Intelligence and combat expertise


Rules Questions


All those feats that require combat expertise are amazing, but 13 intelligence? That's a bit high for monks and fighters. There are dex-based maneuver feats but that's circumvented with a dexterity build and taking the feat that switches STR for DEX for calculating CMB. But 13 intelligence? That's not a light investment, is it? Especially since the 13th point itself doesn't even lend itself to any modifiers. What's the reasoning behind it? What's the reasoning behind making all the other maneuver feats require this one? Which class could EFFECTIVELY take this and those maneuver feats?

For the concept, wisdom seems more appropriate and in THIS way, monks and clerics could at least benefit. I'm not asking (solely) because I'd like to make use of it as a prereq for other feats but for the reasoning behind making it based in INT.


I'd actually say that, for balance purposes, I'd rather most of those things went off of Charisma for what 7Seas calls Panache. Intelligence already gives bonuses - namely skill points - to everyone, and Wisdom give bonuses to Perception and Will saves which everyone can use, but Fighters and such (excepting Paladins) habitually tank Charisma, so I'd like to see it get some loving.

Grand Lodge

cmastah wrote:
What's the reasoning behind making all the other maneuver feats require this one?

It's only a prereq for maybe half the Improved Maneuver feats, if that. Others require Improved Unarmed Strike or Power Attack.

Quote:
Which class could EFFECTIVELY take this and those maneuver feats?

The fighter, for one. I had 13 INT and Combat Expertise at level 1, and I'm currently 8th level and doing great (with 17 INT). To be blunt, if you can't make an effective fighter with 13 INT at level 1, then you simply still have more to learn about building fighters.

Quote:
For the concept, wisdom seems more appropriate

Well, it is Combat Expertise, not Combat Intuition. ;)

Quote:
and in THIS way, monks and clerics could at least benefit. I'm not asking (solely) because I'd like to make use of it as a prereq for other feats but for the reasoning behind making it based in INT.

Why are you looking at monks and cleric in particular? Just curious.

Grand Lodge

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Combat Expertise is for the Roy Greenhilt School of Fighters, not the Am Barbarian style of hit it until it breaks.

Grand Lodge

LazarX wrote:
Combat Expertise is for the Roy Greenhilt School of Fighters, not the Am Barbarian style of hit it until it breaks.

Bingo. And frankly, none of the feats with CE as a prereq are things Thog would really be using. (Remembering again - as so many people forget - that not all of the Improved Maneuver feats require CE.)

EDIT: If my at-a-glance count is correct, Core rules have CE, IUS, and PA each opening up exactly four feats/chains.


The maneuvers either fall under Combat Expertise or Power Attack. Take your pick.

Grand Lodge

rpgsavant wrote:
The maneuvers either fall under Combat Expertise or Power Attack. Take your pick.

Or Improved Unarmed Strike.


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cmastah wrote:
All those feats that require combat expertise are amazing, but 13 intelligence? That's a bit high for monks and fighters.

Why? Smart fighters fight smart, how else do you represent this? Intelligence in terms of quick wits and tactical acumen is valuable in a fight, and Combat Expertise is the only feat that actually attempts to represent this.

Grand Lodge

Dabbler wrote:
cmastah wrote:
All those feats that require combat expertise are amazing, but 13 intelligence? That's a bit high for monks and fighters.
Why? Smart fighters fight smart, how else do you represent this? Intelligence in terms of quick wits and tactical acumen is valuable in a fight, and Combat Expertise is the only feat that actually attempts to represent this.

People who want to play min-maxed moronic fighters have plenty of tools at their disposal. It's about time some love was given for those who don't go that route.

Dark Archive

cmastah wrote:

All those feats that require combat expertise are amazing, but 13 intelligence? That's a bit high for monks and fighters. There are dex-based maneuver feats but that's circumvented with a dexterity build and taking the feat that switches STR for DEX for calculating CMB. But 13 intelligence? That's not a light investment, is it? Especially since the 13th point itself doesn't even lend itself to any modifiers. What's the reasoning behind it? What's the reasoning behind making all the other maneuver feats require this one? Which class could EFFECTIVELY take this and those maneuver feats?

For the concept, wisdom seems more appropriate and in THIS way, monks and clerics could at least benefit. I'm not asking (solely) because I'd like to make use of it as a prereq for other feats but for the reasoning behind making it based in INT.

Also remember that monks can get them without combat expertise:

Quote:
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Grand Lodge

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On a related topic, I like that there's a feat called Combat Expertise that requires some Intelligence and is a prereq for some feats that "feel" tactical.

If only the effect of the feat itself felt a little more... "expertise-y".

Trading offense for defense doesn't really say "intelligent combat" to me. You what I'd like? Something like this:

Combat Expertise
Prerequisites: INT 13
Benefit: You gain a +1 competence bonus to either attack rolls or AC, decided by you each round at the start of your turn. When your base attack bonus reaches +4, and every 4 points thereafter, increase this bonus by +1. However, the bonus granted by this feat can never exceed your INT modifier.

*reads own text wistfully*


Cledwyn the Steadfast wrote:

On a related topic, I like that there's a feat called Combat Expertise that requires some Intelligence and is a prereq for some feats that "feel" tactical.

If only the effect of the feat itself felt a little more... "expertise-y".

Trading offense for defense doesn't really say "intelligent combat" to me. You what I'd like? Something like this:

Combat Expertise
Prerequisites: INT 13
Benefit: You gain a +1 competence bonus to either attack rolls or AC, decided by you each round at the start of your turn. When your base attack bonus reaches +4, and every 4 points thereafter, increase this bonus by +1. However, the bonus granted by this feat can never exceed your INT modifier.

*reads own text wistfully*

I'd been thinking of a houserule where CE applied your Int mod to CMB and CMD. I feel like it makes it seem like you're expertly combative while actually being useful and fitting into its role as the prereq for maneuver feats. Maybe the way you've done with the bonus every 4 levels capped by Int.


Nice way to give a use to int headband to fighters, but not much else, since the cap prevent it for being an actually primary stat. If your intent was to give fighters some free +hit, it fills his pourpose. If you wanted to make an INT based fighter viable, you got a lot more work to do.
Generally speaking, while i like the secondary abilities to be more whorty, i'm against gradually stripping an ability of his use (like dex pushers try to do with strengh). Fighter got to be strong, that should not be changed.


Cledwyn the Steadfast wrote:
cmastah wrote:
What's the reasoning behind making all the other maneuver feats require this one?

It's only a prereq for maybe half the Improved Maneuver feats, if that. Others require Improved Unarmed Strike or Power Attack.

Quote:
Which class could EFFECTIVELY take this and those maneuver feats?

The fighter, for one. I had 13 INT and Combat Expertise at level 1, and I'm currently 8th level and doing great (with 17 INT). To be blunt, if you can't make an effective fighter with 13 INT at level 1, then you simply still have more to learn about building fighters.

Quote:
For the concept, wisdom seems more appropriate

Well, it is Combat Expertise, not Combat Intuition. ;)

Quote:
and in THIS way, monks and clerics could at least benefit. I'm not asking (solely) because I'd like to make use of it as a prereq for other feats but for the reasoning behind making it based in INT.
Why are you looking at monks and cleric in particular? Just curious.

I'm looking at monks since they're frontline combatants that would probably be able to effectively trip and disarm their foes (or at least that's one way I've always envisioned monks) and clerics because they're also a frontline fighter that relies less on strength than divine power and....yeah, now that I think about it I can't really see a cleric doing trip or disarm maneuvers.

Thinking about Roy and Thog actually do seem to clarify fighting styles the more I think about it. Thog is perfect for power attack and all the bonus feats attached to it flavor-wise whereas trip and disarm would be better for the patient and intelligent warrior.

You guys definitely offer some interesting arguments, but I have to ask, 17 intelligence? :O

Won't deny I'm a follower of min-maxing (though not that well) now. I certainly miss the days when my DM would offer a string of scores to assign to the different attributes, or even better, when we used to roll for it. I think if I ever get the chance to DM again, I'm going to try to convince the group to roll for their scores (though the one expert min-maxer between them will raise hell for the mere suggestion).

Grand Lodge

Dekalinder wrote:

Nice way to give a use to int headband to fighters, but not much else, since the cap prevent it for being an actually primary stat. If your intent was to give fighters some free +hit, it fills his pourpose. If you wanted to make an INT based fighter viable, you got a lot more work to do.

Generally speaking, while i like the secondary abilities to be more whorty, i'm against gradually stripping an ability of his use (like dex pushers try to do with strengh). Fighter got to be strong, that should not be changed.

Did you miss the part where I have 17 INT at 8th level?


Cledwyn the Steadfast wrote:

Combat Expertise

Prerequisites: INT 13
Benefit: You gain a +1 competence bonus to either attack rolls or AC, decided by you each round at the start of your turn. When your base attack bonus reaches +4, and every 4 points thereafter, increase this bonus by +1. However, the bonus granted by this feat can never exceed your INT modifier.

Nice - me like!

How about, if we work with the feats as are:

Combat Finesse
Prerequisites: Combat Expertise, Weapon Finesse, Int 13, Base attack bonus +4 or Monk level 4th.
Benefit: You gain your Int modifier to damage foes on a melee attack with a finesse weapon.

Improved Combat Expertise
Prerequisites: Combat Expertise, Int 13, Base attack bonus +12 or Monk level 12th.
Benefit: Your AC bonus from Combat Expertise increases by an amount equal to your Int modifier.

Dark Archive

cmastah wrote:


I'm looking at monks since they're frontline combatants that would probably be able to effectively trip and disarm their foes (or at least that's one way I've always envisioned monks) and clerics because they're also a frontline fighter that relies less on strength than divine power and....yeah, now that I think about it I can't really see a cleric doing trip or disarm maneuvers.

...

Then you are in luck, as Monks can select both improved trip and improved disarm as bonus feats do not need combat expertise to get them.

Grand Lodge

cmastah wrote:
I'm looking at monks since they're frontline combatants that would probably be able to effectively trip and disarm their foes (or at least that's one way I've always envisioned monks)

As someone noted earlier, monks' bonus feats can skip prereqs.

Quote:
You guys definitely offer some interesting arguments, but I have to ask, 17 intelligence? :O

Damn straight. I'm a PFS character, 8th level, haven't died yet. Meanwhile, our local Mr. Greatsword barbarian is something like 6th level and has died four times.


"I have an MBA you know."


Combat Expertise is a feat tax and Int tax for those who want the subsequent Improved Manoeuvre feats.

Monks can avoid the tax.

Grand Lodge

Axl wrote:

Combat Expertise is a feat tax and Int tax for those who want the subsequent Improved Manoeuvre feats.

Monks can avoid the tax.

If it was a pure feat tax, then the feat itself would never get activated. But I've used it to great effect on multiple occasions.


Same here. The monk can take it and use it and then gain the Greater combat maneuvers as well as the Improved ones.

Grand Lodge

Axl wrote:

Combat Expertise is a feat tax and Int tax for those who want the subsequent Improved Manoeuvre feats.

Monks can avoid the tax.

Combat Expertise and the Int requirement are the gateway and the support for the Greenhilt fighter. It's a beginning foundation of a feat with some value of it's own but mostly for what it opens up.

I'm sorry but I'm glad that the INT 7 and INT 5 fighters are locked out of those paths.


The nice thing about Combat Expertise is that a high-level fighter will almost always hit with his first blow anyway (BAB, strength, feats, magic items, and WEAPON TRAINING) -- so when you move up, you use Combat Expertise to give you a better chance against the opponent's full attack (he'll probably hit with his first blow, just like you, but maybe not a second or a third).

Then if you're in a position to full attack you do so on your turn, dropping the Combat Expertise. Plus you can combine that with fighting defensively and STILL usually hit with your first attack. At 8th level that's a +4 dodge bonus to AC. How many other feats give you that much protection?


tonyz wrote:

The nice thing about Combat Expertise is that a high-level fighter will almost always hit with his first blow anyway (BAB, strength, feats, magic items, and WEAPON TRAINING) -- so when you move up, you use Combat Expertise to give you a better chance against the opponent's full attack (he'll probably hit with his first blow, just like you, but maybe not a second or a third).

Then if you're in a position to full attack you do so on your turn, dropping the Combat Expertise. Plus you can combine that with fighting defensively and STILL usually hit with your first attack. At 8th level that's a +4 dodge bonus to AC. How many other feats give you that much protection?

That's....actually genius, I never looked at it that way. With combat expertise and the loss of attack bonuses, you could substitute your rolls after first with the maneuvers that NOW have the benefits of the feats that require CE. With a fighter that has so many feats, he can take them to help his CMB cope with a loss to attack rolls (a loss to attack rolls affects CMB I believe). Looking at the list of feats, I'd open with an improved feint, combat expertise up and strike with my first attack (most likely), then improved disarm/trip for the next without provoking an AoO, and if I don't have improved disarm/trip, with my bonus to AC from CE it should be easier to avoid being hit.

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Keep in mind that feinting is not a combat maneuver, and cannot be incorporated into a full-attack routine.


Jiggy wrote:
Keep in mind that feinting is not a combat maneuver, and cannot be incorporated into a full-attack routine.

True, but an IMPROVED feint is a move action.

EDIT: Oh wait, you can't have a move action AND a full attack action, can you?

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cmastah wrote:
Jiggy wrote:
Keep in mind that feinting is not a combat maneuver, and cannot be incorporated into a full-attack routine.

True, but an IMPROVED feint is a move action.

EDIT: Oh wait, you can't have a move action AND a full attack action, can you?

Bingo.


Jiggy wrote:
cmastah wrote:
Jiggy wrote:
Keep in mind that feinting is not a combat maneuver, and cannot be incorporated into a full-attack routine.

True, but an IMPROVED feint is a move action.

EDIT: Oh wait, you can't have a move action AND a full attack action, can you?

Bingo.

Unless you are a monk and have the Feinting Flurry feat which lets feint on the first attack of a Flurry of Blows.

Grand Lodge

Cledwyn the Steadfast wrote:
cmastah wrote:
I'm looking at monks since they're frontline combatants that would probably be able to effectively trip and disarm their foes (or at least that's one way I've always envisioned monks)

As someone noted earlier, monks' bonus feats can skip prereqs.

Sadly, the Greater maneuver feats are not monk bonus feats. So you can get Improved Trip, but then have to buy Combat Expertise before you can get Greater Trip.

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TriOmegaZero wrote:
Cledwyn the Steadfast wrote:
cmastah wrote:
I'm looking at monks since they're frontline combatants that would probably be able to effectively trip and disarm their foes (or at least that's one way I've always envisioned monks)

As someone noted earlier, monks' bonus feats can skip prereqs.

Sadly, the Greater maneuver feats are not monk bonus feats. So you can get Improved Trip, but then have to buy Combat Expertise before you can get Greater Trip.

Unless you're a Maneuver Master, IIRC.

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