Pathfinder Lost Omens, Rulebook Subscriber
avr wrote:
I am aware of the feat, but he took them at level 6 & 11 for other options, he didn't take one at level 5, and you can only take it once every 5 fighter levels anyways so I was asking how he got an extra one without taking the feet in the original build, but he has fixed this in an updated build. @RecklessPrudence, Why not instead of taking several weapons and using AWT to allow all your weapons to get the benefit of so many feats, just keep your main weapon and take Weapon Versatility so you can deal B, P or S with the one weapon? You can also keep a back up/spare weapon in case something happens to your main weapon. let less to worry about and its a swift action to change damage type(becomes free later) and that would be faster than the move action to put away your weapon and a better option that dropping it if you are in a hurry to change damage type. Sorry for such a late reply I was traveling :(
Pathfinder Lost Omens, Rulebook Subscriber
You seem like you are trying to do a lot of different things with your dwarf and so you are having trouble getting what you want from your character when you want it. You may need to pick a focus for them first and then fill in supportive/secondary feats and abilitys once you get some of the more core ideas you want on him first. Couple questions though:
Pathfinder Lost Omens, Rulebook Subscriber
Advanced Weapon Training: Effortless Dual-Wielding (Ex) The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons. You can pick it up at lvl 9 when you get your second weapon training, OR at lvl 5 if you take the Advanced Weapon Training Feat to get it when you get your Weapon Training Edit: Ninja'd
Pathfinder Lost Omens, Rulebook Subscriber
Natural attack builds already stated, so skipping that. I used it on a Figher(no Archetype) that did Two Weapon Fighting with two Katanas, lots of hits, lots of crits, (hammer the gap multiplies on crits!) it did quite a bit of damage! It was also fun on a Dual Warhammer Wielding Fighter(Foe Hammer) Dwarf, the Rhythmic Blows ability pairs nicely with it! I would also assume Zen Archer or any archer build would get some decent damage from it
Pathfinder Lost Omens, Rulebook Subscriber
It makes no sense to limit them to a Martial/Exotic, the whole thing is worded poorly, beginning with them referencing an ability from another class when the ability itself didn't have a type limitation, aswell as the the 9th lvl ability Critical Perfection (Ex) and 20th lvl capstone Weapon Mastery (Ex) both mention your "favored" weapon, while all other mention your "chosen" weapon, by RAW you don't get you 9th or 20th lvl ability from that. There isn't a lot of consistency in its own wording, heck, unless there was an update I missed it still has deadly follow-up, and precise prowess as suggested arcana to pick and they don't even exist, and it hasn't been fixed in 5 years? Please use RAI Martial, Exotic, AND Simple weapons can be your chosen/favored weapon.
Pathfinder Lost Omens, Rulebook Subscriber
The only thing I can think of would maybe be Horn of the Criosphinx unless its something added to the list of bonus feats by an archetype.
Pathfinder Lost Omens, Rulebook Subscriber
BadBird wrote: One rather unique dual-wield build I've been thinking about trying is an 'Ascetic/Dragon with two swords' thing, where you can apply the Dragon Style and Dragon Ferocity bonuses to dual-wielding temple swords or 9-ring broadswords. You know what, I have made many dual-wield builds using Ascetic/other style, but I always skipped Dragon Style for some explainable reason, the fact that offhands go straight from x0.5->x1.5 without even needing doubleslice is amazing! Unless im mistaken you could out damage a Two-Handed Fighter(or at least more damage reliability). Four thumbs up for this idea, great advice for a potential TWF build!!!
Pathfinder Lost Omens, Rulebook Subscriber
Take the Fighter's Finesse AWT and you can use weapon finesse with any weapon from the chosen weapon group even if they cant normally be used with weapon Finesse, that includes double weapons :D Fighters got so much love with the Weapon Masters Handbook! Lvl 1: Weapon Finesse, Weapon Focus
I love Two Weapon Fighting, but I always hated the idea of the big dumb beat stick characters, my most interesting TWF build (hes a scholar) involved Lore Warden Int/Str build that dual-wields longswords Using Str to hit and Int to Damage aswell as Int to AC from a 2 lvl dip into Student of War, hes great at combat maneuvers and he also becomes a bit of a skill monkey :D Don't limit yourself to the conventional TWF builds already out there, there are so many new more interesting options, you just need to look for them or let them find you!
Pathfinder Lost Omens, Rulebook Subscriber
With someone who may be "unhitable" they are only going to know that by them trying to hit you, or maybe you become famous(or infamous) for your defense even so its unlikely every one will recognize you on sight, even so it wont apply to creatures from other planes or monsters with low intelligence where that info would pass on to them until they fight you for a bit anyways then try for a weaker prey, if every enemy you fight in every encounter ignores you from the start cause you are "unhitable" then you GM is doing something wrong(but that's only my opinion).
Pathfinder Lost Omens, Rulebook Subscriber
I might take a look at the Staff Magus, high shield bonus from your weapon is nice, I built a Dex based Staff Magus/Hexcrafter (with a few levels of monk) that with Bracers of Armor, Monk's Robe, Amulet of Nat Armor, Ring of Deflection, Dodge, Mobility, Monk's Ki Defence and combat expertise I could keep my AC high enough that almost nothing could touch me, and using evil eye and cackle to debuff enemys, it was quite fun!
Pathfinder Lost Omens, Rulebook Subscriber
1: No 2: No, Both let you Feint as a move action, however Cunning Feint(EX) gives additional benefits making IF useless to you. And having both means you just have 2 different ways of doing the same thing as a move action. 3: If you have Cunning Feint and successfully feint, your enemy is denied there Dex to AC against all attacks until the start of your next turn. This is not only your attacks but any one who attacks the target until the beginning of your turn. Based on the FAQ only melee attacks count, all ranged attacks against the target will still get the Dex to AC Taking Improved Feint and Greater Feint is worthless since Cunning Feint includes the benefits of both feats and still adds in some extra.
Pathfinder Lost Omens, Rulebook Subscriber
Unarmed Strikes are treated as Light Weapons. As long as you take Weapon Focus your Unarmed Strikes are counted as your Sacred Weapon and gain all the benefits any other weapon would get for being your Sacred Weapon Including being able to enhance them. Keep in mind however you are only enhancing one fist at a time. Also unless you take Improved Unarmed Strike or it is your deity's favored weapon(thus you get IUS for free)then you will be dealing non-lethal damage with your Unarmed Strikes.
Pathfinder Lost Omens, Rulebook Subscriber
I typed up the feat since I found it in herolab -----
Flexible Shadow Jump:
Flexible Shadow Jump You have refined your ability to leep through the shadows. Prerequisites: Shadow jump shadowdancer class feature. Benefit: When you travel between shadows using the shadow jump ability, the minimum increment that you can jump is 5 feet, allowing you to split your shadow jump into 5-foot increments instead of 10-foot increments. In addition, your shadow jump ability counts as the ability to cast dimension door for the purpose of meeting the prerequisites of the Dimensional Agility feat as well as any feat that list that feat as a prerequisite, and your shadow jump benefits from such feats as if you were casting dimension door. Normal: Each shadowjump, no matter how small, counts as a 10-foot increment. Appears in: Blood of Shadows EDIT: Also thought I would add this in here as well since it goes with it. Extra Shadow Jump: Extra Shadow Jump You have an improved ability to leap through shadow. Prerequisites: Shadow jump shadowdancer class feature. Benifit: Add 10 feet to the total distance you can jump each day using the shadow jump ability. The extra distance provided by this feat doubles whenever the distance that you can jump doubles (20 feet at 6th, 40 feet at 8th, and 80 feet at 10th level). Special: This feat can be selected up to four times. Its effects stack. Appears in: Blood of Shadows
Pathfinder Lost Omens, Rulebook Subscriber
Originally this was not possible because Paizo said that shield could only be wielded in ones off-hand, after some errata it became rules legal to dual wield shields since they are present in the weapons section. Using Shield Master makes them extremely good choice but many GM's don't allow it like my last GM thought that it just seemed too out there even though it is a real fighting style used in parts of our world. My idea was basicly going to be a fully armored Dwarf with 2 spiked shields that "rolled"(charged) around the battle field then full attacked(Two-Weapon Fighting) with both shields. Sadly he never came to be :( Shield Master was intended for sword and board tactics and was back when you could not dual wield shields since a normal character didn't have two off-hands.
Pathfinder Lost Omens, Rulebook Subscriber
Are you just going for DPR? AC? Healer? RP?
There are also various Variant Tiefling Heritages for different stat bonuses besides STR/CHA depending on how you may what this character built.
Pathfinder Lost Omens, Rulebook Subscriber
There is more than one way to interpret the word "or", however your version of that interpretation dose not conform to the the rules as written for archetypes and is thus not applicable in RAW nor dose it follow RAI. If you wish to play it the way you are interpreting it then feel free to start a homebrew, but it is not rules legal and thus is not a valid answer in the rules forum.
Pathfinder Lost Omens, Rulebook Subscriber
Nocte ex Mortis wrote:
we have stated that to him be he's trying to weasel his way arround the word "or" he's not changing an ability twice, and he's not replaceing an ability twice, so he believes changing then replacing an ability is allowed due to his interpretation of the word "or".
Pathfinder Lost Omens, Rulebook Subscriber
bverji wrote:
its all simultaneous because as mentioned you take all a bilitys from an archetype, if Archetype 1 changes ability B and Archetype 2 replaces ability B you no longer have the change from Archetype 1, since rules state you must take all modifications them, since Archetype 2 replaces ability B you no longer have the change from Archetype 1 thus invalidating the Archetype pairing.
Pathfinder Lost Omens, Rulebook Subscriber
dark78660 wrote:
Then get something from the books that mentions you can chose the order in which ability changes/replacements is allowed, to my knowledge no such wording exist, you are basing all this of of the word "or" and ignoring ares that others have already quoted that disallow such order choosing.
Pathfinder Lost Omens, Rulebook Subscriber
Chess Pwn wrote:
it wouldn't work either way cause there is no order in witch you take archetypes, when you decide to take archetypes its all simultaneous if one is changing or replacing ability C no otherarchetype also selected can change or replace ability C because they would conflict no mater what.
Pathfinder Lost Omens, Rulebook Subscriber
bverji wrote:
while I see what you are getting at, that is not rules legal, as when taking archetypes you get everything, so Archetype 1 can't change ability B because Archetype 2 is attempting to replace it, there is no order in with you change then replace, or calculate Archetype 1 then 2, you get both all at once, if that means an ability is being targeted twice (or more) it is not compatable. You are saying that one of them can replace a changed ability, but your assuming that the change comes before the replace, but it happens at the same time, you dont get to pick and choose.
Pathfinder Lost Omens, Rulebook Subscriber
Bevrji, if you have fighter Bob, he wants to take both Archetype 1 and Archetype 2
So you are saying that ability B was changed but Archetype 1, but since it still counts as the same basic ability you can replace it with the new ability B from Archetype 2? Is that what you are saying?
Pathfinder Lost Omens, Rulebook Subscriber
So after reading a bit I have an idea for the character's class build that keeps it thematically but helps round you out a bit more, I decided to PM it to you since it seems a bit off topic since I haven't even looked at feats yet.
Pathfinder Lost Omens, Rulebook Subscriber
I think its nice, it frees up 2 feat slots for builds, normally a scaling feat with this big of a benefit has a down side (like Power attack), but with the Dex requirement(some like their Str builds even tho Slashing Grace makes almost any Dex build possible)and the fact that each additional off-hand attack is less likely to hit already seems like a fair trade off. I would love to see how this works out if its something I can convince my GM to do in the next game we play.
Pathfinder Lost Omens, Rulebook Subscriber
Asterion
Pathfinder Lost Omens, Rulebook Subscriber
Well with the Magus it may not be stellar stats, but the Soul Forger Archetype grants some nice ability’s Soul Forger:
Master Smith (Ex): A soul forger adds his magus class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor.
At 7th level, a soul forger uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces knowledge pool. Or take a look at the Forge Master Cleric Dwarven Archetype Only mention them because they seem give some nice item crafting ability's, if you want something more martial you could look at the every popular Daring Champion Cavalier Archetype.
Pathfinder Lost Omens, Rulebook Subscriber
Both Monk and SF have an AC bonus that Grants an additional +1 bonus every 4 levels
Being that you are only Monk2/SF3 you are not yet getting a bonus from either one of them besides the Wis Bonus to AC from each class Feature If you went Monk3/SF3 next level and grabbed a Monk's Robe you would be treated as an 8th level monk (5 monk levels higher) for your AC bonus (+2 untyped(monk)) with out the Robe you would still be +0 BTW just for your reference.
AC 29
Pathfinder Lost Omens, Rulebook Subscriber
10+(5 Dex)+(6 Wis(Monk))+(6Wis(SF))+(2 Dodge(Racial))+(0 Untyped(Monk))+(0 Deflection(SF)) = 29 AC
So Next level if you go Monk2/SF4 then you would get the +1 deflection AC from SF Also if you aren’t taking a Ring of Protection then grab some Bracers of Armor +1 or +2
Pathfinder Lost Omens, Rulebook Subscriber
Deflection bonuses to AC don’t stack, So you would only get the Deflection from the Ring or the Sacred Fist (witch ever is higher). Also could you give your Ability scores for this character? The way your adding up for your AC just seems so off and with how you typed this out I can't double check your AC.
Pathfinder Lost Omens, Rulebook Subscriber
I would have to agree, Brawler seems like the perfect choice for this. Monk would have to be lawful unless you used the Martial Artiest Archetype With the Brawler you keep the full BAB and with Martial mastery you can gain temporary feats (As Frerezar mentioned"Onizuka pulls crazy stunts all the time, doing things that he never manages to do again for some reason.") I have had GTO on my "to read list" for a while now, just haven’t gotten around to reading it just yet, I think I might start tonight now.
Pathfinder Lost Omens, Rulebook Subscriber
Just to help out, When using Archetypes there are two things you need to pay attention to; "Change/Alter" and "Replace". 1) Change/Alter, It uses the normal ability with the following changes, ect. 2) Replace, completely replaces class feature, ability, ect. I would suggest using this link
Pathfinder Lost Omens, Rulebook Subscriber
1) Yes, You can dual wield two one handed weapons but you take extra penaltys for doing so. TWF:
Circumstances Primary Hand Off Hand Normal penalties –6 –10 Off-hand weapon is light –4 –8 Two-Weapon Fighting feat –4 –4 Off-hand is light&TWF feat –2 –2 In this case Dual wielding Rapiers would be -6/-10 Or -4/-4 if you have TWF feat. 2) Also as far as the link you posted, did a quick scan, Normally yes I would say that Two-Weapon Fighting style doesn’t deal as much damage as a strength build, but with the release of the Advanced Class Guide you can now pick up a feat called Slashing Grace and use Dex to hit and Damage with the selected one-handed slashing weapon(sorry, no bludgeoning or piecing) eliminating many of the problems a lot of people had with TWF Dex based builds.
Slashing Grace:
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon. Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.
PS: I really like the Two-Weapon Fighter Archetype for the Fighter, it makes TWF much more enjoyable as you level, further reduces penaltys, and being able to attack with both weapons as a standard action.
Pathfinder Lost Omens, Rulebook Subscriber
So I generally don't play characters with Animal Companions but while I was playing around with character concepts I ran across this feat "Pack Flanking". As a Teamwork Feat my Animal Companion would also need this feat correct? If so, why would a prereq for the feat be "ability to acquire an animal companion"? Pack Flanking (Teamwork):
You and your companion creature are adept at fighting together against foes. Prerequisite(s): Int 13, Combat Expertise, ability to acquire an animal companion. Benefit: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are considered to be flanking that opponent, regardless of your actual positioning. Normal: You must be positioned opposite an ally to flank an opponent. Any one have any idea how this is supposed to work? The Feat seems to be made so you can't have an Animal Companion take it unless you have a class ability that grants Teamwork Feats to others. Any help would be appreciated!
Pathfinder Lost Omens, Rulebook Subscriber
The Sohei gains Weapon training as the Fighter class ability
Weapon Training wrote: Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. So that's one thing, following that and the fact that Weapon Master replaces Armor training for an ability called "Weapon Training", but dose not refer to the original "Weapon Training" ability it makes me wonder. Weapon Training FAQ:
Archetype: If an archetype replaces a class ability with a more specific version of that ability (or one that works similarly to the replaced ability), does the archetype's ability count as the original ability for the purpose of rules that improve the original ability?
It depends on how the archetype's ability is worded. If the archetype ability says it works like the standard ability, it counts as that ability. If the archetype's ability requires you to make a specific choice for the standard ability, it counts as that ability. Otherwise, the archetype ability doesn't count as the standard ability. (It doesn't matter if the archetype's ability name is different than the standard class ability it is replacing; it is the description and game mechanics of the archetype ability that matter.) Example: The dragoon (fighter) archetype (Ultimate Combat) has an ability called "spear training," which requires the dragoon to select "spears" as his weapon training group, and refers to his weapon training bonus (even though this bonus follows a slightly different progression than standard weapon training). Therefore, this ability counts as weapon training for abilities that improve weapon training, such as gloves of dueling (Advanced Player's Guide), which increase the wearer's weapon training bonus. Example: The archer (fighter) archetype gets several abilities (such as "expert archer") which replace weapon training and do not otherwise refer to the weapon training ability. Therefore, this ability does not count as weapon training for abilities that improve weapon training (such as gloves of dueling). This is the case even for the "expert archer," ability which has a bonus that improves every 4 fighter levels, exactly like weapon training. —Pathfinder Design Team, 07/12/13 Too me it seems more along the lines of the Weapon Masters Weapon Training not actually being the Weapon Training class feature referenced by the Gloves of Dueling I would say the Gloves of Dueling apply to the Sohei but not the Weapon Master, but the Weapon Master bonus would stack with the Sohei's bonus (since its an untyped bonus). Basically you only get Gloves of Dueling only once, but full bonus from both Sohie and Weapon Master. Though this is all another corner case and could be you only take the higher of the two bonuses then apply Gloves of Dueling, but that’s because the ability (from Sohie that states it acts as the Fighter ability of the same) specificity states it doesn’t stack.(I quoted it at the top) This is all just my opinion on the matter however and I have no answer for RAW at this time.
Pathfinder Lost Omens, Rulebook Subscriber
nate lange wrote:
Haha I already stated that but in my wall of text I guess that could be missed, thanks for the clarification :)
Pathfinder Lost Omens, Rulebook Subscriber
Xaratherus wrote: BBT has the right of it - the fact that they happen to be from the same ability granted by two separate classes is irrelevant, because dodge bonuses explicitly call out that they always stack. I agree, because its dodge bonus it stacks, but the issue is also, to what extent will they stack? Since the ability itself has a limit, with this specific combination of classes, what exactly is that limit? Because of the wording its unclear and thus why I have worded it out so people can understand how the abilitys work (assuming it dose use Kensai levels instead of Duelist levels) and no extra wording is being added to the ability.
Pathfinder Lost Omens, Rulebook Subscriber
Example
If it was a typed bonus (say "Deflection" or something that doesn’t stack form multiple sources)
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