| VoodistMonk |
Tengu are proficient with the greatsword even as a Rogue.
Tengu Swordmaster may make a full attack on a charge.
Scout Rogues consider the target of their charge flat footed for sneak attack purposes
Rogues have access to the Acrobatic Charge rogue talent, allowing you to change direction during a charge, too, just for additional versatility.
All of this is online at level 4.
Multiclass to two weapon fighter for the feats and overhand chop, backswing, and access to the Greatsword Battler Divine Fighting Style.
Take the Rhino Charge feat, which allows you to ready a charge, albeit with movement limitations, but still a readied charge as a standard action, that you can full attack with whilst applying sneak attack damage, Vital Strike and backswing...
Am I missing something important, or does this seem extremely fun?
| VoodistMonk |
Nobody else is intrigued by the possibility of having a sneak attack, vital strike, full attack charge readied for as soon as you get teleported to within 15 feet of "that guy", or readying the same sneak attack, vital strike, full attack charge for as soon as you move away from someone or they move away from you?
You can move and have the charge readied in the same turn.
I would say it's almost broken, but it's only melee, so who cares?
| Claxon |
Well, as a GM I would tell you that I apply the limitation from Skirmisher to Scout's Charge (you only get one sneak attack per round) because they didn't anticipate getting the ability to perform multiple attacks in a round with charging.
If you apply that limitation there's nothing particularly exciting here.
| VoodistMonk |
Well, as a GM I would tell you that I apply the limitation from Skirmisher to Scout's Charge (you only get one sneak attack per round) because they didn't anticipate getting the ability to perform multiple attacks in a round with charging.
If you apply that limitation there's nothing particularly exciting here.
I was already pretty certain that the sneak attack damage would only apply to the first hit in the charge, same with vital strike. Overhead chop and backswing cover the rest of the attacks.
It's mainly just a way to charge every turn, and add versatility and flavor to a otherwise generic power attack vital strike greatsword fighter.
At level 14, with this build starting with 4 levels of Rogue, your vital strike charge damage counts as continuous for spellcasters concentration checks, so being able to ready your charge before being teleported in charge range of the scary wizard may be beneficial... At least more so than a fighter without the ability to ready a charge.
| terry_t_uk |
You can't vital strike on a charge
Vital Strike requires the use of the attack action, which is a specific standard action.
A charge is a full-round action -- a different action from the attack action. Therefore, Vital Strike does not work with a charge.
You can't move and ready a charge
If you move of your own accord i.e you are not teleported etc, you may not ready a charge
A charge is a full-round action
You can only ready a standard action
That's off the bat - I haven't looked at the abilities of the various archetypes (so it is possible that there are archetype abilities that trump my post)
| VoodistMonk |
Maybe you should read about what I said was required for this to work before telling me it won't.
Sorry Terry T UK, I probably sound like an @$$.
Tengu is a race that is trained in all things sword like.
Tengu Swordmaster is an archetype of Rogue available to the Tengu race, that allows you to make a full attack on a charge via the Tiger Trance.
Scout Rogues, an archetype that stacks with Swordmaster, allows you to consider the target of your charge as flat footed for the purposes of sneak attack.
Rhino Charge, the feat, allows you to ready a charge, albeit with movement limitations, as a standard action.
Greatsword Battler and the advanced thereof, allows vital strike to be used on a charge.
| Rhaleroad |
Vital Strike is only 1 attack, and can not be used as part of a full attack action. Looks like all the rest of the stuff are legit loopholes though. Also the Tiger Trance requires a full round action to even start, then reading actions and CMB to even make the charge. But you are a Rogue so can just stay in hide until you make that CMB.
| VoodistMonk |
Vital Strike is only 1 attack, and can not be used as part of a full attack action. Looks like all the rest of the stuff are legit loopholes though. Also the Tiger Trance requires a full round action to even start, then reading actions and CMB to even make the charge. But you are a Rogue so can just stay in hide until you make that CMB.
You are absolutely correct. I couldn't use all of them together, but the array of possibilities makes for a versatile character, in my opinion.
Should have enough feats available in 16 levels of fighter to pick up Greater Bull Rush and Spiked Destroyer for extra use of the prerequisites for Rhino Charge.
| VoodistMonk |
This entire platform also works extremely well without the Tengu race or Swordmaster archetype...
Be a Tiefling with the big arms racial feature that can wield size large weapons without penalty, use the heirloom weapon trait to gain proficiency with the greatsword as a Rogue. The Tiefling also has a racial feature for an extra 10ft distance when charging. But still take 4 levels in Rogue Scout, and then...
Warpriest works with either race just as well, maybe better, than two handed fighter.
| VoodistMonk |
This character reminds me a lot of an anime called Claymore...
Tiefling with a size large Greatsword
#16 alternative racial ability for size large arms
Fiendish Sprinter replaces Skilled and adds +10ft to charge.
Soulseer replaces Spell-like Ability and Fiendish Sorcery which allows me to use Deathwatch at will.
Fighter favored class bonus is +1/3 to saves against fear.
Rogue (Pirate/Scout) 1-4
1. Dodge
1. Sea Legs (Pirate bonus replaces Trapfinding)
1. Sneak Attack 1D6
2. Swinging Reposition Ex. (Pirate talent @ 2)
3. Mobility
3. Unflinching Ex. (Pirate bonus replaces Trapsense)
3. 2D6
4. Scout's Charge Ex. (Scout bonus replaces Uncanny Dodge)
4. Acrobatic Charge Ex. (Rogue talent)
Fighter (Two Handed Fighter) 5-20
5/1. Spring Attack
5/1. Power Attack
6/2. Furious Focus
6/2. Shattering Strike Ex.
7/3. Improved Bull Rush
7/3. Overhand Chop Ex.
8/4. Greatsword Battler Divine Fighting Style
9/5. Rhino's Charge
9/5. Weapon Training Ex.
10/6. Vital Strike
11/7. Step Up
11/7. Backswing Ex.
12/8. Improved Vital Strike
13/9. Follow Up
14/10. Advanced Greatsword Battler
15/11. Step Up and Strike
15/11. Piledriver Ex.
16/12. Armor of the Pit (Tiefling feat)
17/13. Greater Vital Strike
18/14. Iron Will
19/15. Accomplished Sneak Attacker
19/15. Greater Power Attack Ex.
20/16. Fleet???
Traits
Don't know, yet. Open to suggestions.
| VoodistMonk |
Could easily drop knockback and greater bull rush for whatever feat gives me +1D6 Sneak Attack, fleet for +5ft more movement and/or iron will or something more useful than bull rushing and spiked armor additional attacks.
With a size large Greatsword, and the ability to consider the target of your charge attack flat footed for the purposes of Sneak Attack, which will be 2D6 or 3D6, and 70-80 feet of regular charge (45 feet on a readied charge), the ability to ready a charge, applying Power Attack and Greater Vital Strike and Overhand Chop (Ex.) And Greater Power Attack (Ex.) and Sneak Attack on pretty much any charge... Damage won't be a problem. For a melee character, at least.
| Ryan Freire |
Vital Strike is only 1 attack, and can not be used as part of a full attack action. Looks like all the rest of the stuff are legit loopholes though. Also the Tiger Trance requires a full round action to even start, then reading actions and CMB to even make the charge. But you are a Rogue so can just stay in hide until you make that CMB.
Greatsword battler(gorum's divine fighting style) absolutely allows this to happen.
| VoodistMonk |
Forget shifting those feats for Disruptive and Spellbreaker.
I won't see the use of either with this character. The damage from the charge is considered continuous after level 14, that will be better than either disruptive or Spellbreaker could provide me. The shear amount of damage available even before that will have to be disruptive enough at lower levels.
| VoodistMonk |
It all works, even without size large arms, even without extra distance when you charge from fiend legs. You can do this as a human, or an Orc, or a halfling, I'm pretty sure it just works as long as you worship Gorum.
The particular Swinging Reposition Ex. from Pirate Rogue @ 2 requires light armor, and it allows you to change direction wherever you want so long as you have movement during a charge in certain environments. However Acrobatic Charge Ex. allows you to change direction once during a charge without armor restrictions. So you are pretty covered both ways.
Scout's Charge Ex. treats the target of your charge as flat footed for the purposes of Sneak Attack to the tune of +2D6 every charge.
Unflinching Ex. is a +1 against fear effects, kind of making up for giving up the fighter's Bravery.
Rhino's Charge feat literally allows you to use the standard action to ready a full charge... It's almost broken except it's just a melee fighter.
Overhand Chop Ex. and Power Attack bonuses are combined, it's pretty awesome.
Backswing Ex. allows every following attack in a full attack to have double strength bonus. It's like Power Attack all the time now.
Yeah, it's pretty cool.