Feint feats pathfinder 2e reddit. I hope you guys keep contributing your awesome suggestions.
Feint feats pathfinder 2e reddit You can handle those feats however you see fit really. If you want a build that uses INT then it's a really good option. Two Exodus of Speed for +20 ft Order of Blossom for that sweet, sweet sneak attack. and you can also use stealth options or Pistol Twirl for ranged feint if you're a Pistolero. Survival and Thievery might be fairly campaign Greater feint lets a melee character set up an enemy to get shot by a rogue or something. ) Two Weapon Feint (at some point, after getting that second Urumi. Anyways, session 3 of the Pathfinder 2e campaign I’m in is tomorrow, and there’s a high likelihood that we’ll all be levelling up together mid-session to help us (all new players) ask each other questions and I started to looking at Distracting Feint as a sort of help for my character to use Sabotage or Steal stuff while in combat, but I realized it wouldn't help with either. Pathfinder 2e (Second Edition) Hello, I have been planning on running a Pathfinder 2e game and have skowered the world wide web, and purchased the majority of the Core books, such as Gamemaster's Guide, Core Rulebook, Bestiary 1, 2, 3, and 4, as well as a few others. And, just roleplay, feint is more appealing to some people than create a diversion. Stumbling Feint allows you to Feint for free before and apply the flat-footed condition from Feint to both attacks when you use Flurry of Blows. Possibly they can pick which applies each time, so it's simply stronger. Support options include some of the focus spells (healing in particular), warden's boon/shared prey, and the monster hunter line (although this I've been working on a Blistering Feint build, and want to seek a second opinion. It would have been easy to just say Arcana: feats that let you hide or sneak with arcana instead (arcane and illusion traits) Nature: feats that allow you to climb, jump and squeeze using Nature instead of. This lets you Feint (Move Action) + Attack (Standard Action) on the same turn. Cunning Feint is essentially Improved Two-Weapon Feint and Greater Feint combined into a single talent, which saves you a lot of feats. Being a Subordinate action doesn't stop it from being an action. 2E Resources Player and GM. No worries. You need both the attack and skill bonuses it provides. Though I don't see why you wouldn't wait til the next turn The four initial feats are basically: Sentinel Dedication, Rogue Dedication, any fitting spellcaster Dedication that doubles down on your own stat and Fighter Dedication (kind of). The fact that a lot of reddit and youtube community tends to over exaggerate how pf2 is the most perfect system that ever was or will be and harshly attacks and dismisses any opposing opinions is providing a wrong view of the system as a whole EDIT: This thread has been amazing. 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 tl;dr I am new to PF2e and am trying to figure out what skill feats and general feats to use for a Magus ----- So I'm new to Pathfinder 2e and I am trying to make a Magus. A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. Normally that'd be an issue because you need Monk and a 10th level archetype feat to get Flurry of Blows go make use of the feint, but thankfully this level spread is perfect for Multitalented to give you a Monk dedication as your Ancestry 9 feat. I'm currently looking at using an Alchemist's Bomb as the "weapon" for Blistering Feint; while usually a bomb is created and thrown as part of the same action, using the Delayed Bomb discovery should allow you to hold onto it for a few rounds. Penalties imposed by the Distracting Feint are to opponents Perception checks and Reflex saves, not to the DC for doing something to that opponent against the Perception or Reflex. Every class feat feels like it really adds something new and fun to the character. If you're asking if this is worth it, then I'd say no. The general, skill and ancestry feats make for interesting decisions early but seem to get a Other nice tools to pickup is the feat which gives you an extra 3hp per monk feat (You'll have 4 feats from monk, minimum, more if you have Free Archtype and can really jam tonnes of monk stuff. In PF2 you only get so many feats, so if you used them to be good at bows, you will use the bow. Plus you can feint as many times as you want, it's just not a good idea to feint with all your actions while in melee, but the kobold scoundrel can safely fish for critical feints 3 times per turn every turn! Scoundrel Rogues don't need to fish for crits with Feint because there's a little talisman called the Mesmerizing Opal. Also, remember the Feats allow abstraction of particular tasks away from the player, and ensure that certain checks will always pass. So let's say, with your example, that the enemy your team Twin Feint [two-actions] Feat 1 Legacy Content Rogue Source Core Rulebook pg. Another weird feat with thrown weapons is Point-Blank Shot! Even though both are run by the same player, they’re different creatures on the board. The "rare" trait says, "This rarity indicates that a rules element is very difficult to find in the game world. Or check it out in the app stores Pathfinder 2e is a well-balanced game. Shisk is actually a super solid ancestry. But if you want to homebrew a feat when they’re mounted, sure? I come from playing a lot of 1e, but I'm not that familiar with 2e yet. To help you crit, penalties like flat-footed and frightened are good. 105K subscribers in the Pathfinder2e community. 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". Rogues have a two-action flourish called Twin Feint that makes the target automatically flat-footed to the second attack, enabling sneak attack damage. With 2e it's very easy to do as a wizard with a combination of rogue multiclassing, and the two metamagic feats you mentioned. Every martial's damage is right in line, frankly. When you start playing you'll soon learn you will have an extra action floating around, as attacking with a -10(-8) is not always the best, or if you're a caster sometimes you don't need to move after casting a spell or a cantrip, and you don't have a shield to raise. Class feat 1: Nimble Dodge Reason: I considered twin feint but honestly its very underwhelming, it lets you use 2 actions to guarantee the second attack is vs flat-footed, however it applies MAP normally and isnt really worth the feat since you should always use flanking flat-footed or tripped flat-footed, which leads into That third action is supposed to be used for a myriad of things such as: Demoralize, Raise a Shield, Aid, Battle Medicine, Feint, Create a Diversion, Take Cover, Recall Knowledge and the most relevant of them all, Stride. Or check it out in the app stores If you're starting at 11, you only have a 1 level delay to get Stumbling Feint, which is a great feat for Rogues (or Swashbucklers). Non-fighters can only get it at level 20 and need a couple of other dedication feats, so this doesn't help much. Untrained improvisation also achieves this, and is basically too good not to take on any character except possibly a rogue. However, for players new to the system or RPGs in general, it may There is no Feint skill feat or archetype. I'll try to keep this list up-to-date Roll with it - Goblin only. As a swift action when you are holding a slow-burning smokestick, instead of producing a cloud with the slow burn trick, you can create a small, dense burst of smoke in If it does, consider giving a custom homebrew campaign feat that players can pick that allows them to change the mental to visual. And I would recommend against doing this. In combat they have very little practical use, but for social situations they can break entire encounters if you can Im starting a new campaign soon and i wanted to make my charactee around the different charisma skills debuffs (bon mot, feint, demoralize) but its likely that the campaign will feature a lot of 1vs1 combats, so im conflicted with the fact that demoralize effect last for effectively 1 round (2 if crit) and the target is inmune for 10 minutes afterwards. Greater Feint makes the condition last a wortwhile amount of time, two-weapon feint makes the action economy worth a damn. Unless you’re a Scoundrel Rogue and crit Feint. A feint is a really good thing for somebody like a rogue to be doing. Not really, no. For class feat, we pick trap finder, and for skill feat, we pick assurance nature. PF2 feats are better compared to 5e's battlemaster maneuvers or warlock invocations rather than I'm new to the 2E ruleset and still a bit unclear on how feats might combine. Unleash these new powers and transform the fate of your characters! Foundry and Pathbuilder support included. Like how a fighter just strikes, wizards just cantrip lol. Look at level 16, 18, and 20 class feats, which are supposed to be roughly twice as powerful as skill feats by design (see Raging Intimidation a level 1 class feat, which not only lets you demoralize while raging, but gives you a level 1 and level 15 class feat for free. My question: could you feint (1 action) a target twice and get the -2 hit and make the creature flatfooted? The whole point of separating feats into different types -- especially skill feats from the others -- is so that flavor feats won't have to 'compete with' combat-related feats. Ask your DM which Lores would be most useful. 5 Ruleset of Dungeons and Dragons. The games are similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. So he might detect a presence of a trap (not always, because there might be something else that is odd in the area or more than 1 trap), but it will not make the trap itself detected and disarmed. starstone. The Scoundrel racket is largely made redundant by Alchemists, who can throw a bottled lightning bomb to make a foe flat-footed to ALL attacks for an entire round, whereas the Scoundrel can only make a foe flat-footed to MELEE attacks for a round, and also requires them to be in melee range to feint (unless they have the feat that allows them to Resistance doesn't work like it does in D&D 5e. 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. Massive Remaster Pathfinder 2e Pay the feat tax for dueling parry or buckler expertise. That's certainly an option ranged throwers could utilize. Join our community! u/ExhibitAa and u/shinzura are right. And it doesn't help with getting crits but there are other feats that work with disarm like Lunge. This makes feint relatively plug-and-play and applicable to all tables. There are a few, but they avoid them if they can. Critical Failure Your feint backfires. Pair it with a dedication on Sorcerer dedication to target Reflex saves and then spam electric arcs after feinting. Feat Chains are now mostly known as Archetypes - you pick up the first feat in the chain (known as a Dedication feat, especially in the multiclass archetypes this is mostly a feat tax, but also in some others) and then can pick up the following ones (but are locked out of others archetypes until you pick up at least 3 feats total from it). It is not so rigid and brittle in its balance that a tweak that amounts to giving certain characters a whopping one extra skill feat is going to meaningfully hurt the game. Scoundrel has a unique feat that synergizes with feint to penalize reflex saves and offers good party support. In addition, if you're scouting as exploration activity, you grant the team +2 init instead of the normal +1. you can Demoralize and Feint Deception: no real standouts here, but Rogues have some class feats that work in tandem with Feint. Also, take note, you aren’t the party healer it’s just something you can do, your healing will mostly be for yourself. But either way. With a misleading flourish, you leave an opponent I was thinking ranged as they are pretty melee heavy but there's a rogue feat that allows me to 'flank' as long as there's an ally adjacent, like in 5e. Edit: Taking MCD Ranger or Fighter would be great for picking up the I really like 2e, and think the framework for the system is the best this kind of rpg has ever gotten. If you have a blaster caster in the party, this is an invaluable Ancestries Archetypes Backgrounds Classes Feats Skills. In 1e, the majority of weapons was simply useless because what you wanted was damage. 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. 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. Twin Feint (Rogue 1) Applies to your second strike automatically. I am guessing this option allows you to use the scoundrel feint or the overextending. gg/pathfinder2e or f. I started playing Pathfinder Society and it really makes every skill useful compared to adventure paths. Greater Feint Improves feint by making the enemy lose their dexterity bonus to AC under two conditions instead of one: . 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. Class Feat: Minor Magic (Arcane) -> Shield and Light cantrips Free Archetype: Pathfinder Agent Dedication-> Expert Arcana, Trained Pathfinder Lore Skill Feat: Automatic Knowledge-> Arcana Skill Increase: Expert Stealth Minor Magic gives utility spells in Shield and Light. Every class has 1st-level class features that are locked away from other classes or only available after a significant investment of archetype feats. I think one of the daunting parts of something like pathfinder 2e is how i used to say homebrewing to 5e dnd is like hitting a solid Research some of the feat chains. Reply Two-Weapon Feint allows you to sacrifice your first primary attack to make a feint, instead of requiring a standard action (or move action with Improved Feint). Part of why optimizing in 2e is tough to wrap your head around is that a feat's usefulness is variable based on your build. Now, if you have Greater Feint: the description says whenever you make a feint (no wording on how this feint is initiated!) the target loses their DEX to AC until the start of your next General Feat - Continual RecoveryBeing a full HP for each combat is just a requirement in Pathfinder 2e Continual Recovery helps us do that. It has a follow-up feat to make it compatible with full attacks on TWF builds, the most common Rogue build in general play, with no additional feat taxes. If your friend insists on ranged rogue, I recommend multiclassing Ranger. Hammers have a great crit specialization, and First two weapons I'm going to point out: the Hatchet and the Scourge. The balancing for the advanced feats was deliberately chosen to be somewhat ahead of the usual "level/2" curve but not too much so that it creates a heavy imbalance. gg I just happened to be looking at the Monk dedication feats when I realized that it would be perfect for a rogue, especially since Flurry of Blows allows for more sneak On the other end of the spectrum, I think thief rogue is overrated. If you are investing skill feats in it, basically any skill is more useful at legendary. Attempt a Deception check against that opponent’s Perception DC. But there's a kobold feat that allows to feint at distance but doesnt specify it allows ranged attack against flat-flooted so my question did they change the feint text to allow use ranged attack with feint if something allow you to feint at distance? For Flourishes, Kitsune Mystique for Improved Feint and ability to Feint during a move action/spring attack. Feint is pretty replaceable given how many other ways there are to inflict Flat Footed, so making it apply to a greater number of possible Dirty Trick and Feint can both be effective at helping set up the rogue for SA damage, either melee, ranged or thrown. To me it is clear that the penalty lasts until the end on my next turn, but in Foundry the penalty goes away at 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. The new feats from the APG that let you basically pull an item out of your ass backpack without having to have actually purchased it match the Alchemist’s general jack-of-all-trades utility theme. And if you go down the TWF feint feat tree, it just gets worse. It doesn't flatly reduce a certain type of damage by 50%. The main problem (imo) in maxing performance combat lies in the weapons you can use. The reason that they exist as a specific category is so that every character has room for those situational feats that make them just a little bit better at a specific skill. feint, create a diversion have a very low likelihood to exceed given monster's high saves and do fail often. With improved feint it's always worth trying. Beyond Feats: Deviant Classifications is out now! Expand your Pathfinder 2e adventures with 10 new deviant classifications and 40 new feats. And the skill feats for performance just seem really bad. I also wished they just wrote "melee strikes" like in Power Attack. It is an explicitly a weapon (and can even have weapon Assurance for crafting is an obvious choice. Pathfinder 2e is very different in the way it handles weapons. Rogue's get access feat at level 1 called "Twin Feint" that is makes the target automatically flatfooted (and thus sneak attackable) to the second attack. Correct. You arent so much going to be "behind" as much as you dont get a ton of benefit from using two daggers, since the main benefit of dualwielding weapons is to have 1 weapon be agile and the other To be frank, 1e and 2e are completely different beatsts, with different power ranges. 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. 0 Requirements You are wielding two melee weapons, each in a different hand. Killing an enemy faster boosts the entire party. Overextending feint says you can switch out the success and crit success to have the target gain a -2 to hit you. I've played D&D 5e and I'm the one leading the charge in my group so I have no one to teach me, just reading and videos. 115K subscribers in the Pathfinder2e community. There's a lot of opportunity cost hidden in all these feats you're spending. Its not bad by any means, but +dex to damage doesn't have the same staying power that ruffians medium armor prof or scoundrels flat footed feints. The thief specific feats are nice too, but are very "selfishly" oriented, while other racket feats benefit both yourself and allies. Combat Advice - As a move action, yell advice to give allies a +2 to attack. The only reason to pick the feat is to benefit from its specific mechanical effect, not for the RP (which, I repeat, doesn't need a feat at all). 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. For our ancestry feat, we pick elemental eyes for darkvision. A tabletop role-playing game community for everything related to Pathfinder Equipment Trick At the end of the smokestick section is this: Smoke Strike (Craft [alchemy] 1 rank, Improved Feint): You can use a slow-burning smokestick (using the slow burn trick) to distract foes from your strikes. 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. Do rogues with always functioning sneak damage outperform other martials? No, it's right in line. Agile gives us a MaP of 0/-4/-8. With their Level 2 Feat, Distracting Feint. Feint is useful for getting extra sneak attack damage in when you don't have flanking available. Distracting feint: While a creature is off-guard by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves. The feat tree doesn't seem awful though. Because the first reduces your Agile MAP penalty and the stance makes Double Slice only count as a single strike for MAP. It's calling on the Stride action as a Subordinate action which means you're performing the Stride action for the Purpose of Mobility. It's worth noting that the talent doesn't specify the first primary-hand attack like ITW-Feint does. 1: bonus (human): Dodge That feat basically takes Blades in the Dark load and makes it into a pf2e feat chain. And even without feats, There's a new feat that let's you give a penalty on an enemy attack roll with feint instead of the normal option. Feint also lacks the manipulate trait, so wouldn't provoke attack of opportunity if an enemy had it. Cantrips are basically just a casters normal attack. From what I've seen, there are feat chains but few if any feat taxes. Gives you an automatic 10 on a roll, which will usually succeed a recall knowledge against a creature one level lower than you - those are the enemies you will most typically be figting. As your party's probable INT leader, Lore skills will probably fall to you. ” I was just going Note that a Pathfinder character will always get at least 10 class feats by level 20 (as well as several skill/ancestry/general feats), while a D&D character will get at most 5, so the scope of each feat is a bit different. Lvl 4 feat: Scout's Charge: Stride, Feint, then strike that foe. With demoralize you'll need language in common with your enemy or the skill feat Intimidating Glare to ignore that. com/Feats. Instead, resistances in Pathfinder 2e have a value that they reduce the damage by. Dual-wield Light Hammers, and get the Ricochet Stance feat to negate the need for a returning rune. It even has a level 17 feat. Creatures Equipment Setting Spells/Rituals Rules + Actions/Activities Conditions Rules Traits. Tho it's not like general feats are all that useful to a wizard at low levels lol. Make one Strike with each of The rules for feint make no sense. i mean twin feint is level 1 rogue feat, if you want twin takedown from ranger you need to be level 4 with the level 2 feat spent on ranger dedication. The Dedication system is not multiclassing. Rostland Bravo's feint @ 7th level is very strong, but the A great usage of feint with the thief racket is to (assuming you're adjacent already): 1st: Feint 2nd - 3rd: Twin feint This way you get two attacks against a ff opponent or even if you fail the first feint, 2 attacks with a guaranteed feint. Everything is pretty balanced, but some feats have prereqs that you need to hit first. After dex obviously I'd look into charisma then con as your highest stats. 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. There are more actions, but these are amongst the most common actions, available from the get-go or via a skill or general feat. If you have low charisma and aren't taking intimidation feats, then it's not very good at all. They both have Agile and a second ability that impacts the MaP in Sweep, making them the only weapons more accurate for us than our own two fists. They have a few feats that make crossbows and sniping If you want to do so while also enjoying a mechanical benefit, you can use the Demoralize action, which is thematically identical to Bon Mot and doesn't require a feat expenditure. Druid picks an Order at one, then can grab Order Explorer (2) to join another one. 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. Okay, so a couple of points from me: The player only learns that something is odd and not what is odd in particular. Fighters use special feats, like double slice or power attack, wizards use stronger spells. I honestly cannot tell whether I've missed something or whether the feat is just broken. Join us on for more discussion on discord. There's Brutal Critical, a Barbarian 18 feat, and a couple other level 18 feats. Same with my ability to land a melee attack or a disarm. It takes all the way up to level 4 to get Twin Parry. Get the Reddit app Scan this QR code to download the app now. A level 10 UnRogue can take Stalker Talent which allows you to snag the Cunning Feint Vigilante Talent. View community ranking In the Top 1% of largest communities on Reddit. Unless your party is huge or your GM likes to focus on a couple players, you'll get hit. 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 569 votes, 48 comments. Feats are how you make this more effective. Knuckle Dusters, Gauntlets)? I assume not, or it would say so. IIRC this feat also allows you to use intimidation for free when you rage once you unlock might rage, which is pretty slick. The big problem with this is that create a diversion vs. 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 Some can pick multiple subclasses too by spending a class feat: the Druid and Bard. 5) Considering all this, which class or class/archtype combo would fit best for a crit build? I recommend picking up some of the support ranger feats or snare line to supplement your ranged attacks. For this purpose, a feat tax is something like "Combat Expertise" that is not terribly useful in itself, but opens up other feat options that are. Combat Expertise -> Improved Feint -> Greater Feint Improved feint makes it at least so you can use it in a single turn if you wanted to. That said if you prefer gymnast go with that one as the difference is pretty minor. Play a fighter with the Dual Weapon Warrior dedication, so you can get the Dual Thrower feat. Feint normally makes a target flat-footed against the next melee attack you make against the target. create diversion and impersonate wont matter much in a game where they never need to hide "But feint you say" feint is a good option and you can build a scoundrel rogue around Get the Reddit app Scan this QR code to download the app now. 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. With a misleading flourish, you leave an opponent unprepared for your real attack. They're all Fighter feats and they're all available in the Duelist archetype. 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 Get the Reddit app Scan this QR code to download the app now. No, because you have to shoot two arrows or bolts, or throw two thrown weapons in order to do the feint. " Rogue already gets feat actions to pull his weapon out quicker, and letting him do all the things he would be able to unarmed might be a challenge issue if he can do a poison weapon, grab/trip/disarm and attack in the sabe turn with technically 3 weapons out Scoundrel rogue works with feint for instance. Bounty Hunter/Cleaner Feint Build attack opportunity because the ability says “any time his target would be denied his Dexterity bonus to AC” and Feint says “causing your opponent to be denied his Dexterity bonus to AC against your next attack. Rogues Feint→Strike with Sneak Attack, Swashbuckler Generate Panache→Use Finishers, Spellcasters Cast Spells which are almost all 2a, Fighters either use 2a high-accuracy attacks, or make 2 strikes with bonuses on the second strike, so on and so forth. Also, do feats that improve unarmed attacks affect weapons in the brawling group in any way (i. and outwit- this one makes you better at recalling knowledge and using charisma skills like demoralize and feint. 28 votes, 17 comments. There are class feats for Feint - Goading Feint for the Swashbuckler, for example. And the ruffian-centric feats all seem extremely conditional and clunky. That said, once you level 10 and everything comes online, HO BOY I can absolutely see how bullshit absurd it would become. outside of about 3 feats and a racket, its just rogue feats, not mastermind rogue feats. Back to the Core Rulebook if you read the feint text it says next melee attack always. PF 2e is designed to prevent one-level dips that are seen in other recent editions to grab key class features from a class. He makes it halfway down the hall before he realizes the bone did not leave my hand. Additional Lore gives automatic proficiency bumps to which ever Lore you chose. Flat-footed does make it easier to disarm when you're disarming with a Strike (using Disarming Twist). Feint only benefits the creature using it. Skill feats in Pathfinder 2e are situational by design. By background feat Im talking about feats that you explicitly get as a part of your background. 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. Scout archetype: You get Scout's Warning feat: If you're rolling perception or survival for initiative, you grant allies +1 circumstance bonus to init roll. A tabletop roleplaying game community for everything related to Pathfinder In 2e's new 3-action economy, Feint seems crazy powerful for Rogues. 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). Stumbling Feints: Makes Feint a free action, but does it get both beneficial improvements to Feint: Pathfinder 2e can do tolkienesque fantasy So I'm looking at the Martial Artist archetype and I noticed something weird: the Stumbling Feint feat is identical to the Monk's version but it doesn't work on the Martial Artist, because it relies on monk abilities the MA lacks. Some class feats like distracting feint work with feint. So far I have considered: TWF throw build, Dirty Trick build, Feint build (bluff is very high). With a few feats you can fet feint as a free action, conditions can be stacked on it; I made a mesmerist who had a blindness fort save on his feint, witch had a base stat of 30 since it was Just seems kind of odd that if you make a build involving demoralize there's like 6 skill feats that modify the demoralize action or rely upon it: Twin feint: https://2e. What you should do, in my opinion is this feat progression: 1: Two-Weapon Fighting. Against all of your attacks until the beginning of your next turn (new: this means if you can 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 skills are more universally useful (i. Also, the Scoundrel is one of the few classes that can apply a penalty to Reflex Saves. However, you can only get Flurry of Blows as an action if you are a Monk (in which case you don't need Stumbling Feint from the archetype) or if you take the Monk multiclass archetype and pick up Flurry of Blows at level 10. Exceptionally useful. Plus Demoralize is a great opener. 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. They have a consistent, efficient way to make enemies flat-footed, granting them their 1d6 Sneak Attack bonus on every attack—melee or ranged. And yes you can feint vs perception and tumble vs reflex which gives you options. So I can have 1 attack and feint or I can go TWF and have iterative attacks. Rangers and Fighters have entire feat lines dedicated to it, and they do two weapon fighting in different ways to each other. If you check out the Pathfinder Agent archetype, the dedication feat grants you your level as proficiency to all untrained skill checks, so Remember Your Training is half useless, and Watch and Learn is entirely useless. You're getting many feat that doesn't necessarily benefit you for a really limited bonus. You are flat-footed against melee attacks the target attempts against you until the end of your next turn. You'll get hit. 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. For example, Mine would be dubious knowledge from the academy dropout background. You can use a staff to do 1d8+str, but you're almost completely dependent on others for sneak attack. Use a rapier or shortsword. Once invisibility 4th comes online, it is your best friend. That's why the Agile Grace feat and Graceful Poise stance feat are such great feats later on. Or check it out in the app stores 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. Free proficiency in any wis or int skill from the Lorekeeper heritage, and it becomes expert for free at 5. Or check it out in the app stores The AWESOME Guide to Pathfinder 2e Classes. Implementing narrative game mechanics into rare general feats would be cool. However, spellstrike attack roll is neither part of flurry of blows (it happens between the strikes), nor is it usually a melee attack roll. Taking the Creative Weaponsmith saves you 2,000gp, but reveals the other problem Super clean, and easy to follow! I have a couple (hopefully constructive) improvement suggestions: Feint being near Strike and the other "Attack" actions makes me think it should have the Attack trait, and thus be be affected by MAP - but it isn't. Recent 5e player playing Pathfinder 2e Multiclassing question Yes, you've got all the feint feats you'd need. Ruffian: Brutal beating at 2, vicious debilitations at 10, nothing else. I looked into making a Kobold Rogue (for the fancy ancestry feat that lets me climb walls without using my hands). Improved Feint makes Feinting a move action. There is no easy way to create new feat slots from the feat tab in the character sheet - as you notice, they all just end up in the Bonus Feats section. There are a few other useless options in the game. e. To add slots to the other sections, you must edit the class item (from the summary page, click the pencil next to your character's class). Pathfinder 2e tries very hard to avoid feats that are "Action X, but better!". 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 wounded paw gambit/broken wing gambit teamwork feats also set up an enemy, though you'll need some way of sharing teamwork feats or all people in on it to take such feats. All the feat chains I've seen in the playtest and in previewed 2E content were useful in themselves. You can convert damage to movement when struck with a weapon (from u/TaintedKage) . View community ranking In the Top 5% of largest communities on Reddit. Third strike would be at -10 or -8 with an Agile weapon. Sweep, if it goes off, gives us 0/-3/-7, but requires splitting our attacks between two or more enemies. the ability to range feint is that even with lengthy diversion, the second you throw a weapon, you are no longer hidden, whereas if you crit a ranged feint then the opponent is flat footed to all attacks till the start of your next turn meaning you can have a round where you can get in 2 sneak attacks. The latter will keep your AC up until your Dex is high enough to carry you. "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 That's a lot of MADNess, skill investments, and feat taxing for something that eats up a few feats worth of skills and isn't super reliable. Feats:Shapechanging SavageSpring Attack (free at 6th level Warrior Poet)Accomplished Sneak Attacker No idea of other feats to take. Feinting without improved feint or two weapon feint is pretty much pointless and if you have those then you most likely have Max ranks and even possible good misc bonus. Occultism: feats that allow you to demoralize or feint with Occultism instead. Feint seems good but I lose the full attack action. My Group's Thoughts on Pathfinder 2e Feats and archetypes were great, and character customization overall is very flexible. Stumbling Stance is also amazing, being a 1d8 finesse attack that can be used while wearing armor, and provides a 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. I hope you guys keep contributing your awesome suggestions. Occult and enchantment traits. As for magus, it is a combination of feats, spell selection, and hybrid study that impact character creation. Having an automatic Master or Legendary in the Lore about your main adversary will make life a lot easier for you. Later game feats like bleeding Stride is a Defined action. 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. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. A -8 penalty against animals? I fake my dog out every time I play fetch with him. Endless RP opportunities, as demonstrated by 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. Idk if cantrips "pretty quickly" outclass anything tho. I could also use some help understanding the Twin Feint feat. So interested I was tempted to go into a deep dive on the Swashbuckler. Unless a feat explicitly grants a new magical or otherwise Get the Reddit app Scan this QR code to download the app now. Note that you can wear a chainshirt without enough strength and only suffer a -1 to stealth and thievery, which is - in my opinion - a pretty good trade for +2 AC. Or check it out in the app stores You get about half as many feats as in PF2 (even excluding the class feats and the "free multiclass feats"). The #1 Reddit source for news, information, and discussion about modern board games and board game culture. Feat-wise, they have a lot of very fun choices, but I have one nitpick: Derring Do is kind of overcentralizing, and feels like almost a tax feat (even when I take Swashbuckler archetype on other classes, I almost feel tempted to take it as a capstone); it almost seems like it's only a feat rather than a class feature as a power limiter. . Preface: My entire party and I are all new to Pathfinder 2e, but not entirely new to TTRPGs such as D&D 5e and Call of Cthulhu. 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). Primal and transmutation traits. A tabletop roleplaying game community for everything related to Pathfinder Second Edition. What stumbling feint does is make the target flat-footed against both Flurry of Blows attacks. The support mastermind gets in the form of unique feat choices is perfectly in line with other rackets and not at all lacking in comparison. 183 4. My initial idea was someone who just spider-climbs the walls and does ranged sneak attacks from hard-to Its very viable. 'ex: Flashback: You can use a hero point once per session to declare that you prepared for this situation. It clearly says you need to be wielding a weapon in each hand, but does that count if you're fighting completely unarmed? General Feat: Fleet 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. Also good are Incredible Initiative (I assume your bard isn't brimming with WIS), Untrained Improvisation (much better at using untrained skills), and Canny Acumen (though its value diminishes in mid game before becoming an amazing feat late game). Mesmerizing opal works with feint. (I am now starting to approach pathfinder 2e and I have some difficulties in creating the build -Human/Duskwalker Improved Feint is accessible at level 1 on any character, and is compatible with the action economy found at level 1. The text reads: You lash out confusingly with what seems to be a weak Crane Style (to help buff up my AC and help with Fighting Defensively, but the feat prerequisites really are killing me when my build looks like I'm going to be pretty feat starved. Stealth: this should be maxed no matter what, Swift Sneak and Legendary Sneak are broken. aspx?ID=552 Well, obviously the enemy won't be flat footed against the first strike if you just do that, Requirements You are within melee reach of the opponent you attempt to Feint. There's some damned good ones like Intimidating Glare, Titan Wrestler, and most of the ones related to Medicine, but most of the rest are hard to be sure when they'll even come up and most skills just don't have enough to go around to guarantee that a skill that is useful to the campaign also has a skill feat that is useful to the campaign would be better just give player fleet and toughness by default and give most class 10 ancestry feat 10 skill feat and 10 class feat Reply reply Top 2% Rank by size Feats are obviously hugely impactful and add a ton of customisation to a character. You aren't sure about what invention go with, and that's going to tell you which feats are going to be most effective, and which feats do nothing for you. Those feats usually give you extra When researching pathfinder 2e I have found a lot of builds focused on athletics and intimidation, and it got me thinking about skills. This is integral to getting my own attacks off with a feint) Decietful (even more Bluff? Thank you!) Feinting is a terrible feat progression if you're going TWF. 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 A tabletop role-playing game community for everything related to Pathfinder Second Edition. The Swordmaster starts off with its dedication granting you a +2 circumstance bonus against Twin feint specifically requires "two melee weapons, each in a different hand. I'm very new to Pathfinder 2e (first game) and I'm playing a Swashbuckler (fencer). The dirty trick combat maneuver could do the same. Shield gives +1 AC and Light compensates for use missing Darkvision. But even worse is that Twinned Defense isn't until level 14, while Dueling Dance comes in at level 10, so you're still paying an action tax every turn for an extra 4 levels above where a one handed character would be. Use a weapon to do the Ranged Feint and then follow it up with a ranged spell fits the language of the feat. Pathfinder is a tabletop RPG based off of the 3. Ruffian seems wonky to me. If even a few of the 'skill feats' directly affect attacks and/or damage, then there's a risk they'll be seen as 'must-have' feats. Fleet, Toughness or Armor proficiency. aonprd. ) Get the Reddit app Scan this QR code to download the app now. That doesn't mean that feinting is unsupported. To many of us here, it's one of the system's core appeals. Almost all effects are "on a success", which happens to be doubled on a critical success like all other damage, so all 5d6 Sneak Attack get doubled, etc. Shatter defences similarly. Enemies that get this big bonuses almost certainty don't have ranks in sense motive and often have a negative charisma. 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). Other options would be feats that expand Hero Point usages. Pathfinder 2e. There are some ancestry feats that interact with Feint, like Grovel, as well as item that interact with Feint, like the Glamorous Buckler. zhdkfqbwknmwdimxxwrvnsbiizvbhcomdkawufmmpflmtcg