exequiel759 wrote: Tbh I would totally dig the first press action of each turn being at +0 MAP. However, it would totally remove the "risk" factor of the class (though its not like I think they truly managed to represent "risk" with the class honestly). Of the feats presented I think only Hit or Miss (at 10th) and Risky Overextension (at 16th) properly give you a Risk/Reward feeling. When Risky as a trait got mentioned during the stream playtest, I sort of assumed feats would follow the format of: Attempt a Trip/Shove/Tumble Through but add the following Critical Success and Critical Failure effects on top of the usual. Not the bespoke actions we got. I mean Bold Bluffs adds Risky to Feint and that's it! shroudb wrote: I just want to point out that Combination Finisher on a Gymnast is already giving them the equivalent bonuses of Adrenaline but for their finishers instead of their Press attacks. Agile Maneuvers at Level 6 also gives Swashbucklers the same benefit as Adrenaline for all the Athletics maneuvers.
Ectar wrote:
I don't know about you, but I would not ever had let anyone do Forceful Kickoff Stunt as a check. Saying you want to use the enemy to Leap backwards? Sure, that's cool as hell. Asking me to roll Acrobatics vs their Forittude DC to push them back at the same time (so, a Shove, but with Acrobatics)? And if you Crit succeed you push them further than a Shove, and your Leap doesn't provoke reactions? And if you Critically Fail you're off-guard until the start of your next turn? That is quite a leap (ha!) forward from "can I bounce off this dude". I will agree on one thing though: neither the Daredevil's fun maneuvers nor the Slayer's whole trophy system should really be locked behind a class. They should at most be subsystems for a GM to add to the game for everyone who wants to participate in, not just these guys.
Perpdepog wrote:
The simple answer here is that the action itself does not say they need to, all the Stunt Feats have the same Requirements line: "The target can’t be more than one size larger than you" and nothing else. They then call for an Athletics Check or an Acrobatics Check, depending on the Feat. If we go look at the skills themselves, you will notice they do not say you require a free hand to use them in general, with that stipulation being instead on the specific skill actions (like Grapple, Trip and so on). Therefore, when the Stunt feats call for these checks, and they don't specify needing free hands, then...they don't need them. Many of them have the same effect as an Athletics action (for example, Rebounding Fall Stunt is essentially a fancy Trip), but because of how they're worded they do not need free hands. Hence my question for clarification.
Thats what I get for not properly checking. I wrote worse, saw they were equivalent, was going to change it and forgot. It's still not very good since it's cantrip damage but with more restrictions. At least the ancestral breath weapons recharge every 1d4 rounds and are just an ancestry feat. The vials are one of your two Tools, they should really be usable more often from the get go.
Unfortunately, I will not be able to play these classes in any meaningful way, so my impressions come only from reading them. Daredevil: - I noticed that all the Daredevil Stunt Feats have a requirement that an opponent must be no more than 1 size larger than you, which is fine of course. But Daredevils do not seem to have any class features or feats that allow them to affect larger sizes, like Titan Wrestler does for Athletics. Is that intended? It seems to me pretty against theme to force the Daredevil to grow themselves if they want to affect bigger things, and it disproportionately affects Small daredevils, who will not be able to use their cool feats on anything bigger than Medium unless they use magic or other effects to increase their size. - In the same vein, Stunt Feats have the Attack trait while calling for generic Athletics Checks or Acrobatics Checks. It's clear that we would apply MAP to these as normal, but how do we determine if Agile applies too? None of them say they require a free hand, so a Daredevil could do them with a two-handed weapon, or with both hands occupied. I assume the player would decide, but does that mean they could just choose Fist anyway, since the Fist profile applies to other non-listed unarmed attacks you can make. This could do with some clarification, I think. Slayer: - I really think the biggest issue right now is Mark Quarry being a 10 minute exploration activity that can simply fail. It makes Instant Enmity and Endless Enmity almost must haves from what I can read, and it seems very similar to Person of Interest and Suspect of Opportunity from Investigator but even more restricted. Since quite a lot of Slayer features revolve about your Quarry, and unlike Investigators (which are pretty broad) your Quarry is one single creature that you have to somehow know of in advance, I think it'd be better to make it a lot more similar to Hunt Prey, otherwise I don't forsee the gameplay loop with a Slayer being very fun. - The Signature Tools are just not balanced against each other at all. Bloodseeking Blade* is by far the best, followed by Warded Mail, and the other two are severely underwhelming. The Vials, in particular are very bad since Ignition Vial provides damage worse than a cantrip (2d4+ 1d4 every two levels, compared to Haunting Hymn which is 1d8 + 1d8 every two levels) but has a frequency of once per minute until specialised. I realise that because it's Relentless one of the actions can be the one you get from Quickened if you trigger On the Hunt, but that honestly is still not good enough. *Minor point, but since it can be any kind of weapon, maybe just change it to Bloodseeking Weapon? It feels very strange to refer to a crossbow as a Bloodseeking Blade. Those are my main observations. Overall I am pretty underwhelmed by the classes presented here. They both work mechanically but personally do not excite me in any way. It's a pity I won't be able to play them to see if that changes my outlook, but life is life. I hope other people have fun putting them through their paces.
I think it's much more likely Web missing Unarmed is an error. Even without it, the description is clear that all attacks granted to an Animal Barbarian are Unarmed and in the Brawling Group, doesn't matter if they don't have the Trait. For comparison, the Foxfire Feat also gives an unarmed ranged attack that lacks the trait, but nobody's going to argue it isn't an Unarmed attack. The Web should therefore benefit from anything that benefits Unarmed Attacks, including Brutality.
Teridax wrote:
I can confirm that in my personal experience, only Starlit Span magi went for Int +3 and kept it up. Most left it at +2 to access Psychic Dedication and never touched it again. In fact during my admittedly short sting running/playing PF2e, I've seen more magi go for +0 Int than +3.
I actually make it a player choice on whether they want it to scale like Additional Lore or not, since some characters are trying to leave their past behind and it wouldn't make sense for them to keep getting better at something they dislike to do. But yes it's a good idea overall and it really doesn't unbalance the game at all.
You definitely don't create magazines when creating alchemical or magical ammunition, you create single bullets/arrows/bolts/sling stones/etc, as Tactical Drongo explained. Ruleswise, there is no "reloading" a magazine for a repeating weapon. The ammunition is the magazine, as the tables show. Realistically though you should be able to put pellets in an air repeater magazine, bolts in a repeating crossbow magazine, etc. That's something you'd need to talk to your GM about tough, because it requires a lot more bookkeeping on your part as a player. Not only would you need to keep track of which magazine is loaded with what alchemical/magical ammunition, but in what order too. Plus if you fill up a whole magazine with ammo that requires activation, you're basically giving up one of the main advantages of repeating weapons, since you'd need to activate ammo after every shot or you'd waste it. Which is effectively like reloading after every shot. When I played through Guns and Gears our GM compromised with the Gunslinger and allowed them to single-load alchemical/magical ammo into their Repeating weapons, just to save everyone a headache.
Errenor wrote:
You can with the feat Crescent Cross Training which I assume OP has because otherwise, as you point out, you can't use Infiltration Assassination with it.
I'd go with Awakened Animal (Bear) Fighter and then ask the GM to allow you take Rivethun Invoker since it seems like it would fit your character concept perfectly, as the archetype is all about channeling spirits to create magical effects but doesn't rely on spells. Fighter doesn't upgrade your natural Awakened Animal weapons directly but it does provide a lot of solid all around options to work with the natural weapons playstyle. Another option would be Monk (and the Archetype) for a similar feeling, and Qi Spells do also fit pretty well with your concept.
Waldham wrote:
In order: 1- Yes, if the Melee strike hits, the enemy is automatically grabbed.
graystone wrote:
Absolutely. Though usually the problem I run into the most with these kinds of setups is that characters who want to be using ranged weapons are usually not built for Athletics maneuvers, since Athletics requires proper investment into Strength (especially with the -2 from Ranged Trip tacked on) to work. The best setup I saw for this was actually a STR based Aiuvarin Precision Ranger who did what you say (Mutitalented at 9th for Inventor -> Initial Modification at 10th) and slapped Blunt Shot on a Gauntlet Bow. With Far Shot he had 120 feet of Ranged Trip, which he mostly used to bring down annoying fliers. Called it his pocket net gun.
YuriP wrote:
Ranged Trip specifically cannot be attempted beyond the first range increment, and even within this increment it's at a -2 penalty. The only way to get any kind of range is by being an Inventor*, since then you can slap Ranged Trip on something like a Sukgung and trip people 200 feet out. But then, you're playing an Inventor, so there's that. As for the spell, I just let it ignore size and hands. *Or getting Far Shot from Ranger, since 40 feet ranged trip from a Bola is usually good enough.
Balkoth wrote:
Without spoiling anything since you're still playing it, I will say this is 100% down to your GM. No enemy in AoA has an ability equivalent to Kip Up in the entire Adventure Path.
ScooterScoots wrote:
I mean, it's very easy to see why kineticists wouldn't take Multitalented Alchemist: - Not everyone plays a human kine and wastes two Attribute boosts on Intelligence
I do find it fascinating how different tables can be though. I've never been in a non-FA game where people took dedications except for the old Magus -> Psychic combo or Ruffians with Fighter or Mauler. Someone taking 3 dedications in a non-FA game sounds bonkers.
ScooterScoots wrote:
I mean, yes? What other thing are you going to take at 4th level if you're all in on being a Two-Handed Fighter? Swipe? Maybe Powerful Shove? Both of those are worse picks than Slam Down. You likely already took Intimidating Strike or Lunge at 2nd, I guess you could take the other one? There really isn't a lot of competition at low Fighter Levels, getting Slam Down isn't a bad choice at all. Crashing Slam at 10 definitely has to be thought about though. Now if your main point is that Slam Down shouldn't be a 4th level Feat, I don't think anything would change if it was 1st or 2nd and you kept the others as is. Two Handed fighters would still take it at some point, you'd just be rearranging orders slightly. Balkoth wrote:
And I've played in five campaigns that went beyond 7th level and the number of players who had Kip Up across all of them was 2. And I was one of them. And I was a Rogue. And when I asked my players why they didn't consider taking it after the campaigns ended, the answer was always "Because this character wouldn't be good at Acrobatics". Different groups have different priorities, so ignoring Slam Down's benefits in preventing critical failures because you assume people will beeline for Kip Up as a rule isn't terrible useful when discussing the Feat's value (or lack thereof).
Balkoth wrote:
It doesn't change your overall odds of succesfully tripping, but it does greatly reduce your odds of critically failing a trip and it greatly increases your odds of critically succeeding (depending on how good your odds were in the beginning). In the examples you used: 60/60 -> Slam down gives you a 3% chance to Crit Fail (0.6x5) while Strike+Trip gives you 20% (1-4 on the d20 since you from needing 9+ to succeed to 14+) 80/80 -> Slam down gives you a 24% chance of a crit (0.8x30) while Strike+Trip gives you 5% (you go from critting on 15+ to critting on 20s) 40/40 -> Slam down gives you a 6% chance to critically fail (0.4x15) while Strike+Trip has a whopping 40% chance to crit fail on the trip (1-8 on the d20 since you go from succeeding on 13+ to succeeding on 18+) although it funnily enough also has double the crit success chance (5 vs 2, both have 5% crit success chance but the Slam down has to hit) Strike+Trip has more flexibility if you're facing something that can disrupt your activity, or if you want to Strike A but Trip B, or if you're worried your Strike will kill your target (and make the Trip useless). Otherwise Slam Down is always better than trying to Strike and Trip someone. Kip Up makes up some of the deficit by eliminating the main drawback of Strike+Trip, but that has a notable opportunity cost for most classes (namely everyone not named Rogue or Swashbuckler; or anyone without the Acrobat dedication) since not only do you need to spend your precious skill increases in Acrobatics, you also need to get it to Master at 7th (which in the case we're discussing means delaying Master Athletics to 9th) and you need to spend your general 7th level feat to get it ASAP. It's not a huge cost and you can obviously delay it, but the more levels you delay it the better Slam Down looks versus trying to Strike and Trip someone.
The Raven Black wrote:
They have frankly already failed at this though. There's absolutely options that are more powerful than others and synergies that are pretty hidden (mainly because they rely on items, and there's a ton of items to wade through) that will result in some PCs completely overshadowing others. And that is before we bring in Free Archetype, which I've found to be a very widespread way to play the game.
Trip.H wrote:
Thanks, I'd missed that. Probably not hard to just allow that too. Easl wrote:
Spiney lodestone doesn't by itself, but forced mercy is a very easy way to do it, though since it's physical damage it wouldn't be too hard to rule with the new resistance/weakness rules. Trip. H is speaking in the context of Ruby Phoenix and talking about magic that makes all damage nonlethal, but this seems like something his GM has made up. Nowhere in the AP is this ever stated, and in fact the opposite (that people can die during fights) is the norm.
Trip.H wrote: Oh ffs. That Pet nerf means that my familiar suddenly can no longer use Interact to toss items into ally hands, that invokes a pseudo attack roll. WTF Paizo. Why would this be the case? Interact doesn't have the Attack trait, and I don't see anything in familiar abilities calling for that either. Is it a class feat or something?
Witch of Miracles wrote: Also like to note that pets being unable to use actions with the attack trait means that they can't escape grabs and the like. Very bizarre change. Feel quite sorry for any witch whose familiar is grabbed now. The FAQ specified they can use Escape and Force Open, so that's covered.
Unicore wrote:
If an ally cannot step, then they should get no benefit. I mean if you're immobilised you can't respond to any tactic that says you can Stride/Step, how is this any different? If a player's character is Grabbed, would you allow them to spend the reaction anyway? I don't see how "I can't move but I'll benefit from this tactic that is predicated on people moving" makes a ton of sense. An ally blocking your movement is something to discuss with the table, ideally, but yeah its perfectly fine to say "Nah I'm not responding, Mike took the place I was going to use so I just won't step." That's not retroactively countering anything so much as good table manners. It's like going "I'm going to cast fireball" and a friend goes "Dude I'm gonna be in the AoE" and the caster going "Oh my bad I'll cast lightning bolt instead". If the GM went "No you said you were casting fireball, so now you have to cast it" we'd all think they're bananas. And sure it's not a huge deal with Pincer Attack. It's more a problem with Thundering Charge and/or any future Tactics they might print.
Unicore wrote:
I see. I personally disagree but if that's how you want to run it, that's fine.
Unicore wrote: Pincer attack says the squad mate can step. Not that they do step or must step. In order to make the choice to step or not they have to first respond to the tactic. The enemy becoming off guard is contingent on someone stepping next to them, but they are then off guard to all the responding allies regardless. The tactics trait explains what responding means, but it is a simple choice on the part of the player. So it could even just be one ally who steps and makes an enemy off guard to every other squad mate who responds, and it is still a useful ability. It is definitely one of my favorite tactics. All tactics are a "can" clause (except the aforementioned Trainings, which are sort of general buffs). None of them say a squadmate must do X. Hence, squadmates have a choice to respond (by doing X) or not respond (by not doing X). The tactics trait doesn't say what responding means. It says to use a tactic you must have squadmates and those squadmates have to be able to perceive you, among other tihngs: Tactics trait:
Tactics are special abilities that involve you signaling your allies to perform predetermined maneuvers. To use a tactic ability, you must have one or more willing allies you have instructed beforehand during your daily preparations, called squadmates. Your squadmates must also be able to perceive your signal, either when you speak or shout it (in which case the tactic action gains the auditory trait), or by physically signaling them, typically by waving your banner (in which case it gains the visual trait). While you can use multiple tactic actions in a round, a character cannot respond to more than one tactic per round, regardless of source. You can't Ready a tactic. Tactics often grant actions or abilities that can be used as a free action; these can be used outside the squadmate's turn just like reactions. The only time responding is even mentioned is that you can only do so to one tactic per round. In the case of Pincer Attack, responding to it means using your Reaction to Step. I don't see any reading that indicates otherwise.
Unicore wrote: Whether the squad mate steps or not doesn’t determine whether they responded to the commander’s tactic. Is this stated anywhere? Because a thorough read of the Commander doesn't specify one way or the other. Except for Mountaineering Training and Naval Training, I'd assume "responding" to a tactic is doing what the tactic tells you to do: Stepping in Pincer Attack, Interacting to Reload with Reload!, Raising a Shield with Shields Up!, etc. But you're saying a squadmate can say "I respond to this tactic" and then do nothing? Aside from the fact that I don't think this does anything except with Pincer Attack, I can't find anything that supports this reading. is it elsewhere in Battlecry?
ottdmk wrote:
Yeah, the initial cost is a bit higher (going from Moderate Sturdy to Greater is 2.000 gold, buying a Greater Reinforcing Rune is 2.500) but after that upgrading your rune is far cheaper and you end up saving around 7.000 gold overall, which is a good chunk of change. One of those weird quirks with shields.
Easl wrote:
Man I somehow missed the "melee" thing there. Talk about forests and trees. Yeah its definitely not for ranged.
Enchanter Tim wrote: So the Commander's own Step doesn't trigger the effect, but he can still benefit from others taking the reation? Correct, whether the Commander steps or not doesn't matter, since whether or not they themselves end up adjacent to an enemy is irrelevant for the tactic itself. But the Commander will gain the benefit of the tact against all enemies an ally steps adjacent to, unlike his squadmates who will only benefit against enemies other squadmates end up adjacent to. Easl wrote:
I think another issue here is that despite the tactic's name it doesn't actually require doing any kind of pincer. If you have Enemy 1 engaged with Ally 1, and then 20 feet back you have the Commander and a block of 5 squadmates, all with ranged weapons, and the Commander calls for Pincer Attack... Then Ally 1 Steps to still be engaged with Enemy 1, and your 5 squadmates use their Reaction to step 5 feet back (as does the Commander)... Then Enemy 1 is now off-guard to the Commander and the Squadmate block until the start of the Commander's next turn, but Ally 1 gets no benefit. That's not really a Pincer Attack so much as a...weasel war dance, I guess?
Enchanter Tim wrote:
Unfortunately I think the result is that Enemy 1 is off-guard to the Commander, and Enemy 2 is off-guard to nobody. The crux of the matter is this line: "If any of your allies ends this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn." In your example, only one ally responded to Pincer Attack, which is the Rogue. That ally did end up adjacent to an Enemy, which is Enemy 1. Enemy 1 will therefore be off-guard to the Commander, and all other squadmates, but as we established there are no other squadmates, because only the Rogue reacted to pincer attack. And you've said nobody is flanking, so no other off-guards. Essentially if only one squadmate responds to Pincer Attack, then that squadmate will never benefit from off-guard provided by Pincer Attack.
NorrKnekten wrote:
Yes, it'd work fine. Since Dazzled just makes creatures concealed, anything that lets you ignore the Concealed condition works. Echo receptors work, cat's eye elixir works, Blind Fight (the feat) works. Probably a lot of other things. Confusing colors is a Rank 8 spell though so I suggested the more permanent item based solution. Cat's eye elixir only lasts one minute, which is its main drawback.
Tridus wrote:
Kind of but not really? Assurance will let you hit base DC at level 3, you hit DC 20 at level 6, DC 30 at level 14 and you never hit DC 40 (because assurance maxes out at 38: 10 + 20 level + 8 legendary). It's ok for Treat Wounds if you have infinite time, it's terrible for Battle Medicine where you very likely need all the healing you can get right now. Using an action to heal someone 2d8 HP at level 5 is very questionable. All that said, Vasodilation should absolutely apply to Battle Medicine.
Tridus wrote:
As a matter of fact you could probably name it Summoner* and it'd be just as fitting. Aside from the names of its features, the only thing that really even remotely codes it as a "Necromancer" instead of a generic minionmancer is Undead Lore and maybe Mastery of Life and Death (except you could very easily turn that to a nature theme too). Everything else is super easy to just reflavor into something that never interacts with undead. *If we didn't already have a Summoner, of course.
Unfortunately there's nothing you can do in that regard since the spell specifies it affects all creatures. One way around this is for everyone to get echo receptors since they give you precise hearing out to 40 feet, allowing you to ignore both Dazzled and Blinded at that range.
The Total Package wrote: Thats correct in regards to the fascinated condition. The spell explicitly says though "If you attack or take a hostile action, the fascinated condition ends only for the creature that's attacked." Yes, because normally Fascinated states: "This condition ends if a creature uses hostile actions against you or any of your allies." So lets say you cast Luring Wall and five enemies fail their save. They would all now be Fascinated. Next round you attack one of them. Without the clause you quoted, Fascinated would end for everyone who failed. It would end for the one you attacked because you used a hostile action against it, and it would end for all their friends because you used a hostile action against one of their allies. With the clause, Fascinated ends only for the one you attacked, and everyone else is still fascinated. They can all still attack you while fascinated though, nothing there changes.
I had a game where another player took Debilitating Shot, it can indeed be very strong but he did run into a couple of situations where he hit but dealt no damage (he was using a composite shortbow) due to Resistance, which meant it didn't do anything. That said it's still amazing vs solo bosses, against an encounter with multiples enemies it's alright but not crazy.
Fascinated does not prevent creatures from attacking you, all it does is this: "You take a –2 status penalty to Perception and skill checks, and you can't use concentrate actions unless they (or their intended consequences) are related to the subject of your fascination, as determined by the GM" So they could actually strike you at any point while you're Sustaining the spell, assuming they have the actions to do so. And yes, on a Failure they just need to use one action to move towards you. They could then move away if desired.
Without that line in Field Vials I'd say the situation was ambiguous. With that line though I think it's pretty clear Combine Elixirs is supposed to work with Mutagens. Especially because Combine Elixirs very specifically creates a "hybrid concotion" with all effects. You're not drinking two Mutagens, you're drinking one mutagen with two benefits and two drawbacks. Which would mean you could, theoretically, be able to be under the effects of four mutagens once you hit Level 13 (double Combined). Which sounds pretty fun to be honest.
shroudb wrote:
I think that isn't the intent, especially since Howl of the Wild states: When a Large PC moves through hazardous terrain or a similar obstacle that causes damage based on the number of squares the PC moves through, they take damage only once for each 5 feet of movement—a minotaur shouldn’t take four times as much damage for crossing a burning field as a human! Sure, this is talking about PCs, but it should realistically apply to everything.
Khefer wrote:
AFAIK the Independent Familiar does work that way? It states: " In an encounter, if you don't Command your familiar, it still gains 1 action each round."
Bluemagetim wrote:
If you cant use actions other than Cast a Spell after using a Spellshape action, then the whole sentence is wasted space, and moreover it goes against the Spellshape actions themselves, all of which are "If your next action is to X" (or similar wording, but theyre always an if clause). Why write it as a conditional if the intent is for you to be unable to do anything but Cast a Spell?
Bluemagetim wrote:
The very same rules specify what happens if you don't use Cast a Spell immediately after (you waste the spellshape) so its clear to me that its intended for you to be able to "waste" them by using other actions in between.
Reading through all the feats it does seem that the unfortunate conclusion is that you still need to take Enhanced Familiar for no gain if you wish to take Incredible Familiar as a Draconic Acolyte with the Draconic Familiar feat, because: - Incredible Familiar requires Enhanced Familiar. There are no ifs or butts about this one.
As a GM I'd personally allow you to take Incredible Familiar if you have Draconic Familiar, but per the actual rules this is not allowed. You'll need to discuss it with your GM. |