QuadraticGish
2018-09-12, 10:18 AM
This is something I came up with while thinking of potential builds for the pregens I was tasked to make for my DM. I'm not entirely sure on how reach on tiny creatures work, so assume this is hypothetical and that tiny creatures threaten their own square.
So first thing we need is the Conscript (http://spheresofpower.wikidot.com/conscript) Class. This nets us the best talent progression available, full BAB, and the ability to swap out bonus feats for certain abilities. Obviously the first one we want is Sneak Attack. Now this build will lack mobility, so we will be taking Mount to get a free animal companion to make up for this. The last point doesn't matter significantly, so we will just choose Finesse training in case we're ever forced into melee. As sneak attacking sadly doesn't kick in until 3rd level, I'll post a talent list for first and 3rd levels.
Tradition: Steppe Rider (http://spheresofpower.wikidot.com/martial-traditions#toc36)
Equipment
Outrider Training(Tradition) Provides us our Shortbow Proficency and reduces penalties to ranged attacks by half while mounted.
Short bow Mastery(Tradition) Another attack at -5 for a swift(which we don't use really) is a good deal.
Beastmastery(Ride)(Tradition) Defensive Rider will no doubt be useful since we'll have to stay within 30ft to activate sneak attack.
Barrage(Tradition) This opens up our primary damage option.
Sniper Sphere(1st Conscript Bonus Talent) This is just for a precise shot equivalent really, but it gives a good damage option for when getting close is just too dangerous.
Fencing Sphere(1st level Talent) This is just setting up our entry for sneak attacks. At this point, you are able to take Fast Feint with your first level feat allowing you to already benefit from Fatal Thrust.
Tradition: Steppe Rider (http://spheresofpower.wikidot.com/martial-traditions#toc36)
Equipment
Outrider Training(Tradition) Provides us our Shortbow Proficency and reduces penalties to ranged attacks by half while mounted.
Short bow Mastery(Tradition) Another attack at -5 for a swift(which we don't use really) is a good deal.
Beastmastery(Ride)(Tradition) Defensive Rider will no doubt be useful since we'll have to stay within 30ft to activate sneak attack.
Barrage(Tradition) This opens up our primary damage option.
Sniper Sphere(1st Conscript Bonus Talent) This is just for a precise shot equivalent really, but it gives a good damage option for when getting close is just too dangerous.
Fencing Sphere(1st level Talent) This is just setting up our entry for sneak attacks. At this point, you are able to take Fast Feint with your first level feat allowing you to already benefit from Fatal Thrust.
Fast Feint(2nd level talent) Gives us our ability to feint as a move action, so we can now feint and attack in the same round.
Expert Feint(3rd level talent) Not only can we apply our now active sneak attack damage to every attack we do, so can our allies!
Empty(3rd level bonus talent)
So at 3rd level with a proper composite short bow and an assumed 14 str and 16 dex, our Barrage routine(After a move action feint) comes out as:
Attack: 3(BAB)+3(Dex)-2(Barrage)= Attack/Barrage/Short bow Mastery +4/+4/-1
Damage: 2(Str)= 1d6+2+1d6/1d6+2+1d6/1d6+2+1d6
Now if you notice, we haven't even touched on races or even our feats much at all. We have two feats available or 3 if we're human, so I'll run down some potential ideas.
Extra Combat Talent: Augmented Grip; May not be the best choice right now, but it does help alleviate the barrage penalty down the line.
Extra Combat Talent: Close Combat Specialist; If you ever get into a hairy situation, this will protect you, or you can take...
Extra Combat Talent: Vigilant Sharpshooter; in combination with Close Combat Specialist to let your flank in melee if this sort of thing happens too much. Or you can just shank them.
Extra Combat Talent: Suppressing Fire; Want more dakka? This provides dakka. Another free attack is nothing to sneeze at- at worst is that the enemy dodges two of your attack and is now reduce to half movement, and either a -5 or -7 to perception and attack rolls. I'm not sure if it's referring to the two extra attack provided by barrage, or all attacks made with the blitz.
Extra Combat Talent: Arrow Split; This will become pretty important when DR becomes a common thing, but you can probably get away with putting this off for a while.
Extra Combat Talent: Distracting Shot; This for when you for some reason you must use your move action for something other than feinting.
Extra Combat Talent: Redirection; Cover? What's what?
Edit 1: Rewrite with Fencing instead of beastmastery.
So first thing we need is the Conscript (http://spheresofpower.wikidot.com/conscript) Class. This nets us the best talent progression available, full BAB, and the ability to swap out bonus feats for certain abilities. Obviously the first one we want is Sneak Attack. Now this build will lack mobility, so we will be taking Mount to get a free animal companion to make up for this. The last point doesn't matter significantly, so we will just choose Finesse training in case we're ever forced into melee. As sneak attacking sadly doesn't kick in until 3rd level, I'll post a talent list for first and 3rd levels.
Tradition: Steppe Rider (http://spheresofpower.wikidot.com/martial-traditions#toc36)
Equipment
Outrider Training(Tradition) Provides us our Shortbow Proficency and reduces penalties to ranged attacks by half while mounted.
Short bow Mastery(Tradition) Another attack at -5 for a swift(which we don't use really) is a good deal.
Beastmastery(Ride)(Tradition) Defensive Rider will no doubt be useful since we'll have to stay within 30ft to activate sneak attack.
Barrage(Tradition) This opens up our primary damage option.
Sniper Sphere(1st Conscript Bonus Talent) This is just for a precise shot equivalent really, but it gives a good damage option for when getting close is just too dangerous.
Fencing Sphere(1st level Talent) This is just setting up our entry for sneak attacks. At this point, you are able to take Fast Feint with your first level feat allowing you to already benefit from Fatal Thrust.
Tradition: Steppe Rider (http://spheresofpower.wikidot.com/martial-traditions#toc36)
Equipment
Outrider Training(Tradition) Provides us our Shortbow Proficency and reduces penalties to ranged attacks by half while mounted.
Short bow Mastery(Tradition) Another attack at -5 for a swift(which we don't use really) is a good deal.
Beastmastery(Ride)(Tradition) Defensive Rider will no doubt be useful since we'll have to stay within 30ft to activate sneak attack.
Barrage(Tradition) This opens up our primary damage option.
Sniper Sphere(1st Conscript Bonus Talent) This is just for a precise shot equivalent really, but it gives a good damage option for when getting close is just too dangerous.
Fencing Sphere(1st level Talent) This is just setting up our entry for sneak attacks. At this point, you are able to take Fast Feint with your first level feat allowing you to already benefit from Fatal Thrust.
Fast Feint(2nd level talent) Gives us our ability to feint as a move action, so we can now feint and attack in the same round.
Expert Feint(3rd level talent) Not only can we apply our now active sneak attack damage to every attack we do, so can our allies!
Empty(3rd level bonus talent)
So at 3rd level with a proper composite short bow and an assumed 14 str and 16 dex, our Barrage routine(After a move action feint) comes out as:
Attack: 3(BAB)+3(Dex)-2(Barrage)= Attack/Barrage/Short bow Mastery +4/+4/-1
Damage: 2(Str)= 1d6+2+1d6/1d6+2+1d6/1d6+2+1d6
Now if you notice, we haven't even touched on races or even our feats much at all. We have two feats available or 3 if we're human, so I'll run down some potential ideas.
Extra Combat Talent: Augmented Grip; May not be the best choice right now, but it does help alleviate the barrage penalty down the line.
Extra Combat Talent: Close Combat Specialist; If you ever get into a hairy situation, this will protect you, or you can take...
Extra Combat Talent: Vigilant Sharpshooter; in combination with Close Combat Specialist to let your flank in melee if this sort of thing happens too much. Or you can just shank them.
Extra Combat Talent: Suppressing Fire; Want more dakka? This provides dakka. Another free attack is nothing to sneeze at- at worst is that the enemy dodges two of your attack and is now reduce to half movement, and either a -5 or -7 to perception and attack rolls. I'm not sure if it's referring to the two extra attack provided by barrage, or all attacks made with the blitz.
Extra Combat Talent: Arrow Split; This will become pretty important when DR becomes a common thing, but you can probably get away with putting this off for a while.
Extra Combat Talent: Distracting Shot; This for when you for some reason you must use your move action for something other than feinting.
Extra Combat Talent: Redirection; Cover? What's what?
Edit 1: Rewrite with Fencing instead of beastmastery.