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Spheres and Style

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Apr 21st, 2018
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  1.  
  2. A note of Stunning Fist though: for anything that utilizes Stunning Fist, you can potentially use Fencing Sphere with it to take advantage of their lack of Dex to AC. Keep this in mind, as I won't mention much again unless I need to.
  3. >Aldori
  4. Duelist Grip is a must. When combined with Fencing, you can use this to parry instead with no penalty, but only with dueling swords, So it's a trade-off that may not be worth it without further support for using the dueling sword
  5. >Archon
  6. Eh, I feel kinda iffy on this. On the one hand, you can emulate similar effects with either the Shield, Guardian, or Warleader Spheres. But on the other hand, this can stack with those Spheres, and can provide a non-shield alternative to Unarmed users who don't want to grab Shield Gauntlet. If going for an Unarmed Tank build it can't hurt to have
  7. >Ascetic
  8. Only if you desperately want to use a Monk weapon not covered in Unarmed Training Talent, and even then the last feat in this chain is redundant.
  9. >Beastmastery
  10. Goes very well with Beastmaster Sphere, specifically the Handle Animal (though Riders with badass mounts can also benefit) package, though something similar could be achieved by combining with the Guardian or Shield Sphere. Still, not a bad choice.
  11. >Blinded Blade
  12. Face it, you aren't taking this style for the sake of Sphere synergy, as there is none. You just wanna be Zatoichi. At least you won't have to take the blinsense talent from Scoundrel though.
  13. >Boar
  14. Worthless, just use Tear Flesh talent from Open Hand Sphere, and maybe Gladiator Sphere if you want to intimidate.
  15. >Brute
  16. Snap Kick already replaces Vicious Stomp general (and they are both incompatible), as well as most of these feats, plus things like Axe Kick and Earth Stomp make this redundant.
  17. >Bullete Charge
  18. Synergizes FABULOUSLY with Brute and Athletics for doing overruns and charges. This Pain Train has no breaks.
  19. >Bull-Catcher
  20. Redundant, both Boxer and Impale have options that function like this already. If using Boxer and going for grappling, the you should combine with Wrestling.
  21. >Charging Stag
  22. Can already be done with a Brute with Unstoppable, Dominoes, and Takedown, and Sharp Turns from Athletics. All this is good for is taking the first feat to lessen the talent tax with Unstoppable and Sharp Turn.
  23. >Cloak and Dagger
  24. It matches and complements Scoundrel perfectly. I'd almost say they're mandatory together, and a at least one of the feats is like a better version of a talent.
  25. >Crane
  26. First feat already Associated with a talent in Fencing, so there's synergy there. Surprising synergy with Boxing Style, especially once you grab Tight Guard. Also works with Shield Gauntlet and Shield Sphere as well for more defence.
  27. >Crashing Wave
  28. Works great with Brute, and also Lancer thrown in can help a bit. A lot of stuff works well with Brute it seems.
  29. >Cudgeler
  30. On the one hand, this looks like it would do well with Brute, and maybe Open Hand. But on the other you can emulate this well enough with Dominoes, Drop, and maybe Snap Kick if you want. Still, it also boosts damage of non-lethal, which might be fun when combined with Bounty Hunter Training. Honestly, a toss-up.
  31. >Dead Hand
  32. In addition to any of the unarmed styles, combine with Gladiator to make the most out of Intimidation.
  33. >Diva
  34. For if you want to use Dance instead of Bluff with the Fencing Sphere, for whatever reason. Do not take past second feat, as Verbal Feint is already available for that feat. Dancing Training from Equipment and/or Shadowboxing from Boxer also recommended if you want to rely only on Dance.
  35. >Djinni
  36. First of the Elemental styles. Doesn't really synergize, though Unarmed Training can help with versetile use. Might be better off using SoP and CoS instead
  37. >Dolphin
  38. Honestly, just taking Mobile Striker with a Swim Package, and Patrol Package with guardian can do the job well enough already. You don't need this.
  39. >Dragon
  40. It's shaky whether or not Monastic Training applies to your unarmed strikes. If not go ahead and take Style and Ferocity as normal. If it does however this is made worthless by both that and Unstoppable from Brute. Otherwise it's still not a bad choice. Also see Stunning Fist note
  41. >Dwarven Hatred
  42. Maaaybe Shield/Guardian to make most out of bonuses, otherwise it doesn't really interact much. Highly situational
  43. >Earth Child
  44. Involves tripping, so does well with Open Hand and maybe some Brute mixed in as well. Maybe combine with either Fencing or Athletics for funsies.
  45. >Efreeti
  46. See Djinni
  47. >Electric Eel
  48. If unlike Djinni, this has some use in combining with grappling from Wrestling Sphere.
  49. >Elven Battle
  50. Fencing and Guardian to make most of Attacks of Opportunity, and any other Sphere that uses your preferred Combat Manuever, Duelist especially. Does well with Int class.
  51. >Empty Quiver
  52. Just use Archery Bash instead
  53. >Fox
  54. Scoundrel and Fencing, if only to play if skill points and get another avenue of attacks of opportunity and dirty trick. Duelist can work well as a third option as well
  55. >Grabbing
  56. Used with Wrestling Sphere to allow them to not need to take Lancer Sphere.
  57. >Illusive Gnome
  58. If you must take this, go Fencing for feints.
  59. >Indomitable Mountain
  60. Patrol package of Guardian Sphere works best for this. Combine with any of spheres that work with that, like Boxing, Lancer, or Fencing
  61. >Jabbing
  62. Any Sphere that lets you attack more than once, and any class with a Flurry mechanic, so Brute, Duel Wielding, and Open Hand are ideal
  63. >Janni
  64. A healthy mix of Brute and Open Hand, pure and simple to take advantage of bonuses to bullrush and trip. Plus the extra damage is nice.
  65. >Kirin
  66. Just take Scout Sphere instead. It's basically the same thing formits base ability.
  67. >Kitsune
  68. Good for Scoundrel, but only for the first two feats. Last one you can get with Double Dip.
  69. >Kobold
  70. Fencing to make the most of their denied Dex to AC with Fatal Thrust, Open Hand (or Trap/sniper if you're a weak Kobold) to get them prone, and Athletics and/or Wrestling to make the most of the last feat. Basically you want to trip, grapple, the stab them continuously.
  71. >Kraken
  72. Don't bother, you're better off using Chokehold and Painful Flex from Wrestling Sphere, unless you desperately want that damage.
  73. >Kyton
  74. Unless you.gain an immunity to non-lethal damage, in which case I'd recommend the combination of Berserker and Guardian to offset the damage, there not much else that does with this.
  75. >Linnorm
  76. A combination of Berserker (focusing on resilience), Guardian, and Boxing allows you to take this style and turn yourself into Masochist Bot. Make hitting you hurt
  77. >Maddening
  78. You wanna go Gish with Mind Sphere. Otherwise nothing much else here.
  79. >Mantis
  80. Nothing but Stunning Fist. Go Fencing or go home.
  81. >Marid
  82. Unlike the last two elemental fists, your increased reach can be useful. I recommend using it to take advantage of Lancer and the like.
  83. >Mobile Bulwark
  84. Tower Shield Mastery, the Shield Sphere, and Flexible Cover make this style obsolete.
  85. >Monkey
  86. Capoeira Spin and the Climb Package makes this mostly irrelevant.
  87. >Orc Fury
  88. Gladiator does the same stuff but better
  89. >Outslug
  90. Advancing Carnage from Berserker, and the Fencing Sphere are the best ways to constantly proc and use this style
  91. >Overwatch
  92. The Barrage Sphere does the same thing, though as a standard action off the bat, and able to use it to potential shoot attacks from the air. Don't forget to take Expert Reload as well. I also recommend dipping into Sniper Sphere for Targeted Assault, Covering Fire, and Unblockable
  93. >Owl
  94. Surprisingly strong synergy with Athletics and Scout plus it gives you some free skill points to reassign how you please. Honestly, if you were going for those two spheres you'd have to be an idiot not to take this. Might also synergize slightly with Brute via its charge.
  95. >Panther
  96. Berserker can do wonders here thanks to temp HP, Boxer has Counter Punch and Cross Counter, and the Patrol Package of Guardian can allow you to turn this into a defensive boon for the team.
  97. >Perfect: Unblinking Flame
  98. Combine with Fencing to have a Wis-based Feinter, take advantage of Feints and Stunning Fist stuff, and have Charge Feints
  99. >Perfect: Unfolding Wind
  100. Considering it's set-up for moving, making a safety wall, and shooting, all of which rely of a full-attack, rather that using either Barrage or Sniper, I'd go with Lancer for a Ranged Impale as a means of anchoring an enemy form a short time, and maybe grab a few passive talents from Barrage like Vigilant Sharpshooter.
  101. >Perfect: Untwisting Iron
  102. The emphasis on Sunder and the boon of Increased DR from it goes well with Berserker
  103. >Pummeling
  104. Brute and Open Hand. Again. Boost your ability to charge and yadda yadda
  105. >Shaitan
  106. See Djinni
  107. >Shark
  108. Some minor synergy with Duelist Sphere via its constant bleed damage, but otherwise it's as useless as Boar. Even the final feat can be easily emulated with Athletics and Brute. If you must, only take at most the first two feats.
  109. >Shield Gauntlet
  110. Made irrelevant by Unarmed Training and Gauntlet Shield in Equipment Sphere. Combine with Shield Sphere and any others you want.
  111. >Signature Strike
  112. Honestly, you're better off using Gladiator and Sniper together. If you absolutely must take it for the cool fluff of being bow-zorro, then only take first feat.
  113. >Sisterhood
  114. Depends almost solely on your selection of Teamwork Feats, though Shield can synergize with Rampart/Shield Wall.
  115. >Slipslinger
  116. Dont need it. All you need is Fast Draw, Halfling Heritage, the Alchemy and Barrage Spheres, and loose morals
  117. >Smashing
  118. Berserker can out it's sunder talents to good use here, especially Shrapnel and Shieldbreaker. Grab Brute and Open Hand if you want to make the most of the first feat.
  119. >Snake
  120. Fencing for Sense Motive bonus and attacks of opportunity, and maybe Guardian and Duelist to build on that some more.
  121. >Snapping Turtle
  122. Balanced Defence, and Clinch from the Boxer Sphere pretty much replace this. Grab Duelist Blade and Wrestling Sphere, or forgo grappling all together and go Lancer, and that finishes things.
  123. >Spear Dancing
  124. Spear Dancer Talent replaces this.
  125. >Springheel
  126. Athletics dovetails into this well, and many of its motion options can benefit from it. However I recommend against going past the first feat due to how clunky the rules are, and you can always get an additional attack from some other Sphere's attack actions. Recommend taking it either Barrage or Sniper, Brute, and/or Duel Wielding
  127. >Startoss
  128. Throwing Mastery is mandatory. Because it's uses its own Standard action, you may better off either using the more passive talents of Barrage or Sniper, or just use Lancer instead. Or just don't take the feats and use the other Spheres instead. Can also be used with Fast Draw for using Startoss with Splash Weapons if your GM is lenient.
  129. >Stock Striker
  130. See Empty Quiver. Also I suggest using Gun Kata instead.
  131. >Street
  132. Take with Brute for Manhandle on swift Bullrushes and Open Hand for when you knock them prone. How original...
  133. >Swift Iron
  134. Damage reduction and movement bonuses work well for Berserker and Brute, though it's not important really. Swift Iron is really not that impressive for anything other than reducing check penalty of Medium armor.
  135. >Swordplay
  136. Feints and Defence actions? Fencing Sphere. If your GM is kind, he may let it's riposte and parry ability activate from the talent
  137. >Taztlwyrm
  138. Provides some decent abilities to complement Wrestling style, especially if you have a party member who also grapples. In such instances, Warleader may also be useful as well.
  139. >Tiger
  140. Slightly better than boar, it has some synergy with Duelist and Brute, plus now you have lost of attack and movement options with your Pounce
  141. >Twin Fang
  142. You can use this with Dual Wielding Sphere, though I would not recommend going past the first feat.
  143. >Upsetting Shield
  144. Bashing Shield and Reactive Defence from Shield Sphere already does this. Ignore this style.
  145. >Vanguard
  146. Similar yet slightly different to what the Shield Sphere can already do. Generally not worth it unless your GM loves to spam Reflex saves and Blockade alone isn't cutting it. Still, it's a feat intensive style that will generally be not worth it when both Shield and Guardian together can get the job done better.
  147. >Wolf
  148. Fencing, Duelist, and Open hand to rack up the AoO damage quick enough and take advantage of the enemy gets tripped.
  149. >Wyvern
  150. Whip Fiend is mandatory for this. Otherwise there's not much else synergy with other Spheres and talents, so do whatever
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