going for both stunning fist and brawling specialization (They stack!)
Hate to tell you this but slow and stun only sort of stack.”Stunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned” page 622.
I just noticed that if a familiar "attempts an attack roll or other skill check, it uses your level as its modifier. "
So a familiar with the speech ability always gets to make recall knowledge checks with a bonus (untrained skills don't add your level so you attempting them is just d20+stat modifier). How good is this though?
I believe you can use your attack bonus and therefore gain the extra attack, but "If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties." The damage die on your natural attack is a special statistic i believe.
The property runes on handwraps may apply though
eh, it’s actually more gm fiat. Most conditions that have a duration last for that duration. Sleep has similar wording but explicitly says you can wake up as normal. Sleeper hold doesn’t. So some gm’s will have victims wake at the drip of the hat, some will have it last 1 min...
I personally will not allow the noise wake up and the damage wake up but will have healing apply a counteract effect to the condition.
After searching the bestiary, no it is not rare. Its one of the reasons why I rate the ancestry feat Unfettered Halfling so highly.
This came up in the playtest and here was one of the developer responses from facebook:
Stephen Radney-MacFarland wrote:
edit: it was mentioned in this thread https://paizo.com/threads/rzs428y0?Finesse-weapons-with-tripdisarm#1
The cat has 11 hit points. 4 is its ancestry hp, then all companions get 6+con per level
edit: sorry, didn’t see there were more posts after yours as it was at end of page. please ignore me
“Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you'd keep the wings from your morph). The GM determines which morph effects can be used together and which can't.”
Also this class benefits greatly from more alchemical items existing and so, like casters, will get better as more books come out. Already 2 new mutigens exist in the fall of plaguestone adventure. So it's hard to say if this class is too weak over all even if it may be too weak using only the core book (and that's debatable).
For example making a greater flametongue handwrap only uses 1 property rune as the other effects aren't property runes and therefore are not limited by the potency rune limit. You could transfer the extra abilities over to the handwraps (giving you +1 greater striking greater flaming handwraps and a +3 sword) and then sell the +3 sword. Now you have greater flaming as a property rune and a level 9 produce flame and a 1/day give all within 10 feet flaming for 1 minute on your handwraps.
Wading Through Chaff: Edna's Quick Guide to Pathfinder 2e Ancestries, General Feats, and Skill Feats
You are sleeping on some halfling racial feats. Distracting shadows/ceaseless shadows are 5 star for stealth builds. Unfettered Halfling is one of the best feats for any high dex/str build. The crit effect on escape/saving throw is nice but changing opponents failures into crit failures ( which causes them to either fall and land prone or give you a free grab, your choice) and making monsters with grab have to make athletics checks instead of automatically grabbing is amazing.
Also Breath Control is surprisingly good. Lets you hold your breath for 25 times as long which is nice for swimming but the +1 circumstance bonus to inhaled threats and evasion against them is relevant.
Edit: Sorry, High Fort build for unfettered, grapple is vs fort not ref.
In fact small barbarians are buffed, not nerfed. Sure gaining access to a medium weapon is useless as they already have access. But medium giant instinct barbarians get access to only one. So that is all they will be using unless they fight a giant and steal their weapon. A small giant instinct barbarian can find all non advanced weapons as easy as going to a store.
not benefit? Its an advantage to be able to use a medium size weapon and get your larger rage bonus. Large weapons have double bulk and cost twice as much.
Though if you can find a weapon of large size (since you don't have access to it) you can still wield it and its hilarious as the size difference is amazing.
Also the giant stature/titan's stature feats set you to a set size so you have no issues there (funny fact, huge giant instinct barbarians would shrink with giant stature).
p.170, p.182: What in the world does improved evasion do? "Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you fail a Reflex save against a damaging effect, you take half damage." So does this mean I take half damage after upgrading a fumble to a failure, or do I treat a critical failure as an unmodified failure?
I think that is for a critical failure with a dice roll of 1. When you roll a 1 your result is 1 lower than it would normally be. So you crit fail, goes up to fail, then back down to crit fail on a 1. In that case you still take half damage (and half doubled is normal damage :P )
level 10 sturdy shield, hardness 13, hp 104 bt 52. Fire giants (level 10 monsters) do 2d12+13. So average 14 a hit after hardness, so blocks 4 hits before breaking on average. during 10 minutes rest after combat a master level repair fixes 20 hp, 40 on a crit.
Seems fine to me