Pathfinder Player Companion: Weapon Master's Handbook (PFRPG)

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Pathfinder Player Companion: Weapon Master's Handbook (PFRPG)
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Don't just hack and slash like a fresh recruit! Rise above the rank and file to become a true artist of combat with the secrets found within Pathfinder Player Companion: Weapon Master's Handbook! Emulate the fighting style of your patron deity, learn to use your weapons in tricky new ways, or simply enchant your boring old sword with new and exciting magical abilities. Whether you want to perfect the use of a single weapon, become an expert on a whole group of them, or dedicate yourself to a specific fighting style, this player-friendly volume contains everything you need!

Inside this book, you'll find:

  • Weapon style feats giving characters focusing on one type of weapon or weapon combination new options unavailable to less specialized combatants.
  • Advanced weapon mastery options that let specialized fighters continue to improve with their chosen weapons, even at higher levels.
  • Magic item mastery, which pits a character's martial spirit against the essential nature of their magic items, resulting in radically different magic effects.
  • An expansion of the combat trick and stamina system introduced in Pathfinder RPG Pathfinder Unchained to cover combat feats from several Pathfinder Campaign Setting sourcebooks.
  • A weapon design system that allows Game Masters to let their imaginations run wild, adding almost any conceivable weapon to their campaigns.

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.

ISBN-13: 978-1-60125-796-3

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

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Amazing for Fighters

5/5

This book started it all for Fighters in 2106. Finally, the class gets options that lift it from bottom of the barrel.

Combine whats in this book with the combat stamina system from pathfinder unchained, get the armor master handbook and magic tactics toolbox, google "Iron Caster", and enjoy playing fighters that are amazing.


So nice I bought it twice

5/5

I bought this book from my local game store some time ago and just now bought the PDF so I could have a copy on my tablet. This is, in my opinion, probably one of the best books Paizo has put out including other product lines such as the Core books and APs. It's chock full of interesting options for martial characters, especially the Fighter. The Fighter, which has traditionally been the most boring class in the game, got elevated to one of my favorite classes to tinker with thanks to this book alone. Not everything's a hit, like the weapon creation rules which are kind of funky and seem more like a tool to powergame weapon groups in weird ways, but they're minor enough issues or just not bad enough to detract from the book as a whole.

Absolutely pick this book up, if for no other reason than to support this kind of content in the future.


This book unchains the fighter

5/5

The fighter has needed some love for a long time.

You have a plethora of worthwhile options to build the fighter you want to. Some things i love. You ever watch a movie and your hero does some neat trick like blind the bad guy by pulling his helmet over his eyes while stabbing someone else, this book legalizes this! There are bunch of trick options to give you legal ways to do neat things in combat.

They have some combat styles that definitely have their niche. More feats for throwing weapons that are long over due, and they are very potent. Almost essential for someone relying on thrown weapons.

They have ways for warrior types to use magical items in ways not intended. Now I do not see this fitting a weapon master thing to use my incredible health to force a goblin fire drum to make me fly! There issue with this, but it is neat if not out of place. I would have used cha for this ability option.

This was a great book done well. Anyone that like variety in their fighters this is a must buy. Great job Paizo!


When all you have is a hammer, SMASH SMASH SMASH

5/5

Have you ever wanted to ricochet a hammer across the skulls of 3 orcs? Are you intrigued by the idea of lockpicking with a crossbow? Do you ever just want to punch a disintegration ray out of your way with a gauntlet while smugly proclaiming "Not today, buddy!" All this, plus more is possible in the Weapon Master's Handbook. Paizo is pushing the limits of what martial characters can achieve in the Pathfinder ruleset, and I freaking love every bit of it.

Highlights from the book include:

Alternate bonuses fighters can take at each tier of weapon mastery, such as adding bravery to all will saves, applying weapon finesse to any weapon group, proficiency with all exotic weapons, replacing skill requirements with BAB, and more.

New style feats. Who says they have to be restricted to monks? These include a style that specializes in whacking people with bows/guns, one that specializes in 5-foot steps and lunges, and a style that turns spears into double weapons.

Butt loads of other feats. What I love about them is just how usable they are. In Ultimate Combat, maybe 10-25% of the feats seemed usable, but in here, I can find uses and potential build ideas for most of the ones in this book. Some of my favorites are Spellcut (substitute base saves with BAB against magic), Smash from the Air (knock away magic attacks and freaking boulders), and Cayden Cailean's Blade and Tankard, which specializes in using a tankard as an off-hand weapon!

The only potential downside I can see to this book, is that a lot of the features are specific to fighters, or require weapon mastery as a class feature to qualify. That being said, I was disappointed by their lack of inclusion in Pathfinder Unchained, so I feel they were overdue for some love.

I really hope Paizo continues in this direction for fun, flavorful, and most importantly, useful combat options. This is probably my favorite player companion of all time, and I can't wait to try out all these new builds swimming around in my head.


I iz martial, can I haz nice things?

5/5

A book on martials, in particular Fighters, getting cool things. Like flying without having to rely upon a spellcaster. Or getting more out-of-combat options, which you likely did not expect from a book like this. Excellent, well-thought, innovative material.

The new direction of Player Companions under Owen is excellent. If Armor Master Handbook will be half as good... my only gripe will be that these too should be put together into a hardcover.


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Pathfinder Starfinder Society Subscriber
Calth wrote:


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.

Oh, that's cool!

Am currently running Giantslayer for an dwarf-heavy party. Is there a patron deity thing for Torag?


Traits are mostly bonuses to attack, damage, or AC under various conditions. Some notable exceptions include

Spoiler:
-Nat 20s on combat maneuvers with magic weapons give a +5 bonus (useful since a lot of maneuvers grant stuff for every +5 you exceed CMD)
-Deal nonlethal with scimitars at no penalty
-One additional save once per day against compulsions to attack or abandon allies, or break your word

It's all combat feats, which is nice.

djones wrote:
Am currently running Giantslayer for an dwarf-heavy party. Is there a patron deity thing for Torag?

Nope. Abadar, Calistria, Cayden, Gorum, Iomedae, and Zon-Kuthon only.


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Pathfinder Adventure Path, Rulebook Subscriber

Only read select parts of my pdf so far (like ADVANCED WEAPON TRAINING) but looks like this is everything I hoped for & more.

Thank you Owen, Alex & everyone else who helped to make this one of the BEST player companions, hands down. :D

Scarab Sages

Calth wrote:


Empty quiver style lets you treat your ranged weapon as mace (heavy or light depends on weapon), and alternate melee/ranged attacks with it freely. Also lets you ignore elf racial requirement of stabbing shot. Next feat lets you use ranged attack feats that modify attack and damage rolls with your weapon in melee. You now threaten with the weapon as well. Last feat, after you hit a foe with a melee attack, your ranged attacks no longer provoke, and hitting with a melee attack lets you load a xbow or firearm if you have rapid reload.

Oh, a Bolt Ace would LOVE this.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

That spear dancing style sounds like it will fit perfectly for my cleric of Shelyn.

Contributor

zergtitan wrote:
That spear dancing style sounds like it will fit perfectly for my cleric of Shelyn.

I *think* it might be a little feat intensive for a cleric; you might need to multiclass to pull it off decently.

Contributor

1 person marked this as a favorite.
Nate Z wrote:

Only read select parts of my pdf so far (like ADVANCED WEAPON TRAINING) but looks like this is everything I hoped for & more.

Thank you Owen, Alex & everyone else who helped to make this one of the BEST player companions, hands down. :D

David Ross was the other contributing author. In addition to critiquing my work (we had a lot of idea bouncing), he wrote all of the archetypes, the divine combat techniques and traits, and the magic item focus rules (as well as some stuff I'm probably forgetting).

That said, you can see his touches on my work in some places and vice verse if you know where to look. For example, I wanted to make sure that a halfling could take both Startoss Style and the Sling combat style at the same time, so I asked Dave to find a way to give fighters a way to mix styles. The Varisian archetype was the result of that request. Likewise, a few of the Weapon Mastery feats were directly inspired by abilities that Dave requested of me.

And of course, Owen applied his trademark Rogue Genius Ronin Half-Golem polish to bring the whole product together!

Contributor

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Human Fighter wrote:

I'm pretty much disappointed in what I read.

Racial style feats don't even include human.
Fighter archetype is pretty much a brawler and a monk master of many styles. The other archetype uses magic item feats. Neither archetype gets more skill points, or class skills in perception or acrobatics.

So humans don't get a racial style for a few reasons. First, human versatility really hurts them here; they have no iconic, traditional weapons they use, nor do they have any racial traits that really define their attitude in combat. Take a look at the racial styles: Orc is based on Orc weapons, dwarf on the hatred trait, and halflings on the warslinger trait.

If you wanted more skill ranks, I'm surprised that the versatile training advanced training doesn't interest you more; it's worth +2 skills per level per selection.


1 person marked this as a favorite.
Alexander Augunas wrote:
zergtitan wrote:
That spear dancing style sounds like it will fit perfectly for my cleric of Shelyn.
I *think* it might be a little feat intensive for a cleric; you might need to multiclass to pull it off decently.

Maybe a good fit for a Warpriest?


All I know is my next paladin is totally going to be a Tempered Champion of Saraneare. :)


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Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Than thou shalt learn to write her name, lest thou be smitten.

Contributor

Is the initial benefit of a Divine Fighting technique required to take the advanced benefit? e.g. Could a Paladin of Iomedae give up her 9th level mercy and gain the advanced benefit without having received the initial benefit?


Would someone be able to tell me which class features exactly are being altered or replaced by the Ilsurian Archer Ranger archetype?

Thanks in advance to anyone who might answer!


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
dnoisette wrote:

Would someone be able to tell me which class features exactly are being altered or replaced by the Ilsurian Archer Ranger archetype?

Thanks in advance to anyone who might answer!

Sure:

Ilsurian Archer Stuff:
1st level replaces Track and Wild Empathy
2nd requires Archery combat style
Replaces ALL spellcasting (no caster level)
8th replaces swift tracking
11th replaces quarry
19th gives quarry late (and therefore replaces improved quarry)

Sovereign Court

Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've been pretty impressed reading through this, but when I got to Versatile Training I had to comment. This book is great. I'm glad for a lot of these options and reading through this has inspired me to go back and spruce up an elven fighter I've been neglecting.


Eldirial wrote:
dnoisette wrote:

Would someone be able to tell me which class features exactly are being altered or replaced by the Ilsurian Archer Ranger archetype?

Thanks in advance to anyone who might answer!

Sure:

** spoiler omitted **

Thank you very much!


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Going to go ahead and post the weapon mastery feats, since those are one of the few things that haven't been mention yet. Overall, some are incredibly good (Burrowing Shot, Difficult Swings), some are meh. Feats require weapon training with either ranged or melee weapon and only apply to your weapon training group. There is a combat feat that lets you count as having weapon training in a single group for mastery feats and gives +1 damage to weapons of the group you selected.

Ranged Mastery Feats:

Ace Disarm removes penalty from Ranged Disarm, allows steal in addition to disarm, lets you move item further, and combos with ricochet toss to bring item to you.

Ace Trip removes penalty from Ranged Trip, and lets you trip flying creatures, forcing them to fall.

Burrowing shot lets you inflict a shaken/sickened type penalty as a swift action after a hit, no stacking with itself. Causes 25% spell failure too. Heal check or standard action by target to end.

Finesse Shot gives you three trick shots. Open/close an object, trigger a trap(aka screw you rogues), and use an object.

Impressive grit lets you use dead shot, startling shot, or targeting deeds a few uses a day. Can select once for each deed. Counts as signature deed for selected deed if you already have it. Gunslingers can select without weapon training.

Liberating shot lets an ally being grappled use your attack roll as a combat maneuver check when ever you hit an enemy grappling them.

Marksman's Utility grants the utility shot deed. If you already have deed, no grit needed, and get +4 to use the deed, gunslingers ignore weapon training.

Ricochet Toss is basically a super returning quality. Thrown weapons immediately return after attack is resolved.

Melee Weapon Mastery:

Cut from the Air lets you deflect ranged attacks (normal projectiles/thrown weapons only). Like swashbuckler parry, make attack as AoO, if your attack higher, ranged attack is deflected.

Devastating Assault is kinda like a dead shot for melee weapons. Make full-attacks worth of attacks. Any hit gives normal normal damage. Any attack that crit threats are confirmed with highest BAB. Hitting more than once lets you inflict a condition for a short duration if the target fails a fort save. The more hits, the worse the condition you can inflict. Can only inflict a condition 1/day/foe, but looks like you can inflict different conditions on the same foe multiple times a day.

Difficult Swings makes adjacent squares to you difficult terrain, you can choose to allow any creature to ignore this though, so you can always select out your allies, while even foes you are unaware of still treat as difficult.

Retributive kick is horrible for full bab classes and twfers/flurry characters, but anyways, if you miss with your first attack of a full attack by any means, you can forfeit all your remaining attacks to make an unarmed attack at your highest bonus.

Smash from the Air lets use cut from the air against massive ranged weapons and ranged attack spells.

Spellcut lets you use your BAB instead of saving throw bonus if effect targets reflex or targets only you.

Target Blow lets you use targeting deed a number of times a day based on BAB as a standard action.

Weapon Material Mastery gives special abilities based on weapon special materials. Adamantine crits ignore DR, silverish materials lets you know if target is affected by illusion or polymorph, cold iron lets you try to dispel buff spells on a crit 1/day/target. Elysium bronze makes targets lose access to a random special ability 1/day/target. Element forged steel boosts the elemental damage after being exposed to energy type. Greenwood and living steel halt fast healing/regeneration. Viridium boosts save dc for leprosy check. Whipwood gives trip special quality and boosts trip checks. Wyrwoot check is made a free action.

Weapon Style Mastery lets you use one weapon style (the ones I listed as ranged and melee styles) with any other style simultaneously.

Overall, I would say the ranged masteries are significantly better than the melee, and I would be hard pressed to take a melee mastery if I didn't already have weapon training.


donato wrote:
Is the initial benefit of a Divine Fighting technique required to take the advanced benefit? e.g. Could a Paladin of Iomedae give up her 9th level mercy and gain the advanced benefit without having received the initial benefit?

If you have a way to ignore prerequisites, like a Paladin of Iomedae, then yes, you can get the advanced benefit without the initial.

Scarab Sages

Calth wrote:

Feats require weapon training with either ranged or melee weapon and only apply to your weapon training group. There is a combat feat that lets you count as having weapon training in a single group for mastery feats and gives +1 damage to weapons of the group you selected.

** spoiler omitted **

** spoiler omitted **...

Yet another reason why Archer fighter sucks at archery compared to a core fighter... They don't qualify as having weapon training, and thus need a feat tax to take the ranged mastery feats.

Contributor

Imbicatus wrote:
Calth wrote:

Feats require weapon training with either ranged or melee weapon and only apply to your weapon training group. There is a combat feat that lets you count as having weapon training in a single group for mastery feats and gives +1 damage to weapons of the group you selected.

** spoiler omitted **

** spoiler omitted **...

Yet another reason why Archer fighter sucks at archery compared to a core fighter... They don't qualify as having weapon training, and thus need a feat tax to take the ranged mastery feats.

Devil's advocate: Standard fighter needs to take Targeting feats in order to do ranged combat maneuvers. Nothing in the game can feint in range with the lone exception of the Gun Twirling feat.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Hmm...

Definitely going to have to see if my half elf bard will take a couple of levels of Swashbuckler for his Falcata (and finally have a PC who uses Multitalented.)

And I was going to rebuild one of my legacy tieflings out of Lore Warden... hmm...


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This is for me one of the better recent player companions. The new feats and archetypes give me ideas for several new characters or better ways of implementing existing ideas.


JohnHawkins wrote:
This is for me one of the better recent player companions. The new feats and archetypes give me ideas for several new characters or better ways of implementing existing ideas.

I agree, I think this companion was really well done. It does a very nice job of increasing the viability of a huge number of concepts without increasing the overall power level of the game.


So can anyone describe the non-magical, non-weaboo flight in this book?


Insain Dragoon wrote:
So can anyone describe the non-magical, non-weaboo flight in this book?

It was mentioned earlier under the magic item mastery. If you are wearing a magic item made using a transmutation spell, a feat grants a number of uses a day of the flight spell. So its pseudo-magic. The book says you are using your force of will to manipulate existing magic rather than generating new magic.


Calth wrote:
Insain Dragoon wrote:
So can anyone describe the non-magical, non-weaboo flight in this book?
It was mentioned earlier under the magic item mastery. If you are wearing a magic item made using a transmutation spell, a feat grants a number of uses a day of the flight spell. So its pseudo-magic. The book says you are using your force of will to manipulate existing magic rather than generating new magic.

So say I am playing a class that isn't a fighter, how many feats do I need to invest?


Insain Dragoon wrote:
Calth wrote:
Insain Dragoon wrote:
So can anyone describe the non-magical, non-weaboo flight in this book?
It was mentioned earlier under the magic item mastery. If you are wearing a magic item made using a transmutation spell, a feat grants a number of uses a day of the flight spell. So its pseudo-magic. The book says you are using your force of will to manipulate existing magic rather than generating new magic.
So say I am playing a class that isn't a fighter, how many feats do I need to invest?

1


Oh, ok that's exciting!


Alexander Augunas wrote:
Human Fighter wrote:

I'm pretty much disappointed in what I read.

Racial style feats don't even include human.
Fighter archetype is pretty much a brawler and a monk master of many styles. The other archetype uses magic item feats. Neither archetype gets more skill points, or class skills in perception or acrobatics.

So humans don't get a racial style for a few reasons. First, human versatility really hurts them here; they have no iconic, traditional weapons they use, nor do they have any racial traits that really define their attitude in combat. Take a look at the racial styles: Orc is based on Orc weapons, dwarf on the hatred trait, and halflings on the warslinger trait.

If you wanted more skill ranks, I'm surprised that the versatile training advanced training doesn't interest you more; it's worth +2 skills per level per selection.

Dumb question, does that versatile training skill bonus stack with the new skill points per level you gave fighters in Everyman Unchained: Skills and Options?


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Eric Hinkle wrote:
Alexander Augunas wrote:
Human Fighter wrote:

I'm pretty much disappointed in what I read.

Racial style feats don't even include human.
Fighter archetype is pretty much a brawler and a monk master of many styles. The other archetype uses magic item feats. Neither archetype gets more skill points, or class skills in perception or acrobatics.

So humans don't get a racial style for a few reasons. First, human versatility really hurts them here; they have no iconic, traditional weapons they use, nor do they have any racial traits that really define their attitude in combat. Take a look at the racial styles: Orc is based on Orc weapons, dwarf on the hatred trait, and halflings on the warslinger trait.

If you wanted more skill ranks, I'm surprised that the versatile training advanced training doesn't interest you more; it's worth +2 skills per level per selection.

Dumb question, does that versatile training skill bonus stack with the new skill points per level you gave fighters in Everyman Unchained: Skills and Options?

Each weapon group has two skills associated with it. You can take Versatile Training to count those as class skills and use your BAB in place of skill ranks for those. (Any skill ranks you do have in them are retrained for free.) In addition, instead of picking the weapon group's two skills, you can instead get Intimidate and Bluff. Since you can take Versatile Training twice, that also means that you can do both with only one weapon group.


Last thing that hasn't been covered are the weapon tricks. I covered the SnB tricks earlier, but Ill get to the rest now. A combat feat grants access to one category of tricks, can be taken multiple times for different tricks. Each trick has its own additional prerequisites, typically a combat feat, BAB, skill ranks, or some combination.

Tricks:

One-Handed Tricks:
Full-round action to make an attack and a combat maneuver from list (most of the non-attack maneuvers).
Immediate action to gain +4 dodge bonus to attack, but are staggered next turn, decision before attack roll
Standard action to make a single attack and disarm check
1/day/foe, when opponent misses you by a lot, it provokes an AoO

Polearm Tricks:
Take penalty on attack and damage rolls to wield two-handed polearm in one-hand, off-hand cant make attacks
If you have the improved feats, you can perform certain combat maneuvers against adjacent foes even if weapon has reach
Take attack penalty to treat polearm as club and attack adjacent until your next turn.
Can take 10 on all acrobatics checks period in any round you don't make a melee attack
Can sacrifice final attack of full-attack to ready a brace polearm, uses BAB of sacrificed attack

Ranged Weapon Tricks:
Ready an action to attack a foe that an ally forces a save on, hitting and damage causes a penalty on that save
Ready an action to attack a foe that makes an AoO, hitting and damaging causes AoO to miss

Two-handed Tricks:
Can apply one level of Vital Strike less than your max to both Cleave attacks
Successful sunder check against armor causes foe to save or be fatigued
Can always take 10 on intimidate
Gain small shield bonus with total defense, fighting defensively, or combat expertise

Two Weapon Tricks:
Can ensnare(disarm) physical limbs until end of your next turn
Can make two attacks (one main-hand one off-hand) with a standard attack, TWF penalties apply
Can make 1 additional AoO/round with your off-hand
Treat piercing weapons as free hand for climb checks, can always take 10 on climb, stealth penalty when doing so

Some of the tricks are pretty meh, but some (take 10 on demoralize checks yes please) are definitely worth the entry feat.

Contributor

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Eric Hinkle wrote:
Alexander Augunas wrote:
Human Fighter wrote:

I'm pretty much disappointed in what I read.

Racial style feats don't even include human.
Fighter archetype is pretty much a brawler and a monk master of many styles. The other archetype uses magic item feats. Neither archetype gets more skill points, or class skills in perception or acrobatics.

So humans don't get a racial style for a few reasons. First, human versatility really hurts them here; they have no iconic, traditional weapons they use, nor do they have any racial traits that really define their attitude in combat. Take a look at the racial styles: Orc is based on Orc weapons, dwarf on the hatred trait, and halflings on the warslinger trait.

If you wanted more skill ranks, I'm surprised that the versatile training advanced training doesn't interest you more; it's worth +2 skills per level per selection.

Dumb question, does that versatile training skill bonus stack with the new skill points per level you gave fighters in Everyman Unchained: Skills and Options?

This'd be a better question for my 3PP's product page, and ultimately that's up to your GM.

That said, if a bard is allowed to have 6 + Int skill ranks AND multiple versatile performances (easily putting it equal to or above the effective skill ranks of the rogue, depending on the bard's selections), then I don't think its a problem for the fighter to have both. As a matter of fact, the skill rank boost is STILL good for fighters who can't pick that advanced training.


Pathfinder Lost Omens, Maps, Rulebook Subscriber; Starfinder Charter Superscriber
Calth wrote:

Last thing that hasn't been covered are the weapon tricks. I covered the SnB tricks earlier, but Ill get to the rest now. A combat feat grants access to one category of tricks, can be taken multiple times for different tricks. Each trick has its own additional prerequisites, typically a combat feat, BAB, skill ranks, or some combination.

** spoiler omitted **...

Tricks:
The "Ensnare a physical limb" two weapon trick sounds like it will be useful for a sword and board fighter I have planned.

Is there anything in this book that will help me make an effective "martial scholar" type, who utilizes high int and knowledge checks?

Scarab Sages

Sumutherguy wrote:
Is there anything in this book that will help me make an effective "martial scholar" type, who utilizes high int and knowledge checks?

Elven Battle Focus: Int to damage instead of any other score with Longsword, Rapier, or any weapon with "elven" in it's name while using Elven Battle Style feat.

Synergises very will with a Lore Warden and Elven Branched Spear.


Sumutherguy wrote:
Is there anything in this book that will help me make an effective "martial scholar" type, who utilizes high int and knowledge checks?

Isn´t the Investigator already this ?


... okay so someone tell me I'm reading Empty Quiver Flexibility wrong because as written I can Power Attack, Deadly Aim and Rapid Shot on a melee attack, and as a Mysterious Stranger gunslinger also add Charisma and Charisma to damage in addition to my Strength and pay a grit to get half even if I miss.


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Draco Bahamut wrote:
Sumutherguy wrote:
Is there anything in this book that will help me make an effective "martial scholar" type, who utilizes high int and knowledge checks?
Isn´t the Investigator already this ?

Only partially. The "knowledge to combat effectiveness" talent they get is very limited, and they utilize intelligence in a clearly magical way that goes beyond "martial scholar" into "magician-scholar" territory. I'm thinking something more like the Student of War PrC.

Imbicatus wrote:

Elven Battle Focus: Int to damage instead of any other score with Longsword, Rapier, or any weapon with "elven" in it's name while using Elven Battle Style feat.

Synergises very will with a Lore Warden and Elven Branched Spear.

Oh, excellent! I've been wanting to make a smarty-pants spear fighter for awhile.


FedoraFerret wrote:
... okay so someone tell me I'm reading Empty Quiver Flexibility wrong because as written I can Power Attack, Deadly Aim and Rapid Shot on a melee attack, and as a Mysterious Stranger gunslinger also add Charisma and Charisma to damage in addition to my Strength and pay a grit to get half even if I miss.

Mysterious stranger abilities do not apply, as you are not making firearm attacks if you are using it as a mace. But yes you could power attack, deadly aim, and rapid shot in melee with huge attack penalties from them and a really bad base weapon.

Scarab Sages

Can a warpriest of Gorum replace a bonus feat to gain Gorum's Swordmanship? WP bonus feats count as Fighter feats, so I would say yes, but RAW, it appears to be only Fighters or Barbarians.

Contributor

Calth wrote:
FedoraFerret wrote:
... okay so someone tell me I'm reading Empty Quiver Flexibility wrong because as written I can Power Attack, Deadly Aim and Rapid Shot on a melee attack, and as a Mysterious Stranger gunslinger also add Charisma and Charisma to damage in addition to my Strength and pay a grit to get half even if I miss.
Mysterious stranger abilities do not apply, as you are not making firearm attacks if you are using it as a mace. But yes you could power attack, deadly aim, and rapid shot in melee with huge attack penalties from them and a really bad base weapon.

Yeah, so in order to do all of this you'll need the following feats:

— Power Attack
— Weapon Focus w/ one ranged weapon
— Point-Blank Shot (a prerequisite for Rapid Shot)
— Rapid Shot
— Empty Quiver Style
— Stabbing Shot
— Empty Quiver Flexibility
— Deadly Aim

So that's eight feats, meaning a 6th-level human fighter could pull it off. Or a 9th-level human ranger.

So yeah, its not particularly easy to do and you're rewarded for your troubles with a –6 penalty on attack rolls in order to deal +12 damage with your now-mace. (Or +14 if you use the ranged weapon in two hands.)

Its certainly a lot of damage, but a –6 penalty is also a pretty noteworthy penalty at Level 10. Especially on a melee attack.


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Imbicatus wrote:
Can a warpriest of Gorum replace a bonus feat to gain Gorum's Swordmanship? WP bonus feats count as Fighter feats, so I would say yes, but RAW, it appears to be only Fighters or Barbarians.

Anyone can take a feat to get a divine fighting style. They just have to meet the prerequisites to get the advanced ability. Warpriests can trade blessings to get the abilities while ignoring prerequisites.

Scarab Sages

Calth wrote:
Imbicatus wrote:
Can a warpriest of Gorum replace a bonus feat to gain Gorum's Swordmanship? WP bonus feats count as Fighter feats, so I would say yes, but RAW, it appears to be only Fighters or Barbarians.
Anyone can take a feat to get a divine fighting style. They just have to meet the prerequisites to get the advanced ability. Warpriests can trade blessings to get the abilities while ignoring prerequisites.

Nice, I missed that on first read-through. It looks like there will be a Gorumite Molthuni Arsenal Champion in my future.

Liberty's Edge

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Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

I gotta say, this book has given me more new ideas than any this far with the possible exception of Occult Origins. Those two have really knocked the ball out of the park- great job Paizo!

I don't believe there's a single style chain in the book that I don't like and have immediately started coming up with ideas for. The weapon training sections are great and really give fighters some great stuff. The weapon masteries allowing you to cut spells out of the air? Pure gold.

Spear dancing warpriests..maybe even monks? Overwatch Style crossbowman fighter? Startoss Shield Champion brawler? Gnome Vexing Devil Mesmerist?

This here is why I already have so many PFS characters


Wow, there is so much to digest in here. The bland, gritty feeling I had in my mouth after reading "Black Markets" has been replaced by savory, mouth-watering pleasure.

I'm not sure I'm seeing the sword-and-shield support I was hoping for, but there are so many things that I would have never expected. I recently started a Bloodrager/Lore-Warden and I can't wait to recalculate what I might be capable of with that character now.


Sumutherguy wrote:
Is there anything in this book that will help me make an effective "martial scholar" type, who utilizes high int and knowledge checks?

Have you considered Lore Warden Fighter going into Duelist? It gives you a very smart fighter with extra skill points who gets an AC bonus from his intelligence later on.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

So, Advanced Weapon Training has been mentioned to have an option:

Spoiler:
Finesse applies to whole group. Is this how you get a finesse Quarterstaff?

Contributor

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Xethik wrote:

So, Advanced Weapon Training has been mentioned to have an option:

** spoiler omitted **

It's one of two ways. Finesse Training is the easier way, but it's fighter only. Spear Dancer style can do it too and be take by anyone, but it is much more feat intensive.

Scarab Sages

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BardWannabe wrote:


I'm not sure I'm seeing the sword-and-shield support I was hoping for, but there are so many things that I would have never expected.

Check out the Weapon and Shield weapon tricks. Those are awesome for a sword and board character. Always take 10 on Feint checks, trigger an AoO bash on a successful feint, and the ability to move through threatened squares without provoking?

Sign me up!


Alexander Augunas wrote:
Xethik wrote:

So, Advanced Weapon Training has been mentioned to have an option:

** spoiler omitted **

It's one of two ways. Finesse Training is the easier way, but it's fighter only. Spear Dancer style can do it too and be take by anyone, but it is much more feat intensive.

By 'fighter only' do you mean it requires weapon training or effective levels in fighter for feat prerequisites or actual levels in fighter?

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