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Pathfinder Rulebook Subscriber. Organized Play Member. 1 post. No reviews. No lists. No wishlists. 4 Organized Play characters.


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Pathfinder Rulebook Subscriber

Okay, reading through this blog, there are some questions that I have... I apologize for the long post, but for once I read this on my laptop instead of on my phone. Additionally, if any of these questions, thoughts, or concerns were already brought up, I apologize; I read what existed up until I started writing this.

(1) Obviously we have different types of actions (operate, interact, manipulate, activation, etc). The flavor text of the Hunt Target ability says that you focus on an enemy you can see or hear in 100 feet. However, there is no indication as to what type of action this is. Is it a focus action? I know that focus activation actions are a thing (for magic items), but what about plain old focus actions without activation? I am assuming that the differences in action types exist so that way some status restrict certain action types. Could your ranger easily use this on a boat in a stormy sea? How about while under a fear effect?

(2) It really feels like this ability is bait for multi-classing into ranger for 1 level to get the lesser attack penalties and then going back into your main class. Is there any downside for doing this? How is multi-classing going to work in PF2E? I know we have not had a blog post of it, but I'm reminded of the paladin in PF1E not getting the good class abilities until at least 2nd level to avoid the OP 1 level dips. (Not saying that hunt target is OP, but it leads me to questions about multi-classing in general and how hard it was in PF1E)

(3) Can a ranger use Hunt Target an unlimited times per day? Are there any use restrictions such as not being able to target the same enemy more than once or it costing a spell point? Can a ranger keep switching back and forth between different enemies in a fight just based off of who is closest? I feel like that would be too strong if that is the case.

A side note: please reconsider the term "spell points" when referring to class abilities, even if they can act like spells. We already have actual magic spells in the system which have no interaction with spell points, but with this wording they seem related. I would prefer "power points" personally - no weird overlap with ability scores by calling them "ability points" and less confusion about why my monk or fighter has a pool referring to spells.

(4) The class feat Monster Hunter seems like a rather large investment for something which may or may not pay off. First, you have to spend a precious class feat, thereby forgoing other potentially interesting class abilities. Secondly, you have to spend an action on Recall Knowledge and critically succeed at that check. Thirdly, the ranger is the only one who gets the bonus from this feat and it lasts for one attack roll; you would have to spend an action every turn to get the +1, which somewhat flies in the face of the reduced multiple attack penalty. It is unclear from the ability if sharing the information with your companions is an action or not - historically small amounts of talking are free actions but in this new system where you spend actions to change weapon grips and the like, I would expect this to cost an action as well, which means you would have to spend 2 actions to give everyone +1 on 1 attack roll against 1 specific enemy.

(5) For the class feat Scout's Warning, it specifically calls out that you have to be rolling perception for initiative. I have 2 thoughts on this, although I will say that I am happy that this is a free action and level 4 seems like an acceptable level to be able to take this.

(a) Since you can roll different skills for initiative now, and the ranger is supposed to be a good tracker, I would expect to be rolling survival fairly often for my initiative. Even if I as a player said I was tracking with perception, I would be worried about my GM ruling that as survival and then not being able to apply my feat.

(b) Since everyone can potentially be rolling different skills for initiative, it seems somewhat odd that my great ability to perceive things would make everyone else better. In some cases, this makes sense like allowing the rogue to sneak better, but depending on what my other party members are doing or how I convey the information I am not sure if that bonus should always apply. If I call out or gesture to my party about am ambush, would that potentially alert the enemies ahead and so make my initiative boost a moot point? I am likely reading too much into flavor text on this one, but in-game reasons as to why something happens can be important.

(6) Why are the snares listed as both Traps and Snares in their descriptions? The blog claims that snares are like traps but are not, and yet they still have the trap classification. What does this mean?

In the same vein, what game significance does Mechanical have? I originally assumed that meant "non-magical" but then again non-magical traps/snares could just not have a tag unless they WERE magical. Are there specific effects which affect mechanical things?

Can snares be detected with the spell Detect Traps or with the Trap-spotting ability? Does the Trap Sense ability confer its increase to saves versus traps to saves against snare DCs? (assuming these spells and abilities exist and work like in PF1E, of course)

(7) The freezing snare specifically calls out alchemical items when crafting it.

(a) Can alchemical items be added to any snare to create added effects or does this only work for snares that are specifically called out?

(b) Does the gold cost of the snare include the gold cost for the alchemical items (in this case, 3 vials of liquid ice)?

(c) Do you have to buy the vials of liquid ice before you go adventuring? If you have an alchemist with you, can they make the vials of liquid ice for you? Do they have to spend resonance to make the items? If resonance needs to be spent for the vials, could you use your resonance points instead of those of your alchemist (who presumably needs to points for his own stuff and is just doing you a favor)? If your alchemist creates the vials of liquid ice using unstable alchemy (assuming they can be made using that ability), are the vials temporary as normal, thus making your trap temporary? How long does a trap normally last and how would that compare to using unstable alchemy items?

(8) Further on the alchemist, what is preventing the alchemist from becoming a required player for any adventuring party? Yes, technically you could not have one, as in you could technically run without any healers, but I'm not seeing why you would. Granted, I like to run overly-optimized builds and parties, so I understand that this concern may not be at the top of everyone's list.

It seems as though the alchemist is integral to every party as they create these items which can be used by anyone (and, despite having read all of the past blogs and many of the comments, I am still unclear on resonance use for alchemically made items) and reduce the need for the now-finicky magic items. On the flip side, what is preventing the alchemist from becoming the party's armorer who just makes items for the party all day and may as well not be adventuring?

This problem is why my home groups disallow item-crafting wizards and are fairly strict on bards, as you can end up with a PC who has no personality or use outside of supplying the party. This is also why my home group disallows NPC companions now, so people don't walk around with free buff-bots and armorers while they still get their fully fledged characters.

Whew, okay, that's all I can think of for now.
Some parts of PF2E look interesting and parts make me really worried (looking at you, resonance points >.> <.<)
Can't wait to get my hands on the play test materials!