DragoonWraith
2009-06-05, 09:04 PM
So I'd like to make a melee character that doesn't focus on Full Attacks. Basically, I'm looking for sources of bonus damage that can be piled onto a single devastating stroke. The idea is a character that bides his time, gets his opponent to make a single mistake, and then capitalizes on it massively. There's Skirmish, which gets bonus damage for moving 10' (i.e. not Full Attacking, at least under normal circumstances), plus Improved Skirmish that adds another 2d6 if that distance is 20'. That's good. Sneak Attack, of course, can be made to apply, though it could apply almost as easily with every attack in a Full Attack, making it somewhat meaningless to not do so.
I don't expect to match a TWF Full Attacking Rogue in a Sneak Attack, but I want something that is better than a TWF Rogue who is Sneak Attacking without a Full Attack. Also, I want to have the added mobility serve some purpose, if at all possible.
This is in a Pathfinder game, though conversion of non-Pathfinder 3.5 sources should be mostly acceptable. Major exception: Tome of Battle. The DM is working on his own conversion of it, but until he finishes that, it's off limits. Feel free to mention things if you want, of course, but I'm looking ideally for non-Tome of Battle builds.
There are some Homebrew factors to be aware of. One, Rangers get some Skirmish damage (1d6 at level 3, 2d6 at 7, 3d6 at 13, 4d6 at 20) and AC bonus (+1 at 4, +2 at 10, +3 at 16). Further, there are a number of Critical Hit related feats, which add status effects to Criticals (I think these are likely a good way to do what I want, though it's hard to ignore the fact that I am far more likely to score a Critical if I am attacking more often...)
Critical Focus: BAB +9 - +4 on Confirmation rolls
Critical Mastery: Crit. Foc., any 2 Crit. feats, 14th level Fighter - may apply 2 Critical effects per Critical instead of 1.
Bleeding Critical: Crit. Foc., BAB +11 - 2d6 damage per round, can be stopped with DC 15 Heal check or any source of hit point healing.
Sickening Critical: Crit. Foc., BAB +11 - target becomes sickened for 1 minute
Powerful Critical: Crit. Foc., Imp. Crit., BAB +13 - advance Crit. multiplier by 1, to a max of x4.
Staggering Critical: Crit. Foc., BAB +13 - target is staggered for 1d4+1 rounds. DC 10+BAB Fort save to reduce duration to 1 round
Tiring Critical: Crit. Foc., BAB +13 - target becomes Fatigued
Deafening Critical: Crit. Foc., BAB +13 - target becomes permanently Deafened. DC 10+BAB Fort save to reduce duration to 1 round
Exhausting Critical: Crit. Foc., Tiring Crit., BAB +15 - target becomes Exhausted.
Stunning Critical: Crit. Foc., BAB +17 - target becomes stunned for 1d4+1 rounds. DC 10+BAB Fort save to reduce duration to 1 round
We're playing a series of one-shots of gradually increasing level. The first is at level 3; I doubt much can be done at that level. So feel free to do anything non-Epic, though the lower the level the better.
Thoughts?
I don't expect to match a TWF Full Attacking Rogue in a Sneak Attack, but I want something that is better than a TWF Rogue who is Sneak Attacking without a Full Attack. Also, I want to have the added mobility serve some purpose, if at all possible.
This is in a Pathfinder game, though conversion of non-Pathfinder 3.5 sources should be mostly acceptable. Major exception: Tome of Battle. The DM is working on his own conversion of it, but until he finishes that, it's off limits. Feel free to mention things if you want, of course, but I'm looking ideally for non-Tome of Battle builds.
There are some Homebrew factors to be aware of. One, Rangers get some Skirmish damage (1d6 at level 3, 2d6 at 7, 3d6 at 13, 4d6 at 20) and AC bonus (+1 at 4, +2 at 10, +3 at 16). Further, there are a number of Critical Hit related feats, which add status effects to Criticals (I think these are likely a good way to do what I want, though it's hard to ignore the fact that I am far more likely to score a Critical if I am attacking more often...)
Critical Focus: BAB +9 - +4 on Confirmation rolls
Critical Mastery: Crit. Foc., any 2 Crit. feats, 14th level Fighter - may apply 2 Critical effects per Critical instead of 1.
Bleeding Critical: Crit. Foc., BAB +11 - 2d6 damage per round, can be stopped with DC 15 Heal check or any source of hit point healing.
Sickening Critical: Crit. Foc., BAB +11 - target becomes sickened for 1 minute
Powerful Critical: Crit. Foc., Imp. Crit., BAB +13 - advance Crit. multiplier by 1, to a max of x4.
Staggering Critical: Crit. Foc., BAB +13 - target is staggered for 1d4+1 rounds. DC 10+BAB Fort save to reduce duration to 1 round
Tiring Critical: Crit. Foc., BAB +13 - target becomes Fatigued
Deafening Critical: Crit. Foc., BAB +13 - target becomes permanently Deafened. DC 10+BAB Fort save to reduce duration to 1 round
Exhausting Critical: Crit. Foc., Tiring Crit., BAB +15 - target becomes Exhausted.
Stunning Critical: Crit. Foc., BAB +17 - target becomes stunned for 1d4+1 rounds. DC 10+BAB Fort save to reduce duration to 1 round
We're playing a series of one-shots of gradually increasing level. The first is at level 3; I doubt much can be done at that level. So feel free to do anything non-Epic, though the lower the level the better.
Thoughts?