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How many of the attack and damage rolls in a Pummeling Charge sequence are treated as charge attacks?
When you make the additional attack roll that all feed into your pummeling strike, how many, if any, of the attack rolls get the +2 bonus for charging, and how many of the damage rolls are affected by abilities like Spirited Charge or the cavalier Order if the Sword ability that adds the mounts damage to mounted charge attacks?
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Where it says that it must be used with "an attack or full attack action" should it be read "an attack, or full attack action" or "an attack (action) or full attack action"?
My understanding had been that it could be activated whenever you made a melee attack, including an Attack of Opportunity, just like Power Attack, but I've discovered that there is a fairly prevalent understanding that it can only be used with an attack action (like Vital Strike) or full attack.
So, I'm sure Owen will end up posting an official thread on this somewhere, but I just wanted to pop in and announce that The Genius Guide to Bravery Feats is now available for purchase on DriveThruRPG.
Some of you may be familiar with the premise behind this product: I wanted to make the Bravery class feature of the Fighter something that really embodied the core of a character, rather than a crappy throw-away ability that gets immediately replaced by every archetype. The GGtBF introduces a series of feats that are scaled closer to true class features than your traditional feats, and they all build on each other and grow in effectiveness along with your Bravery class feature. These feats are themed around the idea that may not be the biggest guy or gal on the battlefield, but if you're the bravest you can make an impact like you are.
So when I first looked at this I was like "Blah blah blah, Slayer with Cavalier features" and it didn't really jump out as anything special. On a second read-through though, I feel like maybe this archetype is actually really solid.
His Tactician ability is different than the standard Cavalier's in that while it does give him a bonus Teamwork feat, it doesn't actually tie his Tactician ability to that feat. Vanguard's Tactician can share any teamwork feat he knows, and he gets to choose between learning additional Slayer Talents or gaining additional uses of this ability. Considering how narrowly focused the Slayer Talents are, that makes it seem like this could be a really good trade, and potentially leave you with a Slayer who can have almost twice as many uses of Tactician as a Cavalier.
While this never drops below a standard action to use, it's pretty nicely complimented by his Vanguard's Bond which lets him share 1/2 his Studied Target bonus with all of his allies for a number of rounds equal to his INT mod as a move action, and his other abilities which trade Track and Stalker for 1/2 his level to initiative and the ability to always act in the surprise round.
So an archetype that's incentivized to pump his INT gives up some skill bonuses and two talents for a big initiative boost, a better version of Tactician than a Cavalier gets, the ability to buff his allies (granted a fairly mediocre buff, though Lenses of the Predator's Gaze can keep it pretty relevant in the PFS levels), and the ability to always act in the surprise round, potentially extremely valuable for a team leader character.
I'm thinking the Vanguard may have just replaced the Ranger as my favorite guild leader type of character. Has anyone else taken a look at this archetype, or have any thoughts on it?
I've run across something in recent playtesting for classes I've been designing and I wanted to get the community's opinion on it.
A class I recently designed is a martial buffer (full BAB, medium armor, 2 good saves, 4+Int skills), who at level 2 can choose a specialty (Medic, Scout, Soldier, Artillerist) that allows her to cover a secondary role of healer, skill-monkey, tank, or controller (respectively). One of my local playtesters told me that he and his group were worried that this gave the class too much versatility and that you shouldn't be able to build an entire group out of one class with all of the roles covered. My initial response was that it's actually easier to list the core classes you can't build a group out of with every role covered than the ones that you can (my personal list would probably Fighter, Gunslinger, Rogue, Samurai, with the note that you can actually build a reasonable 4 man group from Rogues and possibly Gunslingers, you just wouldn't do it in a way where you have all 4 roles covered).
The thing is, this isn't the first time I've heard this. In other playtests I've seen this come up before from multiple parties, this idea that if one class can be built for any role it's too strong, even if you can't actually fill all of those roles in one build. What are everyone's thoughts on this? Do you think it's a selling point or a point of concern when a single class has the potential to fill any role in the game? How does that jive with the fact that there are already so many classes who can do so already?
Does the Oathbound Paladin's Oath Spells feature grant bonus spell slots, or just add spells to his class spell list?
Oath Spells: A paladin's oath influences what magic she can perform. An oathbound paladin adds one spell to the paladin spell list at each paladin spell level she can cast (including spell levels for which she would only gain spells per day if her Charisma were high enough to grant bonus spells of that level). Her oath determines what spell is added to the spell list. If the paladin has multiple oaths, the spells from each oath are added to her spell list.
If an oathbound paladin has more than one oath, she may prepare any one of her oath's spells in that slot (similar to a cleric choosing one of her two domain spells to prepare in a domain spell slot).
The initial paragraph makes it seem like they're just additional spells on their list, but the follow up paragraph refers to "that slot" and references that the ability works like cleric domain spells...
So, I gave up on actually assigning experience points a while back as a bit of an experiment. I was hoping to curb the "murder hobo" tendencies that were arising in some of our games along with a "we're going to need to kill this thing sooner or later anyways" outlook.
So I took away xp and replaced it with a milestone and completion chart for the adventure that allowed the party to gain levels by resolving major plot points or story arcs, and a separate tracker for side quests where they gained roughly a third of a level for each completed side quest. It's actually worked out very well, and I find the party is much more likely to explore solutions that involve diplomacy, intimidation, redirection, misdirection, etc. than thy ever did previously. I've also drastically reduced the number of unplanned NPC deaths which is a plus.
Has anyone else tried this? Did you have positive results? Or do you prefer using the experience point system, and if so, why?
So, looking through my new copy of Blood of the Elements I stumbled across a fairly interesting ability in the new ifrit cavalier order:
Glorious Challenge: A glorious challenge does not count
against the cavalier’s number of challenges per day, but
otherwise acts like a cavalier’s challenge class feature.
When he issues a glorious challenge, the cavalier takes a
–2 penalty to AC for the duration of the glorious challenge
(this penalty stacks with the usual –2 AC penalty against
opponents other than the target of the cavalier’s challenge).
The cavalier gains a morale bonus on melee damage rolls
against the target of his glorious challenge equal to 2 ×
the number of consecutive glorious challenges he has
issued thus far. As long as he continues to defeat targets
of his glorious challenges and there are more opponents
in range, the cavalier can continue to issue glorious
challenges indefinitely, with the penalty to AC and the
bonus on damage rolls increasing with each subsequent
foe. For example, a 5th-level cavalier that has just issued
his third glorious challenge after defeating the original
target of his challenge takes a –6 penalty to AC (–8 against
creatures other than the target of his glorious challenge)
and gains a +11 bonus on melee damage rolls (a +5 bonus
from his base challenge ability plus a +6 morale bonus for
three consecutive glorious challenges).
So my question becomes, is it possible to take more penalties to your AC than your actual AC score? Is this ability functionally unlimited damage, or does it stop scaling when your AC hits 0?
Side note, I'm pretty sure unlimited challenges with extra bonus damage just moved ifrit cavaliers way up the DPR Olympics charts.
Does the "Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning" portion of this feat mean that trolls and other creatures with regeneration are immune to effects like a death knell spell? It states that attack forms that don't deal hit point damage aren't healed by regeneration, but I assumed that to be referring to other types of damage, like ability damage. Death knell doesn't deal hit point damage, but it's unclear as to whether this means it bypasses the "cannot die" verbage.
On these and other forums I see a lot of talk from people who feel that the Fighter is behind the curve compared to the overall performance of other classes. Common complaints seem to be:
* Too few skills for a class that doesn't have other options for interacting with the social aspect of the game.
* Poor saves for a class traditionally expected to be able to defend other party members.
*Bravery is an extremely weak and situational class feature, and often insufficient even in the situations where it is applicable.
* CMB/CMD scales poorly and the Fighter has to invest too heavily to benefit from using maneuvers that may be completely useless or unable to reliably affect opponents with high CMD's.
* The Fighter lacks narrative power.
What I'm wondering (and this is primarily pointed at the people who agree with the above points), is if you'd be interested in a supplement that included a collection of Fighter feats specifically intended to address the above concerns while following these general principals:
* Cannot invalidate existing core materials.
* Cannot create power creep by boosting other classes as much/more than the Fighter.
* Should grant the Fighter skill bonuses that scale beyond the benefits he can get from simply taking Skill Focus without actually replacing or eclipsing Skill Focus as an option.
* Should fortify the Fighter's weak features without boosting the Fighter's combat facility to a point where his combat edge is overwhelming.
My idea was a supplement of around 50 feats following the above criteria and addressing the concerns brought up before. This isn't a DSP product or something that I've discussed at length with any particular publisher yet, at this point, I'm just gauging interest.
Feats of Bravery:
Battlefield Commander [Bravery]
Bull by the Horns [Bravery]
Courage Under Fire [Bravery]
Daring Bravery [Bravery]
Fearsome Reputation [Bravery]
Old Soldier [Bravery]
Ox Rush [Bravery]
Stance of the Shifting Blade [Bravery]
Stubborn Bravery [Bravery]
Warrior’s Resolve [Bravery]
Weaponmaster’s Disarm [Bravery]
Weaponmaster’s Feint [Bravery]
Weaponmaster’s Sunder [Bravery]
Weaponmaster’s Trip [Bravery]
Several months ago we started playtesting on Dreamscarred Press' newest product, a re-imagining of the 3.5 sourcebook Magic of Incarnum, updated for the Pathfinder Roleplaying Game.
Initially dubbed Magic of Incarna (that was not my idea, Andreas wanted to make sure people got where the roots were for the product we were promoting) It has since been named Akashic Mysteries.
Featuring some themes drawing on Hindi and Arabic inspiration, Akashic Mysteries features new base classes, archetypes, and races that utilize a system called veilweaving, where they form crude magical constructs out of akashic energy and power them with their own magically enhanced life-force called essence. Akasha is old, heavy arcane magic that saturates the air of magic rich worlds where spellcasters are common place (though you can flavor it how you will!).
Due to various Dropbox and formatting issues, the original thread advertising this new product is being retired. I've linked in all of the current playtest documents below and would love to hear what you have to say! Whether you're a playtester or forum-goer who's been with me since the product launched, or a newcomer who just stumbled across this thread, I hope you find something that interests you. Please feel free to let me know what you think about any and all of the below playtest documents.
The Vizier, a battlefield controller and master of Veils.
The Guru, a skillful combatant and problem-solver who harnesses akasha in unique ways thanks to his personal Philosophy.
The Daevic, a ferocious warrior who gains his powers by allowing himself to be possessed by a powerful akashic outsider known as a daeva.
Akashic Races: Presented here are the first 3 of 5 akashic races. The Gamla, a race of towering camelfolk; the sobek-khaliq, ferocious crocodilian warriors; and the suqur-kha, a race of nomadic falconoids.
Akashic Archetypes: Presented here is the list of akashic archetypes, including archetypes for the magus,monk, fighter, and more.
I will continue to update these links as changes are made to the materials and new materials are introduced. I'd intended to have the first cross-product archetype, a veilweaving archetype for the Warlord from Dreamscarred Press' Path of War, ready for release tonight, but unfortunately I discovered a little late in the evening that I'd drawn up the archetype off of a now out-of-date version of the Warlord, so I will try to have that ready for you within the next day or so after I incorporate the appropriate changes.
Thank you everyone!
Does the Quilted Cloth armor in the APG provide its benefits vs. firearm attacks?
The description seems very poorly worded in that it provides DR 3/- vs. small piercing weapons.... Why wouldn't it provide DR 3/Bludgeoning or Slashing?
So, the Mad Dog barbarian archetype gets an Animal Companion and all sorts of cool tricks it can use in concert with its fuzzy friend, but Barbarians can't actually make Handle Animal checks while they're Raging. How is this supposed to work, and how are the Rage Powers that allow him to share his Rage with his Animal Companion supposed to function? Is it expected that the Barbarian is just going to command his animal to Attack before he rages? How are abilities like Pack Tactics and Throat Cutter supposed to be used?
So, in the Ranger's animal companion entry it states:
Instant Enemy says:
This would mean that when a Ranger targets an enemy with the Instant Enemy spell, both he and his Animal Companion would get the appropriate bonuses, correct?
Do effects that increase the damage of a creature's natural attacks by treating them as though the creature were a size or multiple sizes larger, such as Strong Jaw, stack with the Improved Natural Attack feat?
I'd always assumed that they did since one was a feat and the other was a spell, but it was pointed out to me that they share similar wording and the same reasoning as to why you couldn't stack Lead Blades and Impact would apply here as well.
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.
School transmutation; Level druid 4, ranger 3
Casting Time 1 standard action
Components V, S
Target creature touched
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature's natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.
Both have kind of similar language regarding how they do what they do, treating the attacks as though the creature were larger.
I see this come up a lot and I was curious if there was ever a solid answer:
Can feats like Manyshot or Rapid Shot, which give you an extra attack when used as part of a ranged attack sequence, be used as part of an attack sequence that includes melee attacks?
Jory is a Rogue who TWFs with daggers has Quickdraw,Two Weapon Fighting, and Improved Two Weapon Fighting and a BAB of at least +6/+1. He's gotten the jump on the enemy and is pretty sure he can drop the first guard and possibly the second. So Jory wants to use two melee attacks (his first attacks with his main and off-hand) to knife Guard 1, and then throw three knives at guard number 2, one for his secondary attack by BAB, one for Imp. TWF, and one for Rapid Shot. Is that legit?
In an alternate universe, Jory is an archer who is in combat with a number of melee opponents. Jory knows Manyshot, Rapid Shot, Improved Trip, Catch Off-Guard, and has a BAB of at least +6/+1 . Jory starts his attack routine with Manyshot against one opponent, when another opponent uses a readied action to step adjacent to Jory, hoping to take advantage of the AoOs Jory will grant by firing a ranged weapon while threatened in melee. Can Jory complete his Manyshot, then use his second attack granted by BAB to use his bow as an improvised weapon, tripping the attacker who threatens him in melee, and then finish the routine with Rapid Shot?
I feel like the answer is yes, and I've ruled it as such, but I just wasn't sure if that was a houserule I'd just assumed was RAW.
So, the Admixture School's Elemental Manipulation ability states " At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type."
Does the second type of energy you transform it into also need to be chosen from that list of acid, cold, electricity, and fire? Could this ability be used to change a Burning Hands effect into a spray of negative energy, or force energy, or positive energy?
Does the Share Spells ability of classes like the Ranger, Paladin, Druid, or Summoner allow them to ignore any Spell Resistance their mount/companion/eidolon has?
For example, say I'm an Oracle who has been granted an animal companion by an ability like the one granted by the Lunar Mystery. I take Celestial Servant which, amongst other things, grants my companion spell resistance.
When I cast Cure Light Wounds on my companion, should I either be taking the appropriate actions to make it lower its spell resistance or rolling against its SR, or should Share Spells allow me to bypass the SR as though I were casting the spell on myself?
So lets say that I'm a writer working on introducing a new product to Pathfinder that has some ties to old material that had alignment restrictions built into it.
"Magus, Spell Combat: If I use spell combat, how many weapon attacks can I make?
—Pathfinder Design Team, today "
So, umm, does this mean, it doesn't work like Two-weapon Fighting and give you an additional attack?
So I've always loved Dungeons and Dragons, and when I realized that 4E wasn't the game for me, Pathfinder proved a ready and capable home. I've been intermittently dropping in to check out how D&D Next is shaping up, and this week at PAX I've had ample opportunity to play both systems.
Has anyone else been looking at the two systems side by side? Have you seen what your favorite class looks like? What are your thoughts on the virtues/vices of the two systems as they currently stand?
So, under saving Throws, (harmless) states "(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires."
But under spell resistance it states:
Aren't these definitions contrary? Why even include the (harmless) descriptor next to Spell Resistance if you need to take the action to lower it? Doesn't that mean that the (harmless) descriptor, instead of working "the same way as with saving throws" actually does absolutely nothing for Spell Resistance?
Quick question, wanted to double check this here.
So I personally really like the cavalier. I think they're versatile, mechanically interesting, and fill their own special little niche within the fantasy world. They give you that knight who can be of any alignment, give you a progressing mount without tying you in to spellcasting, and their unique use of Teamwork feats give them some interesting ways to "buff" the party.
So the least likely classes thread got me curious: What are your favorite class(es) to play?
Has there been any clarification on how Vital Strike works with weapons that can fire two projectiles as a single attack action?
So, I'm planning on putting together a Gunslinger (Pistolero)/ Duelist for PFS. I've got the concept pretty firmly in mind but I'm having a little trouble deciding on my exact stat distribution and feat selections.
How important is it for me to pump Wisdom? I know I'll need at least a bit for grit but I want to keep my INT fairly high too for skills and to better utilize some of my duelist abilities.
The Multiattack entry for both Animal companions and Eidolons reads as follows:
SKR posted an in the NPC Codex thread stating:
Sean K. Reynolds wrote:
Sean's response seems fairly straightforward, but doesn't seem to match up to the wording of the actual ability. That's cool, these things happen, and it's awesome to have devs who come in and clarify things like this so we can strain RAI from the RAW.My main question then would be:
Would this same ruling apply to Eidolon's as well since the wording is identical?
And by "Natural attacks" is it referring to actual attacks I might make during a full attack sequence, or "natural attack forms like claws/bite/talons?
For example, If I gain an additional attack with my natural weapon (claws) would I have three claw attacks after gaining Multi-attack? 4?
There's another thread discussing how this works for Animal Companions but since it bears on the Eidolon as well I thought I might bring it up again here.
Quick question everyone, I'm feeling like I should know the answer to this but it just isn't coming to me. The Viking Fighter archetype from People of the North Has an ability called shield defense that replaces Armor Training. Does this only replace the first instance of Armor Training, allowing him to gain the ability as normal when he'd normally get Armor Training 2, or does it replace the ability completely?
So quick question: Familiars gain the ability
If a familiar is delivering a spell like Vampiric Touch via this ability, does the familiar gain the temporary hit points, or its master? My assumption would be that the master gains the benefits since the familiar is delivering the spell for him, but I wanted to make sure I was reading that right.
So Charge states "Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent."
I had always assumed that "directly toward" meant "in a straight line", but the discussion came up at a PFS table between a player and GM that as long as each step brings you closer to your opponent you are still moving "directly toward" your opponent. This could potentially allow for some minor zig-zagging during a charge. The GM actually allowed the movement to occur.
Is this actually correct? Unfortunately it is hard to lay out a diagram of possible intended movement in this format...
There was a note that Jason Buhlman had made in one of the Mythic Playtest threads that apparently there actually is an implied limit of 1 spell per round, with the caveat "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round.".
So there seems to be some rules support limiting the spells you can cast in a round. How does this interact with optional systems like Hero Points? Since the ability makes a specific exception for spells cast as a swift action, are there any builds or abilities outside of the Hero Point and Mythic optional systems that would actually be impacted by this?
So the Guided Weapon Property says:
This modifier to damage is not adjusted for two-handed weapons or off-hand weapons—it always remains equal to the wielder’s Wisdom modifier. A guided weapon may be wielded as a normal weapon, using Strength to modify attack and damage rolls, but this goes against the weapon’s nature and imparts a –2 penalty on all attack rolls made in this manner."
It seems clear to me that this property should only be replacing Strength based attack and damage rolls but I've noticed some people thinking it should replace all attack rolls (even DEX based ones for ranged attacks). How do other people read and adjudicate this ability?
So, I'm putting together a character for a one-off and I'm figuring I'll play a Druid with a Giant Wasp Animal Companion and take levels of fighter to grab the Mounted Combat and Spirited Charge feats. My questions are:
So, I've heard tales of ranged paladins and how gnarly they can be, so I'm taking a stab at building one myself for PFS play.
My thoughts on traits so far were Deft Dodger, and Bralani's Step, though Bralani's Step I chose as much for flavor as actual mechanical value. I get Precise Shot as a bonus feat, so I figure Point Blank Shot as my level one feat?
So the Monk's Flurry of Blows feature states "A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands."
And the Zen Archer's Flurry has the following change listed " A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level."
Does this mean that non Zen Archer monks apply their STR bonus to damage when flurrying with ranged weapons?
I was just thinking how amusing it would be to have a Sohei/Weapon Master/Pistolero/Duelist who gets to add their STR, DEX, and INT to damage for all of their attack rolls.
Tactician is actually a terrible ability for a straight cavalier. It's much better for a fighter or other class that multiclasses into cavalier at higher levels.
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Tacticion only works with the bonus feat you took with the ability, meaning it only works with a Teamwork feat that you qualified for at level 1 if you're playing a straight cavalier. It's much more effective if you've taken 10 levels of fighter and then dip cavalier to take Coordinated Charge or a similarly powerful feat. Shouldn't there be the option to retrain this feat or swap the Tactician ability to one of your other bonus feats?
How does Vital Strike work with Spirited Charge and a lance when used by a cavalier on his mount? Remember, a mounted cavalier can still attack as a standard action while gaining the benefits of his mounts charge. Being able to hit for x6 damage (or x12 with Greater Vital Strike) at your full BAB and then use your move action to switch to a non-reach weapon, draw a potion, or what have you is a worthwhile opening tactic and actually makes the feat chain fairly potent, even for a character who otherwise might have little use for it.
So in this thread a little digging uncovered that the rules for Inquisitions located in Ultimate Combat completely contradict the rules for Inquisitions located in Ultimate Magic. Namely, UC says Inquisitions can only be taken by Inquisitors, while UM says they can be taken by any class that grants a domain, they're just not really intended for them. Has there been any clarification made on which of these is correct?
So I picked up the Cerulean Seas 3pp material and it is an amazing supplement. If you have any interest in running aquatic campaigns this thing is a must have. In addition to the great rulesets for aquatic combat, beautiful illustrations, and fantastic plaer races, they have a gem that is awesome to behold.
So, I just picked up the Terah materials and one of my players is very interested in playing the Spark Energeticist.
I'm not sure if this should be in the rules forum, but since it's 3PP material I thought I'd start here.
So, my friend and I are building a pair of 5th level characters that we were intending to have complement each other as a pair of melee brutes. Both characters will be 5th level half-orcs. He'll be playing an Inquisitor (Anger Inquisition)3 / Barbarian 2, and I'll be playing a Sorcerer (Orc Bloodline)5.
Amplified Rage (Teamwork)
When adjacent to other raging allies, your rages become even more powerful.
Prerequisites: Half-orc or orc, rage class feature.
Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).
Sympathetic Rage (Combat)
Seeing an ally enter a rage causes you to enter a rage-like state.
Prerequisites: Half-orc or orc, non-lawful.
Warleader's Rage allows the Sympathetic Rage and Amplified Rage effects to persist as long as we're within 30 ft of each other.
Controlled Rage (Ex)
When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
So, the Inquisitor gains the Solo Tactics ability:
Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
and the Broken Wing Gambit feat reads:
Broken Wing Gambit:
Broken Wing Gambit (Combat, Teamwork)
You feign weakness, making yourself a tempting and distracting target.
Prerequisite: Bluff 5 ranks.
Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.
Would an Inquisitor using this feat give allies without it the option to make an AoO if they don't have the feat?