|Alexander Augunas Contributor|
I'd rather not talk any more about Ascetic Style more then I already have.
Ah! Music to my ears.So, who was responsible for the Item Mastery feats?! They actually have me considering making a Fighter for the first time ever! Lore Warden being my archetype of choice...just fits thematically, to me.
Klarg1 wrote:Huh, all very good questions. Seconding this.Calth wrote:
Doing the ranged styles since I did the melee.Missed one melee style:
Spear Dancing style lets you treat any spear or polearm as a double weapon, with off-hand a light mace, losing reach and brace. Next feat lets you finesse it, and treat it as a quarterstaff for feats and abilities. Last feat gives you back reach as a swift action.
I apologize if I missed the answer to this earlier in the thread, but how does this interact with a magic weapon?
Normally, one must separately enchant both ends of a double weapon. Is this an exception?
If not, does the off-hand end always count as a nonmagical mace, or can you enchant the stick end as a weapon in its own right? You cannot normally enchant the haft of a polearm.
Does this mean you need to purchase your polearm with a masterwork haft to add magic bonuses?
I have the same question
What about Empty Quiver Style
Aelryinth wrote:All correct. It does require something to hit you first, so if you optimize AC too heavily, it will be difficult to get that hit. It also means you won't get the bonuses without first taking some pain.
I'd like to get clarification:
The dwarven style: Turns the hatred bonus from TH to TH/dmg; doubles it to +2/+2; allows it apply to ANYTHING that has hit you until the end of combat; AND allows the +4 AC racial bonus to AC to apply against anything you Hate?
That's terrifying, if it's all true.
But this is also awesome if you are turtling up anyway.For example if you are an AC build Dwarven Hatred Style and Seething are a pretty awesome way to bump your AC even higher.
Dwarven Fury is just Gravy.
I love this book. SO many things for Martial Minded Characters.
Lou Diamond wrote:Owen, I was disappointed in the weapon masters handbook.
I'm obviously sorry you are disappointed. However, suggestions that change how core rules operate, such as changing Vital Strike so it works on a charge without any other player resource being spent on it, or giving every martial character weapon training as part of the base character classes, just aren;t going to happen in a Player Companion. These books are ways to contextualize the existing rules in Golarion-specific ways, and offer new campaign-specific options that work within the existing rule framework.
We're not going to overturn how the whole games work in a 32-page soft back.
There are, of course, options here that are more than a list of feats. Advanced weapon training specifically looked at a way to expand what kind of fighter builds a player can create without making the fighter give up feats. The divine fighting techniques offer different kinds of alternatives.The stamina and combat tricks boost feats characters already have.
But a straight redesign of martial classes that boosts their baseline power for no swap-out isn't something a Player Companion is ever going to do.
This book is chock full of so much awesome.The advanced fighter options make it worthe the purchase for anyone who ever plays a fighter.
The divine styles are excellent as are the racial style feats.
My Dwarven Warpriest of Imodae is loving Iomedae's Inspiring Word and the advanced option, along with the Dwarf Hatred Style.
Look at this-
2- Fervor 1d6
3- Power Attack, Detect Alignment
4- Sacred Weapon- Alignment, Smite 1/day
5- Fervor 2d6,Dwarven Hatred Style (Combat, Style Feat)
7- Sacred Armor +1Dazzling Display
8- Fervor 3d6, Smite 2/day
9- Shatter Defenses, Dwarven Seething
10-Sacred Armor +2, Major Blessings- Demoralising Glory, Battle Companion
11- Fervor 4d6Greater Weapon Focus:Longsword Sword
12- Improved Trip, Holy Weapon 1/day, Smite 3/day
13- Sacred Armor +3, Dwarven Fury
14- Fervor 5d6
15- Deadly Stroke
This is working amazing in play and fullfills a fighter/Paladin role.
Being the main frontliner is totally cool as I can Charge and drop a nice +2 to hit and saves on the whole party - a Decent trade for not 2 handing a charge.
It lets me PA on the first hit while dropping a Shaken (flat footed to me). This usually results in me being stuck on the first hit, triggering Dwarven Seething for either AC or Damage.
Then popping Deadly stroke instead when smiting, instead of a full attack is gravy for a class that only gets 2 attacks normally.
|David knott 242|
Why has the product page for this Player Companion disappeared?
Edit: So why does the page disappear and reappear? Something strange is going on here.
“Tempered champions are trained to master their deities’ favored weapons.”
That’s funny considering both the base paladin and the archetype aren’t proficient with the deity’s weapon like a cleric or warpriest are. Can we please make an errata that fixes this? Kind of difficult to “master” a weapon when you’re dumping feats just to be proficient in a deity’s exotic weapon or unarmed strike.
|Alexander Augunas Contributor|