Bonus feat I already have.


Rules Questions


Hey all.

So My wife is thinking of making a Pirate style fighter.

She is looking at the "Lore Warden" Archtype.

At 2nd level you get combat expertise as a bonus feat.

If she took it at first, when she hit second level would she simply not get it?

I assume so but wanted to make 100% there was no "If you already have this feat....." rule.

The reason for the question is that she wanted to be viable at Disarm or trip (has not decided yet) at 1st.

Thanks for the help.


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Technically you'd have the feat twice but it wouldn't do anything for you. If it's a homegame you can handwave it away and just let them change the level 1 feat when they reach level 2.

Fighters are a bit special though. By the rules at levels 4/8/12/16/20 they get to change a feat. If you pick Combat Expertise as your bonous feat at level 1 then you can swap it at level 4. You'd still have a few levels where it would have one less feat, but it's not the end of the world if you do, and you would be completely within the rules this way.


Ok, thats a really good point.

Dark Archive

If she waits until level 2 she can pick up Improved Trip or Disarm at the same level that she gets Combat Expertise, since lore wardens still get their bonus feat at level 2.

Level 1 is a great time for Power Attack, Improved Initiative, Combat Reflexes, etc.

Dark Archive

Improved Trip is way better than Improved Disarm IMHO. In a recent PFS mod I got disarmed, picked up the weapon as a move action and attack the Big Bad Disarmer anyway. At least if you trip the opponent is prone and you get a +4 to hit him when he tries to stand.

Dark Archive

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The idea is to disarm the opponent and then use your own move action to pick up the weapon (ideally not provoking an attack of opportunity when you do so, because your opponent is ideally no longer holding a weapon). Furthermore, if you disarm an opponent with a hand free, you can pick up the weapon without any action required.

Disarm is superior in the case of exceptionally stable enemies, or enemies with high to-hit bonuses, especially if they have magic weapons. A two-handed fighter can still full attack you to paste while prone, but if you take away his giant sword, at the very least he needs to pull out his considerably worse back-up weapon.

Of course, disarm can be considered a major one-trick pony when you consider the number of enemies that require no weapons to beat you up. Disarming a bear requires a hacksaw and a lot of time, and time we ain't got.


Her Level 2 feat will be Dervish dance,

She could wait till level 3 to pick up inmroved trip, but she really prefers to have the character "Work", as in do what it was designed to do, as early as she can.

Thanks again for all the advice.

Liberty's Edge

Skorn wrote:
Improved Trip is way better than Improved Disarm IMHO. In a recent PFS mod I got disarmed, picked up the weapon as a move action and attack the Big Bad Disarmer anyway. At least if you trip the opponent is prone and you get a +4 to hit him when he tries to stand.

So, did the GM remember the appropriate rules, and have the Big Bad Disarmer get his AoO on your PC when he provoked by picking up his weapon?

BTW, having both disarm & trip as options, especially when you can get to the Greater versions, makes for some ugly potentials.

Trip - prone, provokes AoOs (before prone) - Trip - weapon now 15' away from prone opponent in random direction...

I am assuming the PC has at least a 14 Dex, and is planning on taking (if she doesn't have it already) Combat Rreflexes.


Yep, thats the plan.

18 Dex to start and yeah she will be picking up CR.

Liberty's Edge

Thefurmonger wrote:

Yep, thats the plan.

18 Dex to start and yeah she will be picking up CR.

Another option: Go for the Whip Mastery chain of feats, ignore the combat maneuver feats.

Since a whip is a reach weapon, although she would need a second weapon to take her AoOs with until 5th level, she can knock opponents prone or disarm them at 15', and since they wouldn't have the reach to return the attack, provoking is a moot point.

L1, F1, Human: EWP: Whip, WF: Whip, Combat Reflexes
F2: Combat Expertise (LW), Whip Mastery (lethal or non-lethal at choice, armor no longer impacts ability to cause damage)
L3: Power Attack (assuming Str 13+) or Weapon Finesse (given an 18 Dex)
F4: Weapon Spec: Whip
L5: Improved Whip Mastery (getting AoOs at 10')

From 6th level up, choices get to be wide open.

Onbe thing, though, she hopefully took one of the traits that makes Acrobatics a class skill for her, so the 11th level ability is useful...

I was running an 11th level version of my Lore Warden with a whip, and his CMB was fairly high, even without the feats (+29 trip, +31 disarm), and with the reach, his lower than tank AC didn't actually come up much. Of course, for that module, most of the opponents were humanoids with weapons, and very few were bigger than Medium.

Consider the benefits, when her Fame is high enough, of the Dueling enhancement from the Pathfinder Society Field Guide. Ugly.

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