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

3.10/5 (based on 13 ratings)
Pathfinder Player Companion: Armor Master's Handbook (PFRPG)
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Test Your Metal!

The most experienced combatants know the best offense is a good defense—and the best defenders get the most from their armor with Pathfinder Player Companion: Armor Master's Handbook! From methods of scribing spells onto pieces of armor to a plethora of different ways to use a shield, this guide has new options for every iron-clad hero, giving steely nerved adventurers all the tools they need to escape any scrap unscathed.

Inside this book, you'll find:

  • Durable new archetypes to help combatants survive any assault, including the armored battlemage, the shieldbearer, the yojimbo, and more!
  • Magic armor and shields of every shape and size, from the sprightly arachnid harness to the unstoppable clockwork armor.
  • New methods to get the most out of your armor, from fighter armor training to combat style feats that emphasize your chosen type of protection.

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: 978-1-60125-829-8

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

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3.10/5 (based on 13 ratings)

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Lots of good stuff

5/5

The low reviews had me worried, but after buying and reading this book, I really like it. This book provides a solid selection of new feats and styles that most martial classes will be interested in at least looking at. My favorite is the Feat Unhindering Shield, which lets you use and keep your buckler AC bonus while fighting with a 2 handed weapon. My Greatsword fighter loves it.

The armory mastery system makes the fighter armor training class feature a lot better, providing several good options. My favorite here is Armored Juggernaut, which gives the fighter damage reduction that stacks with adamantine armor DR, which is awesome.


Another person who loves this book ...

5/5

After reading the early reviews for this product, my expectation for this product was middling to low. Perhaps this is why I find myself loving this book! (And contrasting that to the very high expectation of the early reviewers expecting another Weapon Master's Handbook and then feeling let down).

I find a ton of options that make a previously niche build much more usable.

Want to use the cover feature of a tower shield more economically (and generally make the tower shield a very usable option)? Get Mobile Bulwark Style and Tower Shield Specialist. This is looking very good for the Castellan Cavalier Archetype

Want to get Spring Attack without Dodge and Mobility? Get Defended Movement

Want access to improved combat maneuver feats without Power Attack at STR 13 (for all those swashbucklers out there)? Get Guarded Charge

Want to make Overrun a cool ability that you might actually use and specialize in? Get Bulette Charge Style

And my personal favourite I've been waiting years for ... Want to be the Greek Phalanx Fighter from antiquity without need one niche fighter archetype? Get Shield Brace.

I also love the Advanced Armor Training options. Not as powerful as Advanced Weapon Training, but armor training was not as good as weapon training, so it balances.

And finally, continuing to add stamina options to other combat feats outside the core rule book line is magnificent. I'll keep hope that this continues and one day I'll see a stamina option for Phalanx Formation.


It's no Weapon Master's Handbook

2/5

After the excellent and fun to read Weapon Master's Handbook I had high hopes for the Armor Master's Handbook. Unfortunately, it's nowhere near the level of crunch as was in the previous. Where Weapon Master's set a very high bar I don't expect in every product, I was hoping for something better than what was presented, both content-wise, and visually. It's almost as if the entire product was hastily pulled together with far less consideration.

In terms of specific examples, feats generally offer little in the way of bonuses, or seem to be just "missing it" when it comes to final content. While this is my subjective opinion and very generally, objectively I found the errors more annoying/present than in previous products. In particular there's a style feat mid book (please forgive me not having the book with me). In this style chain, just like every style chain, the first feat is required for the second feat, is required for the third feat. The desk-meet-head moment though was seeing that feat 1 had a 13 Dex requirement, feat 2 had a 15 dex requirement, and feat 3 was back down to a 13 dex requirement. There are little inconsistencies all over this book.

Lastly, and this requires special commentary and a section all on its own. The art is bad. Not just "huh, this isn't good" bad but atrociously bad. Not bad in that subjective way that art can be bad, but in a way where the artist clearly doesn't understand perspective (a group of four different people I know independently said this as their first comment when I showed them the particularly awful elf picture from later in the book). So while there are some of the typical quality Pathfinder artwork images we see in a lot of their products, a good chunk of it in this book doesn't even evoke the feelings that it was intended to.


Sorry Paizo

1/5

But until you nerf Shield Brace and Unhindering Shield (2 feats that just kill sword & shield combat style, cause they basically allow you to fight with your trusted Power Attack buffed two-handed weapon and still have a nice shield bonus) I will not give this book more than 1 star.

If new content just devalues a huge junk of old content - it's bad, horrible game design.


Nothing useful...

1/5

Unless you've got three or more feats lying around looking to facilitate a highly situational minor bonus, this book is useless. It's like they had a bunch of flavour ideas they wanted to express, then had the crunch added to the flavour after the fact by someone who's never played the game.


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Silver Crusade Contributor

Arachnofiend wrote:
Yikes. Sounds like we have a new competitor for ugliest feat tax. Spring-Heeled Reaping seems like it would actually be pretty good if you really want to play a hyper-mobile character but the feat cost of going all the way up the Spring-Heeled Style chain and all the way up the Spring Attack chain makes it functionally impossible to utilize.

Note that there is a feat in here that counts as both Dodge and Mobility. It requires Shield Focus, but characters with armor training can ignore that requirement.

Still... not 100% ideal.


Another couple of questions here for those with the PDF:

Just who are these 'Kortos Cavalry' and 'Horse Tribes' that apparently get mentioned in the 'Armor Masters of the Inner Sea' section?

And, just what is the Aldori Dueling Armor like? And it sounds odd for it to be a medium armor, as I always thought that the Aldori Swordlords were supposed to be more like swashbucklers and used light armor.


Reading on here that the style requires a move action specifically for movement makes me sad with thinking about the Outslug style giving the ability to 10 ft step. My brain lit up when I read that it was 10 ft. then I read "as a move action" which I think is unfortunate.

What is the feat called to access the alternate armor training features?

Silver Crusade Contributor

Human Fighter wrote:
What is the feat called to access the alternate armor training features?

Exactly What You'd Think:
Advanced Armor Training. ^_^

I for some reason read over the very first feat on the list provide. Doh! Thanks.

Armor focus and improved armor focus I imagine just give you +1 to ac each feat when wearing any armor?

Armor trick is just one thing, or are there multiple specific tricks to pick, like in weapon masters handbook? Can anyone provide some details on the tricks?


I read through the thread and found a review to get some answers I just asked.

Light, medium armor tricks I'd love to know more about if someone wouldn't mind.

Silver Crusade Contributor

Human Fighter wrote:

I read through the thread and found a review to get some answers I just asked.

Light, medium armor tricks I'd love to know more about if someone wouldn't mind.

Too busy to give the full breakdown, but:

Spoiler:
Light tricks make a lot of use of Mobility and Arcobatics, but there's a cool one to power-slide into an enemy's legs when performing a charging trip.

Medium tricks focus on armor versatility - there's one that lets you pick between mobility and defense, and a couple that let you use light- or heavy-armor tricks while in medium armor.

Sorry about the brevity. ^_^


I appreciate whatever I can get, and especially for posting when you're busy. I'd love more detail, but I don't expect anyone to go out of their way to do it.

I usually go for a medium armor with mithral, so it's bugging me on how certain things in this book would work. An faq was mentioned before, so I'm going to do some research.

If anyone could give a better breakdown of the light and medium tricks, that would be great. Also, I read there were things specific to armor materials. Is there one for mithral, and is it just some one a day thing?

Silver Crusade Contributor

First: The mithral FAQ.

There are a few things in the book that explicitly specify that you can't apply/use them with armor that is considered lighter due to magic or materials. It's all rather confusing. ^_^

Mithral armor trick:
The Armor Material Expertise feat has an option for mithril. Twice per day as an immediate action, you can gain spell resistance against a transmutation spell. Another feat gives you two more uses per day.

So... basically, yeah.


Yes, indeed it is rather confusing. Like you'd want it to count as the heavier in some cases, and lighter in others. Maybe one of the designers can point out how they intended things like mithral to work with advanced armor training and armor tricks.

A few uses a day are typically uninteresting for me, and limiting things to something so specific like a material and a certain kind of school of magic don't really make me interested too. Again, thanks for posting!


Someone got in touch with me, and I got to hear about the tricks. They were deeply disappointing ):


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Human Fighter wrote:
Style feats have big taxing prereqs, like the traditional combat expertise and improved unarmed strike?

Bulette Charge Style only requires 13 Strength, proficiency with heavy armor, and access to Improved Overrun and Power Attack. Its upgrades require 15 Strength, but no other feats beyond the Bulette feats themselves.

Spring-Heeled Style requires 13 Dexterity, proficiency with light armor, BAB +4, and access to Dodge, Mobility, and either Spring Attack or Shot on the Run. Spring-Heeled Sprint requires 15 Dexterity and +7 BAB, while Spring-Heeled Reaping requires 17 Dexterity and +11 BAB.

Swift Iron Style only requires 13 Strength, 13 Dexterity, and proficiency with medium armor. The same is true of its upgrades.

Mobile Bulwark Style requires 13 Strength, proficiency with tower shields, +1 BAB, and Shield Focus. Mobile Fortress requires 15 Strength and +4 BAB. Mobile Stronghold requires 17 Strength, and +7 BAB.

Shield Gauntlet Style requires proficiency with bucklers and small shields, and Weapon Focus (gauntlets or spiked gauntlets). The same is true of its upgrades.

Upsetting Shield Style only requires 13 Dexterity and proficiency with bucklers. Upsetting Strike requires 15 Dexterity, Combat Reflexes, and Improved Shield Bash. Oddly, Upsetting Vengeance only requires 13 Dexterity, but doesn't require anything else.

Vanguard Style requires proficiency with light or heavy shields, Bodyguard, and Combat Reflexes. Vanguard Ward is the same, but Vanguard Hustle requires Combat Patrol and Saving Shield.

Eric Hinkle wrote:
Just who are these 'Kortos Cavalry' and 'Horse Tribes' that apparently get mentioned in the 'Armor Masters of the Inner Sea' section?

Kortos Cavalry are Absalom's only mounted troops, who protect the hinterlands as well as the Westgate District.

The Horse Tribes are the nomads of Karazh (in Casmaron).

Eric Hinkle wrote:
And, just what is the Aldori Dueling Armor like? And it sounds odd for it to be a medium armor, as I always thought that the Aldori Swordlords were supposed to be more like swashbucklers and used light armor.

They're armored coats that grant a bonus on initiative checks and attacks of opportunity with an aldori dueling sword, and allows the wearer to parry an attack once per day. Interestingly, there's a trait in this book that allows you to treat an armored coat as if it were light armor (though you still need medium armor proficiency to avoid ACP to attacks and such).


This sounds like a pretty dire product. Perhaps the Inner Sea Faiths-induced delay should have been longer.

Silver Crusade Contributor

I thought it was pretty good, myself. ^_^


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Pathfinder Starfinder Roleplaying Game Subscriber

Indeed, as I said, I think it's pretty nice...I think people just had absurdly high expectations from Weapon Master's Handbook. There are certainly some annoying bits - like Spring-Heeled Style not working with Shot on the Run/Spring Attack - but there's certainly a decent bit of material worth using that can allow some new things and make some things a bit more viable, which is more than I can say about some products.

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Is there anything in this that makes heavy-armor-wearing Swashbucklers, Brawlers, etc. more viable?

The Exchange

How are the combat tricks (stamina) options?

Any new mobility options for heavy armor wearers? (Doesn't have to be exclusive).

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

I'm obviosly missing something, what's the issue with the Spring Heeled Jack chain of feats?


Pathfinder Starfinder Roleplaying Game Subscriber
Cat-thulhu wrote:
I'm obviously missing something, what's the issue with the Spring Heeled Jack chain of feats?

The problem is, Spring-Heeled Style requires you to have either Spring Attack or Shot on the Run, but only provides any benefit to someone moving 10 feet or more as a move action, while Spring Attack and Shot on the Run are both full-round actions. Furthermore, Spring-Heeled Sprint and Spring-Heeled Reaping only function when you're using Spring Attack or Shot on the Run, so you can't actually get the benefits from Spring-Heeled Style while using its upgrades, much less its prerequisites. So, basically, most of the time you will only use Spring-Heeled Style to gain the benefits of the other feats, barring maybe a few corner cases. Personally, I would probably houserule it so that it does function with Spring Attack or Shot on the Run, but as written it doesn't work that way.

Silver Crusade

*nods*

Whirlwind Attack has the same problem.

Dark Archive

Guardian Armor
-- can you only cast it on allies?
-- also I am thinking I'll be casting this on some one needing my armor. Usually is they are not wearing armor like mine it is for a reason (Eveyone Min/Maxes) For this reason the person I give the armor to (Rogue or even worse wizard) will most likely not do too well in my armor. (This is more for the people in the forum.) How can I get the armor off quick. I'm thinking "Imbue with Spell Ability" and give them Guardian Armor but that is 2 1st & 1 4th for if effect and takes 10 prep work. Are there any other ideas?

Silver Crusade

Luthorne wrote:
Cat-thulhu wrote:
I'm obviously missing something, what's the issue with the Spring Heeled Jack chain of feats?
The problem is, Spring-Heeled Style requires you to have either Spring Attack or Shot on the Run, but only provides any benefit to someone moving 10 feet or more as a move action, while Spring Attack and Shot on the Run are both full-round actions. Furthermore, Spring-Heeled Sprint and Spring-Heeled Reaping only function when you're using Spring Attack or Shot on the Run, so you can't actually get the benefits from Spring-Heeled Style while using its upgrades, much less its prerequisites. So, basically, most of the time you will only use Spring-Heeled Style to gain the benefits of the other feats, barring maybe a few corner cases. Personally, I would probably houserule it so that it does function with Spring Attack or Shot on the Run, but as written it doesn't work that way.

Hmm, actually does the text explicitly say this or "as part of a live action"?

Either way just going off what I can see since I don't have the book it could apply to SA and SotR since they still contain move actions as part of the Full Action.

Silver Crusade Contributor

It's explicitly stated.

Silver Crusade

Hmm, there's moving as part of an action, and then there's the Move type of actions. Might just be poor wording?

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

I expect that could be corrected soon. Doesn't seem like the intent of the feat.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Souphin wrote:

Guardian Armor

-- can you only cast it on allies?

Effectively, yes. You can only cast it on a willing target. If an enemy is a willing target for this spell, he probably knows something that you don't.


Pathfinder Starfinder Roleplaying Game Subscriber
Rysky wrote:
Hmm, there's moving as part of an action, and then there's the Move type of actions. Might just be poor wording?

It specifically states, "as a move action to move", so probably not, since both types are mentioned.

David knott 242 wrote:
Souphin wrote:

Guardian Armor

-- can you only cast it on allies?
Effectively, yes. You can only cast it on a willing target. If an enemy is a willing target for this spell, he probably knows something that you don't.

Alternatively, they could be unconscious, and thus automatically considered willing. I suppose it could be an oddball way to force someone whose class is hindered by armor into armor after knocking them out if you're in a hurry (such as arcane spell failure, noqual armor for any spellcaster, a monk in armor, a druid in metal armor, and other such), but since you've already got them knocked out, that's also a very niche tactic.

Silver Crusade

@Luthorne, Dang, that's annoying.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I am rather disappointed that they gave the Guardian Armor spell a somatic component. Just think how useful it would have been to have the party wizard keep watch in the party tank's plate mail. When their camp is attacked, he could then cast that spell to move the armor from himself to the party tank, who then does not have to either spend time putting on armor hastily or do without armor for that fight.

As it is, he could still try that tactic, but he would run a significant chance of having the spell fail.

Liberty's Edge

David knott 242 wrote:

I am rather disappointed that they gave the Guardian Armor spell a somatic component. Just think how useful it would have been to have the party wizard keep watch in the party tank's plate mail. When their camp is attacked, he could then cast that spell to move the armor from himself to the party tank, who then does not have to either spend time putting on armor hastily or do without armor for that fight.

As it is, he could still try that tactic, but he would run a significant chance of having the spell fail.

Or prepare a Still Guardian Armor. That's only a 2nd level spell...

Scarab Sages

Deadmanwalking wrote:
David knott 242 wrote:

I am rather disappointed that they gave the Guardian Armor spell a somatic component. Just think how useful it would have been to have the party wizard keep watch in the party tank's plate mail. When their camp is attacked, he could then cast that spell to move the armor from himself to the party tank, who then does not have to either spend time putting on armor hastily or do without armor for that fight.

As it is, he could still try that tactic, but he would run a significant chance of having the spell fail.

Or prepare a Still Guardian Armor. That's only a 2nd level spell...

Psychic Bloodline Sorcerer. No somatic components at all.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I will definitely have to keep those options in mind for some future character(s).


Are there any new alternatives to Shield Slam for making shield bashing more desirable (especially for those whose GMs rule that the bull rush is not optional in Shield Slam)?


It sounds like that gauntlet style could be a good pickup for Avenger Vigilantes who like to punch dudes.


Ventnor wrote:
It sounds like that gauntlet style could be a good pickup for Avenger Vigilantes who like to punch dudes.

Agreed. Seems like my vigilante won't have to invest in brawling armor anymore if I go that route instead of purely unarmed.

Scarab Sages

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BardWannabe wrote:
Are there any new alternatives to Shield Slam for making shield bashing more desirable (especially for those whose GMs rule that the bull rush is not optional in Shield Slam)?

Yes. There are options for a free trip at -5 or inflicting a -2 to AC on a successful bash.

There are also options for making a Tower Shield useful that can be used by anyone, not just that one fighter archetype.


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

Am I correct in interpreting that the Advanced Armor Training option Armored Juggernaut would actually do nothing for an Armor Master Fighter? That'll make one of my players very sad since it looks like they can't be stacked.


Robert Jordan wrote:
Am I correct in interpreting that the Advanced Armor Training option Armored Juggernaut would actually do nothing for an Armor Master Fighter? That'll make one of my players very sad since it looks like they can't be stacked.

Correct, they would not stack.


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

Yeah that's how I interpreted, just kinda sad that a really nice armor focused option doesn't work with an armor focused archetype to make a hyper focused armor character. Since armor is kinda lackluster mid-late game.

edit: minus a few things where I feel stacking should have been relaxed to let a character who dedicates themselves to a rather sub-optimal route become mega badass at it this book has been rather ok. It's got some cool things in here I know my table will definitely use, but I'm getting pretty tired of seeing "This DR option doesn't stack with any similar DR thing ever!" just feels unnecessary to prevent nice things from becoming nicer.


Could anyone share what the prerequisites of Shield Brace are?

Scarab Sages

Alex Mack wrote:
Could anyone share what the prerequisites of Shield Brace are?

Prerequisites: Shield Focus (or armor training); base attack bonus +3 or fighter level 1st; proficiency with light shields, heavy shields, or tower shields.


Imbicatus wrote:
BardWannabe wrote:
Are there any new alternatives to Shield Slam for making shield bashing more desirable (especially for those whose GMs rule that the bull rush is not optional in Shield Slam)?

Yes. There are options for a free trip at -5 or inflicting a -2 to AC on a successful bash.

There are also options for making a Tower Shield useful that can be used by anyone, not just that one fighter archetype.

What, pray tell, are these useful Tower Shield options and what do they do? I know there's the Mobile Bulwark Style line (which I'd also like details for), but I'm curious about anything else for tower shields.


Pathfinder Starfinder Roleplaying Game Subscriber
Sharkles wrote:
Imbicatus wrote:
BardWannabe wrote:
Are there any new alternatives to Shield Slam for making shield bashing more desirable (especially for those whose GMs rule that the bull rush is not optional in Shield Slam)?

Yes. There are options for a free trip at -5 or inflicting a -2 to AC on a successful bash.

There are also options for making a Tower Shield useful that can be used by anyone, not just that one fighter archetype.

What, pray tell, are these useful Tower Shield options and what do they do? I know there's the Mobile Bulwark Style line (which I'd also like details for), but I'm curious about anything else for tower shields.

Well, Shield Brace, as noted, allows you to wield a tower shield (or a light or heavy shield) while wielding a two-handed polearm or spear. But the main one is probably Tower Shield Specialist, which requires Shield Focus, BAB +11, or fighter level 8th, and reduces the ACP for tower shields by -3 as well as allowing armor training to modify their ACP and maximum Dexterity as if they were armor. There's also a +1 Shield Special Ability that allows you to transform the shield in question between buckler, light shield, heavy shield, and tower shield, so long as the chosen shield is one you're proficient with.


Pathfinder Rulebook Subscriber

What do the mental focus and spirit-bonded armour qualities do?


Pathfinder Starfinder Roleplaying Game Subscriber
MusicAddict wrote:
What do the mental focus and spirit-bonded armour qualities do?

Mental focus grants you a +2 enhancement bonus on concentration checks. If you have the mental focus occultist class feature, you can get an extra point of mental focus by spending an hour attuning yourself to the armor; lose the armor, lose the point of mental focus.

Spirit-bonded gives you a +1 untyped bonus on saves against psychic spells and effects from incorporeal creatures. If you have the spirit bonus medium class feature, it increases by 1.


Is the Artful Dodge feat in this book the same as the one from Melee Tactics Toolbox? (I'm nervous about reprints ever since they changed Fencing Grace.)


Imbicatus wrote:
BardWannabe wrote:
Are there any new alternatives to Shield Slam for making shield bashing more desirable (especially for those whose GMs rule that the bull rush is not optional in Shield Slam)?

Yes. There are options for a free trip at -5 or inflicting a -2 to AC on a successful bash.

I finally got my PDF tonight and I see that the feats you were referring to where Stumbling Bash and Toppling Bash. They are the type of thing I was hoping to see. Unfortunately they require Shield Focus, making them more expensive to get to than Shield Slam for someone trying to make a Two Weapon Fighter. Alas, I think the cost will be too high for my Cavalier. :(

Silver Crusade Contributor

Gisher wrote:
Is the Artful Dodge feat in this book the same as the one from Melee Tactics Toolbox? (I'm nervous about reprints ever since they changed Fencing Grace.)

Artful Dodge wasn't reprinted in this book. It did receive a Combat Stamina trick, though; I'm guessing that's the source of the confusion.

Your Dex Int-based prerequisites are safe... for now. ^_^


Imbicatus wrote:
Alex Mack wrote:
Could anyone share what the prerequisites of Shield Brace are?

Prerequisites: Shield Focus (or armor training); base attack bonus +3 or fighter level 1st; proficiency with light shields, heavy shields, or tower shields.

Thank you Imbicatus. Gotta say that's one hell of a feat...both thematically very appropriate and very strong mechanically considering that Darkwood easily negates ACP of heavy shields.

Samuari with NoDachi and Shield should be awesome...


1 person marked this as a favorite.
Kalindlara wrote:
Gisher wrote:
Is the Artful Dodge feat in this book the same as the one from Melee Tactics Toolbox? (I'm nervous about reprints ever since they changed Fencing Grace.)
Artful Dodge wasn't reprinted in this book. It did receive a Combat Stamina trick, though; I'm guessing that's the source of the confusion.

Thanks! An earlier post listed it without that detail.

Kalindlara wrote:
Your Dex Int-based prerequisites are safe... for now. ^_^

Cue evil laugh. ;)

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