KrythePhreak
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Okay most of my local PFS players have either died recently or wanted to change up their character leaving me the only level 4 in the group so by rules I'll need to have my backup ready to play with these level 1's. So i decided I wanted to try the Knife Master from UC out. One thing I worry about is effectiveness and survivability from this class. I considered dipping a couple levels of Ranger in there to maybe balance it out a bit more to give it survivability but like most classes I dont see it being awesome until level 4 so until then it feels a bit distasteful. So any ways to alleviate these problems and anyone had any success running one in PFS or any home game without any houserule changes?? Thanks alot all for any and all feedback
| Lokius |
Wonder if Rogues could be nicely buffed if there was a rogue talent (or master talent) that allowed them to ignore 2 weapon fighting penalties with light weapons.
Something that you couldn't dip into rogue to abuse but something that could buff their combat strength dual weilding making it a strong combination for rogues to help them in the potential dpr department.
Eric Clingenpeel
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I've currently got a TWF Knife Master in PFS. He just made 4th level. I basically have him set up that he throws daggers the first round if he can sneak attack, then enters melee. He's got a half a dozen daggers hidden on his body with a +20 something sleight of hand check. I've had a lot of fun with him so far. But I agree, scout archetype is very useful for the knife master too.
With Weapon Finesse, I put my Dex up high (19 now at 4th) and with a chain shirt I've got a 18 AC without spending much on my AC yet. Most of my money has gone into my daggers (1 MW Cold Iron, 1 +1 Mithral, 2 MW, and a few regular Daggers). I also happened to play up in a scenario that gave me access to a +1 returning dagger, so as soon as I can afford it, its mine.
Mosaic
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He's certainly non max'ed, but I'm running a generalist wizard/rogue with lots of emphasis on daggers. He uses Hand of the Mage to throw daggers and have them come back to him.
KrythePhreak
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Werent there items from the Adventures Armory possibly that were quickdraw wrist sheaths or something like that?? And I was reading earlier about someone posting about a bootblade so though it isnt PFS, it would be cool if one could have quickload wrist daggers, boot daggers, and their 2 enchanted kukris
1d8+1
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He's certainly non max'ed, but I'm running a generalist wizard/rogue with lots of emphasis on daggers. He uses Hand of the Mage to throw daggers and have them come back to him.
lol --- I just envisioned the scene in X-Men first class when Magneto threw a knife into someone and yanked it back... awesome...
Eric Clingenpeel
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Werent there items from the Adventures Armory possibly that were quickdraw wrist sheaths or something like that?? And I was reading earlier about someone posting about a bootblade so though it isnt PFS, it would be cool if one could have quickload wrist daggers, boot daggers, and their 2 enchanted kukris
Indeed there are, and I have my +1 mithral and MW cold iron daggers in mine. They are one gold (normal) and 5 gold (spring loaded). They each weigh one pound.
Wrist Sheath: This is a sheath designed to be strapped
to your forearm and hidden under a long sleeve. The
sheath can hold one forearm-length item, such as a
dagger, dart, or wand, or up to five arrows or crossbow
bolts. As a move action, you can bend your wrist
to cause some or all of these items to drop into
your hand (provoking attacks of opportunity
as normal). You have a +2 bonus on Sleight of
Hand checks made to oppose the Perception
check of someone observing or frisking you
regarding items in the sheath. You can only
wear one wrist sheath per arm.Wrist Sheath, Spring Loaded: This item
works like a standard wrist sheath, but
releasing an item from it is a swift action.
Preparing the sheath for this use requires
cranking the sheath’s tiny gears and springs
into place (a full-round action that provokes an
attack of opportunity).
Eric Clingenpeel
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As long as you own a copy or have access to a legal copy they're legal for PFS. (AA is in the Additional Resources)
EDIT:
Pathfinder Player Companion: Adventurer's Armory
Only the 2nd printing of this book or the 1st printing augmented by the current errata (released 7/21/11) are legal for play in Pathfinder Society Organized Play. Everything in this book is legal for play with the following two exceptions: a pseudodragon is not legal for purchase unless you're a wizard with the Improved Familiar feat and elephants are never legal for play. Characters with the heirloom weapon trait who gained the trait prior to 7/21/11 may keep the masterwork weapon granted by the previous version of the feat but lose all other benefits of the previous version of the trait, replacing them with one of the new granted benefits. If the selected weapon was an exotic weapon, you may retrain any existing feat with Exotic Weapon Proficiency or change the weapon type to a simple or martial weapon and retrain any feats dependent on the original weapon (such as Weapon Focus or Critical Focus) to the newly selected weapon. Any enhancement bonuses added to an exotic weapon transfer to the replacement martial or simple weapon if you take the second option. These changes to your character must be documented on a Chronicle sheet and initialed by a GM.
KrythePhreak
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As long as you own a copy or have access to a legal copy they're legal for PFS. (AA is in the Additional Resources)
EDIT:
Additional Resources wrote:
Pathfinder Player Companion: Adventurer's Armory
Only the 2nd printing of this book or the 1st printing augmented by the current errata (released 7/21/11) are legal for play in Pathfinder Society Organized Play. Everything in this book is legal for play with the following two exceptions: a pseudodragon is not legal for purchase unless you're a wizard with the Improved Familiar feat and elephants are never legal for play. Characters with the heirloom weapon trait who gained the trait prior to 7/21/11 may keep the masterwork weapon granted by the previous version of the feat but lose all other benefits of the previous version of the trait, replacing them with one of the new granted benefits. If the selected weapon was an exotic weapon, you may retrain any existing feat with Exotic Weapon Proficiency or change the weapon type to a simple or martial weapon and retrain any feats dependent on the original weapon (such as Weapon Focus or Critical Focus) to the newly selected weapon. Any enhancement bonuses added to an exotic weapon transfer to the replacement martial or simple weapon if you take the second option. These changes to your character must be documented on a Chronicle sheet and initialed by a GM.
Thanks alot, it is a fantastic item and now that it I know it is PFS legal then I look forward to potentially using them now =D
| MC Templar |
Knife Master/Scouts always been a potent combination for me.
I agree... especially with the 'Scouts charge', that lets you apply sneak attacks when charging, and the 'Hurling Charge' feat that lets you make a thrown attack from distance with a charge.
you have to wait until lvl 4 for this payoff, but the ability to ping pong yourself between opponents, never getting within reach and always throwing d4+2d8 damage knives seems like a fun concept around which to build a character.
(full disclosure, I haven't played it yet myself, but I've thought about it)
Daryl MacLeod
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I have no idea if this build is PFS legal - but you can probably get some ideas for feats & talents from this;
I'm sort of in the same boat as you. I'm about to join my first PFS game and I thought about making a Rogue - but man o man, I'm having a hard time... I don't know whether to go 2-weapon fighting or use a reach weapon w/spring attack chain in order to get in/get out. I realize the second option will never have the DPR as the TWF rogue, but I think it has a better chance of surviving... Plus the TWF is so feat intensive you basically have to be Human and forgo Toughness (is Toughness vital for PFS games?).
| Doug OBrien |
KrythePhreak
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I have no idea if this build is PFS legal - but you can probably get some ideas for feats & talents from this;
I'm sort of in the same boat as you. I'm about to join my first PFS game and I thought about making a Rogue - but man o man, I'm having a hard time... I don't know whether to go 2-weapon fighting or use a reach weapon w/spring attack chain in order to get in/get out. I realize the second option will never have the DPR as the TWF rogue, but I think it has a better chance of surviving... Plus the TWF is so feat intensive you basically have to be Human and forgo Toughness (is Toughness vital for PFS games?).
Yes thanks for fetching this post...it is very handy and just from looking over it seems PFS legit =D