Cosmopolitan: what a feat, you can grab a couple class skills that you were missing, and get a couple extra languages. [heavy] Rampaging (Armor Masters Handbook): charge through difficult terrain, do some mediocre stuff with Bull Rush. Disarm is still a weak maneuver to build around. Focused Weapon with Impact seems to work well, right? ): this is okay, DC 17 isnt that bad but Will is not the save to target. It basically gives you the barbarians DR class feature, but it stacks with the bonuses from adamantine armor and from Armor Mastery. (Giant Hunters Handbook): this is cool because you get to be like Batman! Compare it to Elven Chain for builds who care about light armor and DEX. Unseen(Ultimate Intrigue): it reminds me of the enhancements for rogues in 3.5. Bonus, it also gives you a +2 on knowledge checks to identify them. Always take away the casters turn(s)! Super cool. (Distant Shores): cool, you can skip the prerequisite to take Familiar Bond. Doesnt seem that bad if youre in a game where Countersong is something you could use and don't have a bard, which is very unlikely anyway. [21,820] Vengeances Edge(Adventurers Guide): I dont like this weapon, unless youre immune to fire and have gp to waste. Fighters Reflexes (Ex): Factoring in the Gloves of Dueling (more on those later), this effectively scales up to giving you the equivalent of a good Reflex save which was a weakness of yours. : while it doesnt have as many uses as fire or acid, it still has uses. Disposable Weapon: a fate worse than death. Or, spend 5 stamina to not waste an AOO. : this is your mainstay for shields, since nothing really is better than it without building for it specifically. Dont build your character around it though. Dont plan on being at 0 or lower HP. Readied actions normally suck, unless you can plan out 4 attacks. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. Battle Cry [S]: a target for Abundant Tactics, requires CHA 13, and you get to add +1 morale bonus on attack rolls. Weapon Focus is also a prerequisite for like, everything, making it vital to most builds. Seriously. Mirror Move [S](Melee Tactics Toolbox): gotta threaten the enemy alone, and you gotta know what combat feat they are using (thank you, Knowledge Local) then x number of times per day you can treat yourself as having that feat for a round. So more goods for the intimidate monster. Stamina gives you a flat +2 bonus on such attack rolls, I guess for nonlethal combatants we have a winner! But youre gonna have to spend a lot of feats on being able to use both effectively. Attacks of opportunity and flanking with a bow (or other ranged weapon, but probably a bow). Yes. Stamina lets it apply to any ranged weapon you are using, if you use a different one (you probably wont). Price: This value is the weapons price in gold pieces (gp) or silver pieces (sp). Use starknives. Bleh. : upgrade a moderate fortification armor to heavy fortification armor for a feat, instead of wasting your last +2s on it. Dumb. Carrying Capacity is also an important statistic to consider if you dont have STR or a handy haversack yet. When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). S: Performance, reach, touch: One . Still though, spears are good. Omen: Intimidate is already a class skill, so you get +1. If you went for the cavalier VMC build, this will have great use to you by gaining bane vs a specified religion. 1/day you can nab any combat feat you qualify for for 1 minute (so, a combat, more or less). This is better for Captain America builds (brawlers). There are newer, better options. Amazing on ammunition. If it had more utility I would be impressed, but these really dont do much for you. Press to the Wall(Melee Tactics Toolbox): did you ever wonder why you could never convince your DM that you should get flanking bonuses if your opponent is up against something and cant move that way? [18,830] Steadfast Urumi(Inner Sea Combat): it gives you a deflection bonus, up to +4, neat. : +1 on initiative isnt as good as the other feats, and 1/day +2 on an AOO is just as mediocre. Most weapons list the damage dealt by Medium and Small versions of the weapon; weapons with only one damage entry deal the same amount of damage regardless of size. Always take away the casters turn(s)! Indigo? History of Heresy: another flat bonus versus divine spells, not bad but there are better. : you should already know what this is, as its ripped pretty much straight from Tolkein. If you plan on making an overrun monster who takes advantage of knocking enemies prone and swinging at them with AOOs this can be helpful in making sure you get them prone. Nice! make your warhammer look like an Umbrella! It is feat and equipment intensive, though. Prerequisites are skill based and the DC is steep, so be ready for that if you want it. you can forgo a crit to instead inflict the exhausted condition. Stamina gives you a second chance if you really need that hit. Ancient Explorer(Skull and Shackles): pick local. Panache Fighting Styles Finishers Reactions Swashbuckler Class Features Subclasses - Swashbuckler's Style Ability Scores Ancestries Backgrounds Skills and Skill Feats Feats Swashbuckler Feats 1st Level 2nd Level 4th Level 6th Level 8th Level 10th Level 12th Level 14th Level 16th Level Outcasts Intuition: Sense Motive as a magic trait, neat! You could ideally even look into the hunters bag of tricks. Take this so you dont lose your expensive weapons. Even if you did, to get some favored class bonus or something, this stacks with it. You take a full-round to do it, but if any of the d20 rolls would be critical threats, you treat it as if it was at your full BAB. Familiars only. : the Unchained Fighters hidden class feature, this not only gives the fighter a resource tool, but it also has narrative purpose in forcing the fighter to consider how much energy he is spending in any given combat, as well as giving the fighter his much needed bypass of feat prerequisites that newer classes like the brawler and swashbuckler have baked into their primary class features, namely skipping the INT 13 prerequisite for most, if not all combat feats that list such (it does however function similar to grit in that you must keep at least one point of stamina in your pool to retain access to those feats). (Quests & Campaigns): +1 damage against anything that damaged you already. This ability tatters out in usefulness, though granted combining dazzled with shaken can be a pretty nice debuff (-3 on attacks) at those lower levels. We fought for you, and we sorta succeeded. Pass. POWER ATTACK FOR LIGHT WEAPONS! [armor] Stanching:this is great if you think youre going to be facing Bleed effects often enough. YOU GET A BIGGER PENALTY TO HIT, AND CANT REDUCE IT TO LESS THAN -2 EVER. Like the haunt feat, unless you plan on doing a whole campaign based on this, keep it in your tricks with Barroom Brawler. and enemies using ranged attacks against you now have to deal with you getting +6 to AC (thats good!). I hear theres an AP or two that is works wonders in though, otherwise. Linguistics (INT): languages are nice narrative tools, and it definitely isnt useless. Wow, stamina makes it even better. The wording may be lost on some, but it appears you get +1 HP and +1 SP in addition to whatever other favored class benefit you want. Eventually this scales even better than Aura of Courage even if you didnt take Improved Bravery. Dont count on benefitting from darkleaf for this, but you can still rock up to an 8 DEX mod with your drow weapon familiarity : for medium armors, hide is pretty bad. At the level this is gated by, nothing you fight will not have some sort of way to avoid this effect. [light or medium] Bloodthirsty(Agents of Evil): its a 2 for 1 exchange on improving your enhancement bonus; unless you picked up rage, its not worth it. Dont plan on it? It also works well on halflings who gain luck bonuses. It can be maxed out with feats, so you may only need to invest a single rank. a +1 ghost touch disruption warhammer that can knock an undead prone by forcing a DC 20 Fortitude save. Cold Celerity(People of the North): in campaigns where this is common, youll love it, though it really could be used on a more important feat. (Monster Codex): what a gem, if you happen to have successfully demoralized an enemy you can spend your swift action to get a free melee attack against them. This is a cool little ability that can add to improve your critical confirmations against anyone who doesnt worship your god. Wizards dont even bother with Burning Hands, why should you spend 5,000 gp on being able to do it only after youve been hit by 25 energy damage? Pathfinder Fighter class features. Fire/Frost- Forged Steel: small little boosts like these are really nice in random loot situations. Like the weapon ability, this works great against opposed sunder attempts and helps out against oozes and rust attacks. Warning Shot(Ranged Tactics Toolbox): instead of making a normal attack roll, you can intimidate them with a ranged touch that does no damage. Still, this is campaign dependent, but if you are in any way considering it based on the game youre playing, then you won't regret it. : improving your AC is always good, stacks with an Amulet of Natural Armor, qualifies you for Improved Natural Armor if you want it. You can get around Alertness with a familiar, and Quickdraw and Improved Initiative are good feats anyway. (Jade Regent): Perception, its important I hear, especially in printed campaigns, like the one this comes from. This is a great way to add a small little boost to your AC and itll eventually scale up to +6. Has some utility with Spring Attack. , nice! Overall this is really good if you have a Dueling weapon or if you really want to max out that initiative check. If you happen to be running that two-weapon build with weapon finesse and double slice this becomes. Fire is okay though, sometimes. Counterpunch [S]: Dragonball Z fighting isnt your niche, since building for Unarmed Combat is more the Brawlers thing. : you are tied with paladins and rangers for the best, PFS players should rightfully feel shafted. A couple are nice. Fire is okay though, sometimes. All these feats are [Combat] feats, and so I wont be including that tag in these descriptions, if only to make writing it faster and more efficient. Do not doubt this feats usefulness, though you may be able to accomplish the same or better with Additional Traits. Deflecting:I wouldnt bother wasting a feat for a situational +1, but thats just me. Distance Thrower [S]: Far shot for thrown weapons, but better, and for some reason it stacks. Do you want extra skills per level? (Weapon Masters Handbook): wanna make a trip build work better? Did you pick up a really cool weapon (magic-wise) that you wish was better? Instead, masterwork armor and shields have lessened armor check penalties. Heroic Leader(Melee Tactics Toolbox): if you took one of those feats that requires you to be the only one threatening an opponent, then the familiar you have doesnt count against that. ): really specific, but it has some great uses when youre in that specific scenario. Dwarves have great defenses, can get bonuses to craft checks, and start with darkvision. ): its not useless, but its definitely better on an Unchained Rogue.
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