How maximize Sidestep / AC


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Hello, I want to create a character to use sidestep feat.

1)Overextending Feint (rogue 1)

Quote:

Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.

Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.

2) Pistol Phenom Dedication [trained in at least one type of one-handed firearm] (general feat : proficiency weapon simple firearms ?)

Quote:
You gain the Pistol Twirl gunslinger feat, enabling you to Feint against creatures within your weapon's first range increment.

4) Sword and Pistol

6) Gunpowder Gaunlet

Quote:

Critical Success The target takes a –2 status penalty to attack rolls against creatures other than you until the beginning of your next turn.

Success The target takes a –1 status penalty to attack rolls against creatures other than you until the beginning of your next turn.

8) Sidestep (rogue)

10/ Tactical Debilitations [Scoundrel Racket]

Quote:

Debilitation The target can’t use reactions.

Debilitation The target can’t flank or contribute to allies’ flanking.

12/ Preparation (rogue)

14/ Reach for the Sky

Quote:
You fire your firearm and then attempt a single Intimidation check to Demoralize each enemy within 30 feet. Creatures who become frightened instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these frightened creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute.

16/ Showstopper

Quote:
When using Pistol Twirl to Feint, you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one Deception check and compare it against each target's Perception DC.

18/ Hot Foot

Quote:

You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment.

Critical Success The creature can't use reactions, is flat-footed, and takes a –2 circumstance penalty to Reflex saves. These effects last until the start of its next turn.
Success The creature can't use reactions until the start of its next turn.

20/ Phenom's Verve

Quote:
If you critically succeed at a Performance check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn.

Ancestry : kobold, gnome ???

Kobold

Grovel (5)

Quote:
Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.

Ally's Shelter (5) 1/day [reaction]

Quote:
Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own.

Chameleon Gnome

Empathetic Plea (1) [Reaction]

Theoretical Acumen (1) 1/day

Quote:
Once before the end of your next turn, you can use the skill modifier from the triggering check in place of your saving throw modifier against one of the creature’s abilities, in place of your Perception modifier to Seek the creature, in place of your Deception modifier to Feint against the creature, or in place of your Intimidation modifier to Demoralize the creature. Alternatively, against one of the creature’s attacks, you can use your DC for the skill used in the triggering check in place of your AC.

Vibrant display (1) 1/10 mn

Quote:
Once every 10 minutes, when you use the Feint action, you can compare your Deception check result to the Perception DCs of all adjacent creatures rather than just one creature within melee reach. It’s possible to get a different degree of success for each target.

Vivacious conduit (9)

unexpected shift (1)

fortuitous shift (9)

What do you think about the choice of the feats ?

How do the AC maximize ?

Thanks for your future answer.


Don't forget the Mesmerizing Opal


Waldham wrote:
2) Pistol Phenom Dedication [trained in at least one type of one-handed firearm] (general feat : proficiency weapon simple firearms ?)

Rogue is trained in all simple weapons. So Flintlock Pistol, Hand Cannon, Coat Pistol, and both Air Repeaters let you qualify for Pistol Phenom dedication.

The biggest problem that I see is that there is no way for you to reload your firearm while using Sword and Pistol. You don't have Reloading Strike from Way of the Drifter, and you don't have Dual-Weapon Reload since that is a Gunslinger exclusive feat.

Tactical Debilitations and Hot Foot look a bit redundant. Both can prevent an enemy from using reactions. Tactical Debilitations has a second option to it though, so I would keep that one. Yes, Hot Foot has some additional effects on a critical success, but that doesn't happen reliably enough for me to look at it when considering feat choices.

Other than that, I think it looks fine. Should be quite a bit of fun.


What about the choice of ancestry, and the ancestries feats ?

Quote:
The biggest problem that I see is that there is no way for you to reload your firearm while using Sword and Pistol.

Gunner's Bandolier ?

Persistent Lodestone ?

Instead Hoot Foot and Phenom's verve :
- dual warrior dedication -> dual weapon reload

- unexpected sharpshooter-> risky reload

- gunslinger dedication (way of the drifter) ->Practiced reload [Slinger's Reload Reloading Strike]

- Bullet Dancer Dedication ->Bullet Dancer Reload


Waldham wrote:
Quote:
The biggest problem that I see is that there is no way for you to reload your firearm while using Sword and Pistol.

Gunner's Bandolier ?

Persistent Lodestone ?

Instead Hoot Foot and Phenom's verve :
- dual warrior dedication -> dual weapon reload

- unexpected sharpshooter-> risky reload

- gunslinger dedication (way of the drifter) ->Practiced reload [Slinger's Reload Reloading Strike]

- Bullet Dancer Dedication ->Bullet Dancer Reload

Ordered from least beneficial to most:

Risky Reload. It doesn't actually remove the requirement of having a free hand to reload the firearm.

Persistent Lodestone. It only reloads your firearm if you miss the attack.

Gunner's Bandolier. It has a limited number of firearms that you can put in it.

Practiced Reloads. Since it comes from the Gunslinger class, I am actually a bit surprised that this isn't preferred to some of the others. Downside: It requires you to do the reload as part of a melee strike, so you couldn't reload the firearm if you aren't in melee range. It also progresses MAP when you reload. Benefit: you get to do both the melee strike and reload combined in one action.

Dual-Weapon Reload. Exactly what you need and nothing more. It removes the free hand requirement, but still takes an action to reload the firearm. You can also get this from Gunslinger Archetype.

Bullet Dancer Reload. Removes the free-hand requirement of reload and combines the reload with the ranged attack that fires the firearm. So the firearm is effectively always loaded. The huge downside here is that the feat has a prerequisite of also taking Bullet Dancer Burn. So this may be unavailable with your current build.

----------

For a Rogue intending to be in melee range in order to use Sidestep, any of those last three (Practiced Reloads, Dual-Weapon Reload, or Bullet Dancer Reload) would work fine. Pick which one has the easiest prerequisites to meet. Or the one that has additional feats that you are looking for.

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