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To answer your question (What kind of Attack roll / things like weapon focus or weapon finesse apply?)

– When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage.

https://www.d20pfsrd.com/Gamemastering/Combat/#TOC-Attack-Roll

So Yes, it all counts, both positive (Feats etc.) and negative’s (Fighting defensively, or a Bane spell etc.)

Animal companions – Yes, they can use Aid another actions, if they are able.

Of note, I and my table disagree with including the words “Reach, Adjacent or 5 ft”, when defining the Aid Another action as those words are just not present in the description. Those word in fact limit how you can think about using the Action by defining its usable distance.

The description says “by distracting or interfering with an opponent.”, Followed by “If you’re in position to make a melee attack on an opponent”, we read it as if you are able to, (not paralysed, confused etc.).

The ally could in fact distract the opponent (loud noise, threatening body language etc.) or interfere with the attack as it comes in (knocking it of course, jump scare whatever). Aid another does not provoke an AoO, and the AC 10 is not affected by any ability of the Opponent in question (AC 30, Invisible, Ethereal whatever), the only things that will affect meeting AC 10 are effects on the creature doing the Aid another action, so you don’t interact with the creature at all just its attack or defence, so you don't need to hit, reach, see it - just describe how your going to help your ally and roll the dice.

As I said that’s my table, yours could read in the words that are not there and move on. Of note more than one member of my group has lamented about the Aid another action precluding an archer firing an arrow at the opponent’s feet or past there ear to distract etc, “melee attack on an opponent”, but they are the words in print, so that’s that (for us, other tables other rules). :)


Just clarifying 2 points -

1) You can only ever have 3 boons:
- "Each deity grants three boons"
- "Consult the Deific Obedience feat for details on divine boons"
- "This ability allows an exalted to access these boons earlier than with the Deific Obedience feat alone"

https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/exalted/

So you can get a maximum of 3 boons, the feat Deific Obedience is your source of information on these boons, and "these boons earlier" tells me the Boons from the class and Deific Obedience are these same boons.

2) Domains - "A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up."

https://www.d20pfsrd.com/classes/core-classes/cleric/

So once a cleric has a domain, the domain "slot" actually is dependent on the level of cleric spell they can case and not a function of the domain itself.

Cheers


For what its worth:

Remember that the animal is just a form and still has the intellect and training of the PC - it is the PC. The PC knows how to move and use the body they are now in, they are not a glove puppet and can swim, climb, jump, burrow & fly etc to the physical limits of the form.

Three examples Below:

Crane Stance
- holding your arms in an imitation of a crane’s wings - You would have to have limbs that could do this.
- but the only Strikes you can make are crane wing attacks - As these are the ONLY strikes you can do - you CAN NOT do them in the ANIMAL form.

Mountain Stance
- The only Strikes you can make are falling stone unarmed attacks.- As they are the ONLY strikes you can make then you can not make them in the form.
- While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance bonus to any defences against being Shoved or Tripped - There is nothing in here about your limbs so you could take the stance but if you tried to attack you would break the stance.

Ironblood Stance
- You enter the stance of impenetrable iron, refusing to yield to any blow. - "refusing to yield" I would call this almost a state of mind, remember your PC is in the Form but still the PC.
- You can make iron sweep unarmed attacks - Unlike the other stances the wording is - "you Can" so allows the PC the option of striking in some other way.


Just looking through the rules and note the below:

It seems to be the only reference to Heavy Leather. I can see an argument to be made for using it in place of metal with armour that has the group "Composite" (Scale Mail and Splint).

++++
https://2e.aonprd.com/ArmorGroups.aspx?ID=3
Leather - Source Core Rule book pg. 275
The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armour's potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.

https://2e.aonprd.com/ArmorGroups.aspx?ID=2
Composite - Source Core Rule book pg. 275
The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
++++

Cheers


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Not sure if you have seen this but it helps to support the idea that additional damage / Weapon Specialisation and Wild Shape add together.

Always good to get an actual answer

https://paizo.com/threads/rzs42s8m?Rage-bonus-damage-type#2

Mark Seifter Designer


Yes if they differentiated and made - Unarmed attack Range / Unarmed attack Melee then sure but right now there is only - Unarmed attack and in the equation it can only replace Melee to calculate damage.

- damage die of weapon OR unarmed attack


Sorry I’m going to speak to just the feat - Grasping Reach, rather than its combination with Everstand Stance - but for what its worth.

At the end of the day play the feat they way you and your GM agree to, its your game. Make it fun, make it work for you this forum is not the “Borg”, without an official GM piping up everything else (including mine) is just an opinion.

When I read the statement, I see the full stops in the paragraph as a kind of close bracket then try to work out what word links to what when reading backwards to the previous sentence.

+++
You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn’t have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon’s damage die by 1 step.
+++

Line (1) is the over view, at its simplest – you gain reach – Then you go into a more specific set of circumstances.

Line (2) is a void statement, regarding the use of either One handed weapons or Unarmed attacks. They are not mentioned, so the sentence only applies to Two handed weapons.

(IF/THEN/ELSE) - IF weapon X (criteria), THEN effect will work, ELSE the effect fails to work (only in relation to weapon X). Two handed weapons are the only type mentioned and there is NO ELSE in the text at the end, so the statement only applies to Two handed weapons that meet the criteria. This makes it a void statement in relation to One handed weapons or Unarmed attacks.

Another way to say it is - Line (2) is a specific criteria - When you wield a melee weapon that requires Two hands + other text – If you meets the criteria then (, comma) you can use this feat. I see this as an assumption (and that’s poor logic on Paizo’s part) that if - you wield a melee weapon that requires Two hands and don’t meet the criteria then you can’t change your grip on a two handed weapon as everything after the (, comma) further defines what kind of 2H weapon Paizo mean. But as One-handed weapons or Unarmed attacks are not mentioned they so can’t be defined by the statement.

Line (3) speaks to weapons wielded in your extended grasp – gain 10ft reach. It is the heart of the feat, if you meet the criteria of line (2) apply it otherwise line (2) has no bearing and line (3) spells out the over view presented on line (1).

Line (4) is about grasp and says - this grasp – so I think it links back to line (3), I would say it affects both 1H and 2H weapons that you can hold as it has no caveats, the only caveat is in Line (2) for Two handed weapons.

The feat is ill worded, I can see a case that it only applies to a specific sub set of Two-handed weapons. But that’s a very narrow view and does not fit well with a Leashy theme. When did Leashy become Two-weapon preferred wielders so much so that they have developed a RACIAL feat to enhance it?

How useful really is a feat for a plant race to grow its arms but that it only works with a sub set of 2H weapons (not even all 2H weapons just a subset) and has absolutely no effect on 1H Weapons or Unarmed attacks at all. Reach in PF2 is an inherent function of the creature not the weapon – I.E. Giant-sized creature with a Giant-size weapons the reach comes from the creature.

Over all the text mentions Grip (x2) and Grasp (4x), as I see it if you hold/grasp/grip a weapon and have enable your 10ft reach then they are saying your grip is weaker and take a -1 on the die step.

Finally, (and this thought has not been covered before I think) if you gain reach but there is no grip as it’s an unarmed attack then the -1 on the die step should not apply as the feat mentions a number of times that your weaker grip is the reason the die is one step weaker. As I said the feat is ill worded and as it does not cater for these permutations.


LOL - I read that and thought - Yuck! - :)


LMAO :)


There is an old exercise school teachers were(maybe still are?) given at Uni - Write a step by step guide for making a paper plane from 1 A4 sheet of paper. Then have a class room full of school kids try to follow the instructions. If the steps are not clear enough for all the kids to follow, then you need to look at the logic and wording to see were they go wrong. When I read the feat I see it one way, when you read the feat you see another, so the feat is unclear/misleading to the point where we will have to agree to disagree.

Who knows maybe a Designer will step up and lay it out for clarity. Or we can wait for PF 2.5

Cheers all :)


Firstly thank you :)

After reading that I wonder how players will use it to - "Detect Evil" - LOL

Cheers


"A single blow does not imply a single action," Well I kind of think that's the whole point, that it actually does do what it states in the feat.

If you have to use other feats to interpret a description, instead of the description standing on its own merit, then why have a description at all? - But if you insist on looking outside of the actual feat description then how about this:

Brutish Shove - If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit).

Here you have a 1 action feat that does Three things - on hit Damage, Flat footed and the "same benefits" as Shove (the Shove being 5 ft on a hit and 10 ft on a critical hit). - Sounds a bit like "attempt a single Strike. If you do and your Strike hits, you also apply the critical success effect of a Trip" to me.

So here show you 1 action can do 3 things, and its only a L2 feat.

Improved Knockdown - "attempt a single Strike", its 1 Action.


Well I asked about my group and we decided - House rule

"All runes have their effect and are permanent while they are on the item. If you erase the rune the effect ends. Therefore if you swap the rune, the effect must end. "

So if the effect was to change the item to another item, it would then revert to its original form.


We are working with 1 point at the start of each Char Level with the option of gaining more through that level, but when a char levels up its reset back to 1 again.


Yep - One for the Type-O list i think :)


(since only Evil takes Good damage) ?

Could you point me to that page number, please.


Another use of this wording could be as a way of avoiding a penalty (fatigue? on a failed Survival check) for trudge about a dense humid jungle in Full plate for 8 hrs a day. After all not every encounter is in an air-conditioned dungeon :)


thenobledrake wrote:

The book has the item formated slightly differently than the website, but yes is it basically the same text:

Fauchard Item 0
-------------------
Price 14 sp; Damage 1d8 S; Bulk 2; Hands 2; Group polearm; Traits deadly d8, sweep, reach 10 feet, trip
-------------------
<description text>

I think it's just the author trying to make it clear that the reach is 10 feet despite the weapon not showing up on a table like the weapons in the core book, rather than the text meaning that this weapon's total reach is 10 feet greater than a non-reach weapon.

Thank you for checking :)

I wonder why they felt the need to spell out Reach like that?


Is this a typo on line - Reach 10ft?

I don't have access to the book, other weapons just say Reach, but this says Reach 10 ft and I'm wondering what the book actually says?

I'm not asking if its right or wrong just what is printed in the Lost Omens Character Guide on Page 92?

https://2e.aonprd.com/Weapons.aspx?ID=90

Fauchard
Source Lost Omens Character Guide pg. 92

Price 1 gp, 4 sp; Damage 1d8 S; Bulk 2 Hands 2

Group Polearm; Traits Deadly d8, Reach 10 ft., Sweep, Trip

A fauchard is similar to a glaive, save that its cutting edge is along the concave side. Fauchards are favored by Crimson Reclaimers for hacking through waves of zombies. The fauchard is a martial melee weapon.


Anybody else notice that Level 9 Divine Smite -

That LG only affects "evil targets", but that NG and CG affects "A foe" and " the triggering enemy" respectively.

I wonder if that is mistake or intentional?


Its in the Description of the Feat -

When you use Knockdown, instead of making a Strike followed by a Trip, (Describing the 2 Actions in Knockdown @ L4) you can attempt a single Strike - Changing the number of Actions to 1 and reinforcing the previous line of "with a single blow".

So here it says how Knockdown works, followed by the word "instead" , changing Knockdown to making a SINGLE strike (a Strike being 1 action), as it does not mention changing the Trait "Flourish" then this strike can only ever happen once a round.

To achieve this ability you need to spend 2 feats, i expect it to be better than the L4 feat.


Source Core Rulebook pg. 275
Price 2 sp; AC Bonus +1; Dex Cap +3; Check Penalty —; Speed Penalty —
Strength 10; Bulk L; Group —; Traits Comfort

This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it’s so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.

+++
You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.
+++

You have a 2nd set of Armor, AC 1 and a Dex +3 the actual AC difference is only 2 (assuming Dex 16 and Heavy armor).

One scenario could be to take off your Plate mail, store it some place and wander around a generic high end social event and benefit from the power of any runes on the associated heavy armor, hiding your padded armor undercoat under normal cloths. – If the Runes are on the Plate Mail would you even register under a detect magic?

Also if you left your Armor on say a different continent and then went through a portal to a jungle someplace a long, long way away (not mentioning any models in particular) so not only would you and benefit from the power of any runes on the associated heavy armor, but your Armor would be safe (unless the GM wants to mess with you of course). I just note according to the wording of this mystical connection that the distance between the two armors is unlimited.

What I’m saying really is that this is an odd thing to read, I understand it’s so Fighter can sleep and still fight with a reduced AC when resting. But the wording is just a bit odd to me.


The change is in the description of the L10 feat - In this case it describes Knockdown @L4 (yep 2 Actions everything), then says the word INSTEAD followed by how it changes to become Advanced Knockdown, there is NO second action in Adv Knockdown only the one strike. The description explains how the change works, if you have to go to another section of the book to interpret a self contained feat whats the point of having the explanation of how the feat works?

Its not a stand alone feat that does X, I expect it to be better as it take 2 feats to use, and one of them is @ L10.

Dash foe to the ground with a SINGLE Blow. (now 1 Action) - That's what Adv Knockdown does now - a SINGLE Blow.

When you use Knockdown, instead of making a Strike followed by a Trip, (Describing the 2 Actions in Knockdown @ L4) you can attempt a single Strike (Changing the number of Actions to 1 and reinforcing the 1st line above).

If you do and your Strike hits (still only referencing 1 Action), you also apply the critical success effect of a Trip. (repeating this is a Single strike, but also saying that you APPLY the critical success effect - There is NO 2nd roll you just APPLY the effect).

I'm sure PF 2.5 will reword this but as it stands, you pick a feat based on what is says it does and that's spelled out clearly here.

If somebody finds an actual Designer to rule on this please link it here - Otherwise all of this is just our opinions (mine included). At the end of the day when you GM, play it how you think it should be this is just a game after all.


Ok lets pull it apart then - This is a L10 feat that supersedes and improves on the L4 feat. Note Specific beats General.

Also note there is no mention of a change to Knockdowns Traits so Flourish does not change.

Improved Knockdown Feat 10
Fighter
Prerequisites Knockdown

You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, you also apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.

Here we go:
Dash foe to the ground with a SINGLE Blow. (now 1 Action)

When you use Knockdown, instead of making a Strike followed by a Trip, (Describing the 2 Actions in Knockdown @ L4) you can attempt a single Strike (Changing the number of Actions to 1 and reinforcing the 1st line above).

If you do and your Strike hits (1 Action), you also apply the critical success effect of a Trip. (repeating this is a Single strike, but also saying that you APPLY the critical success effect - So NO 2nd roll you just APPLY the effect)

Then more about two-handed weapons but that's not in discussion.

The wording as it stands looks clear to me.


Rysky wrote:
[for Giant Instinct] That you do more damage than all the other Instincts with no other drawbacks.

no other drawbacks - ? Whats Clumsy 1 then? Or do you mean to say you don't consider the original -1 to AC from rage as a drawback?


Bandw2 wrote:
Miy2Cents wrote:
Bandw2 wrote:

man a lot of people don't seem to realize that pathfinder has large sized weapon do no additional benefit and, except for a giant instinct barbarian, have double the bulk. it's written off as the weapon being too unwieldy to provide more benefit over a sword designed for your size.

But should it be? - Large weapons have been part of RPG's for every - is it right to just wright them off into a side bar? Where is the Heroic fantasy?

Also I had forgotten about the Double bulk - so theirs and other Negative to add into the SIGNATURE ability.

double bulk is for anyone not a barbarian.

also yes, because it's something that pretty much never came up for 99% of players.

in 3.5 i'm pretty sure it was the center of many broken builds, in pf1 it gave you a -2 to-hit for a 1 dice increment increase, which meant it was only worth it on 2 handed weapons, etc.

now, large sized weapons are specifically only for titan maulers and you take a -1 to your AC more or less while wielding it, and in exchange you deal a fair amount of extra damage.

all this talk of losing you weapon, yet that's nigh impossible unless you're facing a very overleveled enemy that specifically tries to disarm you (you're only disarmed on a crit success) and then has a lackey pick it up and run away.

Double bulk - But as Large weapons have no effect on the damage - there is no point to using one so for everybody else - its not a problem but as its core to the SIGNATURE ability it has to be factored in as another negative.

take a -1 to your AC - Actual remember you are Raging so that's -2 to your AC.

Every Creature you encounter is at +2 to hit, so a +2 increase chance to Critical. This penalty is Hard-coded in the instinct with no choice. So your swinging a large weapon (that you now have the skill to wielded) but not well enough to avoid becoming Clumsy 1 how is that reasonable? This is a weapon that is at the very core of your sub class, for just an extra +2 damage more than Dragon.

Does it not make more sense to say - You can wield this weapon without suffering the Clumsy 1 penalty from wielded a larger sized weapon. You would still acquire Clumsy 1 from becoming size large with the L6 Feat. Which then would make it a choice to take that action.


Bandw2 wrote:
Miy2Cents wrote:
Vlorax wrote:
There's nothing wrong with Giant Instinct and Titan Mauler no matter how many times people complain and post homebrew trying to "fix" it.
I beg to differ, that's why I'm pointing out the issues. Hard-coding a Signature ability to a Negative. Show me were that's done elsewhere in the rules? Do Paladins have some negative to there special AoO?, Wizards get a penalty to casting spells?
yes, if they use it to kill a random peasant they lose all their class abilities...

if they - is the point - as a Signature ability they do not get a choice - use it and get the penalty or don't and then whats the point?


thenobledrake wrote:
Miy2Cents wrote:
Is there even one other Class in the game that has a hard-coded penalty to a Signature ability like them?

You mean like how spells trigger a bunch of reactions, or how alchemists are in a similar position because their signature ability takes more bulk and more actions to do?

Or how there's a monster in the bestiary that basically exists to eat fighter's livelihood?

There are a lot of "here's your penalty just for being you" kind of things in the game if you go looking for them.

I see those as external to any class - Here you have a hard-coded penalty to a Signature ability, its baked into holding the weapon, there is no circumstance were you can even use the Signature ability with out being inflicted with the penalty. Where as, your observations above are situational depending on PC circumstances, standing to close to a creature with AoO, (so a Choice) etc.


Rysky wrote:
Miy2Cents wrote:
Rysky wrote:
Miy2Cents wrote:
Claxon wrote:
Large sized weapons take up no more space to wield than medium size weapons due, as there is no "space" required to wield weapons. The only thing that would impact you're ability to use weapons are things that explicitly say they do. Like being restrained (critical effect of grapple) or being swallowed whole). Clumsy isn't...

Ill explain "Large sized weapons take up no more space to wield than medium size weapons" to my DM and see what she says.

Tell her to read the rulebook if she has issues with it. Small, Medium, and Large weapons take the same space.

Is it a gamification and not realistic? Yes.

I understand but your still talking about - Theatre of the mind - and there should be both advantage and disadvantage to Large weapons

This is a class that that specialises in Large weapons as there shtick. Should they be penalised for that?

Its like say Hard-coding Enfeebled 1 to the Champion at L3 as a drain (to pay for the link) for having a Divine Ally, its not like they can Choose not to have one.

Then why are arguing against them?

I'm not really arguing, I'm looking to point out what I see as a flaw in Paizo's logic. For everybody else Large weapons are a wast, more of a hazard than help, of no benefit to your average fighter on the street. They have no bonus and still have a penalty so whats the point of ever wielding one. But for the Giant BB, they are their Bread and Butter. So why should they still be penalised for using them why not make it a class feature, something to say I own this rather than just O you can use them hears an extra +2 damage for your trouble but you cant use them well enough to be exempt from the same penalty as every body else.

I'm not saying add more damage, or reduce the damage, there damage is fine. - I'm saying they should not have a hard-coded penalty to using their Signature ability - They can wield the weapon so giving them clumsy makes no scene. Is there even one other Class in the game that has a hard-coded penalty to a Signature ability like them?


Malk_Content wrote:
The actions that comprise an activity do not have to add up to the activity cost. Unless an activities actions are explicitly changed, changing the composite action does not change the activity cost.

So explicitly? (like say printed in the feat)- Attempt a Single Strike. Kind of reads 1 action to me.

Could you point to the page in the rules were it reads - changing the composite action does not change the activity cost?


Squiggit wrote:
Miy2Cents wrote:


But what I'm saying is that the Other subclass's get NO downside to there choice, so in fact they get different abilities "for nothing" when compared to Giant.

Again though, that's kind of the point. Giant Instinct gets the biggest bonus, but it comes with a tradeoff associated with it.

If you want to get rid of the downside, you'd inevitably have to take away or significantly reduce the upside as well and that just leaves the instinct less interesting and more homogenous.

Honestly, if you don't want the giant flavor and to deal with the mechanics involve, maybe look at playing a Fury barb instead.

What I would like is for this new system to be the best it can be and part of that is that is gets a good hard look see by the greatest test bed in the world - We the Player's.

Why should Giant extra damage (2 extra on Dragon) need a trade off? - Non of the others have such a negative attached to them, and in a game that crits not just on a 20 but at +10 that negative matters.


Rysky wrote:
Miy2Cents wrote:
Claxon wrote:
Large sized weapons take up no more space to wield than medium size weapons due, as there is no "space" required to wield weapons. The only thing that would impact you're ability to use weapons are things that explicitly say they do. Like being restrained (critical effect of grapple) or being swallowed whole). Clumsy isn't...

Ill explain "Large sized weapons take up no more space to wield than medium size weapons" to my DM and see what she says.

Tell her to read the rulebook if she has issues with it. Small, Medium, and Large weapons take the same space.

Is it a gamification and not realistic? Yes.

I understand but your still talking about - Theatre of the mind - and there should be both advantage and disadvantage to Large weapons

This is a class that that specialises in Large weapons as there shtick. Should they be penalised for that?

Its like say Hard-coding Enfeebled 1 to the Champion at L3 as a drain (to pay for the link) for having a Divine Ally, its not like they can Choose not to have one.


Squiggit wrote:

The tradeoff itself is fine. You can't give one subclass flat out more damage than the others for nothing.

I do think it could use better scaling though, the relative value of that bonus damage diminishes compared to some of the other options as you progress. It's still a perfectly functional choice though.

But what I'm saying is that the Other subclass's get NO downside to there choice, so in fact they get different abilities "for nothing" when compared to Giant.


Rysky wrote:
Miy2Cents wrote:
BellyBeard wrote:
I'd also point out that any martial losing their primary weapon is going to be significantly crippled at high levels, because a lot of your damage comes from the striking runes. Wealth by level is such that having two maxed weapons is prohibitively expensive as well, at least if you also want maxed armor. So losing your special weapon does hurt, but it hurts every non-unarmed martial nearly as much.
But consider a 1st level Fighter loses his weapon and he can still punch with his gauntlet for exactly the same damage at (Str)+1d4, a Dragon Barbarian is (Str)+4+1d4, but a Giant Barbarian gets what? (Str)+2+1d4 - And that will grow even further apart at higher levels.

Bellybeard explicitly said at high levels.

The Fighter and non-Giant Barbarian are just as screwed if they lose their main weapon since it had runes and special materials.

I only used L1 as and example as there are a lot of variable as you go up levels - I just thought to keep it simple.


Bandw2 wrote:

man a lot of people don't seem to realize that pathfinder has large sized weapon do no additional benefit and, except for a giant instinct barbarian, have double the bulk. it's written off as the weapon being too unwieldy to provide more benefit over a sword designed for your size.

But should it be? - Large weapons have been part of RPG's for every - is it right to just wright them off into a side bar? Where is the Heroic fantasy?

Also I had forgotten about the Double bulk - so theirs and other Negative to add into the SIGNATURE ability.


Claxon wrote:

Large sized weapons take up no more space to wield than medium size weapons due, as there is no "space" required to wield weapons. The only thing that would impact you're ability to use weapons are things that explicitly say they do. Like being restrained (critical effect of grapple) or being swallowed whole).

Clumsy isn't...

Ill explain "Large sized weapons take up no more space to wield than medium size weapons" to my DM and see what she says.


BellyBeard wrote:
I'd also point out that any martial losing their primary weapon is going to be significantly crippled at high levels, because a lot of your damage comes from the striking runes. Wealth by level is such that having two maxed weapons is prohibitively expensive as well, at least if you also want maxed armor. So losing your special weapon does hurt, but it hurts every non-unarmed martial nearly as much.

But consider a 1st level Fighter loses his weapon and he can still punch with his gauntlet for exactly the same damage at (Str)+1d4, a Dragon Barbarian is (Str)+4+1d4, but a Giant Barbarian gets what? (Str)+2+1d4 - And that will grow even further apart at higher levels.


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Vlorax wrote:
There's nothing wrong with Giant Instinct and Titan Mauler no matter how many times people complain and post homebrew trying to "fix" it.

I beg to differ, that's why I'm pointing out the issues. Hard-coding a Signature ability to a Negative. Show me were that's done elsewhere in the rules? Do Paladins have some negative to there special AoO?, Wizards get a penalty to casting spells?

So yes I say its broken, and if people are complaining maybe there is something there to look at - Just saying.


BellyBeard wrote:

In exchange for the most bonus damage and (later) reach, you take a -1 penalty to AC and Reflex.

There are no instances where you could wield a medium weapon in a space and cannot wield a large weapon in that same space, at least not in the rules. I suppose if you had a GM who wanted to make stuff up like that it could be a restriction. Changing to large or huge size, though an iconic ability of the instinct, is not required for the bonus damage at all, so small spaces where you can't enlarge might be less fun since your feats are ineffective but you'll still be more than capable of fighting in those cases.

Reach in this systems is what? 1 maybe 2 AoO (way less than PF1) and although it reduces the need to move as much so incease your number of attacks in a combat - its still not what it was.

As to going Large - Ill give you that one, at least its not Hard-coded i into the Signature ability like using a Large Weapon. :)


Captain Morgan wrote:

-Dragon's extra damage doesn't work on things immune to that element and gets double dinged by anything that resists both that element and physical.

-Spirit has the same thing, but there's an entire type of enemy that is immune to the extra damage (constructs)

-Aninal can't use weapons at all when raging, specifically ranged weapons.

-Giant gets the highest damage in the game which nothing is immune to, only gets resisted once, and can still use a bow.

I think the number of times I've found myself in too cramped conditions to wield a large weapon (pretty much just being swallowed whole in practice) is a lot fewer than the number of elementals orconstructs I've fought.

You can turn around each statement and say -

-Dragon's extra damage - Can increase if the monster has a weakness to there damage type.
-Spirit - has the flexibility of Good or Evil damage type
-Animal - does not need a weapon and cant be disarmed
-Giant gets the highest damage BUT at the expense of a -1 to AC and other bad things - I wonder what % extra damage that generates from Crits as well as normal hits?

And again I say its there Signature (not a Feat).


Opps (don't see an edit button) - Just realised - Specialization Ability (Giant Instinct) should read:

Increase the damage from Rage from 2 to 6; if you have greater weapon specialization, increase it from 6 to 14.


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WOW just wow - Hard-coding Clumsy into the Instinct Signature ability, this really s*#$s me to tears as it’s a fairly harsh restriction. I mean it’s an INSTINCT SIGNATURE ability not a feat you can decide to take or not. If you choose to not wield a Large weapon you don't even get the damage bonus.

If you are wielding a large weapon add (-1 AC, -1 Reflex save, -1 Ranged to hit, -1 to Acrobatics, Stealth, and Thievery + any other Dexterity-based checks and DCs). There will be instances where you can’t even wield a large weapon in a given space, or you can’t grow to a larger size or even be disarmed and have no weapon at all making your SIGNATURE instinct completely useless – where is the balance or fun in that?

Looking at the other instinct Signature abilities, none of them are linked to a negative let alone one as bad as Clumsy, they all say when you rage you get X additional damage and you gain some other secondary benefit. The closest damage related instinct I see is Dragon, it adds a base damage of +4 (only 2 point behind Giants +6) no matter what weapon you are using, and adds a second damage type (where it’s down side?). Then you look at Dragons special feat selections, each and every one of them adds befits without additional penalties (unlike Giant); Breath weapon once per rage, Fly for length of rage and Turning into an actual Dragon that even scales with your PC level for goodness sake.

Have I missed something about Titan Mauler, have Paizo mentioned a change to this some place?

After having a bit of a think as an aside here is a link to Home Brew alternative - Titan Mauler 2.0 - https://paizo.com/threads/rzs42ujw?Titan-Mauler-20#1


After looking at a few things like size progression and the Giant Instinct Signature. I feel the below changes pull Titan Mauler back in line with the other Instinct Signature. Fixing what I personally see as a big fail in the Giant instinct Signature. That is hard-coding Clumsy into the Instinct Signature ability, this really s%&~s me to tears it’s a fairly harsh restriction. I mean it’s an INSTINCT SIGNATURE ability not a feat you can decide to take or not. If you are wielding a large weapon add (-1 AC, -1 Reflex save, -1 Ranged to hit, -1 to Acrobatics, Stealth, and Thievery + any other Dexterity-based checks and DCs). There will be instances where you can’t even wield a large weapon in a given space, or you can’t grow to a larger size or even be disarmed and have no weapon at all making your SIGNATURE instinct completely useless – where is the balance or fun in that?

Looking at the other instinct Signature abilities, none of them are linked to a negative let alone one as bad as Clumsy, they all say when you rage you get X additional damage and you gain some other secondary benefit. The closest damage related instinct I see is Dragon, it adds a base damage of +4 no matter what weapon you are using, and adds a second damage type (where it’s down side?). Then you look at Dragons special feat selections, each and every one of them adds befits without additional penalties; Breath weapon once per rage, Fly for length of rage and Turning into an actual Dragon that even scales with your PC level for goodness sake.

Below are two ideas one keeps to the bog standard +2 damage concept that scales with your feat selection while the other follows the more traditional idea of weapon die increase but adds Clumsy back into the mix to offset that additional damage from striking runes, note in both cases the removal of the +6 additional damage increase to rage from this change. Also changes in some wording that affects both ideas.

Items and Sizes – Current (Extract) - In most cases, Small or Medium creatures can wield a Large weapon, though it’s unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit.

Items and Sizes – Change (Extract) - In most cases, Small or Medium creatures can wield a Large weapon, though it’s unwieldy, giving them the clumsy 1 condition, and the larger size is cancelled by the difficulty of swinging the weapon, so it grants no special benefit or damage.

<<ADD sentence>>
A size Large weapon grants a +2 Item bonus to damage, size Huge grants +4 and size Gargantuan grants +6.

<<OR – Alt damage die option>>
For size Large weapons increases the damage die by 1 step, size Huge increasing die size by 2 steps and size Gargantuan increasing die size by 3 steps, in all cases this is to a maximum of d12.

Titan Mauler (Giant Instinct)- You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. When wielding such a weapon in combat, gain its increase in damage due to size also you do not gain the Clumsy 1 condition (page 618) because of the weapon’s unwieldy size. You can still acquire the Clumsy condition by other means. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size (page 295).

Specialization Ability (Giant Instinct)
Increase the damage from Rage when using a larger weapon from 2 to 6; if you have greater weapon specialization, increase it from 6 to 14.

Giant's Stature Single Action Feat 6 (Barbarian)
Barbarian Instinct Polymorph Primal Rage Transmutation / Prerequisites giant instinct / Requirements: You are Medium or smaller.

You grow to incredible size. While raging you become size Large, increasing your reach by 5 feet. Your equipment grows with you. See Items and Sizes (page X) for improved weapon damage.
NOTE – If you use the Alternative damage die size option add the sentence: You also gaining the Clumsy 1 condition (page 618) until you stop raging.

Titan's Stature Feat 12 (Barbarian)
Barbarian Instinct Polymorph Transmutation / Prerequisites giant instinct, Giant’s Stature

You grow to even greater size. When using Giant’s Stature, you can choose instead to become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. Your equipment grows with you. See Items and Sizes (page X) for improved weapon damage.
NOTE – If you use the Alternative damage die size option add the sentence: You also gaining the Clumsy 1 condition (page 618) until you stop raging.

+++++ Background rules +++++
Item bonuses - are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist’s tools grant you an item bonus to Crafting checks when making alchemical items.

Clumsy - Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.

Enlarge Spell 2 – Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature.

Heightened (4th) The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.

Increasing Die Size - When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you’d use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can’t increase your weapon damage die size more than once.
1d4 ➞ 1d6 ➞ 1d8 ➞ 1d10 ➞ 1d12


Actually I read it like this:

Looking at the word - Instead - with a comer (,) just before it that means its specifically referencing Knockdown - Instead (Change or Replace) - of making a Strike followed by a Trip (describing Knockdown @ L4) - Attempt a Single (1) Strike. (full stop) that's 1 action. Then it goes onto describe the affect if your Strike hits - you also apply the critical success of a trip. Plus a bit of love if your using a 2H weapon.

So this L10 feat changes and supersedes the L4 feat.

They should have just given it an Action marker and moved on but here we are trying to read the tea-leafs :)

Cheers

Improved Knockdown Feat 10
Fighter
Source Core Rulebook pg. 151
Prerequisites Knockdown

You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, you also apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.


I was about to post how lame this feat is but here we go you beat me to it LOL.

With this one i just don't feel it, i mean its only useful on your 3rd attack and that's only IF you missed on your 2nd attack and its not useful at all if you moved, raised a shield etc as part of your total 3 actions that round - Really wow and somebody thought I should spend one of my precious feats on this, instead of prity much anything else at the same Level pick?

Anyway

cheers


Pop Qiz - When you activate the shield and it floats off your arm, if you subsequently move from the square (for whatever reason) - does the shield move with you or does it stay in the square you activated it in? I note the line: While the shield is adjacent to you - So that seems to say there are circumstances were it will not be?

Cheers

Floating Shield Item 11+
Uncommon Magical
Source Core Rulebook pg. 587
Usage strapped to 1 hand; Bulk L
A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own.

Activate Single Action Interact; Frequency once per day; Effect The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you’re not wielding the shield, you can’t use reactions such as Shield Block with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can Interact to grasp it, ending its floating effect early.
PFS Legal Floating Shield Item 11
Source Core Rulebook pg. 587
Level 11; Price 1,250 gp
Bulk L
PFS Legal Floating Shield (Greater)Item 16
Source Core Rulebook pg. 587
Level 16; Price 9,000 gp
Bulk L
Craft Requirements You can activate the shield any number of times per day.


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Here is 2 for you Page 599

Under both Cold iron Weapons and Silver Weapons:
Craft Requirements at least 20 sp of cold iron + 2 sp per Bulk

I expect that should read - least 20 gp


Nothing in Update 1.5

Of Interest - I will be taking the “INSTANT OPENING” feat at L14 for a Rogue.

What I would like to highlight is that this feat enables you to make a target flat-footed from any location within 30 ft.

A far as I understand – “Flanking” creates the “Flat footed” condition, and is brought on by the affected creature being distracted.

To Flank (Basically) you need two allies on opposite sides and this makes the creature - "unable to focus your full attention on defense", “INSTANT OPENING” enables you to distract a foe up to 30ft away without an ally present.

That got me thinking that there is an assumption by the designers that it’s possible to create the “Flat footed” condition with a range weapon normally under the standard flanking rules. This would point back to the argument there is a missing word “Melee” in front of “Weapon” on page 313-314 of the Flanking rules, so I maintain “Melee” is not missing but its omission is intentional as reflected in this feat.

INSTANT OPENING FEAT (14) p124
With some form of distracting action, whether it’s a few choice words, a distraction, or a rude gesture, you distract your opponent. Choose a target within 30 feet. It’s flat-footed against your attacks until the end of your next turn.

Just saying :)


Just read Update 1.4 — Release Date: 10/8/2018

- Still can not see the word "MELEE" in front of the word "Weapon" on page 314.

Just saying :)


Nimble dodge is in my top 10 most broken feats - The Trigger is literally broken, it needs to be more like the REACTIVE SHIELD both in trigger and in execution so that the AC bonus stays till the beginning of your next turn.

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