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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Discuss the Combat Form feats (from PH II)
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<blockquote data-quote="Joshua Randall" data-source="post: 2919224" data-attributes="member: 7737"><p>I guess I've been neglecting my own thread. But I do have some things to say.</p><p></p><p>This is a good point. There are few (no?) other feat chains that depend upon you succeeding at something before the feats' powers kick in. Still, a reasonably high level fighter ought to be able to hit <em>someone</em> with his first iterative attack, and that would trigger the entire chain of Combat Form feats.</p><p></p><p>I don't know. Let's ask the barbarian, who, after his rage runs out, is fatigued "for the duration of the current encounter". This is one of those sloppily written D&D rules that drives me crazy (and leads to endless debates in ths forum).</p><p></p><p>Hmm... I am not sure that is how Combat Stability is intended to work, although (again) the wording is sloppy. Here is the exact text:</p><p></p><p><em>You gain a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you.</em></p><p></p><p>What exactly are "checks or rolls to resist XXX attempts made against you"? That is not a defined terms in the rules as fas as I know. It seems to be trying to say that Combat Stability is only useful when you are on the receiving end of a bull rush, disarm, grapple, overrun, or trip attempt, not when you are the initiator.</p><p></p><p>However, what about counter-trip attempts? If someone tries to trip you and fails, can you use the Combat Stability bonus on your counter-trip attempt?</p><p></p><p>And grapple -- what a mess. Regardless of who starts the grapple, both creatures in the grapple can make opposed grapple checks on their turn to do various things (deal damage, pin, etc.). Does Combat Stability apply on those checks? Or does it only give you a bonus on the first, initial check to resist someone grappling you?</p><p></p><p>I don't totally agree with this. Some barbarians may want to emphasize Survival and Listen, so they may already have Wis 13+. And, depeding upon how well you roll, a fighter could very well justify Wis 13+ for the Will save bonus alone.</p><p></p><p>Also, many paladins and rangers are going to want Wis 14 to be able to cast all their spells. Finally, let's not forget clerics, who not only have high wisdom, but are often in the thick of combat. About the only classes that really don't seem to be major beneficiaries of the Combat Form feats are rogues, bards, and arcane casters.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 2919224, member: 7737"] I guess I've been neglecting my own thread. But I do have some things to say. This is a good point. There are few (no?) other feat chains that depend upon you succeeding at something before the feats' powers kick in. Still, a reasonably high level fighter ought to be able to hit [i]someone[/i] with his first iterative attack, and that would trigger the entire chain of Combat Form feats. I don't know. Let's ask the barbarian, who, after his rage runs out, is fatigued "for the duration of the current encounter". This is one of those sloppily written D&D rules that drives me crazy (and leads to endless debates in ths forum). Hmm... I am not sure that is how Combat Stability is intended to work, although (again) the wording is sloppy. Here is the exact text: [i]You gain a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you.[/i] What exactly are "checks or rolls to resist XXX attempts made against you"? That is not a defined terms in the rules as fas as I know. It seems to be trying to say that Combat Stability is only useful when you are on the receiving end of a bull rush, disarm, grapple, overrun, or trip attempt, not when you are the initiator. However, what about counter-trip attempts? If someone tries to trip you and fails, can you use the Combat Stability bonus on your counter-trip attempt? And grapple -- what a mess. Regardless of who starts the grapple, both creatures in the grapple can make opposed grapple checks on their turn to do various things (deal damage, pin, etc.). Does Combat Stability apply on those checks? Or does it only give you a bonus on the first, initial check to resist someone grappling you? I don't totally agree with this. Some barbarians may want to emphasize Survival and Listen, so they may already have Wis 13+. And, depeding upon how well you roll, a fighter could very well justify Wis 13+ for the Will save bonus alone. Also, many paladins and rangers are going to want Wis 14 to be able to cast all their spells. Finally, let's not forget clerics, who not only have high wisdom, but are often in the thick of combat. About the only classes that really don't seem to be major beneficiaries of the Combat Form feats are rogues, bards, and arcane casters. [/QUOTE]
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Discuss the Combat Form feats (from PH II)
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