It's not possible to threaten with both a reach weapon and armor spikes right? To technically use the armor spikes you will need a free hand. So after your attacks for the round you have to decide if you want to threaten with the armor spikes or threaten with the reach weapon for the rest of the round. (IE whether or not you release one hand from the weapon)
Seems like the entire Eidolon/Summoner relationship is up for grabs. It's all about how you want to RP it. On my Summoner my Eidolon hates the fact that I summon him and doesn't care for me as a person either, but he is forced to follow my commands. Taku Ooka Nin wrote:
I have yet to find something that really defines their relationship in the notes. If someone finds something concrete I'd love to read it.
I did this build and used the "brawler" archetype for fighters. Heavy shield I usually 2 hand, and when I decide to actually use TWF I offhand armor spike attacks. Both weapons are in the "close" group so they get all the bonuses from the brawlers buffs (+3 dmg, and +1 to hit as soon as the bonuses roll in) . Don't worry if your GM wont let the bashing and shield spike stack, most damage comes from power attacking and str bonuses anyways. Go for the shield bash line stuff. Free bull rushes, pick up spiked destroyer, free spiked armor attack on bull rush. Push em into a wall they go prone. Spiked armor attacks get bonus from power attack since its a "on for the round" type ability. Menacing from Brawler is awesome, add in disruptive feat (whatever its called) for another +4 against casters defensive casting, for a total of +8. Then step up. Brawler gets another class ability so that people flat out can not withdraw or 5foot step around him without taking a hit. Get into a fight and rush the caster. You can pretty much lock down the most dangerous element for the whole fight. Good AC from buffing a heavy shield, good damage from all the close weapon group bonuses and power attacking. You protect your teammates simply by being a huge threat and not letting anyone move past you without taking a huge risk in doing so.
Did some searching and nothing came up, does anyone have any ideas on how these would work together? Shield slam specifically states the free bull rush uses the attack roll of your shield slam as the cmb roll to determine the success of said bull rush. Pauldrons of the Bull allow you to roll bull rush checks twice and pick the better of the two. What are your thoughts? Maybe if the attack hits roll a second time and use the same modifiers as before then chose between the 2 results for the bull rush check? http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/pauld rons-of-the-bull http://www.d20pfsrd.com/feats/combat-feats/shield-slam-combat---final
Grunyar Dankstone wrote:
RAW 2 weapon fighting only negates some of the penalties of TWF. Having a weapon in each hand by RAW only allows for 1 extra attack per round "You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon." IE: at +6/+1 You get 1 primary hand swing at +6, 1 offhand swing at +6, then 1 primary swing at +1. Even late in the game when you have 4 iterative attacks you only get 1 bonus attack from swinging with 2 weapons.
Most casters don't have the best skill points per level , and acrobatics isn't a class skill for any of them. A full bab melee character should have a STRONG CMD. Overall 9 times out of 10 a caster should not be able to tumble away from a full bab meleer in my opinion. If you got step up and people started tumbling away from you without any prior knowledge of your skills, or having seen you do in that fight, that's a cause for alarm in my book and would upset me personally. If casters are beating your CMD with acrobatics checks often that would mean the casters are now pumping dex/acrobatics/and possibly skill focus acrobatics. Which is pretty un realistic for most casters in my opinion and would mean the GM is specifically tailoring casters to negate your new ability which would also be a cause for alarm, and upset me personally. Yes fights should be a challenge, and yes the GM should attempt to counter some of your moves but it should be done in a more tasteful manner in my opinion.
Scout/Knifemaster seems good so far. I keep seeing a lot of people suggest the trapfinding trait.... That only works if your GM will allow you to use a campaign specific trait, if thats the case theres a whole shitload of awesome traits you could pick out of. You can scoop 1 level of trapper ranger to get trapfinding back, plus you get the bonus of favored enemy (human probably not just for the damage but the skill boosts), an extra bab, fort saves, weapon profs. d8 sneak attacks. ability to force sneak attacks quiet often. (charge, and 10ft moves) You still want to get in the full attack sneaks when you can so scoop two weapon feint, and hope for flanking partners. Scout coupled with step up and strike means a chance for a sneak attack as an immediate action on an opponents turn. Some of the rogue talents seem really good, underhanded max sneak attack damage with a concealed weapon on the surprise round. Couple underhanded with a bootknife, or the veteran of battle trait, or a spring loaded wrist sheath. Rogues are situational and that's whats kind of awesome to me. Whos the guy that's gonna tumble past the big defenders to kill the squishy mage in the back? Whos the guy that's gonna make the climb/acrobatics checks during the fight to drop that chandelier, or take on the archer up top.
Spatula wrote:
Thanks, I was under the impression you had to follow them to push them more than 5 feet. That is not the case? Also are you able to move 5 feet inbetween attacks during a full attack? Example: Swing sword, shield bash, bull rush them 5 feet back so friend gets AoO, move up 5 feet, swing sword, shield bash bullrush 5 feet back again? Thanks for the clarification, I'm relatively new obviously.
Brotato wrote:
Causing the enemy to move more than 5 feet with a bull rush subtracts that amount to their total move on their next turn? Or is it the fact that they have to stand up if knocked prone? Also how is bullrushing into an ally handled? also OP said he wants shield slam at level 2 Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6. How does that work? Im building a TWF shield slam character currently so this is a great read, thanks. |