Thanks to everyone for their feedback in previous posts. This is the definitive version I came up with. It's an attempt to make crit effect fusions (specifically) more palatable to players, especially at low levels, (and fun for monsters and NPCs to have) by extending crit range. The drawback is that you forfeit crit damage, which also helps avoiding them becoming "must have" fusions.
HAZARDOUS (lvl. 2)
I will add them to my homebrew and let you know if they're good and fun, or if they make the game explode!
Thanks to Garretmander and Windblaze for their feedback.
I am a bit underwhelmed by critical effects and weapon fusions with crit effects in this game, mainly because of the fact that they never happen (you need a 20, and even then, often there are saving throws attached), while the added cost is pretty high, especially for fusions.
THREATENING (lvl. 2)
Let me know what you think. I think the item levels are on par, if you consider that the highest level of fusion in any published manual is 10. Also, note that there's the added trade off that if you fail the conf. roll on a 20 you give up your crit effect that you would otherwise have had, such is the price of the extended range.
I am generally underwhelmed by weapon fusions in this game, so I want to add a bunch that could help bring back a little of that crit range that I miss:
THREATENING (lvl. 2)
What do you ppl think? Please read carefully before commenting.
As far as I know, aligning a shield as described in the playtest rules is a move action. However, it isn't specified whether this can be treated in the same way as with drawing a weapon and, therefore, have it being a free action if performed as part of a movement (provided you have at least +1 bab, and you were already wielding the shield, of course).
Is this something that has been contemplated and decided it wasn't wanted (that would be the reason why it isn't noted) or is this something you devs might not have thought about yet? I would like to propose adding this, what do you think?
In the same way this would help the bull rush maneuver being a bit more useful. (let alone the fact the I would have made the bull-rush bonus a +2 to hit, instead of +1, but that's another discussion!)
In my opinion, the way an alchemist (for instance) uses bombs to deal aoe damage is limited, needlessly rigid and counterproductive.
The way things are now, throwing a bomb has more chances of hurting your companions, which are almost always close to the enemies, rather than their intended targets. This is because when throwing I can only select a target enemy, instead of a target AREA.
>>> PROPOSAL: If there's a need to keep the current cap on the damage output of such items (i.e. main damage to 1 creature only, the rest splash), one solution could be making it so that one can aim an acid flask bomb to a chosen 3x3 5 ft. area (which is the same as a choosen target's square + the splash damage reach), rather than to a specific creature, and then having the bomb damage dealt to only 1 selected creature inside that area (if you hit, or 1 random target if you miss), and have all the other 8 squares filled with splash damage. For example, it might be that the target sits on the upper left corner square and only has splash damage to its right and below, nothing to its left. The advantage of this is pretty clear: keep the same damage as before, but the player can distribute it in a way that minimises friendly fire as much as possible, finally making it NOT a pain in the ass for the party.
Hi all, so far I am loving the new pathfinder edition. I'll start giving feedback here since this is the first thing I really didn't find as good as the rest of the game: the monk class.
1) It feels poorly fleshed out, just by reading through the class description you get a sense that there's just a bunch of class features in a list, without an organic structuring and you are supposed to pick some. A bit underwhelming.
2) The key ability choice doesn't seem to stand on its own two legs. The idea might have been good, but it's not structured into anything concrete inside the class mechanics. As a player, I can't clearly understand the flavour of what it means to choose one or the other, as it is not presented to me in a compelling way. Plus, I fear statistics-wise it makes the monk weak in combat (if you choose STR, you will lack too much in AC, if you pick DEX, you won't hit and you won't deal damage...)
3) ki strike feels underwhelming to use, and ki powers in general lack a structuring. Also stances, especially their description, sound a bit silly... that's just personal preference of course, but I would have appreciated a much more serious approach rather than "you make yourself look like a crane so you bat your arms around". That level of 70's chinese martial arts B movie stuff doesn't hold up very much in 2018 I think. I haven't got a detailed argument for this point, sorry, they just don't click for me. Disregard this if you want.
Number 1 and 2 are the big bad things in my opinion. I hope this helps steering this class towards a good place!