Brass Dragon

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As in, some quick line of text somewhere saying something like "with the GM's permission, you can switch one or more languages from your ancestry with other languages you have access to."

• This would make it easier to play characters with unusual backstories, such as being adopted by members of another culture, raised by wild animals or mythical creatures, or the like.
• There's already precedent for characters that don't fit the "default" of their ancestry, in the form of the variant attribute boosts, the Adopted Ancestry feat, and the rules for mixed heritages.
• Languages as a whole are largely a flavor concern anyway (i.e, the only mechanical difference between any two languages is just the fact that they're different languages, and therefore if you don't understand that specific language you can't speak it).
• I know that technically this (like many other things) is something you can already ask your GM to do, but it would be nice to have it explicitly supported in the rulebooks for the sake of tables that stick closely to the exact rules-as-written (potentially including Pathfinder Society play?)
• This is also just the kind of 1-2 sentence addition that should be easy to fit in as errata or something (though to be clear, I'm not an expert on how structuring physical books actually works).
• For the record, I'm specifically bringing this up because Monster Core changed the kobold monster statblocks to speak Sakvroth instead of Draconic, and while that fits well with the new post-remaster lore for kobolds, I would like the option for a kobold character raised in a dragon-worshipping tribe to speak Draconic (or anything else, e.g a kobold raised in a devil-worshipping tribe to speak Diabolic) without needing to go out of my way to invest character options (e.g improving INT, taking the Multilingual skill feat) into having the ability to do so.


Class feats like Deceptive Tactics, Rapid Assessment, Shoulder Check, and Raise Haft seem like they could be a lot of fun on classes like barbarian, fighter, champion, or ranger. It would be nice for Battlecry! to give some of these feats to existing classes, especially since the new classes borrow some feats from existing classes as well (e.g commander has Combat Assessment from fighter and Reactive Interference from rogue). That's not to say I want *every* new feat that doesn't specifically rely on commander/guardian class features to be shared with other classes, of course, but many of these feats seem like they could be a lot of fun on more offensively-minded classes and I'd love to explore that.


A.) Not all commanders would necessarily have a good understanding of world history, high society, or legal institutions, whether because they just didn't study those topics or because they come from some isolated community on the fringes of society. (Personally, I'm looking forward to making a crossbow-wielding kobold commander at some point that focuses on traditional kobold-tribe combat tactics, e.g ambushes and herding enemies into traps.) Being automatically trained in Society somewhat restricts what character concepts you can fit into this class.

B.) The class doesn't seem to actually use the Society skill for anything.


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The text for Snagging Strike has always been a bit confusing, and it looks like the reprinted version in Player Core 1 is identical (aside from replacing "flat-footed" with "off-guard").

Here's the text of the feat, as a refresher:
"You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first."

My point of confusion: what does "within the reach of your hand" mean here, exactly? I need to have a hand free to use Snagging Strike itself, of course, but what about afterwards? Is my hand now occupied, or does my target just need to stay within that hand's unarmed reach? Snagging Strike isn't a "real" grapple (i.e, it doesn't impose the Grabbed or Restrained conditions), but is the design intent that I'm keeping the target flat-footed with a loose grip, or just that my initial attack involved a quick pull on the arm or something and they're just off-balance until they take a few steps away from me?

I've searched several places online for an answer about this, and nobody else seems to be able to come to a consensus either. This is frustrating, because this seems like a fairly essential feat for a free-hand fighter build, and that's the exact build where knowing what your hands are being used for is important. For instance...

  • • If I hit a target with Snagging Strike as my first action on a turn, can I then use other actions that require a free hand (such as Combat Grab or Dueling Parry) on the same turn while keeping the target flat-footed?
  • • If I hit with Snagging Strike, then pick up an object with my free hand (such as a potion or a weapon), does the target remain flat-footed? What if I use the hand for some other Interact action (such as opening a door or reloading a weapon)?
  • • Does using Snagging Strike end stances that require a free hand (such as Disarming Stance or Dueling Dance)?

If anyone has a definitive ruling on this feat, I'd like to hear it.