grarrrg
2012-09-02, 08:45 PM
So the Advanced Race Guide gave us a variety of Race-Specific Archetypes. Reading through them I came across the Foehammer (https://sites.google.com/site/pathfinderogc/races/core-races/dwarf/foehammer-fighter-dwarf) Fighter Dwarf.
It's pretty standard as far as Fighter Archetypes go, getting CMB/CMD bonuses, "must take" Weapon Training with the 'Hammer' group, etc...
But at 9th level:
each time that a foehammer hits a target, he gains a +1 bonus on attack rolls against that target. This bonus stacks with each hit against that target, but lasts only until the end of the foehammer's turn.
Now obviously the 'simple' use of this is only taking an (effective) -4 penalty on your Iteratives.
But I got to thinking (it happens), we need more attacks.
What about Two-Weapon Fighting?
There are a few Light weapons in the Hammer group.
Light Mace, Simple, 1d6, 20/x2 (Battle Aspergillum has same stats)
Light Hammer, Martial, 1d4, 20/x2 Throw Range 20ft.
Aklys, Exotic, 1d8, 20/x2, Throw Range 20ft. Trip
Now with Two-Weapon fighting, all attacks are at -2, BUT with all 3 feats we'd get potentially +3 more accuracy by the last attack.
So instead of a potential 20 > 16 > 12 > 8 (assuming full Bab)
With TWF we'd have a potential 18 > 19 > 15 > 16 > 12 > 13 > 9
Get a Speed weapon or someone to cast Haste on us and it gets even better.
But I got to MORE thinking.
The ability does NOT mention you "must" use a Hammer to get the to-hit bonus.
Ergo:
RANGED ATTACKS!
Use a Bow with Rapid Shot and Manyshot. The first attack is actually 2 hits thanks to Manyshot, so it'd be 18/18 > 20 > 16 > 12 > 8
Again, add Speed/Haste for more fun.
Alas. Despite my wishes otherwise, this would only hinder the Gundolon (http://www.giantitp.com/forums/showthread.php?p=12152413#post12152413) build. As you'd have to sacrifice a good number of levels to fit in _9_ Fighter levels. Dropping Synthesist levels means fewer Arms, and dropping Gunslinger levels means less damage. Neither of which is worth it for the Accuracy boost.
Now a Gestalt Gundolon on the other hand(s)...
It's pretty standard as far as Fighter Archetypes go, getting CMB/CMD bonuses, "must take" Weapon Training with the 'Hammer' group, etc...
But at 9th level:
each time that a foehammer hits a target, he gains a +1 bonus on attack rolls against that target. This bonus stacks with each hit against that target, but lasts only until the end of the foehammer's turn.
Now obviously the 'simple' use of this is only taking an (effective) -4 penalty on your Iteratives.
But I got to thinking (it happens), we need more attacks.
What about Two-Weapon Fighting?
There are a few Light weapons in the Hammer group.
Light Mace, Simple, 1d6, 20/x2 (Battle Aspergillum has same stats)
Light Hammer, Martial, 1d4, 20/x2 Throw Range 20ft.
Aklys, Exotic, 1d8, 20/x2, Throw Range 20ft. Trip
Now with Two-Weapon fighting, all attacks are at -2, BUT with all 3 feats we'd get potentially +3 more accuracy by the last attack.
So instead of a potential 20 > 16 > 12 > 8 (assuming full Bab)
With TWF we'd have a potential 18 > 19 > 15 > 16 > 12 > 13 > 9
Get a Speed weapon or someone to cast Haste on us and it gets even better.
But I got to MORE thinking.
The ability does NOT mention you "must" use a Hammer to get the to-hit bonus.
Ergo:
RANGED ATTACKS!
Use a Bow with Rapid Shot and Manyshot. The first attack is actually 2 hits thanks to Manyshot, so it'd be 18/18 > 20 > 16 > 12 > 8
Again, add Speed/Haste for more fun.
Alas. Despite my wishes otherwise, this would only hinder the Gundolon (http://www.giantitp.com/forums/showthread.php?p=12152413#post12152413) build. As you'd have to sacrifice a good number of levels to fit in _9_ Fighter levels. Dropping Synthesist levels means fewer Arms, and dropping Gunslinger levels means less damage. Neither of which is worth it for the Accuracy boost.
Now a Gestalt Gundolon on the other hand(s)...