Eretas
|
Hi,
Is my PC is legit, i want to be an expert in maneuver and I like the Martial Master to add a feat for a short period of time. But Can I have 2 archetype?
Leon Lestrange
Human fighter (lore warden, martial master) 2 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 93)
CN Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +2
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Defense
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AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 24 (2d10+6)
Fort +5, Ref +3, Will +0
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Offense
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Speed 30 ft.
Melee light flail +5 (1d8+2)
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Statistics
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Str 15, Dex 17, Con 14, Int 13, Wis 10, Cha 8
Base Atk +2; CMB +5 (+7 trip); CMD 17 (19 vs. trip)
Feats Combat Expertise, Combat Reflexes, Improved Trip, Power Attack
Traits armor expert, pugnacious
Skills Acrobatics +5, Climb +7, Knowledge (nature) +6, Knowledge (planes) +6, Perception +2, Survival +4, Swim +6
Languages Common, Dwarven
SQ hero points
Other Gear mithral agile breastplate[APG], light steel quickdraw shield[APG], mithral buckler, light flail, 53 gp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
| ekibus |
Honestly yeah, also I would swap dex and str if you are going for maneuvers. Str adds to CMB and accuracy. Not to mention weapon training applies to cmb too. There are a lot of nice perks in advanced weapon training, if this is a home game and the gm is ok with it Warrior spirit is a clear winner..if you have a +1 weapon you can make it bane vs x for a minute per point spent. Versatile training is really nice, you get a bonus to 2 skills based on your wp and it gets your base as skill points to it...honestly there is a lot of options. I'm looking at doing a polearm trip build preferably keep them away from me :)
I was looking at doing a brawler and martial flexibility is awesome if you pick up the base feats you literally could be a archer one fight or a manuever master another. But a fighter gets a feat almost every level depending on where you are going, you might be able to split your combat
Eretas
|
So what do you think about it.
Human fighter (lore warden) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
CN Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee guisarme +4 (2d4+7/×3) or
. . light flail +3 (1d8+5)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
--------------------
Statistics
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Str 16, Dex 16, Con 14, Int 13, Wis 11, Cha 7
Base Atk +1; CMB +3; CMD 17
Feats Combat Reflexes, Power Attack, Weapon Focus (guisarme)
Traits armor expert, pugnacious
Skills Acrobatics +3, Climb +6, Knowledge (nature) +5, Knowledge (planes) +5, Survival +4, Swim +6
Languages Common, Dwarven
SQ hero points
Other Gear chain shirt, guisarme, light flail, 3 gp
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Special Abilities
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Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Human fighter (lore warden) 5 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
CN Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 57 (5d10+15)
Fort +6, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee guisarme +8 (2d4+11/×3) or
. . light flail +6 (1d8+7)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
Special Attacks weapon training (pole arms +1)
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Statistics
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Str 17, Dex 16, Con 14, Int 13, Wis 11, Cha 7
Base Atk +5; CMB +8 (+10 trip); CMD 23 (25 vs. trip)
Feats - Custom Feat -, Advanced Weapon Training, Combat Expertise, Combat Reflexes, Improved Trip, Power Attack, Weapon Focus (guisarme), Weapon Trick (polearms)
Traits armor expert, pugnacious
Skills Acrobatics +7, Climb +9, Intimidate +2, Knowledge (arcana) +5, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +6, Perception +5, Stealth +3, Survival +5, Swim +7
Languages Common, Dwarven
SQ hero points
Other Gear chain shirt, guisarme, light flail, 3 gp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Weapon Specialist (Weapon Training [Pole Arms] +1) (Ex) Treated as having chosen feats for all weapons in group.
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Leon Lestrange lvl10
Human fighter (lore warden) 10 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
CN Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 108 (10d10+26)
Fort +9, Ref +6, Will +5 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee guisarme +14/+9 (2d4+17/×3) or
. . light flail +11/+6 (1d8+10)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
Special Attacks weapon trainings (pole arms +2, versatile training)
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Statistics
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Str 18, Dex 16, Con 14, Int 13, Wis 11, Cha 7
Base Atk +10; CMB +15 (+17 disarm, +19 trip); CMD 31 (37 vs. disarm, 37 vs. trip)
Feats - Custom Feat -, Advanced Weapon Training, Combat Expertise, Combat Reflexes, Greater Trip, Improved Disarm, Improved Feint, Improved Trip, Iron Will, Phalanx Formation, Power Attack, Weapon Focus (guisarme), Weapon Trick (polearms)
Traits armor expert, pugnacious
Skills Acrobatics +7, Bluff +11, Climb +10, Intimidate +12, Knowledge (arcana) +5, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +6, Perception +5, Stealth +3, Survival +5, Swim +8
Languages Common, Dwarven
SQ hero points, know thy enemy
Other Gear chain shirt, guisarme, light flail, 3 gp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Trip You don't provoke attacks of opportunity when tripping.
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs. 1 foe to gain +2 to att & weapon dam for encounter.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Versatile Training (Weapon Training [Pole Arms] +2) (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use thi
Weapon Specialist (Weapon Training [Pole Arms] +2) (Ex) Treated as having chosen feats for all weapons in group.
Weapon Training (Pole Arms) +2 (Ex) +2 Attack, Damage, CMB, CMD with Pole Arms
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
| Prof. Löwenzahn |
I have to disagree with not using Martial Master. The problem with maneuvers are you have to specialize in them to be good. So with fixed feats you can do one or two maneuvers. With martial master you can do every maneuver whenever you need to.
Enemy spellcaster? Go the grapple route. Humanoid fighter opponents? Disarm shuts them completely down. Someone running away? Trip. Big monsters? Dirty trick.
Weapon training has some nice options but for Combat Maneuvers and especially the Lore Warden increase to all CMBs makes Martial Mastee the perfect fit. And damage wise you are good with Power Attack and a nice two handed weapon.
| zza ni |
I have to disagree with not using Martial Master. The problem with maneuvers are you have to specialize in them to be good. So with fixed feats you can do one or two maneuvers. With martial master you can do every maneuver whenever you need to.
Enemy spellcaster? Go the grapple route. Humanoid fighter opponents? Disarm shuts them completely down. Someone running away? Trip. Big monsters? Dirty trick.
Weapon training has some nice options but for Combat Maneuvers and especially the Lore Warden increase to all CMBs makes Martial Mastee the perfect fit. And damage wise you are good with Power Attack and a nice two handed weapon.
i have to veto that.
while normaly the fleabillity might be worth dropping weapon trainnig (and only might)as a lore warden you get weapon expertise for free, and power attack you should be taking anyway. that leave most of the tax feats for improved X manuver allraedy in the bag (except for grapple, but lets face it you ether use it on unarmed punny wizards who can't aoo anyway. or your disarming said punny wizard so not grappling) so instead of giving up a class ability that is worth a few feats how about spending a feat and getting barroom brawler instead ? it will give you that flexability you need to get a suprise improved menuver feat for the daily target without giving up on weapon training.
btw ether way you can allways not use a menuver and just pick dedicated adversary instead for a +2/+2 to attack & damage.