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Seisho's page
1,319 posts (1,690 including aliases). No reviews. No lists. No wishlists. 1 alias.
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consider also this: the high grade of duskwood is probably the heartwood, so to be able to cut a tree you need to get a tool with at least 8, possibly more hardness
which leaves mostly skymetals and high quality alloys where an ingot of 1 bulk (possibly the heft of a lumberaxe head) costs between 6000 and 9000 gold and which are often hard to work or have downsides using them
so to get that on a 'big scale', which is still restricted to mostly 1 big forest on 1 continent in the whole world, which on top is guarded by fey, werewolves, (magical) beasts and other stuff
you need to invest tens of thousands of gold, just for the tools
then pay the guards that deal with the creatues
possibly get silver and cold iron equipment for them which also costs a ton of money
and then you still need to find a market for that stuff which relies on a likely limited number of craftspeople who can even work those materials and likely need those skymetal tools for themselves too, so likely veterans of the business or people who inherited presttigious workshops
the terming of extracting duskwood on a 'big scale' must be weighed carefully
the upfront investment alone makes it a business that, even with such prices, needs a while to pay back
every tree taken from the duskwood takes probably hours on an end before even transport
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why would it be an aura otherwise?
the transcendence specifically states 'one ally within 15ft.' not referencing the aura
and with the aura being irrelevant for transendence it must be for the immanence which also states that allies are protected
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for people who want to have a summary
Ronald the rules lawyer has madde an analysis and talks about his thoughts
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the first thing you miss: this is an optional rule, you are technically in homebrew territorry so RaW and RaI are all a bit malleable
but as someone who plays dual class regulary I would say if a feat is from one specific class, ot uses that class' dc
as a counterpoint, there are feats which let you choose 'your class or spell dc whichever is higher', those are an exception, but not necessarily one that shuts down the argument
in the end its all gm fiat
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Dr. Frank Funkelstein wrote: Tridus wrote: Start recording every d20 roll he makes to see if it's actually this bad. If it is, change dice. I can suggest "The Dark Eye", "Das Schwarze Auge" in German - you have to roll low to succeed there.
We sometimes "promoted" D&D-dice to DSA-dice or vice versa - sometimes even threatening to do so helped! Don't suggest that xD
the fifth edition suffers from gameyfication, the fourth is a slog to work through and if you are even remotely getting used to the dynamic three action system from pathfinder the combat will be a slog too
and people who complain that blaster casters are not very good or lasting in pathfinder, never had to manage their mp (or AsP - Astral Points) in DSA :P
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I would really love a BG3 with pathfinder
there are a few pathfinder games out there but their scale is a few levels at best if they stick close to the rules
I played BG3, but after playing pathfinder2e for so long I couldnt get halfway through the first act because at every gods forsaken corner I stumbled over 5e and thought to myself 'that would work so much smoother in pathfinder'
not to mention that larian did some homebrewing and aimed the campaign to end at lvl 12 because of the technical limitations of the system
ffs please make a pathfinder game, it works the whole level range!
and you get more then one choice in defining your build!
and you dont have to decide between attributes and feats!
and...
I could rant on for a quite a bit
I heard that larian has 2 games in the work, which are both their thing, which I get after being annoyed with wotc
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The Total Package wrote: Yes +12 is correct. But I'm not satisfied, can I do more? lower your standards so the game doesnt get boring with normal scaled encounters
also consider that white room math rarely applies in actual combat
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I have an idea what could also work
there are some feats that scale with level and other requirements (first that come to mind are kineticist impulses, but also extra lore)
if the baseline of the companion would be slightly better and we add feats that improve over time, we could reduce the number of feats required and smooth out the progression
like that we could spend 1-2 feats to have a decent companion and a third one to carry it into the endgame, with autmatic stat bumps at certain key levels so it doesnt fall off quite as much
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I wonder what kind of enemies OP has to fight that they consistently seem to have their shields with maxed runes breaking quick enough to validate backup shield with a full rune on it

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Fabios wrote: WatersLethe wrote: I like it just fine. You get reliable access to a shield that you can use for blocking, no matter what loot drops or what shops or crafting are available. That extra point of hardness on an already Sturdy shield is gravy.
Also, blocking three strikes in a battle covers most battles, no? Not only is that a decent amount of damage mitigated, you also have your main class feature competing for the same reaction resource.
Anyway, looks like a matter of taste to me.
In my opinion It really doesn't, a champion with shield of reckoning and reactive shield should AT LEAST use two shields blocks every turn, and if you're not using viking's second shield then you're not gonna last more than three rounds.
Also, +1 hardness Is... Pathetically useless, with all due respect It could've been taken out completely while I have also mixed feelings towards the new shield ally, this looks a loot like whiteroom mathematics
I doubt that even half the players get the chance for two shieldblocks per turn
and the extra hardness, while not much, still is useful, pathfinder is famour for a single point making a difference
also you seem to assume that every player blocks every strike at the maximum damage, while there are players out there who pace their shield blocks for critical moments and against strikes that do little to no damage against the shield
then again, with your last answer it feels also like your opinion is set in stone and you are going to ignore most, if not all, of the arguments presented here
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I think the main problem is that the OP thinks of 'Tanks' in mmo turns and not in tabletop terms
being able to get hit by all the enemies in an encounter standing upright, mitigating damage and forcing them to 'waste' their action on the character while the healer pumps lifepoints into them
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Well, I don't want to claim that my suggestion is the ultimate solution
I think I have a decent enough grasp on the balance, but there are surely many players who can do that better
I see the problems that Teridax notes, there has to be some sort of differentiation between non-damage and damage spells, I forgot for a second how easily one could 'abuse' the hitting for some spells
although with the action investment and little other opportunity to reliably land spells, maybe that is what the magi need (?)
I know the errata is mostly a fix for the reduction in attack spell (hence why I put the 'remaster' in the title in quotations)
I really love the class from the concept and it opens so many cool concepts, but it plays a bit clunky and the remaster did not really help

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With the last errata pass the Magus can finally use non-attack spells for their Spellstrike. (with the AoE effects and the like put behind Expansive Spellstrike)
But the enemy still has to save regulary against the attack.
IMO
that just does not go far enough
This detracts from the dynamic use of Spellstrike and makes the save spells not very fun to use it with the spellstrike.
You still use two actions for the spell and one for the attack, you only can upgrade the whole process with a focus point - and you don't always have the conflux spell at hand that would be best suited for the situation.
One loses range and the advantage of making an attack roll spellstrike while having to contend with the lower saving throw *AND* making the class more MAD. Not everybody wants their magus to be intelligent, with the reduced number of attack spells they now have to contend with lower saving throw *and* having only a secondary attribute for the spells.
Considering all that I suggest: The Magus should treat saving throw spells as attack spells.
Critically hitting the enemy, acts as the critical failure of the saving throw
regular hitting, makes the spell as if the saving throw is regulary failed
Regular hit - well, either the spell goes poof (which would be a tradeoff I am willing to pay) or it acts as if the enemy was successful at the saving throw
which incidently would lessen the pain of just having wasted up to 3 actions without getting anything for it. (The decision between that I would rather leave up to discussion)
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PossibleCabbage wrote: Like the Common language on Eox is Eoxian, the Common Language in Russia is Russian. These are both places your Pathfinder character could go (or maybe even be from). I dare say the common in pathfinder is more akin to english in europe/north-america
while every country has their own language, many people know english for easier communication

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Trip.H wrote: Tactical Drongo wrote: where do you take it from that pharasma endorses such contracts?
She does maybe not care in particular about them - because that only makes your soul take another route to oblivion
In the end, the stream of souls continues unburdened
The difference is that (lets go with the devil magic powers) whoever did sell their soul ends up as asmodeus pawn or fuel for a while, after which everything continues as it would have anyway
Pharasma doesnt forbid those contracts because they have little to no influence on the penultimate outcome
But it is hard to imagine that she endorses them
(I mean, I could see why she would do it, if the soul goes straight to hell she doesn't have to deal with it)
She considers soul contracts valid reason to claim the soul, even when the ethos of the mortal does not match the plane. (I'm guessing this is why souls start their time in hell being tortured, great way to make people super evil) Her direct agents hand these mortals to devils and gods for promises made by mortals during their life. That's what it means to officially endorse something like that. If she did not endorse slavery, all those contracts would be considered invalid in her court and ignored.
Note that this entire notion of respecting contracts over matching soul ethos does absolutely throw the true importance of ethos matching into question. If souls can be made to align after they arrive, that invalidates a whole lot of the supposed "need" for the current system's methods.
We also know thanks to Belcora, that one can promise the soul of another to a devil in exchange for ___. Anyone with physical control of another person (like their child) could literally hand that person to the devil, claim the reward, and end the contract. Considering something or straightout endorsing it are still two different things. Do you have a direct source on the Psychopomps delivering those souls? I was always under the impression that, since they are marked to go to a specific place anyway no interference was required.
The important thing of pharasma is tha souls go to a place they can reasonably be to 'live out' their existance and become quintessence by some point. Her point of view is probably like 'well, you made a deal to go there, so you go there' while for everybody else she takes care of the service that they go where it would fit best.
And looking up Belcorra - I admit to not knowing the AP - seems to be a unique cultist/ghost. A unique adversary who does really bad things on a (comparatively) small scale has little influence on the general dealing of things.
But a unique cultist/ghost who does some really f$!#ed up stuff is an excellent plothook and adversary for a group of players.
And she was ultimately defeated by a group of adventurers, so there was little actual damage done
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where do you take it from that pharasma endorses such contracts?
She does maybe not care in particular about them - because that only makes your soul take another route to oblivion
In the end, the stream of souls continues unburdened
The difference is that (lets go with the devil magic powers) whoever did sell their soul ends up as asmodeus pawn or fuel for a while, after which everything continues as it would have anyway
Pharasma doesnt forbid those contracts because they have little to no influence on the penultimate outcome
But it is hard to imagine that she endorses them
(I mean, I could see why she would do it, if the soul goes straight to hell she doesn't have to deal with it)
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reading to this it feels like Trip has taken personal offense to Pharasma existing
while the old lady is just sitting there, doing her job, basically not bothering anyone
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I have 2 times guns and gears in my downloads, but none of them is remastered

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drakkonflye wrote: amalgam_81 wrote: Kalaam wrote: Crossing fingers for a SoM one too lol
Though very curious to see what might change
The odds of Secrets of Magic getting a reprint in its current state are low. Considering:
1. Several pages of lore regarding the old D&D schools of magic that are no longer valid.
2. Several of the options presented in the book have been reprinted in other books:
- Elementalist got reprinted in RoE
- Runelord is set to appear in Rival Academies
- Several spells got reprinted across Player Core and Player Core 2.
If they have to replace the reprinted/OGL content, we would be looking at a completely different book.
Then again, what do I know? I don't know, but something tells me because so much of the Secrets of Magic material has already been incorporated into the Core books, is it possible the upcoming "Impossible" book might not contain just the two new classes we are playtesting, but also might contain remastered versions of the Magus and Summoner? I mean if a remaster of SoM is redundant, it would make more sense to incorporate them in the new book, especially since we have no idea what the book is about except possibly Impossible Lands, which themselves are excellent areas where Magus and Summoner might hail from I had that thought too, since that book is already magically themed, incorporating the remastered magus and summoner would be a good place there
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I remembered the Cultivator archetype
It needs occultism which you got anyway, gives some interesting (if sometimes situational) focus spells, can give you (with some stamina) 3 skill feats for the price of one, has self-healing and gives you a path to immortality

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First off - don't let your friends talk you into anything you don't like
Secondly - I have not played a warpriest myself, but I can give some GM perspecitve insight and thoughts
now to the topic at hand
Warpriest certainly has some small problems juggling the actions between proper attacking, movement and casting spell
but then again, if you go for a cloistered cleric you have to juggle your healing and other spells
with a decent weapon and the attributes to back it up you have a new third action option
Attacks of opportunity are dangerous of course, but so are they for the magus - and in the end something that is really heavily dependent on the gm
it should be something you could Recall Knowledge about and if you feel like 3/4 of all enemies are using AoO you should possibly talk to your gm
restorative strike should be of good value if your party (and you) properly consider tactics - flanking is easy and should be done whenever there in an opportunity
(that being said, 2 action heal is for immediate healing the strongest option, it is a tactical tool, not the go-to as you probably guessed)
as for weapons who are (imo) decent for warpriest, come with a god and support the playstyle
-Bladed Scarf has a lot of traits for maneuvers and is supported by Ashava and Sivanah
-Bo Staff gives you parry as additional option and is Sun Wukongs chosen bludgeon
-Glaive is also given by the lady of the north star, but forceful is not a very good trait if you are not a full martial or action starved (talk with your gm, the Naginata would work as variant glaive maybe)
-The Guisarme is the favored Weapon of Saloc, a psychopomp usher (those usually work well for good campaigns too)
-With Deadly simplicity the longspear offered by Lubaiko becomes a bit more interesting, although she might not be compatible with every campaign
-The Ranseur is availible to followers of the sarkorian stag mother of the forests and stones
-while not very good damage wise, the wip is a decent support weapon with a number of useful traits
this is from an incomplete list as the relatively new divine mysteries adds some more options for Halberds, Longspear, whips, Meteor hammer and others I have surely not seen spontaneously

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really depends on the weapon, but I would say most weapons that dont have moving parts are completely safe if you are unseen
-> remember kids, if your sword actuall goes 'shwing' when you draw it, its time to replace the scabbard
if you want to ambush someone crossbows should probably be pre-cranked and pulling a bow is usually rather silent too
(and the ammo can be silenced in the quiver with enough padding)
but good luck staying completely silent with an (unmodified) spiked chain
I would also say that if the weapon you draw is larger then your cover, you should rething if you can properly hide behind it and if it should be drawn already at that point
i.e. the above mentioned javelin, if you duck behind a crate and have it lengthswise ready, it can be stealthy
moving away from weapons (and items in general)
I agree that purely mental actions (the not magically enhanced kind at least) wont give you away
beyond that, it really does depend on the circumstances and judgements should be made by the gm with a measure of logical thinking and good faith towards the characters and the players ideas
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You could take up the undead master archetype to get an 'animal companion' level undead you can order around for 1 action
if you like to dig deep for your bones you might pick up archeologist and learn a few things to deal with ruins, traps and dead societies
dandy is another fun archetype if you want to add a social layer to your character
gossip lore is a fun feat and we know most necromancers like to dress in style
if you are a bone or flesh necromancer you could consider exorcist
helping spirits and souls to move on while immediately recycling their bones
of course, werecreatures or undead archetypes are always working in some way
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More weapons and maybe a section on how to design weapons (and how some of the more mind-boggling designs come together balance wise)
and lots and lots of archetypes
hopefully at least *one* that lets you specialize in an advanced weapon without it being cut to specifically that weapon
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-Soothe and Fear are always decent choices
-If you move in close bane and malediction are things that help you and your allies
-command could easily be flavored to command the enemies skeleton :P
-invisibility to slip away between your thralls
-since the necromancer has some singing flavor sonata span might be oddly fitting (and so are many other sound based spells)
-rouse skeletons, thematically very fitting and with summon thralls being one action a movable sustainable aoe seems very handy
to name some examples - I also fully expect that book where the class comes in to deliver new and thematically fitting occult spells
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halflings are short humans
gnomes are short half-fey elves
if you keep it in mind like that, theres plenty of difference already
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Nothing to Shamira, would have been interesting
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Do we have better by now? The first link does *work*
but how the boxes are all differently aligned triggers some minor OCD streak in me *hard*
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A bit of a sideline interjection towards grapple again
If the player wants to do awesome martial arts and have grapples that can be really *really* powerful
The player might want to check out the third edition of Exalted
in itself you can grab the enemy, push them around, throw them around, savage them and bash them into stuff
and then there are martial arts and 'class' specific abilities that can be stacked of top
its a lot of rolling with a lot of dice, but (after pathfinder2e) one of my favourite systems (which of course has it's very own problems)
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I really do like the new Kobolds, opens up the way for more possibilities to play them down the line (Tian Xia character guide doing a nice start with it)
The redesign... honestly, at first I hated it, but it grew on to my. By now I am in the camp that will defend the paizobolds without a second thought - and I actually think the new headshape is more dragon like and the old one by now reminds me more of a crocodile
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Ignoring the fact that golarion has access to the elemental planes, a common misconception about historical gold is the size of the coins - they are usually rather small
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Archer and Mauler both got a small but weighty rewording in their dedication
instead of proficiency with their respective weapons, they get familiarity
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I don't have the book yet but iirc from the streams and youtube reviews the bravado trait gives you panache if you fail, but only till your next turn
you should cross-check the bravado trait, that is probably the key point you are missing here

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Another take:
The non-humans *are* just humans with funny ears
imagine an elf, dwarf, gnome or the like growing up in absalom
they are sorrounded by humans (and others) and even among them many different cultures
they are used to interact with the human mindset, most people around are *some variant* of that anyway
it is not unlikely that that has a very stron influence on how a character acts and thinks
why should a dwarf that grows up in andoran act that much different from a human in andoran? if he is not in the influence sphere of constant racism he might act like everybody else, drink a pint with the other people in the local tavern, might complain they don't have dwarven ale (if he knows it) or even say 'I would really like to try some dwarven ale some day' (if he does not) and maybe he even shaves his beard off because he came to like the a clean trimmed look
but he might very well identify as andoran in the first place and not as dwarf, especially if his (now) hometown has only a very small dwarven population
at least once in a while, especially in places in the world where humans are the biggest part of the populace, it is perfectly fine for non-humans to still act like humans

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I am fully expecting the daikyu to be remastered *cough* in the tian xia characters guide
I agree with an estoc being a nice addition and wonder if that would be a historically correct two-handed weapon or a fantasy 'big needle rapier'
I would also love to see more ancestral weapons for everyone
a while ago I tried to homebrew a set that was left uncompleted, but making the ancestral weaponry feat more worth taking would be nice and there is a lot of room there
also would like to see some of the rare traits that are unique to very few weapons to be spread out more (with blade is nice, but why has nobody, especially the magic minded elves, tried to replicate that?)
I would also like to see a free-hand weapon that is not just d4 *caugh*
other weapons I would love to see:
Slingshot, Jitte, Blunt/Bullet Crossbow, another d6 pistol with something else then bein subtle (or dwarvish), Bow Variants (Swift Bow, Recurve bow, ...), more attached weapons (tail blades, bow blades, forearm blades (I just realized the big overlap with more free hand))
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Alternative suggestion for hero points
take a note out of the Mutants and Masterminds game book
ever player has to get some weaknesses, character flaws or the like, that can get them into trouble
you hand out a hero point if they get into trouble - or you can offer them at opportunities if you really dont like the outcome of a roll or need to cheat
'you critically hit! the bbeg goes down...a bit anticlimactic...here have this hero point and lets see what happens *wink* '
the players can decline the last if its an offer
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Based on the thread by mellored and some answers there,
let's see if subclasses are a valid idea for the guardian
Based on the ideas there I propose 3+ subclasses
They should probably get a little boost to their main schtick and the other ones specials can be learned with a feat
Protagonist: The hero of his own story, loud and boastful - uses the taunt as his main ability (unique improvement: more range? dc penalty for already struck enemies?=
Stalwart: 'You Shall not pass!' Hampering strikes as their key feature to shut down enemy movement (unique improvement: ac/saves bonus when not moving?)
Bodyguard: getting in harms way to protect their charge - intercept strike is their game (unique improvement: extra reaction for intercepting? more reach?)
And I think a shield focused subclass would fit well too, maybe with something that passively increases a shields durability like the shield spirit from champion or the magus subclass
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it is already allowed to put your banner onto a weapon or shield
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I admit I was also kinda disappointed by the flickmace being a flail
I always imaginined it as a mace with a telescope mechanism that extends with the swing and then automatically retracts by internal spring mechanisms or something
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Pretty much what Sanityfaerie said
the best thing you could do is coordination with your team - they are free to call down void damage upon you and whoever is so unlucky that they get grappled
void clerics with (directed) harm will be great allies
but generally there is little equipment, especially equipment that would require you to be undead
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I guess this is more about the very few ancestries and heritages that don't have a specific feat to get custom lore + 2 skills
Which I think don't have that Option for a reason, so I am okay with the current state of things
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Heroforge
There you can build a Mini and Order it, Screenshot it, get a stl for it
Lots of possibilities for using it and Lots of possibilities to create a Mini that is really for sou

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honestly, if you just dipped in pf2e I would advise you for something dbz inspired to pick another system
or if you want to stick to pf2e get another setup
there are some tried and true variant rules that dont mess (much) with the overall balance
but while pf2e is definitly high fantasy with some partially fitting tropes and moves (heck, the monk can go super sayan at high level) going with something dbz inspired and putting in extra actions for the speed is probably something that will screw over much of the balance
as above stated, the whole system is build around the action economy (and some math assumptions that go with it) so extra actions is a baaaad way to represent the power
at high level the mooks are almost incapable of htting the character while they get mowed down in numbers
also 4-7 actions will make every turn long and if someone has a good setup they might just annihilate many enemies
not to mention that notably strong enemies, who are probably above party level, with so many actions will absolutely destroy you
there are no pitfalls of giving (use unlimited) extra actions, that is a whole chasm in itself, there is a reason why the feats that give you extra actions are all endgame and limited to 1-2 specific action types
edit: as my very wise girlfriend notes, maybe consider this: reduce the actions of mooks when you go to higher levels and say all actions are in a smaller time frame
if all characters are super fast then it equalizes (you still might get especially nasty enemies a single extra action)
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Quote: All in all, the Gunslinger still needs stuff that make the player feel cool and effective, not just some stuff that somewhat counteracts how awful guns are. Especially feats before level 6 that aren't exacerbating the class' issues (misfire) and aren't extremely niche. Or And we could buff guns a little...and maybe combination weapons while we are at it
I personally really like the concept of the gunslinge rbut I agree its weak
(and I hate that sniper gets his bonus damage at best once per combat)
bullet dancer seems like a fun concept but I hate d4 with a passion and, independent of if it is the case or not, I would see myself always lagging behind in damage
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'Subtle' spells probably don't have any incantations
Also we have to consider where someone gets his Powers from:
Western Wizard: *precise diction of draconic with elaborate Gestures* "Pyric Sphere!"
Western Wizard: *opens with a series of finger signs while reciting ancient scriptures* "Hanabi!"
Saerenrae cleric:*while presenting her focus* "Grant me a fraction of your strength to incinerate evil! Sun Sphere!"
Witch: *wide gestures that seem random and dissonant to the onlooker* "My beloved, Grant me Flame to lay waste to those who wronged me!" *Angry meowing*
Fey sorceress: *looks angry at her opponent while 'drawing'her spell into the Air* "eat burning faerie dust, sucker!"
Dragon sorcerer:*deeply inhales* while using his hands as an Iron sight, No actual incantations follows but a primal draconic roar*
And all of these just have been Casting the same spell
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guys, you miss out on abig thing here
Slag May Changeling + Wrestler archetype
you can grapple, make the enemy basically permanently off-guard with a d6 unarmed grapple attack, which means that you can make
Sneak Attack Suplex!!!!
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Peak Logic there :P
The Cover comes most likely from the attacker trying to (unconciously) trying to navigate the obstacle
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Splitting feats into multiple with similar effects seems inefficient to me
Rather make a little note for inbovation specific stuff
Spares one the hassle to make three almost identical Versions of the same feat
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Niche protection seems often like a weird reasoning to me, especially If the niche is something as wide as 'use your Body efficiently'
And maneuvers mostly boil down to that skill
And casters....Well, they could have some Options in a Punch but with their squishyness probably won't go for it in their own
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One Point I'd like to raise which I have Not seen (maybe overlooked) is the fact that swashbuckler archetypes keep all dex as Main Attribute, even If it is Not their panache skill
A gymnast for example could make great leverage of strength and the von mot and Battledancer would sometimes surely BE glad to Pic cha
Otherwise-good threat, I agree largely with vamp here
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