Pathfinder Player Companion: Melee Tactics Toolbox (PFRPG)

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Pathfinder Player Companion: Melee Tactics Toolbox (PFRPG)
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Look Your Enemies in the Eye!

Get up close and personal with Melee Tactics Toolbox! The new tips, tricks, and tactics in this volume enable your Pathfinder Roleplaying Game character to perform a huge variety of daring deeds in hand-to-hand combat, whether you’re dashing around a foe to flank it by yourself or inspiring allies to hold the line on a castle wall.

Melee Tactics Toolbox is a player-focused manual that makes the most of in-your-face abilities, spells, and weapons, in addition to providing a plethora of new rules options to make you even more formidable in combat. Each Pathfinder Player Companion includes new options and tools for every Pathfinder RPG player. Inside this book, you’ll find:

  • Tips on how best to fight in melee, including suggestions for rules options that can give you an edge, as well as general tactics available to all characters.
  • Dozens of new kinds of magic armor and melee weapons, weapon special abilities, and wondrous items to hinder your foes or protect you from close-combat attackers.
  • Thirty new feats to bolster your staying power in close combat, including combat, style, and teamwork feats.
  • An illustrated guide comparing more than 20 different styles of swords, including the falchion, katana, and urumi.
  • Tons of new spells, equipment, weapons, class archetypes, and character options, including a new bardic masterpiece.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

Written by Paris Crenshaw, Ron Lundeen, and David Schwartz.
Cover Art by Milivoj Ceran.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-732-1

Note: This product is part of the Pathfinder Player Companion Subscription.

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A Real Grab-Bag of Stuff

3/5

You don't have to guess what sort of stuff is in the Melee Tactics Toolbox. If you like mixing it up face-to-face, there's a reasonable chance the assortment of feats, equipment, spells, and more will have something that piques your interest. The book also contains some general tips on tactics, useful for newer players to the game. Like most books in the Pathfinder Player Companion line, this is a 32-page, full-colour offering, divided into two-page sections. The interior artwork is really impressive, and I have to particularly call out the great shot of the Iconic Brawler punching out a troll on page 3. You can judge the front cover art yourself. The inside front-cover has capsule descriptions of four fighting schools and war colleges in the Inner Sea region of Golarion: the Aldori Academy, the Crusader War College, the Grand Coliseum, and the Tempering Hall. I thought it was a useful shortcut for coming up with a background for a character. Maybe someday I'll do a "graduate students" campaign where every PC has to be a student at a fighting school, wizard's academy, or bardic college! The inside back cover is a "Combat Options Overview" that has a chart of what type of action various things (like combat maneuvers and combat feats) require, along with basic definitions. I really should print it out for new players. Anyway, now onto the content.

The first five pages are the table of contents, a "For Your Character" page that summarizes what sort of stuff you'll find in the book, a "Rules Index," and a two-page Introduction. I guess this would be useful if I were deciding whether or not to buy the book, but the book is short enough that I would rather have more content than multiple pages describing that content. The Introduction does contain some reasonably good advice for different types of melee encounters, and a useful sidebar that I haven't seen elsewhere summarising the *seventeen* different types of feats in Pathfinder! Okay, maybe those PF2 fans have a point about bloat . . .

"Up Close and Personal" contains some good advice on offensive melee tactics along with suggestions of which feats to take to support various builds. It introduces seven new feats for close-combat, some of which have become pretty common with certain builds, like Artful Dodge and Circling Mongoose. On the whole, the new feats look pretty well-written and fairly powerful.

"On the Defensive" is the flip-side: advice for protecting yourself in melee combat (such as the benefits of different types of armor, whether or not to use a shield, etc.). There are three new feats, with one ("Just out of Reach") something that would come in very useful in certain APs like Rise of the Runelords. There's also a new Cavalier archetype called the Castellan; there aren't a lot of Cavalier archetypes, but this one is really only useful in a very niche sort of campaign centered around fortifying and protecting a castle.

"Mass Melee" contains some advice (again, with specific suggestions for feats and class options) for when the battlefield is crawling with multiple combatants on each side. When I ran homebrew campaigns, I used to love tossing twenty or thirty low-CR mooks on the battlefield, but a few years of playing exclusively APs and PFS have gotten me used to the PCs outnumbering the enemies. This section contains five new feats; I used Harrying Partners (making Aid Another last for an entire round) to good effect for one PC, and I know Phalanx Formation (eliminating soft cover for reach weapons) is really useful for a lot of builds. There's a new bardic masterpiece ("Battle Song of the People's Revolt") that looks pretty great, and a bland Fighter archetype called the "Drill Sergeant" (basically, it gives them the Cavarlier's tactician class feature).

"Unarmed and Dangerous" is really designed for monks and brawlers. It contains six new Style feats (3 for "Cudgeler Style" and 3 for "Kraken Style") and a very brief Bloodrager archetype ("Bloody-Knuckled Rowdy"). I've never gotten into Style feats so I don't really have an opinion, and the Bloodrager archetype pays a heavy price (one fewer spell known per spell level) to get better at unarmed combat.

"Melee in a Pinch" was a clever idea: what to do when you weren't expecting a fight (or, at least, when a fight slides into a situation you're not ready for--like underwater, while grappled, etc.). I know I've taken the "Aquatic Combatant" feat (no penalties on melee attacks underwater, and your weapons do full damage), for example. There are eight more feats in this vein. There's also a "Makeshift Scrapper" archetype for Rogues that are about improvised weapons, and it looks okay but not amazing.

"Anatomy of Melee Weapons" is something very different: poor drawings of several different types of swords and very basic diagrams of the different parts of an axe, mace, and sword. For most of this stuff, Wikipedia and Google Image search would be better.

"Melee Weapons" introduces sixteen new weapons. At this stage in the development of Pathfinder, I'm not really sure they're necessary. The only new one here I've ever seen someone use was the Elven Branched Spear just because it was an elven weapon that had reach and a x3 Crit modifier.

"Tools and Equipment", on the other hand, contained loads of good stuff. An armor truss is almost a must-have for solo adventurers who want to wear heavy armor, while "exemplar weapon salve" allows you to turn that story-based background weapon into a masterwork weapon suitable for enchantment. I would like to scare a player so much that they start regularly using Sunderblock, but it hasn't happened yet.

"Magic Armor" contains a good assortment. Advocate's Armor is really clever (getting hit by a crit has a chance to put a lesser geas on the attacker), an Alchemist's Suit could be great fun (get hit by a crit and automatically apply the effects of one of eight vials stored within it), and my caveman shaman really needs to get the Mammoth Hide armor.

"Magic Weapons" didn't do as much for me. I liked the Diplomat's Traveling Stick and could imagine characters it would be perfect for. One of the weapons, the Pirate's Arm, is just bizarre.

"Armor and Weapon Special Abilities" presents some pretty niche material, but it's an interesting array.

"Wondrous Items" has a mostly unremarkable selection. I do really like the Anchoring Bracers, and would love to see the surprise on a gamer's face when they try to have their character teleport away from a tough battle.

"Melee Spells" finishes the book, containing ten new spells. Most spells are assigned to four or five different classes, but I'd guess magus and bloodrager would get the most out of the selection. Some of the spells are cast by swift actions, which is particularly useful.

Overall, Player Companions like the Melee Tactics Toolbox are just a big grab-bag of stuff. Some of it's great, some of it's dumb, and most is mediocre. Having this book is excellent for something like PFS, as sooner or later you'll almost surely want an option that appears somewhere within these pages. I also think the advice given on melee combat is reasonably useful, even if it's rather concise.


Interesting Read with Un-interesting Options

3/5

Basics: This book is all about the aspects of melee combat and on that premise it delivers.

Mechanics: There are some fantastic options mixed in with a lot of poor options that will not fare well. Feats are important choices and most of these feel like they are better suited for an NPC.

Theme: This is where it shines giving you ways to bring melee combat alive if you don't mind toning down the power level or taking niche options. The new weapons inside are my favorite part especially the Orc Skull Ram.

Execution: It was unbalanced but shined in some examples with weapons and combat styles.

Summary: If you know there is content in this book you want your character to use pick it up. Choices can be sub-optimal or niche so diving in to explore may result in a less than stellar experience with this thematic piece.


Decent book, but little that stands out

3/5

Read my full review on Of Dice and Pen.

Like Ranged Tactics Toolbox, Melee Tactics Toolbox is primarily a book of character options, this time focusing on mêlée combat. Like its companion, it doesn't actually spend a great deal of time on the tactics of its title, but does have scores of new feats, weapons, magic items, and more. Also like its companion, it seems to be desperately trying to create new things for something that doesn't really need any new things added to it. By itself or in conjunction with Ranged Tactics Toolbox, Melee Tactics Toolbox will likely be a useful resource for players, but in conjunction with the scores of other books out there, it will likely be mostly forgettable. It's not a bad book; it just doesn't really stand out.


Ring Side Report- RPG Review of Pathfinder Player Companion: Melee Tactics Toolb

3/5

Originally posted at Throat Punch Games, a new idea everyday!

Product-Pathfinder Player Companion: Melee Tactics Toolbox
System- Pathfinder
Producer- Paizo
Price- $12
TL; DR- a one-feat-book 77%

Basics-Why do it from afar when you can hurt them up close! Melee Tactics Toolbox provides every up close and personal character with several new options ranging from spells, items, feats, class options, and even new archetypes much live every other player companion product.

Mechanics or Crunch-This is a major crunch book for players, but I wasn’t amazed. There are several new options, but nothing here immediately made me want to build a character based around that theme. Some of the new options seem like new expectations just for expansion sake as the archetypes underwhelmed me like the rogue archetype that strips out all the rogue powers that make a rogue a rogue. Nothing here is objectively bad, but it’s not as amazing as I expected. 4/5

Theme or Fluff-This book has a bit of theme, but not as much as I wanted. You get a few bits and pieces but not near as much as the world books the Paizo puts out. It feels light. 3.5/5

Execution- This book has a ton it it, but it feels a bit overstuffed. There are many things in the book, but it feels a bit like things were thrown in because of the melee thing and that was the sole reason that they made the cut. So, things didn’t flow as well as other books. Also, much of the execution was a bit off as there were a few too many walls of text to really draw me into and through the book. But, as a counterpoint, the book does have a nice font, decent layout aside from a few too many text walls, and some nice art. However, as a counterpoint to that, the book still has the standard Paizo price for its splatbooks which is a little high anyway. 4/5

Summary-This is my least favorite Paizo Pathfinder book to date. Overall, it’s not a horrible book, but compared to Paizo’s other products, I wouldn’t suggest you start with this one. Honestly, this is a one-feat-book meaning that you will find exactly one thing from this book that might, sometimes, help you PFS character. And, you will buy it so you can show your PFS GM the feat/spell/item, so you can legally use it in your game. But, truth be told, you can pass this book by and be ok even if you are a greatsword only fighter. Too many options that are not worth the price, little world and character story, and a less than stellar execution make this a book that won’t find its way into many Pathfinder collections. 77%


MMMMM crunchy

5/5

Amazing, useful, thematic and clever feats and abilities for those who like it mix it up hand to tentacle with golarions nasties.


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Owen K. C. Stephens wrote:
Luthorne wrote:
David knott 242 wrote:
What could possibly be the advantage of not counting allies as threatening foes per Heroic Leader?
Order of the cockatrice cavalier, solo maneuvers feat, axe to grind combat trait, Mivoni duelist regional trait...might be some others. But there are a few things that give you a bonus if you're the only one threatening an opponent.
Exactly.

Ah, thank you!


Pathfinder Adventure Path, Rulebook Subscriber

So reading my print copy that arrived yesterday, I got to thinking...between the "shrinking" & "growing" special weapon properties, we are that much closer to being able to stat out the Sword Of Omens. Or at least the scissor blade from "Kill La Kill." :D


Does drill sergeant gain bonus teamwork feats from tactician, master tactician etc. or just the ability to share them around?

Silver Crusade RPG Superstar 2014 Top 16

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John John wrote:
Does drill sergeant gain bonus teamwork feats from tactician, master tactician etc. or just the ability to share them around?

It "gains the cavalier's tactician class feature" which includes a bonus feat. It also gains Greater and Master Tactician, each of which include another bonus feat. So you get three bonus Teamwork feats from the archetype in total, in addition to normal Fighter bonus feats. Pretty excellent tradeoff for Bravery and two instances of weapon training.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

The Growing weapon enchantment - what's its enhancement bonus and how exactly does it work? And can it work on all kinds of melee weapons?


What level does the drill sergeant gain tactician at, is it level 2 where they lose bravery?

Silver Crusade RPG Superstar 2014 Top 16

Avadriel wrote:
What level does the drill sergeant gain tactician at, is it level 2 where they lose bravery?

Correct.

@Bellona: Growing weapon enhancement is a +1 bonus that can be placed on melee weapons. Once per day it can grow by one size, dealing damage one size larger, without penalty to the wielder.

The Shrinking weapon enhancement, on the other hand, costs only +1000gp and can shrink to the size of a dagger on command (no daily limit). It deals 1d4 points of damage when it's that size. I wonder if you could still use the Warpriest's increased damage when wielding a shrunken version of a weapon?


Someone mentioned a dimensional blade spell that makes you weapon target touch ac against armor; is this basically the brilliant energy weapon enchant,and whats the duration and spell level?

also, does the instant weapon spell create a weapon that does normal damage for a weapon of its type or is it force damage?

Dark Archive

I believe it is more like Light Lance than Flame blade meaning it does the same type of damage as the weapon it is creating.

I think this is better because you can now use power attack and like feats.


Any new Inquisitor 1 spells? :P


I'mm still working my way through this book, but I have to say -- Awesome job on this one!


Just in time for my Bloodrager ;)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

what are alchemist's suit, elephant shield, goad of obedience, Leng flail, and wizard's mail?

they were in today's store blog.

Liberty's Edge

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Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Artful Dodge appears tailor-made to make the student of war prestige class absolutely incredible.


Pathfinder Maps Subscriber

My Artful Dodge question is this... "You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite." It doesn't say use Int qualify, if says "use for" which would seem to imply that INT mod follows through the mechanics of the feat (Combat Reflexes giving INT attacks bonus instead of DEX... etc). If that is the case Dervish Dance just became incredible for gish and magus characters.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
cartmanbeck wrote:

@Bellona: Growing weapon enhancement is a +1 bonus that can be placed on melee weapons. Once per day it can grow by one size, dealing damage one size larger, without penalty to the wielder.

Thank you! :)

Does it last for one combat, or a certain number of rounds/minutes/whatever?

Contributor

apexut wrote:
My Artful Dodge question is this... "You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite." It doesn't say use Int qualify, if says "use for" which would seem to imply that INT mod follows through the mechanics of the feat (Combat Reflexes giving INT attacks bonus instead of DEX... etc). If that is the case Dervish Dance just became incredible for gish and magus characters.

I think that this is taking the spirit of the feat too far, as it also doesn't say. "You can use Intelligence, rather than Dexterity, for all effects relating to feats with a minimum Dexterity prerequisite."

We'll have to wait and see what Owen says when he weighs in on your comment, but personally I think it is ridiculous to attribute an ability to a feat just because it doesn't say that you CAN'T use the feat in that way.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Avadriel wrote:

Someone mentioned a dimensional blade spell that makes you weapon target touch ac against armor; is this basically the brilliant energy weapon enchant,and whats the duration and spell level?

...

No, it just flattens the weapon to 2D for 1 round. It is still affected by force effects (like mage armor and shield), so it isn't completely touch AC. Any blunt weapon treated like this does half slashing damage instead of normal bludgeoning.

It is a swift action to cast and is antipaladin 4, bloodrager 4,
cleric 6, inquisitor 5, magus 5, paladin 4, sorcerer/wizard 6 for levels.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Secret Wizard wrote:
Any new Inquisitor 1 spells? :P

Alas no. There are some 2nd and 3rd levels though.


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zergtitan wrote:

what are alchemist's suit, elephant shield, goad of obedience, Leng flail, and wizard's mail?

they were in today's store blog.

Alchemist's Suit:
+1 quilted cloth armor holds eight small vials that can be filled with potions, poisons, or other alchemical substances, plus numerous decoys. If crushed or bludgeoned, the wearer can select one vial to burst automatically and either benefit from it or use it to affect his attacker.

Elephant Shield:
+2 leather madu in the form of a bull elephant’s head with tusks. Gives a bonus against being bull rushed and when used as a weapon it is +1 to hit and damage and deals damage as if it were one size larger. Once per day the trunk can grapple a foe as a swift action.

Goad of Obedience:
A +1 ankus that gives a bonus on wild empathy checks and allows casting of charm animal 5/day. It can also paralyze animals hit with it.

Leng Flail:
Comes in lesser and greater forms, they are skulls attached to sticks by filaments of preserved Leng spider silk. They confer a spider climb ability, and the greater one can be thrown as well as causing hallucinations on a critical hit.

Wizard's Mail:
Mithral chainmail so fine it acts as +4 greater slick leather armor, has no Arcane casting penalty, and has a max Dex bonus of +8.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Bellona wrote:
cartmanbeck wrote:

@Bellona: Growing weapon enhancement is a +1 bonus that can be placed on melee weapons. Once per day it can grow by one size, dealing damage one size larger, without penalty to the wielder.

Thank you! :)

Does it last for one combat, or a certain number of rounds/minutes/whatever?

10 minutes.


Pathfinder Adventure, Rulebook Subscriber

how much does the wizard's mail cost?


Feros wrote:
Bellona wrote:
cartmanbeck wrote:

@Bellona: Growing weapon enhancement is a +1 bonus that can be placed on melee weapons. Once per day it can grow by one size, dealing damage one size larger, without penalty to the wielder.

Thank you! :)

Does it last for one combat, or a certain number of rounds/minutes/whatever?

10 minutes.

doesnt that seem underpowered? why wouldn't the player just put flaming or something of that nature on the weapon i understand that that damage isn't raised on crits, but at best the weapon gains a temporary 1d6 damage that lasts for 1 encounter maybe 2 if the party is quick.

IMO it should be permanent, use activated, or be a flat gold cost instead of a +1


Depends if it stacks with impact and enlarge. If so then if anything it might be underpriced.


so at its very best using all 3 combined it brings you from a great sword at 2d6 to 3d6 enlarged 4d6 impact and 6d6 growing

so you need to expend a spell slot and a minimum +4 weapon for it to give more than the 1d6 bonus already available for +1's

(also i totally didnt realize impact did what it did i was thinking of the 3.5 ability which i think is the same name that was keen for bludgeoning weapons)

realizing that growing has to be what it is otherwise it completely overwrites impact I just don't think making the damage critable is worth an extra +1 and adding that to my argument that impact is overpriced for what it does because if you use it on anything smaller than a GS you don't even add the full d6 until the second step at best


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j b 200 wrote:
how much does the wizard's mail cost?

52,100 gp.

Scarab Sages Modules Overlord

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apexut wrote:
My Artful Dodge question is this... "You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite." It doesn't say use Int qualify, if says "use for" which would seem to imply that INT mod follows through the mechanics of the feat (Combat Reflexes giving INT attacks bonus instead of DEX... etc). If that is the case Dervish Dance just became incredible for gish and magus characters.

My position on how to answer this question has evolved somewhat since coming to work here. I'd now say that if a sentence exists in a section that is clearly discussing a specific context, the sentence should be read in that context unless there's a strong reason to do otherwise, even if it does not specifically limit itself to that context.

So, Artful Dodge does two things.

First, it gives you a +1 dodge bonus to AC under specific circumstances. Since Dodge gives you +1 dodge bonus to AC under (pretty much) all circumstances, it seems to be strictly better (although you can take both and use them both, since dodge bonuses stack). Since Artiful Dodge is strictly worse than Dodge unless you take both, every character with an Int of 13 and a Dex of 13 should take Dodge, or both, so Artful Dodge really only makes sense if you have a Dex of 12 or less - any other character should have Dodge either or alone or in conjunction with Artful Dodge.

Artful Dodge ALSO lets you use Artful Dodge instead of Doge as a prerequisite. Since Dodge has a Dex 13 prerequisite, and that's going to be picked up by nearly any feat with Dodge as a prerequisite (such as Close-Quarters Thrower, False Opening, Improved Sidestep, Landing Roll, Mobility, Shot on the Run, Sidestep, Spring Attack, Sweeping Dodge, Whirlwind Attack, and Wind Stance), just allowing Artful Dodge to count as Dodge won't actually let you take any feats if you have a Dex of 12 or less... and we just covered why folks who have a Dex of 13 or more should have Dodge.

So, in the same Special section where it says Artful Dodge counts as Dodge for prerequisites, it also states it allows you to use your Intelligence rather than Dexterity for feats with a minimum Dexterity. The context here is clearly about prerequisites. It might have been better to state it could use your Intelligence rather than Dexterity for prerequisites of feats, but that language can get muddy fast as well.

Now that still makes it useful to higher-Int, lower-Dex characters, opening up a vast array of feats they previously could't get. But it's not designed to change the rules of those feats, so it does not give low-Dex characters the ability to base their number of attacks of opportunity on their Int bonus rather than Dex bonus.


Feros wrote:
j b 200 wrote:
how much does the wizard's mail cost?
52,100 gp.

so its chain mail treated as leather? so does it give a base of +4 AC or +2 AC?


Pathfinder Maps Subscriber
Owen K. C. Stephens wrote:
apexut wrote:
My Artful Dodge question is this... "You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite." It doesn't say use Int qualify, if says "use for" which would seem to imply that INT mod follows through the mechanics of the feat (Combat Reflexes giving INT attacks bonus instead of DEX... etc). If that is the case Dervish Dance just became incredible for gish and magus characters.

My position on how to answer this question has evolved somewhat since coming to work here. I'd now say that if a sentence exists in a section that is clearly discussing a specific context, the sentence should be read in that context unless there's a strong reason to do otherwise, even if it does not specifically limit itself to that context.

So, Artful Dodge does two things.

First, it gives you a +1 dodge bonus to AC under specific circumstances. Since Dodge gives you +1 dodge bonus to AC under (pretty much) all circumstances, it seems to be strictly better (although you can take both and use them both, since dodge bonuses stack). Since Artiful Dodge is strictly worse than Dodge unless you take both, every character with an Int of 13 and a Dex of 13 should take Dodge, or both, so Artful Dodge really only makes sense if you have a Dex of 12 or less - any other character should have Dodge either or alone or in conjunction with Artful Dodge.

Artful Dodge ALSO lets you use Artful Dodge instead of Doge as a prerequisite. Since Dodge has a Dex 13 prerequisite, and that's going to be picked up by nearly any feat with Dodge as a prerequisite (such as Close-Quarters Thrower, False Opening, Improved Sidestep, Landing Roll, Mobility, Shot on the Run, Sidestep, Spring Attack, Sweeping Dodge, Whirlwind Attack, and Wind Stance), just allowing Artful Dodge to count as Dodge won't actually let you take any feats if you have a Dex of 12 or less... and we just covered why folks who have a Dex of 13 or more should have Dodge.

So, in the same Special section where it says...

Thanks for the clarification!

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I might take another look at the spirit blade magus archetype now too...


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Koshimo wrote:
Feros wrote:
j b 200 wrote:
how much does the wizard's mail cost?
52,100 gp.
so its chain mail treated as leather? so does it give a base of +4 AC or +2 AC?

+2 since it clearly states that it is chain mail, but uses leather for effects.


did it really need to be such a specific/expensive armor if all it did was allow you to add the mithral property to leather?

couldnt it just be a normal non magical mithral armor for 2350 and let the player customize it as they grow?


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
David Neilson wrote:

Depends if it stacks with impact and enlarge. If so then if anything it might be underpriced.

Not to mention the Lead Blades spell (APG).

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

K I'm plowing through this and I have to ask, why is the Crook a 2 handed exotic weapon?

I mean it's billed as the literal first choice for shepherds in a fight but it isn't even an option for a commoners 1 favored weapon?

I'm confused, can a dev please explain if this is a mistake or why it was made into an exotic weapon?


"spirit blade magus" ???

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber
nighttree wrote:
"spirit blade magus" ???

Sorry, spellblade. I should know better than to post without the PRD handy to look such things up.


I wonder if they have any new weapons in this like the different kinds of elf blades from Races of the Wild(elven lightblade, thinblade, etc.).

Scarab Sages Modules Overlord

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A crook isn't easy to fight with, and thus isn't an appropriate simple weapon. Most herders either aren't going to be proficient with it (instead using it because it still allows them to make grapple checks without taking the penalty for not having 2 hands free), or if they become veteran herders who reach 3rd level as commoners, use their feat at that level to gain proficiency.


Gwyndrath wrote:
I wonder if they have any new weapons in this like the different kinds of elf blades from Races of the Wild(elven lightblade, thinblade, etc.).

1d6 and 1d8, 18-20 x2 weapons that can be used with Weapon Finesse or two-handed, and are counted as both short sword/rapier and longsword/rapier for Weapon Focus, Weapon Spec., Gr. WF, Gr. WS, and Improved Critical are kinda powerful, especially in conjunction with an effortless lace.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber
Gwyndrath wrote:
I wonder if they have any new weapons in this like the different kinds of elf blades from Races of the Wild(elven lightblade, thinblade, etc.).

There is one new racial-familiarity weapon for elves, orcs, gnomes, and halflings each in this book.

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber
Owen K. C. Stephens wrote:
A crook isn't easy to fight with, and thus isn't an appropriate simple weapon. Most herders either aren't going to be proficient with it (instead using it because it still allows them to make grapple checks without taking the penalty for not having 2 hands free), or if they become veteran herders who reach 3rd level as commoners, use their feat at that level to gain proficiency.

But at the same time it is so complicated that even the nascent fighter or ranger cannot understand it's uses without taking a feat?

Scarab Sages Modules Overlord

"Understand its uses" and "Know how to use it at a professional" level aren't the same thing.

Indeed, since a character making a grapple check without both hands free takes a -4 penalty to their CMB check, and non proficiency penalty with a weapon is is -4, and a crook is a reach weapon, there are lots of circumstances where you are better off using a crook (from out of your target's reach) to make a grapple EVEN if you are not proficient, since your odds are just as good as if you tried it with a sword in one hand.

But like pata, whips, nets, falcatas, khopesh, sword breaker daggers, bo staffs and harpoons, it's awkward to fight with unless you have special training, and it doesn't work close enough to other weapons for expertise with them to offset that awkwardness.


Any Slayer specific Feats?


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Metal Sonic wrote:
Any Slayer specific Feats?

Not as such, no.


What the full description and enhancement bonus of Culling weapons?


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Throiath wrote:
What the full description and enhancement bonus of Culling weapons?

+2 bonus—Only applies to slashing weapons. When used to make an attack using the Cleave or Great Cleave feat it deals an additional 2d6 points of damage on both the initial attack and any additional attacks granted by Cleave or Great Cleave. It also works with Cleaving Finish and Improved Cleaving Finish.


And... anything about the names and global effects of the new wondrous items ? To know if I'll be needing to craft them in our home game or not.


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Elicoor wrote:
And... anything about the names and global effects of the new wondrous items ? To know if I'll be needing to craft them in our home game or not.

Amulet of Quaking Strikes:
Twice per day, the amulet’s wearer can make an attack against the ground and apply his attack roll against all creatures within a 20-foot radius of a selected point within 100 feet. The amulet’s wearer rolls his attack’s damage once and applies it to all creatures in the affected area.

Anchoring Bracers:
These iron bracers are covered in hooks and small claws and can be used to make attacks as spiked gauntlets. Three times per day, the bracers’ wearer can telekinetically anchor herself to a foe within 190 feet as a full-round action. For 1 minute, the wearer and target are kept adjacent by the power of the bracers.

Arms of the Marilith:
This leather harness has four clockwork arms attached to it. The arms lack the agility to aid in casting spells, crafting, picking locks, or completing any other fine motor skill, and can’t use items placed in their hands. However, each arm’s hand can hold any item the wearer could hold in one hand, allowing the wearer to have up to six total pieces of equipment ready for use at once. Once per round as a free action, the wearer can switch which items are held by which hands. Each clockwork arm wielding a weapon can make one attack of opportunity per round.

Corset of Delicate Moves:
Once per day as a move action, the wearer can take an additional swift action. This swift action can’t be used to cast a spell or spell-like ability.

Crown of Challenge:
Once per day, the wearer can issue a challenge to a creature able to see and hear him. The creature gains bonuses on melee attack rolls and damage rolls against the crown’s wearer for 1 minute, during which time the creature receives penalties on attack rolls and damage rolls against all targets other than the wearer.

Eyes of The Liar:
These lenses hide the wearer’s thoughts and intents from the prying minds of others.

Gladiator's Sandals:
When the wearer acts during a surprise round and attempts any combat maneuver check, she gains bonus on that check. If successful the wearer can also attempt a performance combat check with a circumstance bonus to affect the crowd’s attitude.

Ratcheting Gauntlets:
The wearer can command one or both of the gauntlets to lock into position or unlock and move normally. If a gauntlet locks while holding a weapon, it acts as a locked gauntlet; it also grants a bonus to pin a grappled foe or climbing. They can also allow other uses at the GM’s discretion.

Serpentform Belt:
Once per day, the wearer can transform her lower half into that of a serpent. This allows the wearer to perform constriction grapples while in that form.

Swordmaster's Shirt:
This shirt has sleeves which cling snugly to the wearer’s arms. The sleeves guide the wearer’s attacks to take advantage of brief gaps in a foe’s defenses. Five times per day, the wearer can make a lunging melee maneuver and extend his reach by 5 feet for a single melee attack.

Vestments of War:
The robes act as a divine focus for divine casters. If the wearer can channel energy, she can do so one additional time per day. If the wearer can lay on hands, she instead gains two additional uses of that ability per day. If the wearer has the fervor class feature, she instead gains two additional uses of fervor per day.


Feros wrote:
Alexander Augunas wrote:
I'm surprised that no one's begun swooning over the new bardic masterpiece in this book. Absolutely, unquestionably, incredibly amazing.
Battle Song of the People’s Revolt is very cool and really fits in with Andoran. Very useful in making the bard a great party enhancer.

Just took at look at this and now I am wondering how many times I will NEED to take this?! So Andoren indeed! Andoran the Beautiful had to have produced this beauty of a masterpiece.


Really, sounds more like Galt the Insane and Murderous.

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