Remaster: It's the Little Things in Life


Pathfinder Second Edition General Discussion

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Ravingdork wrote:
MaxAstro wrote:
Oh! Favorite "small" change though might be that rangers no longer have to ask the GM if difficult terrain is "natural". Their class features that involve difficult terrain now work with all difficult terrain, even magical.

What!? That's awesome! These quality of life changes just keep getting better and better.

MaxAstro wrote:
Also love that gnomes get to talk to all animals with a single 1st level feat, and that druids get to choose between animals and plants. That means a gnome druid can talk to both animals and plants at first level at just the cost of an ancestry feat!

I saw this too. Super fun roleplaying potential there.

"Just because I'm a hermit doesn't mean I'm alone." *Casts animal allies.* lol.

Obligatory


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

LOL. That never gets old.


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Pathfinder Roleplaying Game Superscriber
Pixel Popper wrote:
Ravingdork wrote:
MaxAstro wrote:
Oh! Favorite "small" change though might be that rangers no longer have to ask the GM if difficult terrain is "natural". Their class features that involve difficult terrain now work with all difficult terrain, even magical.

What!? That's awesome! These quality of life changes just keep getting better and better.

MaxAstro wrote:
Also love that gnomes get to talk to all animals with a single 1st level feat, and that druids get to choose between animals and plants. That means a gnome druid can talk to both animals and plants at first level at just the cost of an ancestry feat!

I saw this too. Super fun roleplaying potential there.

"Just because I'm a hermit doesn't mean I'm alone." *Casts animal allies.* lol.

Obligatory

I... have never seen this before, and didn't know how much I needed it in my life.

It's even a series, omg. XD


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
MaxAstro wrote:
Pixel Popper wrote:
Ravingdork wrote:
MaxAstro wrote:
Oh! Favorite "small" change though might be that rangers no longer have to ask the GM if difficult terrain is "natural". Their class features that involve difficult terrain now work with all difficult terrain, even magical.

What!? That's awesome! These quality of life changes just keep getting better and better.

MaxAstro wrote:
Also love that gnomes get to talk to all animals with a single 1st level feat, and that druids get to choose between animals and plants. That means a gnome druid can talk to both animals and plants at first level at just the cost of an ancestry feat!

I saw this too. Super fun roleplaying potential there.

"Just because I'm a hermit doesn't mean I'm alone." *Casts animal allies.* lol.

Obligatory

I... have never seen this before, and didn't know how much I needed it in my life.

It's even a series, omg. XD

It's inspired roleplaying characters as well.

1st Edition Character - Hilarious Discussion Thread
2nd Edition Character

It was often said that the music from the video linked above was their theme song.


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Even if I scrub my eyes forever with bleach there’s no cure for the damage you have now done to my brain. Quite literally the worst thing I have seen today, and I’ve been to my local shopping centre.


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Ravingdork wrote:
MaxAstro wrote:
Pixel Popper wrote:
Ravingdork wrote:
MaxAstro wrote:
Oh! Favorite "small" change though might be that rangers no longer have to ask the GM if difficult terrain is "natural". Their class features that involve difficult terrain now work with all difficult terrain, even magical.

What!? That's awesome! These quality of life changes just keep getting better and better.

MaxAstro wrote:
Also love that gnomes get to talk to all animals with a single 1st level feat, and that druids get to choose between animals and plants. That means a gnome druid can talk to both animals and plants at first level at just the cost of an ancestry feat!

I saw this too. Super fun roleplaying potential there.

"Just because I'm a hermit doesn't mean I'm alone." *Casts animal allies.* lol.

Obligatory

I... have never seen this before, and didn't know how much I needed it in my life.

It's even a series, omg. XD

It's inspired roleplaying characters as well.

1st Edition Character - Hilarious Discussion Thread
2nd Edition Character

It was often said that the music from the video linked above was their theme song.

Hmmm... Microsoft want verify my identity to view the "sensitive information" in the links... *backs away slowly...* Yeah, I don't need to see what's in them.


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graystone wrote:
Hmmm... Microsoft want verify my identity to view the "sensitive information" in the links... *backs away slowly...* Yeah, I don't need to see what's in them.

Thanks for the warning. It is appreciated.


I have heard that the martial weapons feat has been buffed (automatic progression I assume (?))

What about the feat for getting a single advanced weapon proficiency?

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Tactical Drongo wrote:

I have heard that the martial weapons feat has been buffed (automatic progression I assume (?))

What about the feat for getting a single advanced weapon proficiency?

Weapon Proficiency:
You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. If you are at least 11th level, you also become an expert in these weapons.

Special You can select this feat more than once. Each time you do, you become trained in an advanced weapon.


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so it maxes out at expert? hmpf...its better then before but I still dont like it

I mean, why not couple it to weapon proficiency?

would enable monk to use his advanced weapons
would enable people besides fighter (and gunslinger) to properly use advanced weapons

circumstancial you can do that for a race feat already, why not give that general feat some proper mileage?


Pathfinder Rulebook Subscriber
Tactical Drongo wrote:

so it maxes out at expert? hmpf...its better then before but I still dont like it

I mean, why not couple it to weapon proficiency?

would enable monk to use his advanced weapons
would enable people besides fighter (and gunslinger) to properly use advanced weapons

circumstancial you can do that for a race feat already, why not give that general feat some proper mileage?

I think Paizo is scared of making advanced weapons easily usable, TBH.

Verdant Wheel

pH unbalanced wrote:

Weapon Proficiency:

You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. If you are at least 11th level, you also become an expert in these weapons.

Nice - one advanced weapon of choice - that is news!


Captain Morgan wrote:
Tactical Drongo wrote:

so it maxes out at expert? hmpf...its better then before but I still dont like it

I mean, why not couple it to weapon proficiency?

would enable monk to use his advanced weapons
would enable people besides fighter (and gunslinger) to properly use advanced weapons

circumstancial you can do that for a race feat already, why not give that general feat some proper mileage?

I think Paizo is scared of making advanced weapons easily usable, TBH.

Given that the one time one of them was good and easily accessible it both got a martial equivalent and also got nerfed, seems like they don't really want people to use them that often, which is a bit of a pain if you find one you like for aesthetic reasons.


Tactical Drongo wrote:
so it maxes out at expert? hmpf...its better then before but I still dont like it.

Every class gives expert in some kind of attack. If you're primarily a spellcaster, that's where you top out. I think they very much do not want to end up with a spellcaster with master proficiency in weapon attacks for balance reasons.

The other thing is that for most martials you get Master attacks at like 19th level.


PossibleCabbage wrote:
Tactical Drongo wrote:
so it maxes out at expert? hmpf...its better then before but I still dont like it.

Every class gives expert in some kind of attack. If you're primarily a spellcaster, that's where you top out. I think they very much do not want to end up with a spellcaster with master proficiency in weapon attacks for balance reasons.

The other thing is that for most martials you get Master attacks at like 19th level.

I thought it was 15th level?


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I mean that's why they said to connect it to your class's standard weapon proficiency. The feat isn't very good on martials because it only really helps for like 4 levels, 3 and 4 and 11 and 12. There is also the weird thing of because of how unconventional weaponry works common advanced weapons are harder to get proficiency with than uncommon ones, which is a bit odd.


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Perpdepog wrote:
PossibleCabbage wrote:
Tactical Drongo wrote:
so it maxes out at expert? hmpf...its better then before but I still dont like it.

Every class gives expert in some kind of attack. If you're primarily a spellcaster, that's where you top out. I think they very much do not want to end up with a spellcaster with master proficiency in weapon attacks for balance reasons.

The other thing is that for most martials you get Master attacks at like 19th level.

I thought it was 15th level?

Its level 13.


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MEATSHED wrote:
Given that the one time one of them was good and easily accessible it both got a martial equivalent and also got nerfed, seems like they don't really want people to use them that often, which is a bit of a pain if you find one you like for aesthetic reasons.

I don't understand this logic.

If the desire for the advanced weapon is indeed just for the aesthetic reasons, just use the stats of a similar martial (or even simple) weapon and describe it as the desired weapon aesthetically.

I don't see anything wrong with having a Dwarven War Axe with the stats of a Boarding Axe. Or a Katana if you want the 2-hand trait. Including having the Martial weapon category in both cases.

So when people say things like this, it always makes me think that they actually do want it for the mechanical benefit that the advanced weapon gives over what a martial weapon gives rather than just the aesthetics.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
breithauptclan wrote:
graystone wrote:
Hmmm... Microsoft want verify my identity to view the "sensitive information" in the links... *backs away slowly...* Yeah, I don't need to see what's in them.
Thanks for the warning. It is appreciated.

The discussion link is just a 1st Edition forum thread. The character links are PDF character sheets/stat blocks stored on Microsoft OneDrive.

Nothing nefarious about them. You probably just weren't logged into your Microsoft account, which these shouldn't require anyways. Or perhaps I got one of the OneDrive settings wrong when generating the link.


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Ravingdork wrote:
breithauptclan wrote:
graystone wrote:
Hmmm... Microsoft want verify my identity to view the "sensitive information" in the links... *backs away slowly...* Yeah, I don't need to see what's in them.
Thanks for the warning. It is appreciated.

The discussion link is just a 1st Edition forum thread. The character links are PDF character sheets/stat blocks stored on Microsoft OneDrive.

Nothing nefarious about them. You probably just weren't logged into your Microsoft account, which these shouldn't require anyways.

I use one drive files all the time and have never gotten that warning. In fact, I just went to a new link a min ago as a test and it just worked so something is different with those links. It could very well be perfectly fine to use, but when something on the internet is acting strangely and/or differently than normal, I avoid it. Better safe than sorry.


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Fire ray no longer deals persistent damage on a crit, but it does leave a patch of fire on the ground that burns for (rank)d6 if they end their turn in it. Potentially much stronger for magus now since it'll either deal more non-crit damage than IW if they stand still or force action loss if they move. They need to specifically end their turn in the fire though so it can't be exploited like regular hazardous terrain.

The ground fire occurs on any non-crit miss so a regular cleric can throw it out to try and force movement too, I guess.


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Does the Human ancestry feat "Unconventional Weaponry" exist in the same form in the remaster? That was always the best way to make advanced weapons work for non-fighters and without specific archetypes. You just had to convince the GM that there's a culture that uses Bladed Hoops a lot.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Have they clearly defined what is meant by an "Instance of Damage"?


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Pathfinder Rulebook Subscriber

No. Instance of damage is only used twice in either book, only to say that weakness/resistance applies once to an instance of damage, with no further guidance. Just like the CRB.

The only example for 'instance of damage' is the same as in the CRB too, a cold iron axe being both cold iron and slashing. Nothing on mixed damage types (except the same example from the CRB about resist all).


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PossibleCabbage wrote:
Does the Human ancestry feat "Unconventional Weaponry" exist in the same form in the remaster? That was always the best way to make advanced weapons work for non-fighters and without specific archetypes. You just had to convince the GM that there's a culture that uses Bladed Hoops a lot.

It hasn't changed.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Squiggit wrote:

No. Instance of damage is only used twice in either book, only to say that weakness/resistance applies once to an instance of damage, with no further guidance. Just like the CRB.

The only example for 'instance of damage' is the same as in the CRB too, a cold iron axe being both cold iron and slashing. Nothing on mixed damage types (except the same example from the CRB about resist all).

Well that's disappointing as is the lack of clarity around unconventional weaponry. I was hoping they would take the opportunity to clarify these rules, but it looks like that is sadly not the case.


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Just some of the small stuff that I'm happy about, plenty of which has been mentioned.

- Swap change is a huge quality of life improvement. I had a Thaumaturge have to drop an implement in the middle of combat because we needed an emergency potion, and that always bugged me.

- Rules for tossing something to someone! Look, seriously, I know GMs could and did just wing it, but it's very satisfying to have something formal to point to.

- The improvement to the Cauldron feat. Magnificent. It doesn't overshadow any of the alchemy options in the game, and our Witch is still getting good mileage out of an Alchemist multiclass, but an on-level potion once a day feels good and opens up a lot of interesting options. Or, if you want to keep it simple, it can eventually be a staple like Haste or Fly in a bottle. (At some point, I want to do a character that uses it for a free daily upgrade to their skillful tail ancestry feat.)

- Illusory Disguise encompasses Veil now, and we have a flexible illusion cantrip for when you just want to show a rough map or be petty and cast a spell just to have a caricature of somebody flip them off on your behalf.

- General feat for a customizable pet! It's just a fun feat, which isn't usually what the general feat slot gets to do.

- The Repeat a Spell activity has apparently been improved such that you aren't risking fatigue with Shield or a Bard's composition cantrip. You only need to worry about fatigue with cantrips that require a bunch of complex control, like Figment or Prestidigitation. It's probably the least stealthy exploration activity, but being able to start combat with your AC bonus or the party buff active is nice.


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

For the cost of a general feat I thonk it should level with class weapon proficiency. Advanced weapons really aren't that big of an upgrade, certainly not worth more than a general feat.

Right now its a disadvantage to use an advanced weapon even for martial classes and at that point I ask why even bother to print them. They are too niche and take up book space that would be better used for things that would see a decent amount of play at most tables.


It gets you to level 12 so you can have the feat from Fighter Dedication. If you also take Fighter Dedication.


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Inspire heroics, now called fortissimo composition, got the weirdest buff. Rather than being a very hard dc based on the highest level creature affected, it is now based on the highest will DC of targets affected. In the worst case this is usually easier by 2-3 but if you don't have a character with capped wis and will progression (most parties without a cleric or druid) it'll be even easier.


gesalt wrote:
Inspire heroics, now called fortissimo composition, got the weirdest buff. Rather than being a very hard dc based on the highest level creature affected, it is now based on the highest will DC of targets affected. In the worst case this is usually easier by 2-3 but if you don't have a character with capped wis and will progression (most parties without a cleric or druid) it'll be even easier.

That's weird indeed. Even though it is better, it feels a bit inconvent having to ask who has the highest will save all the time for those that change parties often (thinking of westmarches and Society play).

Liberty's Edge

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roquepo wrote:
gesalt wrote:
Inspire heroics, now called fortissimo composition, got the weirdest buff. Rather than being a very hard dc based on the highest level creature affected, it is now based on the highest will DC of targets affected. In the worst case this is usually easier by 2-3 but if you don't have a character with capped wis and will progression (most parties without a cleric or druid) it'll be even easier.
That's weird indeed. Even though it is better, it feels a bit inconvent having to ask who has the highest will save all the time for those that change parties often (thinking of westmarches and Society play).

We were already asking who has the highest level.


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gesalt wrote:
Inspire heroics, now called fortissimo composition, got the weirdest buff. Rather than being a very hard dc based on the highest level creature affected, it is now based on the highest will DC of targets affected. In the worst case this is usually easier by 2-3 but if you don't have a character with capped wis and will progression (most parties without a cleric or druid) it'll be even easier.

Sweet Shelyn, I hate that mechanic. I get that they want to reward bards for maxing Performance, but a better way would be something like: "The bonus from your inspire courage or inspire defense increases to +2 (+3 if you are a Master of Performance)."


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The Raven Black wrote:
roquepo wrote:
gesalt wrote:
Inspire heroics, now called fortissimo composition, got the weirdest buff. Rather than being a very hard dc based on the highest level creature affected, it is now based on the highest will DC of targets affected. In the worst case this is usually easier by 2-3 but if you don't have a character with capped wis and will progression (most parties without a cleric or druid) it'll be even easier.
That's weird indeed. Even though it is better, it feels a bit inconvent having to ask who has the highest will save all the time for those that change parties often (thinking of westmarches and Society play).
We were already asking who has the highest level.

I could always tell you my level without checking. Not the case for a Will save. It is also a stat that can change with buffs and debuffs, so you might even need to ask several times.

Liberty's Edge

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roquepo wrote:
The Raven Black wrote:
roquepo wrote:
gesalt wrote:
Inspire heroics, now called fortissimo composition, got the weirdest buff. Rather than being a very hard dc based on the highest level creature affected, it is now based on the highest will DC of targets affected. In the worst case this is usually easier by 2-3 but if you don't have a character with capped wis and will progression (most parties without a cleric or druid) it'll be even easier.
That's weird indeed. Even though it is better, it feels a bit inconvent having to ask who has the highest will save all the time for those that change parties often (thinking of westmarches and Society play).
We were already asking who has the highest level.
I could always tell you my level without checking. Not the case for a Will save. It is also a stat that can change with buffs and debuffs, so you might even need to ask several times.

Good point. I might actually Bon Mot my ally with the highest WILL to critfish on the Performance check.


Cyder wrote:

For the cost of a general feat I thonk it should level with class weapon proficiency. Advanced weapons really aren't that big of an upgrade, certainly not worth more than a general feat.

Right now its a disadvantage to use an advanced weapon even for martial classes and at that point I ask why even bother to print them. They are too niche and take up book space that would be better used for things that would see a decent amount of play at most tables.

this

as they are they are too niche and might disappear as well

I hope this gets errata'd, because there are 7 usually limited ways to get an advanced weapon

1. play a fighter, pick up a feat to have proper proficiency level 6
2. play a gunslinger and get one of the abysmal few advanced guns, also lvl 6 feat
3. play an ancestry with an advanced weapon and get their training feat (with a martial class)
4. red mantis assassin archetype
5. butterfly blade archetype
6. sword scion background or aldori duelist archetype, possibly in tandem
7. advanced weapon feat, usually as preperation for 4,5, sometimes 6 because otherwise every other martial outperformes you starting at level 5 (which makes this feat more for casters)

3 of these are for a single weapon, 2 have almost no choices and one has mage scaling, making it suboptimal for all martials


Tactical Drongo wrote:

making it suboptimal for all martials

The cost of a level 6 feat is just too high to bear. You are normally getting key powers at those levels, and advanced weapons are just not that interesting.

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Tactical Drongo wrote:
Cyder wrote:

For the cost of a general feat I thonk it should level with class weapon proficiency. Advanced weapons really aren't that big of an upgrade, certainly not worth more than a general feat.

Right now its a disadvantage to use an advanced weapon even for martial classes and at that point I ask why even bother to print them. They are too niche and take up book space that would be better used for things that would see a decent amount of play at most tables.

this

as they are they are too niche and might disappear as well

I hope this gets errata'd, because there are 7 usually limited ways to get an advanced weapon

1. play a fighter, pick up a feat to have proper proficiency level 6
2. play a gunslinger and get one of the abysmal few advanced guns, also lvl 6 feat
3. play an ancestry with an advanced weapon and get their training feat (with a martial class)
4. red mantis assassin archetype
5. butterfly blade archetype
6. sword scion background or aldori duelist archetype, possibly in tandem
7. advanced weapon feat, usually as preperation for 4,5, sometimes 6 because otherwise every other martial outperformes you starting at level 5 (which makes this feat more for casters)

8. Be a Cleric or Champion of a deity whose Favored Weapon is an advanced weapon.


pH unbalanced wrote:
Tactical Drongo wrote:
Cyder wrote:

For the cost of a general feat I thonk it should level with class weapon proficiency. Advanced weapons really aren't that big of an upgrade, certainly not worth more than a general feat.

Right now its a disadvantage to use an advanced weapon even for martial classes and at that point I ask why even bother to print them. They are too niche and take up book space that would be better used for things that would see a decent amount of play at most tables.

this

as they are they are too niche and might disappear as well

I hope this gets errata'd, because there are 7 usually limited ways to get an advanced weapon

1. play a fighter, pick up a feat to have proper proficiency level 6
2. play a gunslinger and get one of the abysmal few advanced guns, also lvl 6 feat
3. play an ancestry with an advanced weapon and get their training feat (with a martial class)
4. red mantis assassin archetype
5. butterfly blade archetype
6. sword scion background or aldori duelist archetype, possibly in tandem
7. advanced weapon feat, usually as preperation for 4,5, sometimes 6 because otherwise every other martial outperformes you starting at level 5 (which makes this feat more for casters)

8. Be a Cleric or Champion of a deity whose Favored Weapon is an advanced weapon.

Champion doesn't give advanced weapon proficiency, I remember this from my time trying to make a champion of Achaekek


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Karneios wrote:
Champion doesn't give advanced weapon proficiency, I remember this from my time trying to make a champion of Achaekek

This is one thing they should fix for Champion. That is including their Deities favourite weapon when they scale proficiencies.


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Just found out about the Group Impression changes, and I'm surprised they're not being talked about more. I'd already heard that you could Make and Impression on up to five people with a penalty by default (-2), and that Group Impression removed that penalty, but I didn't know that the scaling got a big buff that actually feels appropriate.

Trained is ten people, expert is twenty, master is fifty, and legendary is one hundred.

Going into a market (indifferent attitude), speaking loudly and making an appeal starting with who you are and why what you're doing matters, rolling a crit against the lower-level people within easy earshot with enough time to listen, and moving a few dozen people to helpful and willing to keep an eye out for somebody in particular? That actually does feel like a masterful feat of diplomacy. And maybe it's not a crit- the roll isn't that good, or this market isn't one where there are just a bunch of everyday citizens wandering around. You can still move some people to friendly, and willing to at least hear out a request. It feels like what "Group Impression" should be doing, not just allowing talking to more than a single person at a party.

Coerce remains a more one-on-one action, which makes sense (both thematically, and because Intimidation has a great combat debuff built in rather than behind Bon Mot), and Group Coercion scales at half the rate of Group Impression. In that same situation, a character could go into the market, and start throwing around their authority or power to start threatening a bunch of people into keeping a lookout for the person of interest and reporting back. They don't get quite as many, with the edges of the crowd just slipping away instead, but they can still get a dozen or two. It's not going to win them any long-term favors, but they also aren't going to have to spend time making individual appeals like a regular diplomacy success would.

Master proficiency only would have been good for ten people in either case before.


pH unbalanced wrote:


8. Be a Cleric or Champion of a deity whose Favored Weapon is an advanced weapon.

that is an idea coming from 1e

with the sole exception being the sawtooth sabre, no deity has an advanced weapon as favored weapon


Pathfinder Lost Omens, Rulebook Subscriber

I'm of the opinion that the level 6 fighter feat should just have the other martial classes as tags on it so they can just spend a class feat on it, but the feats in books that have class sections aren't laid out in a way that it would makes sense.


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I've heard a rumor that the Strength requirement for the Druid's Form Control feat was changed. Can anyone confirm that? That would be a nice change for those druids doing lots of shapechanging, but not needing strength. Always seemed like an odd requirement to me.


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Enchanter Tim wrote:
I've heard a rumor that the Strength requirement for the Druid's Form Control feat was changed. Can anyone confirm that? That would be a nice change for those druids doing lots of shapechanging, but not needing strength. Always seemed like an odd requirement to me.

Correct - there is no longer a Strength requirement.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I love that the Remaster now clarifies that you DO get to apply the Agile trait to combat maneuvers (disarm, grapple, reposition, shove, trip) when you use your free hand to perform them.

Liberty's Edge

Ravingdork wrote:
I love that the Remaster now clarifies that you DO get to apply the Agile trait to combat maneuvers (disarm, grapple, reposition, shove, trip) when you use your free hand to perform them.

What about weapons or not-hand unarmed attacks with the appropriate traits ?


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The Raven Black wrote:


What about weapons or not-hand unarmed attacks with the appropriate traits ?

Same. If the weapon or not-hand unarmed attack has the agile trait, it gets only a -4 penalty. Of course it still needs the grapple/trip etc. trait to make the attempt in the first place.


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The Raven Black wrote:
Ravingdork wrote:
I love that the Remaster now clarifies that you DO get to apply the Agile trait to combat maneuvers (disarm, grapple, reposition, shove, trip) when you use your free hand to perform them.
What about weapons or not-hand unarmed attacks with the appropriate traits ?

The rules basically say

"Your agile hand does maneuvers with -4/-8. Weapons might have maneuver traits but not agile, so these weapons will do maneuvers with -5/-10."

So it's at the very least strongly implied that an Agile Trip weapon will allow you to Trip at -4/-8.

The Rules Lawyer shows the rules from the book in this video around the 3 minute mark.

I also believe this particular rule was visible on one of the pages shown during the GenCon remaster panel.


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Ravingdork wrote:
I love that the Remaster now clarifies that you DO get to apply the Agile trait to combat maneuvers (disarm, grapple, reposition, shove, trip) when you use your free hand to perform them.

Can you point out where so I can be mad about the agile trait applying but finesse not applying despite both being defined as affecting attack rolls?

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