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Ontario Pathfinder Society | Ontario Pathfinder Lodge Forum » General » Additional Resources Discussion » Advanced Players Guide

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Author Topic: Advanced Players Guide
Blaise
Pathfinder
Posts: 384
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Blaise
Post Advanced Players Guide
on: July 25, 2012, 12:41

This thread is specifically dedicated to rules introduced by the Advanced Player's Guide.

This thread's purpose is to clarify rules legal for Pathfinder Society Organized Play and to cultivate community knowledge about them.

For the latest news on rules related to additional resources, click this link:

http://paizo.com/pathfinderSociety/about/additionalResources

Blaise
Pathfinder
Posts: 384
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Blaise
Post Re: Advanced Players Guide
on: July 25, 2012, 12:49

Hi everyone. 🙂

I'm very interested in the new combat maneuvers outlined in the Advanced Player's Guide. Here's a link to the PRD:

http://paizo.com/pathfinderRPG/prd/advanced/advancedNewRules.html

My reading suggests that these are legal for PFS play. I'd love to start using them. Any thoughts on this? 🙂

Jeff
Administrator
Posts: 215
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Jeff
Post Re: Advanced Players Guide
on: July 25, 2012, 13:36

These combat maneuvers are, indeed, legal for PFS play, and if you're game, then you should absolutely use them. However, as the APG is not a Core Assumption Resource, you need to have a copy of the book, the PDF, or a photocopy there just in case the GM needs it.

That being said, whether it's worth it is a different question. I find that people don't often use Combat Maneuvers unless their character is specifically built for them - the fact that you give up an Attack of Opportunity can often be a deal-breaker - especially at early levels where a single hit on an AoO can drop you.

Still, I've seen them used to great effect. James' Angus MacMenday is a two-handed fighter who uses Feint to great effect every round, and Gar's Monty is a Barbarian specifically built for grappling who has neutralized more than one Big Bad in a single round.

Blaise
Pathfinder
Posts: 384
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Blaise
Post Re: Advanced Players Guide
on: July 25, 2012, 13:58

Interesting! Builds specific to Combat Maneuvers, eh? 🙂 Gotta like that!

I think the new combat Maneuvers in the APG become more potent with the use of the related feats (thus eliminating the AoO).

I'd also add there seems to be a heavy emphasis on tactical teamwork in the APG. For example, Dirty Trick is a sort of inversion of "aid another" in a way. Drag is a sort of inversion of "Bull rush".

And reposition is just an AMAZING tool for forcing the enemy into the PCs strategy.

Add to this the new Teamwork feats and wow...players could get VERY tactical indeed.

Unless I'm mistaken, the new Combat Maneuver related feats are expanded upon in Ultimate Combat as well...oh, the possibilities!

That said, my current fave Combat Maneuver is "Dirty Trick". Forcing conditions on an opponent is pretty darn powerful.

Jeff
Administrator
Posts: 215
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Jeff
Post Re: Advanced Players Guide
on: July 25, 2012, 14:35

The Teamwork Feats are tricky, and I can say that I've generally not seen them used in PFS. The problem with the "hop-in, hop-out" mentality that PFS has is that you're rarely guaranteed to play with the same person unless you go out of your way to make that happen. Consequently, that means that a major part of the time, that Teamwork feat is useless.

Now, if you like the Teamwork Feats, check out the Inquisitor class. Starting at 2nd level, they can treat any allies as having the same Teamwork Feats as they have for the purposes of using them. That means if you have one of the Teamwork Feats, you can use it as long as one of your allies is in the right place - regardless of whether they have it or not. (Class Feature: Solo Teamwork)

Blaise
Pathfinder
Posts: 384
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Blaise
Post Re: Advanced Players Guide
on: July 25, 2012, 15:09

The inquisitor feature is amazing! I'm going to consider that for a future build.

As for teamwork feats during PFS play, I think the tighter the community gets, the more likely it is we'll see teamwork feats selected.
"Outflank" (+4 on flanks) is something too good to pass up.

Adam
Moderator
Posts: 717
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Adam
Post Re: Advanced Players Guide
on: July 25, 2012, 16:35

The cavalier is also built for teamwork feats in mind. The downside is that there are a few scenarios where you're not going to get all the bang out of your mount that you wanted (I like small-sized cavaliers for this), but being able to share your teamwork feats with your entire team is a very powerful ability.

Adam
Moderator
Posts: 717
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Adam
Post Re: Advanced Players Guide
on: July 25, 2012, 22:52

Some nice additions to combat manoeuvres: http://paizo.com/paizo/blog/2011/september/v5748dyo5lcom?Combat-Maneuvers-and-Weapon-Special-Features

JasonS
Pathfinder
Posts: 158
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JasonS
Post Re: Advanced Players Guide
on: July 31, 2012, 11:19

I use reposition... on my own teammates, if they're paralyzed and in a chokepoint in a corridor. Extremely situational use otherwise. Even if you burn some feats getting the greater version, it still assumes that your party has more than 1 melee, and melee parties have been majorly nerfed lately (it's much easier being ranged tbh).

Dirty Trick needs a 3 feat investment to be useful (4 feats if your a Dex PC, which fits better thematically). Even so, 3-4 feats are a lot, removing the condition doesn't provoke, and it's often hard to do on non-spellcasters. I think PF needs to do more to make Dex based PCs more viable and not have so many feat taxes.

Drag suffers the same problem Reposition does, you need another 2+ melee for it to help.

Steal is situational. If you have intel on the target, it could be useful, but if you're going to steal the hat from a spellcaster, who is to say it's a magical hat or just a hat? Would have probably been better to grapple him.

JasonS
Pathfinder
Posts: 158
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JasonS
Post Re: Advanced Players Guide
on: July 31, 2012, 11:21

Regarding team feats, they're definitely great, but you need to know that someone else in the group has the same feat also. So for PFS, unless you're gaming with the same PCs every week, they're not viable imo.

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