Catfolk Scout Questions (Scout's Charge + Claw Pounce + Sprinter = 8O)


Rules Questions


I wanted to get you guy's opinion on some rules that I'm afriad are being misinterperated at my table.

First this...

Sprinter:
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

My interperatation is that this increases the base speed. Meaning when running, charging, or withdrawing, the character is treated as having a speed of 40. So when he withdraws or charges he can move 80 ft, and when running he can move at 160.

Next issue...

Scout's Charge:
Scout's Charge(Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

The problem is that combined with

Claw Pounce:
Claw Pounce (Combat)
You can charge and make an attack with your paws.

Prerequisites: Str 13, Dex 15, Nimble Striker, base attack bonus +10, catfolk, cat's claws racial trait or Aspect of the Beast (claws of the beast manifestation).

Benefit: When you make a charge, you can make a full attack with your claws.

Normal: Charging is a special full-round action that limits you to a single attack.

it seems like you can make two sneak attacks per round while moving double your speed and denying your target their dex bonus.

Basically one of my players had a concept for playing a Catfolk rogue who's an assassin who basically hunts his targets like a hunting cat would. To his credit it has taken 14 levels for this build to pan out and for the first few levels it was a pretty bumpy road.

Between

Catfolk Exemplar:
Catfolk Exemplar
Your feline traits are more defined and prominent than those of other members of your race.

Prerequisite: Catfolk.

Benefit: You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later.

Sharp Claws (Ex): If you do not have the cat's claws racial trait or the claws of the beast manifestation from the Aspect of the Beast feat , you gain the cat's claws racial trait. If you have either the cat's claws racial trait or the claws of the beast manifestation, your claw damage increases to 1d6.

Improved Natural Attack:
Improved Natural Attack
Attacks made by one of this creature's natural attacks leave vicious wounds.

Prerequisite: Natural weapon, base attack bonus +4.

Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.

and
Viscious Claws:
Vicious Claws (Ex): A catfolk with this talent uses d8s to roll sneak attack damage instead of d6s, but only when she uses her claws to make the sneak attack. A catfolk rogue must have the cat's claws racial trait before taking this talent.
and of course Claw Pounce and Scout's Charge he has two claw attacks that do 1d8 and can dish out 2 sneak attacks at 7d8 a peice, and treating 1s and 2s as 3s while charging thanks to
Powerful Sneak:
Powerful Sneak** (Ex): Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.
and
Deadly Sneak:
Deadly Sneak** (Ex): Whenever a rogue with this talent uses the powerful sneak rogue talent, she treats all 1s and 2s on the sneak attack damage dice as 3s. A rogue must have the powerful sneak rogue talent before choosing this talent.
and deals 7 points of bleed damage per round using
Bleeding Attack:
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
He can even deal two doses of poison using
Deadly Scratch:
Deadly Scratch (Ex): A catfolk rogue with this talent can apply poison to her claws without accidentally poisoning herself. A catfolk rogue must have the cat's claws racial trait and the poison use class feature before taking this talent.

He finally hit 14 level a couple of nights ago and I didn't realize just how nasty this buil was until at the end of the session the catfolk rogue (Tash) and a Aldori swordlord 7/duelist 7 (Sianne) had a little fight. Basically Tash had just hit 14 and finnished his build but it was late and the session had ended. He wanted to try out the build he'd spent almost a month putting together so his buddy Sianne agreed to an Ooc duel. It was a boodbath. Having previously purchased Catfolk Exemplar a second time he was able to increase his running speed

even more:
Fast Sprinter (Ex): You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions. If you have the sprinter racial trait, your racial bonus to speed when using the charge, run, or withdraw action increases to a 20-foot bonus.
and being the proud owner of a pair of boots of striding and springing he was charging at a speed of 120 and running at a speed of 240. So he got a suprise attack + poison from one claw (they were simulating a scenario where she was his mark and he was hunting her, he out steathed her perception), double sneak attack next round + poison from the other claw, a full run action the following round giving Sianne an Aoo (big deal), the on the last round a made charge dealing two sneak attacks... and that was it. He killed her. Basically in 3 round (plus the one suprise round) Tash was able to move 360 feet and deal out 35d8 worth of sneak attack damage (treating 1s and 2s as 3s). Sianne was able to get in one full-attack and one Aoo before being mowed down by a chainsaw with a movement speed, not to mention she spent the entire fight being denied her dex bonus between failing initiative and Scout's Charge.

I figure something has to be wrong if Tash can pretty much murder a fighter/duelist (she's specialized in one on one fights against living opponents) of his same CR, and in a situation where she actually had an opportunity to defend herself. So is this OP? Or was it just a case of Paper vs. Scissors?

We haven't met up since so I haven't had a chance to if this build is the encounter killer that I suspect it might be. It's just that that Scout's Charge give him the opportunity to deal out crazy damage if he hits with both attacks. It basically comes down to whether or not Scout's Charge and Claw Pounce can allow him to do 2 sneak attacks on a charge. I would hate to nerf it seeing how he spent so much patient work on this build, but Im afraid it could be a gamebreaker.

Any thoughts?


Scout charge allow to deliver the sneak attack but do not deny the targer dex bonus. the flat-fotted wording is to allow certain abilityes that do not trigger with only flanking.

By the way if the catfolk is using natural weapon he do not gain any iteratives.


Nicos wrote:

Scout charge allow to deliver the sneak attack but do not deny the targer dex bonus. the flat-fotted wording is to allow certain abilityes that do not trigger with only flanking.

Otherwise the situation seems legal to me.

Okay! That would have made a huge differance seeing how half of the Aldori swordlord/Duelist's AC goes away when she's denied her Dex bonus.


You happen to have a player who has actually set himself up to get the full benefit of a rogue.

You can find more posts than you can read about how rogues suck, etc.

This particular build is fantastic.

However, it doesn't work in difficult terrain, (can't charge) in close quarters with allies in the way (can't charge).

If I understand you correctly, he hit her from stealth with a partial charge (which would give 2 full sneak attacks from claw pounce, but only allow you to move single speed in a surprise round charge), then took the AoO to run away, charged back in for another double claw sneak?

It seems like the build does exactly what is intended, and is right in line with the typical power level at 14.

If it seems like a lot of dice to you, they have basically built every feat/class feature into it, so they should get a lot of dice. (lots of dice are still less damage than say... a Barbarian or normal fighter would do at this level, but it seems like more since you roll more.)

His minimum per attack is 22, max is 64, x 2 attacks (min 44 max 108). Seems like a lot, but can only be done every other round.

Lets see how he compares against other 14th level characters.

A Sorcerer at the same level would do 4d6+12 x 3 as a touch attack (minimum 48 max 108), a beast totem barbarian would get around d6+20 x 4 (min 84 max 104), greatsword Barbarian 2d6+30 x3 (min 93 max 126), an archer would get 2d6+15 x5 (min 85 max 135). All 4 of these would have much higher chance to hit, (from either touch AC or much better BAB).

It's a concept build, that is actually effective in certain situations. It's good, but not really powerful.


Nicos wrote:
By the way if the catfolk is using natural weapon he do not gain any iteratives.

By the way what are iteratives?


Mal-Duroth wrote:
Nicos wrote:

Scout charge allow to deliver the sneak attack but do not deny the targer dex bonus. the flat-fotted wording is to allow certain abilityes that do not trigger with only flanking.

Otherwise the situation seems legal to me.

Okay! That would have made a huge differance seeing how half of the Aldori swordlord/Duelist's AC goes away when she's denied her Dex bonus.

Do not forget that the catfolk is using natural weapon he do not gain any iteratives, so two claw attacks and that is all.


TGMaxMaxer wrote:
However, it doesn't work in difficult terrain, (can't charge) in close quarters with allies in the way (can't charge).

This is true, and up to this point about 1 in 3 of my encounters contain difficult terrain althoug not always the entire map.

TGMaxMaxer wrote:
If I understand you correctly, he hit her from stealth with a partial charge (which would give 2 full sneak attacks from claw pounce, but only allow you to move single speed in a surprise round charge), then took the AoO to run away, charged back in for another double claw sneak?

No, actaully he hit her w/ 1 attack in the suprise round, then made inititiatve landed two in the first round. Round two he sprinted back, she Aoo'd then ran after him but only got half way (120 feet), round three he charged with Claw Pounce and annihalated her w/ two sneak attacks (however we were under the misconception that she was denied her Dex and Int bonuses to AC, both of thse attacks actaully might have missed.)

TGMaxMaxer wrote:

Lets see how he compares against other 14th level characters.

A Sorcerer at the same level would do 4d6+12 x 3 as a touch attack (minimum 48 max 108), a beast totem barbarian would get around d6+20 x 4 (min 84 max 104), greatsword Barbarian 2d6+30 x3 (min 93 max 126), an archer would get 2d6+15 x5 (min 85 max 135). All 4 of these would have much higher chance to hit, (from either touch AC or much better BAB).

It's a concept build, that is actually effective in certain situations. It's good, but not really powerful.

Yeah I guess you're right. It just seemed pretty nasty because he get's two attacks at his full attack bonus, which I believe is about 22 when charging and thanks to a combination of

Offensive Defense:
Offensive Defense** (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round.
and
Nimble Striker:
Nimble Striker (Combat)

You were born to charge your enemies and nobody does it better.

Prerequisites: Dex 13, base attack bonus +1, catfolk, sprinter racial trait.

Benefit: You do not take a –2 penalty to AC when you use the Cleave feat, Lunge feat, or when you charge.

he subjects himself to suprisingly little risk using this tactic.

But yeah, I guess it isn't that bad. I was just a little alarming watching it in action the first time.


Nicos wrote:
Mal-Duroth wrote:
Nicos wrote:

Scout charge allow to deliver the sneak attack but do not deny the targer dex bonus. the flat-fotted wording is to allow certain abilityes that do not trigger with only flanking.

Otherwise the situation seems legal to me.

Okay! That would have made a huge differance seeing how half of the Aldori swordlord/Duelist's AC goes away when she's denied her Dex bonus.
Do not forget that the catfolk is using natural weapon he do not gain any iteratives, so two claw attacks and that is all.

Yeah but it's actually a great tradeoff for a rogue once I looked into it. The most attacks a rogue will ever get is 3 at a progressive -5 penalty. With the natural weapon he only get's two, but at his full bonus for both! Plus if he ever goes the multi-attack route he can get his three weapon attacks (at the proper level) and still get one claw attack... and he could all three on a charge covering 120 feet!

But it's ggod to know about the Dex bonus thing, thank you.


Just a note: With Dragon Style (2 more feats) he can charge in difficult terrain and through allies. So he still isnt as buffed out (featwise) as he could be.

Regarding charge+pounce in the surprise round the Rogue can make two attacks while pouncing even in a surprise round. This was recently the subject of a FAQ.

Regarding Scout's Charge, I think it does remove the dex bonus. "as if the target were flat-footed" seems to me that for that attack all rules for flat-footed apply. However, I can see this going either way. Perhaps it should be the subject of a FAQ.

- Gauss


Just be glad this catfolk didn't do this build with Scout Ninja instead of Scout Rogue. With Greater Invisibility things get even deadlier.


Gauss wrote:
Regarding Scout's Charge, I think it does remove the dex bonus. "as if the target were flat-footed" seems to me that for that attack all rules for flat-footed apply.

The full clause is, "[...] her attack deals sneak attack damage as if the target were flat-footed."

So the condition is only applied to the damage roll, not the attack roll. I think it would probably have more general language if the intent was to deny the dex bonus to AC, or specifically state that.


Like I said, I can see it going either way. The way I stated my opinion was that it was not a certainty.

My rationale regarding it only applied to the damage roll is that leaves a huge question as to what does and does not apply. It is contrary to how Flat-footed works. Either you do, or do not count as flat-footed. There are no half measures. So, this could be an exception, or it could be bad wording. Hence my thinking it could be FAQ worthy.

Note: this debate came up in my own gaming group months ago. We saw that it could go either way.

- Gauss


highbad wrote:
Gauss wrote:
Regarding Scout's Charge, I think it does remove the dex bonus. "as if the target were flat-footed" seems to me that for that attack all rules for flat-footed apply.

The full clause is, "[...] her attack deals sneak attack damage as if the target were flat-footed."

So the condition is only applied to the damage roll, not the attack roll. I think it would probably have more general language if the intent was to deny the dex bonus to AC, or specifically state that.

I think you're right Highbad, I think "as if" is key. It would porbably read something like "target is flatfooted against this attack" if the intention was for the target to actaully lose her dex bonus.


CRB Conditions wrote:
Flat-Footed: A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.
Scout's Charge wrote:
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Ok... so here's how the scenario should have played out from the description, provided the rogue used the best options available. (assuming worst case scenario where the flat footed only applies to damage. I don't think that is the way it works, but we'll use that as it's the hardest for the rogue.)

Surprise round: Charge single movement speed (i think 60 ft with all the speed boosts), attack flat-footed AC and get both claw attacks, applying poison if they hit, and 7 points of bleed.

1st round (winning initiative): 2 more claw attacks, at flat-footed AC for full sneak attack.

2nd round: run away, taking the attack of opportunity... although with the massive speed bonus he could have just withdrawn at 120 ft without provoking if that would get him farther than the duelist could keep up, (not metagaming, but if the set up was the duelist was prey he stalked he would know how fast they were).

3rd round: charge/pounce again, targeting regular AC, but getting sneak attack damage if they hit.


Honestly I'm surprised the Catfolk didn't have Rending Claws factored into his build for even more bonus damage dice. It still works with the Catfolk Scout Pounce mechanic perfectly.

(I have a Catfolk Ninja with this exact build. It takes 16 levels to achieve it's full capacity, but when it does, it's frightening.)

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