Showing posts with label bandit. Show all posts
Showing posts with label bandit. Show all posts

Friday, May 26, 2017

How To Get The Most Out Of The Surprise Round (In Pathfinder)

Nine times out of ten, the surprise round is something you want to avoid as a player. Commonly thought of as an ambush, page 178 of the Core Rulebook describes the surprise round as something that happens when some, but not all, of the combatants are aware of one another. Those who are aware get to act, taking either a move or a standard action, and those who are not aware get to stand there, staring gormlessly at nothing. If you're not acting, you're also flat-footed, which is why the surprise round is a field day for enemies with sneak attack.

Easier to hit AND 6d6 bonus damage? Oooh... that's gotta hurt!
Now, it's possible to negate some of the pain of the surprise round by making Perception checks, moving stealthily so your ambushers don't know you're coming, and by getting Uncanny Dodge so you can't be caught flat-footed... but that still puts you on the receiving end of the surprise round when it does happen, which is not where you want to be.

But what if you could take control of it? Even when you weren't the one leading the ambush?

Step #1: Act in The Surprise Round


The first step in this process is to choose a class that gives you the ability to always act in the surprise round, even if you normally wouldn't be able to. This is not a common ability, but there are several, notable archetypes that grant it. The diviner wizard is the most common, and you gain it as your 1st-level school power. However, there's also the sohei monk (which gains this power at 1st-level), the fearsome defender barbarian (which gains it at 5th-level, though they always act last in a surprise round), the grand marshal (which gains it at 2nd-level),  and the thronewarden (who can act in the surprise round as long as they have at least 1 grit point starting at level 2), just to name a few.

This is only the first part of the combination, though.
Whichever option you select, it's important to remember this is a multiclass concept. Because acting in the surprise round is fine and dandy, but you need to be able to do more than just take a standard or a move action to really get the most bang for your buck. That's where step two comes into play.

Step #2: Add Four Levels of Rogue


The next thing you need to do is mix-in some rogue. Not just any rogue, though. The bandit archetype gives you the 4th-level ability Ambush. This states that when you can act in the surprise round you can take a standard, move, and swift action, rather than just the normal standard or move action normal characters get.

So, in other words, you turn the surprise round into a full turn.

That's when the mayhem starts.
Ask yourself how many times you just needed one extra action to stop an ambush before it started. How many times did you have just the right spell to block line of effect for those archers, or just the right scroll in your pack, but you couldn't react quickly enough to get them. Alternatively, how many times have you looked at the rogue talent Surprise Attack and thought it was useless? After all, what's the good in enemies being flat-footed to you during the surprise round if you can never act in it?

Now you know.

Step Three: Putting It All Together


Multiclassing always leaves you with some mechanical weaknesses, but it's important to ask how you plan on using these abilities. For instance, are you going to play an arcane trickster whose uncanny reflexes always seem to let them evade danger? Especially if it means adding 2d6 sneak attack onto any spell with an attack roll in the surprise round? Or would you prefer a sohei bodyguard, who makes sure to engage the enemy before they can get close to his charges? Or a reformed bandit that's now a grand marshal, whose guns always seem to be firing before bushwackers can so much as clear their holsters?

There are all sorts of options you have available, but the goal should always be to make the most of the surprise round. If you do it right, your DM might even re-think using ambushes as a tactic.

That's all for this week's Crunch installment. Short and sweet, but it's a simple trick that doesn't take a huge text block to share. If you want to stay up-to-date on all my releases, simply follow me on Facebook, Tumblr, and Twitter. And if you'd like to help me keep my head above water, and keep doing what I'm doing, head over to The Literary Mercenary's Patreon page to become a patron today. All it takes is $1 a month to buy my everlasting gratitude, and to get yourself some sweet gaming swag.

Saturday, July 11, 2015

How You Can (Usually) Go First During The Surprise Round

The surprise round is one of those things you don't want to be on the receiving end of. Your party might be at full power, weapons out, and ready to rumble, but after a single surprise round you can be put at a severe disadvantage by a flight of arrows from snipers, or a series of spells that change the terrain all around you. If you've been wondering how you can go first more often without playing an entire party of Sohei, diviners, and Kensai, the answer is on page 23 of Blood of the Moon.

Well son of a bitch...
Don't feel bad, most people never got their hands on the soft-cover copy of the book that introduced the skinwalker race, and provided a bunch of features to go with it (I did, because I was one of the contributors to that particular book). Page 23 introduces three feats that compliment the Fanglord, which is a skinwalker that's related to weretigers and rakshasa. The feat you're looking for is Surprising Combatant, and it provides you with a strategic advantage; as a free action made with your initiative check, you can bluff your way out of being attacked.

Suddenly Here's Why Charisma is Important


Here's how it works. If you have this feat (you don't have to be a weretiger or a Fanglord to possess it, but you should be able to explain how you did learn it if you aren't one of these creatures) you make a bluff check as part of every initiative check. Every enemy makes a sense motive check. Every enemy who fails a sense motive check doesn't regard you as part of this fight, and typically that means they'll ignore you. If all of the enemies discount you, then you may act as part of the surprise round.

They never saw it coming.
That sounds great, particularly given that sense motive isn't something most of your villains are going to have a lot of points invested in. So if you take a little time to buff your bluff by taking feats like Skill Focus or Deceitful, you're going to wind up participating in the surprise round a lot more often. With that said, a single move or standard action is only going to let you do so much in combat. This is particularly true if you are a melee combatant instead of a spellcaster.

Unless, that is, you have the 4th level ability of the rogue's Bandit archetype; Ambush.

Ambush says that whenever you act in the surprise round you may take a standard, a move, and a swift action as if it were a regular turn. Not only that, but if you're mixing and matching your rogue archetypes you can combine Thug with Bandit, making a combination that dovetails nicely.

It's Amazing What You Can Do With One Turn


How many times have you been looking at your enemies as they spring up for a surprise round and known you could end this as soon as it began if you could only act? Casting entangle on a bunch of bandits hiding in the brush, throwing an alchemist fire into the midst of a swarm before it can engulf the wizard, or putting an arrow into a spellcaster to disrupt the fireball that's about to be dropped on your head is something that will really change the course a fight could take.

Or, if you're just getting a full round all to yourself, why not get in as much sneak attack as you can with it?

Also, if you're going to be going in the surprise round then you may as well go before all the bad guys, too. Here's How To Top The Initiative Order (Almost) Every Time to help you be the fastest off the mark.

Editor's Note

It's been brought to my attention that the feat has been altered since the publication of Blood of the Moon. The errata, buried in a forum post but linked here at the D20PFSRD renders the above guide moot. However, DMs who prefer to use the original version of the feat in their games may still find this interpretation to be of use.


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