| Inlaa |
Inlaa wrote:I know it's way late in the thread to point this out, but I didn't see anyone comment about it before: Lethal Acrobatics is a 3rd party feat. (Rogue Glory. Copyright 2013, Drop Dead Studios; Author Adam Meyers)R1 1) SAD 1d6, Power Attack
R2 2) Evasion, Lethal Acrobatics
Not too late at all!
It's not that important. We can probably find something to take its place, and it's a minor part of the build anyway. It just makes your enemies flatfooted (useful as that is).
Option 1: Bonus combat feat.
Not a bad choice for us since it gets the rest of our build online faster. We don't get to sneak attack as part of a charge but oh well.
Option 2: Take the Scout archetype and get 4 levels of Rogue (getting a bonus combat feat at level 4). This lets us make sneak attacks with our bull rush as before (since we're charging when we're bull rushing), meaning our spiked armor attack should still get sneak attack damage.
Heck, we can use Option 2 to get TWO combat feats from 4 rogue levels: 1 from Combat Trick, and another from Ninja Trick (Style Master). This would be easy to work into the build.
In either case, we still get to use acrobatics in heavy armor because we're a gosh darned dwarf.
| Inlaa |
Okay, take whatever of this build:
R=Scout Rogue, F=Siegebreaker Fighter, B=Armored Hulk Barbarian, V=Avenger Vigilante
We're taking Combat Trick at Rogue level 2 and Ninja Trick (Style Master: Bulette Rampage) at Rogue Level 4. We accidentally left Bulette Leap out of the build before. Whoops.
If for some reason our dwarf doesn't have enough DEX to get TWF, we can take 2 levels of Ranger to get it. We're never going to use it; we just need it to qualify for Shield Slam, so it doesn't matter that we can't use TWF in heavy armor if we take Ranger levels. Besides, getting a free Favored Enemy might not be a bad thing.
For now, however, let's assume that we're using Vigilante levels.
R1 1) SAD 1d6, Power Attack
R2 2) Evasion, Improved Overrun
F1 3) Breaker Rush (aw yis), Bulette Charge Style
F2 4) Armored Vigor, Breaker Momentum (AW YIS)
R3 5) 2d6 SAD, Bulette Leap
R4 6) Scout's Charge, Bulette Rampage
B1 7) Indomitable Stance (very dwarfy), Rage, Spiked Destroyer
B2 8) Overbearing Advance, Armored Swiftness
F3 9) Armor Training 1, Poised Bearing
B3 10) Resilience of Steel
B4 11) Knockback, Improved Bull Rush
V1 12) -
V2 13) Two-Weapon Fighting, Imposing Bearing
V3 14) -
V4 15) Improved Shield Bash, Shield Slam
V5 16) -
V6 17) Greater Bull Rush, Blind Fight OR Armor Focus OR Rhino Charge (Armor Focus = more AC and damage with Bulette Rampage, Blind Fight = more reliable vs. concealment and stuff, and Rhino Charge = you can ready a charge)
Your build comes online just a LITTLE bit earlier with this setup. And again, because you're a Scout, your enemy is "flatfooted" when you charge them, which you'll do when bull rushing, which means your spiked armor will deal sneak attack damage.
I see your basic strategies being as follows:
The Charge
Find enemy at a distance. Charge them; use Bull Rush. Bowling pin enemies go flying around. They may try to move out of the way of your Overrun, but your Bull Rush will still knock them senseless. Do it on ledges for giggles (if they try to leap out of the way they'll fall over the edge).
And then charge right back the way you came on round 2.
The SLAMMER
You bull rushed an enemy into a wall last turn. He probably tried to fight back or something. It's round 2.
Take your shield and slam him in the face repeatedly. Each time you hit, you get a Bull Rush attempt, meaning you deal that awesome bull rush damage. Your GM may rule that if you overrun you can't attack anymore; if so, just use Shield Slam until your last attack, THEN overrun.
If your GM rules you can't overrun an enemy that's right up against a wall that's fine. You still have the shield slam bull rushes.
Alternatively, if your enemy's AC is super crazy high, why not use Knockback instead? You don't even need the Shield Slam; just shove your shoulder into his gut and ram him into the wall repeatedly. Make every attack in your full attack a bull rush via Knockback. It's great fun.
And if you ever get surrounded, remember Knockback. Remember that you can send all those enemies flanking you flying away by using your dwarven mascles to knock them flying back.
By the way, you are obligated to name this character Dwain "The Boulder" Johansen.
EDIT: A few thoughts more...
A good feat to get via the Training enhancement is Barroom Brawler because it's so darned flexible, so that might make a good alternative to putting Quick Draw training on your shield.
If you take the 2 level dip into Ranger at levels 12 and 13, consider the Dungeon Rover archetype. You already have Stonecunning, so Stone Scouting adds more to your bonus and seems to expand the things you might spot passively. Others that are fine for two-level dips include Woodland Skirmisher (for a slight bonus to perception in the woods), and Guide (for if you want to use Dedicated Adversary with Barroom Brawler).
Also consider the merits of getting a 5th level of Rogue at level 18. You get Rogue's Edge and 3d6 SAD. Rogue's Edge = a skill unlock. What does the Acrobatics Skill Unlock do?
With sufficient ranks in Acrobatics, you earn the following.
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.
15 Ranks: You do not provoke attacks of opportunity when standing up from prone.
20 Ranks: You double the result of any Acrobatics check when jumping and never fall prone at the end of a fall as long as you remain conscious.
This stuff sounds dandy to me. Tack on Skill Focus (Acrobatics) and you can be the angry leaping dwarf in full plate. Note, though, this puts your BAB at 18/20 instead of 19/20.
Also consider the merits of taking 10 levels of rogue, getting the last 6 at 15/16/17/18/19/20. The trouble with 10 levels of Rogue is you have 3 less BAB than a full BAB character, or 17/20. But you get Advanced Talents... like Skill Mastery, which can be applied to your awesome Acrobatics or to UMD. If you took Ledge Walker with one of your talents before, getting Light Walker would let you use your strategies in situations where the Fly spell isn't available or an option and the terrain is horrible. Improved Evasion and Defensive Roll might have their uses.
If you like skill unlocks, maybe Cutting Edge isn't a bad idea.
| Inlaa |