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Blake's Tiger wrote:
Shinigami02 wrote:
Blake's Tiger wrote:
I didn't remember to get this into the survey, but hopefully other people mention it: free actions without triggers wait until the character's turn to activate under baseline rules; if the Commander granted free actions are meant to trigger on the Commander's action, then they need reference to the Commander's action being the trigger. And if not, that needs to be more clear in the class/feature description.
Given it's not their own thing giving them the Free Action, but someone else actively giving them the ability to take the Free Action, that probably innately counts as the Trigger. Which to be fair has Precedent going all the way back to the original PF2e CRB, with Liberator Champions' Liberating Step. Unless you'd argue that doesn't let the ally Step when it goes off, and instead they have to wait for their turn, in which case... I think you're the minority opinion on that one.

I assumed the Commander's action served as a trigger for the granted free actions until a GM during the playtest pointed out the rule on free actions. Player Core pg. 15

However, they're writing an entire book with the new class in it. We shouldn't have to rely on assumption and referring to pre-remaster class features that don't work well without ignoring a printed rule when they can just slip into the Tactics rules text a line to the effect of, "Free actions granted by a tactic can be used even when it's not your turn."

Under the Tactic class ability, and in "Preparing and Changing Tactics" the text said "These are combat techniques and coordinated maneuvers

you can instruct your allies in, enabling them to respond
to your signals in combat." And "When you drill, you can
instruct a total number of allies equal to 2 plus your
Intelligence modifier, enabling these allies to respond
to your tactics in combat; these allies are referred to as
your squadmates"

Enabling them to respond looks like rules text that enables your squad-mates to take advantage of the granted reactions or free actions based on the specific tactic used. Is there something I am missing?


Generally good news!

I love the idea of the guardian and am excited to see what avenues they explore to breath life into it, and the extra scrutiny taunt is getting.

I am of the opinion that the guardian doesn't need more damage but then again, I think it should be stunning, sickening, and generally handing out conditions with its class DC as its way to apply offensive pressure. Something like a crushing grab feature where you disable opponents and deal Ability damage with it. But if Taunt gets brought up to a valuable level (ideally with a less polarizing name/theme) I could live with that.


I know this is against the spirit of the full martial narrative we were initially presented with and I'm not convinced that it makes sense, but what do others think?

Specifically I am thinking a guardian could gain access to focus spells through feats like a ranger can.

What I was considering would come in 2-3 flavors
-movement control (pulling enemies and making difficult terrain etc.
-damage reflection
-shouts that inflict sonic damage/conditions


I know this is against the spirit of the full martial narrative we were initially presented with and I'm not convinced that it makes sense, but what do others think?

Specifically I am thinking a guardian could gain access to focus spells through feats like a ranger can.

What I was considering would come in 2-3 flavors
-movement control (pulling enemies and making difficult terrain etc.
-damage reflection
-shouts that inflict sonic damage/conditions


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So far I love the theme, and the Taunt ability fells right. Not too gamey but impactful. I also like the risk in carries. I was hoping that like monk, ranger, or barbarian there was an option for some mystical shenanigans, but if it stays pure martial I'll still be content. the feats seem on point narratively and for fun factor. Shout outs to bloody denial, Get behind me, and stomp ground!

Love the armor specialization at 1 and the 1/day lock on dying 3 at lvl 3! I wouldn't mind a stance to boost medium armor for characters looking for that. Most of the other features I can currently think of as "missing" are pushing the boundaries further and are great teammate synergies (Like difficult/hazardous terrain creation)

Overall great looking framework and its mostly about solving the numbers game as I see it!