RIP: Flickmace Fighters


Rules Discussion

Liberty's Edge

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Time caught up with you, I hope you had your will in order because the Reaper man has come to claim your optimization curve.


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Pathfinder Rulebook Subscriber

I'm not sure how RIP it is. You're losing one whole point of damage per die and gaining a conditional +1 to hit.

Under the right circumstances, the new flickmace is going to be better than the old one.

It fixes the problem of the flickmace having both top of the line damage and reach (something Paizo has avoided intentionally with every other weapon), but it's still good.

Liberty's Edge

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I don't know if the optimizers are going to agree that losing 1 damage on every attack on average is made up by a situational +1 to hit that you can use on your 2nd or 3rd Attack in a given round if you're targeting multiple opponents ... all with a weapon that's not even Agile.


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Reach on a one handed weapon is still premium. I'd use it over a battle-axe. Plus, still a flail. Best crit effect.


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Pathfinder Rulebook Subscriber

I mean it's not, it's clearly a nerf and that's the point.

But as far as nerfs go it's not exactly a titanic one.

If it's RIP it's only because the asp coil does the same damage without requiring advanced weapon proficiency (but even then they're both uncommon so you're probably going to have to buy into it anyways and the flickmace still has a better crit spec).

Liberty's Edge

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Losing 1 to 8 damage per attack (factoring for crits) is a monumentally large nerf when you consider that there are TONS of players out there who went out of their way and took two feats right at level 1 in order to get access to the optimization it provided.

I can practically already hear the "DPR" spreadsheets being rewritten now.


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Yeah, the reason the flickmace was very good on fighters (and champions) is that it is a flail and the flail critical specialization makes you prone and those are classes with AoO.

Like this is the main reason people are adopted by gnomes instead of just picking up a whip. Though with the change to ancestry ability scores:

Spoiler:
Quote:
You always have the option to replace your ancestry’s listed ability boosts and ability flaws entirely and instead select two free ability boosts when creating your character.

We will likely see more martials who are actually gnomes, which is great news.

To be honest, I never imaged the Flickmace as a sweep weapon, I thought when it hits you it has much linear momentum but not much angular momentum.


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Pathfinder Adventure Path Subscriber

So the flick mace is just a worse bladed scarf now?

A whip always offered reach and flail crit specialization with one hand for no extra feats.


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PossibleCabbage wrote:

Yeah, the reason the flickmace was very good on fighters (and champions) is that it is a flail and the flail critical specialization makes you prone and those are classes with AoO.

The flickmace is still the best weapon for the one handed version of this build. Which goes to show how out of bounds it was before.

But now some of them will look at the damage die and the feat costs and decide that they want a Warhammer instead, or they will go two handed and use a Maul or a Glaive instead.


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Meteor Hammer is the closest two-handed analogue and I'm still a pretty big fan of it.


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Yeah, between reach, flail-spec, bludgeoning (least resisted/immune physical type) and being a die size ahead of the whip, the flickmace won't be going anywhere anytime soon.

The boost change makes gnome fighter more viable, but it still lacks the feat quality of human/half-elf. At least it's not a bad option anymore though.


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Well, the change makes it more attractive as a good option and won't make me feel too much like a strict optimizer.


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Unicore wrote:

So the flick mace is just a worse bladed scarf now?

A whip always offered reach and flail crit specialization with one hand for no extra feats.

Well, not really because the Bladed Scarf is a 2h weapon. And it has more damage than the whip.

So it still sits firmly in the "highest damage 1h reach flail/hammer".

The crit spec was the strongest part imo (even if the d8 was egrigious) and having a d6 over a d4 is still a solid upgrade.


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Frankly, they could add a save to the hammer/flail crit spec and the Flickmace would most likely STILL be the best one-handed weapon for Fighters. And it gets only worse with a (greater) crushing rune.


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Pathfinder Lost Omens, Rulebook Subscriber
Gortle wrote:
PossibleCabbage wrote:

Yeah, the reason the flickmace was very good on fighters (and champions) is that it is a flail and the flail critical specialization makes you prone and those are classes with AoO.

The flickmace is still the best weapon for the one handed version of this build. Which goes to show how out of bounds it was before.

But now some of them will look at the damage die and the feat costs and decide that they want a Warhammer instead, or they will go two handed and use a Maul or a Glaive instead.

Only costs one ancestry feat if you are human trained in all martial weapons.


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That knockdown at range with AoO is real nice. That was why the flickmace was good, not the damage. If you want to max damage with knockdown, you use a maul.


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Technically, the flickmace doesn't need any ancestry feats if you just ask your GM if you can use it.


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Albatoonoe wrote:
Technically, the flickmace doesn't need any ancestry feats if you just ask your GM if you can use it.

Technically, you can cast wish as an at-will spell with no material components if you just ask GM nicely.

Grand Lodge

Albatoonoe wrote:
Technically, the flickmace doesn't need any ancestry feats if you just ask your GM if you can use it.

It's an advanced weapon, so not really.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Totally Not Gorbacz wrote:
Albatoonoe wrote:
Technically, the flickmace doesn't need any ancestry feats if you just ask your GM if you can use it.
Technically, you can cast wish as an at-will spell with no material components if you just ask GM nicely.

Not an equivalent. Access and Rarity is a very different beast than rules changes. Any character needs some feat to use a flickmace at their full proficiency.

Feats granting Access to equipment are absolutely NOT required by the rules to ever get your hands on one.

Sovereign Court

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Gnome fighter with flickmace and Swipe looks fun to me now. Fancy new Sweep trait, and Swipe was always best with reach weapons anyway because it makes it easier to find adjacent enemies.


Ascalaphus wrote:
Gnome fighter with flickmace and Swipe looks fun to me now. Fancy new Sweep trait, and Swipe was always best with reach weapons anyway because it makes it easier to find adjacent enemies.

It is about the same value for this build as it was before.

If you like Swipe and Whirlwind Strike, which I always have for big hitters with AoA such as Fighters and Giant Barbarians. Then Sweep is an excellent trait. Likewise Reach and anything that prones on a critical or can trip.

Typically two handed axes/hammers/flails, Glaives and Flickmaces.
For barbarians I tend to go with the big axes, but a fighter has more feats and might want to have shield or second weapon options.

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