What feats are good for the Training Enchantment from Inner Sea Intrigue


Advice


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Since the enchant can't be a prerequisite for anything and the wielder must qualify for the feat themselves, what would be the best feats for the various classes?


A longspear or other polearm with Combat Reflexes or Lunge would make sense.

A secondary weapon which you don't use directly - an amulet of mighty fists, bodywrap of mighty strikes, or armor spikes or something? - might be useful with Barroom Brawler.

There again, armor spikes with Quillbreaker Defence might be useful.


avr wrote:

A secondary weapon which you don't use directly - an amulet of mighty fists, bodywrap of mighty strikes, or armor spikes or something? - might be useful with Barroom Brawler.

There again, armor spikes with Quillbreaker Defence might be useful.

I don't think those would work...

Training wrote:
a training weapon grants one combat feat to the wielder as long as the weapon is drawn and in hand


Too true. I guess a +1 Training (barroom brawler) dagger in a wrist spring sheath, with a weapon cord would work but it's a bit more expensive and less convenient. Any ideas of your own Avoron?


avr wrote:
Too true. I guess a +1 Training (barroom brawler) dagger in a wrist spring sheath, with a weapon cord would work but it's a bit more expensive and less convenient. Any ideas of your own Avoron?

I really like the idea of using Barroom Brawler, not only because you can choose a different combat feat each time you use it, but also because you can swap the weapon around to different party members in-between combats - there's no "24 hour use" requirement like some magic items have. So you could get a lot of use out of feats with limited uses per day, feats like Battle Cry and Caster's Champion and Telekinetic Mastery. Advanced Weapon Training or Advanced Armor Training would also be really useful for fighters and other classes with the relevant abilities.

Honestly, for the most part I see this enchantment being used to simply relieve the pressure of feat intensive builds - which is still a pretty spectacular accomplishment in its own right. So the answer to the OP's question would be "whatever combat feats you'd already be taking, only earlier." Yes, please!

But one of the most interesting uses that jumps out at me is providing feats to creatures that would not otherwise gain them, barring a few specific archetypes: familiars. Want your small earth elemental to utterly destroy enemies by making them draw attacks of opportunity from several party members at once? Give him a +1 training longspear that grants Greater Bull Rush. Want your lyrakien azata to become the coolest, most thematic creature on the material plane (and also be competent at combat)? Give her a +1 training starknife that grants Divine Fighting Technique (Desna).

The Exchange

The best choices are going to be the "dead-end" feats that don't serve as a prerequisite for anything else.

Especially those at the end of a very feat-intensive chain. Like Aldori Dueling Mastery or Dorn-Dergar Master.

Piranha Strike is a really good choice for a light-weapon wielder.


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Exotic Weapon Proficiency (Falcata)


Deadly Aim?


I'd imagine the best use is combined with the dirty fighting feat the player has. You can qualify for a host of things there and go down a lot of roads you normally would shy away from.


General: Improved Initiative, Arcane Strike, Swift Aid, Mounted Combat, Armor Trick, Armature Gunslinger, Exotic Weapon Proficiency, Tower Shield Proficiency, Quick Draw, Combat Defense Training, Lunge, Armature Swashbuckler

Misc Ac boost- shield focus, dodge, armor focus

There are a very good number of teamwork feats that are also combat feats

There are plenty of good feats for archers that aren't prerequisites for anything else. IE clustered shots, deadly aim

If you want to play with siege engines you only need 1 feat to meet the prerequisites for the rest

Also you can use training to cover for feats you need and intend to take in order to come online quicker

Liberty's Edge

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The +1 from Training costs less than an Opalescent White Pyramid ioun stone until you get up to an effective +4 total bonus. Ergo, I expect 'Training: Weapon Proficiency (this weapon)' will become a fairly standard means of getting proficiency with a particular weapon type at lower levels.

This enchantment is also great when combined with abilities like Warrior Spirit or Legacy Weapon that allow you to temporarily add any magic weapon special ability to a weapon... so you can add the Training ability and choose an appropriate feat for each combat (note, Training: Barroom Brawler only works once per day).

I could see some characters having a 'utility belt' of +1 Training weapons with various highly situational feats that they'd never actually take, but which can be useful in specific circumstances.


Dastis wrote:

Quick Draw

I'm actually so upset Quick Draw doesn't do anything. It needs to be drawn and in hand to gain any benefit from the Training enchantment (meaning you've already drawn it). Though you can always use it in some corner cases.

Some other ones are Weapon Finesse into Agile.
Improved Two-Weapon Fighting (usually GTWF is subpar).
Improved Critical (instead of Keen, as Bludgeoning Weapons can't grab it).
Combat Reflexes
Lunge
Sorcerous Strike / Domain Strike / Hex Strike
Step Up
Disheartening Display

Basically anything that either dead-ends or you don't care about what is after.

I actually have an EK who uses Critical Focus, Greater Magic Weapon and a series of Training Weapons with different Critical Feats on them; drawing them out as needed.

Sovereign Court

Pathfinder Starfinder Society Subscriber
Hubaris wrote:
Dastis wrote:

Quick Draw

I'm actually so upset Quick Draw doesn't do anything. It needs to be drawn and in hand to gain any benefit from the Training enchantment (meaning you've already drawn it). Though you can always use it in some corner cases.

Why would you want training(Quick Draw) over a Called weapon? Thrown weapon builds? Swift action dependence?


I use DSP Path of War Expanded and it's beneficial to have Quick Draw for Mithral Currents' iaijutsu.


Quick draw would depend on how the in hand is ruled. Cetus, gauntlet, clockwork arm, shield spikes? As a wizard I might want to cycle between staves. There are abilities that give bonus effects when you have quick draw(admittedly most rely on drawing a weapon but there is probably a time that it applies out there). Swift action reliance I can actually see being a big reason to get quick draw.

It was just a hypothetical list I compiled a while back

Grand Lodge

I was following this thread with great interest, and the thought of combining this with Legacy Weapon was very intriguing. But FYI for those that play in Society, the Training enchantment is not PFS legal.


Give it to something that doesn't have a feat progression like a familiar.

CBDunkerson wrote:

The +1 from Training costs less than an Opalescent White Pyramid ioun stone until you get up to an effective +4 total bonus. Ergo, I expect 'Training: Weapon Proficiency (this weapon)' will become a fairly standard means of getting proficiency with a particular weapon type at lower levels.

This enchantment is also great when combined with abilities like Warrior Spirit or Legacy Weapon that allow you to temporarily add any magic weapon special ability to a weapon... so you can add the Training ability and choose an appropriate feat for each combat (note, Training: Barroom Brawler only works once per day).

I could see some characters having a 'utility belt' of +1 Training weapons with various highly situational feats that they'd never actually take, but which can be useful in specific circumstances.

Only for characters without martial weapon prof. Otherwise you can get a cracked one for dirt cheap.


Empty Quiver Flurry, Ace Trip, Ace Disarm, Impressive Grit, Gun Twirling, Trick Shooter, Ranged Feint


Ooh, how about Combat Stamina?


Too bad it's not PFS legal


Quote:
But one of the most interesting uses that jumps out at me is providing feats to creatures that would not otherwise gain them, barring a few specific archetypes: familiars. Want your small earth elemental to utterly destroy enemies by making them draw attacks of opportunity from several party members at once? Give him a +1 training longspear that grants Greater Bull Rush. Want your lyrakien azata to become the coolest, most thematic creature on the material plane (and also be competent at combat)? Give her a +1 training starknife that grants Divine Fighting Technique (Desna).

You just floored me.

Eldritch Guardian 7+. Get Improved Familiar so it can turn into a Lyrakien. If you both worship Desna and you have a high CHA, you could focus on getting feats that work with Desna's Divine Fighting Technique yourself, perhaps grabbing Lunge so your friend can attack adjacent spaces, and...

Wow. Why didn't I consider that before? I might need to replace my next Mauler familiar build idea with this.

As for the best use of the Training enchantment: yeah, personally Barroom Brawler is a great idea, but part of me thinks that if you hit the REALLY high levels a +2 weapon's cost is a drop in the bucket. You could have different +1 Training weapons for different situations at that point if your build doesn't need the weapon to attack. Quick Draw on an STR-based fighter that keeps a Belt of Mighty Hurling handy for situations when ranged damage is needed? Dedicated Adversary of a couple different enemy types you keep encountering in your campaign?


Ranged Feint looks to be a good one for ranged rogue builds. Depending on GM interpretation, you can couple it with Multi-shot and you have all of your attacks able to qualify for sneak attack.

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