Okay... But how are you taking the Drunken Master and Monk of the Four Winds levels without being Lawful?
I don't really see a problem with a readied action for the Rhino charge, provided you don't use your move action during the round you set it up.
I'm just not sure how you qualify for Divine Fighting Technique of Cayden Cailaen. It's not really one I know, but from the d20pfsrd page, it seems the prerequisite is to have the same alignment as the deity it is tied to.
I see the Aasimar Enlightened Warrior trait allows you to take levels in monk while still Neutral or Neutral Good, but Cayden Cailaen is Chaotic Good. So this doesn't help you. Unless I am missing something else?
Depends on the character...
As a dwarf it has to be a big axe or hammer.
If human, or any half humans Greatsword or a Bastard sword.
I'm currently making a character that will use a large Bastard Sword because... Well I recently picked up Dark Souls, and wanted an Ultra Greatsword in Pathfinder.
Cool thanks. Will give this feat a skip then.
I looked into other threads, but didnt really see a clear answer. I guess this is the kind of feat for when you have an actual fort, like in Ashes.
Thanks for the tip.
Hi all, has there been any ruling on this feat and the hardness of shields?
I searched the forums and only found 2 threads without a clear answer and someone asking in another thread if this works, but he/she never got a reply.
I am planning on making a Dwarf Fighter for an upcoming Ruby Phoenix Tournament game and want to know if this will help my shield survive.
The Raven Black wrote:
Depending on the class, raising Con a bit is never a bad idea.
Wow, second post today that reminds me of my ninja. He was meant as my Batman build...
d20pfdsrd said wrote:
Probably not what you want, as this is only one shuriken throw a turn. But I always thought this was a nice Gambit like trick :)
I made a PFS character that was my take on Batman. He was a half-orc ninja He had a few shuriken powers and took unarmed strike. With vanish and improved vanish securing those sneak attacks were great :)
Id have to go look up my sheets, but I know he had sap adept, unsure if he had the follow up master feat.
But, my favourite classes already don't use spells. :P
Unsure if qinggong monk would count as a caster or not... That said even without it, monks were always a favourite of mine. I also like Barbarians and Fighters.
Haven't played 1e in ages, and would give almost anything to play a dwarf fighter.
Paizo did a great job to uplift them from the only bonus feats as a class feature. Everyone says its a simply class to play and this is true. However if you know what you are doing, you can make a real beast. The bonus feats also means you can take feats you otherwise wouldn't.
I usually favour either the barbarian or fighter when I look at full BAB classes, and currently id rather roll a fighter again :)
Id say it does not provoke. They are basically just changing a feat. The entry does not specify it as a spell, or spell-like ability. Simply a standard action, most of which doesn't provoke.
I didnt check the hunter entry, but would assume it has the same wording.
That said, I dont know why you would want to switch out feats in the middle of combat. Once or twice, maybe. But I think this is more something to do between fights.
5ft difference is breaking the sound barrier?
Hahaha, not entirely, but they have ways of improving it further via heritage feats etc...
The newer movement values just feel off to me. Along with several other heritage mechanics.
But yeah, this is more a thread about how PF1 is still an active healthy community. :)
After PF2 hit, we tried to play is, but things just felt off. I was also not a fan of all the heritage feats and how they work.
And I still don't understand how elves break the sound barrier, but dwarves move slower than the small races. Makes no sense to me.
Anyhow. Our group has been playing other systems for a while, but I want to get them to seriously consider more PF1 games. It's the system I really enjoyed theory crafting in and there are still a lot of builds left for me to try.
I also don't visit these boards nearly as often as I used to, but I like coming by when I can :)
Matthew Downie wrote:
Because (a) the game is more fun when the one nimble little halfling in the party doesn't force everyone to move at a slower pace so as not to leave them behind, and (b) why not?
Except in the case of (a)- Dwarves are the only race(ancestry) to move at 20 feet.
And yes, they do get an ancestry feat to help with this. But now they have to spend a feat to not get slowed by heavy armour, just so they wont fall behind everyone else.
It's a problem I've had with the dwarves since the 1st playtest was released.
Dr. Zerom Brandercook wrote:
You know, I think it is totally bizarre. I may just remove both the flexible and the noisy traits from both armors and call it a day. This satisfies me, but hopefully there aren't any other rules repercussions I am missing.
I was also looking for the actual penalty "noisy" gives, but after reading your post: I think I get what they might have gone for:
Flexible - you don't apply the armour check penalty to Acrobatics and Athletics.
Noisy - Apply armour check penalty to stealth, even if you have enough strength to negate it.
Wouldn't you be able to make a Sturdy Adamantine shield?
Sadly the same. They seem to like heavy one handed weapons. Anything 'Agile' has other bonuses that apply to them, smaller multi attack penalty etc. So having bonuses for some flavourful non 'agile' weapons makes sense.
I have to add that if it was me, id include Greataxe, Maul and Greatpick for the critical specialization affects. Just not swords :P (an easy change for most GMs)
Cool. Always a pleasure to help a fellow Dwarf player :)Have a good two!
I don't think it would apply.
Firstly because I've never thought of the light hammer being a mini version of a warhammer. Same with picks, but I can see where you are coming from.
Secondly Dwarven Weapon Familiarity (the initial feat in the chain) has this flavour text:
Archives of Nethys wrote:
Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the battle axe, pick, and warhammer.
So it looks like Dwarves favour big heavy weapons. Which I totally agree with.
So it wouldn't make sense for the follow up feats to help with the light versions of their beloved weapons.
Thanks for the detailed reply.
I already knew the rest. I also left out that I am trained in craft with Speciality Crafting Blacksmithing (Just realised I didnt add the +1 from this feat so I actually got to 16) :)
There were no special penalties for the check. We were some place safe and secure, and had plenty of time to do the repairs. I am going to be focusing on the Craft skill and looking forward to crafting my own items later.
Had my 1st session in an Age of Ashes game yesterday. I went fighter for some "shield shenanigans".
It was a lot of fun. My shield only took damage from one attack. I completely blocked 3 or 4 attacks.
It took 5 damage. But for the life of me I cannot find the repair DC for a steel shield. It's probably in the manual, but I cannot find it on Archives of Nethys.
I got to 15 on me repair check, which I assume is enough, but I want to know the DC :)
I was very skeptical, and negative after playing 2 playtest games.
However, we are starting an Age of Ashes game later today. And I literally spent most of yesterday jumping around on the Archives of Nethys page, comparing classes and having a hard time to pick.
The cleric page was a bit confusing, as it didn't explain the "Cleric Focus Powers" section, but a friend who has the PDF could easily steer me to the correct answers.
Ended up rolling a Fighter, because Ive never been a fan of casters. I really like how a lot of it has turned out. Only actual play will let me decide if I like it better.
I also watched some review/reveal clips on youtube. One of which was almost 2 and a half hours... So yeah, I am exited to give it a go.
I wouldn't really call Dwarves irrelevant, but after some thought: They do not feature a lot.
Bonus points for calling Elves cowards and Goblins monsters. :)
Wait, I always thought that Kingmaker takes a few decades to finish at least?
I'm sure Halflings are content to just have settlements of their own. I don't think they care too much to establish their own country.
I've never been able to get my head behind Gnomes.
As for Goblins...
I suspect there is a whole sect of Torag Paladins who made it their personal mission to make sure Goblins do not have a large settlement of their own.
Dwarves after my own heart :)
Sadly, Goblinoids are no longer listed under the Dwarves' listed enemies.
I like the fire resistance idea, but not the flavour behind it.
Sure, there would be dwarves in the desert, those poor fools are also cleanly shaven (I remember reading something along those lines for Dwarven monks in some desert).
But why would they have heat resistance where others don't? Id rather say it comes from years of working in the forges, being stubborn dwarves, I'm sure they just get used to the heat :)
I still think the poison resistance is the option for me. I had fun failing a save, but taking reduced damage, and recovering super fast from it in one of the sessions we played. It also helps with drinking.
Anyone else feel that this is moving in a direction that’s actually more restrictive instead of less so
Lady Melo wrote:
Just realised that he poor NPCs all need to have these choices made too. This sounds like a lot of admin that no one asked for.
I still think all races need to have their racial abilities. Heritage and ancestry feats should be there to add extra flavourful options, or simply to advance existing abilities.
They really should just go back to the 30 foot speed as a baseline and reinstate general maneuvers like Charge and Run.
I like this plan. 25ft was a weird number from the start. I also find it very strange that all the small races are now just as fast as humans.
Poor dwarves are the only race to move at 20ft (10 in full plate). Sure you can get a heritage feat to negate 5ft of this, but now you are a weird looking human, who can see in the dark.
Earlier I complained that playing a dwarf felt very bland, now it has been made more so.
I probably shouldn't mention Darkvision, or they will change this to a heritage feat as well.
I don't play casters much myself, but arcane casters that melee are the Magus and the Blood Rager. Bards might also qualify to some extent.
Im not a fan of the Blood Rager, as a barbarian that can cast spells even while raging sounds a bit on the "stronger than most base classes" side of the spectrum... :P
Archimedes Mavranos wrote:
Wow, just checked out the 5E dwarf (1st time taking a look at it)So ironically, PF2's playtest is pointing me to a dwarf that looks a lot more dwarfy than their own...
For those interested:
Ability Score Increase: Your Constitution score increases by 2.
Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Alignment: Most Dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of Fair Play and a belief that everyone deserves to share in the benefits of a just order.
Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
My suggestion would be to give each character 1 ancestral feats and 1 heritage feat @ lvl1. This way the "stronger" heritage feats are still limited and you get to at least feel like your ancestry.
As a level 1 dwarf, I didn't feel like a real dwarf. I had a slower speed, darkvision and resistance to poison. I would have felt a lot better had I had Stonecunning, hatred or giantbane. This same character also played the level 9 playtest. By level 9, it looked silly to get a +1 damage to 2 types of creatures.
Was planning on adding this feat to a fighter I was brainstorming, but then picked up that it was a reaction feat. So I rolled with Hardy again.
Also, I am not a fan of the very limited "ancestry" abilities you get for free. Mechanically all that separated my dwarf from the human and even elves was darkvision, slower movement and that I resisted poison.
I suppose this is not too bad, but the ancestry felt very watered down. Id feel a lot better if you start @ lvl1 with 2 ancestry feats (obviously only one heritage; in fact, force one as a heritage feat and one other).
I am also a little confused as to why Barbarians are not trained in shields. In PF1 I always went two hander, because there was a 1.5x Str mod bonus, but now I would be keen to go with a shield. Esp for an Ulfen Raider type character. I suppose I will need to roll fighter for the same feeling, but without rage.