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Is there a list of which feats can be used while mounted?

Like I assume that Sudden Charge can't be used because it doesn't have the Simon Says word of mount anywhere in the movement description. But I assume something like Vicious Strike works fine.

But things like Parting Shot, Running Reload, or even Mobile Shot Stance aren't usable while mounted (although the last one could be fine).

Thoughts?


Apologies if this was covered in the Gencon spoilers. I couldn't attend and haven't seen it mentioned in the previews available via streaming. But, I'm wondering if there's been any word what the new crossbow weapon group's critical specialize effect is going to be?


So, I'm reviewing the menagerie of available critters as I proceed with updating my campaign setting from D&D3.5 to PF2 and I came across some oddities I am curious about.

Oddity 1: Trolls have the giant trait but, all other creatures with the giant trait also have the humanoid trait. Since trolls nominally seem like bipedal creatures, the lack of the humanoid trait seems weird. Was this an accident or an on-purpose? If the latter, what was the intention for differentiating trolls in this way? (My thinking is that "giant" as a trait isn't really necessary since they're all bipeds [and thereby humanoids] anyway. This would allow the term giant to more narrowly refer to just a creature family rather than a broad category.)

Oddity 2: IRL the word "kami" is frequently translated as "spirit"; however, in PF2, not all creatures with the "kami" trait have the "spirit" trait. Is there some hidden intention behind kaminari and tsukumogami not having the "spirit" trait? Or is this just an oversight?

Tangential Oddity: I've noticed that there are a few NPCs listed as Common/Uncommon in AoN's database rather than the Unique I was expecting. I suspect this might be an artifact of the actual APs the characters were copied over from. (I'm not certain though since I don't purchase/use APs.) This seems to be a non-standard usage of the rarity trait. Is it an on-purpose use or an oversight? If the former, how am I supposed to interpret the rarity trait in this instance (e.g., is it referring to the NPCs base ancestry)?


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Fishing through the Pathfinder Infinite storefront I noticed that there's a lack of "generic" pantheons. I'm wondering if anyone was developing a Deities & Demigods style product. Back when I built my setting in AD&D2 this kind of resource was plentiful (TSR published three different books if you include the AD&D1e one). Conversion from AD&D2 to D&D3.5 was pretty straight forward. Conversion from 3.5 to PF2 is going less swimmingly well. A resource overflowing with plug and play deities for world builders would be most helpful.


The following laundry list is a set of variant rules I'm planning on using for future campaigns once I've gotten my 3.5 campaign setting converted over to PF2e. I'm going to use spoiler tags throughout this document in order to keep its vertical length manageable. My hope is to get some feedback from the community.

Some remarks on how I view PC classes. In my view a PC class is just a set of statistics and rules that indicate what role a player's character fills in an adventuring party. Class choice also works together with Background, Ancestry, and Archetype to indicate a character's position in both their native cultural heritage group and in the larger society that cultural heritage group operates within. Hence my goal with developing a sub-class system for Fighters was to differentiate between the socially formalized role that a soldier fills with the less formalized one that a folk hero fills. To this I added a pair of carry overs from 3.5--holy warriors (which was a customized riff on the old magicless paladin/champion from the 3.5's Unearthed Arcana book and pyschic warriors an eponymous 3.5 holdover).

Fighter (Variant Rules)

Spoiler:

General Changes to the Class:

  • Attack Proficiency Changes
    [list]
  • Trained in martial weapons
  • Trained in unarmed attacks[Expert in simple weapons]

  • Additions to Fighter Abilities
    • Martial Tradition (Level 1): Added a formal subclass category (see below for details)

  • Changes to Fighter Abilities
    • Bravery (Level 3): Ability moved to Hero Martial Tradition
    • Fighter Weapon Mastery (Level 5): Ability replaced by more individualized abilities in particular sub-classes
    • Battlefield Surveyor (Level 7): Ability moved to Soldier Martial Tradition
    • Combat Flexibility (Level 9): Ability moved to Hero Martial Tradition
    • Weapon Legend (Level 13): Ability replaced by more individualized abilities in particular sub-classes
    • Improved Flexibility (Level 15): Ability moved to Hero Martial Tradition

    [/list]
    Martial Traditions (New)

    • Hero Martial Tradition, Abilities
      [list]
    • Signature Weaponry (Level 1): Choose 2 common Martial weapons. These are your signature weapons. Gain expert proficiency with all martial weapons in your signature weapons’ groups. You gain trained proficiency in all advanced weapons in your signature weapons’ groups. Your signature weapons gain the Deadly (1d4) trait while you are wielding them. If either (or both) of them already have the deadly trait, increase the size of that weapon’s deadly damage die by one step, to a maximum of 1d12, while you are wielding it.
    • Bravery (Level 3): This is the ability with the same name from the existing Fighter class.
    • Heroic Weapon Mastery (Level 5): Your proficiency rank with all simple weapons and martial weapons in your signature weapons’ groups increases to master. Your proficiency rank with all other martial weapons, unarmed attacks, and advanced weapons in your signature weapons’ groups increases to expert. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
    • Fearsome Mein (Level 7): You gain the Battle Cry feat, even if you don’t meet the prerequisites. You also gain a +2 status bonus to all checks to Demoralize observed foes.
    • Combat Flexibility (Level 9): This is the ability with the same name from the existing Fighter class.
    • Hero's Legendary Panoply (Level 13): Your proficiency rank with all simple weapons and martial weapons in your signature weapons’ groups increases to legendary. Your proficiency rank with all other martial weapons, unarmed attacks, and advanced weapons in your signature weapons’ groups increases to master. Further, increase the size of your signature weapons’ damage die by one step, to a maximum of 1d12. Increase your signature weapons’ Deadly trait to 1d6; or increase the die of that trait by one step if it is already 1d6 or larger, to a maximum of 1d12. Other weapons in your signature weapons’ groups gain the Deadly (1d4) trait while you are wielding them or, if they already have the Deadly trait, you increase their deadly die by one step, to a maximum of 1d12, while you are wielding them.
    • Improved Flexibility (Level 15): This is the ability with the same name from the existing Fighter class.

  • Psionic Warrior Martial Tradition (Uncommon), Abilities

    • Psionic Weapon (Level 1): Choose 1 common simple or martial weapon. This weapon is your signature weapon. Gain expert proficiency with all martial weapons in your signature weapon’s group. You gain trained proficiency with all advanced weapons in your signature weapon’s group. Additionally, you gain the psi weapon psi cantrip and a focus pool of 1 Focus Point. You become trained with occult spell attacks and occult spell DCs. A psi cantrip is heightened to half your level, rounded up.[list]
    • Psi Weapon (Cantrip): Traits: Uncommon, Evocation. Cast: 1 action (somatic). Duration: Sustained. You focus your psychic might and manifest a weapon of force that takes the form of your signature weapon. This weapon uses the statistics for a normal version of your signature weapon with the exception that it deals +1d4 force damage in addition to its normal damage. Heightened (+2): The extra damage increases by 1d4.

  • Psionic Attunement (Level 3): You have learned to tap into the vast well of psychic might that dwells within you. Gain the daze, message, and telekinetic projectile psi cantrips. A psi cantrip is heightened to a to half your level rounded up.
  • Psionic Weapon Mastery (Level 5): Your proficiency rank with all simple weapons and martial weapons in your signature weapon’s group increases to master. Your proficiency rank with all other martial weapons, advanced weapons in your signature weapon's group, and unarmed attacks increases to expert. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
  • Psionic Armory (Level 7): You have increased your attunement to the point that you can harness your psionic forces into a weapon of magical force. Gain the spiritual weapon spell as an innate focus spell. You gain 1 Focus Point. Your innate spell is heightened to half your level, rounded up. Your spiritual weapon has the appearance of your signature weapon.
  • Strengthen Mind (Level 9): Your burgeoning psychic abilities have increased to the point where they both afford your mind protection and reveal the hidden world to you. Gain the Mental Buffer and Sixth Sense feats.
  • Legendary Psionic Panoply (Level 13): Your proficiency rank with all simple weapons and all martial weapons in your signature weapon’s group increases to legendary. Your proficiency rank with all other martial weapons, advanced weapons in your signature weapon’s group, and unarmed attacks increases to master. Additionally, you choose one element trait. You manifested signature weapon gains that trait, adding an additional +1d6 damage of that kind to its damage rolls.
  • Mind of Iron (Level 15): Your mental prowess has increased both in mental sturdiness and its ability to reveal information to you. Gain the Mental Static and Thoughtsense feats.
    [/list]
  • Relic Warrior Martial Tradition (Uncommon), Abilities

    • Temple Reliquary (Level 1): You are devoted to a deity have been granted a copy of your deity’s weapon (regardless of if its uncommon or not), which you zealously bear into battle. Choose a deity and gain a copy of their chosen weapon. If it’s uncommon, you also gain access to it. If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). Your proficiency rank in all martial weapons or unarmed attacks in the group of weapons that your deity’s favored weapon belongs to increases to expert. Your proficiency in all advanced weapons in the group of weapons that your deity’s favored weapon belongs to increases to trained. Further, the weapon you bear is also a Relic of your deity. If your deity’s favored weapon is fist, then this Relic is a pair of gauntlets suitable for heavy armor. Regardless, this relic has one minor gift of your choice.
    • Matched Armor (Level 3): You gain a set of matching armor from your temple’s reliquary. If your deity’s weapon is in the club or knife group then this is clothing of some kind (i.e., it is in the unarmored group), if it is any other kind of simple weapon, this armor is light armor, and if it is any other kind of martial weapon, this armor is medium armor. If the relic you already bear is a pair of gauntlets suitable for heavy armor, then the armor relic gained is heavy armor. Regardless, this armor has one minor gift.
    • Relic Weapon Mastery (Level 5): Your proficiency rank with all simple weapons and martial weapons in your relic weapon’s group increases to master. Your proficiency rank with all other martial weapons, unarmed attacks, and advanced weapons in your relic weapon’s group increases to expert. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
    • Empowered Relic Weapon (Level 7): Through your deity's blessings, your relic’s abilities increase. Select a second minor gift for your relic weapon.
    • Empowered Relic Armor (Level 9): Your deity has blessed the relic your bear on your body. Select a second minor gift for your relic armor.
    • Legendary Deific Panoply (Level 13): Your proficiency rank with all simple weapons and martial weapons or unarmed attacks in your relic weapon’s group increases to legendary. Your proficiency rank with all other martial weapons, unarmed attacks, and advanced weapons in your relic weapon’s group increases to master. Further, your relic weapon grows in power. Select a major gift for your relic weapon.
    • Awakened Relic (Level 15): Your deity blesses you again by empowering the relic weapon you bear in their name even further. Select a second major gift for your relic weapon.

  • Soldier Martial Tradition, Abilities

    • Military Occupational Specialty (Level 1): You gain an Archetype Dedication Feat from the following list: Archer, Artillerist, Bastion, Cavalier, Demolitionist, Dragoon, Lancer, Line Infantry, Marshal, Mauler, Medic, Phalanx Infantry, Pike Infantry, Scout, Sentinel, or Shock Infantry. You may only select an Archetype Dedication Feat for which you fulfill the requirements (this will impact your skill proficiency choices, and, in at least in one case, your background choice too). In many cases, an Archetype Dedication feat grants the character the trained proficiency with one or more skills or weapon groups. If you are already trained in those skills and/or weapon groups (e.g., as through a feature of the Fighter Class), then you gain expert proficiency with those skills and/or weapon groups instead. [See Archetypes section below for more information.] If you have expert proficiency in one or more weapon groups, then you also gained trained proficiency with advanced weapons in those groups. Additionally, as long as you are adjacent to an ally, the weapon you are using gains the Deadly (1d4) trait. If your weapon already has the Deadly trait, then increase its deadly die by one step, to a maximum of 1d12.
    • Tactical Drills (Level 3): You know how to fight in formation with your brethren. When you are adjacent to at least two allies, you gain a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 on Reflex saves against area effects.
    • Veteran’s Expertise (Level 5): Your proficiency rank with all martial weapons, advanced weapons and unarmed attacks that you are trained with increases to expert. Your weapon proficiency with all simple weapons and any other martial weapons you already have expert proficiency with increases to master instead. You gain access to the critical specialization effects of all weapons and unarmed for which you have master proficiency.
    • Battlefield Surveyor (Level 7): This is the ability with the same name from the existing Fighter class.
    • Tactical Maneuvers (Level 9): You are adept at working with your allies to surround a foe. If an enemy is within reach of you and at least two of your allies, that enemy is flat-footed against you. [Reuses an appropriate Hobgoblin Ancestry feat.] Further, you also gain the Captain at Arms ability.[list]
    • Captain at Arms: If you fight with an Army in a battle, your presence bolsters that army’s mindset to a greater extent than normal. You grant a +2 status bonus to that army’s Morale checks.

  • Elite Mastery (Level 13): Your proficiency rank with all martial weapons, advanced weapons and unarmed attacks that you are expert with increases to master. Your weapon proficiency with all simple weapons and any other martial weapons you already have master proficiency with increases to legendary instead.
  • Tactical Command (Level 15): You make sure that your allies push themselves while traveling. You gain the Caravan Leader and Pick Up the Pace general feats, even if you don't meet the prerequisites. You also gain the General of the Vanguard ability.
    • General of the Vanguard: If you are fighting with one of the armies you command in battle, you grant a +3 status bonus to that army’s Morale checks.

    [/list]
    [/list]
  • Assuming you've glanced through the above spoiler text then you'll notice that one Fighter sub-class interacts with Archetypes, including a number of Archetypes that don't exist. New archetypes are in the spoiler section below.

    Additional Archetypes

    Spoiler:


    • Dragoon - You are a mounted infantry soldier, capable of both riding into battle astride a beast and wielding firearms (i.e., “dragons”).
      [list]
    • Prerequisite: Trained in Nature or Survival
    • Dragoon Dedication (Feat 2): You become trained in all simple and martial weapons in the firearms group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple weapons in the firearms weapon group. If you are at least a master with the firearm you are using, you gain access to the critical specialization effect with that firearm. Additionally, you gain the Ride Feat if you do not already possess it. Special: You can't select another dedication feat until you have gained two other feats from the dragoon archetype.
    • Hit the Dirt (Feat 4)
    • Quick Mount (Feat 4)
    • Risky Reload (Feat 4)
    • Sword and Pistol (Feat 4)
    • Cauterize (Feat 6)
    • Incredible Aim (Feat 6)
    • Mobile Shot Stance (Feat 6)
    • I Meant to Do That! (Feat 10)
    • Trampling Charge (Feat 10)
    • Trick Shot (Feat 10)
    • Whirling Knockdown (Feat 14)

  • Lancer - Where a Cavalier is dedicated to fighting astride an animal companion, you employ your mount in a more militarily focused and less chivalrous fashion—employing its mass to help you crush your enemies and support your allies on foot.

    • Prerequisite: Trained in Nature or Survival
    • Lancer Dedication (Feat 2): You become trained in all simple and martial weapons in the spears group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the spears weapon group. If you are at least a master in the spear you are using, you gain access to the critical specialization effect with that spear. Additionally, you gain the Ride Feat if you do not already possess it. Special: You can't select another dedication feat until you have gained two other feats from the lancer archetype.
    • Bashing Charge (Feat 4)
    • Bullying Staff (Feat 4)
    • Cavalier's Charge (Feat 4)
    • Quick Mount (Feat 4)
    • Hurling Charge (Feat 6)
    • Mounted Shield (Feat 6)
    • Staff Sweep (Feat 6)
    • Levering Strike (Feat 10)
    • Trampling Charge (Feat 10)
    • Unseat (Feat 10)
    • Legendary Rider (Feat 20)

  • Line Infantry - From trenches to fortifications to open fields, you are a part of a well-disciplined military unit—the musket line.

    • Line Infantry Dedication (Feat 2): You become trained in all simple and martial weapons in the firearms and knives groups. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the firearms and knives weapon groups. If you are at least a master in the firearm or knife you are using, you gain access to the critical specialization effect with that firearm. Special: You can't select another dedication feat until you have gained two other feats from the line infantry archetype.
    • Cover Fire (Feat 4)
    • Hit the Dirt! (Feat 4)
    • Munitions Crafter (Feat 4)
    • Risky Reload (Feat 4)
    • Cauterize (Feat 6)
    • Incredible Aim (Feat 6)
    • Mobile Shot Stance (Feat 6)
    • Scatter Blast (Feat 10)
    • Stab and Blast (Feat 10)
    • Trick Shot (Feat 10)

  • Mounted Archer - You are an expert at using ranged weapons from the back of a horse or other mount.

    • Prerequisite: Trained in Nature or Survival
    • Mounted Archer Dedication (Feat 2): You become trained with all simple and martial weapons in the bows group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bows weapon group. If you are at least a master in the bow you are using, you gain access to the critical specialization effect with that bow. Additionally, you gain the Ride Feat if you do not already possess it. Special: You can't select another dedication feat until you have gained two other feats from the mounted archer archetype.
    • Assisting Shot (Feat 4)
    • Point-Blank Shot (Feat 4)
    • Quick Mount (Feat 4)
    • Quick Shot (Feat 4)
    • Advanced Bow Training (Feat 6)
    • Parting Shot (Feat 6)
    • Staggering Fire (Feat 6)
    • Mobile Shot Stance (Feat 8)
    • Archer's Aim (Feat 8)
    • Trampling Charge (Feat 10)
    • Legendary Rider (Feat 20)

  • Phalanx Infantry - You are experienced in fighting with a long weapon and shield while packed side-by-side with your fellow phalanx members.

    • Phalanx Infantry Dedication (Feat 2): You become trained in all simple weapons in the spears group and with martial weapons in the swords group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple weapons in the spears weapon group and with martial weapons in the swords group. If you are at least a master in the spear or sword you are using, you gain access to the critical specialization effect with that spear or sword. Additionally, you gain the Shield Block Feat, if you already have the Shield Block feat, you gain the Reactive Shield Feat instead.
    • Aggressive Block (Feat 4)
    • Brutish Shove (Feat 4)
    • Lunge (Feat 4)
    • United Assault (Feat 4)
    • Disarming Block (Feat 6)
    • Powerful Shove (Feat 6)
    • Reflexive Shield (Feat 6)
    • Shielded Stride (Feat 6)
    • Drive Back (Feat 10)
    • Shield Wall (Feat 10)
    • Pivot Strike (Feat 14)

  • Pike Infantry - You are an experienced member of a pike square unit.

    • Pike Infantry Dedication (Feat 2): You become trained in all simple and martial weapons in the polearms and spears groups. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the polearms and spears weapon groups. If you are at least a master in the polearm or spear you are using, you gain access to the critical specialization effect with that polearm or spear. Special: You can't select another dedication feat until you have gained two other feats from the pike infantry archetype.
    • Brutish Shove (Feat 4)
    • Lunge (Feat 4)
    • Power Attack (Feat 4)
    • United Assault (Feat 4)
    • Advanced Weapon Training (Feat 6)
    • Clear the Way (Feat 6)
    • Powerful Shove (Feat 6)
    • Staff Sweep (Feat 6)
    • Levering Strike (Feat 10)
    • Shoving Sweep (Feat 10)
    • Pivot Strike (Feat 14)

  • Shock Infantry - You are experienced in aggressive combat assaulting fortifications and defenders while wearing armor while packed side-by-side with your fellow unit members.

    • Shock Infantry Dedication (Feat 2): You become trained in heavy armor and martial thrown weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain armor or weapons, you also gain that proficiency rank in heavy armor or martial thrown weapons as appropriate. If you are at least an expert with the thrown weapon you are using, you gain access to the critical specialization effect with that thrown weapon. Additionally, you gain the Shield Block feat, if you already have the Shield Block feat, you gain the Reactive Shield feat instead. Special: You can't select another dedication feat until you have gained two other feats from the shock infantry archetype.
    • Aggressive Block (Feat 4)
    • Barreling Charge (Feat 4)
    • Steel Skin (Feat 4)
    • United Assault (Feat 4)
    • Armor Specialist (Feat 6)
    • Disarming Block (Feat 6)
    • Reflexive Shield (Feat 6)
    • Shielded Stride (Feat 6)
    • Drive Back (Feat 10)
    • Shield Wall (Feat 10)
    • Overpowering Charge (Feat 12)

    [/list]
  • And here we have the Monk. Truth be told I vacillated in making a name change here but between the example of Friar Tuck being an expert swordsman and archer in some depictions and the fact that most of my resultant sub-classes have monk in the name led me to retain the name. To some extent I worry about the name because of the chances of cultural appropriation and fetishization of Asian culture but I suppose the monk term is broad enough to survive its usage here. Like with fighters above, the meditation on monk with formalized sub-classes below realizes many different permutations with regard to both origin and practice. This meditation is informed by the many years I have spent studying Asian cultures and history, especially with regards to China and Japan. Importantly, the employment of weapons is an important aspect of many martial arts, and so weapon skills have been more thoroughly incorporated to the extent that the monk is much more of an armed peer to the fighter.

    Monk (Variant Rules)

    Spoiler:

    General Changes to the Class

    • Additions to Class Abilities
      [list]
    • Martial School (Level 1): Added a form subclass for monks (see individual rulesets below)
    • School Arms (Level 1): Select one weapon group. You are trained with martial weapons in that group.

  • Changes to Class Abilities
    • Mystic Strikes (Level 3): Ability moved to the Ascetic Monk Martial School
    • Expert Strikes (Level 5): Ability replaced by more individualized abilities in particular sub-classes
    • Path to Perfection (Level 7): Ability moved to Monastic Scholar Martial School
    • Metal Strikes (Level 9): Ability moved to the Ascetic Monk Martial School
    • Second Path to Perfection (Level 11): Ability moved to Monastic Scholar Martial School
    • Master Strikes (Level 13): Ability replaced by more individualized abilities in particular sub-classes
    • Third Path to Perfection (Level 15): Ability moved to Monastic Scholar Martial School
    • Adamantine Strikes (Level 17): Ability moved to Ascetic Monk Martial School

  • Additional Feats
    • School Secrets (Feat 2): Your school maintains a set of secret techniques that only practioners with higher levels of skill are permitted to be initiated into. You gain the Ki Rush or Ki Strike feat.

  • Changed Feats
    • Ki Rush (Feat 1): Added prerequisite: Monastic Scholar Martial School
    • Ki Strike (Feat 1): Added prerequisite: Ascetic Monk Martial School
    • Monastic Archer Stance (Feat 1): Added prerequisite: Temple Monk Martial School
    • Rain of Embers Stance (Feat 1): Added prerequisite: Temple Monk Martial School
    • Reflective Ripple Stance (Feat 1): Added prerequisite: Temple Monk Martial School
    • Stoked Flame Stance (Feat 1): Added prerequisite: Temple Monk Martial School
    • Monastic Weaponry (Feat 4): Changed from Feat 1.

    [/list]
    Martial School (New)

    • Ascetic Monk Martial School, Abilities
      [list]
    • Wizened Strikes (Level 1): Your time in seclusion and privation has taught you that mind is greater than matter. It has hardened your will, allowing you to focus your will into your physical attacks. You add your wisdom bonus to your unarmed attack rolls instead of your strength bonus.
    • Mystic Strikes (Level 3): This is the ability with the same name from the existing Monk class.
    • Expert Strikes (Level 5): You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons in your school arms’ weapon group increase to expert.
    • Resolve (Level 7): You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
    • Metal Strikes (Level 9): This is the ability with the same name from the existing Monk class.
    • Juggernaut (Level 11): Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
    • Master Strikes (Level 13): You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons in your school arms’ weapon group increase to master. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
    • Greater Resolve (Level 15): Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.
    • Adamantine Strikes (Level 17): This is the ability with the same name from the existing Monk class.

  • Martial Adept Martial School, Abilities

    • Training Hall (Level 1): You have studied under the tutelage of a master martial adept who has taught you their school of martial studies. You gain expert proficiency with unarmed attacks.
    • Hall Armory (Level 3): You gain the Monastic Weaponry feat.
    • Master Strikes (Level 5): You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks increase to master. Additionally, your proficiencies with simple weapons, martial monk weapons, and martial weapons in your school arms group increase to expert. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
    • Evasion (Level 7): You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
    • Lesser Armed Flurry (Level 9): You may use Flurry of Blows while using monk weapons that have the twin trait.
    • Juggernaut (Level 11): Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
    • Improved Evasion (Level 15): You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.
    • Greater Armed Flurry (Level 17): You may use Flurry of Blows while using any monk weapons.

  • Monastic Scholar Martial School, Abilities

    • Ki Flow (Level 1): Your study of ancient martial writings has revealed important structures of the human body to you. You become trained in Medicine. If you would automatically become trained in Medicine (from your background or class, for example), you instead become trained in a skill of your choice. Further, the sword is a focus of your martial practice, you must select the swords group as the weapon group for your School Arms. Finally, your insight into the human body’s vulnerabilities allow you to focus your attacks on your opponents’ weaknesses. You may substitute your intelligence modifier for your strength modifier for all of your Strikes with attacks from the brawling and sword groups.
    • Sword Dance (Level 3): Your studies of motion and the flow of ki have made the practice of the sword integral to your martial practices. You gain expert proficiency with simple and martial swords.
    • Scholarly Expert Strikes (Level 5): You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert.
    • Path to Perfection (Level 7): This is the ability with the same name from the existing Monk class.
    • Sword Master (Level 9): Your proficiency with simple and martial weapons in the sword group increases to master. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
    • Second Path to Perfection (Level 11): This is the ability with the same name from the existing Monk class.
    • Scholar's Mastery (Level 13): You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.
    • Third Path to Perfection (Level 15): This is the ability with the same name from the existing Monk class.
    • Sword Saint (Level 17): Your proficiency with simple and martial weapons in the sword group increases to legendary.

  • Temple Monk Martial School, Abilities

    • Martial Temple (Level 1): You are a monk in one of the monastic temple orders and practice a wide variety of martial arts styles. You gain one additional class feat.
    • Temple Armory (Level 3): You gain the Monastic Weaponry feat.
    • Expert Strikes (Level 5): You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks, simple weapons, martial monk weapons and martial weapons in your school arms’ weapon group increase to expert.
    • Evasion (Level 7): You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
    • Lesser Armed Flurry (Level 9): You may use Flurry of Blows while using monk weapons that have the twin trait.
    • Resolve (Level 11): You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
    • Master Strikes (Level 13): You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks, simple weapons, martial monk weapons, and martial weapons in your school arms’ weapon group increase to master. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
    • Improved Evasion (Level 15): You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.
    • Greater Armed Flurry (Level 17): You may use Flurry of Blows while using any monk weapons.

  • Warrior Monk Martial School, Abilities

    • Monastery Armory (Level 1): You gain the Monastic Weaponry feat.
    • Weapon Expert (Level 3): Your proficiency with simple and martial monk weapons increases to expert. Additionally, you gain trained proficiency in advanced monk weapons.
    • Expert Strikes (Level 5): You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks, simple weapons and martial weapons in your school arms’ weapon group increase to expert.
    • Juggernaut (Level 7): Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
    • Weapon Master (Level 9): Your proficiency with simple and martial monk weapons increases to master. You gain expert proficiency with advanced monk weapons. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
    • Resolve (Level 11): You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
    • Master Strikes (Level 13): You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons in your school arms group increase to master.
    • Greater Juggernaut (Level 15): You have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.
    • Legendary Weapon Master (Level 17): Your proficiency with simple and martial monk weapons increases to legendary. Your proficiency with advanced monk weapons increases to master.

    [/list]
  • The above meditations have not been playtested. They would benefit from playtesting. If you try them out, let me know how it goes and how they feel.

    A note relating to the samurai thread in the general forum--the Monastic Scholar Martial School Monk might be a good approximation for characters like Mimura Kenshin. Note though, that when I envisioned it I was thinking of sword dance practices throughout Asia generally and tai chi practices in particular.


    I love how Paizo has set aside an entire section for sharing homebrew. Big thank you to them.

    I'm wondering if there is also a community of play-testers willing to try out homebrewed content? Unfortunately I find that white room maths are no substitute to having the rubber meet the road.


    So I've been reading the assorted rulebooks and skimming through AoN for several months now and it feels like there's a dearth of worldbuilding tools available out of the box for Pathfinder 2e. Is there simply no market for those kinds of GM tools anymore (i.e., the expectation is that we don't world-build)? Are some coming down the line? Or is there an expectation that folks will supplement using choice resources from 1st and/or 2nd edition AD&D? (I mention those two specifically because it seems like worldbuilding tools for GMs have been on the wain since the late '90s across most TTRPGs.)