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Starting with the incredibly low budget indie film "The Gamers" in 2002, Matt Vancil's story has been entertaining gamers and making us laugh for years.

The Gamers (no budget)
The Gamers 2 Dorkness Rising (better budget)
The Gamers Humans and Households (better budget)
The Gamers 3 Hands of Fate (good budget)

All can be watched for free on youtube, and DVDs are for sale on Paizo.

The current campaign is funding the story of the characters from the original film, who've been trapped in our world since 2002, and need to find out how to get home to defeat the Shadow, once and for all.

The Gamers Kickstarter

There are only a few days left to fund this project. If you are already a fan, or have some time to watch and become a new fan, please consider supporting the project.

This is creator distributed, fan supported media. Only we the fans can cancel projects. If we support it, they will make it.


The people who brought us The Gamers and other gamer oriented web series (free on You Tube, DVDs for sale here on Paizo) are trying to make a third season of Journey Quest.

Watch the first two seasons here

Kickstarter page

One of the epic stories chronicled by Silver Tom, the master bard is mentioned to be Nethadric's Pranks, and they've written a Pathfinder adventure for it. Backers that pledge $25 or more get it as a PDF (and the season as a digital download).


1 person marked this as a favorite.

If you haven't seen Journey Quest, watch the first 2 seasons on You Tube:

First two seasons link

If you liked it, please check out their Kickstarter:

Kickstarter link


So there is supposed to be a lot of fungus, OK, got that. And there are a bunch of scary predatory things, OK, got that. What eats the fungus and gets eaten by the least scary predators?

I've been trying to find the missing fungus eaters... Does anyone know what they are? Or is this one of the gaps in Pathfinder waiting for GMs to invent creatures?

Thanks for any help,

Eric


First off, I am in no way connected to this project.

Medieval Village for 28mm Gamers Kickstarter

Prepainted terrain from laser cut 3mm plywood

They have a bunch of options, but here are the best two IMO. This summary is my own notes rather than a copy paste, so you have been warned if I screwed up.

The small village option for $100 or $115 for non-USA gives you:
3 carts (you'd need to provide beasts if you wanted them)
A pillory (stocks)
A hangman's gallows
A dunking stool
A well
A horse trough
4 3.5" fences
A blacksmith's forge, one story removable roof
An Apothecary shoppe, two stories with removable roof and second floor
A watermill, two stories with removable roof and second floor
A Fisherman's cottage, single room with removable roof

The $400 option or $470 if it's shipping outside the USA

Add to the $100 version:
A Brewery, two stories with removable roof and second floor, 4 rooms, and the roof is in two sections, also comes with another wagon, and 5 barrels
An Inn, two stories with removable roof and second floor, 8 rooms, another horse trough, 4 tables with benches, and 5 barrels
A huge tavern, 28 rooms, 2 staircases, removable roof, and second floor, can be reconfigured into other shapes, 8 tables with benches, another wagon, 5 barrels, and 2 larger barrels

I don't know if I'll be able to afford to support this project, but I suspect someone here will want to :)

Eric


The cosmology of Warhammer Fantasy Role-play is pretty different from Pathfinder, the world is much lower magic, and character power level is a lot flatter.

Has anyone ever tried and/or would it be worth the aggravation to try and convert those adventures?

Eric


The most recently revealed stretch goal for the Reaper Bones Kickstarter are the Pathfinder goblins, and the optional Pathfinder Dragon for an added $10.

There is a thread on the kickstarter in the general miniatures thread, but I thought a note about it here was in order considering that Pathfinder miniatures were now part of the fun.

Eric


Ultimate Combat shared this ability out via archetypes, so surely someone thinks they are useful... I just don't seem to be able to see it.

You have one teamwork feat that is restricted to ones accessible at level 1, and a second teamwork feat that you can get at level 9. Then at level 17 (assuming your game lasts that long) the heavens open and you can grant two of any teamwork feat you happen to know, not just the two bonus ones you'd got at level 1 and 9.

The teamwork feats seem highly situational, hard to combine with someone who's mounted and using a lance (i.e. not close to anyone but their mount, and since lances have reach, they don't threaten the same things), and generally impractical (I need to know there is a suprize round coming up so I can grant the Lookout feat ahead of time).

The only good feat I have seen requires BAB 10, and two other teamwork feats. So to be able to get this with the level 9 bonus feat, a cavalier would have to multiclass and pick up an extra useless teamwork feat which he can't grant until level 18 due to multiclassing.

What am I missing?

Anyone have stories about how their lance wielding cavalier has used their one or two teamwork feats to fabulous effect so the party was in awe of their tactical brilliance?

Eric


7 people marked this as FAQ candidate.

I suspect this is a "no", but I figured I would throw this out.

The Rending Fury feat chain requires the rend special ability.

Is it intended that the Advanced Player's Guide feat Rending Claws would qualify for the Rending Fury feat chain?

RAW I suspect not since Rending Claws doesn't say you get the special ability itself, just a near mirror copy of the ability. However it feels like it might work in a RAI way. It's not like there are many feats for natural attack builds, so this might have been intended as a biscuit for them...

Eric


I have been working on a face character, and I can't really stand spell casting. I just like hitting things. However I am being bullied by the next GM that I am not allowed to be a tank with my new character.

So I've been playing around with the cavalier, focusing on being mounted, and using the ride by attack feat so that I'd just skirt combats, and get in the occasional hit. That way other characters can stand toe to toe and kill things, while I pick off periphery foes.

In terms of personality I see this guy as a kindly fellow who reacts to evil with sadness and pity. However he's nobody's fool, and will patiently point out where someone's lies don't hold water. So the focus will be on diplomacy and sense motive rather than bluffing and intimidation.

Human Cavalier, Order of the Sword

20 pts
Str 14 + 2 = 16
Dex 14
Con 14
Int 10
Wis 10
Cha 14

(or 15 pts
Str 14 + 2 = 16
Dex 12
Con 14
Int 10
Wis 10
Cha 13)

Traits:
- Patient Optimist (Follower of Erastil), +2 to diplomacy vs hostile and unfriendly creatures, can have a single retry
- Noble Born (House Medeyv, Kingmaker trait), +2 diplomacy vs fey, +1 will vs fey spells and supernatural abilities

Feats:
(Human)Mounted Combat
1 Ride by Attack

Planned Feats:
3 Power Attack
5 Skill Focus (Ride)
6 (Bonus Combat) Spirited Charge
7 Iron Will (the level 2 Order of Sword save bonus will also be in Will)
8 (Order of Sword Mounted Combat Oriented Bonus Feat)Trample
9 Improved Iron Will

Skills: (Order of Sword adds Knowledges Nobility and Religion, + 1/2 level to Sense Motive v.s. Bluff)
1 - Ride, Diplomacy, Sense Motive, Handle Animal, Knowledge Nobility
2 - Ride, Diplomacy, Sense Motive, Knowledge Religion, Linguistics (odds are we'll start encountering things that don't speak common)
3 - Ride, Diplomacy, Sense Motive, Climb, Swim
4 - Ride, Diplomacy, Sense Motive, Bluff, Intimidate
5 - Ride, Diplomacy, Sense Motive, Knowledge Local, Linguistics
etc.

Horse Companion
Bonuses Combat Training, Light Armour Prof

Feats
1 Blind Fighting (so it can still move around well when blinded)
2 Power Attack
5 Iron Will
8 Improved Overrun
10 ?

Skills, Max Acrobatics so that it can jump obstacles or difficult ground that might prevent charging

Stick the level 4 ability increase into con for the extra hit points and fort save

Any glaring issues stand out to anyone? Are there any things that aren't clear in the rules that the GM will need to rule on that could affect how this character is built? (Keeping in mind that he'll try to screw me over.)

I've never done mounted combat before, so I'm looking forward to a new tactical challenge, nor have I ever had an animal companion. It will also be nice to have decent diplomacy and sense motive checks. I've rarely had the opportunity to use skills since even when I put skill points in something, other players have done so as well, rendering my abilities useless/redundant.

Thanks,

Eric


I'm considering making a long spear weilding rogue for our upcoming Kingmaker campaign. (We're nearing the end of Mother of Flies in CoT.) The rest of the party currently looks like a fighter, sorcerer, and druid.

I'd like to be a combination of melee support for the fighter, and face for the party.

We're currently slated for 20 point buy. Just Pathfinder books. I'm going human since they are plentiful, and get the extra skill point and bonus feat.

I've never used a reach weapon melee combatant before, so the long spear isn't negotiable ;)

I'm not interested in multi-classing either. I'd like to show that a pure rogue is a viable choice. No one in our group has ever done one.

Str 14 (5 pts) + 2 Human stat bonus = 16
Dex 14 (5 pts)
Con 14 (5 pts)
Int 10 (0 pts)
Wis 12 (2 pts)
Cha 13 (3 pts)

At level 4, up charisma. All further stat bonuses to strength. All favoured class bonuses as hit points.

Human bonus feat: Improved Initiative
1: Combat Reflexes
2 (talent): Weapon Training (Long Spear)
3: Power Attack
4 (talent): Combat Trick (Cleave)
5: Skill Focus Acrobatics
6 (talent): Resiliency
7: Dodge
8 (talent): ?
9: Mobility
10 (advanced talent): Opportunist
11: Acrobatic
12: (advanced talent): Crippling Strike

No clue past level 12.

Starting Skills:
Acrobatics
Perception
Stealth
Diplomacy
Bluff
Intimidate
Knowledge Local
Disable Device
Sense Motive

I'm going to need acrobatics to deal with people inside my threat range, so I'm not sure if I should try to get skill focus earlier. However that means shifting something else to later...

We are using traits:
Armour Expert (with the 1 point reduction of armour check penalty, I can wear a mithral breastplate without needing armour proficiency medium)

Noble Born - House Medvyed (+2 diplomacy with fey, and +1 will vs fey spells and super natural abilities)

Concept:
This guy had a mixed bag of education growing up. He was in the military, but his family couldn't afford an officer's commission, so he was in the ranks. This proved a bit problematic with a noble name as the other soldiers were either mistrustful, or hostile toward him. Eventually however he got a position as a batman to a distant family member, which opened his world to minor politics, and aquisitioning, both inside and outside proper channels.

Inevitably something went wrong, and to save face, his officer hung him out to dry. A good batman is useful, but essentially disposable. This scuttled his military career, such as it was. It has left him with a taste for power, but also a certain bitterness toward those who don't treat their underlings with respect.

Any one have any suggestions or advice?

Eric


My group will be starting kingmaker in the new year, and I was planning on making wall hangings for our cities, backed by steel, and magnetic buildings tokens so we can have the city maps up, and visible for everyone without taking up table space.

How many of these should I be making? One? Three? Five? A dozen?

Eric


Has anyone actually played a fighter who has this feat?

Failing that, has any GM run a baddy with this feat?

It looks neat, but making a character around this would be a long term investment, and take a long time to see the pay off.


So there is one god (Droskar) with a light hammer.

And there are two gods (Torag and Thrudd) with warhammers.

Now we come to three gods (Grundinnar, Kols, and Magrim) with hammers. What the? I look at my weapon section in my rule book and I see light hammers, and warhammers, but no hammers.

Are these supposed to be light hammers too? Or do we get to pick between light hammers and warhammers?


My thread got moved from Pathfinder RPG General to Homebrew.

It is looking for discussion on a build guide using standard rules, there are no house rules in it.

I accidentally used the word suggestion in the topic header, but that doesn't make it homebrew.

my topic

Please move it back. I have no interst in houserules.


Secondary Weapons:

Mighty Composite Longbows
- This is the king of the missile weapons with the ability to use your strength bonus to damage, and fantastic range
- Recommended for two handed weapon users and two weapon users, less optimal for switching when using a shield (other than buckler) since switching is hampered by move action for putting a shield on or taking it off. Vital strike will help, but can't fully compensate for it.

Javelins
- Of the one handed thrown weapons it has the best range, but that still isn't saying much. You will still run the risk of ranging issues and weight since each attack weighs 2 lbs.
- Recommended for shield users who still want a full attack when using the Quick Draw feat

Great Weapons (Great Swords, Falchons, and Great Axes)
- This is the ideal back up weapon for the archer since it gives good damage return on strength for the least amount of feats
- Recommended for Archers

Unarmed Strike
- The best thing about this option is that it always armed, even if your hands are holding your primary weapon, however it sufferes from the problem of getting an affordable magical enhancement (the amulet of mighty fists is expensive considering what benift you'd be getting, and occupies the slot you'll want for an amulet of natural armour)
- Recommended for reach weapon users (threaten the squares adjacent to you), and to a lesser extent, archers


We just started Council of Theives. We're playing PFRPG core only.

We have a rogue (dwarf), cleric (gnome) and wizard (gnome), so we're reasonably balanced.

However the rogue has charisma 5, so the cleric and I (the fighter) are picking up the slack for the charisma skills.

I've put together a human fighter with:
Str 16
Dex 14
Con 14
Int 13
Wis 10
Cha 12

Feats are:
Combat Expertise
Improved Trip
Weapon Focus Flail

Skills:
Perform (Acting) - which we are pretty sure will prove useful at some point
Bluff
Intimidate
Survival

I have campaign traits that give Perform (Acting), and Bluff as class skills with a +1 trait bonus. I also got 300gp.

So my guy uses a flail and shield so he can trip, but also have a good AC to make up for his lack luster constitution.

Going forward these are the feats I was thinking of taking:

2 power attack
3 step up
4 weapon specialization flail
5 combat reflexes
6 greater trip
7 disruptve
8 greater weapon focus flail
9 iron will
10 spell breaker
11 greater iron will
12 greater weapon specialization flail

Odds are the campaign will end after level 12.

Only some of our opponents will be tripable, so I thought that power attack and the weapon feats would give him reasonable hitting power (1d8 and a x2 crit isn't anything to write home about). The step up, disruptive, and spellbreaker feats would give devils a reason they couldn't just ignore him and go after the squishy wizard. And given his lousy will, the iron will tree might keep him from getting completely screwed over...

I've never done a tripping character before, and we had a lot of fun with it when we encountered some humaniods. The rogue really enjoyed smashing enemies while they were prone.

Does my feat plan seem reasonable?


I've never run a caster. I am much more interested in running melee characters, and I really like dwarves.

However our next party is likely to consist of two rouge-fighters and a cleric... So I am brain storming.

Str 14
Dex 14
Con 14 (12+2)
Int 10
Wis 10 (8+2)
Cha 14 (16-2)

Skills:
Appraise
Knowledge History
Perception
Perform (oratory)
Spell Craft
Stealth

Feat:
Arcane Strike

Spells:
0
Detect Magic
Mending
Message
Prestidigitation

1
Cure Light Wounds
Expeditious Retreat (AKA run down that person who's ticking him off)

Future Feats:
3 - Dodge
5 - Craft Magic Arms and Armour
7 - Combat Casting
9 - Craft Wonderous Item
11 - Power Attack
13 - Craft Ring
15 - ?
17 - ?
19 - ?

The general idea is for this guy to be running around in a chainshirt, weilding a warhammer, and using a small shield (which would let him tuck his hammer away to use his hand to cast if I understand this properly). He would rant at everyone to fight their best, and clobber people at the same time.

He'd also make magical gear for the party as part of his worship of his deity, and practicing the lore of his people. (Since we'd be light on casting, odds are magic items will end out picking up the slack.)

Is this just nuts? I can go back to my figher build and just wait for one of the rogue-fighters to die and be replaced by something else...


"A fighter also adds this bonus to any combat maneuver checks made with weapons from this group."

"Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike."

Could a fighter add his weapon training close bonus to:
Bull rushing?
Grappling?
Overrunning?
Tripping (without a weapon, so essentially with his body)?
Disarming with his hands?

It seems like a reasonable assumption to me, but I'd like to get confirmation that I am not taking too much liberty.


1 person marked this as FAQ candidate.

"You can increase the reach of your melee attacks by 5 feet"

This wording seems odd.

If it was just "you increase your reach by 5 feet", then it would be clear that your threatening range was increased. However since it is specified to melee attacks, it makes me wonder if the threat range for AoO is unchanged...

Basically that you can stretch out to hit far away, but they can still move freely though those squares when you're not activly swinging.

What I've read so far is people assuming it includes an extension of the threat range, but the "of your melee attacks" bit make me wonder if it only the melee attacks themselves that are extended.

Could you nail this down please Jason?


From the previews so far, it looks like CMB vs CMD is going to suck at high levels and become useless.

Both use BAB, so that scales at the same rate

However CMB goes on only one stat, while CMD uses two... So the stat enhancement items will lead to + 3 for CMB, but + 6 to CMD. Then you add in the deflection bonus, and there is another + 5 to CMD.

The level 1 guy will have say:
CMB (1 BAB + 3 str =)4
CMD (10 + 1 BAB + 3 str + 2 dex =)16

Need to roll 12 (10 if you have the improved manuver feat, and they don't)

But when he's level 20:
CMB (20 BAB + 8 str =)28
CMD (10 + 20 BAB + 8 str + 5 dex + 5 deflection =)48

Need to roll 20 (18 if you have the improved manuver feat, and they don't)

Jason could one of the preview characters show us some sort of hope that CMD isn't going to make manuvers obsolete?

There must be something that adds to CMB which doesn't add to CMD to counter all the CMD only bonuses... Please?


Does anyone think it is viable?

1 Dodge
1B Mobility
2 Dungeon Crasher part 1
3 Improved Shield Bash
4 Spring Attack
5 Two Weapon Fighting
6 Dungeon Crasher part 2
7 Shield Slam

So at level 7, you move and attack (or charge if that will still aim the target at a solid object). Then hit them with the sheild bash, and it bullrushes them into the solid object (8d6 + 3*str), knocking them prone.

Their next move action it taken up with getting to their feet.

Depending on how far away they are you either step forward and do a full attack only with the shield (so no two weapon fighting pentalties), or charge them since it is a straight path. Each bash into the solid object behind them gives a bullrush for another extra 8d6 + 3*str, and knocks them prone again.

And from there, the build can either expand on two weapon fighting, or something else for those occasions where there isn't any handy terrain to smash people into.


What happens if I bullrush someone into a square that is occupied?

What if the person occupying the square in on my side? How about on their side?

What if the square I am pushing them into contains a movable object like a chest? How about if it is an immovable object like a wall?

***

It gets a bit fuzzy doesn't it? :)

I can see numerous options:

1) Try to use as a variation of over-run (using the bullrush attacker's roll as the over-run), and knock over the victim if it is impossible to pass.

2) Knock over the victim and the person or object in the way (if possible).

3) If the movement would land them in the occupied space, halt their movement and treat them as shaken next round. If their movement would take them past the occupied space, halt their movement and treat them as stunned for a round. (The difference between a light, and a good body check.) Creatures occuping the space might be able to choose to take their 5 foot step to allow the victim to pass.

It would be really nice to have this covered in the core description of Bullrush... Pretty please? ;)


In 3.x creatures moved by bull rush did provoke attacks of opportunity.

As per the feat greater bullrush, Jason seems to want to make it so in Pathfinder RPG they don't provoke attacks of opportunity through this movement. (Breaking the convention of movement provokes attacks of oppotunity.)

Removing this from the normal way bull rush opperates opens the door for you to bullrush allies into places so they can avoid taking attacks of opportunity. Tack on the fact that they haven't used up any of their own movement, and we have a potential full attack without taking an attack of opportunity delivery system.

Please revert to the 3.5 model, and keep with the convention that movement provokes attacks of opportunity.


One of the things I think is cool are the iconic characters of the fantasy genre. I am curious to see how well they can be constructed with Pathfinder RPG. Are they any good? Do they stack up well against the specialty builds that are designed purely with the rules in mind rather than the icons?

I would like to see what people think an iconic dwarf fighter build would look like. (I.e. A dwarf in heavy armour, shield, and wielding an axe.) And also make it effective. Do you have to stray into the 3.x feats to get the feel and functionality you need?

Let's assume a 20 pt buy is used, and let's see those dwarves :)

(If people are interested in this, it would be neat to do threads for other iconic characters too.)

Example of a 20 pt Iconic Dwarf Fighter

Str 17
Dex 12
Con 16
Int 10
Wis 12
Cha 8

All stat bonuses from levels to strength
Weapon Training (Axes, Close, Hammers, Crossbows)
Favoured Class bonus is taken as an extra skill point per level

Level 1
Feats: Combat Reflexes, Shall Not Pass
Skills: Profession Miner (1), Knowledge Dungeoneering (1), Knowlege Engineering (1)

Level 2
Feat: Weapon Focus Dwarven War Axe (DWA)
Skills: Intimidate (1), Knowledge Dungeoneering (2), Knowlege Engineering (2)

Level 3
Feat: Shield Focus
Skills: Climb (1), Knowledge Dungeoneering (3), Knowlege Engineering (3)

Level 4
Feat: Weapon Specialization DWA
Skills: Intimidate (2), Knowledge Dungeoneering (4), Knowlege Engineering (4)

Level 5
Feat: Shield Mastery
Skills: Appraise (1), Knowledge Dungeoneering (5), Knowlege Engineering (5)

Level 6
Feat: Improved Shield Bash
Skills: Intimidate (3), Knowledge Dungeoneering (6), Knowlege Engineering (6)

Level 7
Feat: Shield Charge (Complete Warrior, smashing into people with his shield as he charges in seems appropriate, but two weapon fighting with the shield does not, so this feat was taken instead of shield slam)
Skills: Survival (1), Knowledge Dungeoneering (7), Knowlege Engineering (7)

Level 8
Feat: Greater Weapon Focus DWA
Skills: Intimidate (4), Knowledge Dungeoneering (8), Knowlege Engineering (8)

Level 9
Feat: Greater Shield Focus
Skills: Intimidate (5), Knowledge Dungeoneering (9), Knowlege Engineering (9)

Level 10
Feat: Step Up
Skills: Perception (1), Knowledge Dungeoneering (10), Knowlege Engineering (10)

Level 11
Feat: Vital Strike
Skills: Intimidate (6), Knowledge Dungeoneering (11), Knowlege Engineering (11)

Level 12
Feat: Greater Weapon Specialization DWA
Skills: Intimidate (7), Knowledge Dungeoneering (12), Knowlege Engineering (12)

Level 13
Feat: Greater Shield Mastery
Skills: Intimidate (8), Knowledge Dungeoneering (13), Knowlege Engineering (13)

Level 14
Feat: Iron Will
Skills: Intimidate (9), Knowledge Dungeoneering (14), Knowlege Engineering (14)

Level 15
Feat: Penetrating Strike
Skills: Intimidate (10), Knowledge Dungeoneering (15), Knowlege Engineering (15)

Level 16
Feat: Improved Iron Will
Skills: Intimidate (11), Knowledge Dungeoneering (16), Knowlege Engineering (16)

Level 17
Feat: Critical Focus
Skills: Intimidate (12), Knowledge Dungeoneering (17), Knowlege Engineering (17)

Level 18
Feat: Tiring Critical
Skills: Intimidate (13), Knowledge Dungeoneering (18), Knowlege Engineering (18)

Level 19
Feat: Exhausting Critial
Skills: Intimidate (14), Knowledge Dungeoneering (19), Knowlege Engineering (19)

Level 20
Feat: Improved Critial
Skills: Intimidate (15), Knowledge Dungeoneering (20), Knowlege Engineering (20)

Don't like it? How would you build the iconic dwarf fighter?


I wish we'd had 3 weeks for this topic... There was a lot to cover.

It's over though. Those who care about prestige classes, now is your time to shine.


Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, base attack bonus +6.
Benefit: Whenever you bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

In 3.x creatures moved by bull rush did provoke attacks of opportunity.

Removing this from the normal way bull rush opperates opens the door for you to bullrush allies into places so they can avoid taking attacks of opportunity. Tack on the fact that they haven't used up any of their own movement, and we have a potential full attack without taking an attack of opportunity delivery system.

Please revert to the normal of 3.x, and give something else for the greater bullrush. Allowing for some lateral movement like the directed bullrush of Shock Trooper for example would be useful without being abusive.


I would like it if the two-weapon fighting was removed from this so that it could be used by a broader range of characters.

I see this feat as a great thing to be used while charging. Rush in, bash them with your shield, and maybe push them back at the same time. Since you aren't trying to fight with your other weapon, it's not a two-weapon thing.

In addition, it would be nice if there was the option of using your bullrush combat manuver instead of the attack roll, in case the CBM would be better.

Again returning to the shield bash on the charge, Improved Bull Rush gives +2, and charging for a bull rush also gives +2. So for those who haven't turned their shield into a magic weapon or have the shield mastery feat, the CBM would be preferable.

Heck, if you wanted to add a further +2 for bull rushing with a shield, that would be amazingly cool, or maybe let us bullrush up to 2 sizes bigger since we are pushing with a bigger surface, I certianly wouldn't complain :)


Constant Irritant

Pre-requisite BAB +9

If an opponent threatens you at the start of its turn, and at the end of its turn without attacking or casting a spell which targets you or the area you occupy, you gain a bonus of +2 to hit and damage on melee attacks against them in your next turn as you take advantage of their inattention.

Improved Constant Irritant

Pre-requisite Fighter level 12

If your opponent continues to fail to attack you in successive turns, the bonus to hit and damage stacks for each turn in a row that you are not targeted.

Choke Up

Pre-requisite BAB +5, and using a weapon with reach

You have learned to deal with those who have got within your reach by choking up on your weapon. As a swift action, you may choose to give up any special abilities of your weapon (for example reach, any ability to trip, or bonuses to disarm) to make it a double weapon. One end does damage as normal for the weapon, and the other end does damage as a quarter staff of equivalent size. You may choose to fight until your next turn with one end, or with both ends as per the standard two-weapon fighting rules.

Normal: Reach weapons can't be used as double weapons, and with few exceptions, can't be used on adjacent opponents.

***

I think constant irritant might help melee types get enemies to pay attention to them, and stop focusing on the squishier characters. I wanted it to be accessible to everyone, but also to save the cooler version for fighters. It is based on Overwelming Assult from the Player's Handbook II, but with a slightly different effect, and pre-reqs.

I based Choke Up on Short Haft from the Player's Handbook II, but changed the pre-reqs and I hope made it a bit more interesting with the double weapon option.


Jason Bulmahn wrote:


Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Judging this feat is difficult as you know because defensive casting as it is in Beta and 3.5 quickly becomes trivial, so a +4 DC doesn't mean much.

This feat is intended to replace the Spell Breaker feat in Complete Arcane which prevents defensive casting completely, and due to it's penalties to casting yourself is typically only taken by non-casting classes.

In the defensive casting thread I suggested a smoothly scaling defensive casting mechanic:

Roll d20 vs DC = 15 + (spell level) - (caster's max spell level)

Normal caster at any level:
Best spells DC 15
Second best spells DC 14
Third best spells DC 13
Fourth best spells DC 12
Etc.

Caster at any level with Combat Casting feat (shifting the + 4 to cast to a - 4 DC for simplicity of comparison):
Best spells DC 11
Second best spells DC 10
Third best spells DC 9
Fourth best spells DC 8
Etc.

If that mechanic were used, then this feat adding + 4 to the DC would be very useful. If the mechanic you adopt becomes a trivial roll at high levels, this will be a useless/trap feat.


We have a feat called Shield Master in Beta already, so I feel Sheild Mastery, and Greater Shield Mastery are names that could get confusing.

I suggest that since they are being coupled with Shield Focus and Greater Shield Focus, that the word Specialization should be used instead of Mastery. This would match the precident with Weapon Focus, and that chain of feats.

So the tree would become:

Shield Focus -> Shield Specialization -> Greater Shield Focus -> Greater Shield Specialization

Far less chance of confusion with Shield Master.


I have always wished that casting defensively would get harder depending on who or how many things were threatening the caster.

If I am say a very skilled (high BAB) character, wouldn't I be better at preventing a caster from avoiding me while casting?

If there are 8 creatures surrounding you, wouldn't it be harder to make sure none of them stabs you while you try to make your funny gestures, and chant off funny words?

I haven't run any numbers yet to think of how to do this in a reasonable manner, but I do wish there was something tactically possible to alter the DC.


Improved Disarm is listing Combat Expertise as a prereq.

Do you think this might mean they have un-nerfed Combat Expertise, or just made those manuver feats that much more unappealing in Pathfinder?

Also it looks like having an improved combat manuver gives you a bonus on performing and defending against that manuver... It makes sence, but the bonus (+2) is still pretty crappy IMO.


So the 3.5 version allowed the user to deduct up to 5 from attacks (limited also by BaB), and add it to their armour class as a dodge bonus.

It was handy, but didn't bump AC into the stratosphere. So even when the NPCs used it, you weren't screwed.

Now you can't use it for more than your int score... How many people have Int 20 fighters? Managing to spare a 13 for int is often tough enough.

It wasn't broken. Why nerf it?

Eric

BTW I do realize they took it off as a prereq for the improved manuvers it used to be for, but I used the feat on a character in the past, and on some NPCs, and hate to see it useless