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Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Being a protector is tough in pathfinder, if you are hard to kill and don't do much damage there's no reason for enemies to not avoid you. You say you don't need to do more damage but the best way to be a protector is to be a threat.

Stand Still, step up chain, Combat reflexes. If you want to protect your team then be a real threat! Get up in their face and make them pay dearly if they want to get away from you to get to the squishy casters.


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)


blackbloodtroll wrote:

No.

The off-hand does not exist, outside of the two-weapon fighting full attack action.

This is not that.

To help you understand, think of it, like an Attack of Opportunity.

Full BAB, and full strength.

Thanks for the quick reply. :)


Is the free spiked armor attack you receive when bull rushing an offhand attack?
IE does it get half str and half power attack bonuses?


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:


One thing about Eidolons: they are allowed to refuse to do something. They are not dominated by the summoner, but instead are willing to throw themselves in harm's way to aid or protect their ally. Think of summoners as having the mutual interest of both parties (Summoner and Eidolon) wanting to get stronger, and therefore this outsider that the summoner has closely bound to himself is more or less using him so it can continue to be active on the prime material.

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.


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I feel like it usually just screws over the player and the martials. Think about it, 1 player character rolls how many die over the course of his career? Vs the goblin they run up on and kill, he is going to roll the dice just a few times before his life is cut short.


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:

One of my friends has an interpretation of the difference between the two that I understand:

Two-Weapon Feint allows the NEXT attack you make to get the advantages of the feint.

Once you hit a BAB of +6, you'll probably have the option of two base attacks, and two offhand attacks. So Improved Two-Weapon Feint would let you drop the first attackas a feint, and then have another main attack and two offhand attack to take advantage of them being flat-footed.

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.


GeneticDrift wrote:
When you cannot apply sneak attack damage you instead add minimum SA damage.

I really like this idea, can you elaborate on how you think it could be balanced and work well?


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:
akrippler 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?

Bull rush doesn't affect the target's movement.

If you push the target further than 5 feet away (and they don't have reach) and don't follow, they can't full attack you, because they have to use a move action to get you back within their reach.

akrippler wrote:

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?

It's on the bonus feat list for the weapon-and-shield ranger combat style (found in the APG). Rangers don't have to meet the prereqs for their bonus feats.

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:


1. You potentially deny a full attack action to an enemy. This ties in well with:

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.