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10 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.

I have a question about the new feat Fast Learner from the ARG.

The feat fast learner states:

Fast Learner
You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class,
you gain both +1 hit point and +1 skill rank instead
of choosing either one or the other benefit or you can
choose an alternate class reward.

Lets say for instance you are a human Rogue

when you level up in rogue, you usually have the choice of +1 hp, +1 skills point or 1/6 towards a rogue talent.

so when you level up with this feat could you upon leveling get:

+1 Hp and 1/6 Rogue talent

+1 skill point and 1/6 rogue talent

or even possibly

2/6 rogue talent since you could choose to replace the HP and skill point with the favored class option.

Which would mean getting an extra rogue talent every 3 levels instead of 6.

if the latter is possible that would be extremely useful

1 feat for possibly 6 extra talents

Im just looking for clarification on this.

Thanks


2 people marked this as a favorite.

How about adding this as homebrew feat

Improved Chokehold: When an opponent is pinned, and in the effects of a choke hold, the chokeholder rolls a CMB vs the enemies CMD if successful, the grappler rolls a d6 and subtracts the result from the total number of rounds the grapplee can hold thier breathe.

if you have Greater grapple the die used is upped to 1d8.

normal suffocation rules still apply.

Here is the regular choke hold feat

Chokehold:
Chokehold (Combat)
While grappling, you can cut off an opponent’s air and
blood supply.
Prerequisites: Improved Grapple, Improved Unarmed
Strike, base attack bonus +6 or monk level 5th.
Benefit: While you have an opponent up to one size
category larger than you grappled, you can attempt a
grapple combat maneuver with a –5 penalty on the check.
If you succeed, you have pinned your opponent and hold
the opponent in a chokehold. When you maintain the
grapple, you also maintain the chokehold. A creature in a
chokehold cannot breathe or speak, and thus cannot cast
spells that have a verbal component. An opponent you have
in a chokehold has to hold his breath or begin suffocating.
Any creature that does not breathe, is immune to bleed
damage, or is immune to critical hits is immune to the
effects of your chokehold. When the grapple is ended, so
is the chokehold.


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gnomersy wrote:
Probably, the designers were hesitant with the gunslinger. True, guns are awesome, and gunslingers in game are very neat. But it's sort of anachronistic with the rest of the game, and so they didn't want to overpower. Enemy NPCs can do everything with the guns, abilities, and feats available that PCs can, and it'd suck to run into a slightly-higher level enemy with guns that can decimate your party with a gun or two and some abilities. If you really want a gun-based game, they're out there. PfRPG is more focused on a medieval setting.

I really wish people would stop saying PF is a medieval setting when its a mash up of several different eras.

example

my european knight entered himself into a Roman gladiator challenge only to lose to a halfling Ninja from the Sengoku period of japan weilding a cannon from the 18th century thats mounted on the back of a T-Rex that was wearing a helm of intelligence +6 and could untilize the monkey style of kung fu in combat.