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To add to the absurd options, at least half of the Aspect of the Quah sub-traits are way overpowered, and one is completely ridiculous power level for a trait (2nd to last).
No offense intended, but I think you may have missed something in the trait. ^_^

shaventalz |
I don't have the book, but how does that trait work with something like the Courtly Hunter or Scarab Stalker? Can I choose which focus to give up, or does it have to be a specific one? Because many Hunters really wouldn't mind giving up the Bear focus for... well, just about anything. And one of the versions with a variant list could probably find something to give up for some kind of stat boost (the nature of which hasn't been publicly revealed.)

QuidEst |

Can anyone tell me what advantage the Elemental Strike class feature gives? I see no point to choosing after. Perhaps i'm missing a clever use or just reading it wrong. If anything, won't it hurt when trying to use some of those style feats?
You do extra damage a limited number of times per day, like a limited flaming weapon, only you get to change the elemental damage type. That lets you get around resistances and match whatever style you’re using to get bonus damage.

QuidEst |
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Only got a brief chance to scan the Occult stuff, but first impression was that the Occultist archetype is useless, the Spiritualist archetype is neutral and ok for flavor, and the Psychic discipline combines strong discipline powers with a pretty unfortunate bonus spell list.
The Occultist archetype is flexible. You can move your points at no cost, which lets you stock up in a useful resonant power (like Transmutation) and shift points over to spend on weird utility powers (like Divination). If you run out of Evocation blasts, you can stock up between fights. It’s a pretty minamalist archetype, but it’s useful for people who don’t like trying to predict their daily needs in advance.
Spiritualist archetype can get some amazing perception or social skill bonuses. I don’t know of any other constant level-to-skill bonuses?
Psychic assessment seems about right. I really like putting reach on curse spells, so I’d consider it when not playing Rebirth.
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On another note, I think I’ll be replacing the base Divination school power with the subschool in here. It’s strong, but not auto-pick for high level rocket tag.

Alchemaic |

Elemental Monk is really awkwardly written. They way it's written makes it look like the archetype trades out every single bonus feat the Monk gets for the ability to use Elemental Fist, and then ancillary features get traded out for the ability to use other feats. I get what the idea was, but that makes the archetype look WAY worse than it is when the first thing someone's going to think is "It trades out ALL the bonus feats for ONE?"
Also, their Plane Shift ability is oddly written. The current wording says "It costs 1 ki to transport 7 creatures. Adding an additional creature is 1 ki." Is that 1 ki to transport all 7, then additional ki for every creature over 7, or 1 ki per creature as a flat cost, with a max of 7?

Xenocrat |

Xenocrat wrote:Only got a brief chance to scan the Occult stuff, but first impression was that the Occultist archetype is useless, the Spiritualist archetype is neutral and ok for flavor, and the Psychic discipline combines strong discipline powers with a pretty unfortunate bonus spell list.Psychic assessment seems about right. I really like putting reach on curse spells, so I’d consider it when not playing Rebirth.
The free metamagic at half phrenic cost (most spell level boosters cost 2 points/level) is pretty crazy, it seems like it lets you break the usual level caps, which even Spell Perfection doesn’t. So a Persistent Plane Shift or very long range Euphoric Tranquility or Imprisonment seem allowed.
I hate the spell list (other than at 1st and 3rd level) enough that I can’t call it overpowered, though. It’s nice to see Transformation pull ahead of a late access Ethereal Jaunt as the go to “oh, please, not this again” of psychic discipline bonus spells.

TTDScoop |
TTDScoop wrote:Can anyone tell me what advantage the Elemental Strike class feature gives? I see no point to choosing after. Perhaps i'm missing a clever use or just reading it wrong. If anything, won't it hurt when trying to use some of those style feats?You do extra damage a limited number of times per day, like a limited flaming weapon, only you get to change the elemental damage type. That lets you get around resistances and match whatever style you’re using to get bonus damage.
Sorry, i was trying to be non-spoilery and i think my question became vague. I know how the Elemental Fist works. Im just not sure how the features added benefit helps at all. Normally you choose the element before you strike but Elemental Strike lets you chose after. How does that impact it at all? Am i missing something?

Alchemaic |

QuidEst wrote:Sorry, i was trying to be non-spoilery and i think my question became vague. I know how the Elemental Fist works. Im just not sure how the features added benefit helps at all. Normally you choose the element before you strike but Elemental Strike lets you chose after. How does that impact it at all? Am i missing something?TTDScoop wrote:Can anyone tell me what advantage the Elemental Strike class feature gives? I see no point to choosing after. Perhaps i'm missing a clever use or just reading it wrong. If anything, won't it hurt when trying to use some of those style feats?You do extra damage a limited number of times per day, like a limited flaming weapon, only you get to change the elemental damage type. That lets you get around resistances and match whatever style you’re using to get bonus damage.
That's exactly what I meant about it being really awkwardly written. The trade is just Stunning Fist for Elemental Fist, but the ability throws in other stuff alongside it for some reason.
...Although you do have a point. On re-reading it the main benefit of Elemental Strike is supposedly being able to apply the elemental damage choice after landing the hit, but applying the effect before or after makes no difference since you're either blindly guessing or you already know what element works best. A change would be being able to apply elemental fist itself on a successful hit, but that's not what the ability does.

Alchemaic |

QuidEst wrote:Oh, huh. I misread Elemental Fist. I thought the feat made you pick one element upon feat selection. I’m guessing the author misread it as well.gotta love archetype features that do nothing. Le sigh...
It does though. It trades out Stunning Fist for Elemental Fist. It's just not a great trade, since Monk of the Four Winds gives a bonus on top of trading it out.

QuidEst |

QuidEst wrote:Oh, huh. I misread Elemental Fist. I thought the feat made you pick one element upon feat selection. I’m guessing the author misread it as well.gotta love archetype features that do nothing. Le sigh...
It’s still getting you the feat either eight or ten levels early, depending on which Monk type you’re using.

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Unflappable Mien is a pretty cool spell, although I'm not sure how useful the 5' push back is. If it's a full attack they can probably just 5' step back to finish, but if it's a grapple does the 5' knockback break the grapple or do you get dragged with them?
I believe it would resolve before the grapple attempt. Assuming the player was using unflappable mien it would look something like this:
GM: The grapple-master moves up to you and attempts to grapple you.Player: I have unflappable mein cast; he feels a field of force blocking him. Does he still want to try and grapple me?
GM: Yeah!
Player: Ok, I release the force energy dealing <a decent amount> of damage and he needs to make a Fortitude save.
GM: He rolls a natural 1 and is pushed back 5 feet; you are now out of range of his reach. The grapple fails.
Player: Phew!
A developer or designer would have to weigh in on this to know for sure, but that was the original intention.

Xenocrat |

Xenocrat wrote:Unflappable Mien is a pretty cool spell, although I'm not sure how useful the 5' push back is. If it's a full attack they can probably just 5' step back to finish, but if it's a grapple does the 5' knockback break the grapple or do you get dragged with them?I believe it would resolve before the grapple attempt. Assuming the player was using unflappable mien it would look something like this:
A theoretic game wrote:A developer or designer would have to weigh in on this to know for sure, but that was the original intention.
GM: The grapple-master moves up to you and attempts to grapple you.Player: I have unflappable mein cast; he feels a field of force blocking him. Does he still want to try and grapple me?
GM: Yeah!
Player: Ok, I release the force energy dealing <a decent amount> of damage and he needs to make a Fortitude save.
GM: He rolls a natural 1 and is pushed back 5 feet; you are now out of range of his reach. The grapple fails.
Player: Phew!
Thanks.
I think that’s a reasonable (but not necessary) reading of it as published, and was actually my first interpretation, but being able to “nope!” a grapple or touch attack seemed a bit strong as a 3rd level spell that doesn’t require an immediate action and has a healthy duration.

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Andrew Hoskins wrote:Xenocrat wrote:Unflappable Mien is a pretty cool spell, although I'm not sure how useful the 5' push back is. If it's a full attack they can probably just 5' step back to finish, but if it's a grapple does the 5' knockback break the grapple or do you get dragged with them?I believe it would resolve before the grapple attempt. Assuming the player was using unflappable mien it would look something like this:
A theoretic game wrote:A developer or designer would have to weigh in on this to know for sure, but that was the original intention.
GM: The grapple-master moves up to you and attempts to grapple you.Player: I have unflappable mein cast; he feels a field of force blocking him. Does he still want to try and grapple me?
GM: Yeah!
Player: Ok, I release the force energy dealing <a decent amount> of damage and he needs to make a Fortitude save.
GM: He rolls a natural 1 and is pushed back 5 feet; you are now out of range of his reach. The grapple fails.
Player: Phew!
Thanks.
I think that’s a reasonable (but not necessary) reading of it as published, and was actually my first interpretation, but being able to “nope!” a grapple or touch attack seemed a bit strong as a 3rd level spell that doesn’t require an immediate action and has a healthy duration.
Perhaps, but it also does nothing for weapon attacks with manufactured weapons... so... It's not fool-proof. Also, as pointed out, it doesn't prevent a full-round attack if the attacker starts their turn in melee range (and assuming nothing preventing a 5-foot step). Compare this spell to say... nuking a room with a fireball. Seems balanced.
If a GM wanted to rule that it's resolved after the attack that triggers the force damage and knock-back, then I'd say that it's up to the GM to decide if forced movement ends a grapple. You can find arguments for and against in this thread.
Personally, I'd be understanding about a GM who wanted to rule in either direction. I can only help their decision along by giving my intentions.

Pounce |

Re: Aspect of the Quah: Am I missing something, or is it asking for a class feature that doesn't exist?
You must be a hunter or have access to the animal aspect class feature to select this trait...
I was wondering if classes with a similar ability (like the totemic skald) could benefit from the trait, but that also begs the question of how you could wild shape into a cliff or a will-o-wisp, so I'm guessing not.

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Re: Aspect of the Quah: Am I missing something, or is it asking for a class feature that doesn't exist?
Quote:You must be a hunter or have access to the animal aspect class feature to select this trait...
I believe the intent was to require the animal focus class feature, like a hunter.

Quandary |

I'd say that it's up to the GM to decide if forced movement ends a grapple. You can find arguments for and against in...
This actually involves a question of core grapple rules which Paizo has declined to address so far in spite of impacting LOTS of situations even just in Core Rules. Search my posts for "grapple movement" to get more specifics than are in that thread.
Essentially, grapple contains no "sticky" clause to ensuring target remains adjacent (or within reach) if grappler moves (which they undoubtedly can with abilities like Kraken 'you aren't considered grappled'), yet it also contains no clause ending grapple immediately upon grappler not being adjacent/within reach - although it's reasonable to require that to maintain the grapple (the action on their next turn, which they can move before doing), although I'm not sure even that is 100% clear, neither with "Maintain" counting as attack itself... Same with "Escape from Grapple", which if an attack requires the target (controller) be in reach (which may not be case if controller has reach advantage), while if not true the grappled character can ALWAYS try "Escape from Grapple" even if they cannot reach controller. It is only after end of next turn if they fail to Maintain Grapple that the grappled condition ends.
There is also question on nature of grappled condition's "no movement" limitation, namely does that apply only to the grappled creature's (normally both grapplers, but not always, see above) own self-initiated/ normal movement, or does it apply to ANY movement including by 'outside' forces? Which could include the Force spell discussed here, Bullrush, or even having the floor beneath be Distentigrated and gravity kick in. (or characters grappled while riding flying mount have mount killed from beneath them, etc) In scenario where both Grapplers suddenly have no floor to stand on, do they both float in mid-air? What if one is still standing on solid ground - the controller or the target?
IMHO the difference in wording between Grappled condition and the (anchored) Entangled condition does indicate a difference that Grappled only restricts "self-movement" but others can disagree on that. Notably there is no means defined to mechanically contest a 'forced movement' vs Grappled situation. Which plausibly could use opposed CMB or CL vs CMD (possibly increased vs normal Grapple escape check), but there is nothing in RAW to give basis for that, so if one wants to rule that Grapple movement restriction only applies to normal self-movement and NOT 'external'/forced movement, then by RAW those would work exactly the same as if the target were not grappled at all. (such forced-movement could occur while not immediately ending grappled condition, although it does end if not maintained on controller's next turn)
And of course, teleporting can be viewed as not strictly 'movement' at all, so one could travel very far distance while the grappled condition still continues until it is not maintained on controller's next turn.
Now one can house-rule these situations to one's liking (although it's very advisable to have strong grasp of full issue first), but that isn't saying much re: state of official rules.