|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Just so you know, if you want to dump int down to 10, you can. The latest notes on the brawler say that they count as int 13 for the purpose of combat maneuver pre-reqs.
Unless you just want those extra skillpoints, you don't have to have it that high, and that frees up a couple more points for stats.
Stats: Str 17 (All increases) Dex 16 Con 14 Int 10 Wis 10 Cha 8 (possibly Cha 7 wis 12)
Combat Expertise, Power attack, WF, trip, Weapon Spec(unarmed) for the first 5 feats.
Use the feat you can select as a choice to get either viscious stomp or boar style, depending on the enemy at the moment. Remember, that 2d6 bleed bypasses DR, once you get it on at low levels it can really help.
Brawling Light armor (4kgold) gets you another +2 hit/damage around level 4. As well, AoMF 4k and str belt 4k are going to be your big purchases.
No... there's a FAQ about that exact question, claws on the feet are "talons" and for balance purposes you aren't supposed to get the extra attacks (which could be as early as 2nd level 5 attacks) unless you get the extra "limbs". (meaning extra arms, that can hit things while you remain "standing" on sturdy supports i.e. legs that aren't involved in the attack.)
And, before the kicking thing comes up in an argument, normally kicks require either IUS (a feat investment), class abilities, a special weapon(boot blade), or they provoke an AoO as they leave you open to counter attack while you're off balance.
Angel Blooded Aasimar.
If you're going for more balanced, and aren't planning on 2handing a weapon anyways, 16 STR is plenty to start. But, Str +2 belt will be the first 4k gold purchase you make, and all stat points will go there as you level. And you need several skills at low levels, so being able to maybe bump int to 13 later for the combat maneuver feats is worth planning for.
Truespeaker is good, but don't take Halo. Darkvision is a must (if you're playing a race with it as an option), since many PFS modules have Darkness casting enemies, especially at low levels, and the light spell from a halo doesn't work then.
Skills: FOR PFS, since I run/play a lot of these, you need certain things that most forum min-maxers seem to ignore, because in PFS completing side missions affects the max cost of what items you can buy during play. Always ! max perception. Other skills, put at least a point in intimidate/diplomacy (so you can try, or at least aid others), any knowledges that are class skills(many missions need these to succeed), swim/climb(just to get high enough to take 10 without a penalty), stealth (just enough to negate your armor check).
Traits: if you are committed to straight fighter, take one of the campaign traits that makes perception a class skill. (or be Sczarni faction and spend 1pp on it, as a vanity in one of the PFS splatbooks.) Armor Expert (the one that gives +1 AC) Don't worry about dayjob/craft/profession checks, since you aren't one of the classes that synergizes well for stats, you'll never make enough with it to justify the skill points into it.
For feats, if she wants sword and board, don't listen to all the people who call it wrong if you cant do 234348 damage in a hit, PFS modules are made for 15-20pt builds of 4 players, and scale based on level and number of players.
Feats: Shield Focus, Missle Shield (I would take this at low levels, when one arrow crit can drop you, and use it to retrain at level 4 to get weapon spec then. Power attack @2nd, Weapon Focus @3rd, Weapon Spec @4th, either from retraining missle shield or just taking it, if you retrain take Step up as well. As much as damage is a point, surviving and cutting down enemies effectiveness can win the day, and she'll feel like less of a one trick pony.
Use 2PP from one of your first games for a Cure Light Wounds wand, and another 2PP for a Masterwork Darkwood Composite (+3) Longbow. That's about as much as you want to worry about for ranged, since you're not focusing on it. Later, spend 3k gold on the bow to make it +1 Adaptive to take advantage of your str bonus going up for damage.
Start with 4 Mirror armor in Adv players/Ult equip guide, best medium armor out there for 45g. Don't worry about enchanting it for several levels, since you'll want to upgrade when you can get full move in heavier armors later, and you only get back half price. Buy ring of protection/amulet of natural armor as your first AC boosting items.
Pick whatever shield you want, and stick with that. My suggestion is a heavy spiked, and enchant it as you go up for extra AC, since you'll not be really spending money on base armor until you hit level 7, and can move at full speed in Heavy fullplate.
Depends on the weapon/ability.
Polearm Fighter treats it as a club, and slowly (at level 18) negates the penalty, and takes a swift to shift.
Dragoon doesn't get it until 7th, but then gets all the magical bonuses and everything with both ends.
Dorn Dergar takes a swift to switch, and is an exotic weapon (I think).
Several others are double weapons, many of them exotic.
Catch off Guard, Throw Anything negate the penalty for melee and ranged improvised weapons respectively, and have added bonuses as well.
it lets her swap whatever spell level she gets the cure at from the witch list. If you get a spell earlier for some reason, it's lined out in the ability. (such as winter witch, patrons, etc.)
If she gets a cure spell at x level, she can swap any spell she has memorized of that same level.
CLW = 1st level
Because, if you use the Improvised weapon rules to get around not being able to attack adjacent enemies (which is the penalty that balances out the benefits of using a reach weapon), then one feat invalidates several class features/special abilities/exotic weapon abilities.
And, the OP admitted that he saw the restriction as valid, and is trying to loophole around it.
This entire thread should have ended once the "I'm trying to game the semantics to avoid taking the penalty" admission was reached.
Now it's just a "I want to win the Internetz!" argument.
Note: It doesn't matter if it measures 1 3/4", or 2", it's still small.
Yeah... it's not really worth it for a pure caster per se, but for my monk witch, I got them as bonus feats, and with feral Combat training's new faq, Monastic Legacy and Monks robe, scaling monk damage hair using my Int as Str is just funny.
I'll run up and stop 5 ft from an enemy, in no armor, with no weapons out except a xbow, and hex, then when they step up smack them for stupid damage as an AoO. (a caster with a +8 to hit for d4+18 damage at 5th level is stupid IMO, not thf/barb power attack stupid, but still pretty wicked).
Also, with an inflict light wounds charged up (PFS, so 2 PP why not).
I've also seriously considered high Int xbow fighter/sage sorc arcane archer with Focused shot and Kirin Strike, since he can enter style and get a head start on it during ambushes, but it would be much better in a home game, getting dex and 3xInt to damage with readied shots would be sweet sniper type.
Evoker wizard 8+/Crossblooded orc-dragon sorc 1.
PBS, Precise, Kirin Style, Kirin Strike, IUS.
First round haste, swift activate style. 2nd round CC, swift make knowledge checks. 3rd round damaging spell/attack get normal +2per die +Wiz level +2xInt(swift after attack is successful).
So, ray of frost does d3+2+8+14= d3+24... not bad for a cantrip @ 9th level, ranged touch, unlimited uses. same for Acid splash(bypasses SR) and Disrupt undead (incorporeal usually have low HP, so half damage is still good.)
I have a MoMS Monk2/Witch3 (22 Int) in PFS play that is currently doing d3+12 with cantrips, d8+12 with a lt. xbow, and d4+18 with Prehensile hair. I'm taking Focused Aim soon to get 3xInt with the crossbow next.
I can also see an Arcanist with the orc/dragon bloodline as one of his exploits, and the Evoker school exploit, spending a point from his pool to do this when it really counts.
There are numerous weapons/abilities which allow you to use a weapon for both reach and adjacent, and all of them either specify that you have to pick one or the other for the round, use some type of action to switch between the two, or are granted as part of a "long" term investment in a particular class or archetype.
Once again, my entire problem with this line of reasoning is that the OP specified that they were doing this in order to avoid the normal penalties associated with wielding a reach weapon, namely, the inability to attack adjacent enemies at the same time with the same weapon.
Has to be Masterwork to enchant it at all. (which can be done with the Masterwork transformation spell, the materials of which are = to the cost of the masterwork add on for weapons 300g and for armor 150g)
One of the best things for a Str based character in PFS is a MW Composite Darkwood Longbow (Str+3). Which comes in at 730g, just under the limit for a 2 PP purchase btw.
We did an all dwarven party one time, it became a great epic quest that started when their favorite tavern burned down, and they had nowhere to drink after a hard day working in the sequin mines(Major export to elven lands). This of course had to be avenged, so they mounted up their trusty Warboars and charged off into the wilds, hellbent for whatever evil overlord had caused this travesty.
After 15 levels of barfighting/fiendslayinig their way across the continent, they eventually returned home to find out that the tavern had merely relocated 3 blocks down the street, when the old one was found to have a serious fraggle infestation and was burned to prevent an epidemic. (Our GM liberally and blatantly ripped off pretty much anything he saw or read.)
Ok. So, I have an idea.
CRB Catch off Guard feat wrote:
UC Rogue talents wrote:
Weapon Snatcher (Ex): A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.
Based on the consensus here, I could steal any enemies weapon as my first attack, and then so long as I held it anyway other than the right way, I could immediately qualify as a sneak attack?
Doing what you are asking, is an ability semi-granted to a couple of archetypes.
Polearm master @ level 2 gets to adjust his grip as an immediate action (so he can use it for AoOs), takes the -4 penalty (which gets reduced as per bravery), and doesn't get the benefit of weapon enchants when using it this way. He then has to use another immediate to change it back to "normal" grip before he gets reach back.
Dragoon gets it at 7th, but it lets him freely alternate attacks, and he also gets to count the enhancements to it on both ends, without the cost of a double weapon, and takes no penalties at all on it.
Malachi Silverclaw wrote:
Now, based on the single statement you made above, I have to ask are you also planning on taking Improvised Weapon Mastery and trying to get it to negate that -4 to it? You're doing a lot of work to circumvent one of the main penalties to using a reach weapon, one that historically had swordsmen intermingled with ranks of spearmen to cover for them.
Honestly, I wouldn't spend 5PP on a feat retrain either, but he asked how to legally do it so it works for PFS, and that's the only way to get those feats any earlier.
It's not worth it, but it is an option.
Dragon turtle, nuff said.
Aquatic-type Druid, level... 8-9. Not the actual archetype, just the fluff. Wildshape whatever, wood shape, warp wood, etc. ship starts springing leaks, rudder is all warped, sharks/squid/octopus companions... Control weather and Call lightning, all because the ships anchor just dragged thru her protected reef.
Aboleth, with gillmen slaves. This can get really bad really quick.
Half orc Skulking slayer is even better. You can do a Dirty trick in place of any sneak attack, with a bonus = to sneak dice (makes up for the BAB) so don't need quick dirty trick or MM monk to get them in a full attack.
Lore Warden 7/Skulking slayer 5 with a 22 STR (should easily be higher)
Base 31 (+4 for a +2 weapon/gloves dueling if usable, +7 for +3, etc)
And, since they're blinded, they are sneak attack ready for anything after the first hit.
Which should, at this level, be ridiculous. d10/2d6 + 20 +3d6 at least per hit.
First, you can sub trip for any attack (including ones in a cleave). Second, if you cleave (even if it's not damage, the target is flat-footed, making your trip more likely to hit. Then, because they fell down Greater trip grants me an AoO, and since they're flat footed at the time, I use the Greater trip AoO to blind them with dirty trick. It burns a lot of Combat reflexes, but damn, is it ever fun. Of course, at 10th level, his will save is a 3. So, you win some, you lose some.
You have to own Animal Archives for any pet/companion class, it's almost mandatory to have access to the tricks, the animal archetypes (for your companion, almost like classes for the animal), and the extra body slots.
So... also Wild Speech requires 6th level druid, so that one is out until 6. Natural spell takes 4th level druid (or wild shape at 6 if you are an animal shaman).
So, at 4th you can spend 5 PP and 200g, replace either your 1st or 3rd level ones, and another 5PP and 300g at 6th, to replace either the one you didn't already do or your 5th level feat.
Or suppose that the attack during the charge dropped you to 3hp, and the enemy your charging has Fire Shield up? Or Bramble armor? or any number of (hit me and take damage yourself) abilities?
Surprise follow thru can't be combined with Felling Smash, since Surprise follow thru works off of the Cleave feat which is a separate standard action. Felling smash takes its own standard action.
The things I listed in my post are different ways of getting various flat-footed options to maximize my dirty trick (usually blind).
1 way is to run in, felling smash, get the free trip, get the greater trip AoO to blind, and now they have to spend a standard to remove the blind and a move to stand up. Now they have a choice, attack while prone and blind, or remove the conditions and get no attacks.
A 2nd way is to move up, cleave into one target (hopefully the one who's still flat-footed), then surprise follow thru his friend standing there depending on how many there are and my AoO count, I can blind the 2nd guy(as an attack since he's flatfooted instead of the normal standard action) or trip the 2nd guy, his CMD is lower because no dex, and then (since he's flat footed)take my greater trip AoO to blind him on that one.
I could have spelled it out better, but there's a lot going on with those combos, in order to be very good at 2-3 ways to either get massive sneak damage or absolute lockdown control.
If I'm running in first, I actually don't go for the damage, I take the enemy's action economy instead. Once I have flanking situations, or say, another enemy comes out of a tunnel while we're already in combat, then I go for the damage.
In my area, I have a lot more system mastery than most of the other players, so I usually just lockdown the bad guys and let the other players get the kills. It makes them feel good about their characters, we still win, and I don't hog the show. When an encounter is written poorly, or unbalanced, I let loose and roll it, so we don't have to pay for the Rez. There was one where a 5th level party went up against a 7th level summoner and claw build Eidolon, plus a couple mooks. The Paladin ran in and dropped to 3 HP in the first full attack of the Eidolon, so I just played lockdown on the Eidolon, let the rest of them kill the mooks and summoner, and basically just told the GM that this wasn't a balanced encounter, so I wasn't holding back. He couldn't make a single attack for the rest of the combat with the Eidolon. 5 levels later, it still works, but I can now do it to multiple enemies at the same time.
Take Breadth of Experience instead of Cosmopolitan. Just because being able to roll anything knowledge/profession with a +2 is very dwarven.
"Aye, I seem t' recall this here problem 'afore, what you do is"
"That there's a (insert monster here) I dinna know where they come from, but you have to hit them with a -whatever- weapon or they just heal right up on you".
If you want to be the face as well, use a Ninja for the Ki powers working off Cha synergy. Halfling, since you don't care about the weapon dice just the sneak dice. Shuriken for ammo free action drawing.
There's a trait for trapfinding.
Spring loaded wrist sheathes, Underhanded talent, Offensive Defense and Deft Palm/Hidden Weapons.
Have it require one of the judgement feats (probably the one that counts you as higher level). That's an equivalent feat, not one that every inquisitor will always take, but a decent amount. And it's still a class specific feat, same as Channel Smite.
But, careful of this one for ranged inquisitors, it allows them to dump dex to 12/14(they'll still want some), pump wis and str and own even easier.
Gnome bard, try the prankster if you like to talk. Make fun of enemies to debuff them, buff your friends, prank everyone.
Take the Magical Linguist trait (+1 DC to language spells which most bard are), the spells are meh except for comprehend languages for those PFS scenarios where you have to deal with Azlanti, or ancient osirion in order to get half the bonus quest stuff.
A single level dip of crossblooded Fey/Serpentine sorcerer lets all your bard enchantments work on beasts, magical beasts, and monstrous humanoids like they were humanoids that share your language, plus a flat +2 to any mind effecting compulsions, and a couple attack cantrips that a bard doesn't get.
This will very much depend on how much your players trust you to run a good game.
If they don't, it will never work with a plot twist this big. If they do, and are flexible players, should be fine.
As an example, I would have absolutely no problems with this concept with 1 or 2 of the GM's I've played with over the years (and only a handful of other players). Pretty much all the others (both GM and player) no thank you.
It depends on the Feat. If it takes an action (like vital strike, cleave, things like that), then no.
If it just modifies an attack (power attack, imp/gr trip, sunder, disarm, etc) then yes.
CRB Combat chapter, attack section wrote:
CRB Combat chapter, Cover Section wrote:
So far as partial cover, that would be subject to the GM, but since the bad guy gets to chose the square that defines his cover, he will always pick the one with the worst penalty.
Transmutation school polymorph rules, 6th paragraph wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.
Bestiary Universal monster rules, Regeneration entry wrote:
So, by this, it's the GM's final call, but the rules suggest that it would lose the ability.
Yup. There are builds built around this, every shield bash attack gets a free bullrush once you have the feats set up correctly.
And, he can't follow on an AoO so far as I know, so the movement only applies during his turn.
If he doesn't move at all on his turn, you might give him the 5ft step that he didn't use as a possible move with the bullrush, but that's all your call it's not really a rule.
I went with pretty much that. I didn't try to max all the knowledges, but to keep the creature IDs close to maxed after factoring bardic knowledge bonuses. Say, 1 every other level to keep up. My first 3 levels of FCB were skills, until I got to the point of adding a new spell known (usually subbed for masterpieces).
I had considered taking a level of Lore oracle and adding charisma to knowledge checks and getting back the take 10 ability that dirge bard gives up.
1) The DC for multiple enemy's could be either way. Roll once and compare to progressively higher DC's, or roll for each enemy. I would usually go with the single roll, taken in order, with the option to choose which one counts first if both threaten the same square.
CRB Acrobatics skill, last line of 2nd paragraph wrote:
If you attempt to move though an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.
So yes, you stop before you get into their square and suffer the attack. Normally, you don't lose the movement if you fail the check in a threatened area, only
At the lower levels, I still had the xbow and the AC's were lower, I didn't bother with conductive until level 1sorc/6bard when you get weird words.
In my experience, most PFS fights are over in 3 rounds (unless they're very mobile).
At 4th level I would use wordstrike to sunder enemy weapons, usually bows/hafted weapons to get the damage thru.
I was also usually the one with the CLW wand, the face, knowledge ID guy, and sorc got me ranged touch attack cantrips that were better than any other damage I could do usually.
I didn't expect to do damage, and all the parties I ever played with were fine with that after the first 2 rounds of combat from level 2 up, because of all the other things I did cover for them.
PFS is all about picking your battles, and 90% of the players focus on DPR, but dump int to the point of putting points in perception and 1 other skill. DPR, Control, Face, Healing, Skillchecks. I can handle 3 of those very well, and handle off healing.
I could have built for more damage, and had a lot less buff/debuff ability, and slightly lower face/knowledges, and still been just as good a party member, but not covered so many bases that in my area are left fairly scarce.
Wow. Your players just really didn't put enough ranks into perception did they?
If you're invisible, you are automatically concealed, which is what the cover was doing to begin with. You get to skip that step.
Now, you still have to make a stealth roll anytime you are moving around (as part of declaring your move, not a move action in addition to actually moving), with all the appropriate modifiers for invisibility, speed, encumbrance and the like, and if they beat it with perception they can slowly narrow it down to your actual square.
But they don't get to auto detect you just because they knew you were there to begin with somewhere.
And, even when they figure out what square you are standing in, there is a 50% miss chance still.