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In PF1 I played an elven fighter who was high in dex, used an elven branched spear and had elven training, combat patrol, and combat reflexes to focus primarily in attacks of opportunity, tripping or slowing down a foe with wolf stance. Very battle field control, with attrition. A very 'come at me' build.
There have been talks about having that character return in a pf2e campaign, but I don't see any decent feats or builds that bring them into the same line as the previous build. I see lunge and lunging stance to get additional reach. And impassible wall stance, but that relies on crits to stop an enemy. And nearly every dex based, duelisty ability seems to require a 1 handed weapon.
Has anyone come across any good dex-reach builds yet in this game? I seem to be better suited just taking a one handed finesse weapon, I'll lose 5ft of reach, but gain access to a ton of feats that aren't locked out by my weapon choice.

Just looking for some suggestions or ideas how to optimize or flesh out this concept.
I'm thinking of playing a ratfolk, both for the skill bumps, but also the aesthetic is nice.
My concept so far is a Bolt Ace/(crossbow gunslinger) and a perfumer alchemist.
Gunslinger opens up my primary attack, and gets you ability to spend a grit to get either ignoring of cover/concealment, or attacking at touch.
Crossbow is important for because of Focused shot, which is a standard action adds my Int mod to damgage on a single attack. (requires bow or crossbow)
Build towards Kirin Strike, which is DOUBLE Int to my damage for a single attack with a swift action. Meaning a combined x3 Int mod to damage with mutagens and such.
Still talking it out with group to see if I'll be allowed, but the double crossbow shoots two bolts with a single attack, which applies on hit effects an each, so far as the wording implies. (except crits, precision and sneak attacks) But my int bonus x3 would work stack, enhancements, magical effects, feats, etc.
Kirin Strike may even affect bombs, making single bombs +3x int again.
Perfumer is fun because you get to spray your extracts at people to buff them without them having to take the item from you and use it themselves, as with an infusion. Plus the dot version of your bombs are pretty cool. Allows a few tactical area options.
Any suggestions appreciated!
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Hello folks! I'll be playing in a campaign that will at least narratively be warfare-centric. But may actually have moments where I fight besides troops on the battlefield. (We're an elite squad of an army, and are doing tasks, but may be fighting on the front lines too) Might even take leadership if DM allows to buff those troops, but that's seperate.
I am seeking advice on how to build a character that can buff as many people as possible. Looking to be a force multiplier for both my PC allies, or as many troops as I can.
I know there is a strategist class in the cavalier bank that can give out leadership feats. Which is ok.
I've also been looking at bard with flagbearer, omdura's invocations (Yes I know it's limited to 30ft), there's some prestige classes that allow you to give rallying cries like a bard but more direct bonuses
I'd love to hear your ideas!

Hello,
I recently came into a bit of rules conflict with my DM about what are legal/valid targets to be affected by Wolf Style's movement speed reduction ability.
First of all, we all agreed that if a target is immune to trip, they're immune to the free trip attempt wolf style gets by reducing enemy's speed to 0. No contest.
For quick reference: Wolf Style reads verbatim as-
"While using this style, whenever you deal at least 10 points of damage to a foe with an attack of opportunity, that foe’s base speed decreases by 5 feet until the end of its next turn. For every 10 points of damage your attack deals beyond 10, the foe’s base speed decreases by an additional 5 feet."
To me this is an untyped penalty that is eligible to be put on ANY target that does not have baked in wording about being immune to movement impairment, such as an incorporeal being or those with constant Freedom of Movement and the like. (Though we did discuss if that is implying when affected by non-incorporeal means and a ghost touched source would overcome this, but seemed a stretch. Could a ghost touch whip reposition a ghost, could a ghost touch armor set allow you to grapple ghosts, could a ghost touched net ensnare a ghost, etc)
My DM however is saying that the movement penalty is -essentially- the same as a trip, and things that are immune to trip or 'don't make sense' that your weapon could slow them down, should be immune to wolf style.
He quoted things like slimes or energy based elementals where 'how could you exert force, trip up, inflict pain, make them flinch etc' enough to slow them down. And since Wolf Style is so general on it's description, it isn't exactly saying how the slow happens. Other than 10dmg=5ft.
DM is pretty rules based mindset so can anybody help me understand what is explicitly RAW on how this ability works?
Also, is base speed always ground movement? For example, does wolf style work on fish, or flying creatures? Or does it always burn ground speed? And if it only burns ground speed, what happens when you use wolf style on a target that already has 0 ground speed? Are they auto tripped? (If a fish or a bird can even BE tripped mid-air or in water)

DeathlessOne wrote: Its all in the phrasing of the ability. You determine the Parry attack roll as if you were making an attack of opportunity, but you are NOT making an attack of opportunity because an attack of opportunity normally deals damage on a successful result. Instead, you merely parry an attack that might normally have hit you.
Quote: The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses Would static bonuses apply? You might need to clarify which ones you are referring to, or other class abilities or triggering effects. The game generally functions a certain way and explicit or specific features may change it.
To be clear, I find the idea of a Warrior Poet parrying an attack, stepping back, and riposting to be a very appealing concept. I am biased towards letting you do it as GM, but .. rules section and all.
So recognizing it wouldn't deal damage is totally ok. I'm not trying to actually strike the opponent until the riposte section, if qualifies for it.
I have an attack of opportunity based character that has a lot of it's abilities and buffs and equipment based around it.
For example:
Traits that give me bonus AB to AoOs
Weapons that give bonuses to AB on AoOs
Power attack penalties - despite no attack attacks happening yet
Petals on the wind that allows a 5ft step in concert with an AoO
Damage from AoOs burning enemy move speed via Wolf Style.
Etc.
If it doesn't work it doesn't work. And would be limited to once per round, as many times per day as I have non-rechargable panache points (cause two handed weapons don't have a way to refill panache that I've found)
It was a culmination of a lot of class features and feats to have one really good answer to one attack per round.
DeathlessOne wrote: No, because you are not making an attack of opportunity when you use Opportune Parry and Riposte. You are using one of your allotted uses of however many attacks of opportunity you have in order to fuel the ability, similar to how any other ability with limited function work (like a Bard's number of performances or a Barbarian's rage rounds). What is the functional different between making an AoO, or making an attack as if it was an AoO?
Would static bonuses still apply? But not class features or trigger effect for AoOs?

Memory property states: "This ability can only be placed on metal weapons. The serpent folk use alchemy to transform the physical mass of the weapon into an amorphous blob, a loose chain that can be worn as a belt, or some other innocuous form weighing the same amount as the original weapon. Tapping the weapon sharply with a dull bluish bit of specially forged metal chemically awakens the transformed weapon, which unfurls into its original form. Another touch of the same metal returns the weapon to its disguised form. The trigger itself is typically a short rod some 1–2 inches in length, but could be crafted as part of a brooch or ornament."
So if I'm wielding a weapon that give me the ability to cast a spell or ability x/day, or can be activated to accomplish X EX/SU ability, does it being in it's transformed state prevent me from using those abilities?
Obviously if I've turned my sword into a belt, sash or a decorative chain, it can't function as a sword for the purposes of hitting or being counted as "Armed". But would I still be able to call on it's activatable, non-strike related powers?
*Khan* wrote: Fortuitious enchantment only works once a round. It is still a powerfull enchantment. Even so, it's one free AoO with barely a hit to AB at later levels. And it accomplishes the same damage if I hit. Burning the same move speed from enemies. Feels well worth it as a +1 enchant for this build.
Mightypion wrote: Ok, so, there should be relatively little stopping you from having a mythic item with like, upgradable X1 and 2time intelligent, picking spell casting twice.
Join the Bloodrager or Alchemist spelllist, which has both enlarge person and longarm.
You could consider stand still stan still or, since you should have the Bab, tripping strike/bullrush strike which makes you bullrush or trip on a crit, iirc including one from AoOs.
Stand still is definitely a considered feat to take. But because it's only adjacent it's not immediately helpful for my build which is trying to keep people as far away as possible. Probably one I get later down the road.
And my intelligent item was granted longarm by the DM, so If I can just find a source for enlarge person, we golden.
*Khan* wrote: The best AOO build is properbly Fauchard wielding Hunter or Sacred Huntsmaster Inquisitor with an animal Companion with a high dex for lots of AOO and reach (Which does not show on the Animal compagnion size increasement. Bipedal should have 10 ft reach when large, and long tails like stegosaurus should have as well, but ask your GM beforehand).
Feats like Outflank, Pack Flanking, Paired Opportunitist, Seize The Moment, Broken Wing Gambit and improved spell sharing.
Interesting idea! It's an entirely different build than I'm trying to pull off currently, but it sounds fun enough to try in the future!
Belafon wrote: The one big problem I see with your idea is the whole big "fall back" side of the plan. I'm not sure how you're doing it. With Petals on the Wind you have to move before you take the attack of opportunity, not after.
Usually a character like this relies on Improved Trip as the core of the build, since tripping lets you effectively halt the enemy's movement. Not effective at all against flying enemies though. (Which I would expect a lot of in a mythic campaign.)
Thank you for that callout on Petals on the Wind. That move does not opperate the way I first read it. I cannot fallback during my combat patrol, until they get within my natural reach. Thank you. Still useful but in a different way.
As for improved trip, not super useful when attacking at reach, but the bonus to the roll would be nice. Considering for a later feat grab.

zza ni wrote: if you are not overly set out for the Dragonheir Scion might i suggest you change to the Siegebreaker?
with ** spoiler omitted **
you can bull rush an enemy, deal damage as per ** spoiler omitted **, then overrun him to make distance. dealing damage again and possibly knocking him prone for extra attacks depend on your feat's pick.
i had one with power attack, improved over-run. improved bull-rush and Spiked Destroyer (which give an extra attack when you bull rush or overrun as swift action) at level 5.
i guess at level 10 you can grab the greater version of the improved for even more extra aoo.
as long as you can make maneuvers you get to:
bullrush+breaker rush damage (armor or shield enhancement bonus+str+2) then attack with armor spikes (with spiked destroyer) and overrun+breaker rush damage (as above) and using overrun get to distance yourself and maybe knock the target prone which gives an aoo from greater overrun). I'm not sure in what ways this stacks with being a reach character.
I see that's a great way to control the field and get AoOs, but how does it mesh with using a spear and keeping foes away from my allies?

A rules questions about how this combo of abilities plays out:
Wielding a spear, have improved unarmed, have opportune parry and riposte, have Petals on the Wind from warrior poet.
Example: Some enemy is able to rush me, blink up, dodge all my attacks at reach, etc, and get to me within 5ft. They declare an attack. I use opportune parry and riposte with an unarmed strike. Petals on the wind read: "Whenever a foe provokes an attack of opportunity from the warrior poet, she can move 5 feet before making the attack of opportunity. This movement does not provoke attacks of opportunity."
So as part of my parry, I step back 5 ft and I'm now at 10ft. Still have to spend a panache point, AoO, and 5ft from my next turn, but that's ok.
How does the rest of this exchange playout? Do I become a no longer legal target? Does their attack fizzle?
Does the original attack still go off (if it succeeds the parry check) despite the 5ft step happening earlier on the stack?
When I'm now 5ft back, can I make my counter hit with my spear, rather than my unarmed strike? Because the calculating AoO is my unarmed, but the riposte is in response to the parry roll, and is a separate strike. So would their strike fizzle and I'd get to still make an attack? Would both attack and riposte fizzle as neither of the weapons involved in the parry are legal reaches, if they aren't?
Please let me know your thoughts/if there's an answer to this!
BONUS QUESTION: Any combination of feats/class features/etc that would allow me to count an elven branched spear as a legal weapon for panache regenerating features? (crits and kills, etc)

Ok, so basically as the title says, I'm building a spear 'fighter' that focuses on creating an area of debilitating attrition and be a bulwark for my allies against assault, or wear down and interfere with opponent that get close.
I've got a general build idea in place, but I'm looking if I've over looked anything or people can help tool this a bit to improve the concept. Or even provide equipment suggestions.
So my build say is at lvl 10 currently, including 2 tiers of mythic.
I've taken 9 Levels of Fighter-Dragonheir Scion (didn't take other 'reach' fighters because they gave up weapon trainings and the like)
1 level of Samurai-Warrior Poet.
The build is based around having 15 base reach with an Elven Branched spear thanks to Mythic power 'Retributive Reach'.
And thanks to the Mythic Ability 'Legendary Item' my spear is a sentient magic item with the power to cast Longarm on me 1/day. (DM approved power)
So 20 base reach.
Then I can take combat patrol to increase my threatened area to 30 ft and move to make AoOs.
Warrior Poet with Petals on the Wind allows me also move 5ft per attack, borrowed from next round's movement.
The concept is I'll move up to strike someone at 30ft that provokes, then move back 5ft, maintaining the distance. (at 25ft)
Mythic Combat Reflexes allows me not only to have unlimited AoOs, I can spend a swift action to make multiple attacks against against people that provoke AoOs from moving, rather than just the once. So I can keep this process up so long as I have move speed banked and mythic points (Move speed being 40)
I'm further stretching the potency of this build with Wolf Style, which, for every 10dmg I deal, burns or saps 5ft of movement from the enemy. Meaning I'm attacking them from extreme distance, falling back, and draining their speed while I do it. Not to mention wolf style says I get a free trip attempt when I burn their speed to zero. Which could then provoke another attack when they try and stand back up. Meaning they lost a move action to stand up, and their speed is already hemorrhaging before they take a step. Either I stop them in their tracks, or get a free trip, both good options.
My spear is enchanted with Fortuitious so when I make an AoO I can make a second AoO at -5ab. (so basically an iterative attack, but on every AoO)
I also am thinking of taking the 'Training' Enchantment on my spear, which lets me select a combat feat 1/day to know as a move action, and was thinking improved trip (since I don't have it) or something else useful. (Open to suggestions to bank, situationally and generally)
While not damage heavy, this build has a lot of damage potential is set up correctly. My relatively weak dps as a dex fighter is off set by:
Power attack
Possibly the agile weapon property
If I'm not using Mythic Combat Reflexes, Dragonheir Scion gives me Arcane Strike, with a bonus 1d4 elemental damage to the attack.
Warrior Spirit Advanced Weapon Training Allows me to enchant my weapon up to my weapon training bonus (+2) per use, up to +5 so I can stack some enchantments if I have the action economy.
That's the basics of the build foundation.
For added benefit, I have Cut from the Air, which lets me use AoOs against enemy ranged attacks against me or adjacent allies.
Traits that give bonuses to AoOs
So far on my potentials to take are Pushing Strike, so I can push enemies back by 10ft rather than do the damage from a power attack
Improved Trip
Weapon Focus and specializations
Etc.
For the future I did think about taking Oath Against Savagry Paladin, at least 1 level, to gain the ability to expend my Smite to gain an addtional 5ft reach. It'd be like a second longarm per day. Plus I think plant domain and some bloodline powers increase reach temporarily that might be good.
So what do you think? Am I over looking any glaring flaws in this plan, or do you know a way to tool this into being even better? Whether that's feats, items, class features worth a dip, etc. Lets brainstorm!
I was also thinking about something monk related, see if I can flurry with my bite. Get several quick blood drains in succession potentially to build up a full stack of temp hp?

Hello all! For an upcoming campaign I'm trying to build the best possible "Vampire Warrior" Character using "legal" character building. (no templates or third party as forbidden by dm)
For a snap shot of my goal, I'd like to build a front liner, or assassin with decent staying power revolving around martial combat and the ability to drain life. The only two ways I know how to pull this is off is with the dhampir's racial blood drinking feats and traits, and Vampiric touch. Both of which (if used in concert) will keep a temp hp "shield" on my character. (Any other suggestions would be appreciated)
Unfortunately I've found very little that blends or lends itself to both.
-Currently- I'm thinking about playing a Dhampir Shifter-Wild Effigy.
This would give me a natural bite to satisfy the dhampir's need when sucking blood without a grapple (and don't go away after a few rounds), full bab, some DR, and also allows me to be quite tanky and shift into a bat form. Which is fun.
But it seems very underwhelming and adding in a magical class dip to this doesn't seem to have any synergy just to get vampiric touch.
My Ask: Anyone know-
Additional ways to drain life?
Good sources of Regeneration?
Ways to optimize Vampiric Touch -- And perhaps blend it/use in concert with a bite attack?
Possible best class/multi-class to pull this idea off?
Thank you for your ideas!
Hey guys, I'm building a demoralize optimized lvl 15 samurai with shatter defenses and deadly stroke. Sorry if this has been asked before. I just can't find a ruling.
I'm just curious what of my damage is being multiplied when I use deadly stroke?
He has a +3 shocking burst keen human bane katana. Along with deliquescent gloves gives each of my attacks a damage/dice pool as follows:
1d8+4d6+50 considering they're human.
Thats:
Katana 1d8
Shocking: 1d6
Corrosive: 1d6
Bane: 2d6
+15 str
+15 challenge
+15 power attack
+(3+2) enhancement.
Sometimes I receive additional boosts in damage from teammates like +4 moral or 1d6 sonic from a bard.
Crits open up a whole other can, but I can figure that out once I know what gets doubled normally.
As the rule says I double my normal damage against a flat footed or stunned opponent for a single hit. Not weapon damage like vital strike. So what is considered "normal"?

Hey all, first time poster. (please excuse the tl;dr) As the title suggests I'm looking for suggestion building/optimizing a lvl 15+ character around the concept of a slayer/shadowdancer/maybe fighter build I'm thinking of.
As little insight into my thinking, I'm playing with a new group of people who tend to be pretty strong power builders and the DM has had to up his EL by a lot to compensate. As someone who has less skill doing so I've found myself taking a back seat in almost every encounter. My DM has allowed me a rebuild to try and strengthen my character and help would be appreciated.
Here's what I have down right now:
Slayer(Vanguard) 9/Shadowdancer 3/Fighter 3
Stats: (with items already factored in. These cannot be changed currently)
Str: 19
Dex: 16
Con: 16
Int: 18
Wis: 16
Cha: 15
Feats:
Combat exp.
Improv. Feint
Skill focus: bluff
Dodge
Mobility
Great. Feint
Pwr attack
Furious focus
Combat reflex
Vital strike
3 levels of shadow dancer grants the summon shadow ability and 3 of fighter gives bonus feats and armor training. Slap on mithril full plate and now have full movement.
The strategy behind this build, as it stands, is a sort of group tactician, who uses his skills to assist others in combat while doing fair damage himself.
Shared studied target(+1 ab and dmg), vanguard tactician ability to share outflank (+4 ab while flanking), feint to remove a targets dex to AC, and my shadow is an auto flanking, str draining partner who uses my full bab and half my d10 health pool. All of these bonuses are designed to boost my ab up as high as possible.
My strategy in combat is to flank with my shadow, grant it and my allies +5 ab and +1 dmg, bluff as move then Pwr attack/vital strike with 3d6 sneak at full and padded ab.
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