How To Quick Draw A Heavy Shield Pathfinder
Spheres of Might
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The Equipment sphere handles what equipment you are trained to apply and how you use information technology. When you kickoff proceeds the Equipment sphere, choose one Equipment talent of your choice and proceeds it for free.
Some talents are marked (discipline). These talents grant groups of weapons with shared thematic roots that may be very unlike mechanically but are mostly presented as existence complementary in some mode. Whenever a talent or power refers to a weapon subject area, it refers to all weapons included in whatsoever single discipline talent.
Equipment Talents
Armor Adept [High. HB]
You increase the armor bonus to AC of any armor yous are wearing by +1. When your base of operations attack bonus reaches +eight, you lower the armor bank check penalization of any armor you clothing by 1. For every 8 points of base attack bonus yous gain thereafter, you reduce the armor cheque penalty of your worn armor by a further one (this cannot reduce your armor check penalisation below 0). The benefits granted by this talent do non stack with those provided by the Armor Focus and Improved Armor Focus feats. Associated Feat: Armor Focus.
Armor Training
Y'all proceeds proficiency with light armor and medium armor. If you are already expert with light armor, y'all instead gain proficiency with medium armor and heavy armor. You may take this talent upwardly to 2 times.
Armored Defence force
Y'all may add i/2 of your armor bonus from your worn armor (rounded downwards) as a circumstance bonus to your CMD; the bonus from this talent may not exceed 1/iii your base attack bonus (minimum +i).
Armored Deflection [Apoc]
Source: Spheres Apocrypha: Armor Talents 2
You may add ane/two of your armor bonus from your worn armor (rounded downwardly) equally a circumstance bonus to your touch AC; the bonus from this talent may not exceed 1/3 your base attack bonus (minimum +1).
Armored Evasion [Apoc]
Source: Spheres Apocrypha: Armor Talents ii
While wearing medium or heavy armor, when yous succeed at a Reflex relieve against an effect that would deal one-half harm on a successful save you may divert whatever damage you would accept taken to your armor. At +10 base of operations attack bonus yous may divert half the damage from a failed Reflex salve to your armor.
Arcane Armor
When wearing armor or using shields yous are proficient with, decrease your total chance of arcane spell failure past 10%. Y'all may take this talent multiple times, decreasing your risk of arcane spell failure by 10% each time (minimum 0).
Balanced Defense
While wielding a light or one-handed weapon and nothing in whatever other mitt you possess, you gain a +ane shield bonus to Air-conditioning. For every 4 points of base attack bonus you possess, this bonus increases by +one. Attacking with an off-hand weapon, making more than one natural set on on your turn, or using abilities such as a monk's flurry of blows or a magus' spell combat suppresses this bonus until the start of your next turn.
Battle Set up Armor [Apoc]
Source: Spheres Apocrypha: Armor Talents 2
Your armor receives a competence bonus to its hardness equal to your base assault bonus. Your armor does not gain the broken condition until it is reduced to one/fourth its hit points, and when your armor would be destroyed you may expend your martial focus to let it to remain broken with 1 hit betoken remaining.
Bowling Bolas [Apoc]
Y'all gain a +2 competence bonus to ranged trip attempts made with bolas or brutal bolas. Whenever y'all use bolas or brutal bolas to make a successful ranged trip assault as an set on action, y'all may likewise deal damage to the target as if the trip attempt had been a standard ranged attack with that weapon.
Cavalry Ready [Apoc]
You treat all 1- or 2-handed melee weapons as if they had the brace special feature. Associated Feat: Permit Them Come.
Textile Snake Puppetry (stance) [Youxia HB]
While in this stance, you tin use any long, flexible objects like strings, ropes, sashes, bondage, etc. as an extension of your ain torso. Every bit part of the action yous use to enter this stance, you lot may draw or pick upwards an unattended object inside reach capable of use with this talent. While holding such an object in your hand, yous may use it to increase your natural reach for grabbing objects, manipulating objects, and performing the balderdash blitz, dirty play tricks, disarm, drag, steal, and trip maneuvers. The increased reach is limited by the length of the object used, to a maximum of x feet.
For every 4 base set on bonus you possess, the maximum potential achieve of the object increases by 5 feet and you gain a +1 bonus to CMB for combat maneuvers made with the object. These objects count every bit grappling hooks for the purposes of talents such equally Get Over Here! and Rope Swing.
Cold-Conditions Adaptation [High. HB]
With 10 minutes of work, y'all may treat whatsoever set up of article of clothing you lot wear as a cold-conditions outfit, granting a +v circumstance bonus on Fortitude saving throws against exposure to common cold weather. When using the outfit in this manner, you may wear it in improver to another outfit or armor.
Additionally, while wearing a bang-up kilt or cold-weather condition outfit, yous gain cold resistance 2. At +6 base attack bonus the common cold resistance increases to 5. At base assault bonus +12 the common cold resistance increases to 10. At base attack bonus +18 the cold resistance increases to xx.
Craftsman
You are skilled at crafting and repairing gear. When y'all first gain this power, you gain ranks in a single Arts and crafts skill of your choice equal to your full Hit Dice; whenever you gain a Striking Die (such as when you gain a level) you gain an additional rank. If you lot already possess ranks in this Craft skill, you may immediately retrain them, but you do not become to retrain when but temporarily gaining this talent, such as through the armiger's customized weapons form characteristic. When crafting a mundane particular, you may practice so in half the usual time.
Critical Genius
You may select 1 weapon with which y'all are adept (including unarmed strike), treating that weapon every bit though its critical threat range was 19-twenty (unless it would be higher) and its disquisitional multiplier every bit though it was x2 (even if it would normally exist higher). In addition, when you confirm a critical hit with the chosen weapon while using the attack activity, you deal additional damage equal to your base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At +x base assail bonus, the chosen weapon's disquisitional threat range is instead treated as 18-20.
Author's Note: The alter in critical threat range and disquisitional multiplier from this talent is applied before other modifiers, such as the keen weapon property or the weapon mastery class feature.
Burdensome Thrower
Yous may choose to care for your ranged attacks with thrown weapons equally melee attacks, using your melee assail bonus, including Forcefulness bonus, feats, and other modifiers to determine your attack bonus as normal, but applying standard modifiers for range penalties. Attacking into melee, through cover, and other situations that penalize ranged attacks incurs the standard penalties. In addition, you may apply 1-1/2 times your Strength bonus to damage if you wield the thrown weapon with two hands, and you can employ the Power Attack feat with your thrown weapon attacks.
Dagger Bravo [Youxia HB]
Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x2 (although its critical multiplier cannot exist increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to fifty feet. Associated Feat: Weapon Focus (dagger)
Dagger Dancer [Youxia HB]
You tin describe or sheath a dagger equally a free action and yous gain a +3 circumstance bonus on set on rolls to confirm critical hits with daggers. At +10 base assault bonus, this circumstance bonus increases to +6. Associated Feat: Disquisitional Focus
Dual Blade Savant
You lot may separate or rejoin a dual blade every bit a free action and do not care for each separate bract of a dual blade's weapon's enhancement bonuses as being reduced by 1 when you split it into ii separate weapons.
Duelist'south Grip
Whenever you wield a melee weapon other than a natural set on in only i mitt and make no attacks using whatsoever other hand or natural attack you lot possess, you employ one and 1/2 times your Force bonus to damage rolls with it instead of just your Strength bonus.
Good Reloading
Whenever you reload a ranged weapon with which you are skillful, you lot may decrease the required fourth dimension; hand and light crossbows become complimentary deportment, heavy crossbows and one-handed firearms become motility actions, and ii-handed firearms become standard actions. If you possess the Crossbow Mastery feat, you do not provoke attacks of opportunity when reloading any crossbow. Associated Feat: Rapid Reload.
Fast Draw
Y'all can draw a weapon as part of the action used to brand an attack with information technology. This tin can be used with splash weapons, but not with other items such as potions, scrolls, or wands. You lot tin draw a subconscious weapon (see the Sleight of Hand skill) equally a move action. Associated Feat: Quick Describe.
Finesse Fighting
You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. Yous may accept this talent a total of 2 times. If taken a second time, whenever yous make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, y'all may also add together one/ii your base assail bonus (minimum 1) as a bonus on that damage coil. Associated Feat: Weapon Finesse.
Garrote Grappler
You lot treat garrotes as possessing the finesse weapon special feature. Equally an attack action, you may make a grapple check to initiate a grapple using a garrote against whatsoever target within reach, not simply helpless or unaware targets. If successful, you lot deal your garrote damage to the target. You do not accept the -iv penalty for not having two easily free on this check. When you utilise the choke option when making a grapple check, you may inflict garrote damage in addition to the effects of the asphyxiate. The garrote damage referenced in this ability includes your Strength modifier as appropriate to a two handed weapon as well every bit any enhancement and other bonuses. Damage from this talent does non stack with damage from the constrict universal monster ability.
Gauntlet Shield
You lot may treat a cestus, gauntlet, or spiked gauntlet equally a buckler, gaining the +1 shield bonus to Air conditioning every bit normal for a buckler. The weapon's enhancement bonus to attack and impairment also applies to the shield bonus granted past the weapon. You lose this bonus if you lot attack with the weapon or wield another weapon in the same hand unless you possess an ability to retain your shield bonus when making a shield bash attack, such equally the Bashing Shield talent of the Shield sphere or the Improved Shield Bash feat. Making an assail with this weapon may count equally making a shield bash if beneficial.
Guarded Combatant
Y'all gain a +one competence bonus to your CMD vs. the disarm and sunder maneuver. This bonus increases by +1 for iv points of base of operations assail bonus you possess. This bonus does not stack with the bonus provided by the Improved or Greater Disarm/Sunder feats.
Gun Kata
While wielding a firearm, you can however brand unarmed strikes with the hands used to wield it (these attacks do not provoke attacks of opportunity if y'all are not proficient with unarmed strikes); if you exercise, your unarmed strikes made with any mitt wielding a firearm gain any enhancement bonuses to attack or damage rolls your firearm possesses (this bonus cannot exceed +5). When using the attack action to make a successful set on with your unarmed strike confronting a animal, or when you succeed at a melee assail with a double weapon that is office melee weapon and part firearm (such as the axe musket or dagger pistol) using the attack action, as a swift action y'all can make a ranged assail with a -2 punishment against the same creature with your firearm or the firearm portion of your weapon; this set on does non provoke an attack of opportunity.
Immovable Object [Apoc]
Source: Spheres Apocrypha: Armor Talents
While wearing heavy armor, you proceeds a +ane competence bonus to your CMD against bull rush, drag, and reposition maneuvers. This bonus increases past +i for every 4 points of base attack bonus yous possess.
Mechanical Savant
When you make a successful ranged assail with an attack action, an attack of opportunity, or boosted attacks granted past class features or talents while wielding a crossbow or firearm, y'all bargain additional damage equal to ane/two your base attack bonus (minimum 1).
Natural Materials [SA:MT]
You do not demand kits to create combat sphere effects that do non possess a costly textile component (such as an alchemy kit to create formulae from the Alchemy sphere). The materials are assumed to be gathered from your natural surroundings or generated by you lot.
Y'all may substitute your practitioner modifier for your Intelligence modifier when making Craft checks to create combat sphere furnishings.
You may take this talent a second time. If you do, you no longer crave a free paw to use gainsay sphere effects based on your creations. This may mean spitting a formulae rather than throwing it (using the aforementioned range), licking a weapon to poison information technology, disgorging a trap every bit you lot lay information technology, or utilizing a gizmo that has been built into your body. This does not reduce the action needed to perform any of these deportment. In add-on, your creations are stored inside your body rather than on your person, preventing them from existence stolen or sundered. [Alienist HB]
Net Main
Yous accept no penalties for using a cyberspace that has not been folded and employ any enhancement bonus to attack rolls that the internet possesses to all your Strength checks against a brute entangled past the internet, and to the DC of Strength checks to burst your nets. You add half your base of operations attack bonus to the escape artist DC to escape your nets.
Additionally, you lot may make drag and reposition attempts confronting creatures entangled past your nets as long as y'all control the trailing rope. You may add any enhancement bonus to set on rolls that the internet possesses on these gainsay maneuver checks. This talent applies to whatever weapon that functions as a net, such equally the lasso (every bit applicable) and snag cyberspace.
Palm Throw [Youxia HB]
Whenever you lot perform an attack action, attack of opportunity, or boosted set on granted by a grade feature or talent with shuriken, you may throw 2 identical shuriken at once. If y'all practice so, increase the size of the shuriken's base damage die past iii steps (1d6 Medium, 1d4 Pocket-sized) instead of hitting twice.
Abilities that would negate a single attack simply cease ane shuriken per employ, removing the damage dice increase but failing to prevent the attack entirely if only one shuriken is negated. Abilities that replace the base damage die of the weapon such as the warpriest's sacred weapon practise not stack with this talent.
Particle Blade Emulation [Inv. HB]
When unfolding any particle bract, you may treat it as though it was any other melee weapon of the same category (light, one-handed, or two-handed) that you are proficient with for the purpose of benefiting from feats, talents, or abilities. While treating the particle blade equally another melee weapon, the particle blade besides gains whatsoever special features that a weapon of its kind would ordinarily proceeds. For example, if you lot were besides adept with the longspear, you could unfold a two-handed particle bract and treat it as if it were a longspear for the purposes of the Weapon Focus (longspear) feat, and grant the particle bract the brace and accomplish weapon specials. (See the Tech sphere for more information on particle weapons.)
Writer'south Note: If emulating a two-handed melee weapon with the double special property, the damage of each of the weapon's ends are 3 sizes smaller than normal for the particle blade (1d6/1d6 Medium, 1d4/1d4 Modest).
Polearm Mastery
When wielding a reach weapon, you may attack targets within your natural reach, but suffer a -two penalisation when doing and so. At +10 base attack bonus, yous besides threaten all squares within your natural reach when wielding a reach weapon, but all the same endure a -ii penalty to attacks of opportunity made in this fashion.
Shield Expert
You increase the shield bonus to AC of any shield you wield by +1. When your base attack bonus reaches +eight yous lower the armor bank check penalty of any shield you wield by one. For every 8 points of base attack bonus you gain thereafter, you lot reduce the armor check penalty of your wielded shields by a further 1 (this cannot reduce your armor check penalty below 0). Associated Feat: Shield Focus.
Shortbow Mastery
You have learned to take reward of the shortbow'south curt draw length to make more frequent attacks. Whenever you use the attack action with a shortbow, yous may spend a swift action to brand an additional ranged attack at a -5 penalty.
Skin of Steel [Apoc]
Source: Spheres Apocrypha: Armor Talents 2
While wearing heavy armor and fighting defensively, you gain DR/bludgeoning equal to 1/2 your base of operations attack bonus. This stacks with any DR/- you may possess.
Normal: Typed damage reduction does not stack with untyped damage reduction.
Note: This was previously known as the Steel Body talent.
Sling Combatant
You may make melee attacks with a loaded sling, threatening an expanse as appropriate. Making attacks in this fashion does non use up armament. Also, when making attacks in this style, your sling gains the trip and disarm weapon special features. Treat a loaded double sling every bit a double weapon. Associated Feat: Sling Flail.
Modest Arms [Jester'south HB]
You do non have penalties for using weapons sized for smaller creatures. For example, a Medium animate being could wield a two-handed weapon sized for smaller creatures in one hand without incurring the penalisation for wielding inappropriately sized weapons.
Additionally, you gain a cumulative +1 bonus to Sleight of Hand checks made to conceal a weapon on your person for each size smaller the weapon is sized for. For example, a Medium creature using a dagger sized for Tiny creatures would receive a +2 bonus to a Sleight of Manus bank check to conceal it on their person.
Normal: Using a weapon inappropriately sized for yous incurs a -2 penalty on attack rolls for each size category difference. A weapon smaller than its wielder takes i footstep less effort to wield in combat for each step smaller they are than the wielder. A Small-sized two-handed weapon can be wielded by a Medium animal equally a one-handed weapon. A Small-sized i-handed weapon can exist wielded by a Medium creature as a lite weapon. See the weapon rules for more than details (Pathfinder Roleplaying Game Core Rulebook pg. 140).
Spear Dancer
Yous may care for any spear or polearm you wield as though it had the finesse weapon special characteristic, and may wield it as a one-handed weapon. Spears and polearms include weapons similar the amentum, boar spear, doru, elven branched spear, glaive, guisarme, harpoon, lance, longspear, naginata, pilum, planson, shortspear, sibat, spear, tiger fork, and trident or other weapons based on GM approval.
Spiked Defense (stance) [Apoc]
Source: Spheres Apocrypha: Armor Talents 2
You lot may only enter this stance when wearing armor equipped with armor spikes. While in this stance when a animate being within the attain of your armor spikes makes a melee set on against yous, they provoke an attack of opportunity from you. This attack of opportunity is resolved later on the triggering attack. The assail of opportunity granted past the talent must be made using armor spikes, and you may only make i attack of opportunity this way per creature per round. This may not be combined with the Bloody Counter Berserker talent.
Splitshot
Whenever you make an attack activeness with a bow, you can load ii arrows and fire them as office of the aforementioned attack. When making an attack action in this fashion, your assail suffers a -ii penalization, but can target two next creatures. For every 4 points of base attack bonus you possess, the targets may be +5 ft. away from each other and notwithstanding exist feasible targets, and so long equally their altitude from each other is non greater than the altitude from y'all to either of them. If combined with a barrage, only the actual set on activeness is carve up, not the extra attacks.
Staff Mastery
You tin can wield a quarterstaff equally a one-handed weapon or equally a achieve weapon. At the start of your turn, yous make up one's mind whether or not you are going to wield the quarterstaff every bit a ane-handed weapon, two-handed weapon, double weapon, or two-handed reach weapon. When you lot wield it as a one-handed weapon, your other hand is free. Y'all cannot apply a staff as a double weapon if you are wielding it as a reach weapon or a one-handed weapon. In your hands, a quarterstaff is treated as a trip weapon.
If you possess the Spear Dancer talent equally well, a quarterstaff is treated as a finesse weapon in your paw, and you may wield a quarterstaff equally a 1-handed reach weapon. Additionally, spears and polearms gain the trip weapon special feature in your easily. Associated Feat: Quarterstaff Principal.
Steady Shooting
You have mastered techniques for making firearms more than reliable and accurate at the expense of power. When firing a firearm as an set on action, you may ignore its misfire hazard, but the weapon targets normal AC instead of touch AC. When firing a firearm in this manner, treat its range increment as x ft. longer than it actually is, plus an additional 10 ft. for every 4 points of base of operations set on bonus you possess.
Steel Martyr [Apoc]
Source: Spheres Apocrypha: Armor Talents
Whenever a critical hit is scored confronting you, equally an immediate activity yous may divert the boosted damage from the critical hit to your armor. This action is taken afterwards the upshot of the attack roll is known simply before the harm is revealed. You endure any damage in excess of your armor's hit points.
Throw Bash [Apoc]
You lot gain proficiency with throwing shields. Ranged attacks made with a throwing shield incorporate shield spikes into their harm calculation as normal. Additionally, if y'all have the Cover Marry talent, you may care for any ally within your shield's start range increment every bit beingness within your shield'south reach by throwing it every bit part of the active defense force action. Yous may apply a (deflect) talent to this active defence as normal, performing any additional actions by ricocheting the shield off of the attack. If your shield has the returning belongings, or you take the Throwing Mastery talent, it returns subsequently using Cover Marry as if you fabricated an attack with information technology.
Throwing Mastery
When using an attack action, attack of opportunity, or additional assail granted by class features or talents to brand a ranged assault against a creature with a thrown weapon, you may apply extra spin to the throw, causing the weapon to bounce back towards you lot after the attack resolves. As long as you have at least one hand free, you may automatically catch a weapon after it rebounds in this mode, otherwise the weapon lands in your square (or the nearest legal square below you lot if yous are flying, levitating, or otherwise non standing on the footing).
Thrower'due south Reflexes
Once per round when you would normally be hit with an assault from a ranged weapon, you may instead expend your martial focus and choose to take hold of the weapon. Y'all must be enlightened of the attack and not flat-footed, and you must accept at least i mitt gratis. Attempting to catch a ranged attack doesn't count as an activeness. You lot cannot catch an assail that is from a weapon sized for a creature more than one size category larger than you are. Ranged attacks generated by natural attacks or spell furnishings tin't be defenseless. Associated Feat: Snatch Arrows.
Belfry Shield Mastery
You may ignore the assail penalty for attacking while carrying a belfry shield. Yous can also bash with a tower shield, dealing 1d8 bludgeoning damage with it (1d6 Small). You and others modifying or enchanting a shield you possess may treat tower shields as heavy shields for the purposes of enchantments (such every bit bashing) and shield spikes. Additionally, any tower shield you are wielding has its maximum Dexterity bonus increased by 1 and its armor check penalty reduced by 1, +1 for every 5 base of operations attack bonus you possess.
Unarmored Training
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as whatsoever true adapt of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every three points of base attack bonus you possess. Characters who gain Acrobatics every bit a form skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch on attacks or when you are flat-footed. You lose these bonuses when yous are immobilized or helpless, when you wear any armor, or when you lot acquit a medium or heavy load. These bonuses do not stack with the Air conditioning bonus form feature of the monk or similar abilities.
This bonus depends on an intricate awareness of the practitioner'due south body and balance, and as such is lost when the target is nether any shapeshift other than blank form, or is polymorphed into a creature of the fauna, dragon, elemental, magical animate being, establish, or vermin type.
Unfettering Armor [Apoc]
Source: Spheres Apocrypha: Armor Talents
You lot may move at your normal speed while wearing medium armor. At +7 base assail bonus you may motility your normal speed while wearing heavy armor.
Unorthodox Firing
You lot may burn any ranged weapon while decumbent. Additionally, you may use a leg in place of a hand when wielding a ranged weapon, although you must still use at to the lowest degree one hand to burn the weapon and endure a -ii penalization to attack rolls while using a foot in this fashion. This tin can permit you to fire the weapon in situations where two hands are non bachelor, such equally when hanging from a rope, grappling a creature, or in other, similar situations.
Unstoppable Strength [Apoc]
Source: Spheres Apocrypha: Armor Talents
If yous are wearing heavy armor and have martial focus, yous lose the battered status at the end of your turn, even if it would normally concluding longer, and y'all no longer suffer a penalty to CMD while battered.
Versatile Fighter (stance) [Youxia HB]
This talent gives you admission to three stances, listed beneath. Feats that list the associated feats every bit prerequisites only work while the stances that grant the associated feats are active.
- Offensive Style: While in this stance, you gain the do good of the Deadly Aim and Power Attack feats. Additionally, when y'all successfully damage a creature with an attack action modified by Mortiferous Aim or Ability Assail, that creature becomes battered for 1 round. Associated Feats: Deadly Aim, Power Attack.
- Defensive Style: While in this stance, you gain the benefit of the Gainsay Expertise feat. Additionally, when you lot successfully impairment a beast with an attack action modified past Combat Expertise, increase the dodge bonus to armor class granted by Gainsay Expertise by 1, +one per 10 base attack bonus you possess, until the end of your next plow. This increment does not stack with itself. Associated Feat: Combat Expertise.
- Recovery Style: While in this stance, you gain the benefit of the Heroic Resolve feat. Additionally, when you successfully impairment a creature with an attack action while in this stance, your next activation of Heroic Resolve until the stop of your next plough does non require expenditure of your martial focus. Associated Feat: Heroic Resolve.
Versatile Shield
When wielding a shield, you may add your shield's Ac enhancement bonus to assail and impairment rolls made with the shield every bit if information technology were a weapon enhancement bonus. Associated Feat: Shield Primary.
Weaponmaster [Conq. HB]
You take advantage of your weapons in unique ways. When wielding whatever weapon yous have proficiency with, yous can shift your grip every bit a swift activeness and so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt past that weapon. You may switch back to the weapon's normal harm as a swift action. At +v base attack bonus, you may change damage types as a free action instead. Associated Feat: Weapon Versatility.
Whip Fiend
You tin can deal lethal impairment with a whip and tin can also impairment creatures regardless of their armor or natural armor bonus. In addition, you threaten all spaces within 5 ft. of yourself and practice not provoke an attack of opportunity while making an attack with a whip.
As a standard action, you may use your whip to dispense an unattended object up to 15 ft. away as if you were adjacent to it. You are limited to manipulations y'all could accomplish in a single move action using only one hand.
At +10 base attack bonus, you lot instead threaten all spaces inside ten ft. of yourself. Associated Feat: Whip Mastery, Improved Whip Mastery.
Discipline Talents
Archery Fustigate (discipline)
You lot are considered expert with using a bow, crossbow, or firearm as an improvised melee weapon, and any enhancement bonus to these weapons applies to your set on and damage rolls while using them as an improvised weapon. You lot endure no penalty to attacks with these weapons due to using them as an improvised weapon, provoke no attacks of opportunity when using them every bit a melee weapon, and threaten the area effectually y'all equally you unremarkably would when wielding a melee weapon.
Compensation Hunter's Tools (subject field)
Y'all gain proficiency with the bola, garrote, grappling hook, harpoon, kyoketsu shoge, lasso, mancatcher, net, net launcher, sap, and whip. You may deal nonlethal damage with whatever of these weapons at no penalty and treat them all equally having the grapple special feature.
Bushido Training (subject area)
Y'all gain proficiency with the double-chained kama, double walking stick katana, dual blade, katana, kama, kusarigama, longbow, naginata, nodachi, tetsubo and wakizashi.
Caber Toss (discipline) [High. HB]
You are considered skilful with thrown cabers, which are unremarkably used for breaking upward military formations.
You lot can hurl cabers up to 2 size categories larger than yous. A "caber" is any long, thick, and relatively cylindrical shaped object made of any textile with a hardness of 5 or less, that is at to the lowest degree v feet in length, such as a wooden beam or massive leg bone. Cabers are considered ii-handed exotic thrown weapons and bargain quadruple harm on a critical hit. You tin can bung the caber as a thrown weapon with a range increment of v anxiety + 5 feet per size category it is smaller than you, targeting a square (Ac 5) within range. Success means that you create a line of hard terrain originating from the target foursquare (in the direction of your choice), and everyone in the line's area must attempt a Reflex save or take bludgeoning damage as if hit by the caber. The hard terrain lasts as long equally the caber remains in the area; moving, picking up, or destroying the caber similarly affects the difficult terrain. Failing to hit the target square results in the caber taking the harm itself, the GM randomly determines the management of the line of difficult terrain using a d8, and everyone in the line's area automatically succeed their Reflex save.
As long as you have martial focus and a suitable caber in your reach, you lot may pick them up every bit part of your assault. At +vii and +14 base attack bonus increment the maximum size caber you tin throw past 1 size category.
Cabers: Affected Area and Impairment by Size
| Caber Size | Affected Area | Damage |
|---|---|---|
| Medium | 5-ft. line | 1d6 |
| Big | 10-ft. line | 1d8 |
| Huge | twenty-ft. line | 1d10 |
| Gargantuan | l-ft. line | 2d6 |
| Colossal | 100-ft. line | 2d8 |
Catfolk Training (discipline) [Catgirl HB]
Y'all gain proficiency with the cat-o'-nine-tails whip, chakram, khopesh, kukri, ranseur, rope sprint, scimitar, shortbow, tekko-kagi, and tiger fork. You also proceeds proficiency with claw blades, and may use claw blades fifty-fifty if yous are non a catfolk.
Custom Grooming (bailiwick)
Select 5 weapons; yous proceeds proficiency with the selected weapons. Exotic weapons count as two weapons against your total (so you could gain 1 exotic weapon proficiency and proficiency in 3 martial or elementary weapons, or proficiency in 2 exotic weapons and 1 martial or simple weapon). You lot may take this talent multiple times, selecting new weapons each time.
Dancer Preparation (bailiwick)
You are skilful with the intricacies of music and dance, and can utilize that precision in battle. You are practiced with the boxing poi, bladed scarf, chakram, fighting fan, gladius, rapier, scimitar, shortsword, war flute, war lute, war mallet, and whip. You may add together your Dexterity modifier in place of your Charisma modifier when making Perform (trip the light fantastic) checks.
Deep Fighter Training (bailiwick) [Alienist HB]
Y'all gain proficiency with the gnome hooked hammer, hand crossbow, mancatcher, rapier, poisoned sand tube, sanpkhang, scorpion whip, shortsword, spinal sword, and whip. Whatsoever weapon you wield tin can deliver contact poison upon a successful combat maneuver check as well as upon a successful attack roll, regardless of whether yous bargain damage.
Double Weapon Training (discipline)
You gain proficiency with all melee double weapons (except firearms), including exotic ones.
Duelist Grooming (subject area)
You gain proficiency with the bounder sword, butterfly knife, double chicken saber, dual blade, dueling sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger.
Dwarven Heritage (discipline)
You gain proficiency with the battleaxe, dwarven boulder helmet, earthbreaker, greataxe, greatclub, hand axe, heavy choice, light hammer, low-cal pick, pickaxe, throwing axe, and warhammer. Y'all may have this talent a total of twice. If taken a second fourth dimension, you besides gain proficiency with the dwarven dorn duergar, dwarven double waraxe, dwarven longaxe, dwarven longhammer, dwarven maulaxe, dwarven urgosh, and dwarven waraxe.
Elvish Heritage (discipline)
You lot gain proficiency with the elven branched spear, elven curveblade, longbow, longsword, rapier, scimitar, brusk sword, shortbow, two-bladed scimitar, and ii-bladed sword.
Enforcer Grooming (bailiwick) [Apoc]
Source: Spheres Apocrypha: Armor Talents 2
You gain proficiency with armor spikes, bola, barbazu beard, dwarven boulder helmet, dire flail, heavy flail, light flail, harpoon, mancatcher, rhoka sword, shield spikes, and spiked chain.
Firearm Proficiency (subject field)
You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.
Wiki Note: It is reasonable for any Martial Tradition that grants this proficiency to also grant a dilapidated firearm. (Source)
Gallowglass Training (subject area) [High. HB]
You gain proficiency with the deer horn knife, greatsword, halberd, light shields, longbow, longsword, musket, pistol, shortbow, and shortsword, and may wield the bastard sword equally a two-handed martial weapon.
Gladiator Preparation (field of study)
You gain proficiency with the throwing shield, every bit well as the amentum, battleaxe, gladius, lasso, net, pilum, scizore, short sword, shortbow, trident, and whip. You may take this talent twice; the second time you take it you gain proficiency with the aklys, flight bract, hooked axe, knuckle axe, madu, quadrens, sica, and shotel.
Gnomish Heritage (discipline)
Y'all gain proficiency with the heavy crank crossbow, light creepo crossbow, boxing ladder, flailpole, flask thrower, gnome flick-mace, gnome hooked hammer, gnome pincher, and piston maul.
Goblin Heritage (discipline) [Apoc]
You gain proficiency with the the brutal bola, dogslicer, garrote, horsechopper, lite flail, machete, sap, shortbow, spiked concatenation, swordbreaker dagger and torch. In addition, when you wield a torch as a weapon information technology is considered a club that deals an boosted 1d4 fire harm on a successful striking if the torch is lit. Associated Feat: Fire Paw, Burn! Burn! Burn!.
Halfling Heritage (discipline)
You proceeds proficiency with the double sling, sling, halfling rope-shot, halfling sling staff, machete, sling glove, and war razor. In addition, y'all may reload a double sling, halfling sling staff, sling, and sling glove as a costless action that does not provoke an attack of opportunity. Associated Feat: Ammo Drop.
Huntsman Training (discipline)
Y'all gain proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In improver, yous only suffer a –1 penalty per full range increment between y'all and your target when using a ranged weapon. Associated Feat: Far Shot.
Knightly Grooming (subject area)
Yous gain proficiency with the flail, greatsword, halberd, heavy flail, heavy pick, light selection, lance, longsword, shortsword, and warhammer, and may wield the bastard sword and estoc, but simply equally two-handed martial weapons. When performing a charge, you lot only suffer a -ane penalty to your AC rather than -two.
Mechanical Training (discipline)
You gain proficiency with the battle wrench and with all crossbows, including exotic ones such as the net launcher. Crossbows that tin can be fired with ane hand reduce the penalty for doing and then past half.
Medical Malpractice (discipline) [Youxia HB]
You gain proficiency with the acupuncture needle, butterfly knife, drow razor, garrote, iron brush, needle launcher, poisoned sand tube, sanpkhang, sawtoothed sabre, shuriken, switchblade pocketknife, syringe spear, and torch.
Monk Weapon Training (subject area)
Yous gain proficiency with all weapons with the monk special characteristic. If you have this talent and either the brawler's flurry or flurry of blows grade feature, you may brand one additional assail with a weapon in this group as a free activeness whenever you brand an attack activity with a weapon from this group or an unarmed strike, but both attacks take a -2 punishment. You must make up one's mind whether or not to use this ability before making the get-go attack roll for your attack activeness. Attacks made using this ability use your total Strength bonus to the damage ringlet, regardless of whether the weapon is wielded with ii hands or with an off-hand.
Ninjutsu Training (discipline) [Apoc]
Source: Spheres Apocrypha: Swashbucklers
Y'all proceeds proficiency with the kama, kusarigama, nunchaku, rope sprint, sai, brusque sword, shortbow, shuriken, siangham, and wakizashi, and may wield the katana as a two-handed martial weapon. In improver, when attacking an enemy that is unaware of your presence, your kickoff attack against them deals an additional +one harm.
You may take this talent a total of twice. If taken a second time, you lot also gain proficiency with the chakram, crystal chakram, double-chained kama, kyoketsu shoge, tekko-kagi, tube arrow shooter, and may wield the katana as a one handed exotic weapon.
Orc Heritage (discipline)
Y'all gain proficiency with the battleaxe, dire flail, falchion, flail, greataxe, handaxe, heavy flail, orc double axe, orc skull ram, spiked concatenation, and throwing axe.
Outrider Preparation (discipline)
You lot gain proficiency with the bola, lance, lasso, longbow, musket, pistol, scimitar, and shortbow. In improver, whenever you make a ranged attack from atop a mount, you take merely half the usual assault punishment. Associated Feat: Mounted Archery.
Peasant Training (discipline)
You are adept at using the tools of farming, fishing, mining, and herding in state of war. You gain proficiency with the ankus, crook, fishing tackle, handaxe, heavy pick, light hammer, light pick, machete, internet, pickaxe, scythe, and trident.
Pikeman Grooming (discipline)
You gain proficiency with the bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lance, mancatcher, and ranseur. Whenever you use a readied activeness to make an attack with a weapon with the brace weapon special feature against a target moving into your threatened area, that attack deals an additional +two harm. At +10 base attack bonus, this bonus damage is instead increased to +iv.
Pirate Training (field of study)
You gain proficiency with the boarding axe, boarding gaff, boarding throughway, cat-o'-nine-tails, cutlass, Duelist sword, grappling hook, pistol, rapier, and sea-knife. Additionally, you gain a +2 competence bonus to Profession (crewman) checks made to canvas a send. At +x base attack bonus, this bonus increases to +4.
Stone Toss (discipline)
Equally long as you accept martial focus, you can catch thrown or falling rocks (or projectiles of similar shape) that are no larger than your current size. Once per round, when you would usually exist striking past a stone, yous can make a Reflex save to catch it as a complimentary action. The DC is 25 for a rock of your current size, -v for each size category it is smaller than you. If the projectile has a magical bonus on attack rolls, the DC increases by that amount. You must be aware of the attack in order to make a rock catching attempt.
Additionally, you are considered proficient with thrown rocks. You can hurl rocks of up to two size categories smaller than you. A "rock" is any large, bulky, and relatively regularly shaped object made of any textile with a hardness of at to the lowest degree 5.
Y'all can bung the rock as a thrown weapon with a range increment of 10 ft. +10 per size category information technology is smaller than you. Tiny rocks deal 1d6 bludgeoning impairment, Small-scale 1d8, Medium 2d6, and Large 3d6. As long as you have martial focus and a suitable rock is within your achieve, yous may pick them up as role of your attack. At +vii and +fourteen base set on bonus, increase the maximum size stone you may throw by one size category, to a maximum equal to your current size.
Rogue Weapon Training (bailiwick)
You gain proficiency with the blade boot, butterfly knife, garrote, mitt crossbow, kukri, rapier, sap, curt sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, y'all proceeds a +2 competence bonus to Sleight of Mitt checks made to conceal a weapon on your person. At +10 base of operations assault bonus, this competence bonus increases to +4.
Shield Training (discipline)
You proceeds proficiency with all shields, including tower shields, and are expert in all shield bashes. Associated Feat: Shield Proficiency, Tower Shield Proficiency.
Swashbuckler Training (bailiwick) [Apoc]
Source: Spheres Apocrypha: Swashbucklers
You proceeds proficiency with the butterfly knife, longsword, rapier, scimitar, spiral rapier, and sword cane, and may wield the estoc every bit a two-handed martial weapon. Whenever you brand an assault using your Dexterity bonus on assault rolls and your Forcefulness bonus on melee damage rolls, whatsoever creature yous bargain damage to suffers a -1 to CMB when attempting to disarm or sunder your weapon, and a -one to CMD confronting disarm or sunder attempts you make confronting information technology. These penalties end at the starting time of your next turn. At +10 base attack bonus, these penalties increment to -2.
Techmaniac (discipline) [Inv. HB]
You gain proficiency with all technological weapons. Additionally, yous gain a +2 competence bonus to Craft (mechanical) checks made to activate gadgets. At +10 base assail bonus, this bonus increases to +4.
Toolkit Training (subject field)
Yous are adept at using adventurering tools as impromptu weapons of war. You gain proficiency with the boxing ladder, battle stein, boxing wrench, climbing option, fishing tackle, garrote, grappling claw, iron brush, machete, internet, ten human foot pole, torch, and whip.
Tribal Preparation (subject field)
You proceeds proficiency with the atlatl dart, battle poi, boomerang, greatclub, hunga munga, klar, knobkerrie, rhomphaia, tepoztopilli, terbutje, and the wahaika. You may treat each of these weapons every bit if they possessed the fragile weapon special feature for the purpose of feats or talents y'all possess. Whenever you roll a critical hitting with a frail weapon, you may give information technology the broken condition to automatically confirm the critical hit. Associated Feat: Disposable Weapon.
Unarmed Training (discipline)
Y'all proceeds proficiency with the blade kick, brass knuckles, cestus, dan bong, emei piercer, gauntlet, katar, knuckle axe, punching dagger, rope gauntlet, sap, scizore, spiked gauntlet, and tekko-kagi, and may care for these and any natural attacks you possess (except when using them as office of a full attack) every bit an unarmed strike for the purpose of how much damage they deal and interactions with abilities which require an unarmed strike; when using any of these weapons as an unarmed strike, it uses your unarmed strike's critical multiplier, fifty-fifty if it would usually be higher.
Legendary Talents
Adamantine Barrier [Apoc]
Source: Spheres Apocrypha: Armor Talents 2
Prerequisites: Base attack bonus +4.
While wearing heavy armor and fighting defensively, any next animal that strikes you with a melee assail takes bludgeoning damage equal to i/2 your base of operations assail bonus. A animal can only have this damage once per round, plus one boosted time each round per 5 points of base attack bonus you lot possess.
Notation: This talent was previously known as Iron Wall.
Armored Armaments [Apoc]
Source: Spheres Apocrypha: Armor Talents 2
Prerequisite: Equipment sphere.
While wearing heavy armor you lot may treat your gauntlets and any armor spikes as though they had an enhancement bonus equal to the armor's enhancement bonus to Air conditioning. Gauntlets and armor spikes benefiting from this talent do not gain the benefits of any enhancement bonus or special properties they would normally possess.
Strength Redirection Technique [Youxia HB]
Prerequisite: Equipment sphere.
Yous may employ your Forcefulness modifier in place of your Dexterity modifier to AC, up to a maximum of iii + half of your base of operations attack bonus. Characters who gain Climb or Swim as a course skill may instead choose to have the cap increase by +1 for every 2 ranks in the listed form skill they possess. Your bonus to Air conditioning is still affected by anything that would limit or remove your Dexterity modifier to Air conditioning such every bit wearing armor or beingness apartment-footed. Y'all may disable or enable Forcefulness Redirection Technique as a free activity at the start of your turn, once per turn.
Go Over Hither!
Prerequisites: Equipment sphere, Lancer sphere, Ranged Impale, proficiency with grappling hook, harpoon, or rope dart.
Whenever y'all successfully kill a fauna with a ranged attack using a grappling hook, harpoon, rope dart, or some other weapon attached to a rope, y'all may attempt a drag gainsay maneuver as a free action which does not provoke attacks of opportunity.
If this attempt is successful, the creature is dragged into a square side by side to you as long as there is an unobstructed path between yourself and the fauna (this talent fails if you are not standing on solid ground likewise as if there is not enough solid basis adjacent to y'all to accommodate the animal you are repositioning, and this movement does not provoke attacks of opportunity).
Magic Armor
Prerequisites: Equipment sphere.
Y'all can coax great ability from the magic in your armor. You proceeds a deflection bonus to AC equal to your worn armor's enhancement bonus to Air-conditioning.
Oversized Weapons
Prerequisites: Equipment sphere, base set on bonus +6.
You may wield weapons sized for creatures 1 size larger than yourself without increasing the effort required (i.due east., yous practice non increase the weapon'due south category by 1 step from calorie-free to one-handed, one-handed to two-handed, etc.), though yous still suffer a -2 punishment on attack rolls with the oversized weapon. In addition, yous may care for ii handed weapons of your normal size as i-handed weapons and may care for one-handed weapons of your normal size every bit light weapons, but suffer a -ii penalization to attack rolls made while doing then. These penalties are doubled when making a full assault action.
Stable Shooter
Prerequisites: Equipment sphere, Firearm Proficiency or Mechanical Training, base attack bonus +6.
If you are proficient with the culverin or gastraphetes, you are always treated equally though information technology was supported or mounted and may reload these weapons while decumbent, although you take a -2 penalty on set on rolls with these weapons when using them with this talent. This penalisation is doubled when making a total attack activeness with weapons wielded with this talent.
Sword Shooter
Prerequisites: Equipment sphere, base assail bonus +6.
You may care for lances, longswords, and spears as ammunition for longbows, shortbows, calorie-free crossbows, and heavy crossbows, being able to draw and load them as though they were armament (although they are non destroyed later striking a target). Using these weapons every bit ammunition deals additional damage equal to the weapon's impairment die (this boosted damage is not multiplied on a critical hit) and you take a -2 penalization on attack rolls fabricated while using these weapons every bit ammunition. If you possess the Barroom sphere, yous may use this talent with improvised weapons (you may not use an improvised weapon which would require more than 1 hand for you lot to wield). The penalty is doubled when making a total attack activity while using these weapons equally ammunition.
If y'all possess the Ceaseless Ammo talent, you may utilise it with the listed weapons, although the aforementioned limitations apply, and if you possess the Ranged Impale talent, y'all may utilise information technology with this talent.
Titan'southward Shield [Apoc]
Source: Spheres Apocrypha: Armor Talents
Prerequisites: Equipment sphere (Oversized Weapons), base attack bonus +6.
You may wield shields that are one size category larger than you. While wielding a shield that is larger than you, you gain a +one bonus to your CMD. While wielding a tower shield that is larger than y'all, when you use your tower shield to provide cover, you treat your infinite equally though yous were the aforementioned size category equally your shield. This allows you to provide cover for other creatures.
Source: http://spheresofpower.wikidot.com/equipment-sphere
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