
Garbage-Tier Waifu |

That is a very debated view that sacred weapon damage interacts at all with impact.
I have no idea how it is debated at all when the class lists a table for size changes with sacred weapon's damage scaling. If actual size changes don't do anything, then how is impactful any different? Sacred Weapon also uses none of the language used in features like Improved Natural Attack or Impactful, so it isn't an effective size change effect and doesn't fall under that FAQ about actual and effective size dice changes.
As for the validity of the build, I want to say the spirit of Gorum's technique is that you are supposed to be able to use all the iterations of Vital Strike with it. But as written, it doesn't include all the feats in the first feature and including all the feats in the second feature, which implies it is indeed limited to only Vital Strike. Clearly, a dev thought the later feats were tied into the first, rather than arbitrarily being their own feats, with their own actions to activate, with zero interaction with the previous feats by their own language.
Vital Strike sucks. Definitely a green option.

Chess Pwn |

Chess Pwn wrote:That is a very debated view that sacred weapon damage interacts at all with impact.I have no idea how it is debated at all when the class lists a table for size changes with sacred weapon's damage scaling. If actual size changes don't do anything, then how is impactful any different? Sacred Weapon also uses none of the language used in features like Improved Natural Attack or Impactful, so it isn't an effective size change effect and doesn't fall under that FAQ about actual and effective size dice changes.
As for the validity of the build, I want to say the spirit of Gorum's technique is that you are supposed to be able to use all the iterations of Vital Strike with it. But as written, it doesn't include all the feats in the first feature and including all the feats in the second feature, which implies it is indeed limited to only Vital Strike. Clearly, a dev thought the later feats were tied into the first, rather than arbitrarily being their own feats, with their own actions to activate, with zero interaction with the previous feats by their own language.
Vital Strike sucks. Definitely a green option.
It's debated because it says the damage is based off the size of the character. So a dagger does 1d6 at lv1. A huge dagger as a two-handed weapon does 1d6 at lv1 because the warpriest is medium in both. Thus impact making the weapon count as larger would do nothing because the warpriest chooses to use the weapons base (modified by impact), or to use it's sacred weapon damage.
The other side is that impact would trigger after the weapon damage has been replaced with the sacred damage and would then increase that.
Garbage-Tier Waifu |

It's debated because it says the damage is based off the size of the character. So a dagger does 1d6 at lv1. A huge dagger as a two-handed weapon does 1d6 at lv1 because the warpriest is medium in both. Thus impact making the weapon count as larger would do nothing because the warpriest chooses to use the weapons base (modified by impact), or to use it's sacred weapon damage.
The other side is that impact would trigger after the weapon damage has been replaced with the sacred damage and would then increase that.
It states it is based on level, not size of the character.
Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type
Similar text is used for Unchained Monk's unarmed damage value, and also lists damage values for Small and Large creatures. Are they barred from using Impact AoMF? Nothing is mentioned about the size of the creature, just values for larger and smaller creatures. I just don't see any justification for that argument at all.
Also, where does it state Impact comes before Sacred Weapon? Are the order of effects even stated anywhere in the rules?

Chess Pwn |

The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage
A dagger does 1d6 and a greatsword does 1d6.
So a dagger does 1d6 and a huge dagger would do 1d6.
Impact "dealing damage as if the weapon were one size category larger"
Weapon being larger doesn't change the sacred weapon damage.
Monks IUS does 1d10 damage, Not that the monk can do 1d3 OR 1d10, Nor that the monk can instead do 1d10 damage instead of the weapon's normal damage. This difference is why they behave different.
The sacred weapon damage is set, off level and character size and nothing about the weapon can change the damage.

Meamsosmart |
I think shield master is a bit stronger then you seem to indicate it is. This is due to the fact that you can duel wield shields. Thanks to this, with shield master, you negate two weapon fighting penalties. In addition, thanks to shield master applying shield enhancement bonus to the shield bash attacks, you can enchant both your armor and shields incredibly cheaply with master armorer. Thanks to master armorer and the fact that armor enhancement bonuses cost half that of weapon enhancement bonuses, you can enchant both of your weapons for the half the cost it would take to enchant one weapon weapon normally. In addition, for fighters, the really poor base damage of the shield is a lot less relevant since you can get focused weapon, giving a much greater base damage value. Also, you can apply whatever special weapon enhancements you want on the shield as well a lot more cheaply since you only have to enhance it to +1 before adding any nice abilities since the shield enhancement bonus has you covered for the bonus to hit, damage, and dr penetration from high enhancement. If you're allowed to make those weapon enhancements your self since it is technically armor your enhancing, it gets even better, though i imagine most dms won't allow that. Sorry that my post is somewhat long, I just really like the shield master feat.

master_marshmallow |

I'll look into the shield master thing, I'm pretty sure it's worded a particular way.
I'm most likely going to skip Regional Traits for now, since I've been searching though all my pdf trying to track down the real names of things, as I want to note both names (the ones on the PFSRD vs the pdfs).
Traits have honestly been more daunting than the feats, but I do intend to do all of them eventually.
I also found some traits missing on the PFSRD, like from Spymaster's Handbook, so I'm gonna try and make sure I've checked all sources.
I'll likely put off traits for a while and skip ahead to Equipment, which will be shorter than the other sections, even if I do a full magic weapon ability breakdown (which I intend to).
Thanks for all your patience guys, and I hope everyone's having a good holiday(s).

Darche Schneider |

Combat Competence- I'd actually Disagree with it being Red but only in two weapon catagorys. Close, and more importantly, Monk.
Monk Weapon category has the largest variety of weapons. And you don't need human feats. Ascetic Style is what you want. All monk weapons now function like unarmed strike for you.
Then with Combat Competence you can use all monk weapons. So those shuriken you have, you could use them to stunning fist enemies from a distance.
Close has the second largest varity, but is quite a bit less amazing. Everything else is filth unfit to lick the mud of my boots when it comes to actually using any weapon outside of the one you chose.

master_marshmallow |

Combat Competence- I'd actually Disagree with it being Red but only in two weapon catagorys. Close, and more importantly, Monk.
Monk Weapon category has the largest variety of weapons. And you don't need human feats. Ascetic Style is what you want. All monk weapons now function like unarmed strike for you.
Then with Combat Competence you can use all monk weapons. So those shuriken you have, you could use them to stunning fist enemies from a distance.
Close has the second largest varity, but is quite a bit less amazing. Everything else is filth unfit to lick the mud of my boots when it comes to actually using any weapon outside of the one you chose.
Doesn't strike me as a fighter thing, since unarmed stuff falls into brawler/monk categories.

Darche Schneider |

Fighting is a fighter thing. Unarmed or not. Bash their heads in with a chair if you gotta.
Just look at this list of weapons.
Monkbo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo*, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branced sword, shang gou, shuriken, siangham, temple sword*, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, wushu dart
A monk isn't even prof with all those. An unarmed monk isn't ever really going to touch more than a few if any at all. But a Fighter?
A fighter can use all of those if done up this way. He's not going unarmed unless he really has to. That is the main thing about the Aesthetic Style, its all about using weapons and not just fighting unarmed.
Need something to boost a trip? There are weapons that provide Trip bonuses. Maybe you need some defense? There are weapons with the blocking property. Perhaps reach? The only thing the monk group doesn't have proper is a real ranged weapon.
A lot of this also comes from the fact that Armed Bravery doesn't work when you don't have a weapon to wield of your group. Close and Monk both do give you unarmed and allow other weapons too. (Since you likely don't have teeth and claws)
Also I would suggest having Tube Arrow Shooters (Or Dart Launchers even if you're not Prof) as you hide them in your sleeves and then have the ability to shoot someone with it. Useful when you can't hit them with your melee weapon.

UnArcaneElection |

So far got through Intimidate Feats.
I wouldn't knock Weapon Training after the 1st 2 ranks. Right off the bat, even before Advanced Weapon Training was available, I could see you wanting:
Polearms for most melee fighting (replace this with something more appropriate if your bread-and-butter melee fighting is going to be something like Sword and Board, Hammer and Board, Duelist style, etc.);
Bows (or maybe Thrown weapons, Crossbows, or Firearms) for ranged fighting (the last 2 probably mean 5 levels of Gunslinger first, so you will be delayed in getting Weapon Training ranks anyway);
Close or Monk weapons for melee fighting when you get in a really tight spot.
If you have to switch primary weapons a lot due to being up against enemies with different Damage Resistance, and you went for something like Sword and Board instead of Reach, you might even need the 4th Weapon Group.
Wonder why Advanced Weapon Training doesn't get an equivalent to Master Armorer? I looked and couldn't find one either, but www.d20pfsrd.com and Archives of Nethys are both out of date.
Typos in General Feats section: "Cut your Loses" should be "Cut Your Losses"; "Necromatic Affinity" should be "Necromantic Affinity".
Was going to recommend addition of this guide to the Zenith Games Guide to the Guides, but somebody Ninja'd me. Congratulations!

Meamsosmart |
All it says is that as long as you are wielding another weapon, you take no penalties with attack rolls with a shield, that other weapon can also be a shield. Frankly with the amazing cost efficiency with master armorer, giving a +2 to hit, and of course getting that ac bonus, as well as a few other things, I would say its probably purple, and likely the best two weapon wielding build. You can even finesse with it easily. Its your guide though, and I admittedly haven't been able to actually put it into action, due to my gaming group focusing on 5e for the last while. The ac and damage though is really good and reliable in the characters I've made with it though based on the numbers, and it just saves so much cash for other stuff.
Edit: sorry if i seem a bit pushy, i can get that way sometimes, sorry.

UnArcaneElection |

Combat Specialization Feats:
False Opening: {. . .} "You end up provoking though, and might take a hit from hit, but you might not given the dodge bonuses" -- not sure what you mean.
Ranged Trip: Ranged by itself doesn't like prone, but Ranged accompanied by melee allies who are going to swarm the fallen foe does like prone. And Ranged Trip is a prerequisite for Ace Trip.

UnArcaneElection |

Just got done with the feats section. (Still need to get through the Traits.) Awesome guide! I already wanted to build a Fighter to show that it could be cool, but this gives me a better idea how to do it.
We REALLY need a Fighter Unchained just to get all the major Fighter options into one book (and to increase the number of skill ranks per level). In the meantime, this guide helps with finding the options.

UnArcaneElection |

^That would be a LOT of stuff to photocopy or print(*), and it still wouldn't fix problems like having to look up a feat in one place and its Stamina option in another place (and that's just one example of things that need to be reorganized).
(*)At some point, even if you did all the work yourself of slicing and dicing web pages or PDFs to reorganize stuff (and time spent on that is money), you would end up spending more money on printing than you would pay to have Paizo do it for you.
Edit: One other thing that would be good to add to the guide is real simple: the date on which it was last updated.

Darche Schneider |

Just got done with the feats section. (Still need to get through the Traits.) Awesome guide! I already wanted to build a Fighter to show that it could be cool, but this gives me a better idea how to do it.
We REALLY need a Fighter Unchained just to get all the major Fighter options into one book (and to increase the number of skill ranks per level). In the meantime, this guide helps with finding the options.
Its one thing I'm hopeing for.. A sort of 'Player Companion Compendrium' to help gather up all those options.

Garbage-Tier Waifu |

^That would be a LOT of stuff to photocopy or print(*), and it still wouldn't fix problems like having to look up a feat in one place and its Stamina option in another place (and that's just one example of things that need to be reorganized).
(*)At some point, even if you did all the work yourself of slicing and dicing web pages or PDFs to reorganize stuff (and time spent on that is money), you would end up spending more money on printing than you would pay to have Paizo do it for you.
Edit: One other thing that would be good to add to the guide is real simple: the date on which it was last updated.
I've noticed the d20pfsrd is adding combat stamina effects to feats. Slowly but surely. I think this makes online scouring relatively easier.

master_marshmallow |

UnArcaneElection wrote:I've noticed the d20pfsrd is adding combat stamina effects to feats. Slowly but surely. I think this makes online scouring relatively easier.^That would be a LOT of stuff to photocopy or print(*), and it still wouldn't fix problems like having to look up a feat in one place and its Stamina option in another place (and that's just one example of things that need to be reorganized).
(*)At some point, even if you did all the work yourself of slicing and dicing web pages or PDFs to reorganize stuff (and time spent on that is money), you would end up spending more money on printing than you would pay to have Paizo do it for you.
Edit: One other thing that would be good to add to the guide is real simple: the date on which it was last updated.
Seems only on the ones from WMH.

UnArcaneElection |

^Especially the Myrmidarch Magus, who eventually gets 3 ranks of Weapon Training and 2 ranks of Armor Training without needing to go VMC Fighter (which is not so bad if you are building for very high levels but takes forever to come online).
With respect to www.d20pfsrd.com, are they still trying to find a new hosting service to migrate to? Somebody posted on these boards a couple of months ago that this was the case, and that they weren't going to make any major changes until they got their hosting situation resolved.

UnArcaneElection |
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Okay, finally got to the Traits section:
Seeking Adventure, Reclaiming Your Roots, Pathfinder’s Exile: The problem with traits like this that give you something material to start with is that they don't give you anything else. So once you lose the Wayfinder or weapon, or pay back the loan, you have a completely inert trait. I would mark these Red, as you do later for Heirloom Weapon. In contrast, at least Pioneer gives you +1 on a skill.
Jenivere Crew/Ship's Crew: This gives you a skill in class and gives you a flat bonus on it, so I would rate it Green, not Red. For somebody like a Reach Cleric who would really benefit from this with Acrobatics, this becomes Blue.
Local Ties (Shattered Star): Unable to find a Local Ties for Shattered Star, although the one for Iron Gods is easy enough to find, and looks Green or Blue to me.
Inspiring Rush: Even for a trait, getting only +1/+1 only once per day is really scraping the bottom of the barrel, unless your adventuring day is only 15 minutes, and even then only once per day for a martial ability that small is still stretching pretty thin in 15 minutes. (You noted this later for Tactician.) And you're a Fighter -- you're supposed to be able to keep going and going and going. Red.
Scarred by Space Pirates: This doesn't span the whole Humanoid type, just a certain set of Humanoids from off-world. Green if your campaign has a lot of those (Iron Gods); Red otherwise.
Family Trade: Note that this only gives a bonus if you are within 60 feet of another family member with the same trait. If your party is at risk of player turnover, this is likely to lose much of its value (although at least you still get to keep the class skill). I would say Orange, but you don't have that rating color, so I'd put it at low Green.
Ascendent Recollection: Typo: Should be Ascendant Recollection.
Pragmatic Activator: This is Blue or Purple for an Intelligence-based caster, but a Fighter is unlikely to have Intelligence boosted that high unless they went for something very specifically requiring a high Intelligence as a prerequisite, so for a Fighter it's just Green.
House of the Green Mothers Pupil: Typo: Should be House of Green Mothers Pupil.
Unscathed: The trait text doesn't have any specification about where you get the Energy Resistance from, so this trait should work with Energy Resistance gained from spells.
Regional Traits and Religion Traits: Let us know when you get these done.
Also got to the Equipment, Weapons, and Armor section(s) (although it looks like you plan to add a lot more):
Table of Contents doesn't have an entry for this.
Chalk: Typo: "this is never not useless" should be "this is never useless".
Healer’s Kit: "it’s really expensive for what it does, I blame big Pharma" -- I just had to repeat this text because it is awesome.

UnArcaneElection |

Just in case this is missing anywhere in the guide:
{. . .}
Weapon mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats {. . .}
This means that Weapon Mastery feats always count as Combat feats, and you can swap them if you took them with Fighter Bonus Combat Feats.

Crodge |

So one critique, you rate Symbolic Mastery as Red. I respectfully disagree. The way I read it, you can get access to Positive Energy Rays, which translates to healing.
Let's say you are an 8th level fighter (that means a +6 base FORT save) with 8 ranks in UMD. Also, Irori is your deity (you get rays of fire, ice, acid, elec, sonic, or positive energy). You can fire off 6 Positive Energy Rays a day, each one healing for 1d6+4. So roughly speaking, 45 HP a day.
That seems higher than Red to me.

Crodge |

I don't think positive energy rays are healing unless they say they are healing.
Oh, well if that is case, then indeed a Red is deserved.
Interesting, I thought all positive energy healed non-undead living creatures.

Backlash3906 |
It's sort of the definition of positive energy though that it heals the living and harms undead (at least as much as there is any definition of positive energy).
Plus it's granted by the healing domain. Not sure I agree with that interpretation.
From the glossary of the SRD:
Positive and Negative Energy: Negative energy attacks a creature's life force and is typically dealt by undead or necromantic effects. Positive energy instills a surge of life energy which typically heals living creatures but damages undead creatures. While it is referred to as "energy" energy resistance typically isn't effective against either of these types of energy.

Chess Pwn |
1 person marked this as a favorite. |

FAQ
"Positive energy often heals living creatures, though not always (for instance channeled positive energy to harm undead or the life blast spell)."
a harmful magical attack called a symbolic bolt. ... type of damage ... positive energy
This seems to me to be saying that this is an offensive attack, and thus is like channeling to harm undead, because a harmful attack wouldn't be healing, but set only to damage.

master_marshmallow |

Just wondering if you have considered changing the rating on shield master at all.
Shield Master is as it always was, a suboptimal choice. This isn't because it's a bad feat, but because it has a large amount of prerequisites that forces you into a style that completely removes your options as far as builds go, and mandates you invest fully into TWF which is one of the weakest combat options.
If I were building a TWF build, I would not recommend shields since they aren't strong weapons, but rather I would recommend building around MAD and going for a Two-Weapon Grace build with high crit weapons.
Shield Master is one of those feats that falls into "something done better by other classes" such as the ranger who can take it without prerequisites or the shield champion brawler who more or less gets the prerequisites for free (the debate on that can be taken elsewhere as this discussion is about the fighter).
RE: Racial Feats
I have included the ones I saw as worth investing into in the General Purpose feats section, and the racial stuff that is considered combat feats should be already included right into the combat feats section(s).
If there's a number of feats you really want me to go over that aren't in the guide, link/list them here or PM me and I'll go through it.

master_marshmallow |
1 person marked this as a favorite. |

Minor update: going through the grammar corrections posted here, and made it through the weapons I thought were worth mentioning.
I'm almost to 100 pages, crazy to think about. This is just a guide.
Upcoming goals include doing armor and alchemical items to finish mundane gear; then proceeding to go into magic items, Organizing them by importance, then by type, with a full breakdown of magic weapon and armor enhancements.

master_marshmallow |

Are you going to talk at all about archetypes?
Even just a note about "anything that trades both armor training and weapon training is terrible, don't take it"?
I plan on doing a list of them with color codes and a small breakdown of each. Some of the more complex ones I will plan on doing full breakdowns for but not until after WIP 1.0 is completely finished.

UnArcaneElection |

{. . .}
If I were building a TWF build, I would not recommend shields since they aren't strong weapons, but rather I would recommend building around MAD and going for a Two-Weapon Grace build with high crit weapons.
{. . .}
Where is Two-Weapon Grace anyway? I can't find it on www.d20pfsrd.com or Archives of Nethys, nor on the Paizo PRD.

master_marshmallow |

master_marshmallow wrote:{. . .}
If I were building a TWF build, I would not recommend shields since they aren't strong weapons, but rather I would recommend building around MAD and going for a Two-Weapon Grace build with high crit weapons.
{. . .}Where is Two-Weapon Grace anyway? I can't find it on www.d20pfsrd.com or Archives of Nethys, nor on the Paizo PRD.
Villain Codex, fairly new.

master_marshmallow |

Risky Striker gives a penalty to AC not attack bonus. Also, rather than working only on Large+ it works on anything two sizes larger than the halfling using it - q.v. The Songbird of Doom.
Stamina fixes that.
Small update- armor, shields, and special materials are done.
Working on alchemical items then I'll tackle magic items.