AndIMustMask |
I'm asking mostly out of idle curiosity, as someone reminded me that quivering palm now has a verbal component for fist of the north star meme goodness, but it requiring an enemy to critically fail on a fortitude save (see: basically never, between jacked up saves and crit fail conditions) completely ruined it's effect text, making it functionally just a stunning fist that actually stuns at an extremely late level (since base stunning fist only flatfoots/stupefy's people now).
I cannot download the various playtest update pdfs and whatnot at present, so i'm having to work entirely from web-based info sources (such as pf2playtest.opengamingnetwork and similar) which may be out of date, so please correct me if i'm way behind here!
Thebazilly |
1 person marked this as a favorite. |
Here's everything I can find in errata 1.5 on the Monk. There are going to be more changes today, though.
Monk
Monks were running into unsatisfying combat situations because of their lack of ranged weapon proficiency. We’re giving them proficiency with all simple weapons. We expect that the monk’s unarmed attack abilities will still make those their best options, but we think that they’ll now have more flexibility befitting a martial character. If you’re finding this change drives them to use melee weapons more than unarmed attacks, let us know!
• Page 97—In the monk’s proficiencies, in weapons, after “unarmed attacks”, add “and simple weapons”.
Monk (page 97)
Trained in your choice of Acrobatics or Athletics
Trained in a number of additional skills equal to 4 plus your Intelligence modifier
• Page 97— In powerful fist, change “use your normal proficiency” to “don’t take the –2 circumstance penalty”.
• Page 99—In Ki Strike, at the end of the third sentence, add “, which you can cast at a cost of 1 Spell Point”. In the second paragraph, change “When you use Ki Strike” to “When you select Ki Strike”.
• Page 99—In the sidebar, in Stance, in the second sentence, after “enter” add “or be in”.
Draco18s |
1 person marked this as a favorite. |
1.6 changed a lot.
This will not be well copied, but I don't feel like formatting it.
Monk
As of Update 1.6, we’re adding more flexibility to the monk’s
ki powers. There are now multiple ways to get access to ki, and
we’re adding an updated, more powerful version of ki strike
and the Ki Strike feat. The change to stances described at the
start of the Class Changes section doesn’t alter monks unless
they have taken a multiclass archetype for fighter or another
class that uses open actions.From Update 1.3, monks were running into unsatisfying
combat situations because of their lack of ranged weapon
proficiency. We’re giving them proficiency with all simple
weapons. We expect that the monk’s unarmed attack abilities
will still make those their best options, but we think that they’ll
now have more flexibility befitting a martial character. If you’re
finding this change drives them to use melee weapons more than
unarmed attacks, let us know!• Page 97—In the monk’s proficiencies, in weapons, after
“unarmed attacks”, add “and simple weapons”.
• Page 97—This change reflects the removal of signature skills
in Update 1.2. Replace skill proficiencies as indicated below.
Trained in your choice of Acrobatics or Athletics
Trained in a number of additional skills equal to 4 plus your
Intelligence modifier
• Page 99—Add a set of general ki rules, replace the Ki Strike
feat with the new version presented below, and add the Ki
Rush feat.
• Page 100–103—Change the Prerequisite from “Ki Strike”
to “Spell Point pool” for the following feats: Wholeness of
Body, Abundant Step, Ki Blast, Wild Winds Stance, Wind
Jump, Wild Winds Gust, Quivering Palm, and Empty Body.
Ki Powers: By tapping into a supernatural inner reserve
called ki, you can create magical effects. Some feats let you
use ki, giving you a pool of Spell Points with a capacity equal
to your Wisdom modifier. These feats also give you a ki power.
This power is a type of special spell you can cast by spending
Spell Points. Powers are explained on pages 193–194. You’re
trained in spell rolls and spell DCs for your ki powers, and
your spell rolls and spell DCs use your Wisdom modifier.
When you first gain ki, decide whether your ki powers are
divine spells or occult spells. Some feats can give you more ki
powers beyond the first. These feats list “Spell Point pool” as
a prerequisite.KI RUSH FEAT 1
You can use ki to move with extraordinary speed and
make yourself harder to hit. You gain the ki rush ki power and gain a
Spell Point pool if you don’t already have one.KI STRIKE FEAT 1
You can use ki to make your unarmed Strikes more
powerful. You gain the ki strike ki power and gain a Spell Point pool if
you don’t already have one.Ki Powers
Use the following powers. Ki Strike replaces the version
printed in the Playtest Rulebook.KI RUSH POWER 1
Casting Verbal Casting
Accelerated by the magic of your ki, you move with incredible speed
and become so swift you’re a blur. Move twice: two Strides, two Steps,
or one Stride and one Step (in either order). You gain concealment
during this movement and until the start of your next turn.KI STRIKE POWER 1
Casting Verbal Casting
You focus your ki into magical attacks. Make an unarmed Strike or
Flurry of Blows (this doesn’t change the limit on using Flurry of Blows
once per round). The Strike or Strikes get a +1 conditional bonus to
attack rolls and deal 1d6 extra damage. This damage can be any of
the following types of your choice, chosen each time you Strike: force,
lawful (only if you’re lawful), negative, or positive.