| Covent |
Just curious if someone could name some of the best/most used 2 handed weapon feats that are for damage builds. Thanks!
1.) Power Attack
2.) Furious Focus
3.) Tiger Pounce <---This
4.) Weapon Focus
5.) Weapon Specialization
6.) Greater Weapon Focus
7.) Greater Weapon Specialization
8.) Improved Critical
| Covent |
Covent wrote:Does this work with a 2 hander? looks like just an unarmed attack.3.) Tiger Pounce <---This
Yes, it works with weapons.
All it requires is for you to be using Tiger Style.
Tiger style is not limited to unarmed attacks.
For a style that is limited to unarmed see Dragon style.
| Covent |
Then all the crit feats.
The beauty of a two-handed weapon build, though, is that honestly, you really just need Power Attack and you're done. You can do whatever you feel like with the rest of your feats.
I would agree that the feats which cause status effects on a critical are quite good.
I still stick by those I listed for pure DPR however.
It is mostly a matter of what you prefer.
| mplindustries |
Not Falchion or Fauchard?
The No-Dachi is flat out superior in every way to a Falchion. Sure it doesn't have reach and trip, but it also is a martial weapon (somehow!) and gets Brace (somehow!) for good measure. The only reason it's not more talked about is that it's Eastern, so most people don't have them in their games.
| mplindustries |
mplindustries wrote:Then all the crit feats.
The beauty of a two-handed weapon build, though, is that honestly, you really just need Power Attack and you're done. You can do whatever you feel like with the rest of your feats.
I would agree that the feats which cause status effects on a critical are quite good.
I still stick by those I listed for pure DPR however.
It is mostly a matter of what you prefer.
I know you've got this weird thing for Tiger Pounce, but the thing is:
1) Hitting is easy
2) Dropping AC is scary to most people
3) It takes four feats to get to, and while most two-handed builds have extra feats lying around, that's still a huge investment that gives you absolutely nothing until the fourth feat is in place.
4) You are technically correct (the best kind of correct) about Tiger Style not requiring unarmed, but it is so heavily implied throughout the description, many will be uncomfortable using it that way, and many more GMs will veto it if they read it
| Covent |
Covent wrote:mplindustries wrote:Then all the crit feats.
The beauty of a two-handed weapon build, though, is that honestly, you really just need Power Attack and you're done. You can do whatever you feel like with the rest of your feats.
I would agree that the feats which cause status effects on a critical are quite good.
I still stick by those I listed for pure DPR however.
It is mostly a matter of what you prefer.
I know you've got this weird thing for Tiger Pounce, but the thing is:
1) Hitting is easy
2) Dropping AC is scary to most people
3) It takes four feats to get to, and while most two-handed builds have extra feats lying around, that's still a huge investment that gives you absolutely nothing until the fourth feat is in place.
4) You are technically correct (the best kind of correct) about Tiger Style not requiring unarmed, but it is so heavily implied throughout the description, many will be uncomfortable using it that way, and many more GMs will veto it if they read it
To address your points.
1.) I disagree, and will provide the following. Spreadsheet
2.) AC can be kept at reasonable levels, and extremely high AC is in my opinion both prohibitively expensive in opportunity cost and ineffective due to the same.
3.)Completely Correct. It is hard to swallow, yet all the math I have done shows it is simply the best option DPR wise. I mean if my math is correct it is roughly equal to (WF + GWF + WS + GWS) it is just all held until you get the "Capstone" feat.
4.) I agree that some would be uncomfortable with the "flavor" of armed Tiger Pounce. I was at first as well. However when the rules are clear and they do not create a situation where play is disrupted, such as say unlimited wishes due to simulacrum abuse, then I would in my opinion call it bad form to ban an option, unless the table had all agreed that such was not allowed.
If "flavor" meant that much to someone I would simply re-fluff it.
Anyway just my opinion, take it with a dash of salt.
| Hawktitan |
My personal feeling is that Tiger Pounce should be only with unarmed attacks (RAI) after all the flavor text says "Your unarmed strikes are as precise as they are powerful..." and the previous feats only are with unarmed attacks. RAW, yeah you can do it with any weapon and it's probably not unbalancing after spending so many feats on it, but YMMV.
| Trueshots |
The campaign is to 17. So im either doing 2-3 ninja and 14-15 fighter or 14 ninja and 2-3 fighter or 1 something else.
if i don't go ninja and get all the extra feats i was gonna grab extra ki a few times. an have a good bit of ki to use the ki speed skill that allows me to take an additional attack at full attack bonus.
| Hawktitan |
Personally I like the ninja dip for Ki speed :). I'd go Ninja 4 though with vanishing + shadow clone ninja tricks (in terms of BaB loss a level 2 dip is the same as level 4). Go the rest fighter. If you want to keep your feats up then you can take weapon training and/or combat trick as your ninja tricks.
| Trueshots |
yeah I also thought about taking 5 levels of ninja. so that would be 5 levels of ninja and 12 levels of fighter since the ap taps out at level 17 I'm not losing any additional fighter feats by doing this I am losing 1 or 2 bases attack bonus from the ninja training. but lets be honest the use of the ki to gain additional attacks per round will be incredible damage.
| Hawktitan |
That's crippling your PC.
Flavor reasons?
Crippling? I don't see it.
For 4 levels of ninja you lose 1 BAB - the world will not end.
In return you get 2d6 sneak attack damage, ninja ki (mostly for the extra attack but possibly for fast movement from time to time), and uncanny dodge. This is a fair trade.
What do you lose? Feats? Maybe, but you can use ninja tricks for feats if you feel that way. At worst it's a wash and at best you open up options for your character (I really like Vanishing Trick and Shadow Clones).
Armor training and weapon specializaion? You push them later into your career, yes but you will still get them eventually.
I see the claim as 'crippling' to be over dramatic. In anycase the original poster can decide.
| Azaelas Fayth |
Nodachi were the basis for what is now known as a Zanbatou.
Literally meant to slay a Horse through Decapitation while injuring the Rider. In PFRPG Terms that is the Brace Ability.
That said: Power Attack, Furious Focus, & Vital Strike Line with Devastating Strike. If you face a lot of Mobs Cleave & Great Cleave are wonderful. For any Nihonto Sword or High Crit Weapon Improved Critical is nice.
2H Fighter Archetype or Weapon Master is perfect.
| Hawktitan |
You will have to set up sneak attack, whilst the Barbarian's Bonus to strength will apply to every hit.
Throw in a Furious/Courageous two-handed weapon, and blast your enemies.
Want to be Stealthy? Nab the Coherent Rage trait, and play a Hobgoblin.
Every hit while you are raging. I think this is an important difference. A barb dip won't allow one to rage every single fight at high levels (assuming 4-5 encounters per day). Likewise a dip in ninja won't allow you to use Ki every fight either, but hopefully (rage or ki) would be availible when it's really needed. Largely I count this as a wash.
I'm not trying to say levels in barbarian are not viable, in fact they are. I'm just taking a stance counter to 'RAAAA NO LEVELS IN ROGUE OR NINJA OR YOU ARE CRIPPLING YOURSELF'. Given the choice (and my personal play style) I'd choose Ninja over Barbarian. I do however think that it's cool that you seem to disagree and multiple viewpoints can be presented. Just that prehaps you are doing it a little too strongly in this instance.
In any case I think I've presented my arguement well enough. I think I'll bow out of posting in this thread anymore unless new information is brought up.
| brvheart |
Tiger Pounce (Combat)
Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed.
Prerequisites: Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.
Benefit: While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn.
Tiger Style (Combat, Style)
Your unarmed fighting style emulates the strength and ferocity of a tiger.
Prerequisites: Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Benefit: While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.
Normal: Unarmed strikes deal bludgeoning damage.
Note that both of these state they are for unarmed fighting styles. How can they NOT be limited to that? That is my issue with Ultimate Combat is that it is far too focused on Monks and not Fighter classes.
Michael Sayre
|
***
Note that both of these state they are for unarmed fighting styles. How can they NOT be limited to that? That is my issue with Ultimate Combat is that it is far too focused on Monks and not Fighter classes.
There's flavor text, and then there's mechanical benefits. The mechanical benefits of the Tiger Pounce feat are not in any way tied to Unarmed Strikes other than them being one of the conditions that triggers your swift action move ability (although the previous feats in the chain are). Lots of the Style feats are best for unarmed monks, but still viable with other fighting styles.
The nice thing about Tiger Pounce is it also limits the potential of your enemy disrupting your Full Attacks by moving back a few steps on their turn. On a busy battlefield, this could increase the number of full attacks you get per encounter, vastly improving your damage.| gnomersy |
brvheart wrote:***
Note that both of these state they are for unarmed fighting styles. How can they NOT be limited to that? That is my issue with Ultimate Combat is that it is far too focused on Monks and not Fighter classes.There's flavor text, and then there's mechanical benefits. The mechanical benefits of the Tiger Pounce feat are not in any way tied to Unarmed Strikes other than them being one of the conditions that triggers your swift action move ability (although the previous feats in the chain are). Lots of the Style feats are best for unarmed monks, but still viable with other fighting styles.
The nice thing about Tiger Pounce is it also limits the potential of your enemy disrupting your Full Attacks by moving back a few steps on their turn. On a busy battlefield, this could increase the number of full attacks you get per encounter, vastly improving your damage.
I agree RAW it works but there are GMs who'd RAI it out specifically because of the flavor text and complaining to them would not change their minds.
But more than that it's a 4 feat investment for a single feat which means you get nothing for a minimum of 3 levels before it comes into play which is undesirable from my perspective.
As for stopping people from stepping back there are feats that specifically do that or you could go for lunge which would also accomplish that.
| Rycaut |
As an alternative to the Tiger Pounce chain consider the Step Up chain. Feats that will always be useful and will likely let you get into sneak attack position more reliably.
In the Barbarian vs ninja debate don't forget a few other factors:
- not everyone likes the flavor of a chaotic character
- ninja/rogues offer a lot outside of combat (skills in particular) which makes a dip useful in filling out some weaker skills. Especially if you dip later in your career you can max out a few skills for greater in and out of combat effectiveness (acrobatics for example)
lantzkev
|
Kind of how with dragon style
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
yeah it's got an added benefit for unarmed strikes, but barring that it's pretty awesome just for the save bonus and to ignore difficult terrain and allies on charges!
| Darksol the Painbringer |
I dont mean to derail the thread at all but I am going to be playing a tow handed fighter and I was wondering, what would the damage be for a size large bastard sword with impact?
No derailing at all; it's actually a fairly valid question, since it serves in terms of outright optimization for a THF.
Regular Bastard Sword is 1D10.
Large Bastard Sword is 2D8.
Impact-property Large Bastard Sword is 3D8.
Getting a Large Bastard Sword with that property is probably one of the most worthwhile +2 Enchants you can have (since the damage multiplies on a critical, and offers more than an Energy property) in terms of damage.
@Trueshots:
As far as outright damage, they pretty much hit the hammer on the head. Weapon Specialization, Weapon Focus, Power Attack, Furious Focus (for making the hits count), etc. all aid in damage.
Sometimes, the best feats don't just comprise combat damage, but combat versatility as well. Take the Lunge feat, for example; you're facing a Large Ogre, with a normal weapon, you would have to get next to the Ogre, provoking an attack of opportunity. With the Lunge Feat, you can have a reach of 10 feet with a mere -2 to hit; so now not only are you able to hit the creature at a safe distance, but the playing field is now evened out; his reach is no longer a threat.
There are a couple others not listed that may help, such as Step Up and Strike (though only relevant when facing casters and other people who use the 5 foot step action), granting you extra chances at making attacks (and essentially dealing more damage), Hammer the Gap (dealing extra damage for consecutive swings in a given round), and a few of the Race feats that would make damage more common in a given encounter. But those are few and far between.
| northbrb |
northbrb wrote:I dont mean to derail the thread at all but I am going to be playing a tow handed fighter and I was wondering, what would the damage be for a size large bastard sword with impact?
No derailing at all; it's actually a fairly valid question, since it serves in terms of outright optimization for a THF.
Regular Bastard Sword is 1D10.
Large Bastard Sword is 2D8.
Impact-property Large Bastard Sword is 3D8.
Getting a Large Bastard Sword with that property is probably one of the most worthwhile +2 Enchants you can have (since the damage multiplies on a critical, and offers more than an Energy property) in terms of damage.
@Trueshots:
As far as outright damage, they pretty much hit the hammer on the head. Weapon Specialization, Weapon Focus, Power Attack, Furious Focus (for making the hits count), etc. all aid in damage.
Sometimes, the best feats don't just comprise combat damage, but combat versatility as well. Take the Lunge feat, for example; you're facing a Large Ogre, with a normal weapon, you would have to get next to the Ogre, provoking an attack of opportunity. With the Lunge Feat, you can have a reach of 10 feet with a mere -2 to hit; so now not only are you able to hit the creature at a safe distance, but the playing field is now evened out; his reach is no longer a threat.
There are a couple others not listed that may help, such as Step Up and Strike (though only relevant when facing casters and other people who use the 5 foot step action), granting you extra chances at making attacks (and essentially dealing more damage), Hammer the Gap (dealing extra damage for consecutive swings in a given round), and a few of the Race feats that would make damage more common in a given encounter. But those are few and far between.
If I drink a potion of Enlarge Person what would my weapon damage be then?
| Azaelas Fayth |