| Squark |
| 8 people marked this as a favorite. |
Created per the request of Maya Coleman
Guidelines:
1) Please be specific about problems
2) Linit discussion of issues to a minimum
3) Be respectful.
4) OGL Dark Archive errata is not particularly helpful as the Remastered version is due to relase at the beginning of next year. Errata for the remastered version when it drops is welcome.
Major unresolved issues from previous threads
The mythic system has a number of compatibility issues
-The Beast Lord Mythic and Apocalypse Destinies have major issues due to companions having limited interaction with the mythic system.
-Kineticists do not have a good way to interact with the mythic system.
-Classes and fighting styles that are disproportionately reliant on "Meta-strikes" like a Swashbuckler's finishers, a Magus's Spellstrikes, or even just a one-handed fighter's many feats are at a major disadvantage compared to classes and styles that do not (e.g. Rogues, Two-hand fighters, barbarians). Summoners have a similar problem with an inability to have their eidilon do Mythic things.
It is unclear how many spells known the oracle is supposed to have per rank.
The Swashbuckler archetype gives the Bravado class feature, but this doesn't do anything on its own.
| Squark |
Oracle repertoire size is inconsistent with its own text. Part of it uses the numbers two and three, like the number of spell slots used to. It also says you gain a new repertoire spell every time you gain a new spell slot, which is inconsistent with the numbers given.
That's much more eloquently put than how I described it above. Appreciate it.
| oimandibloons |
| 3 people marked this as a favorite. |
Rule to be errata'd: Dual-Form Weapon (Inventor Feat 4 at pg 26 of Remastered GnG)
The feat requires you to spend 2 actions to change from one weapon mode to another, which is equivalent to stowing weapon A and drawing weapon B with two Interact actions. This does not match up with the Remaster allowing you to Interact to swap.
My suggestion is to change weapon modes by taking one action.
| TricksterHoldsAllTheCards |
| 6 people marked this as a favorite. |
Would love clarification about the Rogue Resilience feature. To my knowledge it is the only class that gets the Evasion like effect at Expert level proficiency, aside from classes like Fighters that get it against a specific type of effect. It seems strange that the Rogue gets it on its worst save faster than its secondary save, and is the only class to get it to all saves.
If this is how it should be an affirmation would be clarifying.
| Trip.H |
Firework Technician.
Whole thing needs a rewrite.
* Only alch archetype to consume resources for actions instead of making items. Conceptually, that makes it not really an alchemy archetype, and the use of that system is itself an "error."
* Poaches recharging VVials otherwise exclusive to a "real Alchemist." This honestly "nerfs the Alchemist" by its very existence, enabling any PC to get recharging VVials without being stuck with Alch's horrible chassis.
* Still refers to infused reagents, which was conceptually deleted in the remaster. Someone didn't even ctrl-f before submitting as professional work, and someone else didn't even ctrl-f to check that work.
* Forgets to put auditory & or visual traits in some of the actions.
* It's the only archetype in the pf2 system with an ability that scales in dmg with the more of your limited resource you spend on that action. Yes, I get the idea, but that is "bad" design that has no place in the existing alchemy subsystem. Damage does not scale like that for a reason.
Adding insult to injury; unlike in the old infused reagents paradigm, alch resources no longer increase with level ups*, making this design "broken" from yet another PoV.
* An F.Tech ability even forces Acrobatics checks on foes else attempted flight fails. A ghost, which only has a fly speed, would need to make untrained Acrobatics checks at -6 below its lowest save, else the movement is lost.
_______________________
The whole thing is a complete mess / embarrassment that shouldn't have been printed. I cannot recall if there's single feat that doesn't have some absurd mistake/ oversight in it.
The entire archetype honestly needs to be deleted/disabled ASAP, then perhaps fixed or wholly replaced.
Lunaris G. Velskud
|
We need a proper Remaster for Magus and Summoner. Magus is in a really bad spot since remaster. Here are some things that have been huge hits on Magus in terms of gameplay feel:
1. Significantly reduced amount of attack roll spells since remaster.
2. Magus feats overall getting the short end of the stick with the remaster compatibility errata (Arcane Shroud being way worse now, Sustaining Steel no longer has a second paragraph, Conflux Focus/Conflux Wellspring not getting the remastered refocus feat treatment etc.)
3. Lack of scaling proficiency in traditions besides Arcane
4. Sure Strike getting limited to once per combat with errata
I mean, I am not expecting a huge rework of the entire class. But at least make it not feel forgotten by the development team. Sure, it received multiple errata since remaster, but none of them really hit these issues. It feels like whoever is doing the remaster compatibility errata for Magus is ignoring some of the key changes in the remaster and not considering many aspects of the game.
| lghtbrngr |
| 2 people marked this as a favorite. |
Exemplar Dedication!
With it's current state, a martial character with the exemplar dedication, taking one of the weapon ikons will outperform a fully classed exemplar using the same ikon in most combat scenarios.
An easy fix would be for archetype Ikons not to apply Imminence effects (and only apply them if they're are needed as a part of a Transcendence during the Transcendence).
This would help exemplars gain a place among damage martials, as well as create a healthier and more diverse ground for building characters
| Tridus |
| 5 people marked this as a favorite. |
Would love clarification about the Rogue Resilience feature. To my knowledge it is the only class that gets the Evasion like effect at Expert level proficiency, aside from classes like Fighters that get it against a specific type of effect. It seems strange that the Rogue gets it on its worst save faster than its secondary save, and is the only class to get it to all saves.
If this is how it should be an affirmation would be clarifying.
This was clarified some time ago and it is correct as written.
We as a community aren't sure why that change was made, but we do know that it's deliberate.
| Titanium Dragon |
| 4 people marked this as a favorite. |
Ambiguity/Confusion Issues:
• Stifling Stillness (Rage of Elements, Page 71) - Clarification as to how Stifling Stillness works. It should note that the enemies can't just hold their breath in reaction to the spell being cast, so unless they were already holding their breath when it was cast, it affects them; as is, there's inconsistency between tables as to whether or not the spell allows that. It is very weak if enemies can just automatically hold their breath in response. My suggestion would be to change the text to "Creatures in the area that breathe air that weren't holding their breath prior to the spell being cast must spend a single action..." to clarify this.
• Freezing Rain (Rage of Elements, Page 173) - I'm not sure if it is intentional, but the way it is worded, you can't freeze the rain on the round you cast it, which makes it rather lackluster for a 3-action rank 5 spell compared to other control spells at this level. I've seen confusion as to whether or not this is allowed, as the flavor text suggests you can "do a magical tweak" to turn the rain to freezing rain, which makes people think you can do it immediately, but as written, you cannot. I'd change it to make it so you can freeze the rain the round you cast it. My suggested wording would be:
"Intense cold rain comes from nowhere, a microcosm of a sudden downpour, and a magical tweak can turn the rain to freezing sleet. When you cast the spell and the first time you sustain it each round, the rain makes the area difficult terrain and extinguishes magical fires in the area, and you can choose to freeze the rain; if you sustained the spell, you can also move the area up to 20 feet. If you freeze the rain, each creature in the area takes 4d6 cold damage and might be slowed, depending on the result of its Reflex save."
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Swashbuckler ( Player Core 2 pg. 158): In the Finisher section, change the text: "Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn." to: "Once you use a finisher, you can't use actions that have the finisher trait for the rest of your turn." Swashbucklers don't need to be shut out of additional attack actions after using a finisher; this makes them more able to use abilities like grapple and trip on their turn, which feels good, and not having to choose between using your finisher and doing stuff that helps you in the tank role is good.
My group has played with this as a house rule and it hasn't been an issue at all; indeed, even with this buff, Swashbucklers are still on the weak side of things, so we've actually gone further than this and also given them Reactive Strike as a bonus feat at 1st level, and they're still fine.
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Magus: Change Arcane Cascade (Secrets of Magic pg. 38) to a free action. As-is, it is rarely worth entering Arcane Cascade because the Magus's action economy does not support it; it is almost always better to be doing something else with that action. Making it a free action makes it more consistent with Quick Tempered. Making it so that the Magus can fight in their stance much more consistently makes the class work a lot better and adds more distinction to the different hybrid studies.
My group has played with this as a house rule and it hasn't caused any issues, and it has made the Magus feel better to play.
Magus's Analysis (Secrets of Magic pg. 42) - I would delete "If your check is successful" and just make it automatically recharge your spellstrike. This feat is very lackluster as-is because the chance of getting nothing out of your recharge is pretty high, especially given that you likely only have 1-2 knowledge skills trained to a particularly high level; making it just work lets you upgrade recharging your spellstrike with getting a free Recall Knowledge when you do it, but only once per creature, so it's a nice little boost but it's not a huge upgrade. As-is, this feat is not really worth taking; with this upgrade, it is more of a consideration.
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Inventor: Change Overdrive (Guns & Gears pg. 16) to a free action, triggered when you start your turn. This makes it more consistent with the remastered Rage, allowing you to start it up without spending an action. Inventors are on the weaker end of classes, so avoiding an action tax to use their main class ability (in the same way that Barbarians do) would help them significantly.
My second suggestion would be to change Unstable (Guns & Gears pg. 15) to "Unstable actions are experimental applications of your innovation that even you can’t fully predict. When you take an unstable action, attempt a DC 15 flat check immediately after applying its effects. This DC is 13 if you’re legendary in Crafting. On a failure, the innovation malfunctions in a spectacular (though harmless) fashion, such as a belch of smoke or shower of sparks, and you cannot use that unstable action again. On a critical failure, you also take an amount of fire damage equal to half your level. You can spend 10 minutes retuning your innovation and making adjustments to return it to functionality, at which point you can use all unstable actions with that innovation again."
As-is, taking additional Unstable feats is mostly a bad idea, because unstable applies to ALL your unstable actions, unlike focus points, which give you an additional focus point for each focus point you take (up to three). By changing Unstable to make it so you can't use that particular unstable action again, it encourages Inventors to take a lot of unstable actions, because then they can use a variety of different ones across the encounter, but will rarely get to use the same one twice in an encounter.
This would help to boost the inventor up; currently, the inventor is one of the weakest classes in the game and is generally rather lackluster. This would encourage them to lean more into their class features and would help bring them more up to par with classes like Barbarian.
My group has played with these as house rules and it hasn't caused any issues, and has made the Inventor feel better to play.
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Monk (Player Core 2 pg. 114): Make Reflexive Stance (Player Core 2 pg. 125) a base class ability for the monk. Monks often center around stances, but they take an action penalty in the first round of combat, and for stances like Mountain Stance, if you are caught out of your stance, you often have massively lower AC. The Stance is basically the monk's equivalent of the Barbarian's rage, so giving them it at the start of combat in the same way that Barbarians got Quick-Tempered would bring better parity between the classes.
My group has played with this as a house rule and it hasn't caused any issues and has made the Monk feel better to play.
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Ranger Hunt Prey (Player Core pg. 154): Add "When you roll initiative, you may Hunt Prey on one creature you can observe as a free action." As-is, it is optimal for Rangers to Hunt Prey out of combat, but sometimes the GM forgets to ask, and sometimes you're in a situation where it is hard to determine which particular creature the Ranger might be hunting if they are tracking a group of creatures. This creates greater consistency for the ranger, and also lowers the burden on both the GM and the Ranger players to make sure that they are Hunting Prey at all times outside of combat, while still making it so that if the Ranger is ambushed by creatures it isn't aware of, it can't just have Hunt Prey up automatically on them.
My group has played with this as a house rule and it hasn't caused any issues; it has smoothed out Ranger gameplay significantly and lowered GM and player burden.
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Animal companion consistency vs Archetypes - a lot of the classes just have slower scaling than the Beastmaster archetype for no reason, this should be brought up to par; as is, it is better to just take the Beastmaster archetype than the class feats for many classes:
• Change getting a Mature Animal Companion to a level 4 feat for Champion (Loyal Warhorse, Player Core 2 pg. 95), Commander (Battle-Tested Companion, Battlecry! pg. 31), and Ranger (Mature Animal Companion, Player Core pg. 159), as well as for the Mammoth Lord Archetype (Mature Megafauna Companion, Pathfinder #177: Burning Tundra pg. 77)
• Change getting a Incredible Companion to a level 8 feat for Champion (Imposing Destrier, Player Core 2 pg. 97), Commander (Battle-Hardened Companion, Battlecry! pg. 32), and Ranger (Incredible Companion, Player Core pg. 161)
Animal companions at high levels - The third upgrade is at level 14 (or 16, for non-druids/non-beastmasters), but this makes the animal companion feel like it is significantly behind at levels 12-13 (and 14-15), as PC damage jumps way up from levels 8-12, making the animal companion fall woefully behind; the previous jumps (4 and 8) happen on striking runes and getting your first elemental runes respectively; it makes sense for the next jump to occur at level 12, when the next level of striking runes are unlocked. I would suggest changing Specialized Animal Companion to level 12:
• Change Specialized Companion to a level 12 feat for Champion (Auspicious Mount, Player Core 2 pg. 98), Commander (Peerless Mascot Companion, Battlecry! pg. 35), Druid (Specialized Companion, Player Core pg. 135), Inventor (Paragon Companion, Guns & Gears pg. 30), Ranger (Specialized Companion, Player Core pg. 162), and the various pet archetype classes: Beastmaster (Specialized Beastmaster Companion, Player Core 2 pg. 189), Cavalier (Specialized Mount, Player Core 2 pg. 193), and Mammoth Lord (Specialized Megafauana Companion, Pathfinder #177: Burning Tundra pg. 78).
Companion quality of life issues:
• Extremely long cooldown times on Animal Companions and Familiars dying is a big problem if those things actually die during the course of a campaign, as there are a lot of situations where spending a week of downtime getting your familiar/animal companion back would be disruptive to the plot or make no sense. A familiar or animal companion may represent 3-4 class feats, a significant chunk of your character's power. My suggestion would be for all classes to regain their familiar/companion during their daily preparations.
• The Witch suffers even more if their familiar dies during a fight, and it happens much more frequently with them than other characters because their familiars are often put in harm's way to get to apply the Witch's ability. I'd make the Witch's familiar be re-summoned after refocusing, so that the Witch isn't out one of their main class abilities if their familiar dies to a stray AoE damage spell in the first combat of the day.
We have played with all of these as house rules in our games, and they haven't presented any significant issues and has made it more fun to use these abilities without making them centralizing or overpowered.
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First rank spell rebalancing - a lot of the damage spells at 1st rank are just bad, not doing enough damage to be worth a spell slot. A big part of the problem is that they don't hit the important 8 damage threshold, which means they often can't kill level -1 monsters, while a Martial's strike can. Moreover, the chip damage often doesn't end up mattering because strikes one-shot the creatures anyway, and a level 1 creature that makes its save against one of these spells often doesn't take quite enough chip damage for it to reliably be taken down with two strikes from a martial. This is a major source of complaints from low-level casters; they often go for the damage options (which are good at higher levels) but end up feeling underpowered/worthless, and it leads to long-term negative consequences in terms of mentality and puts a lot of people off casters. I would suggest buffing the damage but lowering the scaling for a lot of 1st rank spells:
• Change Acidic Burst (Divine Mysteries pg. 256), Admonishing Ray (Pathfinder #158: Sixty Feet Under pg. 76), Breathe Fire (Player Core pg. 319), and Briny Bolt (Pathfinder #188: They Watched the Stars pg. 80) to 3d6 base damage with a heightened of +1d6 damage per rank, to make there be more worthwhile blasting spells at 1st rank without scaling up above what higher rank spells do.
• Change Chilling Spray ( Player Core 2 pg. 242) and Pummeling Rubble (Player Core pg. 351) to 2d8 base damage adding +1d8 damage per rank for the same reason.
• Change Hydraulic Push's (Player Core pg. 336) critical effect to dealing double damage instead of 6d6, so it works consistently compared to other spells when heightened
• Change Shockwave ( Divine Mysteries pg. 260) to also deal 1d8 bludgeoning damage base plus 1d8 damage per rank, and have it do double damage on a crit fail instead of just a static boost.
• Change Wooden Fists' (Rage of Elements pg. 199) heightened 3rd rank effect to what the spell does at rank 1 and eliminate the Heightened Rank 3 version entirely; the rank 1 version is just really not worth casting.
Second rank spell rebalancing - There's a few 2nd rank spells with rather lackluster damage as well:
• Increase the base damage of Ash Cloud (Secrets of Magic pg. 90) to 2d8 and increase the heightened damage to 1d8 per rank.
• Increase the base damage of Rime Slick (Pathfinder #151: The Show Must Go On pg. 78) from 2d4 to 4d6, and change the d4s to d6s on the heightened versions of the spell.
• Increase Sticky Fire's (Battlecry! pg. 91) base damage to 2d8 fire damage plus 1d8 persistent fire damage.
Third rank spell rebalancing:
• Change Firework Blast (Firebrands pg. 89) so all creatures in the AoE must make the Fortitude save regardless of their degree of success on the Reflex save; as is, the odds of getting the rider are too low to make this a viable alternative to spells like Fireball and Cave Fangs.
| Titanium Dragon |
| 3 people marked this as a favorite. |
Exemplar Dedication!
With it's current state, a martial character with the exemplar dedication, taking one of the weapon ikons will outperform a fully classed exemplar using the same ikon in most combat scenarios.
An easy fix would be for archetype Ikons not to apply Imminence effects (and only apply them if they're are needed as a part of a Transcendence during the Transcendence).
This would help exemplars gain a place among damage martials, as well as create a healthier and more diverse ground for building characters
Having actually seen Exemplars in a number of games, and characters with the Exemplar dedication, it hasn't been an issue at all. It's a solid archetype but I have rarely found it to be the *best* option.
While getting the Ikon static ability is a nice boost for a number of martial classes but it isn't better than other powerful class archetypes (getting Heavy Armor from Champion or Guardian, going into Marshal to get an aura that boosts your allies' damage (you and your allies all getting +2 damage is much better than any of the static damage boosts), going into Beastmaster to get an animal companion who basically means you ALWAYS get to flank and get a fourth action per round due to the companion, getting the action compression from Spirit Warrior, getting free alchemical items every day from the Alchemist dedication, going Psychic or Druid to grab powerful focus spells, going monk to get a powerful monk stance as a class with restricted weapons which also leaves them with free hands, etc.) and the follow-up feats from a lot of other archetypes are *way* better than what you get from the Exemplar - a character who goes Marshal for Dread Marshal Stance, or who goes Champion to get Lay on Hands and the Champion Reaction, generally ends up significantly stronger than someone who just goes Exemplar.
Moreover, Exemplars themselves are one of the strongest martial classes in the game; the idea that people archetyping to them surpass them suggests to me that you haven't seen Exemplars in action.
Exemplars, because they have multiple Ikons, can use their Ikon abilities every round of combat, bouncing between them constantly and changing which static bonuses they have. This is very powerful, and is something you can't do by archetyping until level 12. Moreover, because of the Epithets, Exemplars basically gain a bonus action every time they use one of their special Ikon powers, which you can just never do as any other class archetyping to them.
Moreover, Exemplars themselves archetype very well into other classes, especially Champion, but there's a number of other powerful builds they can go into.
Exemplars are very, very powerful; you can build them in a number of different ways and there are a number of very strong builds.
And of course, Exemplars themselves archetype very well into other classes, like Champion (which gives them heavy armor and the ability to protect other people with their reaction), Guardian (for much the same reasons), and Alchemist (with the ability to feed potions to their buddies as a single action).
Indeed, a lot of Exemplars will archetype at low levels due to the generally lackluster low-level Exemplar feats (which is also part of why the Exemplar archetype isn't actually all that good, because most of the low-level Exemplar feats are mediocre) and you end up with a very, very potent character.
Exemplars use Ikons MUCH better than other classes do due to their suite of abilities to support their usage and just the fact that they ping their spark between different ikons instead of having to waste an action to get their ikon recharged should they use a special ability.
Not to say that the dedication is bad by any means, but I wouldn't put it above other good dedications.
| TricksterHoldsAllTheCards |
TricksterHoldsAllTheCards wrote:Would love clarification about the Rogue Resilience feature. To my knowledge it is the only class that gets the Evasion like effect at Expert level proficiency, aside from classes like Fighters that get it against a specific type of effect. It seems strange that the Rogue gets it on its worst save faster than its secondary save, and is the only class to get it to all saves.
If this is how it should be an affirmation would be clarifying.
This was clarified some time ago and it is correct as written.
We as a community aren't sure why that change was made, but we do know that it's deliberate.
Wait really? Where was it clarified? I haven't seen anything about it when I searched.
| Titanium Dragon |
| 7 people marked this as a favorite. |
Liturgist practice for animist is severely overpowered compared to other practices.
Medium practice flavor and mechanics are contradictory and one or the other needs corrected to avoid confusion and/or create consistency.
Liturgist is fun to play; Dancing Invocation is a lot of fun. Nerfing it would make the class less fun to play as.
I think the real problem isn't that Liturgist is overpowered, it is that the other traditions are underpowered and get really lame level 9 abilities; medium is the closest to right, though still worse than Liturgist, but the others are pretty bad.
My suggestion:
* Medium: Dual Invocation (9th) You can build powerful bonds with multiple apparitions. You can select two of your attuned apparitions to be your primary apparitions. If you have the supreme incarnation class feature, you choose which apparition's avatar form you manifest each time you cast the avatar spell. The number of Focus Points in your focus pool is equal to the number of focus spells you have or the number of primary apparitions you are attuned to, whichever is higher (maximum 3). Once per round, when you Sustain a vessel spell, you also Sustain an apparition spell or vessel spell.
* Seer: Invocation of Protection (9th) Your status as an intermediary across planar boundaries grants you further defenses against spiritual ailments. You gain spirit resistance and void resistance equal to half your level, and your status bonus to saving throws and AC against the effects of haunts and the abilities of spirits and incorporeal undead increases to +2. When you Recall Knowledge, you also Sustain an apparition spell or vessel spell.
* Shaman: Invocation of Growth (9th) Your bond with the physical form of your chosen apparition grows stronger. You gain the Incredible Familiar feat. When you Command an Animal to command your familiar, you also Sustain an apparition spell or vessel spell.
This lets all of them lean into their particular things:
* Medium gets to have two primary apparitions and can channel both of their vessel spells at once, making them the best at using two vessel spells at the same time. It has the once per round restriction to avoid "going infinite" with itself.
* Seers get to sustain for free when they Recall Knowledge, which is a very Seer thing to do, making them better at exploiting all those bonus lores and letting them lean into Recall Knowledge in a way other Animists cannot due to action economy.
* The familiar will often chew into the action economy you want to use for your actual stuff, so making it so that commanding your familiar also sustains your vessel spell makes you more able to use that familiar. It also makes sense flavor-wise, given that your familiar represents one of the spirits you are working with.
It also gives all of them action compression, but makes them good at different things, which would help to diversify Animist builds.
| Tridus |
| 1 person marked this as a favorite. |
Tridus wrote:Wait really? Where was it clarified? I haven't seen anything about it when I searched.TricksterHoldsAllTheCards wrote:Would love clarification about the Rogue Resilience feature. To my knowledge it is the only class that gets the Evasion like effect at Expert level proficiency, aside from classes like Fighters that get it against a specific type of effect. It seems strange that the Rogue gets it on its worst save faster than its secondary save, and is the only class to get it to all saves.
If this is how it should be an affirmation would be clarifying.
This was clarified some time ago and it is correct as written.
We as a community aren't sure why that change was made, but we do know that it's deliberate.
In an email reply that got posted to Reddit.
I'm not surprised you couldn't find it.
| wizard1999 |
RoE , SoM and DA
kineticist proficiency to count as strike or casting a spell for archetypes.
Synthesist summoner.
Adding extra slots for summoner and magus they could do with some love.
revisit wand thaumaturge and clean on the damage
revisit psychic and ( choose 1+) :
- add more spells for each of the conscious minds like you did with the wizards
- revisit which spells are in those list since occult is not a blasting spell list but psychic wants to be that as such you either add better blast spells into all minds or change the class chassi
- change to 8 hp to help mid/melee psychics or change the melee options
- give free amp when the psyche is unleashed to help focus points
- remove the bad effect when finishing the unleash. ( same as the barbarian)
- let you expend a focus point to unleash psyche as a free action for a turn. this would help the psyche trait be more relevant.
the swarm eidolon looks cool but works like shit. let it strike while in swarm form or remove the cooldown on its only attack in that form. If i choose the swarm eidolon i want it to work as a swarm most of the time.
all of the pre remaster eidolons need a touch up
| Finoan |
| 1 person marked this as a favorite. |
Some classics regarding basic game mechanics rather than class specifics:
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How long do Minion creatures follow commands when they are not in combat, but they are given commands? The current rules do not define this at all.
The rules fully define Minion behavior in combat. If commanded, they gain two actions that they use to follow those commands. If not commanded, they do nothing.
The rules do not fully define Minion behavior when not in combat. It only defines what happens if they are not commanded.
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We desperately need a definition for "instance of damage". This rule term is used in the rules for damage resistance and weakness, but it is not defined anywhere.
It is unclear what parts of a complex attack should be considered a single instance of damage and which should be separated out and be considered different instances of damage happening at the same time.
For example, a sword with a frost rune swung by a character under the effects of an energy mutagen (fire). We have slashing damage, magical cold damage, and non-magical fire damage. Which of that is part of the same instance of damage?
Does the ruling change if the sword has a flaming rune instead. Now we have slashing damage, magical fire damage, and non-magical fire damage. Which of that is the same instance of damage?
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What is the basic definition of a spellcasting character's "your spell list"? A common interpretation is 'all of the spells on the casting tradition list', but that is not specified and is not the only viable option. Alternative options are 'the common spells on the tradition list' and 'the spells on the tradition list up to the Rank of spell that you can cast'.
Each of those ruling options will have a noticeable impact on rules elements that reference 'your spell list' such as Casting a Spell From a Scroll.
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Speaking of casting from scrolls...
The rules for Cast a Spell item activation states clearly that successfully activating such items requires a 'spellcasting class feature'. All spellcasting classes have a class feature named 'Spellcasting'. Spellcasting archetypes no longer give a 'spellcasting class feature'. Previously there were rules that stated this, but it was removed quite a while ago. Instead, the current Spellcasting Archetypes rules state on their own that having the "spellcasting ability" from the spellcasting archetype allows using Cast a Spell activation.
What is not clear is which feat from the spellcasting archetype gives this "spellcasting ability". Common ruling options are the Dedication feat and the Basic Spellcasting feat.
Arguments for the Dedication feat are that having the Dedication gives all of the basic benefits of the archetype including the ability to use Cast a Spell item activation items; and that the Dedication feat does allow casting Cantrips, which are a type of spell.
Arguments for the Basic Spellcasting feat include the historical wording where the Basic Spellcasting feat is what gave the character an ability considered equivalent to a spellcasting class feature; the similarity in name between 'spellcasting ability' and Basic Spellcasting; and the note in Focus Spells stating that Cast a Spell item activation requires having spell slots.
| LocoLogan |
| 1 person marked this as a favorite. |
Currently the level 11 Inventor class feature "Medium Armor Expertise" says this:
"You've learned to better defend yourself against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
If you have a medium or heavy armor innovation, you gain access to the critical specialization effect with your armor innovation."
Since critical specialization effects with armor do not exist, I suggest it be changed to:
"Medium Armor Expertise
Level 11
You've learned to better defend yourself against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
If you have a medium or heavy armor innovation, you gain access to the Armor Specialization effect with your armor innovation."
| Trip.H |
| 1 person marked this as a favorite. |
[instance of damage]
As far as I've ever seen, the only ruling that RaW "just works" is to match how trait-weakness triggers, via contact.
Meaning, each impact or hit is "one instance," and inside of that you check all the types and traits to use the single highest applicable weakness & resistance.
And the actual subtracted amount is the "applicable" resistance, so a resist 10 reducing 1 dmg is '1 applicable resistance,' and can get surpassed by a resit 5, etc.
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Every permutation of subdividing impacts into more than one instance I have encountered, such as "+type = new instance," had fundamental problems where you legit need to invent rules ex nihilo that do not exist to do that very "grouping" action.
There is no text so say you put all the bonus fire into the same bucket,
so "+type = new instance" folks who want each bonus bit of fire to multi-pop independently have exactly as much rule support as those saying you group all the fire into a single bonus instance for one extra pop.
And whatever ex nihilo rules are used to decided what does create bonus instances, each one I've seen creates rather large "edge" cases that result in bad gameplay outcomes. Not found a single version where the ex nihilo rules create a result that actually is "clean" and works all the time, as the RaW "one instance per impact" does.
Because Foundry caves to community demand, currently as "+type = new instance," you can mess around with it and see how it sometimes cheats the real result of "+type = new instance," and other times where the obvious no bueno result peeks through.
As briefly as I can explain it: if you are creating new instances, then like it or not, those are legit independent instances that'll do their own pops of weak/res.
Sure, if you ex nihilo decide to group dmg chunks into matching types, that'll stop type based res/weakness from multi-popping, but that's 1/3 kinds.
Traits that apply to entire attacks will suffer/benefit from multi-popping for every bonus instance.
Foundry "cheats" to catch common bad outcomes like holy weakness so it will usually not multi-pop when using split dmg, but by those very ex nihilo "+type = new instance" rules, every instance is holy, and that elemental rune, energy mutagen, spell buff, etc, of the holy strike should each pop holy weakness.
The Foundry folk have attempted to rig things to avoid the actual results of their own rule. That is itself perhaps the most damning condemnation of that 'interpretation's' legitimacy, lol.
Because the Paizo devs (imo) are counting on "one instance per impact" they write custom res/weaknesses that are really silly otherwise.
Spellheart passives like "resistance to ranged attacks" now multi-pop that resistance once per type basket, same for resistance to "attacks by demons," etc.
And yeah, multi-popping holy weakness once per damage type is just dumb. (but foundry's rigged to block that one, sometimes. Try adding [water] trait to a weapon and messing w/ those other trait weak/res options if you want to watch the weak/res multi-pop)
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Compressed summary:
The only version that doesn't create RaW problems is to treat every impact/ swing/ moment of contact as "an instance."
(Not a personal opinion. All variants of "+type = new instance" have to invent "missing" rules, but "one instance per impact" does not.)
| FenrirKnight |
| 2 people marked this as a favorite. |
Guardian's Intercept Attack lacks information as to whether the guardian is subject to the rider effects of the attack, the way that Protector's Sacrifice or Champion's Sacrifice do.
This leads to some very strange interactions with several monster abilities. Even something such as Grab lead to some unusual interactions. The attack was successful against PC1, but the Guardian intercepted the attack. From a logic standpoint the guardian should be subject to all of those types of things - poisons, debuffs, diseases, paralysis, targeting, and the like.
| Tridus |
Guardian's Intercept Attack lacks information as to whether the guardian is subject to the rider effects of the attack, the way that Protector's Sacrifice or Champion's Sacrifice do.
This leads to some very strange interactions with several monster abilities. Even something such as Grab lead to some unusual interactions. The attack was successful against PC1, but the Guardian intercepted the attack. From a logic standpoint the guardian should be subject to all of those types of things - poisons, debuffs, diseases, paralysis, targeting, and the like.
It does, in that it says explicitly you take the damage and doesn't mention anything else. The lack of anything else happening means you don't take anything else.
It doesn't make much sense if you think about it (how are you taking the damage but they're still getting grabbed/poisoned/etc?), but it's perfectly clear. This came up in the playtest feedback pretty extensively and the fact that it wasn't changed suggests its intentional.
| FenrirKnight |
| 1 person marked this as a favorite. |
FenrirKnight wrote:Guardian's Intercept Attack lacks information as to whether the guardian is subject to the rider effects of the attack, the way that Protector's Sacrifice or Champion's Sacrifice do.
This leads to some very strange interactions with several monster abilities. Even something such as Grab lead to some unusual interactions. The attack was successful against PC1, but the Guardian intercepted the attack. From a logic standpoint the guardian should be subject to all of those types of things - poisons, debuffs, diseases, paralysis, targeting, and the like.
It does, in that it says explicitly you take the damage and doesn't mention anything else. The lack of anything else happening means you don't take anything else.
It doesn't make much sense if you think about it (how are you taking the damage but they're still getting grabbed/poisoned/etc?), but it's perfectly clear. This came up in the playtest feedback pretty extensively and the fact that it wasn't changed suggests its intentional.
Then they should add the line of "You aren't subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects" to confirm if that was intentional. I agree that it goes entirely against the flavour and intention of the ability, which is why I'm suggesting it requires errata.
| Bluemagetim |
Some classics regarding basic game mechanics rather than class specifics:
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How long do Minion creatures follow commands when they are not in combat, but they are given commands? The current rules do not define this at all.
The rules fully define Minion behavior in combat. If commanded, they gain two actions that they use to follow those commands. If not commanded, they do nothing.
The rules do not fully define Minion behavior when not in combat. It only defines what happens if they are not commanded.
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We desperately need a definition for "instance of damage". This rule term is used in the rules for damage resistance and weakness, but it is not defined anywhere.
It is unclear what parts of a complex attack should be considered a single instance of damage and which should be separated out and be considered different instances of damage happening at the same time.
For example, a sword with a frost rune swung by a character under the effects of an energy mutagen (fire). We have slashing damage, magical cold damage, and non-magical fire damage. Which of that is part of the same instance of damage?
Does the ruling change if the sword has a flaming rune instead. Now we have slashing damage, magical fire damage, and non-magical fire damage. Which of that is the same instance of damage?
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What is the basic definition of a spellcasting character's "your spell list"? A common interpretation is 'all of the spells on the casting tradition list', but that is not specified and is not the only viable option. Alternative options are 'the common spells on the tradition list' and 'the spells on the tradition list up to the Rank of spell that you can cast'.
Each of those ruling options will have a noticeable impact on rules elements that reference 'your spell list' such as Casting a Spell From a Scroll.
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Speaking of casting from scrolls...
The rules for Cast a...
I would like to second the instances of damage clarification request.
The presence of fire damage that is magical and fire damage not magical in Finoan's example does create problems for the procedural approach for the 4 damage steps.
In step 2 we would identify the damage types present. Move each damage type to step 3 as instances of damage so we can apply immunities weakness and resitance. If damage type is the only determining factor then we will have one instance of fire when moving to step 3, presumably composed of both magical and not magical fire.
What might happen here against something like a HUNGRY GHOST with resistances that actually treat magic different than non magic like Resistances all damage 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) is undefined.
If we stick to procedure using the only term actually called out in step 2 we are identifying by types of damage only, and only to establish instances for step 3 consolidated into a single damage sum for step 4. If it is correct to assume the both fire damage amounts are one instance of fire damage that contains both magical and non magical damage then we might have two applicable resistances. Resist 5 all against magical fire and resist 10 against non magical. Since there is more than one that is applicable to the one instance of fire damage we take the highest. Not sure if that is what was intended and it does require some assumptions but that seems to be the procedure.
I think part of the clarification could be for step 2 when we are identifying damage types, is damage of the same type consolidated to create an instance, and is it done even when they have different additional traits that might matter to resistances.
| PossibleCabbage |
| 7 people marked this as a favorite. |
This is my third or fourth time asking for this:
For Player Core 2 please add to the feat Qi Spells (also Advanced, etc.) a section that reads "Special You can take this feat multiple times, choosing a different initial qi spell each time."
Other classes that have a "choose a focus spell" feat (e.g. Ranger, Cleric) have the option to take the feat more than once, so it's strange that the Monk lacks this particularly given this was not how it worked pre-Remaster (where Ki Rush and Ki Strike were just different feats.)
| Farien |
| 3 people marked this as a favorite. |
I still want to know if the nerf was deliberate where Familiars are no longer able to use the Trained-only actions of skills even after getting the Skilled ability in that skill.
Pre-Remaster it was allowed. With the Remaster splitting some of the Familiar rules into Pet, that ability was lost in the shuffle.
| Trip.H |
| 4 people marked this as a favorite. |
On the topic of familiars, I'd argue the shoulder-riding "needs" to be put into rules as allowed without penalty.
Due to the "Riding PCs" text, readers have reason to think that there should be an action penalty imposed upon the PC to do that.
Yet, if I recall correctly, paizo pf2 gameplay featured a PC with a shoulder-riding familiar.
It's an incredibly common house rule, but by RaW, the familiars are required to spend their Action to just keep up with their master during combat.
It's not valid to invent and add mechanics like that, and claim it to be RaW. Though, it is a houserule so normalized /essential, that if a GM blocked it, I'd see that as a red flag. But it is still a textless invention of the community.
(and familiar HP scaling is legitimately too low, getting worse and not better with high level play. They can/will get one-shot by AoE, to a seriously problematic degree. Witch being stuck with them puts an increase to their HP as medium priority fix worthy of errata, imo.)
Khefer
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| 1 person marked this as a favorite. |
I'll be honest, I always thought the Carry rules worked for it as familiars are only 1 bulk.
But honestly, it could be much clearer because the question comes up ALL the time and I feel like it's something that should've been default in there.
Also...
Errata: Independent familiar ability to be in line with similar cases with animal companions. Your familiar should be able to take 1 action for free, but you cannot command your familiar if you do so.
It's weird that this got added to many animal companion feats, but the familiar one was left alone.
| TheFinish |
| 2 people marked this as a favorite. |
I'll be honest, I always thought the Carry rules worked for it as familiars are only 1 bulk.
But honestly, it could be much clearer because the question comes up ALL the time and I feel like it's something that should've been default in there.
Also...
Errata: Independent familiar ability to be in line with similar cases with animal companions. Your familiar should be able to take 1 action for free, but you cannot command your familiar if you do so.
It's weird that this got added to many animal companion feats, but the familiar one was left alone.
AFAIK the Independent Familiar does work that way? It states:
" In an encounter, if you don't Command your familiar, it still gains 1 action each round."
| benwilsher18 |
| 3 people marked this as a favorite. |
Liturgist is fun to play; Dancing Invocation is a lot of fun. Nerfing it would make the class less fun to play as.
I think the real problem isn't that Liturgist is overpowered, it is that the other traditions are underpowered and get really lame level 9 abilities; medium is the closest to right, though still worse than Liturgist, but the others are pretty bad.
I like your suggestions, but Liturgist still needs an errata. It needs to be made clear that you only get a free Sustain from Dancing Invocation when you actually take the explicit Leap action, the explicit Step action, or the explicit Tumble Through action, and not when you Leap, Step or Tumble Through incidentally as part of another activity. I believe this is RAI, but the way it is written now it allows a free Sustain every time you Leap, Step or Tumble Through for any reason, which opens up a lot of cheese with stuff like Elf Step, Commander tactics, Liberation Champion reaction, Fan Dancer's Tumbling Strike, spells like Dive and Breach, and more.
Either that, or just limit the ability to only working once per round. It would take less wording and probably have the same end result, and be less open to interpretation.
| taks |
| 1 person marked this as a favorite. |
I posted this in the previous thread, but I don't know how much of the end posts got collected...
Palatine Detective: greater esoteric spellcasting is a 12th level feat but it should be a 10th level feat. Easy to fix at the table, but Demiplane can't change the feat until it gets an errata.
| Eoran |
| 2 people marked this as a favorite. |
Most of the classic Witch patron Hex Cantrips removed the temporary immunity clause of the spell, including Stoke the Heart, Shroud of Night, Evil Eye, and Nudge Fate. Is it intended that Discern Secrets still has that temporary immunity?
Also is it deliberate that the spell's effect allows an unlimited use Free Action to Seek, Sense Motive, or Recall Knowledge? Take-20 is a relic of a previous edition and even then it took a significant amount of time. Having an effective Take-20 for Seek or Sense Motive at Free Action speed appears to be an error.
| PlantThings |
Most of the classic Witch patron Hex Cantrips removed the temporary immunity clause of the spell, including Stoke the Heart, Shroud of Night, Evil Eye, and Nudge Fate. Is it intended that Discern Secrets still has that temporary immunity?
Mosquito Witch’s Buzzing Bites and The Unseen Broker’s Pact Broker also kept their temporary immunities, unfortunately.
| benwilsher18 |
| 2 people marked this as a favorite. |
Most of the classic Witch patron Hex Cantrips removed the temporary immunity clause of the spell, including Stoke the Heart, Shroud of Night, Evil Eye, and Nudge Fate. Is it intended that Discern Secrets still has that temporary immunity?
Also is it deliberate that the spell's effect allows an unlimited use Free Action to Seek, Sense Motive, or Recall Knowledge? Take-20 is a relic of a previous edition and even then it took a significant amount of time. Having an effective Take-20 for Seek or Sense Motive at Free Action speed appears to be an error.
I think this spell is just worded poorly, and the intention of the spell is that the target(s) can immediately Seek, Sense Motive or Recall Knowledge as a free action once as they are targeted by the spell. If sustained afterwards, the spell just continues to grant the status bonus to those actions if the target(s) take those actions normally on their turns.
I definitely don't think RAI the spell is intended to allow the targets to be able to just constantly make free actions at any time. That would be way too disruptive.
Christopher#2411504
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Might as well tilt at this particular wind mill.
Please clarify what does and does not work for characters polymorphed into Battle Forms.
I think you need to be more specific about the edge cases you want solved.
Because "doesn't work" has never been a sufficient problem description.
pauljathome
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pauljathome wrote:Might as well tilt at this particular wind mill.
Please clarify what does and does not work for characters polymorphed into Battle Forms.
I think you need to be more specific about the edge cases you want solved.
Because "doesn't work" has never been a sufficient problem description.
People have gone into great detail on the issues in the past. Many, many times starting from during the playtest. Given that there is an approximately 110% or so chance that Paizo will continue to totally ignore the issue I'm disinclined to spend any time posting details or even finding links.
They've pretty obviously decided that they will NEVER address this and that they will NEVER publicly admit that fact.
But, for the record, many of the issues are NOT really "edge cases". Different rules interpretations significantly alter how effective pretty much any class other than druid will be (and can affect many druid builds as well)
| NorrKnekten |
| 1 person marked this as a favorite. |
But.. what actions you cannot take and what bonuses you cannot benefit from is explicitly listed in the Polymorph trait and have been since release specifically because of playtest feedback. Same for the battleforms themselves had text added specifically to adress the issue you are bringing up.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
| LinnormSurface |
| 1 person marked this as a favorite. |
I'd like to reiterate the request for Exemplar's Energized Spark feat to grant acid damage as one of the available damage types, especially since it was available for the similar feature present during the Exemplar's playtest form
(I also think it should be added to the Dragon classification of deviant feats, but that's been remastered recently and I don't believe the change was made.)
| Tridus |
| 3 people marked this as a favorite. |
And yet there are still arguments over the nuances of what these specific terms refer to, including confusion from different designer examples.
Simply saying "but the text is there" when people have clearly been having arguments over the text for years is silly.
Then those questions should be summarized in a thread and linked here, so the devs have a clear set of questions to answer. "Go look up the posts where people are confused" is in no way helpful to errata writers, especially when we know they're clearly overworked and errata isn't a priority.
It needs to be made as easy as possible, and this isn't it.
| Farien |
Eoran wrote:Most of the classic Witch patron Hex Cantrips removed the temporary immunity clause of the spell, including Stoke the Heart, Shroud of Night, Evil Eye, and Nudge Fate. Is it intended that Discern Secrets still has that temporary immunity?
Also is it deliberate that the spell's effect allows an unlimited use Free Action to Seek, Sense Motive, or Recall Knowledge? Take-20 is a relic of a previous edition and even then it took a significant amount of time. Having an effective Take-20 for Seek or Sense Motive at Free Action speed appears to be an error.
I think this spell is just worded poorly, and the intention of the spell is that the target(s) can immediately Seek, Sense Motive or Recall Knowledge as a free action once as they are targeted by the spell. If sustained afterwards, the spell just continues to grant the status bonus to those actions if the target(s) take those actions normally on their turns.
I definitely don't think RAI the spell is intended to allow the targets to be able to just constantly make free actions at any time. That would be way too disruptive.
Well sure. That might be the intent. But that isn't what is currently written.
Hence its inclusion in the request for errata.
| benwilsher18 |
benwilsher18 wrote:Eoran wrote:Most of the classic Witch patron Hex Cantrips removed the temporary immunity clause of the spell, including Stoke the Heart, Shroud of Night, Evil Eye, and Nudge Fate. Is it intended that Discern Secrets still has that temporary immunity?
Also is it deliberate that the spell's effect allows an unlimited use Free Action to Seek, Sense Motive, or Recall Knowledge? Take-20 is a relic of a previous edition and even then it took a significant amount of time. Having an effective Take-20 for Seek or Sense Motive at Free Action speed appears to be an error.
I think this spell is just worded poorly, and the intention of the spell is that the target(s) can immediately Seek, Sense Motive or Recall Knowledge as a free action once as they are targeted by the spell. If sustained afterwards, the spell just continues to grant the status bonus to those actions if the target(s) take those actions normally on their turns.
I definitely don't think RAI the spell is intended to allow the targets to be able to just constantly make free actions at any time. That would be way too disruptive.
Well sure. That might be the intent. But that isn't what is currently written.
Hence its inclusion in the request for errata.
The pre-remaster wording was perfect and I'm not sure why it was changed in all honesty, it definitely explained itself better than the current version while not actually being any different at all.
https://app.demiplane.com/nexus/pathfinder2e/spells/discern-secrets?srsltid =AfmBOoouJSKyT45EcErjFfDOYHlbte-bSeu2dEjHE5ia7SA-7jLnCX-K
| cheezeofjustice |
**TL;DR for Ease of Dev Use:** Because most Root Epithets trigger "after you Spark Transcendence" they often can't directly support ikon attacks and in one case with a Root Epithet that is supposed to be supporting melee attacks with one of its functions actually creates anti-synergy with HALF the melee weapon ikons. As it stands The Cunning and arguably The Brave are better with attacks gained from outside the class than the ones from in the class.
Suggestion: Just make all Root Epithets trigger "before or after" like The Deft does.
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Some of the Exemplar's Root Epithets have awkward timings, chiefly The Cunning.
"after you Spark Transcendence" means you would do the effect after your Transcendence resolves. Since you can't Spark Transcendence more that once a turn that means that other than the one that reloads there's no Root Epithet that can directly support a special attack you gain from your class on the turn you invoke it. Not even The Cunning, which does a Create a Diversion or Feint.
The legendary duelist using his famed Gleaming Blade can't invoke the power of his legend to cannily strike using the signature attack of his signature weapon. Only the attack he does after that. Which is going to be at max MAP because Flowing Spirit Strike counts as two attacks. So the special attack of his weapon actually gets in the way of him using his class feature with the current timing.
Half the melee weapon ikons cause this to happen by the way. A feint class feature has anti-synergy with HALF THE MELEE IKONS.
Another awkwardness is in flavor. The only way any Root Epithet can directly support an ikon special attack is for The Brave to move you into a flank after you hit something or The Cunning to be invoked in a situation Create a Diversion lets you hide. Both need you to wait until next turn to use the weapon ikon attack.
Let me repeat that in another phrasing: the only way for a Root Epithet of the folk hero class to directly support the class' ikon special attacks is to move away from an opponent. One of them requires hiding to do it.
As it stands The Cunning and arguably The Brave both support special attacks from outside the class better than the ones within it.
Arguably the objectively correct way for Thogar the Cunning to get Gleaming Blade's attack and start his legend to prove himself worthy to lead his nomad tribe is to pick a different Weapon Ikon and take Dual Weapon Warrior to get the similar Double Slice.
Which unlike Flowing Spirit Strike he could use every turn and on the same turn as other ikons. With Double Slice he can Thousand Sandals (spark to Fetching Bangles), Feint, Double Slice. Next turn pull an enemy with Fetching Bangles (spark to Mortal Harvest axe), feint, Double Slice. Next turn Double Slice, Reap the Field for three full accuracy attacks and now this is the first time his Epithet whiffs.
Gleaming Blade's Flowing Spirit Strike can't do any of that and can only be done every other turn. So... would being able to Feint or move as a free action before you swing Flowing Spirit Strike be particularly overpowered? Not really IMO.
If it would be then other adjustments should be made so it doesn't rather than a feinting class ability being left working this wonkily with melee weapon ikons.