Does anyone know of any class or feats that work well with a Lantern Staff?


Advice


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So, I think the Lantern Staff is a really cool weapon and was wondering if anyone had any suggestions for classes or feats that could make good use of it?


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The Goblin racial feat Burn Burn Burn is all I got...


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That feat is incredibly good. Locks you into being a goblin, But I do like goblins... Thanks for the suggestion!


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Staff Magus/Quarterstaff Master.


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there is also the orc's\half-orc's feat :
fire god's blessing


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The Gravedigger Investigator could make use of one as a psychic focus for some of their voodoo stuffs. There is also an Investigator that is literally called a Lamplighter...

Any of the many archetypes associated with the Lantern Bearers would at least be thematic... even if not especially effective. I mean, it's a freaking lantern staff. Lol.

Magic Trick: Lantern might be useful, or at least open up the possibility of making a lantern staff more useful.

Don't forget about Warpriest Sacred Weapon damage progression, or Advanced Weapon Training, or Ascetic/Brawler/Monk/Versatile Design shenanigans if you are wanting damage from the silly thing.

Someone mentioned Staff Magus... there is a fun feat that allows Spellstrike on Trip attempts with a staff.


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Thanks everyone! The Lantern Staff is just a really cool weapon, Even if it is not the strongest. The Fire God's Blessing seems quite useful.. I'l have a look at the Staff Magus, Gravedigger Investigator and Lamplighter Investigator.

Thanks everyone! :D


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Anything that works with a quarterstaff works with a lantern staff, so I threw Stick Fighting Style on a Lamplighter Investigator... left the other feats open for whatever... an Aasimar with Heavenly Radiance could be fun and fitting...

Lamplighter Investigator
1. Alchemy
1. Inspiration
1. Lamplighter
1. Trapfinding
1(level):

2. Alchemical Illumination
... continual flame
... light

3. Investigator Talent
...
3. Ready for Revelation
3(level): Stick Fighting Style

4. Studied Combat
4. Studied Strike 1D6
4. Swift Alchemy

5. Investigator Talent
...
5. Alchemical Illumination
... daylight
... discovery torch
5(level):

6. Ready for Revelation
6. Studied Strike 2D6

7. Investigator Talent
...
7(level): Stick Fighting Counter

8. Alchemical Illumination
... searing light
8. Studied Target 3D6

9. Investigator Talent
...
9. Ready for Revelation
9(level): Stick Fighting Maneuver

10. Studied Strike 4D6

11. Investigator Talent
...
11. Alchemical Illumination
... judment light
11(level):


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Senko's thread about the Staff Magus got me look closer at that archetype in relation to the Lantern Staff... actually gestalted it with the Lamplighter Investigator I had drawn up in my notes. Lol.

Anyways, Staff Magus gets Quarterstaff Master at level one as a bonus feat. Quarterstaff Master allows one to wield a Quarterstaff as a one-handed weapon. Anything that works with the Quarterstaff also works with the Lanter Staff, as long as it does not require being used as a double weapon. Perfect.

Could still take Stick Fighting Style at 3, Stick Fighting Counter at 7, and Stick Fighting Maneuver at 9... if one wanted to do so.

Only thing that could make any of this any better is if you were a Leprechaun... they have shillelagh as a constant SLA.


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Merellin wrote:
That feat is incredibly good. Locks you into being a goblin, But I do like goblins... Thanks for the suggestion!

Hence the Adopted trait, one can take a racial trait from any race, so long as you spend the trait, also, it makes for really fun backstory.

In all fairness the trait does not specifically say you can take racial feats from your adopted race, that would be a question for the GM, but round here, we go by the rule of cool (and makes sense).

A party ally in a game I am running is a goblin with the Adopted (dwarves) trait, he also happens to be a titan fighter, wields dwarven weapons, wears dwarven armor, and has a very elaborate false beard, he is, and I quote, "am dwarf in heart where it counts."


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Staff Magus makes it look easy. Lol.

1. Combat Reflexes
1. Quarterstaff Master
3. Stick Fighting Style
5. Dirty Fighting
5. Improved Trip
7. Stick Fighting Counter
9. Stick Fighting Maneuver
11. Great Trip
11. Tripping Staff

Pick up the Wand Wielder Arcana by level 9 at the latest, since you get your Staff Weapon class feature at level 10.

Sovereign Court RPG Superstar 2009 Top 32

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VoodistMonk wrote:
Staff Magus makes it look easy. Lol.

Looks good, but note that a baseline Magus can already spellstrike on a trip attack. The Tripping Staff feat quite literally does nothing.


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Kurald Galain wrote:
VoodistMonk wrote:
Staff Magus makes it look easy. Lol.
Looks good, but note that a baseline Magus can already spellstrike on a trip attack. The Tripping Staff feat quite literally does nothing.

If you fail a Trip attempt by 10, the foe can try to trip you. Tripping Staff grants the weapon the Trip ability meaning that you can drop the weapon to avoid being tripped in this instance. Also, I see where spellstrike can be used with a melee attack, but I don't see where it can be used with a Combat Maneuver. Am I missing something?

Its a pity that Staggering Fall isn't a Magus spell. It'd be cool to have an Immediate action spell that adds +1d6 and potential Staggered to a Trip attempt.

Sovereign Court RPG Superstar 2009 Top 32

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Mark Hoover 330 wrote:
Also, I see where spellstrike can be used with a melee attack, but I don't see where it can be used with a Combat Maneuver. Am I missing something?

You can replace any melee attack by a trip (or disarm, or sunder). That includes the one from spellstrike, or an opportunity attack.

Counter-tripping happens so rarely that I wouldn't worry about it, myself.

Quote:
Its a pity that Staggering Fall isn't a Magus spell.

That's easy enough to fix with the Spell Blending arcana.


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Kurald Galain wrote:
VoodistMonk wrote:
Staff Magus makes it look easy. Lol.
Looks good, but note that a baseline Magus can already spellstrike on a trip attack. The Tripping Staff feat quite literally does nothing.

Yes, but Spellstrike is any time you cast a spell... which has its own action economy. Sure, you can combine a trip attempt with the spell instead of a melee attack.

But, Tripping Staff says you can Spellstrike with ANY trip attempt. Now you are breaking action economy, or can. Anything like Stick Fighting Maneuver or Felling Smash that adds an additional trip attempt now adds a free Spellstrike. At least that is how I read the feat.
AoN wrote:

Tripping Staff (Combat)Source Ultimate Magic pg. 158
You can make a trip attack with your quarterstaff.

Prerequisites: Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff), base attack bonus +6.

Benefit: You treat quarterstaves as if they had the trip special feature.

Special: If you are a magus with the staff magus archetype, you can use spellstrike on any trip combat maneuver you make with the staff.

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