Oli Ironbar
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Dance of Whirling Water (Ex): You dance through the battlefield with all the grace and power of the waves, sweeping up enemies and tossing them away with the powers of air and water entwined. Whenever you succeed at an Acrobatics check to move through an enemy’s square, you gain a competence bonus equal to half your oracle level (minimum +1) on trip combat maneuvers against that creature until the start of your next turn. At 11th level, you gain Whirlwind Attack as a bonus feat, and you can make bull rush combat maneuvers in place of any of the attacks granted by Whirlwind Attack; you cannot move with enemies bull rushed this way.
For a campaign starting at 11, I'm really not sure which way I want to go with feats.
Improved and Greater Bullrush are covered because the GM is allowing the Soothsayer's Raiment with UMD (the ring of revelations from the same book spells out it can't be UMD'd, but the same wording is missing from the armor and they were printed twice together in the same books <shrugs>). (Also, belt of impossible action is planned so size of enemy doesn't matter and between a leveraging weapon, Greater Magic Weapon, and Pauldrons of the Bull, the Bull Rush attempts seem sustainable.)
The vision so far is to buff, move into the middle of the map, then in round 2 send any extra foes flying beyond what the front line wants to focus fire on -- but what to add to this tactic, if anything, or should feats focus elsewhere?
| Azothath |
Oracle - Elemental mystery, from PPC ElemMstrHB
Soothsayer's Raiment (specific mystery) [armor] $10300, UltEquip
You'd want to buff Acrobatics, CM(bull rush, move through, trip), like aon search combat maneuvers
relying on a magic item to have a feat can be rather tricky for a feat chain.
| Marco Green |
Dance of Whirling Water (Ex): You dance through the battlefield with all the grace and power of the waves, sweeping up enemies and tossing them away with the powers of air and water entwined. Whenever you succeed at an Acrobatics check to move through an enemy’s square, you gain a competence bonus equal to half your oracle level (minimum +1) on trip combat maneuvers against that creature until the start of your next turn. At 11th level, you gain Whirlwind Attack as a bonus feat, and you can make bull rush combat maneuvers in place of any of the attacks granted by Whirlwind Attack; you cannot move with enemies bull rushed this way.
For a campaign starting at 11, I'm really not sure which way I want to go with feats.
Improved and Greater Bullrush are covered because the GM is allowing the Soothsayer's Raiment with UMD (the Cool Games ring of revelations from the same book spells out it can't be UMD'd, but the same wording is missing from the armor and they were printed twice together in the same books <shrugs>). (Also, belt of impossible action is planned so size of enemy doesn't matter and between a leveraging weapon, Greater Magic Weapon, and Pauldrons of the Bull, the Bull Rush attempts seem sustainable.)
The vision so far is to buff, move into the middle of the map, then in round 2 send any extra foes flying beyond what the front line wants to focus fire on -- but what to add to this tactic, if anything, or should feats focus elsewhere?
Grab Combat Reflexes and Stand Still to lock down space after you scatter enemies. It keeps your control relevant beyond the bull rush spam.
Oli Ironbar
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Grab Combat Reflexes and Stand Still to lock down space after you scatter enemies. It keeps your control relevant beyond the bull rush spam.
I like that. Gives control both on the way out and the way in.
Also found this gem: Squash Flat (Combat)
Prerequisites: Improved Bull Rush, Merciless Rush, worshiper of Rovagug.
Benefit: Whenever you make a bull rush attack and your combat maneuver check exceeds the target’s CMD by 5 or more, you can attempt to trip the target as part of your bull rush as a free action. This does not provoke an attack of opportunity.
That should fill out the feats, full round whirlwind, bull rush, trip, AoO with standstill on their way back. Allies will need combat reflexes since each enemy will provoke for the bullrush and for the trip (and if they have reach, when we let one or two back in range.)