Feats_ Defensive


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Goblin Squad Member

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From the PFO Wiki :

Feats Defensive
Feat Name/Role/Effects
Great Fortitude/General/Fortitude Defense Bonus
Iron Will/General/Will Defense Bonus
Lightning Reflexes/General/Reflex Defense Bonus
Toughness/General/Hit Points

Bravery/Fighter/Freedom Recovery Bonus, Mind Blank Recovery Bonus, Will Defense Bonus

There are currently x6 defensive feats available, but only x3 can be slotted at any time.

1- As they each target different things, are there any combinations that make sense for general and specific use, and if so, why?

2- Are there non-defensive feats and role features that mix well together to improve overall defensives in general and in a specific area (for example to maximize Reflex Defense)?

(Examples: General, By Roles, Weapon selections, Hybrids, Synergy Bonuses...)

General Build
Great Fortitude + Iron Will + Lighting Reflexes = raises the 3 base stats

Fighter, Heavy Armor and Melee
Great Fortitude + Toughness + Bravery + [Unbreakable Armor Feat] = heavy tank

Fighter, Medium Armor and Ranged
Iron Will + Lighting Reflexes + Toughness + [Archer Armor Feat] = sniper

Any feedback in better understanding how to use defensive feats is welcome. :)

Goblin Squad Member

Your great limiter will be your ability scores: Great Fort is Con based, so Wizards and Rogues will only have access to the first few levels.

Iron Will is Int/Wis/Per (if irc), so fighters and rogues will only have access to the first few levels.

Note: unless the spend XP on unwanted feats just to raise those ability scores.

Goblin Squad Member

@Dazyk,

I don't understand. Talk to me in Fisher-Price(tm) speak, using an "Independent Cold Start XP" brand new character. Add in roles and builds if you want to get all "mathy" on me. :)

Goblin Squad Member

lol ok, sorry.

Each of the Feats you mention have Ability Score prerequisites starting at level 3: Great Fortitude is Con, Iron Will is Wis, Lightning Reflexes is Dex, etc.

So, every character could purchase the first two levels of each defensive, but starting at level 3 each character will have a predisposition toward a few of the defensives based on their chosen role. Clerics, who have spent their xp on Wis enhancing feats and skills, will already meet the requirement for Iron Will 3, whereas a Fighter will likely not.

That Cleric will probably not want to spend a lot of xp on Rogue feats in order to boost his Dex up high enough to qualify to purchase Lightning Reflexes. Just like the Rogue will not likely want to purchase a whack of Cleric abilities just in order to raise Wis high enough to purchase Iron Will.

Hopefully that makes sense... I haven't had any coffee yet this morn, so words are hard.

Goblin Squad Member

Thread moved here: Defensive Feats: General.

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