Darksol the Painbringer |
Pounce usually is only a higher level option, and it makes sense, since Pounce is only useful for multiple attacks, and most PCs don't get multiple attacks until 6th-8th level.
6th level Druids get it the earliest via Wild Shape, as per Beast Shape II. Deinonychus form is really terrifying with the amount of attacks they get (5), with 3 of them being primary. Another is the Dire Tiger. The downside is that Druids are only 3/4 BAB, so they aren't as strong as others. Would make for a very difficult and interesting encounter to fight a bunch of these Druids though.
The next ones would be classes that get Rage Powers; specifically, Barbarians (and certain Bloodragers). The Beast Totem line (Greater) provides Pounce as long as you are raging. This is probably the most reliable and powerful way to obtain Pounce, as you get Natural Weapons (cool) and Natural Armor on top of it. Unfortunately, you need to be 10th (or 12th for Bloodrager) in order to get it. Even using VMC, you wouldn't be able to select the Greater Beast Totem Rage Power, and even if you could, it wouldn't be until 17th level, at the earliest.
Fighters with the Mobile Fighter archetype get a pseudo-pounce ability at 11th level, where they can take a single move when they perform a Full Attack Action. The downside is that they lose their highest BAB attack, and their movement still provokes. This is remedied with their capstone, where they can instead perform a normal Full Attack Action as a Standard Action (which, ironically enough, can synchronize with their 11th level ability).
Outside that, you're not really going to be finding anything. If there was an item of some sort that provided the ability, then those are other alternatives, but as far as I know, there aren't any.
lemeres |
Coordinated charge- get an immediate action charge when an ally with this same teamwork feat takes a charge. Taking a charge that is outside of your turn most likely means you will be next to your opponent when your turn starts. So it is a pseudo pounce...with an extra attack.
Besides just taking the teamwork feat normally, there are a variety of ways to game it so none of the player characters have to bite the bullet to start off.
Eldritch Guardian fighter- your familiar shares your combat feats, and this is a combat feat. Basically, throw your bunny in their faces first, and then you can get pseudo pounce.
Cavaliers can share teamwork feats with allies. Their mounts are allies through tactician. This has the advantage of giving the entire party grab pseudo pounce. With cavalier, you might need to multiclass for a level or two, since tactician needs you to actually qualify for the teamwork feat, and the most closest iteration of tactician is just a level or 2 off. Note- there are a ton of archetypes that give tactician. So they are options too.
Dragonchess Player |
Re: summoners
Make sure you check which version your GM is allowing. For the Unchained version, Pounce is a 3-point evolution with a minimum summoner level of 7th (vs. 1-point/no minimum for the APG version).
Thematically, the Unchained version has the eidolon much more closely tied to the outsider type (which can make it easier to fit into the cosmology of the campaign). However, Pounce and the spell list got nerfed a bit; also, the baseline abilities for each outsider type significantly reduced the points available in the evolution pool (making the half-elf FCB and the Extra Evolution feat correspondingly more significant).
avr |
Mounted skirmisher; usually level 15 required, ranger combat styles can get it at 10, remember that a couple of other classes can get ranger combat styles.
Spells which move characters are a lot like pounce. I can say from experience that a magus is a deadly weapon in the hands of a sorcerer with the telekinetic charge spell.
Then there's the dimensional assault line of feats, which is how a horizon walker does pounce.
Darksol the Painbringer |
Mounted skirmisher; usually level 15 required, ranger combat styles can get it at 10, remember that a couple of other classes can get ranger combat styles.
Spells which move characters are a lot like pounce. I can say from experience that a magus is a deadly weapon in the hands of a sorcerer with the telekinetic charge spell.
Then there's the dimensional assault line of feats, which is how a horizon walker does pounce.
Let's also not forget to consider Magi with the (Greater) Bladed Dash spell combined with Spell Combat; that's some pretty interesting stuff, especially when using a Quickened Shocking Grasp (as well as a Spell Storing Scimitar), leaves for some very powerful damage dealing. Unfortunately, this only applies to enemies within 30 feet, but it's a great gap-closer without losing out on damage capabilities too much.
@ Avoron: Perhaps, but the Natural Weapons become secondary weapons if you perform any sort of iterative attacks. It's one of the reasons why Unarmed Strikes combined with Natural Weapons aren't particularly effective, unless you have special rules superseding the above general rule (such as a Dragon's Bite).
Avoron |
@ Avoron: Perhaps, but the Natural Weapons become secondary weapons if you perform any sort of iterative attacks. It's one of the reasons why Unarmed Strikes combined with Natural Weapons aren't particularly effective, unless you have special rules superseding the above general rule (such as a Dragon's Bite).
The natural weapons aren't important, and the hooves are already secondary - that's just a nice bonus. The point is that monstrous physique into a tikbalang is the only way to gain pounce with a spell while retaining the hands necessary to wield manufactured weapons. If you'd prefer using only natural weapons, beast shape works just as well.