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I can say with certainty that, with this explanation and change of mechanic name, you've totally changed my opinion on the matter. I had never thought of using an Ant Man style character before, and it totally turns the entire aspect of size limitations around. To be honest, I'm sort of new-ish to Pathfinder still, so I'm not fully acquainted with all the ridiculous things characters can do (Though I was taught about Deflect Arrows pretty early, and its ability to punch bullets out of the air). The combat maneuver system on its own does seem to be pretty over-complicated, and requires a pretty dumb amount of stuff to make anything work without you accidentally impaling yourself somehow. Also, with the idea of Ant Man, it makes me wonder if the reason Fool's Errand is associated with Climb is due to wanting to climb foes ala Shadow of the Colossus (which would be an awesome thing to do for maneuvers, potentially).

Also, glad to hear the Night Terror is better! The ability to use random objects to lethal effectiveness is pretty great.


As a preface, I would like to apologize in advance for any aggression I seem to put forth. I have a tendency to seem angry when I share my opinion.

A friend linked me to this page to share the playtest documents regarding the Vigilante archetype, and I must say that "grasp" has got my attention. To me, it seems more like a superior form of grappling, allowing you to hold multiple opponents in place via Reflex saves, instead of needing to roll to hold them, while also not having a -4 Dex penalty on either member of a grasp. While you cannot auto-damage or pin any of the targets you grasp (without grappling, which I see no reason why you couldn't grapple a target you had grasped, if you wanted to for some reason), you are allowed to keep your standard action for whatever you please. Dragging also feels very strong, in that from what I read, it would imply you could grasp a foe and drag them into lava, a river, over the side of a building, or any such thing, which seems a bit powerful in its own right.

However, the big problem I have with grasping is that there doesn't seem to be a size limitation. I find this especially troubling with the thought that a kobold could hold down a tarrasque in place, and even be able to drag the beast around like he had the strength of Hercules. While it would seem that allowing for attempts to escape a grasp to use Strength over Dexterity would assist in this, I see an issue in the fact that the initial save to avoid the grasp cannot use Strength. In my head, this brings a problem in the form of our imaginary kobold initiating a grasp against the imaginary tarrasque, and dragging it into a bit of lava. On the tarrasque's turn, it is able to use its Strength to escape, but then the kobold can simply initiate a new grasp and force the use of Dexterity on the save. This example is extreme, but still, the idea of even a human walking at a dragon and making it back away because of angry stare, while awesome, seems a bit much as a baseline.

Aside from that, I think that perhaps Fool's Errand could use one or two more moves about throwing grasped opponents around. I hope my wall of text wasn't too much for you, and I do also hope that you will at least consider my opinions on the matter of grasping.