Brew Bird wrote:
I don't see why not. Occult spellcasting is occult spellcasting. The only downside is your sorcerer spells still key off of charisma, while your monk powers are wisdom.
As a monk it looks like yours DCs are keyed off of strength or dex. There isn't any language that I've found like paladin had to change it to a different state. It might be a mistake though.
The wording is really weird. The word it uses is stack which is normally used for adding up damage for the result of a single role which doesn't make that much sense for multiple attacks, but I have no other idea what it could mean. There is more standard language for "it can only happen once per turn". I wonder if this specific wording is to work with a new type of weapon or feat that we haven't seen yet.
That makes sense about the diaspora rifle always seemed like something that needs to errated. Especially 4d8 at level 10 is better than any other level 10 weapon.
Another trick worth looking at is https://www.aonsrd.com/MechanicTricks.aspx?ItemName=Tech%20Tinkerer
It looks like it adds a lot of versatility especially when you have the upgraded version
The other thing worth thinking about is taking sniper rifles instead of longarms. If you are using overcharge you don't have to worry about unwieldy and if you are using the Diasporan Rifle it seems to just have better base damage. Am I missing something about that rifle it seems to just be good.
Sorry to thread necro, but this is confusing me too and I wanted to put down my reading of it. Here is the relevant text to hovering with perfect manueverablity
Core Rule Book Page 135 wrote:
If you have perfect maneuverability, you can hover automatically without attempting a check, though you can hover as a swift action instead of a move action if you succeed at an Acrobatics check (there is no penalty for failure).
Its a little bit confusing and I feel like there are two valid readings of it:
1st is if you have perfect maneuverability you can hover indefinitely without any action or check. If a check is required for dangerous winds or extreme conditions it takes a swift action with no penalty for failure.
2nd reading is that if you have perfect maneuverability you can hover with a swift action. You have to make an acrobatics check to do so but it doesn't matter if it fails.
I think both are valid readings of the rules and I keep going back and forth in my head over which one is implied by the text. For me RAI for the drone at least is the 1st reading.
I think one of the issues though is that with bows being pretty good out of the box, is there is nothing to really get excited about when you are building/levelling up your ranger. They have a bow and a solid chassis in terms of weapons/saves/skills, but then what. Snares have major issues with cost, bulk, and action economy. You have an animal companion, but its a bit squishy and doesn't work well with hunt target at all. Hunt target works out well mathematically, although it is not exciting.
I don't feel like it would take much to make the ranger a fun and interesting character. There is a lot of potential in this version of the ranger and I think its one or two tweaks off working.
Hey I think we may have established that PFS analytics, might not be legit.
But I'm going to get back back wild speculation about the PF2 ranger! My previous guess about critical rolls on initiative seems like it won't pan out on closer inspection of game mechanics.
What do you think the Rangers reactions will be? It seems like each class has a unique one. I know there is basically no information to go on about it, but I enjoy this kind of thing.
I just looked it up and dragon tail has backswing which increases accuracy after a miss. Which if it means you get a plus one to hit if you miss the previous round means it brings his DPR up to 29.6875, which isn't much.
If you lower it to an ac of 15 though you can see the backswing come into effect a lot more of 31.825 DPR without it calculated in and 34.30200625. Basically when backwing allows you to hit on 19-20 instead of just a 20 for the last hit the DPR improvement is a bit more dramatic.
To calculate the new percentages for this I just multiplied the chance of missing the previous round with .05 and added to the chance for hitting. So for AC 15 you get
(9.5 * .55) + (9.5 * 0.3225) + (9.5 * 0.083875) + (9.5 *.05) * 3
(9.5 * .55) + (9.5 * 0.3225) + (9.5 * 0.083875) + (9.5 * 0.09580625) + (9.5 *.05) * 4
Its kinda cool to see how much a single point of accuracy effects your overall damage when its only there around half the time.
Thanks, I see what I did now. I left out the crits and screwed up the probability rolling 10 - 20 is 55% not 50%.
So if I was going to use a monk using dragon tail for 1d10 you would get
+5/0/-5 for 1d10+4 damage. Subsequent turns would be +5/0/-5/-5
and the 3 turn average is 28.975 which is pretty close to the paladin. If there is a d12 style the monks comes out at 32.025
What was the math you used to generate the DPS? I was trying to recreate your numbers and I must be making some mistake, I wasn't factoring in crits, but my numbers still looked too low...
Mark Seifter wrote:
Just to let you guys know, the designers are all off for a long holiday weekend. I came in for a partial day today specifically to reply to this thread just in case, but I'm not going to be watching it as closely from now on. For all other Pathfinder fans from the USA, have a great Independence day!
Thank you for coming in and answering questions!
The idea of a long range scout that drops traps sounds like a interesting concept to me too. It will be fun to see if you can pull it off.
Mark Seifter wrote:
Oh okay, that sounds pretty solid. Is it a two or three feat investment to be able to quickly set snares at the scaling DC? IT seems like if you are focusing on it you could be build a pretty interesting character based around traps.
Mark Seifter wrote:
How does the DC work for the snares? You mentioned that quick snares have a lower DC and that a ranger can use a scaling DC instead of the fixed one for their traps.
Thanks for answering all of our questions!
I'm pretty sure they are used as feat requirements too
Captain Morgan wrote:
I Guess from a physics perspective it makes sense that an indestructible shield would hurt you more. Less of the energy of the blow is getting absorbed by the shield. Kind of like the crumble zone on a car.
I think you would also have to say you can no longer craft magic items as well. Which a lot of people like to do.
Thanks! So from what I see here it looks like the monk is a balanced and interesting class. It seems like there one weakness right is a situation where either can't or don't want to touch your opponent, but we haven't seen the whole class yet.
I'm assuming that by the time flying enemies become common, monks will be able to leap sufficiently high in the air to kick or tackle them.
It's going to be something like this. The game designers are smart and good at there jobs. There is no way the question of what does a monk do against a flying monster never came up.
I always find the biology angle kind of hard to work with, because for the most part it seems like all of the playable races would fit under social primates. They would likely have very similar biological artifacts and quirks. If you try and model them off of some other biological order I feel like it just gets too hard to explain the parallel evolution of language and throwing things, which I think are the other big biological advantages humans have.
For the ancestries I usually try and fit them into the literary version of humans in, either modern fantasy or myth. Where they are the blank slate that is used to launch off and explain how the other races are different and alien. So in short I am a fan of the PF1 style humans.
Sammy T wrote:
Stunning Fist should be renamed because its titular effect occurs only on a critical hit/crit save fail combo. I understand the legacy aspect of keeping the name, but imagine new monk players discovering how rarely it actually lives up to its name.
Does stunning fist look like it has some weird potential now? It looks like you can use it all day, but costs 2 AP and probably wont' stun. I was not impressed on the first glance then I realized that with flurry of blows being two attacks for 1 AP and can be used any point in your turn means if you want to just stand there and slug it out you can get three attacks at 0/ -2/ -6 somewhat reliably, make any rogue in your party very happy, and possibly set up a much nastier debuff.
What Identity were you hoping for?
I'm not sure I have seen anything that says one way or the other if two handers get 1.5, so I guess that was an assumption on my part.
Also I don't think PA gets a -10 on the second attack so that is another area where PA is clearly better.
Well the 2 handers get 1.5X str and have higher damage dice than anything you can dual wield with so I bet the match comes out pretty close.
I think a lot of it will also be determined by other factors as well. For now we know that power attack will use two actions to add damage dice, we know there is a special charge ability that fighter gets and that there is an ability to have melee weapons do minimum damage (I don't remember whether that is fighter/str only). So if melee weapons simply get better options that would do a lot to fix the balance in and of itself.
Chromantic Durgon <3 wrote:
Can you use Grave Words as a free touch attack? It seems about as legit as arcane mark.
That archetype sounds pretty solid, because the monk feats have always been somewhat lackluster. What kind of sneak attack progression does it get?
One interesting thing I noticed about the anger Phantom is that his Aura effects all creatures with it(not just friendly creatures). So you can activate it at the beginning of its turn make your attacks then turn it off as a free action, basically giving you a +4 to attack and never hitting the -2ac. You have to be willing to give up the phantoms swift action though.