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https://www.dropbox.com/s/t8ynt2xd1qxfj18/Path%20of%20War%20-%20Maneuvers%2 0-%2012.31.2015.html?dl=0

A rather basic HTML doc that contains all the Maneuvers that Dreamscarred Press has released, has all the maneuvers that I’m aware of. Designed to be viewed on a mobile device.

Core Maneuvers
Black Seraph, Broken Blade, Golden Lion, Iron Tortoise, Primal Fury, Scarlet Throne, Silver Crane, Solar Wind, Steel Serpent, Thrashing Dragon, Veiled Moon,

New Maneuvers
Elemental Flux, Rivenhour Glass, Mithral Current, Shattered Mirror


Looking for consistent methods to redirect attacks, weather that be to take hits for your party members or to force monsters to take damage in your stead.

A quick google and I found the Archon Style feats, the Redirect Attack advanced rogue talent (not very consistent), the Flowing Monk Elusive Redirection feat and a few others that mostly required high levels to achieve or didn't do it consistently enough.

Archon Style seems to encapsulate what I'm trying to accomplish here the most but other options would be cool. So far it looks like a dip into Master of Many Style Monk to gain early access to a complete Archon Style feat tree.

What are your thoughts? Other feats/classes that would go good with this? I was thinking I'd play it as a hired body guard built as an AC Tank, short of HP and DR I don't know of any good ways to actually take hits consistently.

Archon Style:
Quote:
  • Archon Style (Combat)
    You have trained thoroughly to protect your allies from harm, even if it means temporarily sacrificing your own safety in the process.
    Prerequisites: Combat Expertise, Improved Unarmed Strike, base attack bonus +2 or monk level 2nd.
    Benefit: While using this style, as a standard action, you can actively protect adjacent allies from a single opponent that you are currently adjacent to. This grants any adjacent allies a +2 dodge bonus to AC against that opponent's next melee attack (as long as that attack comes before the beginning of your next turn), but causes you to take a –2 penalty to AC against that opponent until your next turn. The dodge bonus persists even if your allies move away from you, but still only applies against attacks made by the opponent that you designated upon first using this ability.

  • Archon Diversion (Combat)
    You are able to throw yourself in front of danger to protect your friends.
    Prerequisites: Archon Style, Combat Expertise, Improved Unarmed Strike, base attack bonus +4 or monk level 4th.
    Benefit: The penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent decreases to –1, and you can spend a move action instead of a standard action to use this ability.
    Once per round while using Archon Style, when you have at least one hand free, you can divert one melee weapon attack that would have struck an adjacent ally and take the blow in your ally's stead, using your own AC to determine whether the attack hits you. Whether or not a diverted attack actually hits you, the ally you protected can make an attack of opportunity against the diverted opponent. You expend no action to divert the attack, but you must be aware of it and must not be flat-footed.
    You must declare that you are using this feat after your opponent has declared the target of its melee attack but before it makes its attack roll.

  • Archon Justice (Combat)
    Your righteous indignation knows no bounds, and foes that attack your companions soon learn the error of their foolish ways.
    Prerequisites: Archon Diversion, Archon Style, Combat Expertise, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.
    Benefit: You no longer take a penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent, and you can spend a swift action instead of a move action to use this ability.
    Whenever you take damage from using Archon Diversion to divert an opponent's attack toward yourself, any allies threatening your opponent can make an attack of opportunity against the diverted opponent.


So I have this idea kicking around that requires a character to use leadership but Charisma isn't going to be his strong suit.

Is there a way to use another stat in place of Charisma for your leadership score?


So lets put the pieces on the board:

Snake Style (Combat Feat):
Quote:

Snake Style (Combat)

Prerequisite: Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.
Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
Normal: An unarmed strike deals bludgeoning damage.

Snake Sidewind (Combat Feat):
Quote:

Snake Sidewind (Combat)

Prerequisite: Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks.
Benefit: You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved this round.

Snake Fang (Combat Feat):
Quote:

Snake Fang (Combat)

Prerequisite: Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.
Benefit: While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.

So the goal I'm trying to achieve, rather then beat around the bush, is to utilize a weapon with a 18-20 threat range and the Snake Style feats at the same time. Which is to say I hope to, one day with this character, use Snake Fang to make an attack of opportunity with a 15-20 threat range when an opponent misses me in combat. I've searched around and can't for the life of me find a way to accomplish it, I'm willing to entertain feats, class abilities, magic items, or pretty much anything else. Also, the DM is a absolute believer in Dreamscarred Press and quick to allow their material.

Please don't post any objections to Dreamscarred Press' material or the build concept.


The brawler archetype Snakebite Striker gets an ability called Snake Feint, my brain might have s#&~ it's self when I read a section of it's text. I would love it if someone could elaborate on it a tad.

Advanced Class Guide wrote:
- Snake Feint (Ex): At 3rd level, a snakebite striker who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action (such as from having the Improved Feint feat), she can combine a move action to move with her feint.

So, I'm curious about the differences between:

- "a snakebite striker who uses a standard action to move can combine that move with a feint."

- "If she is able to feint as a move action, she can combine a move action to move with her feint."