The Daredevil's feats forget about midair and underwater combat


Daredevil Class Discussion


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In the previous playtest, the Necromancer class suffered from an issue where their thralls were generally bound to the ground, making it effectively impossible for them to affect airborne targets in midair. Reading through the Daredevil's playtest packet, I was initially reassured when I saw that their Daring Stunt let you use alternative movement types; this made it feel like the developers had learned from prior design mistakes.

That quickly changed when I read the feats, however: Scrambling Retreat only lets you Stride, Caroming Charge only lets you Stride, Rushing Stride... well, you get the picture. With the exception of Flying Hurdle Stunt, which just has you enter your opponent's space, every Daredevil feat that incorporates movement has you Stride or Leap, with no option to use alternative movement. This means that in underwater or midair battles, which already tend to not feature the kinds of environmental features the class relies on, the Daredevil will also be unable to use a great deal many of their feats entirely. This is but one out of several limitations on the class that cause them to straight-up not function at all in many circumstances.

With this said, I feel there's a relatively straightforward solution to this: rather than have the Daredevil Stride, their feats could simply have them Tumble Through instead. This would lessen their synergy with haste, but would enable alternative movement types really easily while also letting the class maneuver more readily through opponents in the thick of battle.


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I don't understand why they don't simply port over sf2 the travelsal trait...


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Yeah this is a general problem in the system that I usually homebrew in my games (and I saw many other GMs doing the same, sometimes even due to lack of knowledge), allowing a creature to use any ability that uses movement speed to use it with any movement speed that the character have, not only on land.
The only restrictions that I use are that for fly speed, you need to have used at least one action with movement to not fall and have to use Fly action as subordinate instead of Strike. I also only allow you to Step when you are on land (for fun and balance reasons (if you want to avoid a reaction, do this on land)).

There is no fun in saying, “Oh, you can fly, but you cannot use any of your movement abilities due to this.”

Including such things was what made Air Walk way better than Fly in the legacy.

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