The over-the-top high-level skill stuff (jumping 100 feet, stealing armor off a guard, etc.), still in there?


Skills, Feats, Equipment & Spells


Admittedly I haven't been able to review the entire book yet (working on it now, and setting up a game to test it), but I'm curious if the big mythic feats of skill are still in there? It was one of the things I was most looking forward to. If so, where can I find information on how and where you can do that sort of stuff?

Thanks!


It's in the Skill Feats section, and it's... underwhelming. They're 15th level feats with lots of restrictions, and not as many of said feats as you'd hope.

Definitely a place to improve with playtesting & future content.


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Absolutely underwhelming. I was expecting truly legendary feats.

Here is what I was expecting

ACROBATICS:
-Balance: You can balance on water (normal success) or air walk (critical success)
-Escape: Only a legendary effect can attempt to restrain you, all other attempts will automatically fail. Critical success: the enemy restrains itself; if it's machinery, it loses the ability to restrain.
-Grab Edge: You know a moment before falling that you are about to fall, unless it's caused by a legendary effect. You can use a reaction to move in such a way that you will not fall. Critical success: your reaction is not expended and you can use this one again if your movement was not enough
-Squeeze: You can squeeze through spaces narrower than your waist. Critical success: you are treated as gaseous for 1 round for the purposes of squeezing


I think the higher level skill feats so far are disappointing. The lower level ones that scale up are pretty good, and I really love fascinating performance, but some of the legendary ones, and even a few of the master skills leave much to be desired.

I was hoping for something awesome like an upgraded version of jet dash that could let you jump from rooftop to roof top at high speeds, or a medicine feat that could revive the recently dead. And speaking of the heal skill, I think 24 hours is too much of a cool down, especially for the amount that it does. I remember in a pathfinder 1 session where our gunslinger invested in healing, and was able to heal my sorcerer completely (well, 57 hp, but that is my sorc's max hp) with a medicine skill. I want the heal skill feats to be along the lines of that.

Heck, if anything, the battle medic feat should take after the Healer's hands feat in it's number of uses. And the base medicine check should be able to heal hit points too.

Sovereign Court

You can't even sneak across a hallway as legendary stealth, so I'd say a lot of the stuff is missing.


Hm. I was afraid of that. Let's make sure to get that feedback in! This is one of the top two or three things in terms of importance, for me. I want my heroes to be doing stuff that Beowulf or Heracles or any number of Eastern folk heroes are able to do!


Runnetib wrote:
You can't even sneak across a hallway as legendary stealth, so I'd say a lot of the stuff is missing.

I think it is a purposeful design choice. They want you to use the Deception (Create a Diversion) action to be able to sneak across a hallway. Just being sneaky is apparently not enough, you need to be cunning too.

Sovereign Court

LoreKeeper wrote:
Runnetib wrote:
You can't even sneak across a hallway as legendary stealth, so I'd say a lot of the stuff is missing.

I think it is a purposeful design choice. They want you to use the Deception (Create a Diversion) action to be able to sneak across a hallway. Just being sneaky is apparently not enough, you need to be cunning too.

That moves you to sensed instead of seen, but the instant you cross that hallway, you're seen again.

SNEAK wrote:

You automatically become seen if you don’t have cover or

aren’t concealed from them at any time during your movement,
or as soon as you do anything other than Hide or Sneak.

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