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Pathfinder Second Edition General Discussion

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Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

One thing I've realized I need recently is for the Bullet Dancer archetype to get some errata so it's actually playable.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Temperans wrote:
Having to deal with reload doesn't make it better for the melee character who still have to deal with all the dumb issues; Nor is it better for starlit who now has to deal with the BS action economy.

You appear to dislike PF2E's action economy. Why is that?


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Archpaladin Zousha wrote:
One thing I've realized I need recently is for the Bullet Dancer archetype to get some errata so it's actually playable.

Man, I don't even know where to start with this archetype. It's DOA by making you spend a feat to flurry with weapons that are worse than the Powerful Fist you start with.

Hmm, does Drifter's "your other hand either wields a one-handed melee weapon or is empty" count attached weapons? I wonder if you could make a better gun kata character with slide pistols+bayonets as a drifter gunslinger. Still funky as hell, not terribly good, and ABP only but it sure as hell beats the Bullet Dancer.


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Ed Reppert wrote:
Temperans wrote:
Having to deal with reload doesn't make it better for the melee character who still have to deal with all the dumb issues; Nor is it better for starlit who now has to deal with the BS action economy.
You appear to dislike PF2E's action economy. Why is that?

"Because it's not PF1" is the default answer to all grievances Temperans has with PF2.


Pathfinder Rulebook Subscriber

I mean in fairness the Magus (especially Starlit Span) kind of plays more like a PF1 class than a PF2 class.


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Ed Reppert wrote:
Temperans wrote:
Having to deal with reload doesn't make it better for the melee character who still have to deal with all the dumb issues; Nor is it better for starlit who now has to deal with the BS action economy.
You appear to dislike PF2E's action economy. Why is that?

I love the 3 action economy and the potential it has. I dislike when that economy is forced to go unused due to weird (and sometimes needless) mechanics.

I wish the Open/Press/Finish/Flourish system was more fleshed out and used by all classes. Conversly, I wish there were less action taxes (and feat taxes to remove those taxes) and they were less used by all classes.

Do you think that this is me hating the action economy, or is it unbelievable that I think/dislike that they don't use it enough?


Squiggit wrote:
I mean in fairness the Magus (especially Starlit Span) kind of plays more like a PF1 class than a PF2 class.

Starlit plays like PF2 Eldritch Archer but from level 1. Which is great in that its consistent, consistent is good.

If we were going for PF1 it would be "flourish, 1-2 action, cast a spell with a spell attack that takes as many action as you spent, you deliver it using a weapon you are wielding. Make a strike using your proficiency in the weapon used to deliver the spell. Use the result of the strike instead of of rolling the spell's spell strike. This counts as casting a spell for metamagic, and it affects the spell being cast using this ability."

Obviously, there is no way Paizo would release that. So there is no point asking for it. Besides asking for exact PF1 is like crying into the void. Nah what I argue for is keeping the identity and feel of the mechanics (hence why I hate Warpriest and thing it should had been called Crusader).


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I think what Squiggit means is that Starlit has a standard routine that is massively more powerful than anything else you could do and is easily accessed as long as you never have to move.


Arachnofiend wrote:
I think what Squiggit means is that Starlit has a standard routine that is massively more powerful than anything else you could do and is easily accessed as long as you never have to move.

Not sure if this is aimed at me, but if it is aimed at me yeah Starlit and Eldritch Archer are very much "full-attack stand-still" combat styles. Isn't it ironic that I complain about this type of playstyle because it is static, but then people complain about me not liking the action economy.


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Due to the recent gunslinger thread, I'd really like an errata or feat that makes Item Activation count as an 'Interact to Reload' action. I feel like it would really up the utility of using guns and crossbows when you can for example use Running Reload to step out of AoA before you use a Life Shot.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Temperans wrote:
Do you think that this is me hating the action economy, or is it unbelievable that I think/dislike that they don't use it enough?

Not sure why you called it BS if you like it.

I didn't complain, I asked for clarification.


Ed Reppert wrote:
Temperans wrote:
Do you think that this is me hating the action economy, or is it unbelievable that I think/dislike that they don't use it enough?

Not sure why you called it BS if you like it.

I didn't complain, I asked for clarification.

I was calling spending 4 actions to do spellstrike with a reload weapon BS. I can excuse it with Eldritch Archer (a bit weird that is not how the Magus way is called) because its a longbow archetype not a ranged weapon archetype.

If something is going to require 4 actions it better be something big. Not just a random spellstrike.i

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Arachnofiend wrote:
Archpaladin Zousha wrote:
One thing I've realized I need recently is for the Bullet Dancer archetype to get some errata so it's actually playable.

Man, I don't even know where to start with this archetype. It's DOA by making you spend a feat to flurry with weapons that are worse than the Powerful Fist you start with.

Hmm, does Drifter's "your other hand either wields a one-handed melee weapon or is empty" count attached weapons? I wonder if you could make a better gun kata character with slide pistols+bayonets as a drifter gunslinger. Still funky as hell, not terribly good, and ABP only but it sure as hell beats the Bullet Dancer.

I mean, the kind of Bullet Dancer I've always wanted to play was basically like the latter. Something kind of like this picture mixed with a bit of punching, like maybe for knocking people out and a crude spiritual aspect and some Zeno Clash's vibe for taste.

But I feel like doing a straight-up gunslinger loses that crude spiritual aspect unless I added a Monk Dedication on top of all the other stuff the setup needs to just be adequate!


Next to curse removing Tech item, Demon deviant feat could be in 2e version of Demon revisited

Horizon Hunters

Blunt arrows! You have all sorts of magical munitions, is that really to much to ask for?


Is there any "attack of opportunity" type effect for ranged/thrown weapons of any kind? I don't think there's any. And since ranged options tend to be more limited than melee ones, and since there's a bit of a "bow supremacy" for ranged weapons, there's a way to solve it all at once...

Make up some feat letting you do some ranged AoO if you have a (loaded) weapon of the sling group in hand. Actually, let's make it so you can even do a "trip of opportunity" with a bola (a trip of opportunity should already have been an option, what's the point of having a bola if you can't throw it at someone feets the moment they start running away?).

This way, it give more option to ranged weapon, and it give you reasons to invest in slings instead of either forcing bows or using crossbow/guns if you're gunslinger (or decide to take some crossbow feat lines). It also let you interupt an ennemy wizard by throwing a rock in his face and it let you actually trip fleing opponent while they're running away with your bola, instead of forcing you to run akwardly close to them and then trip. You can prepare an action to do so already, but it cost 2 actions, and even three if you consider that you need your slign loaded first (or your bola drawn and in your hand). So in a way, such feat would effectively make it so "preparing" such attack with a sling or bola only take the action required to load the sling or draw the bola, so a 1 action preparation.

I'm only asking for this out of balancing concern of course, it's not as if I have a special fondness for slings or anything. This is a purely selfless request, because I pity the slings. (also could we have options for throwing alchemical bombs better with slings already?)


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Scarablob wrote:
Is there any "attack of opportunity" type effect for ranged/thrown weapons of any kind?

Do you just mean ranged reaction weapon option? Cause we don't want more AoO in the game. There are reaction options Ranged Reprisal for Paladin, and Monk Archer can do a lot,Target of Opportunity for Marshal, Gunslinger has options. But they all are best with reload 0 weapons.

So I'm onboard for more Sling options.


Anne Archer wrote:
Blunt arrows! You have all sorts of magical munitions, is that really to much to ask for?

Yes. You use bows you get the bad damage type.


Arachnofiend wrote:
Anne Archer wrote:
Blunt arrows! You have all sorts of magical munitions, is that really to much to ask for?
Yes. You use bows you get the bad damage type.

I mean, it would effectively add another trait that is Modular B/S but better, because it costs no actions. So I'm not very surprised that this is not a thing, even though it would make sense lore-wise.


Arachnofiend wrote:
Anne Archer wrote:
Blunt arrows! You have all sorts of magical munitions, is that really to much to ask for?
Yes. You use bows you get the bad damage type.

The irony of it all.


Anne Archer wrote:
Blunt arrows! You have all sorts of magical munitions, is that really to much to ask for?

You do have magical blunt arrows at least with Bola Shot or the inventor archetype to put modular or versatile B on your bow (level 8+)


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Pathfinder Lost Omens, Rulebook Subscriber
Archpaladin Zousha wrote:
One thing I've realized I need recently is for the Bullet Dancer archetype to get some errata so it's actually playable.

bullet dancer really should have been a monk-class archetype, it is clearly not designed for any other class, but the fact that another class could take it causes it to compromise its own functionality


Arachnofiend wrote:
Anne Archer wrote:
Blunt arrows! You have all sorts of magical munitions, is that really to much to ask for?
Yes. You use bows you get the bad damage type.

Ironically, IRL you can make or purchase arrows that, using PF2's system, would do bludgeoning damage (they're called blunts and small game points) or slashing damage (forked and tanged heads, sometimes called broadheads). IMO, bows and crossbows should likely do modular damage, with a $$$ surcharge given to characters when they want to purchase arrows that do bludgeoning or slashing damage (because piercing are the most common kind).


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Jacob Jett wrote:
Arachnofiend wrote:
Anne Archer wrote:
Blunt arrows! You have all sorts of magical munitions, is that really to much to ask for?
Yes. You use bows you get the bad damage type.
Ironically, IRL you can make or purchase arrows that, using PF2's system, would do bludgeoning damage (they're called blunts and small game points) or slashing damage (forked and tanged heads, sometimes called broadheads). IMO, bows and crossbows should likely do modular damage, with a $$$ surcharge given to characters when they want to purchase arrows that do bludgeoning or slashing damage (because piercing are the most common kind).

If by "surcharge" you mean "it costs 2 sp instead of 1 sp for a pack of 10".


Yes. You can also easily tap into existing game systems by making bludgeoning arrows and slashing arrows Uncommon (thus empowering GMs to use or not use depending on their stories and desire to interact with system complexities). (I.e., optional thing remains optional.)


theres also the problem that the bow crit specialization requires the arrow to pierce the target and get stuck in something, which gets harder to believe if the arrows deal bludgeoning or slashing damage. How can something be pierce enough to pin but not enough to deal piercing damage?


Temperans wrote:
Arachnofiend wrote:
Anne Archer wrote:
Blunt arrows! You have all sorts of magical munitions, is that really to much to ask for?
Yes. You use bows you get the bad damage type.
The irony of it all.

Can't complain about the ineffectiveness of firearms if you're just gonna take away the advantage of concussive.


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I mean, realistically an arrowhead that is blunted enough that it does not pierce (even the decidedly not-sharp points you use for practice shooting still pierce) should reduce the die size.

Archery is allowed to have some weaknesses.


Pronate11 wrote:
theres also the problem that the bow crit specialization requires the arrow to pierce the target and get stuck in something, which gets harder to believe if the arrows deal bludgeoning or slashing damage. How can something be pierce enough to pin but not enough to deal piercing damage?

Yeah...that's not a mechanical choice I would have made during game design because of this kind of inevitable "but in IRL X" conversation; however, IMO, since arrows are made from wood (a wondrously compressible substance) I'd simply handwave my players through it. It's a (supposedly uncommon) critical hit after all.

Examining the rule (https://2e.aonprd.com/WeaponGroups.aspx?ID=3), I note that the victim doesn't suffer additional damage when freeing themself from the arrow, which also raises some questions. If the arrow pierced you and pinned you to a stone wall (setting aside the impossibility of an arrow penetrating stone here), one would think that it would hurt a lot to pull oneself free from this situation, not to mention the blood loss that's going to occur once the arrow is no longer plugging the hole that it made. At some point you do have to hand wave things and move along. My personal working theory on these issues though is that, when we hand wave, we always do so to enable choices that empower players and GMs with additional choices and tools. Hence it's better to handwave that blunts and fork-headed arrows use the same critical specialization effect (on the principle of empowering with choices) than it is to handwave that all arrows do piercing damage (which operates on a principle of reductionism). YMMV.


PossibleCabbage wrote:
I mean, realistically an arrowhead that is blunted enough that it does not pierce (even the decidedly not-sharp points you use for practice shooting still pierce) should reduce the die size.

And/or range.


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Back at slings, a feat path that allow you to "combine" slings and alchemical bombs, using bombs as sling amunition and allowing you to throw bombs using the sling potency rune and range increment would be nice. After all, in the current day a well documented use of slings is to throw cocktail molotov. It's also my understanding that "bombers alchemist" are the weakest alchemist subclass right now, so a buff could be nice.

Actually, having a feat to throw any "light bulk or less" object far with a sling would be an interesting "non combat" utility for that weapon group, allowing you to "pass" an object from affar. Altho the dubious usefullness and the fact that moment where this ability would be quite rare would give it a "skill feat" powerlevel instead of a class feat.


Having seen what sling bullets and stones do to 4 inch thick wooden boards, I'd hesitate to use one to lob something to another person. On the other hand, there are already healing bolts in the game so...


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Pathfinder Rulebook Subscriber

I want...

A classless version of running reload (or something similar) so crossbows and guns feel a tiny bit better on all the other classes that don't get these things for free.

A classless version of deadly/complex simplicity for characters with martial proficiency, because there are some cool simple weapons but the weaker statlines can make them feel a little bad if you have objectively better options you could be using. One die size or a trait or two isn't the end of the world, but I've noticed a cognitive fatigue that sets in when my players see an obviously correct choice that runs contrary to what they want to do, even if the difference in value is small.

Probably a controversial take but honestly just make them general feats.

More unique martial arts. Having things like Megavolt, Megaton, and Explode in my back pocket as an Inventor is pretty cool and makes me feel flexible. Fighters have some of these via their unique strike feats. Barbarian have a couple depending on Instinct. But it feels like a missed opportunity that Rogues and Investigators and Thaumaturges and etc. don't have more Cool Weird Things they can do in a fight.

Don't get me wrong, hitting things hard is good, but Pathfinder 2 has this cool action economy and feat system and I feel like there's room to add more. Sometimes I can sort of feel the diminishing return setting in with some of my players when their combat routines start to get a bit rote. At one of my tables it's become something of a meme that the party Barbarian starts every single encounter with Rage into Sudden Charge. Toss her some feats that let her do something weird and stupid in there.


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I'm sort of sad that even after Treasure Vault Inventors still don't have a way to pick advanced weapon for an innovation, even if it's one they've downgraded to martial (so no Conrasu Inventors innovating on the Taw Launcher).

I would also like to see some more innovations. Like something that interacts with reload, capacity, or repeating would be nice to have. I get that they might have been gunshy about putting this in Guns & Gears because of how much that would encourage people to cross the streams with multiclassing, but it seems like we now have enough perspective to make this work.

Horizon Hunters

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PossibleCabbage wrote:
I mean, realistically an arrowhead that is blunted enough that it does not pierce (even the decidedly not-sharp points you use for practice shooting still pierce) should reduce the die size.

This is a ridiculous assertion. Just look at 'hollow point' bullets. There's a perfect example of what happens when you go from piercing to bludgeoning. Instead of expending energy penetrating (& making a deeper wound), much of the energy is expended on impact, shocking the target. There's no reason to change the die size.

Quote:
Archery is allowed to have some weaknesses.

Archery already has weaknesses:

1) Only half Strength added to damage, and then only if you get a propulsive weapon. Which is 3x to 5x more expensive.
2) Having to shoot through cover if the melee guys are doing their thing.
3) Pin is about the most anemic weapon critical in the game.


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Anne Archer wrote:


Quote:
Archery is allowed to have some weaknesses.

Archery already has weaknesses:

1) Only half Strength added to damage, and then only if you get a propulsive weapon. Which is 3x to 5x more expensive.
2) Having to shoot through cover if the melee guys are doing their thing.
3) Pin is about the most anemic weapon critical in the game.

Generally speaking, you don't actually want to invest in str as an archer unless you plan to switch hit. The return on damage isn't enough to justify it vs diversifying skill investment in the party. Pin is also a great crit spec since it forces an action to be spent to undo and "stacks" with prone by preventing an enemy from standing (a move action) without undoing the pin first.

Shooting through cover is a little annoying though, sure.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Kekkres wrote:
Archpaladin Zousha wrote:
One thing I've realized I need recently is for the Bullet Dancer archetype to get some errata so it's actually playable.
bullet dancer really should have been a monk-class archetype, it is clearly not designed for any other class, but the fact that another class could take it causes it to compromise its own functionality

*sob* YEHEHEHEHESSSSS! T_T


VictorTheII wrote:
Due to the recent gunslinger thread, I'd really like an errata or feat that makes Item Activation count as an 'Interact to Reload' action. I feel like it would really up the utility of using guns and crossbows when you can for example use Running Reload to step out of AoA before you use a Life Shot.

Yeah that would be nice. Not essential but nice.

Quote:

Is there any "attack of opportunity" type effect for ranged/thrown weapons of any kind? I don't think there's any. And since ranged options tend to be more limited than melee ones, and since there's a bit of a "bow supremacy" for ranged weapons, there's a way to solve it all at once...

Yes you can get it as early as level 1.


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A true magical skill monkey: A caster whi sacrifices slots for rogue-style skill proficiencies and extra feats. Could maybe work as a class archetype?


Anne Archer wrote:
PossibleCabbage wrote:
I mean, realistically an arrowhead that is blunted enough that it does not pierce (even the decidedly not-sharp points you use for practice shooting still pierce) should reduce the die size.
This is a ridiculous assertion. Just look at 'hollow point' bullets. There's a perfect example of what happens when you go from piercing to bludgeoning. Instead of expending energy penetrating (& making a deeper wound), much of the energy is expended on impact, shocking the target. There's no reason to change the die size.

...and yet blunt-tipped arrows were not used as weapons of war or against large targets. They're used for small game, where you just don't need a lot of total damage to take the target down.

Hollow points are used because bullets are very small, and go incredibly fast, and can actually punch all the way through someone. Even so, they lose effectiveness quickly against any sort of armor or equivalent protection.

Basically, from a practical standpoint, blunt arrows are much less likely to kill large targets than sharps. Thus, less damage.


Anne Archer wrote:
PossibleCabbage wrote:
I mean, realistically an arrowhead that is blunted enough that it does not pierce (even the decidedly not-sharp points you use for practice shooting still pierce) should reduce the die size.

This is a ridiculous assertion. Just look at 'hollow point' bullets. There's a perfect example of what happens when you go from piercing to bludgeoning. Instead of expending energy penetrating (& making a deeper wound), much of the energy is expended on impact, shocking the target. There's no reason to change the die size.

Quote:
Archery is allowed to have some weaknesses.

Archery already has weaknesses:

1) Only half Strength added to damage, and then only if you get a propulsive weapon. Which is 3x to 5x more expensive.
2) Having to shoot through cover if the melee guys are doing their thing.
3) Pin is about the most anemic weapon critical in the game.

1) The cost of a composite bow is identical to that of a non-composite bow starting at level 2 (+1 weapons). Yes, this is silly, but it's RAW. The gold difference is trivial.

2) Applies to all ranged attacks basically equally
3) Stealing an action without a save is a decent critical effect. Compare to the various stunned/slowed ones that do give saves.

Horizon Hunters

Dubious Scholar wrote:

1) The cost of a composite bow is identical to that of a non-composite bow starting at level 2 (+1 weapons). Yes, this is silly, but it's RAW. The gold difference is trivial.
2) Applies to all ranged attacks basically equally
3) Stealing an action without a save is a decent critical effect. Compare to the various stunned/slowed ones that do give saves.

1) The cost of a composite bow is _not_ identical to the cost of a regular bow, not at any level. I refer you to the weapons section of the CRB. Nor is the gold difference trivial to a first or even second level character, as it is the same as two or three healing potions (minor).

2) This comment is non-sensical. Saying that other ranged types share this weakness doesn't change the fact that it's a weakness.

3) I have managed plenty of crits with a bow, and can't recall an enemy _ever_ being hindered by the pin crit. Half the time the target isn't near something it can be pinned to. And the other half it doesn't care, it's next to a melee type and just attacks (or casts it's spell then casts Shield. Or somesuch.)
Also note, concerning the anemic nature of Pin - a cut and paste from the CRB, "The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort." Such creatures can still be shoved, made flat-footed, etc... if they are subject to crits at all. I don't know about oozes, but water elementals are subject to crits


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Pathfinder Rulebook Subscriber
Anne Archer wrote:
The cost of a composite bow is _not_ identical to the cost of a regular bow, not at any level.

A +1 magic weapon costs 35 GP. You explicitly do not adjust that price based on the type of weapon, per the CRB entry on magic weapons.

So the gold difference is trivial for a second level character... because it doesn't exist.

Anne Archer wrote:
This comment is non-sensical. Saying that other ranged types share this weakness doesn't change the fact that it's a weakness.

But it's also not relevant when comparing to other ranged weapons, which was part of the discussion regarding access to blunt damage.


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Pathfinder Rulebook Subscriber

Just to keep using this thread as a dumping ground for ideas:

Impossible Lands has a really interesting (conceptually) feat called Masquerade of Seasons Stance.

It's a stance that has four different forms, each one providing its own benefit and you can spend actions to switch between them. As is, the feat gives you some resistance (water/fire/cold/negative depending on your pick) which is fine...

But IMO there's a huge missed opportunity in not adding follow-up feats that interact with these different forms (one of them gives you air walk and the other is better nimble dodge at a higher level).

IMO the idea of a multi-form stance with follow-up feats that give you special abilities and interactions related to the forms, or even for switching between forms is really cool and something I hope Paizo gives another shot sometime (or maybe adds more follow-ups to masquerade of seasons I guess).

Wayfinders Contributor

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I would like to see a half-dragon variant heritage from a Paizo product.

Vigilant Seal

Hilary Moon Murphy wrote:
I would like to see a half-dragon variant heritage from a Paizo product.

If that would be a Dragonborn equivalent I’m all for it.


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A martial finesse monk sword.


_shredder_ wrote:
A martial finesse monk sword.

With Ancestral Weaponry you can add the monk trait to the

dogslicer (Goblin)

Elven curve blade (Elf)

or

Tengu Gale Blade (Tengu)

all of which are martial, finesse swords.

There's Adopted Ancestry if your character's ancestry doesn't match that of the sword you want to use.


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Gisher wrote:
_shredder_ wrote:
A martial finesse monk sword.

With Ancestral Weaponry you can add the monk trait to the

dogslicer (Goblin)

Elven curve blade (Elf)

or

Tengu Gale Blade (Tengu)

all of which are martial, finesse swords.

There's Adopted Ancestry if your character's ancestry doesn't match that of the sword you want to use.

Or hear me out and this is crazy, bring back Ki Focusing and Ki Intensifying weapon enchantments.


Can you normally craft custom weapons, or add traits to existing ones?

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