Feint feats pathfinder 2e reddit. Rogues have skills and skill feats aplenty.
Feint feats pathfinder 2e reddit However, for players new to the system or RPGs in general, it may All casters (and alchemist) can't benefit from the 13th-level feats at all without GM houseruling. Tactically Adapted (+2,000gp) allows us to use any weapon as a performance weapon; for a character with Martial Weapon Proficiency, a modified longspear or morningstar might be good choices. I think Fighter is a great class in 2e. General Feat - Continual RecoveryBeing a full HP for each combat is just a requirement in Pathfinder 2e Continual Recovery helps us do that. It doesn't flatly reduce a certain type of damage by 50%. Taking the Thief Racket and investing in Feint via feats is a good idea in theory, but I doubt the cost is worth it. If you're looking for an Archetype to build into, because Thaum feats generally are worth skipping, look into Marshal. So now instead of Striding to the enemy, then Feinting, then Striking, you can switch Requirements You are within melee reach of the opponent you attempt to Feint. Hiya folks! I'm looking at making my first pathfinder character before I start looking for pathfinder society games (sadly I have no friends), and I was curious about what rogue offers. Trip enemies and get an aoo. Stride is a Defined action. There are far more bad feats in 2E than good ones. So if you are playing Diva, while your Feint via Diva Style feat Feats are how you make this more effective. I didn't see anything like this is existing skill actions or skill feats, but there are a lot of those now and I coukd have overlooked it. Do this immediately before making the Strike, but after choosing your target. My friends are scared to try pathfinder 2e or don't have any interest in learning it fully at the moment. Hello I am a new player to pathfinder 2e and in a upcoming campaign, I am playing a catfolk Rogue: Thief Racket starting at level 2. I’m playing one right now even! Very high charisma, very high dex, and bon mot and distracting feint make for an awesome bunch of debuffs which simultaneously make other feinting even easier. Pathfinder 2e is very different in the way it handles weapons. For example, Mine would be dubious knowledge from the academy dropout background. So interested I was tempted to go into a deep dive on the Swashbuckler. Charlatan will ensure that if I successfully bluff someone, including with a feint, they will take a -2 on their sense-motives against my bluff for the rest of the day. -a reach weapon or the great pick are good weapons. Its so nice that when I make a knowledge check I can get something, even if its mixed in with things that are explicitly (or implicitly) wrong. Instead, resistances in Pathfinder 2e have a value that they reduce the damage by. Then you Get the Reddit app Scan this QR code to download the app now. They'd use Leading Dance to position their enemies together, then use Dual Finisher to strike em both for finisher damage. This means it's best done against enemies who are further away from you in the initiative order so that more Oddly enough Feint is a good one to consider. Magus has caught my attention, with my summoner I mostly followed the advice of a guide I found online but I the guide I have seen for magus isnt quite as in depth especially in terms of what general and ancestry The following skill feats: Assurance after Level 4, Continual Recovery, Risky Surgery, and so on all help make out of combat healing flow better. 4) The level 6 feat has potential, but I don't think it needs to be a focus spell really. You are flat-footed against melee attacks the target attempts against you until the end of your next turn. Taking the Creative Weaponsmith saves you 2,000gp, but reveals the other problem All 3 are 1 action. I still have a hard time imagining recall knowledge working as well as other ways to get flat-footed like feint or intimidate. If you succeed against an onlooker’s Perception DC, to that onlooker, you appear to Cast that Spell > instead. -barbarian dedication for more damage and brutal bully if you shove, trip a lot. Somebody who can be Bon Mot'd is going to spend the action to drop it when they can. I get that! As for multiclass, I was thinking multiclassing into swash or rogue, as those will give you feats that incentivizing feints. Other than that, yeah I agree that teamwork plays an important part GM will *have* to allow us Reveal Machinations with this build, right? What more feats are there? We will also pick multilingual feats, all the CHA-skills to lie and smooth talk us past others, stealthy skill feats and mobility skill feats and we can still slap a normal rouge Gang Up/Opportune Backstabber etc etc build on top of this. While its a good consideration, i heavily doubt any such build of rogue+monk will have more than 3 monk feats by level 6, and it for sure wont have more than 6 by level 12 (the point you get Stumbling feint). Doctors Visitation allows you to stride and Battle Medicine for one action (which is amazing for rogue since you're so mobile), and I'd also pick up treat condition too. " I have a player who's PC is a wererat rogue. By background feat Im talking about feats that you explicitly get as a part of your background. You can handle those feats however you see fit really. /r/GuildWars2 is the The Dedication system is not multiclassing. Reply reply Gameboyer721Reddit Pathfinder 2E Gunslinger Feats. So if you can spare your 4th or 6th level class feat, you can actually get Acrobat Dedication at level 6 to get Tumbling Strike ASAP, if you really want to. To help you crit, penalties like flat-footed and frightened are good. 0 Archetype Martial Artist* Prerequisites expert in Deception; Stumbling Stance Requirements You are in Stumbling Stance. A huge waste of feats, but it I've wanted to play this archetype of character for a while now. Once you hit level 2 and gain access to skill / class feats, not knowing what you can do with your third action should no longer be a problem. Move into flanking. There are class feats for Feint - Goading Feint for the Swashbuckler, for example. Yes, you've got all the feint feats you'd need. Because the first reduces your Agile MAP penalty and the stance makes Double Slice only count as a single strike for MAP. I'd argue Warrior Poet 1-level dip is much better unless we build high level character from the start. I was talking about the Two-Weapon Feint, which require like 9 feats and become online extremely late. Ricochet Feint, as written is worthless. I dislike 2e. Final Feint does that what you want. Pathfinder 2e tries very hard to avoid feats that are "Action X, but better!". So The Dm and I thought maybe if we added some aspects of pathfinder 2e into our new dnd 5e campaign, that they might have interest There are plenty of feats without previous feat requirements. Fighter doesn't get much in the way of feint support with its own feats. You’ve learned to mimic the abilities of spellcasters by studying their flourishes and words. Some of us have decided to switch to new characters including myself. Skill Feats. Also, create a diversion doesn't need to cater to you, it needs to cater to someone that doesn't invest legendary stealth, such as a pistolero gunslinger. I have never liked the feat for the same reason I don't like Feint builds, it feels like "selfish" play, where you give bonuses only to yourself instead of boosting the whole party. Feint also lacks the manipulate trait, so wouldn't provoke attack of opportunity if an enemy had it. 1: Improved Initiative 3: Dual Path (Trickster) 5: Combat Expertise Mythic Path (Champion) A critical feint lasts until the end if the next turn. I could also use some help understanding the Twin Feint feat. Oh right, I totally forgot about Aid. That being said, a bow wielder can get 4 shots a round as a ranger at level 1. Improved Feint makes Feinting a move action. It's fine, much like the other rogues there are subclass specific feats and feats that match the flavor of the character. Part of why optimizing in 2e is tough to wrap your head around is that a That's why the Agile Grace feat and Graceful Poise stance feat are such great feats later on. I dunno if you do but I advise you to have the the feats Confabulator, Lengthy Diversion and Bon Mot (with high Diplomacy) if you want to use Create a Diversion more effectively. Ive been playing a summoner in my 2e campaign and we just got to the end of the first big story arc. Two feats can get you Improved Eldritch Heritage (Shadow) to hide in plain sight. My goal is to be able to judge what is considered good, Skill feats in Pathfinder 2e are situational by design. Primal and transmutation traits. Straight down to some of the core design goals. They're all Fighter feats and they're all available in the Duelist archetype. So I turn to you, dear Pathfinder redditors, please help . Two feats will get you Improved Feint and Greater feint. With neither of those feats, the only thing you gain is panache. Whether that be a skill action like Feint or Intimidate, or standard stuff like raising a shield, taking cover, striding for defensive movement etc. Martial classes other than monk and rogue do not need the 13th-level feats, either. I would want to know how you are failing the group. Or you might have an off-hand weapon with a weapon property such as Trip, which you'd want to use when doing trip attacks. favored enemies or terrain. So it's basically just spending money to use shield bash support with a 1d4 or at best 1d6 finesse weapon with no other traits. So let's say, with your example, that the enemy your team Feint is easier to use since trip has the attack trait meaning it counts for and suffers from the multiple attack penalty (usually -5 on second attack in a turn, -10 on third or more). With a misleading flourish, you leave an opponent unprepared for your real attack. However I was recently challenged by a friend on one of my hang ups and that has caused me to want to give the system another run over to really nail down what I don't like in the system, and what exactly could be done to change that. If you can't flank to make an opponent Off Guard and deal your sneak attack, it's not There are like 5-6 feint-based feats now, from ranged feint to slayer feint etc. I also really want to play a Swashbuckler and an Elemental Sorcerer. Currently a 5e DnD player looking to switch to pathfinder because it seems so much more complex and fascinating. An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to Non-fighters can only get it at level 20 and need a couple of other dedication feats, so this doesn't help much. DnD 5e feats are also in place of ASIs so tend to be much stronger and more important to core character creation than PF2 feats. This is absolutely amazing on a Gymnast swashbuckler, where you can trip, tumble, grab or shove someone to gain panache, and then work to disarm them if you have Disarming Flair getting to It's worth noting as well that because of how feats work, your subclass is not the end of your customization. Greater Feint Improves feint by making the enemy lose their dexterity bonus to AC under two conditions instead of one: . There are a few, but they avoid them if they can. * This archetype offers Stumbling Feint at a 17 votes, 16 comments. The feat trains themselves are not always incredibly long. Medicine: you should have 2 party members able to Treat Wounds effectively and you have so many skill increases, Battle Medicine and Continual Recovery are very good. Also, other than Stealth, it would be nice to invest in Deception too to use Create a Diversion and Feint, both good ways to get Sneak Attack. Use your implement. These options are generally rare class features or locked behind a good couple feats, because Swift Action Feint + Greater Feint + Ability to Full Attack = near guaranteed full round's worth of sneak attacks on a rogue. In general the games are very different so direct comparisons can be hard. Cunning Feint is different from Improved Feint only from level 6 (and you spend your best attack on it). If you feel like your question is properly answered, please reply to any comment in this thread with the word Answered included in the text! (Or change the flair to Answered yourself) . Cunning Feint is essentially Improved Two-Weapon Feint and Greater Feint combined into a single talent, which saves you a lot of feats. The accuracy is absolutely terrible at level 5+. Currently we're at lvl 5 and i'm looking at something like this LVL 1: Power attack & Kitsune’s Mystique Make sure you do a good job making yourself hard to hit. But anyway, since both feats you want from Acrobat are level 8+, I'd start with Rogue Dedication at level 2. My question: could you feint (1 action) a target twice and get the -2 hit and make the creature flatfooted? So, just gonna throw this out there, but the spell Organsight is on literally every spell list, and is an absolute fucking house for Forensic Medicine Investigator. A level 10 UnRogue can take Stalker Talent which allows you to snag the Cunning Feint Vigilante Talent. Deception: no real standouts here, but Rogues have some class feats that work in tandem with Feint. 64 votes, 62 comments. (General feat list excluding skill feats) So I would love to see some love given to these feats! What are your favorite general feats? Ill go first! For general feats? Literally anything. r/Pathfinder2e and posts/comments therein use trademarks and/or copyrights owned by Paizo Why are all the feats that modify Feint or Athletics Maneuvers class feats, but the ones for Demoralize skill Conversion from 1E to 2E Worth noting Assurance taken for the Athletics skill ignores all penalties and gives you a set result that's often enough to Trip enemies lower level than the party (which should be most goons) and rarely particularly sluggish enemies that are party level or barely higher. Rostland Bravo's feint @ 7th level is very strong, but the It definitely feels like distracting feint and disarming flair could have been feats. I might just not be understanding how all this mastermind stuff fits together though. Stealth: this should be maxed no matter what, Swift Sneak and Legendary Sneak are broken. Just don't try to build a rogue around spell attacks. Bonuses that apply to them will not apply to Feint. And while dead is the best condition you can inflict, just In 5E there are good feats and bad Feint makes your adversary flat-footed until the end of your turn. Feint tends to be a weak option unless you have both many attacks and greater feint (or some other effect that makes it work for the entire turn), because a single sneak attack isnt that much damage as an attack routine. Pair it with a dedication on Sorcerer dedication to target Reflex saves and then spam electric arcs after feinting. Rogue Talent 4 (Slayer 5/ RMA 5 / Unchained Rogue 4): Fast Sneak Mythic Feats. Every martial's damage is right in line, frankly. They're so paranoid about a few people crying about OP stuff that they intentionally pump out a bunch of terrible feats and leave us to sift thru all the crap for a nugget of gold. Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage. The target is automatically flat-footed against the second attack. You'll want to be hitting Off Guard (flat footed) targets as often as possible anyway, so Sneak Attack is a natural choice. Every class has 1st-level class features that are locked away from other classes or only available after a significant investment of archetype feats. You could take Martial Artist dedication, pick up stumbling feint via that at level 8, then take multitalented into monk at 9 to get flurry of blows at 10. If you want to be able to Feint with your free hand while using a 1H weapon, you pick up TWF and Two-Weapon Feint. A Ranger for example can pick any of the 3 Edges, and independent of that choice can use their feats to opt into: -An Animal Companion. The biggest difference is that trip allows follow up strikes from AoOs and eats an action on the opponents Critical Failure Your feint backfires. By skilling into intimidation or deception, you can feint or intimidate. What sort of Feats and builds would best serve this character idea. Divine, healing and necromancy traits. To be frank, 1e and 2e are completely different beatsts, with different power ranges. You lose out on action economy a lot: You have to feint before every attack by If you're feinting for Sneak Attacks, This Rogue Guide has a pretty complete selection of build paths to be able to feint + full attack. The APG archetypes are helpful for accessing different fighting styles, but even before they came out, the 13th-level ancestry weapon feats weren't useful. ' Ultimately, I'm confident a character with no class feats at all could succeed, while optimized characters unquestionably fit within the encounter guidelines. Twin feint specifically requires "two melee weapons, each in a different hand. Stumbling Feint Feat 6 Legacy Content Monk Source Advanced Player's Guide pg. Or with the double shot feats get multiple shots at a lower penalty than map (-2/-2 with double shot, The main problem (imo) in maxing performance combat lies in the weapons you can use. r/Tactics_Ogre. Let's look at the success outcomes. If you have low charisma and aren't taking intimidation feats, then it's not very good at all. Strike with MAP if the enemy's already vulnerable. But, Rogues make very apt medics with all their skill feats. Goading Feint has the following caveat: On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust I don't fully disagree but I would like to point out Lie is not Feint. Feats like Nimble Dodge, Guardian’s Deflection, You’re Next, etc can do a good job making you and your friends harder to hit. Also, take note, you aren’t the party healer it’s just something you can do, your healing will mostly be for yourself. With a misleading flourish, you leave an opponent Ranged rogues aren't optimal choices. It's calling on the Stride action as a Subordinate action which means you're performing the Stride action for the Purpose of Mobility. This technically doesn't help Feint. My general question is: feats are easy enough to understand when standalone but how creative can you be in combining them? My specific question: my catfolk swashbuckler at level 5 would have Quick Jump, Powerful Leap, Springing Leaper and Flamboyant Athlete. I'm also made to understand that using throwing weapons effectively requires a good amount of feats. As per the title, have you picked up any spells or feats simply because you liked them, and then been surprised at how much scoundrel 100% is the best rogue racket. In 1e, the majority of weapons was simply useless because what you wanted was damage. It is crazy that we are almost 4 years into PF2 and everyone still just picks Fleet, Toughness, Incredible Initiative, Diehard, Canny Acumen, Untrained Improvisation as their General feats and the only thing that changes is the order you pick them. In some cases, it accomplished the opposite. Greater feint once you get it also provides the penalty to AC against your allies which is a pretty powerful supportive ability. This was an excellent analysis, and it makes me wish I could play 2E instead of being in the GM chair. Rogue's get access feat at level 1 called "Twin Feint" that is makes the target automatically Spellshape (metamagic) is under-explored as a mechanic in Pathfinder 2e. They are pretty versatile since Skill feats give everyone more options outside of combat. ___. Resistance doesn't work like it does in D&D 5e. You're not hurting their Sense Motive bonus, so it doesn't decrease the DC for Feint. Building Laios in pathfinder 2e - Part 2 You can get dex to damage using either the fencing grace or dervish dance feats however you do not start with proficiency in the weapon required for either so that would be another one of you extremely limited feats. dueling cape is also great, if you are going to stand your ground and try and go for a riposte, use your first action to pull up the cape because it give a bonus to feint. Occult and enchantment traits. Also make sure to consider taking the Rogue Archetype for Feats like Mobility, Dread Striker, etc. Meanwhile, both the other rogues have better damage or better AC. This is my central argument: Pathfinder 2e tried to make many options viable by hammering down vertical progression. I feel like I’ve never quite gotten a truly masterful grip on the nuances of combat in part because I have to keep flipping back and forth between helping my new players, managing my monsters, and fielding whatever bullshit my powergamers have come up with. Not a whole lot here Fascinating Performance Feint imposes a conditional off-guard condition, which is off-guard nevertheless, so that's something you can extend as well. Against all of your attacks until the beginning of your next turn (new: this means if you can As I've been back to working on dual-wield builds, I decided I wanted to do a straight-up comparison between the Rogue's Twin Feint ability and the option the Rogue has to nab Double Slice either through a Fighter dedication or (more While both feats allow for two consecutive attacks, Twin Feint uses the MAP as normal, only giving you a +2 on your second attack roll (so effectively -3/-2). You can still Feint before Flurry for two actions and get the double sneak attack. If you're asking if this is worth it, then I'd say no. Rogues have skills and skill feats aplenty. Tripping someone gives you a net -3 on your next attack, feint gives a net +2. You can attempt a Feint against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee If you have high enough CHA and are taking intimidation skill feats, it's very, very good. I always feint before I begin attacking, just for that increased hit chance(I forget if feint lets you get sneak attack damage, been a while since I played my scoundrel). I'm still relatively new to Pathfinder and if there's something I still stumble with, it's the jungle that is Feats. There is no Feint skill feat or archetype. Ricochet Feint increases the range you can Feint at. However, the other day I saw someone on this sub recommend a Twin Feint/Twin Distraction Ruffian with a pair of Gauntlets, and I think that's sick, especially because it gives you access to the Brawling Crit Specialization. There a some Feats or someone buffs you with longstrider. While I see the value of a flat +4 damage to every attack, Scoundrel's Feint seems like the obvious choice here—both for his melee/ranged hybrid, and for Rogues in general. Because of how the action systems vary, is there any way to make a dual-daggers rogue build viable, and without falling behind the power curve of other rogues? In pathfinder skill feats are siloed away from combat feats for the most part so that you don't have to trade away power for 'flavor. Eldritch Trickster is decent if you want a caster dedication anyway but I'd probably just pick that up via feats instead of wasting my racket on it. Nature: feats that allow you to climb, jump and squeeze using Nature instead of. Nice build! Looking at it im realizing that you can easily take level 2 and 4 feats as archetype feats if you have another build you want to combine it with, such as a fighter multiclass for brutish shove which would still trigger your panache, and probably lead to a heavier chain (prison chain, or like an anchor chain would be interesting) build that could potentially take more armor. Mesmerizing opal works with feint. There are interesting feats to shield bash, but they don't interact with anything where there's a drastically game changing DEX interaction. The added usefulness of actions like Demoralize, Bon Mot, and Feint also add to Fighter's fun in and out of combat. Bon Mot to support your casters and reduce Demoralize DC. 129 2. Overextending feint says you can switch out the success and crit success to have the target gain a -2 to hit you. Stumbling Stance with its upgrade for the feint work well with the CHA. e. With a new group, you could use the "Free Archtype" Rules, which is effectively letting someone multiclass for free in the Medic Dedication or just to take Medicine related feats. -You want some kind of speed boost. If you do not receive a satisfactory answer, consider visiting the Foundry official discord server and asking there. . Other ranged classes more or less exhaust themselves in "shoot more arrows" or "shoot a bit better" feats, having very few options beside just dealing damage to add to any encounter. I agree, with those feats the rules are still a bit wishy-washy. The scout archetype isn't needed, but then I would highly recommend Canny Tumble, which allow you to move and deal sneak attack. You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. With swashbuckler getting a replacement class feat that gives them disarming flair for free, plus an additional It is actually better for fighters, since there are talismans that give a one time use of a few fighter feats (notably intimidating strike), but upgrade when you already have that feat Yes, you can make the target flat-footed from afar, but only against your melee attacks. In 2e's new 3-action economy, Feint seems crazy powerful for Rogues. The rules recomend a limit of "half level". Feint effects the next attack you perform by the end of your current turn on a success. Make a Spellstrike and Feint against the target of your Strike. The silly post about what class Link would be in 2e had a bit that got me thinking. Sure, but what level 1 General feats boost the whole party? Pathfinder 1e was one of my first RPGs, and I was able to get through it relatively easily at the time. Flat-footed does make it easier to disarm when you're disarming with a Strike (using Disarming Twist). the specific feats are pretty good, the flavor feats are kind of outstanding. Massive Remaster Pathfinder 2e Cheatsheet (Links and details in comments) 8. I'm looking for some advice on some usefull feats and flourish to use/how to use. But I was thinking of adding additinal functions to Create a Diversion to fit a situation; In light of recent discourse, and partially inspired by the recent Wizarding 101 thread, I decided to write a post on something that people either tend to assume when discussing the game, or ignore entirely: Pathfinder 2e's emphasis on building versatile characters. I also saw someone mention a fun combo they have on their dual wielding battledancer swashbuckler. I also wished they just wrote "melee strikes" like in Power Attack. When you wield them thrown weapons may be melee but when you throw them they are ranged so you don't have the "required weapons". For general feats, Scoundrel has a unique feat that synergizes with feint to penalize reflex saves and offers good party support. I can't think of a regular archetype that gives feint support either, but I could be wrong. Had some degree of success with Dungeons & Dragons 5th edition, but I'm mostly moved on to Pathfinder 2e at this point. Thanks for this elaborate answer - very helpful! By the way I did find a way where you roll a 19 to get a 20 result: Besides the Keen rune that Ediwir mentioned in this thread, there is also the Swashbuckler Lvl 15 Class Feature Keen Flair that converts a 19 roll into a critical success. Is it combat, or traps, or are you failing saves you're supposed to be making, etc. So yeah, your combo is fine, but Twin Takedown is still better. Here I talk about why that's a bad idea. There is also the pistol twirl feat that let's you feint at enemies from range to apply flat footed that way. Make one Strike with each of your two melee weapons, both against the same target. I think as far as a generalist rogue and semi-support it's definitely the strongest and has a significant damage output as well. This lets you Feint (Move Action) + Attack (Standard Action) on the same turn. Religion: feats that allow you to Treat Wounds with Religion. Attempt a Deception check against that opponent’s Perception DC. There are monk feats that allow multiple attacks or maneuvers which only increase multi attack penalties after the maneuver rather than for each attack (presumably meaning that flurry increases MAP for your second strike). What’s even greater, is once you reach level 10 you can pick up Derring-Do and when you have Panache you are getting to roll double dice for anything that would normally grant panache. Demoralize gives fear 1 and they are immune to you doing it for 10 minutes. Cunning Feint (Ex): The vigilante can feint as a move action or in place of his first attack during a full attack. You're not Pathfinder 2e can do tolkienesque Let's look at this from a crunch perspective first. A level one fighter is doing 1d12+4 with a greatsword or axe, while a typical thief rogue sneak attacking is doing 2d6+4 or maybe 1d8+1d6+4 for a Ruffian or Elvish Thief with an Elven Curve Blade (don't be a scoundrel). Without feats the main benefits to two weapon fighting is being able to make your first attack with a non-agile weapon (higher damage die) and following attacks with an agile weapon for reduced MAP. Do rogues with always functioning sneak damage outperform other martials? No, it's right in line. -really good feats are knockdown and especially improved knockdown. Gunslinger Way: Way of the Pistolero (Ten Paces, Raconteur's Reload) Snipers can hide for the same flat-footed bonus you can get via Create a Diversion or Feint, so we have to make it up by providing bonuses to our allies as well. Don't forget that you can also get archetype feats with your regular class feats. And it doesn't help with getting crits but there are other feats that work with disarm like Lunge. It's also worth picking up Overextending Feint- if you're going up against someone who is already Off Guard, you now have a reason to still Feint them (which pairs nicely with your very happy high AC). Investment in feint will make you good at create a diversion naturally. What is way more common is stuff that lets you do an action in a situation you normally couldn't or that lets you do 2 actions for the cost of one. Although, you'd probably want it as a first action, which kicks the can down the road for your question. Also, do feats that improve unarmed attacks affect weapons in the brawling group in any way (i. A shield boss/spike as written "can be Pathfinder 2e has a huge amount of character feats and other options to pick from, and that wealth of character complexity and choice extends into combat as well, but again, while that design philosophy hasn't changed, the way in which it is implemented is streamlined. I've had a few players try a variety of builds. Being a Subordinate action doesn't stop it from being an action. And yes you can feint vs perception and tumble vs reflex which gives you options. Or check it out in the app stores ASI vs half-feats to 10th level cap. Are this OP? Maybe. When you activate a magic item to generate a spell effect, attempt a Deception check. My favorite Investigator build (which I'm playing now in PFS) goes Medic at 2, Doctor's Visitation at 4 (with Treat Condition as a skill feat), the Eldritch Archer at 6, and Basic Eldritch Archer Spellcasting at 8. The more you think “huh, well it didn’t work like this in 1e” the more you are going to spoil your own experience with any other system. Pump Cha for Demoralize or Feint to make the enemy easier to hit. I'm leaning towards Underhanded Assault, but I plan on taking Dread Striker (and other supporting feats) at lvl 4 which means I'll mostly be using demoralize to get thing flat-footed. Occultism: feats that allow you to demoralize or feint with Occultism instead. And the ruffian-centric feats all seem extremely conditional and clunky. Its theoretically possible to start with Stumbling Feint, but a huge waste. got the smooth-talking, diplomacy expert. And I would recommend against doing this. I really like 2e, and think the framework for the system is the best this kind of rpg has ever gotten. With this at level 4 you have a 40 feet movement (45 with panache), on a feint your flat-foot targets until next turn ends and gains you panache, your turn should go with feint, on a success do a normal attack to get 1d6 sneak and then on the last action use the finisher to get an additional 1d6 from the finisher. If you were designing a Spellshape-focused Later on, their unique debilitations are terrible (can't feint, can't use reactions) compared to the others (flat-footed, extra damage, weakness, clumsy). You have posted a question about FoundryVTT. As for demoralizing if its a humanoid-centered adventures/campaign Yep would be perfectly fine. Discussion of Matt Colville's "Running the Game" YouTube series and MCDM's "Strongholds & Followers", "Kingdoms & Warfare", "Flee Mortals!" 5th Edition supplements, ARCADIA digital magazine for 5th edition GMs and players, and other MCDM projects, and TRPG advice —————————————————— Need assistance with your MCDM store order or your So I’m a DM for pf2 but I’m kinda lacking in time so I haven’t had a chance to really read through the classes and definitely haven’t had time to come up with builds but the look of pathfinder 2 makes me excited to see different builds so I’d love it if everyone posted their favorite builds here so I could see different play styles when I get a couple minutes free. My suggestion would be instead something like the Double Slice/Twin Feint feats or a version of that which is more keyed to the archetype; something active which comes alive in the fiction. I love the flavor of this game, and how much unique characters you can create with it! One type of feats I would love to see more of are Feats. PF 2e is designed to prevent one-level dips that are seen in other recent editions to grab key class features from a class. My main concern is that I want all those extra wizard spell slots for in- and out-of-combat utility and spellstrike potential, and I'm pretty sure I want Distracting Spellstrike, because it will increase my chance to crit, but because of that, my class feats are limited, and with this build, I will only have one focus point for quite some time. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves. Would it be better to go with the Scoundrel Racket and Feint with my last action, thereby making him flat-footed against all attacks the next turn? Natural Ambition looks amazing, but is human-only I think. Twin feint look like it could be good, but the double action cost could be messy for action economy. The problem is that the Monk archetype would need to wait till 12th level to get the Stumbling Feint from Advanced Kata IIRC, whereas Martial Artist can get it at 8th level. Knuckle Dusters, Gauntlets)? I assume not, or it would say so. Ranger Combat Style 6 ([Slayer 6/ RMA 5 / Unchained Rogue 4]): Improved Two-Weapon Feint Human FCB Slayer Talent (Unbalancing Trick): Improved Trip Talents. So feint helps you hit once immediately, demoralize helps one round max and can't be repeated by the same PC on the same target. When 2e came out I had about 10 years of gaming under my belt, and reading the character creation for 2e I found myself jumping around constantly and was often uncertain on what a lot of the terminology translated to in play mechanics. Scoundrel rogue works with feint for instance. Apply your multiple attack penalty to the Strikes normally. A tabletop roleplaying game community for everything related to Pathfinder Second Edition. I understand the general idea of how to play such a class, but I am having trouble figure out the specifics. I know that using order of the blossom would give me some extra d6 on my feint but for the love of me i hate fays so i prefered to go with the classic Ronin. It doesn't have the concentrate trait so it's kosher to use while raging. There's a lot of opportunity cost hidden in all these feats you're spending. And, just roleplay, feint is more appealing to some people than create a diversion. Consisting of maybe two or three feats. There's also the fact that sometimes you won't be able to flank and have to try to Feint/Trip, and if you also need to move, that means Double Slice vanishes and you only get to attack once, while with Twin Takedown you can move into melee, then feint, and you can still strike twice. It just seems like feint or intimidate take less feats to make it workable and you can spend feats on other things as well. PF2 feats are better compared to 5e's battlemaster maneuvers or warlock invocations rather than what 5e calls feats. Demoralize makes a target frightened, taking -1 or -2 to their actions against you If you don't like Pathfinder 2e and just give and ultimatum rating like 4/10 and 9/10 without saying specifically what you like/don't like about Skill feats and finalise skills. Wererats have claw and bite unarmed attacks. In 2e, there are a lot of traits to use Combat Maneuvers, or to gain certain effects like AC bonus (Parry). Previously I'd been looking at making a twin weapon Fighter, but saw a neat diagram on here displaying the strengths and weaknesses of each class. Most good feint options come online fairly late online for a rogue and synergize poorly with single one handed weapons. Wizard. -Focus Spells (renewable resource spells that don't use slots). Greater Feint makes the condition last a wortwhile amount of time, two-weapon feint makes the action economy worth a damn. "Restrictions are GOOD in Pathfinder 2e" - I've had players coming from D&D 5th Edition who want to homebrew Pathfinder 2e rules that cost you an action to move, raise a shield, and do other things, as well as the Multiple Attack Penalty. It's not doing it all in one action, but at least it saves you from wasting two feats just to get it two levels earlier. The Feint gains the arcane, illusion, and visual traits, and it always has the basic effects of a Feint, rather than applying any adjustments or alternate effects from other feats or abilities. comments. Stumbling Feint is great but not necessary. I am guessing this option allows you to use the scoundrel feint or the overextending. If you want to quip at folks, pick up Bon Mot, it debuffs their perception and will save, which is what defends against feints and demoralize, and hit them with the last action, setting up other players to capitalise on the debuffs you gave the enemy. Suddenly you'll feel like you don't have enough skill feats. Do y'all have any advice on how to do so? The level 6 feat, Stumbling Feint, is fantastic action economy wise, which monk already has in droves, giving you a free Feint attempt on something you're going to be doing every round anyway: Flurry of Blows. Other tips: unarmed attacks apply Sneak Attack too, and Monks (or the Martial Artist dedication) have options of unarmed attacks with the finesse trait that are amazing for a Rogue, like Wolf Jaw or Tiger Claw. To many of us here, it's one of the system's core appeals. I feel like feats are a much bigger price to pay than holding an extra weapon, too. 10 out of 10 times would play or run 1e or another system rather than 2e. Circling Mongoose, Greater Feint, Darkness+Darkvision, flanking animal companion, maybe VMC rogue, those kinds of builds. Fencer style Swashbucklers have the following feature : You gain panache during an encounter whenever you successfully Feint or Create a Diversion against a foe. Some class feats like distracting feint work with feint. Remember you can also qualify for all of those situational monk feats, like style feats, to use for a minute. If you are a wizard trying to recall knowledge you will have to choose the 2-3 skills you can take to higher profs. You may have 4 class feats available, but only 2 of them provide vertical progression, and so only 2 of them are competitive, because the other 2 provide horizontal scaling which you can get elsewhere in a way you can't Because I think the build will be Human Warpriest Cleric, at level 1 take as a General Feat Heavy Armor proficiency, and then for my class feats it would be Rogue Multi-class dedication, Twin Feint, Sneak Attacker, Hellknight Armiger Dedication, Multi-talented Dedication into either Fighter or Ranger, then either Twin Takedown or Double-Slice, then Twin Parry, then either Hellknight Two feats is enough to get you Gang Up, which will increase how frequently you can flank with your friends. That doesn't mean that feinting is unsupported. And the various charisma skills get: Demoralize, feint, create a distraction, and bon mot (which requires a skill feat) There's a few class feats that do similar things but none that I can remember off the top of my head. They have the same number and types of skills and skill feats and every other feat rogues can access. It clearly says you need to be wielding a weapon in each hand, but does that count if you're fighting completely unarmed? I'm trying to pick my lvl 2 Rogue class feat and I'm between Mobility and Underhanded Assault. The rest of the feats expand that based on what the rest of you group can/cant handle. Is there any reason, other than RAW, not to allow for the use of twin feint using claws? Obviously thief gets you dex to damage which is real nice but with scoundrel you can make one feint action and have your opponent be but you're almost completely dependent on others for sneak attack. Double Slice uses your current MAP for both attacks and has the additional That's mostly for flavor, but the Hobgoblin does have some great feats for the Ruffian. That said if you prefer gymnast go with that one as the difference is pretty minor. I would go with Weapon Focus, Power Attack, Step Up, or Combat Reflexes for more feats to flex into. The modular nature of feats makes it very easy to look at class features and tweak them, and it has me more interested in a system than I've been in ages. As for magus, it is a combination of feats, spell selection, and hybrid study that impact character creation. Well it depends of your feats and some stuff of prerequisites but assassin dedication it's pretty good in combats against important enemies when u mark the "boss" (3 actions activity) and then u get +2 to feints and remember that a critical feint is a +2 to all your melee allies, your weapon will get backstabber trait (1 point more of damage or 2 if u take a feat of the archetype) when hit Of course, "worst feat" has alot of competition in 2E. I am doing a homebrew project, and for this, I need to understand what the best and worst skill feats are in the game. I am unsure what I would lie about during combat since I would assume "your boot is untied" is a feint. Pathfinder 2e is made with tons of mechanical support for RP ideas, so unless you explain what kind of rogue you want to be its hard to provide ideas for how to achieve it, and what feats are good to take, since it all depends on playstyle. There are some ancestry feats that interact with Feint, like Grovel, as well as item that interact with Feint, like the Glamorous Buckler. If you are a scoundrel you'll have athletics sorted, and? Might as well max something else. It's worth noting that the talent doesn't specify the first primary-hand attack like ITW-Feint does. I'd personally rather play a thief with charisma as secondary ability if I want to focus on feint. So, damage focused slayer is usually going to go STR based TWF using slayer talents to pick up the Ranger combat style, and build around getting SA on full attacks. If you're lv9 I highly advise you to re-train something and get Goading Feint and also get I'm new to the 2E ruleset and still a bit unclear on how feats might combine. And yes, there are certain feats that fit a certain subclass or playstyle better than others, if you are attempting to make optimal choices some feats just won't be worth consideration. iwtw hbe xtwkm hfzy dekkupr uhxwiom sqhj nvzj rztfbnw ksxtrjp