Reaper_Monkey
2008-03-15, 07:50 AM
I'm currently quite new to DM'ng 3.5, and don't have all the source books at my disposal as of yet, however I'm finding it quite difficult to find truly dexterity orientated combat moves, from either feats, prestige classes or just rules.
I have a rogue in the party, who has a very agility based character (18 Dex, has maxed out climb, balance, jump etc) and wants to make full use of agility in combat. Now obviously she has Weapon Finesse, but that alone doesn't give her any new flashy moves. She doesn't want to take things like Power Attack (even though she could) as it doesn't really fit into the style of her character at all (very much an always moving energetic bundle of mania, who likes to climb everything), and has similar views on other strength based attack styles, she does however still want signature moves or just exceptional methods of combat that can't be performed by lesser agile foes.
I suggested using Spring Attack and Acrobatic Strike to simulate her ever moving attack method, which she likes but isn't too keen on because she prefers the idea of climbing and jumping incorporated into combat (instead of just "running around like a headless chicken" in combat). And although she likes stealth based attacks, again, her character is way to loud to fit into that "hiding in the shadows waiting for the perfect time to strike" setup.
If anyone can think of anything that fits this role that is RAW I'd be very appreciative =)
I have however spoken things over with her, and she quite likes the idea of the combat style that the Prince of Persia (Sands of Time) game uses, where the character runs up walls and flips backwards over enemies while dealing a highly damaging attack using the fall to gain extra power, and running along walls to jump into enemies. This seems like a fair thing to let her do, as its a reasonable form of attack to make, however clearly it would need some skill to do.
So I am now tinkering with the idea of making a feat (similar to the Tactical Feats in PH2, ie- that gives multiple combat choice in one feat) which gives the abilities to:
Run up a wall and backflip off to attack an enemy, this must be linear in movement - Jump and Balance check required depending on distance wished to backflip, and allows the same trade off Power Attack does (I was thinking that maybe if you can get "behind" the target or maybe just the first time you do it in an encounter the enemy will become flatfooted to your attacks). Failure by a small amount on Balance will allow you to perform the move, but will let them have an AoO, Failure by a large amount on Balance will simply leave not let you get up the wall. Failure with the Jump check will just make you land short, if you are still in range to hit everything is the same, otherwise nothing happens you just performed a pointless jump.
Run at a wall and jump off at a target, this must be predominantly in the same direction - Simply make a Jump check to see if you can make the distance you wish (+5, so your still in mid-air when you reach your target) a run up isn't needed, but the DC will be greater if there isn't one. This will give the enemy an AoO before you hit, but let you trade AC for both attack and damage bonuses, which should be defined before you jump.
Run and jump off another person to attack a target, this can let you move in extreme of loose right angles, but not a direct line - This would require a run up, and the "Jump" to be taken 5 feet before the first enemy (so the distance you have to jump is the distance between the two enemies +5), unless you fail this Jump check by more than 10 you perform an simple attack that does unarmed attack damage and has a chance to knock them prone. You then take a balance check in-order to jump off the first enemy and into the second, failing this will just leave you occupying the first square you would've travelled through for the next part of the jump. The second enemy's combat is treated identically to the above move.
I have yet to bash out the exact numbers for these, but I'd like some feedback on how useful/unbalancing this can be and where I should be looking to decide on the DC if the above is fair.
((ps, sorry for such a long post))
I have a rogue in the party, who has a very agility based character (18 Dex, has maxed out climb, balance, jump etc) and wants to make full use of agility in combat. Now obviously she has Weapon Finesse, but that alone doesn't give her any new flashy moves. She doesn't want to take things like Power Attack (even though she could) as it doesn't really fit into the style of her character at all (very much an always moving energetic bundle of mania, who likes to climb everything), and has similar views on other strength based attack styles, she does however still want signature moves or just exceptional methods of combat that can't be performed by lesser agile foes.
I suggested using Spring Attack and Acrobatic Strike to simulate her ever moving attack method, which she likes but isn't too keen on because she prefers the idea of climbing and jumping incorporated into combat (instead of just "running around like a headless chicken" in combat). And although she likes stealth based attacks, again, her character is way to loud to fit into that "hiding in the shadows waiting for the perfect time to strike" setup.
If anyone can think of anything that fits this role that is RAW I'd be very appreciative =)
I have however spoken things over with her, and she quite likes the idea of the combat style that the Prince of Persia (Sands of Time) game uses, where the character runs up walls and flips backwards over enemies while dealing a highly damaging attack using the fall to gain extra power, and running along walls to jump into enemies. This seems like a fair thing to let her do, as its a reasonable form of attack to make, however clearly it would need some skill to do.
So I am now tinkering with the idea of making a feat (similar to the Tactical Feats in PH2, ie- that gives multiple combat choice in one feat) which gives the abilities to:
Run up a wall and backflip off to attack an enemy, this must be linear in movement - Jump and Balance check required depending on distance wished to backflip, and allows the same trade off Power Attack does (I was thinking that maybe if you can get "behind" the target or maybe just the first time you do it in an encounter the enemy will become flatfooted to your attacks). Failure by a small amount on Balance will allow you to perform the move, but will let them have an AoO, Failure by a large amount on Balance will simply leave not let you get up the wall. Failure with the Jump check will just make you land short, if you are still in range to hit everything is the same, otherwise nothing happens you just performed a pointless jump.
Run at a wall and jump off at a target, this must be predominantly in the same direction - Simply make a Jump check to see if you can make the distance you wish (+5, so your still in mid-air when you reach your target) a run up isn't needed, but the DC will be greater if there isn't one. This will give the enemy an AoO before you hit, but let you trade AC for both attack and damage bonuses, which should be defined before you jump.
Run and jump off another person to attack a target, this can let you move in extreme of loose right angles, but not a direct line - This would require a run up, and the "Jump" to be taken 5 feet before the first enemy (so the distance you have to jump is the distance between the two enemies +5), unless you fail this Jump check by more than 10 you perform an simple attack that does unarmed attack damage and has a chance to knock them prone. You then take a balance check in-order to jump off the first enemy and into the second, failing this will just leave you occupying the first square you would've travelled through for the next part of the jump. The second enemy's combat is treated identically to the above move.
I have yet to bash out the exact numbers for these, but I'd like some feedback on how useful/unbalancing this can be and where I should be looking to decide on the DC if the above is fair.
((ps, sorry for such a long post))