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What Lune said.
I also started up a level 1 fighter for Rise of the Runelords just last month. Things are not a cake walk to hit.
Titan Fighter is bleh.
Assuming you got a 18 Strength:
Giant Weapon Wielder (Ex): At 1st level, a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an oversized two-handed weapon. This ability replaces the fighter’s 1st level bonus feat.
A large greatsword (100 gp) does 3d6 damage. It's inappropriately sized for a titan fighter, -2 penalty. The titan fighter tacks on extra -2 penalty to use it at all. We can assume you'd wanna maximize your chances of hitting after the drastic -4 penalty from size issues, so you'd pick up Weapon Focus (greatsword). And let's say Power Attack.
+2 to hit = 3d6+6 damage. Average of 16.5.
Regular greatsword with same feats.
If you're cool starting off with the accuracy of NPC warrior with 12 Strength with good feats and high damage potential (well only 3.5 points higher than regular fighter), then sure as you level up the penalties to hit gets reduced. You'd want to invest in Vital Strike chain to take advantage of all the dice.
...that post says 2011? And what about older characters with that combo?
Look at the one below it?
All the older characters with that combo got invalidated.Here's a PFS ruling PFS if that's what you're caring about.
For Arcane Strike:
John Compton wrote:
•A character who has a non-class option for which he qualified using a spell-like ability in place of standard spellcasting ability must retrain those features and any features that rely on them as prerequisites (e.g. Arcane Strike and Bloodied Arcane Strike) at no cost.
I second Chess Pwn's suggestion for Raging Vitality. Swap out Elven Spirit (Envoy) for it as it basically doesn't let you do what you want it to anymore. A barbarian without Raging Vitality is like a crummy smartphone battery that dies way faster than advertised. If you're raging and go into negatives, you end rage and lose your extra rage hitpoints immediately and that can usually spell autodeath at anything higher level than 3 or 4.
Bracers of armor was ruled to not count as armor.
The only other instance when something calls for something specifically to be light armor besides proficiency that I can recall is arcane spell failure for classes like bard, summoner, and magus. General consensus (well I haven't found anything on the boards naysaying it) is that mithral chainshirt/breastplate/kikko counts as light armor for the ignoring ASF of those classes; so I'd see it working with brawling armor just fine.
So hypothetical situation if the Advanced Class Guide errata ever comes out and shield champion brawlers are officially proficient with shields as both weapons and defensive items (normal use of shields), what happens to those shield champions who currently have to go the extra mile to be proficient with shields in order to use the archetype as intended?
If the shield champion picked up Martial Weapon Proficiency (heavy shield) or (light shield), or worhipping Gorum only for the shield-trained trait (which isn't great for two-handing a shield), would the potential errata count enough as the class changing and a player is allowed to rebuilt the shield champion to be more in line with new rules?
The bug looks like the dash '-' is too narrow compared to all the other scenarios. Well I'm guessing that's why it's showing up on wrong order for Product Name. For oldest-newest, I got no explanation. Also probably not really important, the zip file download includes the dash in the file name whereas all the other scenarios don't.
Sure. Here's the rules for it.
If you did it on your turn, it counts as a swift action. And you can still use an immediate action after your turn if you'd want.If you activate it as an immediate action when it's not on your turn (such as when you get attacked or just showing off on a buddy's turn), then you can't use a swift action on your next turn.
Hmm I probably won't get reliable access to lead blades with my current party and impact is just too expensive.
Coordinated charge is considered a must for me. I just gotta find 2 teamwork feats that I'll find cool/nifty and still count as Combat feats; I was sad to discover a good number of the fun ones like: escape route, shake it off, stone dodger, and stealth synergy aren't Combat feats.
Started playing a greatsword-wielding eldritch guardian in Rise of the Runelords with a fox familiar. His Int and Cha are too low for Evolved Familiar feat and I'm considering Spirit's Gift. However, would Vital Strike be a worthwhile feat investment now that it'll apply to the medium fox's single natural attack: 1d6 bite?
"Well we'd like to give you all this free stuff from the last party member that croaked under suspicious circumstances, but it would be weird to give it to someone whose face we haven't even seen yet. This is an investment on trust of course! If someone one day ganks you in an dark alley one night and strolls around with his own face and your stuff, we wouldn't even know it wasn't you!"
The mauler archetype for familiars has a unique feat that you can sub in for one of the base familiar's feats. It gives +2 hp per effective hit dice, which puts it on par with a d8 class at least. So that can keep them from getting squished.
Actually, that feat, Mauler's Endurance, is supposed to be taken by the master.
Bit of a necro but haven't seen it mentioned anywhere after
The standard rules for magic items hardness + hit points is:Magic Armor, Shields, and Weapons: Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item's hit points.
The impervious weapon quality states that the weapon "gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus."
Shouldn't the impervious armor have similar language to the impervious weapon about doubling the normal bonus to hardness and hit points. As written now, the impervious armor doesn't affect the hardness since its text is assuming normal magic items gain bonus to hardness at a reduced rate.
Issac Daneil wrote:
Oooo Spirit's Gift looks cool. Evolved familiar sounds good too but requires too high of an Int and Cha for my current Eldritch Guardian to benefit from though.
Micheal Smith wrote:
With weapon focus being able to use, with this apply to all blast. So if I have both the Air and the Earth blast i only need to take weapon focus once correct? A;sp this applies to the kinetic blade attack?
Weapon Focus (kinetic blast) will apply to air or earth blast. ALL blasts. Kinetic blasts with form infusions or substance infusions are still kinetic blasts, so kinetic blast modified by kinetic blade would benefit from Weapon Focus the same as it would when modified by extended reach or magnetic infusion. Well assuming that whatever form it takes still uses an attack roll. Infusions like explosion or cloud that makes the blast into an area attack won't benefit from Weapon Focus because they don't use attack rolls to benefit from feat.
Micheal Smith wrote:
If I have 2 wild defenses can I have both active at once?
As long as you spent an immediate action each time you wanted to activate (can even be done outside of combat) you can have both (or more if you're able to get it) wild defense talents active.
You probably forgot to apply the size modifier when figuring out the attack bonus.
The grindylow only has a +2 to attacks with the spear.
The weapon finesss is be being applied to its bite attack. That's why it's at -2 instead of -3 when full attacking with the spear.
Not sure that's an applicable example if one still wants to shield bash with larger damage dice.
To remove any sort of "maybes" the snatch arrows character can catch the returning weapon, throw away, and the returning weapon will return to HIS hand before his next turn as he's definitely the most recent wielder.
Also, anyone that doesn't have snatch arrows can simply pick up the thrown weapon before it flies back to the original wielder, throw it and become the new wielder.
If you're human, starting at level 3 and willing to get creative with backstory, can get Fencing Grace by level 3 as full investigator.
Human alternative racial trait: Adopted Parentage (tengu). Because tengu don't have weapon familiarity, you can get Weapon Focus on a weapon associated with them. And tengu has swordtrained, which means they're associated with bunch of swords (check out the tengu in the PRD). Adopted Parentage replaces your bonus feat, but that's fine as you're scoring a feat you wouldn't normally qualify for. Just state you got raised by tengu like bunch of other orphans/stolen children in folklore.
Level 1) Weapon Finesse, Weapon Focus (rapier)*.
Though with your group's funky houserules, can instead do:
Level 1) Weapon Focus (rapier)*, Weapon Finesse* (what you wrote seems to state you get Finesse for free at level 3, but you have it at Level 1 in your write up so I'll go with that), Fencing Grace.
Level 3, pick up mutagen as first investigator talent (+4 Dex, -2 Wis, +2 natural armor) and you can be do significant damage and accuracy to tie you over til level 4 when you get studied combat.
Since you aren't multiclassing, you can dump Charisma with empiricist and even out your ability scores to be less MAD.
Ah clever. I'll have to remember that when my players are whining for more telekinetic damage.
At that point might as well play a snakebite striker with pummeling charge multiclassed with scout (ninja/rogue).
Chess Pwn wrote:
I think you're saying they stack? You didn't summarize so I'm not sure.
The or adds in some way based on the character's total class levels (such as improved uncanny dodge) part of that FAQ sounds like it would apply to the cavalier since its nonlethal unarmed damage progression is counting as monk levels, so wouldn't that apply to the effective "total class level"?
GAH no way.
Occult Adventures Playtest wrote:
All wild talents have a required kineticist level, and most have an effective spell level. However, blast and defense wild talents are always considered to be a spell of a level equal to half the kineticist’s level (maximum 9th level at level 18).
I know quite a few folks don't like searing flesh, but I personally found it still pretty useful on Sunday while playing PFS: 3-02 Sewer Dragons of Absalom and got grappled.
Level 5 pyro (CMB +4, CMD 18, Escape Artist +8 (+6 when grappled) got grappled then pinned by an otyugh (CMB +9 (+13 grapple); CMD 19 (21 vs. trip)
Penalty to my escape artist skill and CMB too low to reliably escape, and the concentration check to use my blast is like DC 25 (10 base +13 grapple CMB +2 effective spell level), where my bonus is only a +9. Suffice to say, I was grappled and pinned for a while. My party eventually killed it, though I definitely contributed before the grapple with empowered blasts and during the grapple with 2d6 searing flesh damage (I was stuck there for a while so figured I might as well pump some burn and do some autodamage). The damage was nice. I probably could have killed the thing on my own faster if I had pumped in more burn for 3d6 or 4d6 damage, but didn't wanna get too greedy with glory or reckless with burn as there was tougher combat further into the scenario. Thankfully the paladin critted and I was soon free.
I would love fire resistance, I don't really see the need for searing flesh providing any AC bonus as I see it more as a bait+punish tactic of the pyrokineticists. Granted there's safer methods of being a kineticist such as sniping, but when one picks up kinetic blade, one gives up being wholly range and accepts that he's gonna get smacked around a bit.