The Shield Specialization feat adds the shields AC bonus (not including enhancement) to CMD and the Mobile Bulwark feat adds the full shield AC bonus to CMD versus Bullrush and Overrun maneuvers. Do these boosts stack with each other? Let's assume our standard fighter is using a +2 tower shield and has the feats Shield Focus and Greater Shield Focus. Shield Specialization adds +6 to the fighters CMD to all maneuvers. If these Feats do not stack, the fighter would add only the tower shield's additional +2 enhancement bonus, for a total of +8, versus Bullrush and Overrun maneuvers. If these boosts stack, it would be an incredible +14 versus Bullrush and Overrun maneuvers.
In the home game I'm playing, my PC has a Belt of Heavy Load. Can it be upgraded to also include a +1 strength modifier? If so, how much would it cost and how long would it take? If it's possible, I'd eventually like it to be a Belt of Heavy Load and Physical Perfection. I'd like to upgrade the belt a little at a time, as I can afford it. Maybe I would be better off having a separate Vest of Physical Perfection made.
Tweedle-Dum wrote:
We are restricted to core rulebook only because a couple players are brand new. Unfortunately, that means no Chakram and no alternative racial traits. However, I will keep Focused study in mind for a future PC. If I create a rogue that is open to all PFS rules, I'll definitely do an unchained rogue. Is there a way for humans to gain low-light or dark vision?
Tweedle-Dum wrote:
I'm using half-elf for the extra feat, skill focus - perception. My first PC is a archer ranger so, I'm looking to do melee with this rogue. A rapier will be his most used weapon. I plan to keep a couple javelins on him. One in hand for surprise rounds and another just in case there is still a flat footed enemy in round 1 or, if there are any low flying enemies. With the dip in ranger, he'll eventually have an AC of 27 or higher, not bad for a rogue.
Rosc wrote:
We are playing Iron Gods. Our GM wants us to start chapter 1 at lvl 3 so, we are supposed to play a couple modules to get us up to lvl 3 asap. After working up the Feats and talents a few times now, I actually want to play the rogue. Since Ranger does not give access to engineering, I'm taking the trait Mathematically Adept to get it as a class skill.
Michael Eshleman wrote: I would personally recommend ranger instead of fighter as a level dip. I just tried that and I agree. I'll loose 1 feat but, gain 4 skill points, a couple more class skills/knowledges, the ability to use wand of cure light wounds without rolling dice, and a favored enemy. I'll probably take human or something more relevant to the AP.
Role play wise, to help show how they could be so racially diverse, they could be the bastard child of a forth or fifth generation prostitute. I'm tinkering with what is mechanically a half-elf brawler. However, he's not as handsome as typical half-elves. And, while he doesn't have tusks like a half-orc, they are definitely longer and thicker than most. And, he has a more muscular build than any half-elf. However, his ears could be nothing but elven heritage.
A local group is going to start playing a PFS AP but, they want to limit PCs to CRB only due to a couple players being completely new to Pathfinder. I'm OK with this considering I'm still kinda new to Pathfinder and PFS, My -1 PC is lvl 5.1 and I just started my -2 PC. It sounds like this is going to be a stable group of players which allows us to really focus on our particular roll in the group. I've volunteered to play the rogue. I'm aware that core rogues are kind of underpowered but, every balanced group needs a rogue. To help counter a couple of the rogue's weaknesses, I'm thinking about dipping 1 level of fighter then run rogue for the rest. This will give higher AC (mithral breastplate and darkwood heavy shield), 2 extra hp, additional Weapon options, and knowledge (engineering) as a class skill. Knowledge (Engineering) sounds like it will be important in this AP (iron gods). This AP is also supposed to take us up to lvl 17 or 18 For my traits, I'm thinking Reactionary (obviously) and Sacred touch (because none of the other limited choices really catch my eye) I think I'm taking these Feats...
The rogue talents I'm thinking of taking are...
I definitely want to be more focused on skills than combat. Though, I'm looking at bumping up my survivability as much as possible so, I can be a flanking buddy. I'll probably keep a couple javelins on hand for potential flat footed enemies. Any helpful input and advice would be appreciated. Is this a decent build or am I way off base about something?
Oh well, if they don't stack, I'll just use one of the trees then. Probably shield focus and greater shield focus. I'm not taking Two-weapon fighting so, I will not be using my shield to attack. Some time in lvl 2 I'll have, 10 + 9 (full plate) + 1 (Dex) + 2 (heavy shield) + 1 (natural armor from an Oread alternative racial trait). Then, as I level up I'll add +1s for each of these feats, Dodge, shield focus, armor focus and greater shield focus. Plus, there will be some situational Dodge bonuses from Feats like Mobility. Not to mention magical enhancements for the armor and shield. This should make for a decent tank. Thanks folks.
With it being PFS, I'm thinking that it would be beyond my GMs ruling. But, I agree that it should not be OP, I'll be using unarmed strikes without "furry of blows". So, I'm limited to the number of attacks my normal BAB gives me. I think of it as kind of a sword a board build but, using the Oread's rock hard hands and feet instead of a heald weapon. If they do not stack, I'll just grab the Feats in the snapping turtle tree.
I've searched the forums and have not found anything about these Feats stacking or not. Shield focuse and Greater Shield Focus stack and improve the AC of your held shield. Snapping Turtle Style, and it's two additional Feats add to your shield AC if you have an empty hand. It would be nice if they stacked but, not a deal killer for me. I'm wanting to build a PFS PC with a crazy high AC, an Oread Warpriest that uses unarmed strikes and a heavy shield is what I'm thinking of building.
I have an archer Inquisitor with the Sanctified Slayer Archetype. It looks like the Feint Partner Teamwork Feat would allow me to make an attack and add sneak attack damage, as long as someone else did a successful feint and I was within 30 of that opponent. Is this correct? Are there any other Teamwork Feats that would allow me to add sneak attack damage as an archer? How do you use stealth to gain more sneak attacks?
Wayne Bradbury wrote:
My inquisitor will have a 14 strength so, the greenwood would be about as perfect a fit as I know of...which isn't much considering I'm a newbie. Thanks again for reminding me about the special materials. I'd looked at them a few times before but, I was mostly focused on my eventual purchase of a mithral agile breastplate. I had forgotten about the special woods available.
Edited: I'm figuring out how to use multiple quotes in a single post. DesolateHarmony wrote:
That's pretty good. The greenwood +2 strength would be exactly 750g. I might just spend my 2 pp on it. I spent my first 2 pp on a wand of clw. BigNorseWolf wrote: Guide for newbies goes over that a bit , as you can see its one of the more frequent questions. Thanks for the link.
Alanya wrote: Always available items are exempt from the fame restriction. For weapons and armor, this includes anything up to an enhancement of +1 magic (though certain special materials are not always available, like dragon hide). So go ahead and get your bow! :) Thanks! Since I'm revamping my character, I have a bit over 900 gold available. That will leave me plenty of gold for armor, additional weapons and equipment.
So, I'm a lvl 1 newbie with 2xp, 4 fame... I want to remake my character and I'm thinking about buying a masterwork composite longbow with +2 strength. That is supposed to be an "always available" item but, it would cost $600 gold. An item of $600 gold would be outside of what my fame would allow... Unless "always available" items are excluded from the fame cost limits. Would this purchase be allowed for me or, would I need to buy a lesser item...maybe a non mw comp longbow with +2 strength for $300. Did I just see smoke... Yep, it's coming from my ears.
Ah, so, Exceptional Pull would let me use a +0 or +1 composite longbow and still get my +2 damage or, I could use, lets get crazy and say, a +10 composite longbow without penalty and still get my +2 damage. Well poo. I was hoping that this was another feat to let me add 2 more points of damage per hit.
I believe this build is legal for PFS. Can someone confirm or deny please. Human inquisitor of Cayden Cailean. Sanctified Slayer (studied target instead of judgements) and Preacher (determination instead of teamwork Feats) Archetypes. Conversion Inquisition. At lvl 8 I will chose a rogue talent, combat trick for the combat feat Manyshot. Background traits, Reactionary and Friend in every town - knowledge local Feats, lvl 1, precise shot and Point-blank shot
Additional clarification...
Hmm, slayer for studied target (instead of judgements) and preacher for determination (instead of teamwork Feats) sounds good to me...if that's allowed in PFS. I'll be sure to boost my stealth a bit so that I can get that sweet sneak attack bonus...and archery just feels better to me. As a newbie, limiting the amount of options is not exactly a bad thing.
Thanks Saldiven, I'll keep that in mind. If I remember correctly, at lvl 11, my ability scores will be 18,14, 12, 12, 16 and 7. (Swap Str and Dex if I decide to go archer.) And, I end up with diplomacy, intimidate, sense motive, spell craft and perception at +15. All the knowledges for monsters will be at +12. Then, tack on monster lore to make them +16. And my physical skills will be at +9 each. I think I can have all my physical skills, stealth and profession at +12 if, I eliminate all ranks in bluff and heal.
I'm a newbie and I've been looking at several different classes for my 2nd ever PFS session. I've narrowed it down inquisitor. That way I can be a face and monster knowledge character with some healing. (It sounded like they only have one healer that occasionally plays with the low level folks.) I've worked out the archery Feats all the way to lvl 11 and it looks pretty good. Now, I'm wondering what Feats would be best for a Two-handed weapon build. I'm thinking of using a reach weapon so I'm not exactly on the front line. I currently own the CRB and APG but, I have the ARG, ACG, UE, UC, and UM PDFs in my Shopping cart. Any build ideas would be appreciated.
Chess Pwn wrote:
Awesome, thanks I'm looking at the light flail for this. I'll take outslug style Feats so that I can eventually lunge without penalty and take 5ft or 10ft steps. That will let me trip or disarm from 10ft or dish out those hard hitting sacred weapon hits with the lunge reach.
A melee outslug style build needs lvl 6+. Eventually can lunge for an extra 5 ft of reach without the lunge penalty and your 5 foot steps increase to 10 foot steps. Feats needdd:
After some more searching through the Feats, I have a couple more questions. Do Dodge bonuses stack? As in using the Feats combat reflexes + dodge + mobility? Lunge says that it requires BAB +6. A Fighter would have that at lvl 6. Can a Warpriest take lunge at level 6 with his Bonus feat, even though she does not actually have BAB +6 yet? I think I'm about to have my Feats figured out through lvl 13. I believe I'm going to take the light flail as my focus weapon instead of a Bill.
I'm really liking the combination of an Oread Warpriest of Yamatsumi with the blessings of Strength and Protection. I think I'll eliminate the whip and select a polearm instead.
Str (*2) 17, +1 at lvl 4
The 13s in Dex and Int give access to different Feats that add bonuses to my AC. I'll need to continue to figure out what Feats I will actually take but, for now I'm thinking Toughness and Focus Weapon - Bill at lvl 1. Unfortunately this craps out my charisma skills.
dragonhunterq wrote:
Thanks. I just spotted the fact that bestiary Feats were not allowed :( I also see that outer gods are not allowed. That eliminates Abhoth :(
Ferious Thune wrote: Yamatsumi has favored weapon tetsubo, though, right? I'm not sure why that entered the conversation for a whip build? My choice of Vanara is not allowed until the correct boon is earned so I'm switching things around. I'll choose whip as my Focus weapon. Here's what I'm thinking now Oread Warpriest of Yamatsumi (favorite weapon = tetsubo)
Chess Pwn wrote: Also be aware that all material outside of CORE is not permitted for play unless legalized in the additional resources page. So whatever Yamatsumi is, you'd need to double check that it's been legalized. Thanks for the link to the additional resources page.
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