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Whirling Swipe mentions a melee weapon is an area weapon now, and Primary Target lets you make an attack with the area weapon and follow up with a free strike. However, it mentions a ranged strike even though you can have melee weapons.

Close Quarters Expert should either say Primary Target interacts with melee weapons now or primary target should be made more vague (rather than ranged strike, it is just a strike) or more specific (only ranged area weapons)


Xenocrat wrote:

It's basically double draw of consumables (as long as the two things are preloaded in your off hands ahead of time). Swap to a new pair of hands as one action holding a pair consumables, drink them both. You save one action on net doing this. It's good for a heal/buff round, or a spellcaster who wants to swap to some backup spell gems in his off hands. You can get the Double Draw (5th) feat to reload during combat.

The 9th level All Hands on Deck ancestry feat also allows you (and Skittermanders) to access your backup hands without the action cost once per day. That's a quickdraw (of one or two things prepped ahead of time).

My feeling is there's plenty of good one handed pieces of equipment that you want to drink, cast, or throw, so if you go heavy into that it saves some actions. It's not good for wielding and swapping between two or more weapons.

Honestly, I wish it weren't once per day. Maybe once per encounter or something


Wellquest wrote:
menacing-woman wrote:

I feel like this should be something part of the subclasses so other classes can't poach it. Stellar Rush doesn't feel very good, like last night, we had a giant shootout at long range with a lot of cover ducking and so on. The enemies had seeker rifles with a range of 120 feet, but many were shooting outside of their range increment. I was playing an elf solarian at level 3, I anticipated some issues with getting close so I went for max speed, I had a 40 foot movespeed + 10 circumstance from SR, so I could move 100 feet with two actions, and 140 if I used all three actions.

Unfortunately, the enemies were *just* outside of that, and obviously they saw me charging across the battlefield to get into position, so they naturally decided to all focus fire me. I went down, and it took forever for my allies to do anything about that because of how far away I was.

The issue is, at such long ranges, you have basically nothing you can do as a solarian. Youre going to be shooting with solar shot at a gigantic increment penalty (though now I look at it, it seems you can't attack with it with increment penalty), just taking cover is boring, and your shield has 1 hardness.

I guess you could carry around a long rifle precisely for this... but thats kinda boring too, right? Like your whole thing is baked into this big melee weapon you can manifest but for 1-3 turns of combat you won't be able to use it.

Then if I did get close enough to those enemies, they were spread out enough that it'd take many actions to even begin to think to do anything to them.

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I really like, conceptually, some of the later feats that help with this , like Feat 8 Flicker Strike, Feat 8 Momentum, Feat 12 Covering Flare, Feat 12 Wormhole, Feat 18 Homing Mote. However, they come online *so late*, it feels like almost every battle is going to be a grueling unfun affair with this class in such a ranged system. It also feels like feats like these are *mandatory picks* so you can't do any other

...

My thing is yeah, I'm fine with branching out and doing other stuff, but the class doesn't really support any of that with its abilities imo.


I feel like this should be something part of the subclasses so other classes can't poach it. Stellar Rush doesn't feel very good, like last night, we had a giant shootout at long range with a lot of cover ducking and so on. The enemies had seeker rifles with a range of 120 feet, but many were shooting outside of their range increment. I was playing an elf solarian at level 3, I anticipated some issues with getting close so I went for max speed, I had a 40 foot movespeed + 10 circumstance from SR, so I could move 100 feet with two actions, and 140 if I used all three actions.

Unfortunately, the enemies were *just* outside of that, and obviously they saw me charging across the battlefield to get into position, so they naturally decided to all focus fire me. I went down, and it took forever for my allies to do anything about that because of how far away I was.

The issue is, at such long ranges, you have basically nothing you can do as a solarian. Youre going to be shooting with solar shot at a gigantic increment penalty (though now I look at it, it seems you can't attack with it with increment penalty), just taking cover is boring, and your shield has 1 hardness.

I guess you could carry around a long rifle precisely for this... but thats kinda boring too, right? Like your whole thing is baked into this big melee weapon you can manifest but for 1-3 turns of combat you won't be able to use it.

Then if I did get close enough to those enemies, they were spread out enough that it'd take many actions to even begin to think to do anything to them.

---

I really like, conceptually, some of the later feats that help with this , like Feat 8 Flicker Strike, Feat 8 Momentum, Feat 12 Covering Flare, Feat 12 Wormhole, Feat 18 Homing Mote. However, they come online *so late*, it feels like almost every battle is going to be a grueling unfun affair with this class in such a ranged system. It also feels like feats like these are *mandatory picks* so you can't do any other build.

I feel like some feats/subclass specific abilities that are early that let you pop around many parts of the battlefield would be useful and fun. Something like Reversing Charge from Chronoskimmer in PF2e, but early.

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As for the rest of the playtest, the Operative, Mystic, and Witchwarper looked super fun for those players and I'm curious to try them out myself


I have a suggestion/errata that has to do with all Pathfinder 2e products, not only Lost Omens.

Bleeding/persistent damage needs a rework. There is far too much tracking in relation to handling this condition. For example, lets take a player using Hail of Splinters.

They can use it on many enemies. If an enemy crit fails, they take double damage from each rolling of persistent damage. If an enemy fails, they take the full damage, and so on. This means we need to remember the exact state of each specific creature and if they failed, succeeded, or crit failed each turn. Then of course, you need to roll all of those dice each turn and also do a check to succeed from the persistent damage. This gets worse and worse the more creatures are hit by this massive cone.

This is a gigantic slowdown at our table. I feel like it would be better if persistent damages were flat and werent modified by crits, successes, etc.

So in the example of Hail of Splinters, the spell would do 1d4 piercing damage and 2 bleeding damage. Then it would scale by 1d4 piercing and 2 bleed damage every 2 levels. The damage of the bleed damage would occur when the enemy doesn't crit succeed a save.