing heavily in teamwork feats that they share with their pets. If you coordinate teamwork feats with them, you can rake up some big bonuses.

^ This is your best advice right here. ^

As far as teamwork feats goes, you'll want Outflank, Paired Opportunists and maybe Precise Strike. Going Slayer will get you Outflank the fastest.

Silver Crusade

Obligatory Forge of Combat analysis of the party:

Spoiler:

Hammer => Inflict HP damage
Anvil => Battlefield Control
Arm => Support

This party:

2 witches => 2 Anvils
2 hunters => 2 Hammers
brawler => Hammer

Party has 3 Hammers & 2 Anvils, but no Arm.

The Forge of Combat wrote:
Groups without Arms: Perhaps the most forgiving of the three major imbalances. These groups usually spend more resources than necessary to finish an encounter. When they don’t they exist on a razor’s edge where an enemies passed save or a characters failed save can mean the difference between failure and victory. This is much worse in groups that lack the means to magically heal themselves and are thus forced into shorter adventuring days or burning wealth on tons of cure light wound wands.

Your group's witches can cast minor healing spells, so your group faces the least-bad aspects of lacking an arm. Possibly one of the two witches is more Arm-like. Thus, it's entirely reasonable of you to create whatever sort of PC you want. Your party won't be badly unbalanced.

Still, you might point out the minor imbalance in your party composition. Possibly suggest that the first character to die should maybe be replaced with an Arm-style character, like a Bard, oracle, or cleric. If one of the two witches already has this covered then don't bother.

The above advice about coordinating teamwork feats with your two allied hunters is excellent. Do this and you won't go wrong.

Sovereign Court

The Escape Route teamwork feat is also good; it'll let you (and the ACs) move around enemies almost at will, to set up flanks as needed.

Oh, and since some of the teamwork/flank feats require Combat Expertise anyway, you might as well build towards Gang Up.


Hunter Builds page

That link will show you what a Hunter & their pet can do. Now picture 2 hunters w/pets and a Rogue Type/Sneak attack guy with shared feat choices can do.

Scarab Sages

If you can manage it, the pack flanking teamwork feat is totally worth it.

Sovereign Court

burkoJames wrote:
If you can manage it, the pack flanking teamwork feat is totally worth it.

Sadly, that doesn't work;

Pack Flanking wrote:

You and your companion creature are adept at fighting together against foes.

Prerequisites: Int 13, Combat Expertise, ability to acquire an animal companion.

Benefit: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are considered to be flanking that opponent, regardless of your actual positioning.

Normal: You must be positioned opposite an ally to flank an opponent.

However, it's very likely that hunters in the party will be using this. Therefore you should take a look at Gang Up instead:

Gang Up wrote:

You are adept at using greater numbers against foes.

Prerequisites: Int 13, Combat Expertise.

Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.

Normal: You must be positioned opposite an ally to flank an opponent.

Because whenever a hunter is using Pack Flanking to flank an opponent, you can Gang Up on that same opponent. It's not quite as good because you need the hunter on the front lines (instead of just you and the AC doing it), but it's better than nothing. Make sure to get a commitment from the Hunters that they'll work with you on this. It's a sweet tactic for them too.

Scarab Sages

If you are using an improvised weapon with catch off-guard, any unarmed opponent you attack is treated as flat-footed. If you build around disarm and your GM will allow you to enchant improvised weapons it works well for humanoids.


Imbicatus wrote:
If you are using an improvised weapon with catch off-guard, any unarmed opponent you attack is treated as flat-footed. If you build around disarm and your GM will allow you to enchant improvised weapons it works well for humanoids.

I vote on using a shoe. Seriously, who throws a shoe? Serious catch off-guard weapon if you ask me.


I vote Monk of the Empty Hand.

Scarab Sages

Or just make use of the Humble Beginnings trait. It also works well with the Suprise Weapon trait.


Imbicatus wrote:
Or just make use of the Humble Beginnings trait. It also works well with the Suprise Weapon trait.

Those are some serious traits, well worth taking IMO.

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