"First Strike" Specialist

It really depends on what you imagine a "first strike specialist" as being responsible for. If all you have to do is win initiative and get loads of damage on the first hit, iaijutsu master is quite good. If you have to be responsible for things like spotting the enemy and going unseen until you attack, classes like ranger, rogue, ninja, and assassin begin to look nice.
 

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Throw in an eager weapon which is a +1 enchantment from Arms and Equipment Guide which gives +2 ini as long as you wear it and the Quick Reconnoiter feat from CAdv for another +2.

Scouts get +1 ini at level 2, another +1 at level 11 and another at level 20.

Vraister
 

Korak said:
Well, you can't always win initiative. Sometimes you get surprised. Why not make sure you get to swing first even if you don't take the first action?
That's partly why I thought about the Rogue or Ranger in there. Crank up the Spot and Listen so that you don't get surprised. Act in the surprise round, before the ambusher.

I suppose it depends considerably on the campaign, but would Quick Draw be another feat to consider? On the surprise round, win initiative, QD, partial charge, rage, Power Attack and (hopefully) Cleave?

(I see that the non-core stuff is really popular here! I don't understand a lot of what's been talked about, but it looks good!)

I'll keep looking at it...
 
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Blightersbane said:
feats: imp init, lightening init-not available until you have a +6 reflex save gives an additional +4 to init, imp feint allows you to make bluff ck to ignore armor w/ a move action

Improved Feint does not ignore armor. It only allows you to make a bluff check as a move action instead of a standard.
 

yep, non-core material certainly expands you options for doing loads of damage in the first round. Book of Nine Swords, Expanded Psionics Handbook, and Heroes of Battle have some really good options for what you are looking for.
 

If you keep getting caught by suprize but go before your front line fighters I suggest rogue with dead eye shot. You hold your attack to hit when they hit you deny them dex to ac for your attack. If you take the time to walk down the archer path combine that with greater multishot(from expanded Psionics) and hit the guy with multiple arrows and apply SA damage to all of them.

As for first strike, improved init and a wicked dex. A fighter with power attack can over the long run deal out much more damage than a rogue with SA as SA sometimes can be hard to set up. But if you have a wand of grease then it becomes much easier. But if you have to stand next to your enemy then front line fighters are better as they can stand up to the damage that will get delt out.

If you still want to deal damage but not stand next to the enemy from races of stone and complete adventure chose the brutal throw, power throw, rock throw, and improved rock throw. Use str instead of dex for to hit with thrown weapons, power attack them, throw rocks for 2d6 damage with range incraments of 80'. So long as you have a semi decent suppy of rocks then you deal out massive damage and stay away from your opponents. still improved init and high dex to go first though.
 

InVinoVeritas said:
I suppose it depends considerably on the campaign, but would Quick Draw be another feat to consider? On the surprise round, win initiative, QD, partial charge, rage, Power Attack and (hopefully) Cleave?
This is pretty much my PC (barb1/fight3/scout3), but with leap attack (x3 PA damage instead of x2) instead of cleave.

If you can, check out the scout in complete adventurer. Skirmish instead of sneak attack, means extra damage as long as you move more than 10" before an attack (works great with charging). Extra movement from barb and scout means you can keep up with the monks.

My character doesn't always win initiative, but he's always the first one to get to the enemy.
 


Of course your right
that would be deep impact I sit corrected.

Well then Deep Impact + improved feint would be an almost assured hit, would'nt it then

Blightersbane

Shellman said:
Improved Feint does not ignore armor. It only allows you to make a bluff check as a move action instead of a standard.
 

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