w01fe01's page

Organized Play Member. 731 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 731 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

my knee-jerk reactions?

pummeling style, taking it what i believe is intended (unarmed strikes) i love it SO FREAKING MUCH.

blood rager, what i truly wanted for a martial spellcaster.

brawler, a SAD non alignment restricted monk with full bab and is able to wear light armor? be still my beating heart! (ok its not exactly a monk, but its damned good)


hmm actually i need to do the math on how much damage a brawler specced for unarmed damage could do in a round with all that

20 point buy, completly sad...hmmmm


my 2 cents is you can make a brawler in a lot of interesting ways.

but if you want to optimomize damage with the base class...you can and do it very effectively

a that point you dont have as many options or you cant go as "deep" into a option with MF, but you can still use it.

blind fighting? no problem

you can take combat expertise with one of your MF charges and go to trip town or whatever...but you might not be able to get as fancy as a brawler who had combat expertise in there normal build.

same for dodge feat.

with pummeling style i dont think DR is a concern also.

so im basically making a build involving power attack, dragon style, pummeling style, dragon ferocity, pummeling charge, weapon focus, greater weapon focus, weapon specialization, greater weapon specialization, improved critical

that is every combat feat i think i need to optomize my unarmed damage. i cant think of anything else right now.

fill in the broader spectrum of brawler base feats to branch into with MF with the rest

oh and iron will, gotta shore up that will save.


still seems feat starved when i try to build one with the most basic focus on making me better at punching things.

power attack, dragon style, dragon ferocity, pummeling style, pummeling charge, weapon focus, greater weapon focus, weapon specialization, greater weapon specialization.

then iron will (cuz our will sucks)

then after ALL OF THAT, you can build towards things to branch out with flexibility. things like combat expertise, dodge, for examples.

you can make some interesting builds, but i think if you priorities punching things, your going to need to use flexibility at a more base level.

thankfully my playgroup has a good few house rules. power attack and combat expertise being free for all classes being some of them (and piranha strike for dex users)...helps me and the calss out a lot, tho i know not everyone has the luxury


one of the greatest features of the brawler with paizo's point buy system is its SAD as hell. and maintains a lot of flexibility with flexibility lol.

sacred fist really is more feat starved, and imo needs combat style master feat more then a brawler would. because of all there swift actions. but first level freedom of movement for 1 round is pretty damn sexy in my book too.

fighter archetypes? you can get flexibility of the brawler, more feats, and with the other archetype you can fly and pump your physical stats....but you dont get flurry of blows/brawlers flurry. wich is pretty noticeable too.


that is fun tho i have a weird obsession with punching dragons with my fists.

you could "use" pummeling style as soon as you get flurry of blows or brawlers equivalent. as youd get 2 attacks you could combine them.

im making a chart all 3 ideas, archetyped fighter (the two new archetypes), brawler, and sacred fist warpriest.

they each provide some interesting options. my main attraction to sacred fist/brawler is keeping the unarmed damage dice progression of a monk


prototype00 wrote:
w01fe01 wrote:
combat style master feat...its another feat, but can make it free action and you always start in one style.

Combat Style Master is even better than that, as it allows you to switch in other style feats as a free action. You are going to get free style feats anyway, might as well take some for utility.

prototype00

ya true. im actually somewhat torn between the ideas of sacred fist or brawler to pair with a 2 level moms dip, or even a the two new archetypes with a fighter...

pummeling style, how i love what youve done for the unarmed combatant.


i see a lot of people try to build very specific "parts" of feats to use brawlers ability.

but what about a more generalist approach?

focus on damage first (wich i believe you can do in 5 feats with a 2 level moms dip).

after that is taking feats for defense (iron will comes to mind)

then the most basic of feats to help you branch out in the best of ways.

combat expertise

dodge

power attack (wich youd take anyways)

are all great starters.

so thats 8 feats.

what other feats would really fit into a "generalist" idea of being open to using flexibility in the most ways possible without gimping yourself.

also is there any other important defense feats? the only one i can think is iron will due to our low will saves. pummeling style will blow thru DR well enough that i wonder if they could function effectively without a lot of magical equipment, so you could focus more on defensive items nad your chance to hit.


combat style master feat...its another feat, but can make it free action and you always start in one style.


Treefolk wrote:
Specifically its a moms that flurries! Monk trades it away, Sacred Fist brings it back!

wich arguably is what ive wanted for..well...ever.

honestly anything that uses unarmed strike in a optimal way requires moms at least 2 levels.


honestly so long as a brawler uses unarmed strikes and not close weapons i cant imagine not doing a 2 level moms dip.

power gamey? maybe

not necessarily bad roleplay tho.

pummeling+dragon style+power attack=all the damage your gonna need.

wich with 2 level moms dip is 5 feats total


ZanThrax wrote:

The brawler's martial flexibility isn't the compelling part of the class - that's just a way to make it harder for a novice player to play well and overpowered for an experienced player who's aware of all the potential feat combos that would be most useful in different situations.

The compelling part is that it's completely SAD. Even more so than the Fighter. At least some fighters had a reason to have a 13 Int, or the Dex to get the TWF feats.

The brawler's flurry, with the damage that progresses regardless of what you attack with, means that the best thing to do is just use the weapon with the best crit range that you can find so that you can spend the minimum amount of money for the most attacks. Unarmed strikes would mean using an amulet of mighty fists, which costs 50% more than using a weapon that will have the same (or possibly better at low levels) damage with a better crit. Traditional two weapon fighting costs twice as much. Plus, a brawler can flurry while using a shield if he's willing to get only a 1:2 ratio on his power attack instead of 1:3. (And if you use a spiked shield, you can easily make the spikes +whatever defending shield spikes and make your last attack each round (the one that was already least likely to hit) with it to get some extra defence from it)

If you either spend two feats, or dip one level in any of several classes, you can get back heavy armour proficiency, which will almost certainly amount to more AC than the small AC bonus the class gives (which is the only thing lost for wearing the heavy armour).

So right now, the best use I see for the brawler is a max Str character wearing heavy armour and a heavy spiked shield, who flurries with whatever the best crit weapon in the close group is.

(Unless Crusader's Flurry can be applied to Brawler's Flurry, then it's instead going to be the same thing with a one level crusader cleric dip at second level using whatever his god's favoured weapon is, possibly heading to Sentinel for the attack and damage boosts.)

i would only agree if when tehy errata pummeling style they make it work with the close weapon group as opposed to just unarmed strikes. at wich point i believe they would just use a cestus


ArmouredMonk13 wrote:
w01fe01 wrote:

edit: feel free to post your own brawler build ideas

ive seen a lot of people talk about rules, but few talk about actually building something. brawler offers a interesting opportunity, given the nature of his martial flexibility lends him to building slightly different then some, tho you dont have to.

for this build lets assume that by the wording, you only have to spend your resources for martial flexibility once every ten rounds, but you can in those ten rounds, switch feats every round for free (or up to a move action technically)

there is some argument over whether this is accurate or not, and ive seen the argument for both sides.

that all said what do we need to make a brawler work at punching really well

power attack

pummeling style/dragon style.

now thats a lot of feats to start...potentially 7...tho we can cut out the third dragon style feat...thats 6. still a lot tho.

how about a 2 level dip in MOM? (i know what a surprise right?),
MOMS
1-power attack, pummeling style
2-pummeling charge
BRAWLER
1-dragon style
2-extra flexibility
3-dragon ferocity

so as soon as level 5 you can do a charge>pummel with dragon style/ferocity kicking in...and using your brawlers fury to get an extra attack so pummel at such a early level isnt a waist. now there may be a better way to go about the beginning "skeleton" for this build but this is a general basis. At level 4 you have 8 uses of flexibility instead of 5, if you go human you can spend another one on flexibility and get 11. or you can decide on some base feats so you can branch out further with flexibility into feat chains.

now with pummeling style, id be tempted to drop maneuver training for the shield archetype to have a ranged option. it replaces brawler strike (equivalent of ki strike) but pummeling style will let you blow thru DR anyways

beyond this im not sure and im going to need to comb thru the database of combat feats very closely.

also might be wise to get a few defensive

...

i dont think anything will happen with pummeling except for it being errata'd to only work with unarmed strikes. the crane wing change was complete crap and only done to satiate PFS players, wich is rediculous in itself as they should have just banned it. i told my playgroup i refuse to use crane style unles si can use the pre-nerf version.

i thought about dropping for the shield archetype, for the same reasons you said too.

as far as defensive options, what would you suggest? iron will definitly


i think they stack as one is Su and the other is Ex. and they come from two different classes. also @ trekkie i think invisibiliy is a bad example, thats a spell, not a bonus. again tho this is by RAW

i think the intention of pummeling is to be used either thru a punch or a unarmed strike, nothing else. but due to poor wording and use of RAW people can do it with a lot of things atm.

the FoB one im uncertain of. it says you get FoB ..exactly like the monks of the same name.

so i dont think there is a strong call for RAW or RAI for it to go either way, id leave it to DM fiat


1 person marked this as a favorite.

pfs is nice for people who cant find a at home playgroup...but beyond that its severely lacking.


prototype00 wrote:

So, what if I told you that the class most complimentary to the Monk in the ACG is not the Brawler (gosh no, never mix Brawler and monk*), but the Warpriest?

Specifically the Sacred Fist Archetype. Here are the pros:

1. It gives you flurry, which if you traded it away for something from monk (such as going MoMS, highly recommended by the way!) is basically free full BaB attacking, nice!

2. Wisdom to AC twice. No two ways about it, the wisdom to AC stacks by RAW (one is from an Ex ability and one is from a Su ability and both are unnamed, the very definition of things that stack). This is worth it by itself to dip monk.

3. Spells and Swift action buffing from Warpriest. While boosting that wisdom, why not boost your spells/day and your ability to cast them?

A simple beginning build would be as follows:

1. Warpriest (Sacred Fist) 1: Free Feat - Pick up that flurrying and go to town. Full BaB for the win!
2. Warpriest (Sacred Fist) 2: - Fervor, for great justice!
3. Warpriest (Sacred Fist) 2/ Monk 1: Dragon Style / Pummeling Style - Fuse those Styles! Fuse them!
4. Warpriest 2/ Monk 2: Pummeling Charge - Basically the apex of your 1st 5 levels
5. Warpriest 3/ Monk 2: Dragon Ferocity - So much damage!

Later you can pick up Janni Style (double the unarmed damage when you charge) and Horn of the Criosphinx (Double the strength! Well more accurately 2.5x the Strength). And probably style master, since you are going to get a couple more style feats for free.

I'd mostly keep going with Warpriest levels, since you get ki points and spells from it.

prototype00

*Well, actually it might be good, but I haven't given it much thought.

ty for showing me this sir, this seems...interesting. so its basically a 2 level moms dip, i was going to do the same thing with brawler for a 2 level moms dip. looks like you trade out martial flexibility and some maneuver training crap for spells and blessings. cool!


i admit warpriest wasnt what i was expecting, ill have to keep an eye on it thanks!

and using moms levels too, i love moms, sweet


leo1925 wrote:

@w01fe01

I take it you haven't played (or seen played) a magus at levels 8-17, correct?

1-12 played with someone who played one from those levels.


1 being a critical miss isnt actually in pathfinder rules, its a hold over from a older system isnt it?


Crisischild wrote:
Puna'chong wrote:

As one swift action the brawler gets as many combat feats as they want to spend MF uses on.

d20pfsrd said... wrote:
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Every other part of the ability is explicit in how many combat feats the brawler gets for a specific action type. At 20th if you want 1 feat, you use a swift action and one use to get 1 feat. If you want 10 feats, you use a swift action and ten uses to get 10 feats.

What's the confusion?

If you were intended to stack as many feats as you had charges for at all levels they would have pointed that out in the first paragraph, not the capstone paragraph.

Myself, I somehow doubt Paizo intended a class to be able to pull out four extra feats at level 1. If they did, fine, my brawler will be stronger. No complaints from me.

Were that the case, the best 'build' would be to take the extra MF uses/day feat in every single feat slot, and that would be a massive oversight on Paizo's part.

just to note its not four extra feats at first level. you get one extra feat at first level, 2 at 6, etc.

at a time at least, i suppose you could by the wording maybe add more feats to it next round.


SunsetPsychosis wrote:

It really doesn't strike me as much different than a standard full attack (since you hit the same number of times, with each hit dealing the same amount of damage), except for the nice shiny "one crit means it all crits" thing and the fact it's all piled into one attack, which is nice for getting past DR.

The perk is the using it on a charge, since that used to be just a barbarian/druid thing for the most part, and a flurrying brawler gets a lot of attacks to pile onto that charge.

and the issue is when you use it for more then a weapon that has a abysmal crit rating.

any weapon that can get to 15-20 crit range is incredibly overpowered with this feat line.

on a weapon that is 20-20 and at best 19-20, not nearly as much.


like i said if cris is right ill just not touch brawler ever, until then ill assume he isnt right and be on my marry way.


Whisperknives wrote:

I built a shield specialist brawler who uses a large specked steel shield 2 handed.

Charge, throw, bash, whatever, it is all good.

I personally refuse to use Pummeling Brawler because it is far to powerful and should not exist.

Look at Deadshot for Gunslingers and a few other abilities of the same type.

Unless they errata where the other abilities that stack your attacks into one hit also add the bonuses and not just the dice, this feat will be banned in every game I run, and I will not play in a game that allows it.

its not that bad if it was limited to just unarmed strikes, the cheese is when you start using it for more.


then just take pummeling charge and use a two handed weapon

enjoy wrecking heh. id suggest something that can get you 15-20 crit range and you will just destroy encounters.


EvilPaladin wrote:
Is this for 1 Brawler build, or a Brawler Build Thread?

any brawler build honestly, this is just the basis for my idea, feel free to post your own!


we can obviously push damage further with weapon focus/greater weapon focus/specialization/greater specialization and improved critical (wich would actually be semi decent with pummeling style.


edit: feel free to post your own brawler build ideas

ive seen a lot of people talk about rules, but few talk about actually building something. brawler offers a interesting opportunity, given the nature of his martial flexibility lends him to building slightly different then some, tho you dont have to.

for this build lets assume that by the wording, you only have to spend your resources for martial flexibility once every ten rounds, but you can in those ten rounds, switch feats every round for free (or up to a move action technically)

there is some argument over whether this is accurate or not, and ive seen the argument for both sides.

that all said what do we need to make a brawler work at punching really well

power attack

pummeling style/dragon style.

now thats a lot of feats to start...potentially 7...tho we can cut out the third dragon style feat...thats 6. still a lot tho.

how about a 2 level dip in MOM? (i know what a surprise right?),
MOMS
1-power attack, pummeling style
2-pummeling charge
BRAWLER
1-dragon style
2-extra flexibility
3-dragon ferocity

so as soon as level 5 you can do a charge>pummel with dragon style/ferocity kicking in...and using your brawlers fury to get an extra attack so pummel at such a early level isnt a waist. now there may be a better way to go about the beginning "skeleton" for this build but this is a general basis. At level 4 you have 8 uses of flexibility instead of 5, if you go human you can spend another one on flexibility and get 11. or you can decide on some base feats so you can branch out further with flexibility into feat chains.

now with pummeling style, id be tempted to drop maneuver training for the shield archetype to have a ranged option. it replaces brawler strike (equivalent of ki strike) but pummeling style will let you blow thru DR anyways

beyond this im not sure and im going to need to comb thru the database of combat feats very closely.

also might be wise to get a few defensive feats like iron will since they have a crappy will save and no real way around it


Marcus Robert Hosler wrote:
w01fe01 wrote:
leo1925 wrote:

How did you get nimble and dextrous from a two weapon fighting-ish ability that doesn't require DEX?

Which wording? the "blending sword and magic"?
Of course the iconic magus is going to look nimble and dextrous, it's a half elf and (more importantly) before it became the iconic magus he was the iconic EK (which means somewhat nimble and dextrous).
its just the feel when playing it man, i cant tell you a stone cold rationalization for it. i feel like a glass cannon namby pamby when i play one.

My strength/int magus laughs at whatever notions of tankyness you think other martials have over him.

Now excuse me as I go turn into a huge zombie and deliver crushing blows that splash magic everywhere.

not saying my feelings were right or accurate. but good for you?

ill go enjoy a bloodrager, ever since i saw the playtest for one my first thought "finally, my version of a magus"


Crisischild wrote:
I'm sure RAI you can only have 1/2/3 instance of Martial Flexibility up. I'm pretty sure they didn't intend to brawler to be able to grab 30 feats at once until lvl 20. I'm also sure "The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice." means you can use another charge to replace the feat chosen before the duration us up, not that you can freely switch out the chosen feat for the duration without expending more charges. Paizo should probably stop hiring 17-year-old interns to do their editing.

im going to go on the assumption that it doest cost another resource to do...until they change it.

when they change it ill drop the notion of playing a brawler completly, thats far too limited to be any remote fun.


graystone wrote:

I'll also say the same thing I said in the other thread. Punch is the fluff you can add to the actual weapon, the unarmed attack. Slashing or stabbing with your longsword doesn't alter the mechanics of the longsword.

Punch just isn't a weapon, it's a description of an attack (a thrusting blow). Your dagger can punch right through some armor as easy as you can punch someone with a fist.

your looking up the dictionary definition of a word, taking it at face value in hopes of it working in your favor.

i gaurantee that it wont be with any weapon. i gaurantee you when they said punch, they are talking about a punch.

/sigh, im just going to ignore these threads, people try way to hard to break mechanics


leo1925 wrote:

How did you get nimble and dextrous from a two weapon fighting-ish ability that doesn't require DEX?

Which wording? the "blending sword and magic"?
Of course the iconic magus is going to look nimble and dextrous, it's a half elf and (more importantly) before it became the iconic magus he was the iconic EK (which means somewhat nimble and dextrous).

its just the feel when playing it man, i cant tell you a stone cold rationalization for it. i feel like a glass cannon namby pamby when i play one.


K177Y C47 wrote:
lemeres wrote:
w01fe01 wrote:

im aware of brawler archetype, i played it. its boring.

"oh but all you wanted to do was hit things" someone might say. yes and no. brawler doesnt provide the other half of what i aim for and nothing ever will probably, but i do supposed id rather be bored then frustrated at failing CM rolls or staring at maneuver training ability on my character sheet and being annoyed its there.

this is part of the reason i enjoyed bloodrager. i didnt just hit things, i could enlarge, move faster, move on surfaces i normally wouldnt, etc. it provided me options, but the options didnt suck.

...what did you want from the brawler class then? An unarmed spellcaster? Maybe a rage/smite/judgment mechanic?

I honestly want a summary of what you are looking for here. Please just list a set of mechanics you have seen on other classes that 'work' for you.

I dint think he knows what he wants...

i do, and i said it already.

what id personally like is if i could take mutagen and have it replace maneuver training isntead of flexibility....that would make me happy.


Darche Schneider wrote:

Honestly, I haven't had a problem with the brawler in my play with it. And no, its not because I played with one battle a day. It was because I realized that the flexibility is a limited resource, but not a resource I have to use every single battle to do anything.

So I built to be flexible, but at the same time, built to be able to perform well enough without it.

this means very little to be honest. at no point did i say brawler is a broken unplayable mess.

you could say the same thing for someone playing any class. its perspective based.


Quote:

Do we have confirmation that it works that way? Here is the relevant text.

The brawler can use this ability again before the duration
expires in order to replace the previous combat feat with
another choice.

the part im zoning in on is "before the duration expires". if thats not how it works then i go back to thinking its a horrible ability.

Quote:
Also, do we know if the Brawler has a cap for how many Flexibility feats can be active at once. Ex: I use a move to take three feats this turn, and then another move to add three more feats on top of that. Obviously it would burn up usages but the language is a little vague.

i suppose its possible, but i dont think it would amount to much either.

Quote:

As for not liking Maneuver training... why not just take Shield Champion? Replaces all that stuff with some really sexy range options, a boost to AC, and free shield champion.

Also, if I'm reading it right, you can basically now do any maneuver as a ranged attack as part of a ricochet. Even if you hate maneuvers you have to admit that's huge. If you take the Shield Slam line you can now bull rush without having to move yourself, and you can technically ricochet your shield to allow you to attack from any angle. Basically you just turned one maneuver into three that can be performed at range without sucking AoOs, WHILE INFLICTING DAMAGE AND HAVING MULTIPLE ATTACKS LEFT IN THE ROUND.

losing brawlers strike is horrible in my mind, it basically means youd need the wealth to buy a decent shield AND a amulet of mighty fists...unless a DM wanted to give me amulet of mighty fists for free i dont see how this is feasible.

other then that at least it would be a semi funky option /shrug


lemeres wrote:
w01fe01 wrote:
it is indeed allowed lemeres.

Ah, good. So spending 3 feats so you have enough uses to splurge on a fight can be good.

Some days you have to fight in darkness. Other days, you have to grab a bow and shoot down flying enemies. Heck, grab a gun and just go for touch AC when that problem comes up! You could get EWP and some ranged feats, and then switch to amateur gunslinger when the thing blows up on you.

You are only restricted by your skill points and stats, for the most part.

and the fact that you can freely change those feats during the 1 min use durations as many times as you want...means you can do all that in the same 10 round period without expending more resources.


it is indeed allowed lemeres.


leo1925 wrote:
w01fe01 wrote:

i honestly dont like magus, but it has nothing to do with its mechanics

i just dont like the flavor, the theme...a nimble and dextrous melee fighter that weaves spells into its combat.

Where do you get that from?

two weapon fighting, wording, and the picture of the magus iconic character.

it just feels finnesse-ey to me. bloodrager is what i wanted out of that type of class.


@ Hrothdane, i dont want to do what marcus suggests, i just said its entertaining/interesting concept.

i am not in pfs, my very first post said how my playgroup never adheres to the "15 min workday".

i also hate paladins :P


could be because of the changes they have in store for barbarians in 2015?


id just like to see one archetype that gets rid of manever training for something more interesting.


lol <3.

its a valid point, its so annoying that they put a crappy t2 feat in between two awesome feats. moms away!


damn you MOMS...always sneaking into awesome optomizations


i honestly dont like magus, but it has nothing to do with its mechanics

i just dont like the flavor, the theme...a nimble and dextrous melee fighter that weaves spells into its combat.

i also dont like swashbuckler...a nimble and dextrous melee fighter

i just dont think i like the idea of being a nimble and dextrous fighter

tho i like monks...so go figure.

i want to SMASH not slice

bloodrager is literally my version of what id want out of a class like that...heavy martial, light caster.


2 people marked this as a favorite.

do i think martials should be able to move and full attack? absolutly

do i think pummeling style should work for all kidns of weapons? absolutly not.


i know people like abarrant or abyssal for obvious reasons, but i really like arcane, and id just drop the AoO and DC vs caster things with primalist, and keep my blur/haste/form of the dragon etc.

did one fight where my teamates could cast haste, so instead it was protection from arrows (luckily we were facing off against giants with a lot of bouldres, yay for protection from arrows working against them), displacement (just silly), and enlarge.

plus the idea of brimming with arcane energy seems more intriguing to me then just getting all evil looking and growing.


thankyou lemeres, you have helped my over stressed brain understand lol.

until level 20, you can only have up to 3 "temporary" feats from flexibility at a time. tho doing so burns 3 "uses" of the ability. tho as someone mentioned, the fact that you can during those 1 min duration uses change them freely...is incredibly liberating. being able to go blind fighting one round, to tripping the next, to getting over difficult terrain...all on those same 3 uses.

until that was pointed out (as i had missed it repeatedly when reading it) i thought you would have to spend 3 more uses to change the feats in combat...not so. brings a lot more longevity to it.


so is this more of a gripe on primalist?

dont play it?

i like it, tho i know it steps on barbs toes a bit.

sidenote: anyone else really enjoying arcane bloodline? 11th level autocast blur/haste/enlarge on yourself and wreck things from 20 feet away with my lucerne hammer...mmmm


@marcus, ya i read the capstone, interesting stuff. and i agree while taking all feats as extra flexibility would be entertaining, definitly need to work out some base feats.

@lemeres, maybe im tired i keep reading your first sentence and its greek to me lol. i did just get out of work.

trade out 3 feats...as in? spend 3 feat slots on extra flexibility?

fill in what 3 feats?

god maybe im tired


Cthulhudrew wrote:
Didn't see it mentioned, but don't forget that during that minute of usage, you can change up your feat(s) on the fly, so you aren't locked into one feat(s) per combat minute.
Quote:

The brawler can use this ability again before the duration

expires in order to replace the previous combat feat with
another choice.

good catch, i read it multiple times but always missed that part.

that adds a lot of life to it.

in wich case my only main complaint is maneuver training.


Crisischild wrote:

Hope more archetypes replace Maneuver Training. You're never going to make those DCs anyways and in Pathfinder, Full Attack> Absolutely any other option 99% of the time.

Martial Flexibility has great potential in the right hands. It's what fighters should have been able to do all along, instantly morph into the perfect tool for the job. Would be super awesome if it had more uses without a feat tax.

bolded part for emphasis

1 to 50 of 731 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>