I really like the optional profiency feats!


Playtest General Discussion

Cognates

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Hi!
I just wanted to comment my appreciation of the feats that both classes get that give them optional proficiency in certain weapons. For refrence, this is the Reaper's and Smith's weapon familiarty feats.

The broad strokes of the feats are perfect. I've long lamented the number of advanced weapons in the game that are functionally fighter features as if it's not ancestry-tied, you can't use it to its full potential. This is a great way to address that, and I hope we see other classes get similar feats. For example, giving alchemists access to all injection weapons, or magus familiarity with weapons appropriate to their hybrid study.

The main issue as I see is that there aren't actually that many advanced weapons in the groups runesmith gets access to, but there may well be some on the way in Battlecry!

(I also think that necro not going to master does put the limits on a melee-necro playstyle, but I don't know if giving the feat even alchemist scaling would be too much.)


I do really like that these feats grant proficiency with whole categories of weapons, rather than the six or so that you get from an ancestry feat. That feels a lot like what a class feat version of such an ability should do, grant the same benefit to a wider array of options.

Injection weapons for the alchemist would be really cool. We might need a couple more of those first, though.

I also like that those feats are relatively low level, so they're easy to pick up by another class looking to multiclass. That's where I suspect we'll be seeing a lot of the martial necro builds, personally.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Perpdepog wrote:
I also like that those feats are relatively low level, so they're easy to pick up by another class looking to multiclass. That's where I suspect we'll be seeing a lot of the martial necro builds, personally.

Magus with multiclassed necromancer archetype, perhaps? Nice... (potentially) Thralls and butchering axe...

Cognates

Perpdepog wrote:

I do really like that these feats grant proficiency with whole categories of weapons, rather than the six or so that you get from an ancestry feat. That feels a lot like what a class feat version of such an ability should do, grant the same benefit to a wider array of options.

Injection weapons for the alchemist would be really cool. We might need a couple more of those first, though.

I also like that those feats are relatively low level, so they're easy to pick up by another class looking to multiclass. That's where I suspect we'll be seeing a lot of the martial necro builds, personally.

Very true, it might fall in the same space that the bespell strike feats fall into, where it's possible to use it for yourself on a regular build, but works better for dual class/multiclass


Dragonchess Player wrote:
Perpdepog wrote:
I also like that those feats are relatively low level, so they're easy to pick up by another class looking to multiclass. That's where I suspect we'll be seeing a lot of the martial necro builds, personally.
Magus with multiclassed necromancer archetype, perhaps? Nice... (potentially) Thralls and butchering axe...

What do people think might be in the Necromancer Dedication archetype? I know that Bard archetype makes you wait until level 8 to get composition cantrips, and the Witch archetype never gets hex cantrips. However, Necromancers are half casters, and I feel as if thralls are much more restrained in power without focus spells.

...OK fine, I know i'm being greedy, and I love the idea of Fighters being able to summon thralls as flankers. But a girl can dream, right?

Paizo Employee Community & Social Media Specialist

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Perpdepog wrote:

I do really like that these feats grant proficiency with whole categories of weapons, rather than the six or so that you get from an ancestry feat. That feels a lot like what a class feat version of such an ability should do, grant the same benefit to a wider array of options.

Injection weapons for the alchemist would be really cool. We might need a couple more of those first, though.

I also like that those feats are relatively low level, so they're easy to pick up by another class looking to multiclass. That's where I suspect we'll be seeing a lot of the martial necro builds, personally.

Injection weapons for Alchemists definitely sound cool! I'm still trying to perfect my paintball potions in a slingshot idea, and injection weapons sound like a fun departure for more chaotic alignments, due to feelings around needles.

Cognates

Maya Coleman wrote:
Perpdepog wrote:

I do really like that these feats grant proficiency with whole categories of weapons, rather than the six or so that you get from an ancestry feat. That feels a lot like what a class feat version of such an ability should do, grant the same benefit to a wider array of options.

Injection weapons for the alchemist would be really cool. We might need a couple more of those first, though.

I also like that those feats are relatively low level, so they're easy to pick up by another class looking to multiclass. That's where I suspect we'll be seeing a lot of the martial necro builds, personally.

Injection weapons for Alchemists definitely sound cool! I'm still trying to perfect my paintball potions in a slingshot idea, and injection weapons sound like a fun departure for more chaotic alignments, due to feelings around needles.

Oh you can't say that, now I want it!

(Deep sigh)
Time to hit the homebrew I guess


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Maya Coleman wrote:
Perpdepog wrote:

I do really like that these feats grant proficiency with whole categories of weapons, rather than the six or so that you get from an ancestry feat. That feels a lot like what a class feat version of such an ability should do, grant the same benefit to a wider array of options.

Injection weapons for the alchemist would be really cool. We might need a couple more of those first, though.

I also like that those feats are relatively low level, so they're easy to pick up by another class looking to multiclass. That's where I suspect we'll be seeing a lot of the martial necro builds, personally.

Injection weapons for Alchemists definitely sound cool! I'm still trying to perfect my paintball potions in a slingshot idea, and injection weapons sound like a fun departure for more chaotic alignments, due to feelings around needles.

Do you think that would be feasible as an honest-to-goodness paintball gun in sf2e? Stick in paint, elixirs, or potions and fire away.

Liberty's Edge

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Justnobodyfqwl wrote:
Maya Coleman wrote:
Perpdepog wrote:

I do really like that these feats grant proficiency with whole categories of weapons, rather than the six or so that you get from an ancestry feat. That feels a lot like what a class feat version of such an ability should do, grant the same benefit to a wider array of options.

Injection weapons for the alchemist would be really cool. We might need a couple more of those first, though.

I also like that those feats are relatively low level, so they're easy to pick up by another class looking to multiclass. That's where I suspect we'll be seeing a lot of the martial necro builds, personally.

Injection weapons for Alchemists definitely sound cool! I'm still trying to perfect my paintball potions in a slingshot idea, and injection weapons sound like a fun departure for more chaotic alignments, due to feelings around needles.
Do you think that would be feasible as an honest-to-goodness paintball gun in sf2e? Stick in paint, elixirs, or potions and fire away.

Sounds suspiciously similar to the Alchemical Crossbow TBT.

Cognates

The Raven Black wrote:


Sounds suspiciously similar to the Alchemical Crossbow TBT.

Honestly just reprinting that in non-AP material would make me very happy


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I'd like these feats more if they gave critical specialization to said weapons.


Martialmasters wrote:
I'd like these feats more if they gave critical specialization to said weapons.

Proficiency bonus is off the table w/ PF2's principles, so Crit Spec might be all they can add to at least match the Ancestry feats (Class feats being more costly). So yeah, that's a minimum need, and I'd actually like something more, otherwise I feel these are traps for non-martials. They can be worthwhile for a martial though, though not via an MCD unless already headed there.


Maya Coleman wrote:
Injection weapons for Alchemists definitely sound cool! I'm still trying to perfect my paintball potions in a slingshot idea, and injection weapons sound like a fun departure for more chaotic alignments, due to feelings around needles.

Speaking of slingshot, I can't believe we don't have any feat or ability yet that allow the player to use alchemical bombs as sling amunition (even if all it does is letting you use the sling weapon range increment and/or potency rune for the bomb). Not only is it an obvious combo, it would help carve a niche for the slings weapons, which is a bit lacking for the moment.

Other than that, I agree with botbrain here, it's nice to see these feat offering a broader range of weapon to access, I hope it's a sign that weapon proficiency get a bit easier to get by as non-human moving forward. I understand why advanced weapon had to cost at least a feat for non-fighter, free access to them is one of the core fighter feature after all, but it always felt bad that you had to play a human if you wanted true access to 99% of them, because the ancestry specific feats were extremely specific and only the human feat "unconventional weapon" actually allowed normal scalling for basically any weapon you wanted. I always felt like either the ancestry feat had to be expanded to englobe whole weapon subtypes to actually measure up to that versatility, or that the "weapon proficiency" general feat should have allowed you normal scalling for the weapon you chose, not that "trained from 1-10, expert for 11-20".


Castilliano wrote:
Martialmasters wrote:
I'd like these feats more if they gave critical specialization to said weapons.
Proficiency bonus is off the table w/ PF2's principles, so Crit Spec might be all they can add to at least match the Ancestry feats (Class feats being more costly). So yeah, that's a minimum need, and I'd actually like something more, otherwise I feel these are traps for non-martials. They can be worthwhile for a martial though, though not via an MCD unless already headed there.

I disagree,I don't think they are traps for the necromancer that wants to fish.


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I agree, I really like these feats, although Reaper's Weapon Familiarity needs a bit more power to be worthwhile and Smithing Weapons Familiarity needs a lot more power to be worthwhile. I hope they get that instead of being scrapped.

Paizo Employee Community & Social Media Specialist

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BotBrain wrote:

Oh you can't say that, now I want it!
(Deep sigh)
Time to hit the homebrew I guess

I officially have 0 regrets about planting this into your brain!

Justnobodyfqwl wrote:
Do you think that would be feasible as an honest-to-goodness paintball gun in sf2e? Stick in paint, elixirs, or potions and fire away.

How did you know I am already trying to fashion this for Starfinder... (This is positive, by the way ^_^.)

The Raven Black wrote:
Sounds suspiciously similar to the Alchemical Crossbow TBT.

On a strictly personal note, I simply enjoy slingshots more than crossbows! But, for the more crossbow inclined, absolutely similar, yes!

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Someone on reddit pointed out that they could also achieve this by giving some Pathfinder weapons the "Professional" weapon trait from Starfinder, and now I really want that.


I would love to see the professional trait make the jump to pathfinder.


Justnobodyfqwl wrote:
Do you think that would be feasible as an honest-to-goodness paintball gun in sf2e? Stick in paint, elixirs, or potions and fire away.

Like witches do in Kim Harrison's The Hollows series.

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