Forceful Kickoff Stunt issue


Daredevil Class Discussion


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Okay, there's been a lot of talk and early reviews about how this is not great, but that's not what this post is about. I'm planning to do a full write-up next week, but I found a . . . well, guess it's a bug.

Here's the situation - An enemy is placed five feet southeast and five feet northeast of two of my allies, while I am on the opposite side. There is an enemy within Leap distance on the opposite side away from me, a perfect setup. After all, I can use Forceful Kickoff, and on a success I get to reposition the first guy between two of my allies, one of whom is a rogue, who will both go before the enemy I'm moving between them. One heavy mook murdered and I get to move a second time this turn through some threatened spaces, not knowing if there are Reactions on offer yet. And I still have an action left and a convenient lighter mook to take it out on in some fashion.

Rolled a crit.

Now, if you read everything it says very clearly that on a crit the Forceful Kickoff moves the target fifteen feet. No option to take the Success, just the Failure, which was still better than the alternative. A little. And you have to move them the full fifteen feet.

A simple "Up to" would resolve the issue, as forced movement is often a game of precision, and that much extra led to a crit feeling like a failure.


That does feel bad. I get the idea behind the 15 feet increase because they're more likely to hit a prop and then do stunt damage.
It makes it harder to be a positioning tool and more a way to create distance between you and an enemy and trigger some stunt damage.

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