
HWalsh |
6 people marked this as a favorite. |
This is a thread simply to be something new and different.
The idea here is to post some of your favorite Feat Combinations those little known tricks of the trade that most people miss that you think have some extra value.
I'll go first:
Martial Melee Mayhem!
Start by taking Power Attack!
Come on, we all know that you have Power Attack, if you swing a sword then you have Power Attack.
Next go for Hurtful!
Hurtful
Hurtful lets you spend a swift action to make a melee attack against a target that you have successfully intimidated.
At level 6, if you have been pumping Intimidation every level it qualifies you for Cornugun Smash!
Cornugun Smash
This combination lets you:
Make a Power Attack attack (as part of a Full Attack, or as part of a Single Attack) against a target, then make a free action Intimidate attempt against the target, then, if successful, spend a Swift Action to get another attack against the target!
Why does this rock?
1. It is an extra melee attack for those who swing that way.
2. It works just fine, at 6th level, in conjunction with a normal standard attack, and since the Hurtful attack doesn't take a -5 penalty like a second attack does this is arguably even better at that level than making a full attack!
3. This works with such things as Vital Strike!
A 7th level Fighter could, in theory, with a two handed sword, hit for a full attack at 2 attacks for 2d6+Modifiers and 2d6+Modifiers (but with a -5 on the second hit) or they could hit for 4d6+Modifiers and 2d6+Modifiers at no penalty at all!
Granted, at higher levels Full Attacking will yield you more, but this is a great stop gap measure and really takes any of the pain from not being able to Full Attack between levels 6-11 away.
Also note:
To intimidate a target you only need to hit DC 10 + HD + Wisdom Modifier, meaning, for most targets it is a piece of cake!
This is one of my favorites so it bears screaming to the heavens, but there are more, but now it is your turn! What is your favorite Nice Feat Combo!

Saldiven |
I've built a similar concept using a LN Half-Orc Inquisitor of Zon-Kuthon (Heresy Inquisition) with two levels of Fighter for the two extra Feats.
From memory, at 7th level, he has (in no particular order):
Power Attack
Hurtful
Intimidating Prowess
Cruelty (+2 to hit and dmg after causing fear/pain effect)
Furious Focus (no to hit penalty for first PA in turn)
Cornugon Smash
At 7th level, including traits, race bonuses, favored class bonuses, and Inquisitor class abilities, he has a +25 to his Intimidate skill.
If I had gone straight Inquisitor, at 7th level, I still wouldn't have my first iterative attack.
With this build, even if the character moves, charges, or takes a move action, I can power attack with the first attack, generating a free Intimidate (which will almost always succeed, even against CR+3 opponents with the average roll being 35), which leads to a free attack from Hurtful.
Furious Focus removes the PA penalty for the initial attack, and Cruelty mitigates the PA penalty from the Hurtful attack, as well as allowing additional static damage.
The character is currently using a Bardiche as his weapon, providing reach and the 2-handed weapon damage benefit. Eventually, I will take Weapon Focus and Dazzling Display, which I might retrain to Dreadful Carnage when I qualify.

avr |

Silent and Still Spell; the classic way of messing with people's heads. Until today I wasn't even aware that there were those who thought that characters could somehow sense a wizard casting spells without any casting components.
Combat Reflexes and Improved Trip; how to stop people moving past you. Yes, you can trip as an AoO.
Improved Overrun + Spiked Destroyer + Charge Through; knock an enemy down, deal some damage to them and charge another enemy, all in the same round. You can spend even more feats to add an unarmed attack via Vicious Stomp, but that's arguably overspecialised.
Inexplicable Luck + any crafting feat; since you're likely not doing anything else that day the 1/day limitation of Inexplicable Luck isn't a problem and you can reliably add +8 to your crafting check.

HWalsh |
Silent and Still Spell; the classic way of messing with people's heads. Until today I wasn't even aware that there were those who thought that characters could somehow sense a wizard casting spells without any casting components.
Yup. There is always a visual component in Pathfinder/D&D magic. Glowing runes, flashing lights, etc. No such thing as stealth casting.

avr |
1 person marked this as a favorite. |

avr wrote:Silent and Still Spell; the classic way of messing with people's heads. Until today I wasn't even aware that there were those who thought that characters could somehow sense a wizard casting spells without any casting components.Yup. There is always a visual component in Pathfinder/D&D magic. Glowing runes, flashing lights, etc. No such thing as stealth casting.
A point of view I hadn't read or heard before today, certainly not in the rulebooks or fiction. The claim seems to rest on an oversight under the spellcraft skill which seems a thin thread to base it on.

KainPen |
Also note:
To intimidate a target you only need to hit DC 10 + HD + Wisdom Modifier, meaning, for most targets it...
It not as easy as it seems. It still a good path to go and good perks since they are mostly free or using a swift action. but It just requires a got bit more investment then what you have listed to be truly effective or easy.
The odds are things you are going to be fighting are going to be at your hit dice or greater. this nullifies skill points point into to intimidate.
Most medium size creatures Usually have a decent wisdom +1 or 2 mods. Now creature that are not medium size are going to be bigger then you. you take a -4 to this check for every size category they are bigger then you. they continue to get bigger as you level. that is the way the game was made.
Most people that go this route dump CHA meaning you are already in hole big time due to size issues and it based on using a dump stat for most melee characters. This means less then 50% chance of success. that is not easy, now you can invest more to make it easier, skill focus is a must, as well as any background traits, and that feat that lets you add str into the skill with cha mod. this will put you on averaged about 65% chance of success. That is still not easy and take more investment to get the numbers better. you will need persuasive. then you should be good at calling it fairly easy roll. that is heavy investment to make it easy vs large creatures and things of your size. you need magic items to push it over the top so it can be easy vs bigger then large creatures.
If you want this build I always suggest making it a fighter only cause you will need all the feats,or another class that did not dump cha. good suggestion I also make on point by build is instead drop your str at the start by 1 or 2 points of your original target point. this should free up points to give you decent cha and, you are going to make it up by using eldritch heritage orc blood line at the later levels.

Saldiven |
HWalsh wrote:Also note:
To intimidate a target you only need to hit DC 10 + HD + Wisdom Modifier, meaning, for most targets it...It not as easy as it seems. It still a good path to go and good perks since they are mostly free or using a swift action. but It just requires a got bit more investment then what you have listed to be truly effective or easy.
The odds are things you are going to be fighting are going to be at your hit dice or greater. this nullifies skill points point into to intimidate.
Most medium size creatures Usually have a decent wisdom +1 or 2 mods. Now creature that are not medium size are going to be bigger then you. you take a -4 to this check for every size category they are bigger then you. they continue to get bigger as you level. that is the way the game was made.
Most people that go this route dump CHA meaning you are already in hole big time due to size issues and it based on using a dump stat for most melee characters. This means less then 50% chance of success. that is not easy, now you can invest more to make it easier, skill focus is a must, as well as any background traits, and that feat that lets you add str into the skill with cha mod. this will put you on averaged about 65% chance of success. That is still not easy and take more investment to get the numbers better. you will need persuasive. then you should be good at calling it fairly easy roll. that is heavy investment to make it easy vs large creatures and things of your size. you need magic items to push it over the top so it can be easy vs bigger then large creatures.
If you want this build I always suggest making it a fighter only cause you will need all the feats,or another class that did not dump cha. good suggestion I also make on point by build is instead drop your str at the start by 1 or 2 points of your original target point. this should free up points to give you decent cha and, you are going to make it up by using eldritch heritage orc blood line at the later levels.
If you build specifically for it, it's far easier to intimidate anything not immune to the effect than you realize. I pointed out my build earlier that has +25 to intimidate at lvl 7, and will be somewhere between +50 and +55 at lvl 15.
A CR 10 Bebelith only needs a 31 to intimidate, including size mods. My build needs a 6 to intimidate this CR+3 creature.
A CR 10 Coatl only needs a 30.
A CR 10 Fire Giant needs a 31.
A CR 10 Guardian Naga needs a 30.
For most of the stuff I looked at, with the build I mentioned above, I have around a 75%+ chance at succeeding on the first attempt and a 50%+ chance on the second. For CR equivalent creatures, I would succeed against many of them even on a roll of 1.
That being said, for this type of a build to be successful, it has to be designed as such from the beginning, and it does suffer a bit in encounters against things immune to the effect. It's one of the reasons I like Inquisitor for the build, as the other abilities the Inquisitor has prevents him from being useless in those situations.

Saldiven |
HWalsh wrote:A point of view I hadn't read or heard before today, certainly not in the rulebooks or fiction. The claim seems to rest on an oversight under the spellcraft skill which seems a thin thread to base it on.avr wrote:Silent and Still Spell; the classic way of messing with people's heads. Until today I wasn't even aware that there were those who thought that characters could somehow sense a wizard casting spells without any casting components.Yup. There is always a visual component in Pathfinder/D&D magic. Glowing runes, flashing lights, etc. No such thing as stealth casting.
The developers have stated in threads as wells as FAQs that spellcasting can be perceived even if Silent, Still, and Eschewed.

LilyHaze |

My take on the Intimidate build was as a Titan Fighter with an Impacting Large Greatsword with Hurtful, Intimidating Prowess, Cornugon Smash, and Vital Strike.
Add in the Fiery Glare trait and you can always take 10 with Intimidate.
Dazzling display into Shatter Defenses means anyone you hit will be easier to hit next time. Also gives incidental battlefield control as a fighter.
The end result was 8d6 + additive + free intimidate, then another attack for an addition 4d6 + additive.
And by taking 10 she always got 37. 42 if she used a better potion than just Gravely Tonic.
To resist a 37 a level 20 creature would need a wisdom score of 24, a little less depending on its size. A 42 is just that much harder.
Sadly this was a PFS character and Hurtful got banned, really hurting her DPR. Oh well, fun while it lasted.

Felyndiira |

If you're okay with being evil and selling your soul, add Soulless Gaze with another damnation feat and eventually send them running off as well.

Saldiven |
You know, after reading the combinations, I'm thinking that Vital Strike might be a better option than Cruelty, but I'll have to be sure.
With a Bardiche, Vital Strike adds 5.5 points of dmg on average. Cruelty only adds 2 points of damage, but it also adds +2 to hit after the fear effect is landed, and that would include the bonus to hit and damage for any AOO with the reach weapon. Hrm...

Pixie, the Leng Queen |

For fighters another nifty option (since they get lots of feats anyway) is the half orc feats that work with cleave (suprise follow through). Cleave, cornugon smash, free hit for those time where ypu got more than one opponent....
I wonder how this would work on a.sulking slayer rogue....
You would need
Power attack
Cornugon smash
Cleave
Greater cleave
Vital strike chain.
Sulking slayer can grab the suprise follow through chain as rogue talents. With unchained you get the intimidate skill unlock which gets nasty fast.

Exguardi |
1 person marked this as FAQ candidate. 1 person marked this as a favorite. |

I'll toss in Butterfly's Sting and Quick Draw. You begin your attack sequence with a 15-20 critical hit range weapon; if you "catch" a crit, you drop the weapon and draw a weapon with a 4x critical hit modifier to deliver the critical hit (you are considered to be your own ally in Pathfinder). Best used with classes that provide good "general" to-hit boosts as opposed to bonuses affecting a single weapon or type (like Weapon Focus).

Corvino |

How about the Hunter class with the following combination:
Combat Expertise (feat tax)
Outflank
Pack Flanking
Paired Opportunists
Broken Wing Gambit
Combat Reflexes for more AOOs, Power Attack for damage, season with additional teamwork feats to taste.
As long as both you and your Animal Companion threaten the same target you're Flanking and get a +4 to hit bonus. So does your Animal Companion.
If you take a penalty to your Armor Class both your Animal Companion and character get full-BAB AOOs with +8 to hit (Flanking, Outflank, Paired Opportunists) against the attacker. Having a 2-handed weapon and a big single-natural-attack AC make it even nastier. With Hunter bonus teamwork feats you can get the whole thing done at about level 6.

KainPen |
to saldiven
Yeah that is your build but not what OP present who say it was easy. whom I was replying too. you are heavily invested in that skill set to give you more so then him. by picking race, class options, ect. as you posted.
he just said power attack and smash. that is not enough to make it easy. that was my point you have to build for it, to make it easy and it gets hard and hard the more levels you gain it does not get easier. it requires more investment, either magic items or more feats ect.
see any ancient Dragon DC is stupidly high. even at level 16 he going odds are he not going to be successful
Black Dragon DC 40 before even adding the wisdom bonus.
or cloud Giant 1 cr higher then you posted is dc 37 including the size adjustment. those are not easy numbers to make for some one that did not invest heavily into it.
your build I bet does not completely dumping CHA is also and obvious you are adding a ton more then power attack smash. I never said it could not be done to be easy, just that it require serious investment to be easy and pointed out ways to do it.
I also did not suggest it was a bad idea or build I said it is pretty good as long as you have smash but it does require investment to be effective and easy.

Pixie, the Leng Queen |

You can grab a feat to add str to Intimidate... and we have shown you can REALLY ramp up str... lets see...
Half Orc mutagenic fighter
Get EH (orc)
EH orc will give you +12 to str by itself (+6 inherent, +6 size). Since the orc doesnt count as a polymorph effect, you can use use your mutagen for more str....
Skill focus for intimidate.
I forgot the feat to use str for intimidate
And all of this also ramps ypue damage...

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This is probably nothing you all haven't seen before, but I thought of them on my own so I'm kind of proud of them.
1) Improved Bull Rush on any high-STR build. Unlike Improved Trip, which requires COmbat Expertise (don't get me started), Imp. Bull Rush only requires Power Attack-- a feat you already wanted to take anyway. Bull rushing itself may not seem like the most powerful option, but most people never even attempt it because of the AoO. Once you have the Improved feat, you start seeing all sorts of applications for it.
2) Lookout granted to a mount or AC. Cavaliers can benefit especially from this; normally Lookout is a useless choice because Tactician can't grant it to allies soon enough for it to be of any use. But once you get your mount's Int up to 3, the mount can take the feat, and as long as you're in the saddle, you effectively get to roll twice on Perception checks and take the better result. Any other class with an AC can do this trick as well, but they tend to be WIS-based casters who don't really need it.

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1) Improved Bull Rush on any high-STR build. Unlike Improved Trip, which requires COmbat Expertise (don't get me started), Imp. Bull Rush only requires Power Attack-- a feat you already wanted to take anyway. Bull rushing itself may not seem like the most powerful option, but most people never even attempt it because of the AoO. Once you have the Improved feat, you start seeing all sorts of applications for it.
Fun bit of trivia:
Reposition won't let you move someone onto a hazardous space (like lava or a pit). Just flat-out can't do it.
Grapple will let you try (as part of the "move" option on a successful maintain check), but they get a free escape attempt to save themselves.
But bull rush? No special limiters to it. Line 'em up and send 'em over the edge.

KainPen |
You can grab a feat to add str to Intimidate... and we have shown you can REALLY ramp up str... lets see...
Half Orc mutagenic fighter
Get EH (orc)EH orc will give you +12 to str by itself (+6 inherent, +6 size). Since the orc doesnt count as a polymorph effect, you can use use your mutagen for more str....
Skill focus for intimidate.
I forgot the feat to use str for intimidate
And all of this also ramps ypue damage...
This is what I do for my builds like this. you get the size increase also so you are not taking a pen on as many creature bigger then you. pick up reach also immunity to fear and some natural armor.
I don't waste my time with dazzling displayed or shatter defenses, just not worth it for non rogue. and ORC bloodline is giving you so much more any way. dex is often not very high or giving a lot of ac later on in the game anyway. Since creatures just keep getting bigger. the game is made STR and con goes up creatures get bigger and harder and dex goes down. some creatures have touch ac of 0 or lower because their dex is so bad.

Mekura |
1 person marked this as a favorite. |

This is less of a feat combination, more so just a cool feat trick. The Escape Route teamwork feat is a nifty feat when used with anyone who takes the Valet familiar, effectively granting both you and your familiar a decent amount of safe movement, which is useful for a spellcaster attempting to withdraw out of melee but still wanting to cast spells. Even better if you can get away with it counting when your familiar is on your person or in a bag! Also nifty for letting your familiar be touched focused, as normally tiny creatures provoke as they have to move into an enemy's square.

J4RH34D |

Cleave never says your second attack has to be made with the first weapon. Nor does greater cleave.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Take power attack, cleave and catch off guard.
Get cleave and catch off guard. Also use a reach weapon. I know this probably doesnt work as writen. Use your reach to hit the guy 10 feet away and then cleave to the guy 5 feet away and bludgeon him with your "improvised" weapon, the haft of your weapon

Casual Viking |

This is a thread simply to be something new and different.
The idea here is to post some of your favorite Feat Combinations those little known tricks of the trade that most people miss that you think have some extra value.
I'll go first:
Martial Melee Mayhem!
Start by taking Power Attack!
Next go for Hurtful!
At level 6, if you have been pumping Intimidation every level it qualifies you for Cornugun Smash!
Blade of Mercy trait, Enforcer feat, and you can get this party rolling at level 1 as a Human Fighter (or better, Gendarme Cavalier).

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My wife's been having a lot of success with Felling Smash + Greater Trip. Hit with a standard action Power Attack (so you can use it with Vital Strike too), and you get a trip attempt as a swift action. If that works, Greater Trip makes them provoke another attack from you.
My unchained monk does something similar with the leg sweep style strike and viscous stomp. The benefit is that this is part of a flurry of blows, so i can make the rest of my full attack against my prone opponent after my aoo from stomp.

Saldiven |
your build I bet does not completely dumping CHA is also and obvious you are adding a ton more then power attack smash. I never said it could not be done to be easy, just that it require serious investment to be easy and pointed out ways to do it.
I'm sorry if I came off as being aggressive towards your point, I didn't meant it if it seemed so.
I actually agree with you. The Intimidate build can only be really effective if totally built towards from the very beginning, all the way down to Race selection and traits.
I just wanted to address this point because I think it's the funniest part of this build. My character is actually the "7 Charisma Party Face." It doesn't actually come online until 2nd level though. Obviously, I've sold down Charisma to 7.
He takes Student of Philosophy as a trait to allow him to use Intelligence instead of Charisma for Diplomacy, and he has a 13 Int to start. He starts with a level in Fighter to get Power Attack and Hurtful right away (despite the -2 from Cha to the Intimidate check, his racial bonus, trait bonus, and class skill bonus still has the skill at +6 at level 1). At second level, he takes a level of Inquisitor with the Heresy Inquisition. This Inquisition allows him to use Wisdom instead of Charisma for Bluff and Intimidate. The Wisdom is 16. So, despite having a 7 Cha, he gets stat bonuses to all of his social skills (at level 2, the Intimidate skill jumps to +12). It let me play a character who was decent as face-work without having to focus on more than two stats (Strength and Wisdom).
It's kind of fun to roleplay. The character isn't charismatic at all; he's kind of abrasive, actually. However, he knows how to make a logically strong argument (decent int for diplomacy), and the things he says just seem to make a lot of sense (wis for bluff and intimidation).

Tiny Coffee Golem |

This is less of a feat combination, more so just a cool feat trick. The Escape Route teamwork feat is a nifty feat when used with anyone who takes the Valet familiar, effectively granting both you and your familiar a decent amount of safe movement, which is useful for a spellcaster attempting to withdraw out of melee but still wanting to cast spells. Even better if you can get away with it counting when your familiar is on your person or in a bag! Also nifty for letting your familiar be touched focused, as normally tiny creatures provoke as they have to move into an enemy's square.
I like it.

Saldiven |
Mekura wrote:This is less of a feat combination, more so just a cool feat trick. The Escape Route teamwork feat is a nifty feat when used with anyone who takes the Valet familiar, effectively granting both you and your familiar a decent amount of safe movement, which is useful for a spellcaster attempting to withdraw out of melee but still wanting to cast spells. Even better if you can get away with it counting when your familiar is on your person or in a bag! Also nifty for letting your familiar be touched focused, as normally tiny creatures provoke as they have to move into an enemy's square.I like it.
It's also good for something like a Luring Cavalier when he and his mount have the Feat.

Cerberus Seven |

This requires the Master of Many Styles monk and a LOT of feats, but it's still cool.
- Crane Style (all 3 feats)
- Dragon Style (first two feats)
- Tiger Style (first and third feats)
- Power Attack
- Cautious Fighter (or Rod of Balance)
Crane Style will increase the dodge bonus when fighting defensively to +4 (obviously assuming 3+ ranks of Acrobatics) while also reducing the penalty to attack rolls to -1. Cautious fighter (or the rod) increases said AC bonus another two points, for a total of +6 dodge to AC/CMD. Dragon Style and Power Attack together get you twice your Str mod to damage on your first hit and 1.5 times Str mod on the next however many hits. Now, here's the important part: Tiger Pounce lets you apply the penalty from Power Attack to your AC rather than your attack roll. So at level 12, that's a -1 to attack, +2 to AC, and +9 to damage from PA alone. At level 20, the AC bonus and penalty cancel out for a -1 penalty to hit for a +12 bonus to damage. If you're adapating MoMS to the unchained monk, the higher BAB makes it a -1 to hit for a +18 bonus to damage. If you have mythic Power Attack, it's +27 to damage. All that, plus you get to punch someone back the first time they miss you in combat at almost your full, unpenalized attack mod. Hell, toss Combat Reflexes + Snake Style + Snake Fang into the mix and it's potentially THREE such attacks of opportunity per miss against you.

lemeres |
1 person marked this as a favorite. |

Pushing assault and lunge- the keep away combo
Push the enemy back with one of your early attacks, and then use lunge so you can finish your full attack. Then take a 5' step back.
A whole lot of enemies will have to move 10' to reach you, which means no full attack. You still get your full attack though, and thus you are doing way more damage. Great for defense while keeping up offense.
Even better when applied to reach builds, since it allows you to get a TON of AoOs, again, and again, and again. You get all of the attacks. Great for keeping up even more offense, which is the best defense.

Saldiven |
Pushing assault and lunge- the keep away combo
Push the enemy back with one of your early attacks, and then use lunge so you can finish your full attack. Then take a 5' step back.
A whole lot of enemies will have to move 10' to reach you, which means no full attack. You still get your full attack though, and thus you are doing way more damage. Great for defense while keeping up offense.
Even better when applied to reach builds, since it allows you to get a TON of AoOs, again, and again, and again. You get all of the attacks. Great for keeping up even more offense, which is the best defense.
Excellent combination, especially with reach builds that also use something like a spiked gauntlet for 5' range work. Then add in Combat Reflexes (which most builds have anyway) and the Improved Trip line of feats. Gets stronger as iterative attacks are added.
If they get right next to you, PA with the gauntlet, driving them into 10' range. PA again with the reach weapon to drive them back again. Use lunge to try to hit one last time to drive even further away.
When they move towards you, trip 'em with the AOO. If successful, take another AOO to whack 'em again (Greater Trip). On your turn, use PA to scooch their prone butts back out of range, or just beat on their prone selves and let them provoke when they try to stand up again.

lemeres |
1 person marked this as a favorite. |

lemeres wrote:Pushing assault and lunge- the keep away combo
Push the enemy back with one of your early attacks, and then use lunge so you can finish your full attack. Then take a 5' step back.
Excellent combination, especially with reach builds that also use something like a spiked gauntlet for 5' range work. Then add in Combat Reflexes (which most builds have anyway) and the Improved Trip line of feats. Gets stronger as iterative attacks are added.
If they get right next to you, PA with the gauntlet, driving them into 10' range. PA again with the reach weapon to drive them back again. Use lunge to try to hit one last time to drive even further away.
When they move towards you, trip 'em with the AOO. If successful, take another AOO to whack 'em again (Greater Trip). On your turn, use PA to scooch their prone butts back out of range, or just beat on their prone selves and let them provoke when they try to stand up again.
You don't particularly even need the gauntlet (plus, that might mess up the handedness of everything- unsure), actually, you just need to switch up the order of actions.
Basically, you take the 5' step back first, and then you can use your reach weapon for the pushing assault/lunging full attack bit.
Same general result.
On another note- lunge is great for reach in general as well- usually, if you attack first, the enemy ends up too close to get AoOs. With lunge, you can attack, and still have them in the sweet spot that is perfect for AoOs when they come at you.
Also, there is the more intended purpose of full attacking a wide area. With lunge, reach, and 5' step, you can full attack anything in a 45' wide circle. Tons of easy full attacks.
Overall, lunge is a great quality of life feat for reach users.

Robert Carter 58 |
HWalsh wrote:A point of view I hadn't read or heard before today, certainly not in the rulebooks or fiction. The claim seems to rest on an oversight under the spellcraft skill which seems a thin thread to base it on.avr wrote:Silent and Still Spell; the classic way of messing with people's heads. Until today I wasn't even aware that there were those who thought that characters could somehow sense a wizard casting spells without any casting components.Yup. There is always a visual component in Pathfinder/D&D magic. Glowing runes, flashing lights, etc. No such thing as stealth casting.
Yeah, I don't buy it. If you cast with Silent and Still Spell it's a stealthed spell, unless it's obviously casted from your location- like a fireball is streaking from the caster's point of origin, as is magic missile, but a silent and Stilled FEAR spell- there's no way to know who casted that sucker. That's why the caster invests in the feats. That's how I would rule it.

Robert Carter 58 |
avr wrote:The developers have stated in threads as wells as FAQs that spellcasting can be perceived even if Silent, Still, and Eschewed.HWalsh wrote:A point of view I hadn't read or heard before today, certainly not in the rulebooks or fiction. The claim seems to rest on an oversight under the spellcraft skill which seems a thin thread to base it on.avr wrote:Silent and Still Spell; the classic way of messing with people's heads. Until today I wasn't even aware that there were those who thought that characters could somehow sense a wizard casting spells without any casting components.Yup. There is always a visual component in Pathfinder/D&D magic. Glowing runes, flashing lights, etc. No such thing as stealth casting.
Eh, developers don't know everything. If I have a Player who is investing in Silent and Still Spell, then I'm going to let them have their fun. Some things the developers say make no sense. This is my game and your game, not their game.

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avr wrote:Yeah, I don't buy it. If you cast with Silent and Still Spell it's a stealthed spell, unless it's obviously casted from your location- like a fireball is streaking from the caster's point of origin, as is magic missile, but a silent and Stilled FEAR spell- there's no way to know who casted that sucker. That's why the caster invests in the feats. That's how I would rule it.HWalsh wrote:A point of view I hadn't read or heard before today, certainly not in the rulebooks or fiction. The claim seems to rest on an oversight under the spellcraft skill which seems a thin thread to base it on.avr wrote:Silent and Still Spell; the classic way of messing with people's heads. Until today I wasn't even aware that there were those who thought that characters could somehow sense a wizard casting spells without any casting components.Yup. There is always a visual component in Pathfinder/D&D magic. Glowing runes, flashing lights, etc. No such thing as stealth casting.
That's a house rule. By RAW, there is still a visual cue that a spell is being cast, even if there is no somatic or verbal component.
This is supported in the art in the book as well.

lemeres |
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People are very concerned with what's official and what is not, what the developers say, and what they don't. I think for myself, and encourage others to do likewise. Logic and reason are more important than what the developers say. D&D has existed in some form or another since 1974, this is just another iteration as far as I'm concerned, one of many, and yes, subject to table variation as the game has always been. What the developers say doesn't overly concern me. Internal game logic does. If a PC invests two or three feats to make make his spellcasting imperceptible, than that is what those feats should do- logic and reason trump a developer FAQ, every single day, and twice on Saturday. Just my two copper pieces.
Still, there is the question of having a shared baseline when we are trying to discuss the game, and then we can later move that baseline as needed for homegames.
It is important because, especially in this online format, we cannot predict or know how other people run their tables- the only thing we know have in common is the baseline.
So working with the text, as well as the commentary from the people who made the product, is useful in establishing that baseline.
It is also a useful tool when there are disagreements at the table- when you have two people arguing a rule, and each person has their own 'logic'. Having a third party, experienced with the text with access to the intent that went into that text, is useful.

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This combination lets you:
Make a Power Attack attack (as part of a Full Attack, or as part of a Single Attack) against a target, then make a free action Intimidate attempt against the target, then, if successful, spend a Swift Action to get another attack against the target!
You know what's even more awesome? Be an 11th level Viking (fighter archetype). At 2nd level they can intimidate as a move action. Pick up the Deadly Stroke feat chain (requires 11 fighter levels). Then just get up in his grill...
Move action intimidate.
Swift action Hurtful attack (triggers Shatter Defenses).
Standard action Deadly Stroke vs. flat-footed AC (double damage and a point of CON BLEED!)

Gisher |

This is less of a feat combination, more so just a cool feat trick. The Escape Route teamwork feat is a nifty feat when used with anyone who takes the Valet familiar, effectively granting both you and your familiar a decent amount of safe movement, which is useful for a spellcaster attempting to withdraw out of melee but still wanting to cast spells. Even better if you can get away with it counting when your familiar is on your person or in a bag! Also nifty for letting your familiar be touched focused, as normally tiny creatures provoke as they have to move into an enemy's square.
This is a really clever idea!

My Self |
I've built a similar concept using a LN Half-Orc Inquisitor of Zon-Kuthon (Heresy Inquisition) with two levels of Fighter for the two extra Feats.
From memory, at 7th level, he has (in no particular order):
Power Attack
Hurtful
Intimidating Prowess
Cruelty (+2 to hit and dmg after causing fear/pain effect)
Furious Focus (no to hit penalty for first PA in turn)
Cornugon SmashAt 7th level, including traits, race bonuses, favored class bonuses, and Inquisitor class abilities, he has a +25 to his Intimidate skill.
If I had gone straight Inquisitor, at 7th level, I still wouldn't have my first iterative attack.
With this build, even if the character moves, charges, or takes a move action, I can power attack with the first attack, generating a free Intimidate (which will almost always succeed, even against CR+3 opponents with the average roll being 35), which leads to a free attack from Hurtful.
Furious Focus removes the PA penalty for the initial attack, and Cruelty mitigates the PA penalty from the Hurtful attack, as well as allowing additional static damage.
The character is currently using a Bardiche as his weapon, providing reach and the 2-handed weapon damage benefit. Eventually, I will take Weapon Focus and Dazzling Display, which I might retrain to Dreadful Carnage when I qualify.
Does Enforcer and Cornugon Smash allow you to take 2 free action intimidates after you hit a guy with nonlethal damage? Does it stack with the 2-feat Soulless Gaze power?

Rathendar |

It's kind of fun to roleplay. The character isn't charismatic at all; he's kind of abrasive, actually. However, he knows how to make a logically strong argument (decent int for diplomacy), and the things he says just seem to make a lot of sense (wis for bluff and intimidation).
I like this from mechanical perspective. My first response to your last paragraph of fluff tho...
"you are the physical embodiment of Internet Forum Posters!" Damn those CHA Dumpstats!
haha