Grapple, Trip, Shove and Disarm all have the Attack trait. Attack wrote: An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty. You are making the attack with the weapon. You fail to hit. You get the bonus on the next attack. Aratorin wrote: No. Trips and Shoves don't miss, they fail. You aren't rolling vs an AC. By RAW, that has no bearing here. Step 3: Compare the Result to the DC wrote:
Armor Class wrote: Attack rolls are compared to a special difficulty class called an Armor Class (AC), which measures how hard it is for your foes to hit you with Strikes and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you. Note neither of those have a special "miss" clause that differentiates a Strike failure from a Trip/Grab/etc failure.
By RAW, I disagree you can release the shield to escape the Grabbed condition as it is the PC who is grabbed, not the shield. However, if you decide by RAI to allow it, remember that unstrapping the shield is an Interact action which means it has the Manipulate trait, therefore the PC must succeed on a DC 5 flat check or the action is lost because of the Grabbed condition.
high G wrote:
If the byline reads "Forbes Staff" then it is someone who is a vetted journalist full-time employed by Forbes. If the byline reads "Forbes Contributor" then it can be anyone who is an "expert" in their field who can hopefully drive traffic to Forbes' website and potentially make money from popular articles. Basically the contributors are blogging. wikipedia wrote: Forbes.com uses a "contributor model" in which a wide network of "contributors" writes and publishes articles directly on the website.[28] Contributors are paid based on traffic to their respective Forbes.com pages; the site has received contributions from over 2,500 individuals, and some contributors have earned over US$100,000, according to the company.[28] Forbes currently allows advertisers to publish blog posts on its website alongside regular editorial content through a program called BrandVoice, which accounts for more than 10 percent of its digital revenue.[29] While some contributors are former/current professional journalists, many others are not--and none represent the official opinion or views of Forbes.
In PF1, an AOO vs someone standing up was considered to happen before they stood up. So, they were prone and you couldn't "triplock" them. However, you did get to attack their prone AC. However, PF2 differentiated the timing of AOOs on various move actions: Quote: Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature’s reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don’t move out of a square, the trigger instead happens at the end of that action or ability. The crit specialization effect of the flail group is knocking your opponent prone. Since the attack happens after they have stood up, if you crit, you knock them down again. ...of course, for this to happen you need to have the ability to make AOOs, crit specialization effect training in flails, AND roll a crit vs your opponent's normal AC (as they are not considered prone).
A flail has the disarm and trip traits, meaning the PC could add the item bonus to the attempt and have a greater chance for success. Furthermore, Trip requires at least one free hand. Since the PC is a shield user, a flickmace would not work in that build unlike the flail which has the traits that allow the weapon to be used regardless of free hands.
Fallyna wrote:
Unless I'm missing something, Mark was wrong here. Assurance is 10 + Proficiency. The Rogue in this example would have an Assurance trip attack of 14. An Ogre Warrior has a REF of +6, meaning the REF DC is 16. 14 < 16, so that's a failed trip.
graystone wrote:
STOP GIVING ME IDEAS
I'm making a L5 Monk who would use Dragon Style for kick attacks and use his hands to hold a Bo Staff for a 1-action Parry (+1 Circumstance bonus to AC). Am I missing something or do you not need proficiency in a weapon to use its traits like Parry? This would make my monk even more hilarious ("Oh this stick? I just use it to keep things away...I don't even know how to use it. The real weapons are my FEET!")
HERO POINTS
Each game session, the GM should award no more than
Your character can have a maximum of 3 Hero Points
Spending Hero Points
• Spending 1 Hero Point allows you to stave off death.
• Spending 2 Hero Points allows you to reroll a d20 roll. You
• Spending 3 Hero Points allows you to act one extra time in
Describing Heroic Deeds
Your character’s deed might involve a lesson learned in
From the work of Reddit user BlackBacon, I created a spreadsheet for myself to look at how a Combat Maneuver specialist stacks up. In the Playtest Bestiary, it appears the REF defense is almost always lower than the FORT defense. All hail trip, our new king of combat maneuvers? A little hyperbole there, but trip has been given some love in PF2. It works on creatures up to 2 sizes larger than you (up from 1). On a success, a creature is tripped; on a Critical Success, it also takes 1d6 bludgeoning damage--while not much, it does make those Nat 20s or Critical Successes feel good at the table. Another boost is that Trip now inherently works on flying creatures (Prone Condition: “If you’re Climbing or Flying when you would be knocked prone, you fall instead.”) Critical failure, as always, is you falling prone instead. Trip also has substantial weapon support (13 weapons, but half are gated as Uncommon weapons). Grapple is a mixed bag but definitely has been nerfed from it’s PF1 incarnation. You no longer can grapple creatures much larger than you (2 sizes larger max), but you only need one free hand and suffer no penalty for using just that one hand. You can no longer maintain a grapple and damage at the same (with one monk class feat exception)--in the 3 action economy, it seems like you are expected to Grapple with one action and then Strike on subsequent actions. There is no grappling “flow”--your opponent’s status can fluctuate between Grabbed and Restrained from round-to-round depending on how you roll...with no way to progress from Grabbed to Restrained. Currently, there are no rules for tying up a foe. Finally, Critical Failure is really bad for a grappler now--your opponent can reverse the grapple and give you the grabbed condition or force you to fall prone! Grapple has no weapon support. Thoughts?
BretI wrote:
Also (someone will have to double check me) they are trained in unarmed but don't get the monk-like ability to deal lethal with their unarmed strikes. So, if they're not raging, they can only do non-lethal damage, correct?
Unless I missed something, reach weapons no longer have the donut of death? Reach wrote:
Quote: When you critically succeed to identify a target you're hunting with Recall Knowledge, you (and your allies, if you tell them) gain a +1 circumstance bonus to your next attack roll against it, but not against other creatures of that species. The creature is bolstered. Couple of questions! 1) "a target you're hunting" -- Does this mean 'the focus of Hunt Target'? Or any creature you're just regularly hunting/tracking. I know that's nit-picky, but this is a level 1 feat and probably should be very clear. 2) "you (and your allies, if you tell them) gain a +1 circumstance bonus to your next attack roll against it, but not against other creatures of that species" So, if we're fighting a pack of 5 wargs, and I critically identify one, the bonus doesn't carry over to the other creatures in the same combat? 3) What action is using Recall Knowledge? Since there's no [[(X)]], that would be free, correct? I know we don't have all the pieces yet, but it doesn't seem that fun to fight a group of identical creatures (which happens a lot) and have to spam Recall Knowledge on every single one you target in succession in the hopes of a critical success for a one-off bonus. Is there a feat/ability that lets Recall Knowledge work for all the same type of creatures in a single battle, or at higher levels, the same types of creatures over a period of time (like hours/level)?
Obviously, I need to sit down and play the monk at different levels for a true read, but my concerns seem to be in line with those being posted already. Also, “Flurry of Blows” as previewed does not feel like FoB...might as well call it Double Strike or somesuch. And 0/-4/-8/-8 for full round of attacks feels like Flurry of Misses all over again. (And if the intent is move/Flurry/(other 1 action ability) it really doesn’t feel like a FoB) Honestly, this preview has me feeling just whelmed by the PF2 Monk. Here’s hoping there will be an engaging archetype for it!
The Sanctioned Content Key reads: Sanctioned Content: Legal Character Levels
However, the chronicles are:
I'm guessing I should use the Chronicle level ranges vs the Sanctioned Content Key ranges, correct?
Quote: A rage lasts 3 rounds, followed by a round of fatigue. While you're fatigued, you can't rage again, but once that round has passed, you can enter a new rage, with a shiny brand-new set of temporary Hit Points to go along with it. You can do this as often as you need during the day! In case anyone complains about this, I'd wait to see if there is a class feat available that extends how long a rage lasts before fatigue sets in.
To quote the full concealment rule: Quote:
If you can't see the target, you're targeting the square they're in with snaking infusion. The GM has the right of it. If you want to move around the corner and kinetic blast without repercussion, you're gonna have to eat that that miss chance until you get something like Tremorsense or Blindsight.
My CN worshipper of Rovagug worked well in PFS parties because I crafted a specific POV and personality for him that allowed for him to work for PFS yet be true to Rovagug. Also, he constantly courted converts during combat due to the PCs' obvious talents for destruction and bloodshed 3-4 times a scenario.
Just an idle thought every time I see item quality referenced, I kind of wish that instead of: Poor, Standard, Expert, Master, Legendary It went: Poor, Basic, Expert, Master, Legendary If only for the three middle levels as a light reference to the D&D BECMI boxed sets. Such a weird and minor thing to think about, but every time I hear "Expert" and "Master" I keep flashing back to those classic box covers.
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