
Ravingdork |

Reflexive Grip from Pathfinder Society Guide says You keep hold of your weapons even when knocked out. You gain a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you.
However, it's prerequisite feat, Swordmaster Dedication, says the same thing! Though that's not the only benefit to Reflexive Grip, it does make me wonder why it is mentioned at all.
Should it have been a different or increasing bonus perhaps?

graystone |

Reflexive Grip from Pathfinder Society Guide says You keep hold of your weapons even when knocked out. You gain a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you.
However, it's prerequisite feat, Swordmaster Dedication, says the same thing! Though that's not the only benefit to Reflexive Grip, it does make me wonder why it is mentioned at all.
Should it have been a different or increasing bonus perhaps?
Hmmm... I'd look it up if it was after I got the PDF on the 14th...

Jerrod Owex |
I think I've been watching Jason too much, I'm starting to really get into the dark magic of Necromancy!
Anyway, this is a REALLY good question that doesn't seem to have been touched on AT ALL by ANYONE!
Does the Reflexive Dodge Feat bonus combine(yes I know two bonuses of the same kind don't USUALLY stack) with the one the Swordmaster gives you when you take the Dedication Feat, or is it considered a different bonus so they stack in other ways, or is this only half a feat as OP has asked?!

![]() |
1 person marked this as a favorite. |

They probably had the +2 bonus in the feat first, then decided to add it to the dedication later without updating the feat. I would still take it for the not dropping weapons part, which is super powerful and can save 1 to 2 actions when getting back into the fight. It's even better if you also have Kip Up, it would almost be like you never went down.

Ravingdork |

They probably had the +2 bonus in the feat first, then decided to add it to the dedication later without updating the feat. I would still take it for the not dropping weapons part, which is super powerful and can save 1 to 2 actions when getting back into the fight. It's even better if you also have Kip Up, it would almost be like you never went down.
Alternatively, play a monk or animal totem barbarian.

Eoran |

Perhaps. Some casters would be more impacted by it than others. A staff nexus Wizard would certainly not appreciate having to continue a battle without their staff.
Personally I wouldn't spend two feats and an archetype slot for it. Even dropping my bow isn't more than a mild inconvenience, especially when compared to the problems of still being low on HP and wounded.

Ravingdork |
2 people marked this as a favorite. |

Or a spellcaster. Which are also the most likely to go down in the first place.
Funny. My casters tend to go down less than a 10th of the time the martials do. Most battles, I don't even lose any hit points (not counting temporary hit points).

Captain Morgan |
1 person marked this as a favorite. |

Cordell Kintner wrote:They probably had the +2 bonus in the feat first, then decided to add it to the dedication later without updating the feat. I would still take it for the not dropping weapons part, which is super powerful and can save 1 to 2 actions when getting back into the fight. It's even better if you also have Kip Up, it would almost be like you never went down.Alternatively, play a monk or animal totem barbarian.
Monks need to spend an action to get back in their stance (though just using powerful fist instead may be sufficient) and barbarians need to do so to rage. And unless you have second wind you can't even do that. Which is really bad for an animal barbarian whose weapon essentially becomes a d4 at that point.

Kelseus |
1 person marked this as a favorite. |

Monks need to spend an action to get back in their stance (though just using powerful fist instead may be sufficient) and barbarians need to do so to rage. And unless you have second wind you can't even do that. Which is really bad for an animal barbarian whose weapon essentially becomes a d4 at that point.
That's why I like Orc/Half-orc or Iruxi for animal barbarian. They have good unarmed attacks in their own right.
Bloody Blows (level 5 Orc feat) is really great as it gives all your unarmed attacks 1d4 bleed. I'm hard pressed to find a better level 5 feat.

Eoran |

Ravingdork wrote:Reach spell FTW.Eoran wrote:Or a spellcaster. Which are also the most likely to go down in the first place.Funny. My casters tend to go down less than a 10th of the time the martials do. Most battles, I don't even lose any hit points (not counting temporary hit points).
I usually make good use of defensive spells like Shattering Gem, HP boosting spells like Sanguine Mist, and enemy movement delaying spells like Grease. But such things don't always work. And they are of limited quantity.
I have found that being too far away from my allies can be just as dangerous as being too close to the known enemies. If there are other enemies that we were not aware of at the start of the battle, I can end up being attacked by them and have my allies too far away to help.
So maybe you have some advice for how to handle that scenario? When your party gets ambushed and attacked from multiple directions at once. How do you handle that?

Ravingdork |
1 person marked this as a favorite. |

Ravingdork wrote:Reach spell FTW.Eoran wrote:Or a spellcaster. Which are also the most likely to go down in the first place.Funny. My casters tend to go down less than a 10th of the time the martials do. Most battles, I don't even lose any hit points (not counting temporary hit points).
I wouldn't know as I typically favor long range spells to begin with (such as ray of frost, magic missile, lightning bolt, and fireball).
Eoran's advice of sticking to "medium" range is good advice. I once lost a monk due to being too far from the party (a sub-boss flanked behind the party, jumped my monk, then dragged her unconscious body into another encounter area, where she was literally fed to a carnivorous spider swarm).
It also isn't so far away that I can't open up with my short range spells afyer a single Stride, or should an enemy decide to close the gap.