Daniel Luckett wrote: I do believe this discussion has diverted significantly away from a PFS purview to a Game Design one. We are not the ones who decide how the game works, that's Jason Bulmahn's territory. If you don't like the way monk's work, we can't help you the way you're asking us to. Daniel, I am very happy with the changes to monk and the reduced AMF price was an unexpected treat. I am grateful to have developers who listen and take their time to make sure they are making the correct decision. We probably shouldn't pick apart others' arguments for or against such a change. There are several legitimate reasons on both sides, and--as you pointed out--that part of the discussion should be left to the developers. Perhaps we should start a new thread, but I don't see this discussion as unhealthy.
Bob Jonquet wrote:
A monk's unarmed attacks are the only manufactured weapon that aren't always available as a +1 weapon. Monks are already at a disadvantage because an AMF +1 costs a lot more than a +1 weapon and uses up their neck slot. We don't see AMF as an always available item because of status quo and its category, but if it were "+1 fists" it wouldn't sound like such a strange request (aside from magical fists being strange). Yes, monks can use magical weapons, but if I were playing a level 8 monk (let alone a level 12 monk), you'd be saying that I can't have my primary weapon be +1 unless I've played particular scenarios at higher tiers. I'd have to use a 1d6 quarterstaff (or equivalent monk weapon) instead. If any other manufactured weapon was deemed too rare or exceptional to be always available at +1, a fit would be thrown. "Yeah, your fighter uses an elven curved blade, but we've decided that a +1 elven curved blade is too rare/powerful to be always available, so how about you use a +1 longsword instead?" That wouldn't fly, and so should be the same with unarmed attacks, even if that items comes as a wondrous item and not as a weapon. TL;DR:
Thanks for hearing us out.
Daniel Luckett wrote:
*phew!* For a second there I thought I might not be a complete newbie :D Which guide is that from? I did Ctrl+f on the Combat section of the PRD, but I didn't find anything. I kinda wish all the combat rules were on one page :-/ Why would they use a different mechanic for Rending Claws and rending? Would rending just be too powerful for a feat? All that aside. The description says it's the "rend special attack", as in, it could choose to not use rend if it wanted to [unlikely]; that it's not simply the two attacks being so powerful as to cause extra shredding damage. So, here I am, with both my claws buried into Chaosthecold's chest... now how do I perform a power attack exactly? Why would I have to declare the rend as a power attack before even being in the position to declare that I'm going to rend? Why would I, a "brutal combatant driven by hunger", even choose not to declare power attack on my rend? How exactly am I sacrificing accuracy for strength in this scenario where there is no accuracy involved? There's a lot more questions along those lines, but none of them seem to imply that power attack is added to rend. This isn't the case at all if rend damage isn't optional. Now perhaps when it says "the rend special attack can cause tremendous damage" it means "perhaps you role a 6 [tremendous damage!] or perhaps you role a 1 [not tremendous damage...]" but that doesn't seem likely to me. Maybe the rend benefits from the power attack from the previous two hits. But as I said before, that would imply that rending damage is caused by shredding from the other attacks, not an independent attack. But wouldn't that imply that more than two successful hits should add to the rending? Too many questions. If rule provokes too many compromising questions, then it probably needs to be clarified or reworked.
Kyle Baird wrote:
Ummm... am I just a complete newbie or hasn't Jason already ruled on this issue: Advanced Player's Guide wrote:
I didn't see this mentioned at all in this thread, nor in the James Jacobs thread (though he was in agreement with this feat's description). I don't have the stat block for X, but I think this mitigates some of the damage. No critical bonuses because it's precision damage. No power attack because it's precision damage. And no 1 1/2 STR bonus for two hands on a single attack because "the second claw attack deals an additional 1d6 points of damage", so it's only one claw doing the rend damage, giving it a standard STR bonus. Right?
Yeah Nolen, I just added my character and I'm gonna (try and) not sweat over one point in linguistics ;-) As far as the race/blood argument goes, I guess I was just trying to say that aasimar/tiefling isn't cut and dry like other races. They can just pop up at any time for a number of reasons unlike most races that appear to be more Mendelian in Pathfinder.
Thanks for your responses everyone. kdk86, Riddler, Starglim I'd assume that all the rulings would go one way, i.e. if you can't take traits then you can't learn languages either. Mystic Lemur, I'd argue that aasimars and tieflings are more human than a half elf. The companion materials seem to indicate that they have much more human blood; Blood of Angels even says outright that aasimars are not close to being half celestial. There are also indications that no non-human blood needs to be involved, that a tiefling ancestor could have made a pact with a devil or an aasimar's family might have been blessed by a celestial. Also, an aasimar/tiefling and a human pairing will often result in a normal human child, while a half-elf and human pairing would result in a quarter-elf (yes? no?). Since the PFS rulings usually lean toward simplicity and balance and most people seem to be saying "Yes, aasimars/tieflings have ethnicity, but they don't gain any of the human benefits from it" I'll assume that Paizo will rule similarly, unless I hear from them otherwise.
I was interested in playing an aasimar monk who grew up in the Mwangi Expanse. However, that led me to a questions about aasimars and ethnic languages: Do aasimars know the ethnic language of the ethnicity they grew up in? I asked several knowledgeable people here in Boston and I got conflicting answers. My Venture-Captain, Don Walker--who worked closely with Paizo on the 4.2 PFS Organized Play Guide--didn't know definitively and encouraged me to post here. So I am :) The reason I've gotten so many different answers is probably because it doesn't appear like there is any such rule on the books and I couldn't find anything here on the boards. I bought Blood of Angels and the Advanced Race Guide, but no luck. Below I'll discuss the evidence I've found on the topic, most of it supporting the notion that aasimars know their ethnic tongue: The simple argument against aasimars knowing their ethnic language is that 1. Aasimars aren't human and the 4.2 rules clearly state that "you gain free languages granted by your race, ethnicity (for humans), and class" 2. Aasimars can't have an ethnicity (at least the books don't say they can have an ethnicity). However, the first line of the aasimars section in the Advanced Race Guide states that "aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry". Unlike half-elves and half-orcs, who don't automatically know ethnic languages, aasimars have a significantly larger proportion of human heritage (otherwise they'd be half-celestials), so it's not clear if they qualify as "human enough" or not from this passage alone. Some might say "but aren't they outsiders? How can they still be human?" Yet no one would argue that a monk can't know their ethnicity's language after attaining Perfect Self (regardless of Tongue of the Sun and Moon). But what about aasimars having an ethnicity at all? This question probably deserves another post and answer, but I should mention that no one that I asked thought that my aasimar couldn't learn Polyglot, just that she might have to take a rank in linguistics to do so. There was consensus on this point even though the Advanced Race Guide and Blood of Angels do not list any of the ethnic human languages as accessible to aasimars. Also, the level to which an assimar can assimilate into their local society would indicate that they can speak the ethnic language. Blood of Angels says that "Most aasimars are born to human parents and live in mainly human settlements. An aasimar might spend a good portion of her childhood thinking of herself as human". Zenj don't know Polyglot because of their Zenj blood. They know Polyglot for the exact same reason that I know English, because they grow up speaking it. It would be odd if my character grew up in the middle of the Mwangi Expanse, considered herself to be Zenj, but found herself incapable of learning any Polyglot. So, could someone at Paizo please answer these for me:
Left Field question:
Thanks! :D Edit: Another question: 5. Do all of the above answers apply similarly to tieflings? |