Nice Feat Combinations!


Pathfinder First Edition General Discussion

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Silver Crusade

RainyDayNinja wrote:
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.

I have a relatively high level character that does the almost same as a Lore Warden/Rogue - Adding to Felling Smash + Greater Trip:

Cornugon Smash, Shatter Defense and Vicious Stomp to add 3 AOOs with sneak attack each time if you manage to get them trip and shakened.

Pretty feat intensive adding on all the prerequisite feats.

Dark Archive

The Hurtful/Cornugon combo, to 11. This includes equipment, classes, and feats.

At least three levels in Titan Fighter, one in Bloodrager(Celestial), one in core Barbarian. Go nuts with the rest. Take levels in inquisitor to tack Bane onto your weapon. You'll figure out something whacky.

Be a human

Power Attack, Furious Focus, Cornugon Smash, Hurtful, Vital Strike, Furious Finish.

Large +1 Furious Impact Earthbreaker. Get Enlarged. You now have a functionally Gargantuan Earthbreaker. You're basically 3/4 BAB since you took a partial casting class for most of your levels. At L9, you Vital Strike for 12d6+1.5xSB+1d6(if Bloodraging)+3+6d6+1.5xSB+3. Maximize it with Furious Finish. Wear Cord of Stubborn Resolve, to avoid fatigue from ending Rage. Rage as a free action before ending your turn to set up your attack for next turn.

If you take Inquisitor as your 6 level casting class, you get to add Bane to that, making for 12d6+1.5xSB+2d6+1d6(if Bloodraging)+5+6d6+1.5xSB+2d6+5.

Now, what does that actually all mean? Well, it depends. At bare minimum, you're looking at 96 damage on your first swing, without Bane. Your second swing adds another 33, on average. Now, this actually goes up if you get a GM who lets you rage as a free action between your swings, thereby burning two rounds of range per turn. That buffs your damage up to 51. So, If you can burn two rounds of Rage per turn, you get 147 damage with a full 30 foot move, a standard attack, and applying the shaken condition. Guaranteed. Every time.

Adding bane, that damage increases by 18 to 165. Being Bloodraging, and being allowed to Bloodrage twice per round bumps that again to 172.

Now, I'm not an expert on doing things with purely martial characters, because they're kinda boring. But I'm pretty sure that's enough to overkill the average CR9 monster. I would much rather cast Dominate on that T-Rex, over just smashing its face in, but this is a pretty fun little thought experiment.

Feel free to tell me if I mathed wrong somewhere, and screwed it all up.


Cornugon Smash works well with Shatter Defenses and related feats, if you're going that route (best with sneak attack).

Gory Finish is a fun feat to combine with other intimidate feats, too.

For some reason I was looking at a combination of Greater Feint and (Improved?) Two-Weapon Feint for a Red Mantis character at higher levels. Not sure why, though I guess it would help if you had multiple sneak attackers in a group.

Academae Graduate (for wizards) let's you summon as a standard action at the expense of possible fatigue (not a big problem for wizards, carry a few potions of lesser restoration for after the fight). Pairs well with Augmented/Superior Summoning, and maybe some of the other summoning feats.


But how do these feat combos stack up against spells available at the level they come online?

After all, given the author and timing of this thread, its purpose is to show that martials already have nice things.


thorin001 wrote:

But how do these feat combos stack up against spells available at the level they come online?

After all, given the author and timing of this thread, its purpose is to show that martials already have nice things.

Of course that's the purpose, but not the most immediate purpose.

Most of these cool feat combos help martials be better at what they're already good at (wizard feat excluded). They don't make martials more versatile or better at saves or anything that remotely stacks up to spells.


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The Feats vs. Spells argument returns. Feats are good, but locked in stone unless you're using a class feature that allows you to switch them - Martial Flexibility etc. Once you've got your primary tactic sorted you can be stuck with it, especially mundanes. Switch-hitters and the like are a minority. If your tactic gets boring - tough. If it annoys your DM and gets shut down - better hope you're allowed to retrain.

Spells, especially from prepared casters, allow you flexibility and a different play style every 24 hours. And can be enhanced by feats. The same Wizard can take two completely different roles on different days, but a fighter would struggle to even with bonus feats.


thorin001 wrote:

But how do these feat combos stack up against spells available at the level they come online?

After all, given the author and timing of this thread, its purpose is to show that martials already have nice things.

Not really. The purpose of this thread is that there are nice feat combinations.

This is to offer some combinations to improve quality of life for all players, caster and martial, as to what spells? Doesn't matter. This thread has nothing to do with spells.


Corvino wrote:

The Feats vs. Spells argument returns. Feats are good, but locked in stone unless you're using a class feature that allows you to switch them - Martial Flexibility etc. Once you've got your primary tactic sorted you can be stuck with it, especially mundanes. Switch-hitters and the like are a minority. If your tactic gets boring - tough. If it annoys your DM and gets shut down - better hope you're allowed to retrain.

Spells, especially from prepared casters, allow you flexibility and a different play style every 24 hours. And can be enhanced by feats. The same Wizard can take two completely different roles on different days, but a fighter would struggle to even with bonus feats.

You forgot to mention long chains of prerequisite feats requiring you to spend multiple feat slots to do one thing well. (unlike spells which don't require other spells as prerequisites)

And all this because feats being at will vs limited uses per day was heavily over rated.


HWalsh wrote:
thorin001 wrote:

But how do these feat combos stack up against spells available at the level they come online?

After all, given the author and timing of this thread, its purpose is to show that martials already have nice things.

Not really. The purpose of this thread is that there are nice feat combinations.

This is to offer some combinations to improve quality of life for all players, caster and martial, as to what spells? Doesn't matter. This thread has nothing to do with spells.

To some people, every thread is about martial/caster disparity.


Gisher wrote:
HWalsh wrote:
thorin001 wrote:

But how do these feat combos stack up against spells available at the level they come online?

After all, given the author and timing of this thread, its purpose is to show that martials already have nice things.

Not really. The purpose of this thread is that there are nice feat combinations.

This is to offer some combinations to improve quality of life for all players, caster and martial, as to what spells? Doesn't matter. This thread has nothing to do with spells.

To some people, every thread is about martial/caster disparity.

Any chance we could avoid that thing and just go back to listing cool feat chains? While I personally disagree with the OP on certain martial/caster disparity points, the OP also has a good point that we should return to the initial direction of the thread.


Quick Draw + Power Attack + a one-handed weapon + a quickdraw light (wooden or steel) shield = 2-handed power attack damage on your turn and full shield ac benefit on everyone else's turns.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber


Dazzling Display
Disheartening Display
Flensing Strike
Motivating Display
Violent Display
Weapon Focus

All on an unchained rogue (scout) who maxes Intimidate. You can send an entire enemy force on the run after your opening charge while also buffing your entire party and debuffing the entire enemy force, particularly the target of the charge which will be wholly crippled by the attack.


Destructive Dispel
Dispel Focus
Dispel Synergy
Greater Dispel Focus
Improved Counterspell
Spell Perfection (greater dispel magic)
Spell Specialization
Varissian Tattoo (abjuration)

Combine these along with feats and abilities that maximize your caster level with greater dispel magic, and you can easily cripple anyone who relies on magic (which seems to be most NPCs these days). Follow up your dispel check with a quickened save or die and laugh as they try to save against it with a -12 penalty. I've managed to get the numbers high enough to essentially never fail the dispel check, even on a roll of a 1.


Cunning Spell
Deceitful
Eschew Materials
Silent Spell
Still Spell

With a min/maxed Bluff skill, these feats allow you to cast your spells whenever you want without others becoming aware of it. Cast illusions and enchantments out in the open without fear of giving yourself away. Blow up the market with a fireball, while leaving survivors withe the mistaken belief that it did not originate from you.


Combat Expertise
Combat Reflexes
Dodge
Greater Disarm
Greater Trip
Mobility
Improved Disarm
Improved Trip
Spring Attack
Whirlwind Attack

When used with a Lore Warden fighter wielding a dueling weapon (from the Pathfinder Society Field Guide, not to be confused with a similar ability of the same name from the Advanced Player’s Guide and Ultimate Equipment) you can easily trip everyone within your reach then disarm them of all their wielded weapon sending them flying away. Basically ends fights against armed humanoids.

Furious Finish
Improved Natural Attack (slam)
Vital Strike feats

On a barbarian/cave druid wildshaped into a carnivorous crystal you become a one-hit wonder easily dealing hundreds of damage in a single slam attack.

Liberty's Edge

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Improved Critical
Mocking Dance
Performing Combatant
Master Combat Performer

Used with a ranged or reach weapon (preferably with a high crit range) you can make a full attack and get multiple moves. Can allow you to dervish through enemies with a reach weapon or kite away with ranged attacks. Example;

Enemy is adjacent - take normal 5' step to back away
Fire first shot - hit for damage (first blood in fight)
Spend free action to take another 5' step back
Fire second shot - hit for damage (hit twice in round)
Spend swift action to move back 30'
Fire third shot - hit, target reduced to 0 hp
Spend free action to move back 30'
Fire fourth shot (new target) - crit for damage
Spend free action to move back 30'

So long as you can hit the target twice (or once with an energy burst weapon) you'll get at least one extra move (5' step or base speed) per round. Then each crit and opponent dropped to 0hp is an additional move... plus an additional move once per fight for dealing the first damage or the first time you rage.


KainPen wrote:

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.

Actually an Ancient Black Dragon is DC 41 *after* adding the wisdom bonus and size penalty. Cloud Giant is 33.

The Intimidate size penalty only applies once, not once per category:

PRD-Intimidate wrote:
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.

Yay feats.. still having lots of fun with Greater Feint and Greater Trip.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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Not exactly a feats thing, but something everyone needs to know: why wizards wear pointy hats.

You see, it's not actually a hat. It's more like a teepee: a conical, open-bottomed tent. The wizard casts shrink item on it, which will last for days at a time, and wears it like a hat.

Now, if the wizard is walking along, minding his own business, and finds himself running afoul of an antimagic field, suddenly shrink item isn't working anymore, and it instantly expands to full size.

The teepee therefore falls down over the wizard, leaving him standing inside. Since the teepee blocks line of effect, the wizard is no longer subject to the effects of the antimagic field, and is free to teleport to safety.

:D


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Jiggy wrote:

Not exactly a feats thing, but something everyone needs to know: why wizards wear pointy hats.

You see, it's not actually a hat. It's more like a teepee: a conical, open-bottomed tent. The wizard casts shrink item on it, which will last for days at a time, and wears it like a hat.

Now, if the wizard is walking along, minding his own business, and finds himself running afoul of an antimagic field, suddenly shrink item isn't working anymore, and it instantly expands to full size.

The teepee therefore falls down over the wizard, leaving him standing inside. Since the teepee blocks line of effect, the wizard is no longer subject to the effects of the antimagic field, and is free to teleport to safety.

:D

I've heard this one before. Still pretty damned cool.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Yeah, wasn't my idea. I just decided it needed to be spread around some more. :)


Jiggy wrote:

Not exactly a feats thing, but something everyone needs to know: why wizards wear pointy hats.

You see, it's not actually a hat. It's more like a teepee: a conical, open-bottomed tent. The wizard casts shrink item on it, which will last for days at a time, and wears it like a hat.

Now, if the wizard is walking along, minding his own business, and finds himself running afoul of an antimagic field, suddenly shrink item isn't working anymore, and it instantly expands to full size.

The teepee therefore falls down over the wizard, leaving him standing inside. Since the teepee blocks line of effect, the wizard is no longer subject to the effects of the antimagic field, and is free to teleport to safety.

:D

You, good sir, win the internet.


Hm... i have to remember that one....

Oh my GM expects all sorts of shinanigans with me when I get shrink item...

Like when he had a scene in the underdark and had thse huge doors blocking our way....

I just busted out a shrunken battering ram and let the two martials go to town...

Or the time I floated invisible above some a keep that had an anti magic field around it and dropped pellets that promptly turned into boulders. Fun fact, Anti magic field is a horrible hindrance when mage is floating invisible just outside it lol. Turns out, most of the ways to spot invisible things require magic...


My girlfriend sometimes uses Reposition or Grapple to get allies out of danger. She even insists that the movement shouldn’t provoke an AoO since it doesn’t do so when the powers are used offensively. DMs generally frown but allow it.

Enforcer + Hurtful can be a nice combo. I have a PC who uses Greater Trip + Vicious Stomp to apply this. Even if he has to move he can Trip as a standard action, AoO with his heavy flail, AoO with a stomp, intimidate as a free action, and then make another heavy flail attack as a swift action. As somebody said though, there are a lot of monsters immune to fear. There are also a lot of monsters immune to Trip (though you can still use the basic Enforcer + Hurtful combo on many of them)

A combo I’m planning to use with an upcoming NPC in a game I run is Spring Attack and Combat Reflexes with Stand Still and an Elven Branched Spear, which has reach and grants a +2 on AoOs provoked by movement.

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