HeHateMe wrote:
That is, literally, what Mountain Stance says: "Requirements: You are unarmored and touching the ground." As soon as you start running or jumping, you are no longer touching the ground. Fortunately, running doesn't exist in PF2 so we can assume that you Stride without leaving the ground.
Ventnor wrote:
If you only want Focus Spells from Sorcerer, your proficiency in their DCs doesn't increase (unless you take the Spellcasting archetype feats or you get Monk ki power spells and use the same casting DC for both Monk and Sorcerer Focus Spells).
Corvo Spiritwind wrote:
Part of my struggle is that if I go primary martial, I need feats to make the martial character do martial things (besides just Strike) which means I don't have space for enough caster feats. While if I go primary caster, I don't get the martial proficiencies to give me confidence they will be, at least, competent in their martial role. Feats feel more important for martial classes, that they are bigger boosts for the character; while feats for caster classes feel more like bonuses since their core power comes from spellcasting.
I've been fairly disappointed in my attempts to multiclass. I started out wanting to make a cleric/monk, but the cleric's ability to punch was just bad. Then I went to primary monk but trying to figure out spells (slots or focus) that worked with the monk didn't click for me. Then I tried making a protector monk that uses champion's reaction and shield ally and it kind of works by about level 14 and with a mostly wasted Basic Devotion feat (and wasting half of the Champion Devotion feat). I don't know if I'm trying to do too much, but it's felt very lackluster to me which has been disappointing because I like the idea of 2e multiclassing.
Is there an updated version of the character sheet with the same changes as made in https://docs.google.com/document/d/1CPK5KB1677pb6q9PJcSIEyCwvc6G3182Qrs93dm sPS4/view ?
Undraxis wrote: I was brainstorming what adaptions I would have to make to make it usable without using TAC rules for armor pen for more modern firearms. I'm guessing for old flintlocks I wont have an armor piercing mechanic but use more deadly or fatal traits, or maybe break the unspoken rule about putting multiple damage dice. Maybe instead of putting multiple damage dice on them, give them the equivalent of weapon potency and striking runes.
I've been toying with building a Mountain Stance monk and am a little confused. Mountain Stance (at level 1), Mountain Stronghold (at level 6), Mountain Quake (at level 14), +3 explorer's clothing (or equivalent), +3 handwraps, 22 Strength (start at 18, every ability bonus to Strength). At level 20, here's what I see: AC 49 (Base 10, Legendary unarmored proficiency +28, Dex cap +2, Mountain Stance +4 status bonus, Mountain Stronghold +2 circumstance bonus, +3 item bonus) Falling stone attack bonus +35 (Master unarmed proficiency +26, Str +6, +3 item bonus). Getting Belt of Giant Strength and say, using, Ki Strike gives an additional +2 making the attack a +37. Which still requires a 12 on the d20 to hit himself. I get that's kind of pointless, but I feel like I'm missing something in accuracy. Like this build needs something else to be able to hit reliably. What have I missed? In other words, how does a monk like this hit reliably without requiring buffing from another party member?
larsenex wrote: Twin feint, I can attack with both weapons. Assuming I am standing there, First attack is at full bab, second would be -5 for the multi attack penalty unless I am using an agile weapon then its only -3. If the first attack hits then the 2nd attack qualifies the target as 'flat footed' which means I would get sneak attack dmg added if I were a rogue. Is all this good so far? First attack of Twin Feint is without penalty. The enemy is flat-footed to the second attack of Twin Feint whether or not the first attack hits.
I like the idea. Having that first page include character creation boxes is pretty cool. I notice a few titles that are wrapping the table header columns instead of being 1 line; bulk on page 4, Lvl on page 5 and 6. And it's showing up as 7 pages. I assume those are unintentional. Edit: Oh, looks like it got updated. I'm seeing a similar wrapping on Encumbered:
Quandary wrote:
Right, casting a spell and making a strike is what I'd hoped to do. But attacking with a trained or an expert weapon at high-level seems much worse than figuring out how to use those other actions to use master or legendary spells. Like enough worse that it makes me not want to try it. Which makes me sad. (Or maybe I just need to try it and see what happens.)
The weirdest thing to me about multiclassing and the proficiency advances is that multiclassing into a spellcaster lets you get up to master proficiency in that spellcaster; but multiclassing into a martial doesn't give you weapon proficiency - except fighter to expert (with the level 12 feat as all classes get expert proficiency in at least 1 weapon); and monk to trained (for whatever that is worth). This feels like it will be easier to "add casting" to a non-caster class than to "add weapon fighting" to a non-weapon-fighter class. I assume there is a reason for the asymmetry, but I don't understand it yet.
Cozzymandias wrote: It calls out crane stance and ironblood stance because BOTH have a requirement that you only use a specific unarmed strike, making them incompatible I think this example confuses things since Ironblood Stance does not say "you can only make a specific unarmed strike". Either: 1. Ironblood Stance is supposed to say "you can only make X unarmed strike"; in which case the example text of Fuse Stance is correct.
Fuse Stance (Monk Feat 20, pg 165) mentions that "you can't fuse stances with fundamentally incompatible requirements (like Ironblood Stance and Crane Stance, which both require using only one type of Strike)." But Ironblood Stance (Monk Feat 8, pg 163) say that "you can make iron sweep unarmed attacks" not that "the only Strikes you can make are".
Lord Fyre wrote:
Yes, I didn't want to go down giving damage buffs from the background at this point. I expect there is a reason Paizo didn't do that with backgrounds in 2e and while I might be wrong, Robot Bane as a general or skill feat that grants a circumstance bonus to damage against robots feels inconsistent and perhaps too strong.
Vengeful Hatred for dwarves is a 1st level ancestry feat that gives a +1 circumstance bonus per weapon die on damage rolls against one of drow, duergar, giant, or orc. So there is a precedent for a Robot Bane style feat, but it's an ancestry feat and not from a background, and since none of the backgrounds improve combat damage I wanted to avoid that. Vengeful Hatred could be modified to allow robots or constructs to be chosen as the hated enemy so that dwarves could keep that damage bonus, but that feels a little weird.
Lord Fyre wrote:
Feel free to leave comments on the doc or here if you have things you would change or think can be improved.
My in-progress homebrew/conversion is available at: Google Docs I'm fairly happy with the conversion of the backgrounds from the Iron Gods Player Guide to 2e. Some things I'm stuck on: How does technology fit into the game? The Technologist feat become kind of a feat requirement for dealing with technology in 1e. Some thoughts I have about how to deal with it in 2e:
#4 is essentially what I did in book 1 during the playtest. This is an adventure about technology, so it worked fine. But I do like the feeling of having the technology be otherworldy and so require some investment to really grasp. How do guns work? There's the thread about guns but nothing really surfaced. Touch AC is gone in 2e which is fine. But how to differentiate them from other ranged weapons. My gut says give them a benefit and a drawback compared to crossbows. I like the idea of handguns having Deadly or Fatal and a new Close Ranged weapon trait that does something like increase the penalty due to range to -3 per range increment rather than -2. Not sure about longarms; though Volley would work, I suppose. What's a simple rubric for converting magic items to technological items? Trying to convert 1e items to 2e is beyond my ability at this point. It seems simpler to convert 2e magic items to 2e technological items. Some of these are kind of simple, just reskin the item, so an elixir of life becomes a single-use nanite hypogun (or something). But the more complex ones are conversions like turning bracers of armor into technological armor. My instinct is to make the armor take batteries (and so can power down after a certain number of hits or combats or days or whatever); but then I'd like it to have an upside or the players just sell the technological item and buy the magical one. The technological one could be cheaper (since it eats money), but that's a little boring? |