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Hi,

since both those tactics do similar things, I would like to discuss if the added bonus that Stupefying Raid gets is a worthy upgrade or not.

So the base is the same, which is 2 squadmates can Stride as a reaction. Note that the Stride of Stupefying Raid does not have to end in your aura, making it less restrictive movement-wise. However, since it has the Banner trait, you have to waive it around to give this command, making it a little bit more restrictive to the banners location. In both cases, affected squadmates have to start in your aura.

Now what really differs is that Stupefying Raid costs 2 instead of 1 actions and is an Expert Tactic. For that, you get an attempted Will save against all enemies the squadmates ran by. Failing this save gives those opponents the Stupefied condition. Multiple things I have a problem with here:

1. Stupefied is best applied on casters and those tend to have the best Will saves.
2. Emotion, fear, mental effects are often ignored since a good percentage of monsters are straight up immune against them.
3. Those strides do not ignore reactions, so "tagging" as many enemies as possible with those strides might be a bad idea.

All in all, I don't think wasting your precious Expert Tactics slot on Stupefying Raid is ever worth it compared to Form Up! Everyone who has played this game for a bit knows that the difference between a 1 action cost and a 2 action cost is very significant, so you better get something worthwhile out of it, which I don't think you do in this case.

Complaining is one thing, but I would also like to propose a solution that would be mechanically sound and still fit the flavor of this tactic. Add the following text to the effect:

-----
If both squadmates end their strides adjacent to the same enemy, said enemy treats the result of their check as one worse and on a fail, is additionally Confused for 1 round. A confused target is then immune to Stupefying Raid for 1 minute.
-----

Now Confused is a very strong condition usually, since it would allow an enemy to smack it's allies. In this special case it shouldn't be too bad though, since you have 2 party members parked adjacent to it. Sure, you could manipulate your initiative in a way that would allow your squadmates to still act and then walk away, but don't forget that any damage on the confused target allows it a check to shake the Confused condition and it would still be a big action investment moving away again. That way, at least it would be a tactic worthy to be called Expert and be possibly able to compete with Piranha Assault, which the current iteration of Stupefying Raid is not.

What are your thoughts on this tactic? Do you maybe have other ideas to make it more interesting?


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Hi,

would it be that hard to add a sentence to this tactic which specifies that someone, who has the Shield spell can cast it as a reaction as part of this tactic? Casters are already neglected enough as is, why not add simple things like this to help them out a bit?


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Hi,

Blanket Defense at level 14 has direct anti-synergy with Paragon's Guard. As a shield user, you would want to pick both those feats more often than not. So here is the simple fix proposal for Blanket Defense:

Make it cost 2 actions and change the Requirements to: You have your shield raised. Remove "Raise a Shield." from the description of this feat.


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Hi,

Playing a class that gives up it's own offensive potential to support others was, is and will always be unpopular. Paizo knows that as well, which is why the 2 most popular support classes are the most busted casters of them all budget-wise (Cleric and Bard). There is a steep price to be paid to do significantly less damage in a group that maybe already has a supporter, so basically half your party is support (Commander will have a similar problem). So to make the Guardian a class people will be interested in playing, will require him breaking the standard budget a martial class gets and right now, without having had the time to actually play this class yet, at least on paper it looks the budget this class is built on is way overvalued.

Ideas to blow the budget:

If a Fighter, the king of hitting, can start with expert proficiency in all non-advanced weapons, why can't Guardian, the king of defensive, start with expert proficiency in armors? As a Guardian you want to be the least attractive target on the battlefield for all enemies to hit on and then using your own mechanics to force enemies to hit you anyway. However, right now especially with taunt you become one of the most juicy targets to hit. Sure, you can choose crit resistance with Mitigate Harm, however the amount is very underwhelming and doesn't stack with all your other sources of resistance, which is another design flaw in this class.

Another idea would be to bump up the hit point level progression to d12. Why is this only utilized on Barbarians? A class that does little else than "tank" for their party surely deserves to be a little bit more beefy than your average Fighter. Give them that and instead remove Tough to Kill entirely from the class chassy, which is just a bad incentive to let the Guardian go down.

Since the Guardian falls off dealing damage with weapons, why not give him at least a class feat chain which improves his damage with shields? Here, you could either incorporate attacks with shields or damage reflection mechanics when blocking for example, or maybe both. Also, there is too little incentive to use Tower Shields, even though you would think this would be the class making the most use out of those.

If dealing decent damage is some weird anathema for Guardian, then why not make him a better Athletics user? Both Barbarian and Monk have access to permanent +2 circumstance bonus to one or multiple athletic maneuvers, Earth Kineticists get a similar permanent status bonus on those. Would it be that bad giving something similar to Guardian?

That's all my ideas so far. Once I get some actual gameplay in, I will either add new ideas or elaborate on the mentioned ones. What's your ideas to make better use of the budget of this class?


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Hello,

everyone knows what this tactic is supposed to do, letting you get away from your enemies to get out of harms way. However, the way that it is written and the way actual combat in the game works, it leaves much to be desired, making it an option that will rarely be taken/used, if ever.

My first problem with it is, to be able to use it as written, your party is still in best shape: Everyone is standing and is free to step away. In an actual fight, the moment you want to retreat the most is when maybe one of your party members just got downed and another is maybe grappled/restrained/swallowed or similarly occupied. In such a dire situation that would scream for a retreat, this "retreat" does next to nothing.

Therefore, I would propose the following addition to this tactic:

----
Additionally, all squadmates can use their reaction to either Stand or attempt to Escape. Each squadmate can forgoe one Step free action granted to instead pick up an item.
----

With this addition, it would be an interesting "Oh shoot!"-button to get out the direst of situations. Note that someone still would have to heal the downed character for him to regain consciousness first. Valyrie's Charge does something similar but so much more and is supposed to be used offensively. This stays purely defensive and wouldn't step (pun intended) on the toes of Valyrie's Charge.

Also, it giving each squadmate 3 Steps makes sense for casters and ranged attackers to get out of reach. However, at very high levels, even 3 Steps are often not enough for that. Non-scaling abilities have always been a problem (example Champion's Reaction range, which just doesn't cut it in high levels). So making the number of Steps scale, for example starting with 2 at level 1 and getting an additional Step each 5 levels above the first would fix this and make this tactic useful even at high levels.


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Hello,

With the announced change to refocus being able to get you back to up to 3 Focus points after every single fight, it opens up a huge plethora of Focus centered builds, that albeit were already there but were gatekept behind high level class feats, which allowed you to refocus more than a single Focus point after a fight.

This is of course assuming you have the Focus pool, so most likely having 3 different focus spells and the time, as the refocus of each Focus point requires a 10 minute break. But those requirements are still much much better than high level class feats that most characters rarely saw.

Also, depending on your party composition, this change might allow for much longer adventuring days before having to long rest, which is a big plus in my book.

There are so many new builds I wanna try just because of this one change, for example:

A Medic Champion that throws out 3-4 Lay on Hands each fight in addition to battle medicine, feeling like a full fledged healer.

A Monk with different Ki spells finally feeling like a low-mid level Monk build variant that was missing and/or lacking, which was an effective spell focused Monk.

A Magus recharging all his spell strikes via conflux spells.

A Cackle spamming Witch, although I will wait out the full remastered version of the Witch, since the announced overhaul seems to be quite significant.

What new builds are you interested in, that this change will open up? Or is there someone who does not welcome this change for some reason? If so, why?


Hello,

building characters with animal companions I noticed that the math between Strength based companions and Dexterity base companions is completely off and getting worse and worse the higher level said companions reach. The barding gear, which is supposed to somewhat offset the imbalance between those only works for a very limited time and is completely useless at higher levels, with Heavy Barding being the biggest offender here.

Below, you will find a direct comparison at according milestones where the companions start to differ, so "Nimble/Savage companion", first time specialized and fully specialized companion. The reason why I left out Genie-Touched, is because they are rare and therefore, will see little play on most tables. Indomitable, although being a little better with barding mid-game, looks exactly the same as Savage in end-game, which is why I left it out as well. I compare a Wolf for Dex and Scorpion for Str, but you could just as easily take other companions in their stead:

Level 8:

Wolf (Nimble) vs Scorpion (Savage):

Hit Points: 86 vs 78
Speed: 40 feet vs 30 feet
Size: Medium vs large
AC: 28 vs 26 (with barding)
Fortitude: 16 vs 15
Reflex: 18 vs 17
Will: 15 vs 15

Acrobatics: 18 vs 15
Athletics: 14 vs 18
Survival: 15 vs 13
Intimidation: 10 vs 10
Stealth: 16 vs 17

Attacks: jaws +16 (finesse), Damage 2d8+6 Piercing
vs stinger +16, Damage 2d6+9 Piercing +1d4 poison
pincer +16 (agile), Damage 2d6+9 Slashing

So at this level, the savage companion is missing a whopping 2 AC, even though it has the most possible Dex value it can have, meaning that most Str based companions have even less AC. The trade-off here is doing minimally more damage (3.5 per attack), which doesn't even come close to being so much more squishy. I will ignore the skill difference, HP, speed, size, resistances, since those vary from companion to companion and are overall a preference thing/wash. Let's look at the next milestone:

Level 14:

Wolf (Specialized, Daredevil) vs Scorpion (Specialized, Wrecker):

Hit Points: 146 vs 132
Speed: 40 feet vs 30 feet
Size: Medium vs Large
AC: 38 vs 32
Fortitude: 24 vs 23
Reflex: 28 vs 26
Will: 23 vs 23

Acrobatics: 28 vs 22
Athletics: 20 vs 27
Survival: 21 vs 19
Intimidation: 16 vs 16
Stealth: 24 vs 24

Attacks: jaws +26 (finesse), Damage 3d8+8 Piercing
vs stinger +25, Damage 3d6+13 Piercing +2d4 poison
pincer +25 (agile), Damage 3d6+13 Slashing

So here, we have whopping AC difference of 6. 6 AC in PF2 is absolutely gigantic and there is absolutely nothing that evens out this massive hole in the defense. Note that at this level, even the Scorpion has a Dex modifier of 6, so even the light barding becomes completely obsolete. Even the additional damage, which at this level is quite sizable, gets nerfed, since the Dex focused animal companion hits better. Okay, now let's look at the endgame next:

Level 20:

Wolf (Specialized, Ambusher, Daredevil, Racer) vs Scorpion (Specialized, Bully, Daredevil, Wrecker):

Hit Points: 226 vs 186
Speed: 50 feet vs 30 feet
Size: Medium vs Large
AC: 45 vs 41
Fortitude: 33 vs 29
Reflex: 35 vs 33
Will: 29 vs 29

Acrobatics: 35 vs 33
Athletics: 26 vs 34
Survival: 27 vs 25
Intimidation: 22 vs 27
Stealth: 33 vs 31

Attacks: jaws +33 (finesse), Damage 3d8+8 Piercing
vs stinger +32, Damage 3d6+14 Piercing +2d4 poison
pincer +32 (agile), Damage 3d6+14 Slashing

In order to not fall even further behind in AC, the Savage companion has to take one of the 2 Dex specializations, so Daredevil. However, this leaves the Nimble companion with the choice to either be a little bit more tanky or do a little bit more damage. Since at this level, the damage scaling is very bad either way, I went with Racer to get much more tanky than the Savage counterpart. Even then, the AC difference is still 4, which is simply too much considering what huge of a difference a +2 buff or -2 debuff makes. Without taking any Dex Specialization, the Savage companion would fall behind 7 AC, which is simply impossible.

To fix this issue, I would suggest Paizo taking a hard look at their barding designs once again and adjusting the Dex caps and required Str on them, so it helps out the Strength focused builds without further improving Nimble companions. Barding being awkward at all levels at best and simply being completely useless at worst seems to have been a design overlook when the core rule book released.

In case there is something I have missed, please let me know in your reply. Also, what would you suggest to fix this quite heavy balance issue?


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Hello,

first of all let me preface that so far, I have played and/or GMed a total a 2 adventure paths (AoA and EC), some homebrew and some one-offs/modules. What me and my friends noticed in all of those games is that consumables are way too expensive in this game (IMO in other TTRPGs as well, but we are talking 2e specifically here). In the following I will try to explain why I think this is bad.

1. With very few exceptions, buying consumables for your hard earned gold is dis-incentivized, since for the price of about 3-4 consumables, you can just buy a permanent upgrade for your character. Example: On level 6, a moderate healing potion healing 3d8+10 costs 50g, an armor potency rune that gives you a permanent +1 AC costs 160g. So for the price of a little more than 3 potions you get a permanent bonus that is much stronger in the long run. You could argue to buy lower level potions, but those heal so little that they are a waste of actions during combat most of the time, which is a huge deal in 2e for how combat is balanced.

This leads to players almost exclusively saving up all their gold until they can buy a permanent upgrade for their characters, which I personally can totally understand, since the price difference between a permanent item and a one-use item at about the same level makes no sense. But I also find it kinda sad, since there are so many interesting consumables in this game and with every new book there are more and more.

2. Finding consumables often leads to the following 2 issues:

2.1. You found a scroll no one in the party can use, since no one has that spell. And even if you happen to have someone in the party with Trick Magic Item, they might not have a high enough skill level in the required skill to use said scroll, or it is an offensive spell, which makes it automatically next to useless due to the strict restrictions of said skill feat, since both the spell attack and DC would be lagging behind too much to matter. So what does the party do with such an item? Sell it.

2.2. You found a consumable item with a very niche use, for example an Elemental Gem. Now you could summon that elemental and be impressed by how useless a level 5 creature is for a level 10+ party, wasting one of your precious actions each round and being little more than a door stop. Or you could do what every sane party would and sell it for 100g.

For another extreme example, you found a Rhino Hide Brooch. Now you could use this consumable once, to effectively prevent 5 damage and if we are very very charitable, this could block a total of 15 damage from a total of 3 attacks. Or, you could sell that item for 140g and then get yourself a Belt of Good Health to have a permanent 4 hp bonus every single day, every single fight. This would still leave you with 55g, which you could spend on whatever else. How makes this consumable cost any sense at all?

Even if you happen to find a somewhat useful consumable item, you are often left with the decision "do I use this cool item once and then it is gone, or do I sell it and with that finance like 1/4 of a permanent item that I am saving for?"

As a GM, you can of course control what loot your players find and that way make for example sure you only drop stuff that your players will have fun using instead of only selling it. But this still does not solve the issue of buying consumables and many GMs are either too lazy to bother editing the loot in an adventure path/module or they prefer using a random loot generator to give out loot (both permanent items and consumables).

How we fixed this problem:

We house ruled that all consumables cost 25% of their original price. We did this about 2 months ago and never looked back ever since. Suddenly, players are looking forward to visit a new town, to check out what consumables their stores have to offer. Since consumables are now also only worth 12.5% when selling them, players have a much easier time just using them during combat without leaving with a bad feeling having just burned like 100+g with a single action. Now the players come up with creative ways to use even the most obscure and niche items, since selling them for a small fraction of the price just isn't worth it most of the time. Suddenly, the rogue can get poisons for his weapons without being a dedicated alchemist. The archer can now afford magic arrows, without feeling like he is literally shooting gold. Healing potions have now a purpose, even in a party with 2 medics and 1 cleric.

Our only concern was that classes, such as Alchemists (and the new Thaumaturge) who are able to create a limited amount of consumables for free each day would be indirectly nerfed by this house rule. But so far, we haven't noticed that in actual play with the one Alchemist we have. It is just that the Alchemist is now not the only one in the party who is using consumables frequently.

What is your experience in your own games so far? Do your players/party sell most consumables they find or are they trying to find good use for those in combat/play, no matter what? Does your GM adjust all loot specifically for your party or do you happen to find a lot of "junk" along the way?


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Hello,

After looking at the Psychic, every fiber in my body told me that the math has to be off on this class compared to the staples in the CRB. So I thought about listing a side-by-side comparison with the most similar class, which should be the Bard, since both are spontaneous Occult casters and both of their "main shticks" outside of that are their unique cantrips. So here it goes:

Psychic vs. Bard

Key Ability: INT/CHA vs. CHA
Hit Points: 6 + CON vs. 8 + CON

Initial Proficiencies:

  • Perception: Trained vs. Expert
  • Fortitude: Trained vs. Trained
  • Reflex: Trained vs. Trained
  • Will: Expert vs. Expert
  • Skills: Trained in Occultism + 3+ INT vs. Trained in Occultism + Performance + 4 + INT
  • Attacks: Trained in Simple, Unarmed vs. Trained in Simple, Unarmed + longsword, rapier, sap, shortbow, shortsword, whip
  • Defense: Trained in Unarmored Defense vs. Trained in Unarmored Defense + Light Armor
  • Spells: Trained in Occult Spell Attack and DCs vs. Trained in Occult Spell Attack and DCs

Endgame Proficiencies:

  • Perception: Trained (Lvl 1-20) vs. Master (Lvl 11-20)
  • Fortitude: Expert (Lvl 9-20) vs. Expert (Lvl 9-20)
  • Reflex: Expert (Lvl 5-20) vs. Expert (Lvl 3-20)
  • Will: Legendary (Lvl 17-20) vs. Legendary (Lvl 17-20)
  • Attacks: Expert in Simple, Unarmed (Lvl 11-20) vs. Expert in Simple, Unarmed + longsword, rapier, sap, shortbow, shortsword, whip (Lvl 11-20)
  • Defense: Expert in Unarmored Defense (Lvl 13-20) vs. Expert in Unarmored Defense + Light Armor (Lvl 13-20)
  • Spells: Legendary in Occult Spell Attack and DC (Lvl 19-20) vs. Legendary in Occult Spell Attack and DC (Lvl 19-20)

So looking at the proficiencies, the Psychic is either equal, worse or much worse than the Bard in every single proficiency. Also, he has 2 less Skills, which is at least a little bit offset by the option to go INT as your Key Ability score. But he still gets 2 HP less per level, which leaves him much more vulnerable than a Bard thanks to having no armor proficiency whatsoever. I have to assume that the Psychic staying on Trained Perception all game long has to be a mistake which will be fixed with the next iteration, at least I hope so. So here, the Psychic loses hard, very very hard. Let's look at the spell comparison next.

Spells:

  • Spells slots: 2 per spell level 1-9 vs. 3 per spell level 1-9
  • Cantrips: 3 free Occult + 3 from Conscious Mind vs. 5 free Occult + 1 Composition
  • Known Spells: 2 free per spell level + 1 per spell level from your Conscious Mind vs. 3 free per spell level + 1 level 1 spell from your Muse.
  • Focus Points: starts with 2, can refocus 2 from level 1 vs. starts with 1, can only refocus 1 until level 12

Losing a spell slot on every single spell level is huge and the only attempt to balance that out mechanically is giving the Psychic 2, or if we are very charitable and count a full duration Unleash Psyche as another 3, resulting in a total of 5 effective focus points per fight. Now the big caveat here is you can only use those focus points for amps, to boost your Cantrip that you chose. The problem here is, with the single exception of Message, the boosts you gain by amping those cantrips, makes those cantrips not anywhere near as good as comparative spells (be it focus spells from other classes or spell slot spells), especially since heightening those cantrips often has unimpressive scaling. Hell, I would argue that Inspire Courage is better than any amped cantrip with the exception of Message, and this is not even counting the boosts you get for your composition cantrips with focus points or other composition cantrips you get later. Also, since Unleash Psyche comes with a huge drawback most of the time, those "free focus points" are anything but free.

So where is the tradeoff? What does the Psychic do better than a Bard? I think the design philosophy wanted to put the Psychic ahead of other casters in parties that fight a lot each day. In those scenarios the Psychic can dish out a huge amount of focus points compared to every other class, whereas other casters would run dry due to running out of spell slots. However, when cantrips like Electric Arc or Inspire Courage exist, which simply outshine or at the very least easily compete with the power level of amped cantrips, that argument falls flat on its face. Is all his power in his class feats? I disagree, since Bard has excellent class feat choices as well that can easily compete with the Psychic or any caster as a matter of fact.

I am sure Paizo is very careful to not release an overpowered class that would break the balance, but as of right now with the Psychic, they shot way too far in the other direction, making this class inferior in virtually every single aspect with redeeming qualities that simply cannot compete.

In case I missed something, please let me know in your reply.


Hi,

Just to make sure I understood the spellheart rules correctly, the way they are worded: "When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it’s higher."

Does that mean that all non-cantrip spells on a spellheart still have to use the indicated Spell Attacks and DCs? If that is indeed the case, then this makes all spells but the cantrips on spellhearts that rely on Spell Attacks or DCs pretty weak (most likely intentional).

Another question just to be sure: By getting a higher level spellheart, for example the Major Flaming Star, does this spellheart still include Produce Flame as a cantrip and can the better effect of said spellheart (d8 fire damage on weapons) be activated by casting said cantrip or do you have to cast either a 4th-level Fireball or Wall of Fire to get the better benefit? Basically, do both the lower level spells as well as activations carry over to the higher level versions of a spellheart?


Hello,

I would like to get your input on the following Monk build I came up with:

https://pathbuilder2e.com/launch.html?build=74637

Starting at level 10 since my last character died. Focus on damage, since our group is lacking damage but covers almost all other bases (Tank Shield Ally Champion with Bastion Archetype, Support/Heal Cloistered Cleric with Medic and Beastmaster Archetype, Scoundrel Rogue with Scout and Shadowdancer Archetype as Skill Monkey and damage). Also, my party and GM are all min-maxers, so nothing less than optimal is expected.

As you should be able to see from the build, it is capable of dishing out the standard physical damage of a monk on top of a huge variety of different types of damage either stacked onto attacks or in forms of spells such as Ki Blast. Thanks to being unarmed, my plan would be to walk into the important or "boss" encounters wielding 2 Wands of Manifold Missile.

First round of combat I would open with entering my stance (until Stance Savant), casting a 1-action Magic Missle to get the wands going and then either move into position, whack something in range or casting Shield if needed. After that, the routine would look something like this:

Move into melee => Wolf Drag
or if already in melee:
Elemental Assault => Wolf Drag
if Elemental Assault is already going or spent:
True Strike => Wolf Drag
if out of True Strikes:
Wolf Drag => Flurry of Blows
if enemy stays prone:
Ki Strike Flurry (or normal Flurry if out of Focus) => Electric Arc (preferably if another enemy is in range)
if a bunch of clumped up enemies and one is in melee reach:
Flurry => 2-action Ki Blast
if a bunch of clumped up enemies and none is in melee reach:
3-action Ki Blast or move into position => 2-action Ki Blast
if enemies are flying:
3-action Ki Blast or if out of Focus, Electric Arc (Once with Reach Spell if necessary) + all the free magic missiles from the wands of course

Aside from that, I would spam Assured Dubious Knowledge Arcana Recall Knowledge Checks once per round for free. After level 16, those would cover all Recall Knowledge checks.

Familiar gives me one extra Focus Point per day and one extra Cantrip. On higher levels I can get extra low level spell slots for more True Strikes for example, or use the familiar to cast a a 2 action spell in my stead, costing me only 1 action.

Out of combat I can support my group with Guidance spam, Recall Knowledge, solid Athletics and Acrobatics. Aside from that, I am a magic-touched, elementally charged Lizard Monk who believes he is much more intelligent than he actually is, resulting in frequently collecting and sharing wrong knowledge and facts.

Due to my aforementioned routine and many of my attacks resulting from Stand Still, I thought about switching out Stunning Fist with Brawling Focus, since unlike many other Monk builds, this one does not revolve around primarily spamming Flurry of Blows. Sadly, I cannot fix the lack of Crit Specialization with Owlbear Claw , so the trade-off is either getting Stunning Fist early or Brawling Focus. The other one would be chosen on level 16.

Overall, this is the highest DPR Monk build I could come up with, taking full advantage of unarmed Monks having their hands free. I thought about Barbarian Multiclass, but since Rage locks you out from casting spells, it is not really an option. Only other thing left would be Rogue Multiclass + Sneak Attacker. The reason why I did not want to go that route is because I wanted to avoid stepping on the toes of the Rogue player in my party. Maybe I forgot something else, feel free to let me know.

What do you guys think? Any suggestions, feedback etc. is welcome.


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Hello,

First and foremost, this topic is not about the power level of Monks. I played multiple ones so far and they are perfectly fine power level wise and in what they can do.

My problem with the 2E Monk is the lack of being able to attack a lot. And no, I do not consider 5 attacks (Flurry of Blows + Haste) a lot, since this is something every single martial class can accomplish with ease thanks to Archetypes/Multi-Class.

In every single other fantasy game (be it TTRPG or computer games) the monk is the class that can dish out the most number of attacks per round (or per second in real time games), albeit those attacks are not as hard hitting. Be it the 22 attacks per round the PF1 Monk could achieve, or abilities such as "Way of the Hundred Fists" in Diablo 3, Monks were always the kings of multiple attacks that hit like a wet towel.

For whatever reason Paizo decided to give the Flurry Ranger the most attacks per round with a total of 7 (Impossible Flurry + Haste) in 2E. So on top of getting the best multiple attack penalty mitigation of all classes, they also get the most attacks per round.

To avoid stepping on the toes of Rangers, I would propose the following class feat to implement this Monk trope into the 2E system:

Class Feat "Tireless Flurry" Feat Level 12
Traits: Monk
Prerequisites: Flurry of Blows

Effect: Remove the "Flourish" trait from Flurry of Blows.

This would allow the Monk to dish out as many attacks as the Flurry Ranger, but lacking the multiple attack penalty mitigation from Rangers, those attacks will be -8 at best and thus, all but optimal action usage most of the time. It has to be level 12 or higher to avoid multi-class shenanigans. 12 should be fine, as it is mostly a flavor feat and not one making you actually stronger.

I am aware that this feat would open up to 3 Stunning Fist effects per round in theory. But once again, with a -8 to hit thanks to MAP, this will almost never be relevant.

What do you guys think? Do you agree with Monk lacking this trope or do you not care about it at all? Also, if you think the Ranger should remain to be the only class that can dish out 7 attacks per turn, why?


When announcing one of those actions, do you have to make the strike action necessarily or can you only use the stride/step action part and after that (provided that no enemy is in reach) abandon the strike part of the action?

In case you cannot abandon the strike part, can you strike the ground or any object in reach of you?


Hello,

What happens if someone who is using Grasping Reach critically hits with a Greatpick? Does the damage die become d12 or d10? Basically what I am asking is, which rule overwrites which, Grasping Reach or Fatal d12?


Hello,

My question is can the Enlarge effect of Scion Transformation be dispelled (with Dispel Magic for example) or be counteracted by another Polymorph effect? If yes, which level does said Enlarge have for the purpose of counteracting? Also, what happens with the Enlarge effect then? Is it forever gone or does it return after another 24 hour hibernation?

If no, what happens if you are affected by a different Polymorph effect? Do they stack in this case?


Hello,

The dedication feat Student of Perfection has "member of a House of Perfection" as a prerequisite. Is this prerequisite met by choosing the background "Perfection Seeker"? Or how do you go about meeting this requirement?


Hello, I could not find any thread about this topic, so I will try to ask here:

When you take the Flurry of Blows action, do you have to announce the target(s) of both attacks before rolling to hit and damage or not?

Let me paint you a picture on why this might be relevant: Your monk is surrounded by multiple enemies, he sees that one of them is almost dead but not quite yet. He is very confident that a single hit will knock the heavily wounded enemy out. Now can he make his first attack and see if it hits or not before having to announce the target of his second attack or not? If he has to announce his 2 targets before rolling, then this can lead to either a waste of an attack or to a good chance that the almost dead enemy survives because of the single attack you announced on it misses.

The reason why I am somewhat confused about this is the damage that you are combining in case both attacks target and hit the same enemy. I assume this means that you roll to hit for both attacks before rolling any damage, or do you still roll hit => damage and in case the second attack hits the same target, you keep the resistance/weakness effect of the first damage roll in mind?

I would appreciate some clarification on this.


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The class feature Third Path to Perfection gives you the "choice" between bumping up a save by +1 or bumping another save by +1 and automatically make any success of it a critical success. How is that even a choice? The legendary proficiency does not feel legendary at all.

In order for this class feature to be a real choice, the legendary proficiency should give you something interesting like letting you reroll the save once, if you rolled a fail or crit fail.

Being legendary in something, should be something you would really want to achieve and represents you being out of this world good in that particular thing. How is +1 to save rolls legendary exactly, when being elevated from expert to master does so much more?

As it stands right now, no one would select legendary proficiency over a second master proficiency.