ZZTRaider
2015-10-07, 04:53 AM
I'm getting ready to start a Play by Post over on the Paizo forums as a TWF Warlord. This is my first experience with any of the Path of War stuff, so I'm still figuring things out and would appreciate some help in making some final tweaks before we get started (as well as figure out a general game plan for how to progress my character).
The rest of the part consists of a Monster Tactician Inquisitor (http://paizo.com/people/CaunStratego) looking at reach weapons, a Dervish Defender Warder (http://paizo.com/people/BrittiriLongtread), a Hedgewitch (http://paizo.com/people/Ryzern) from Spheres of Power, and a Battle Host Occultist / Zweihander Sentinel Warder (http://paizo.com/people/DreadguardLienhol) multiclass.
20 Point Buy
LVL 3
Full HP at 1st. Half+1 every level after.
Dwarves, Humans, Half Orcs, Halflings, Gnomes, Tieflings, Aasimar, the elemental races, and Samsarans.
No 9th level casters. Yup, no wizards, witches, clerics and all that. Magic is ubiquitous and powerful but not to that level. Also no Summoners.
No Brawlers, Barbarians, Cavaliers, Gunslingers, Swashbucklers, Slayers, Rogues, Fighters, or Monks. Including Unchained versions.
Sphere’s of Power (except Cleric sphere archetype), Path of War (including the new harbinger and mystic stuff) and Machinesmith allowed. Other 3pp allowed with discretion (though it’s an automatic no on 9th level casters)
We’ll also be utilizing These Feat Tax House Rules (http://theworldissquare.com/feat-taxes-in-pathfinder/) to alleviate many feat taxes and allow for a stronger variety of characters.
Two Traits or Three with a meaningful drawback
Abilities that raise caster level in the case of sphere casters can only raise it up to character level. Never beyond.
Most notably from that list:
Weapon Finesse, Agile Maneuvers, Combat Expertise, and Power Attack are all just default things a character can do when appropriate.
Improved and Greater TWF have been merged into a single scaling feat.
With all of that said, here is my character (http://paizo.com/people/AiseiluraSaravosa). Any feedback is welcome, but I do have some specific questions.
Is there any reason to not take the Dragon Fury (http://www.d20pfsrd.com/path-of-war/prestige-classes/dragon-fury) prestige class?
If not, when is the best point to switch from Warlord?
How many levels of Dragon Fury should I take?
Both Discipline Focus and Hone Weapon (from the Expanded playtest) seem like really solid damage boosts, since they're adding flat increases to every hit.
How early should I be trying to pick them up? Should I wait until I at least have an iterative?
(As an aside, whetstones normally only work for non-magical weapon. I'd tend to assume Hone Weapon bypasses that restriction, or else it wouldn't be worth a feat at all, but it doesn't explicitly call that out. Does anyone know of any clarifications for this either way?)
Since the party is so melee heavy (and includes an Inquisitor), teamwork feats seem like a pretty decent idea as long as everyone else buys in. Paired Opportunists and Outflank work really well together, but pretty much require Combat Reflexes for that to work out. I've got the Dexterity to make good use of it, but it feels like it really starts to put some pressure on feats early on, especially if I want to take Discipline Focus and Hone Weapon early. Plus, Outflank loses a little bit of its luster because I'll be using my Charisma modifier for flanking bonuses.
Since attacks of opportunity will be a single attack, am I overvaluing these feats?
Should I try to fit Precise Strike in there somewhere, too?
When should I go for each of these?
Since I'll be using kukris and will eventually take Improved Critical, Seize the Moment seems potentially good. I don't know that anyone other than me will end up qualifying for it, though.
Is it worth taking to use with Warleader?
Does this change if I go into Dragon Fury, significantly delaying (or outright preventing) when I can use Warleader as a move action?
Gang Up makes it a lot easier to get flanking, without requiring me to switch over to Golden Commander Stance, losing the extra attack, damage, and initiative bonuses from Battle Dragon's Stance.
Is it worth shifting my point buy a bit so I can start with 13 Intelligence (which I'd probably want to bump to 14 for the extra skill points) for Gang Up to try to ensure flanking?
Does this change depending on how much emphasis I put on the teamwork feats?
From the Expanded playtest, the Thrashing Dragon Style feats look decent.
I've never actually use style feats before; do styles persist outside of combat or will that essentially always be my first swift action?
For that matter, do stances persist outside of combat? Battle Dragon's Stance providing an initiative bonus suggests that they do, but the existence of the Fuse Styles feat suggests that may not be the case.
The second feat, Thrashing Dragon Pounce, seems like the best in the chain, since it would make single attack strikes more useful. Is this a correct assessment, or are there enough ways to get in more than a single attack on a strike that I don't need to worry about it?
Am I correct in thinking that the third feat, Thrashing Dragon Whirlwind, is likely not worth it? It seems that the cases that it might be useful I would be better served by just using Thrashing Dragon Twist or Thrashing Dragon Frenzy, but that does take maneuvers readied slots, so I'm unsure of the opportunity cost.
Martial Charge sounds potentially good, but it also seems to fill a similar niche to Raging Hunter Pounce.
Is it worth it to combine with maneuvers like Thrashing Blades?
Is it worth it earlier than rather high level maneuvers?
Advanced Study seems intriguing.
Do I even want to try to pick it up for more maneuvers known from my in-class disciplines? It seems like I'll still be mostly limited by maneuvers readied.
Since it doesn't say otherwise, I'm assuming that I must still meet prerequisites for maneuvers selected from out-of-class disciplines, which would limit me to fairly low level maneuvers. Are there any that are worth taking a feat to grab?
Extra Readied Maneuver sounds pretty good in theory, as it potentially expands my versatility with maneuvers and gives me more longevity between recovering maneuvers.
Is the extra versatility worth the feat slot?
Will I typically be recovering maneuvers slowly enough to even worry about longevity? I don't have a good sense of how much I'll be recovering through gambits.
I think that covers my outstanding questions... though, looking back, it looks like I'm asking a lot more than I thought I was. So, many thanks to anyone that actually takes the time to answer some or all of them.
The rest of the part consists of a Monster Tactician Inquisitor (http://paizo.com/people/CaunStratego) looking at reach weapons, a Dervish Defender Warder (http://paizo.com/people/BrittiriLongtread), a Hedgewitch (http://paizo.com/people/Ryzern) from Spheres of Power, and a Battle Host Occultist / Zweihander Sentinel Warder (http://paizo.com/people/DreadguardLienhol) multiclass.
20 Point Buy
LVL 3
Full HP at 1st. Half+1 every level after.
Dwarves, Humans, Half Orcs, Halflings, Gnomes, Tieflings, Aasimar, the elemental races, and Samsarans.
No 9th level casters. Yup, no wizards, witches, clerics and all that. Magic is ubiquitous and powerful but not to that level. Also no Summoners.
No Brawlers, Barbarians, Cavaliers, Gunslingers, Swashbucklers, Slayers, Rogues, Fighters, or Monks. Including Unchained versions.
Sphere’s of Power (except Cleric sphere archetype), Path of War (including the new harbinger and mystic stuff) and Machinesmith allowed. Other 3pp allowed with discretion (though it’s an automatic no on 9th level casters)
We’ll also be utilizing These Feat Tax House Rules (http://theworldissquare.com/feat-taxes-in-pathfinder/) to alleviate many feat taxes and allow for a stronger variety of characters.
Two Traits or Three with a meaningful drawback
Abilities that raise caster level in the case of sphere casters can only raise it up to character level. Never beyond.
Most notably from that list:
Weapon Finesse, Agile Maneuvers, Combat Expertise, and Power Attack are all just default things a character can do when appropriate.
Improved and Greater TWF have been merged into a single scaling feat.
With all of that said, here is my character (http://paizo.com/people/AiseiluraSaravosa). Any feedback is welcome, but I do have some specific questions.
Is there any reason to not take the Dragon Fury (http://www.d20pfsrd.com/path-of-war/prestige-classes/dragon-fury) prestige class?
If not, when is the best point to switch from Warlord?
How many levels of Dragon Fury should I take?
Both Discipline Focus and Hone Weapon (from the Expanded playtest) seem like really solid damage boosts, since they're adding flat increases to every hit.
How early should I be trying to pick them up? Should I wait until I at least have an iterative?
(As an aside, whetstones normally only work for non-magical weapon. I'd tend to assume Hone Weapon bypasses that restriction, or else it wouldn't be worth a feat at all, but it doesn't explicitly call that out. Does anyone know of any clarifications for this either way?)
Since the party is so melee heavy (and includes an Inquisitor), teamwork feats seem like a pretty decent idea as long as everyone else buys in. Paired Opportunists and Outflank work really well together, but pretty much require Combat Reflexes for that to work out. I've got the Dexterity to make good use of it, but it feels like it really starts to put some pressure on feats early on, especially if I want to take Discipline Focus and Hone Weapon early. Plus, Outflank loses a little bit of its luster because I'll be using my Charisma modifier for flanking bonuses.
Since attacks of opportunity will be a single attack, am I overvaluing these feats?
Should I try to fit Precise Strike in there somewhere, too?
When should I go for each of these?
Since I'll be using kukris and will eventually take Improved Critical, Seize the Moment seems potentially good. I don't know that anyone other than me will end up qualifying for it, though.
Is it worth taking to use with Warleader?
Does this change if I go into Dragon Fury, significantly delaying (or outright preventing) when I can use Warleader as a move action?
Gang Up makes it a lot easier to get flanking, without requiring me to switch over to Golden Commander Stance, losing the extra attack, damage, and initiative bonuses from Battle Dragon's Stance.
Is it worth shifting my point buy a bit so I can start with 13 Intelligence (which I'd probably want to bump to 14 for the extra skill points) for Gang Up to try to ensure flanking?
Does this change depending on how much emphasis I put on the teamwork feats?
From the Expanded playtest, the Thrashing Dragon Style feats look decent.
I've never actually use style feats before; do styles persist outside of combat or will that essentially always be my first swift action?
For that matter, do stances persist outside of combat? Battle Dragon's Stance providing an initiative bonus suggests that they do, but the existence of the Fuse Styles feat suggests that may not be the case.
The second feat, Thrashing Dragon Pounce, seems like the best in the chain, since it would make single attack strikes more useful. Is this a correct assessment, or are there enough ways to get in more than a single attack on a strike that I don't need to worry about it?
Am I correct in thinking that the third feat, Thrashing Dragon Whirlwind, is likely not worth it? It seems that the cases that it might be useful I would be better served by just using Thrashing Dragon Twist or Thrashing Dragon Frenzy, but that does take maneuvers readied slots, so I'm unsure of the opportunity cost.
Martial Charge sounds potentially good, but it also seems to fill a similar niche to Raging Hunter Pounce.
Is it worth it to combine with maneuvers like Thrashing Blades?
Is it worth it earlier than rather high level maneuvers?
Advanced Study seems intriguing.
Do I even want to try to pick it up for more maneuvers known from my in-class disciplines? It seems like I'll still be mostly limited by maneuvers readied.
Since it doesn't say otherwise, I'm assuming that I must still meet prerequisites for maneuvers selected from out-of-class disciplines, which would limit me to fairly low level maneuvers. Are there any that are worth taking a feat to grab?
Extra Readied Maneuver sounds pretty good in theory, as it potentially expands my versatility with maneuvers and gives me more longevity between recovering maneuvers.
Is the extra versatility worth the feat slot?
Will I typically be recovering maneuvers slowly enough to even worry about longevity? I don't have a good sense of how much I'll be recovering through gambits.
I think that covers my outstanding questions... though, looking back, it looks like I'm asking a lot more than I thought I was. So, many thanks to anyone that actually takes the time to answer some or all of them.