#Pathfinder
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the 1e thing of "my level 2 rogue has a +47 to stealth"
but bonuses of different "types" stack fine, right
so i just need to find enough types
yep
there are three types, one of which is static and from equipment and two of which are generally conditional
status, circumstance, and item
item bonuses come from, well, items
oh wow, thats bad
they're your +1 runes, your skill bonuses, etc.
i mean
again, it's for system balance
wait, do multiple status effects also not stack
it's so you can't buff yourself into the stratosphere and fight a PL+8
uh, depends on what you mean by status effects?
im assuming "status" is similar to dnd "conditions"
you can have any number of buff spells at the same time, as long as they don't conflict for some reason or another
a lot of debuffs come in the form of numerical penalty conditions: Enfeebled (STR), Clumsy (DEX), Drained (CON), Stupefied (all mental), Frightened (all), and Sickened (all)
all of these provide status penalties, and as such the numerical debuffs do not stack with each other
so like, if i knock somebody prone, for example, and then cast a spell on them that also causes a roll penalty, would it just use whichever is stronger/more recent, or would that stack
prone provides circumstance penalties, not status
im unsure if prone exists in 2e but im just going off the first condition i can think of
so it would stack with Frightened
oh ok
i was mixing up the two: i assumed conditions were status and spells were circumstantial
for bonuses and penalties of the same type, you go off whichever is greater
as an example
are there spells or effects that cause roll penalties without tying it to a keyword like frightened or stupefied or somethin
there are vanishingly few untyped bonuses or penalties
because those, being untyped, stack with each other
almost all of these are self-imposed penalties
astounding. I'm assuming there isn't a comprehensive list or search for those
such as barbarian's Rage imposing a -1 untyped penalty to their own AC
there is not, because a whole 0 of these are on debuffs
equally astounding.
if there were, they would have been errata'd out
ech
but yes, let's say i'm a cleric that wants to bash someone in the noggin
oh yeah quick question: im gonna assume stat damage didn't make it over to this edition, it was always my favorite thing in 3.5
I can cast Guidance to give myself a +1 status bonus, flank with an ally (or have someone trip the enemy) to provide Flat-Footed, imposing a -2 circumstance penalty, and then Demoralize to inflict Frightened, imposing a -1 (or possibly -2) status penalty
if i'm lucky, I even have an ally providing the Aid action for a circumstance bonus
all of these add up to about a 30% increased chance to hit and crit
no, there's no stat damage
damn
the conditions i listed replaced them
im gonna assume that spell-specific control effects do not use these status conditions a majority of the time
control effects?
like, spell effects that cause something to happen but do not inflict a named condition. Things like spike growth, wall of force, etc
ah, battlefield control
it depends, but no, field effects often don't interact with conditions
for example
Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into.
You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an ...
however, other field effects do
Plants and fungi in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can a...
it just depends
2 quick questions:
1.) it seems like most feats are basically abilities that exist in a vacuum and do not interact with other abilities. Is there a place I can look for feats that actually modify things and cause interactions?
2.) from the limited searching I did, it seemed like buffing allies was a particularly potent thing to do. Are there any major buffs (like bless and paladin aura from dnd 5e) that I should check out for? I heard talk about a reaction to reduce damage to allies, but there were no specifics to tell me what to look up about it besides that Champions could do it.
all three of the Good champion causes (subclasses) have their own personal at-will reactions
that they can perform to massively reduce all damage an ally takes from an attack, along with providing a powerful secondary effect
at-will as resource cost or time cost?
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
paladin's
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options: The ally is unharmed by the triggering damage. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfee...
redeemer's
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save,...
and liberator's
at-will, meaning neither
very good, it seems like reaction (the action type) is at a premium
mm
it depends
Attack of Opportunity remains an incredibly powerful reaction on the PCs and NPCs that can get it
yeah, this was the one discussed
champions have their own extraordinarily powerful reactions, as you can see
and some classes have other things to do
but not all are as powerful as AoO or champ's reactions
the theorycrafting I was seeing was using thaumaturge mirror to spread out auras and buffs to wider ranges, keeping the self further away while letting your defensives be used on the mirror because it counts as an ally
so if you want to do the most powerful support things, champion or bard are likely your best bets
mirror thaumaturge is very unique and very strong, but auras are mostly the domain of champions and a few archetypes
those being Marshal https://2e.aonprd.com/Archetypes.aspx?ID=66
something about regalia+mirror
and Overwatch https://2e.aonprd.com/Archetypes.aspx?ID=109
champions have the exceptionally powerful Aura of Courage https://2e.aonprd.com/Feats.aspx?ID=223
(Frightened is very common, and as I mentioned before, applies its status penalty to all checks and DCs)
it caught my eye because this system seems similar to 4e in my original looking, and i played a psion in a 4e campaign who could exist in like 3 places at once
(this includes attack rolls, skill checks, saving throws, AC, and perception)
i would check over psychic, but it seems complex and I haven't seen anyone discuss it excelling at control options
(as well as offensive spell DC, defensive target DCs, and basically everything else that isn't a flat check)
i assume most higher-level enemies are totally immune to frightened
psychic has the occult list, and as such is natively extremely good at personal control
oh interesting
basically only mindless creatures and like
Tarrasque
or a couple extremely "mentally fortified" creatures
so it doesn't take the 5e approach to control effects of "strong monsters ignore them"
are immune to frightened
correct
the game is designed to be interacted with, not just interacted with until hard monsters appear
a PL+4 creature doesn't need to be immune to everything to flatten your dicks
it just crits you on an 11 for half your HP or something
because of the way the system's per-level accuracy math works, "being higher level" innately makes everything you do safer and better against lower-level creatures
which means a PL+3 or PL+4 boss is that much more likely to shrug off everything you do
which, in turn, means you need to be playing tactically and as a group
here's a weird but important question, might be tricky:
how is damage when compared against control and buff/debuff effects
that is, 2 parts:
1.) how many turns does it usually take to get rid of an enemy of medium/normal strength
2.) if you invest highly into personal DPR, can you reliably remove enemies before they get a turn
My limited experience with the system wants me to say no, not generally an on level threat
because in a game like 3.5 or 4e, damage barely matters in comparison to locking down and stopping a foe
1 - it entirely depends
2 - ...i don't want to say "it entirely depends" again, but
against a PL0 threat, no
ok that means damage isnt worth it
against a PL+1 or higher creature
threats weaker than you yes, i've already seen it happen even at just level 1-2
lmao no
all in on control effects
that is also incorrect
you need damage to win
ill let my party do the damage
but an on level creature is like, on level
but then you're playing a magus
and you crit with a top-level spell slot
yeah i did see magus memes
and you'll end up with just as many wasted turns as you will "oh my god you just one shot the boss???" turns
magus is a very volatile class with the highest single-round burst in the game
as far as i can tell, it casts spells on-hit, and also smites
and also a solid chance to fuck up and lose your turn and all of its resources
which tracks
the smite is the spells on hit
oh the on-hit spells are all damage
Magus' unique gimmick is Spellstrike, which is an activity that lets it staple an attack roll spell to a Strike
wait, do you choose to expend the slot when you hit or when you attack
and use the final result of the Strike for the spell
attack
it's an activity
that casts the spell
that's why it's all-in
it's not just safe for no reason
nevermind, ignoring magus for now. Lack of knowledge about system + meme gambling class = issues
because you can do massive damage, and are both a full martial and a full caster
it's not a meme class
it's just more volatile in its damage than a fighter or barbarian
you can play it extremely simply and get value out of it
i highly value guarantees in ttrpgs, so ill stick to something more consistent for a first-time
if you want a class with maximum consistency, you want to play a Fighter, a flurry Ranger, or a Bard
what do bards do in this game
they bard
are they full-casters like in 5e
very hard
they're full casters, yep
occult spell list, which is the most debuff-focused list
i assume they have buffing abilities that are not spells
no, they have special class-locked music-spells that buff
and some others that debuff
class-locked?
some classes have unique cantrips, and almost all casters have unique focus spells
(which are, since you mentioned you played 4e, the equivalent of encounter powers)
which takes an action, a vast majority of spells are not Sustained
the ones that are are things like
"extremely powerful sustained debuffs"
and summon spells
let me introduce you to the joy that is alchemist
most buff spells, most debuff spells, and nearly all field control spells are not Sustained
how long are average durations then
but yes, Bard's initial unique cantrip is Inspire Courage, which just provides a minor status bonus to all attack and damage rolls, and saves against fear, in a truly ridiculous aura
this is often underestimated
it is also extraordinarily powerful
usually a minute
yup. People consistently underestimate bless and similar effects
combat effects are usually either a round, a minute, or instantaneous
oh excellent, i was afraid u were gonna say 1 round
very good
You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
Heroism, for example, is 10 minutes
i can also see that heroism will be outclassed by other buffs
which means that if you know you're going to be going into a couple fights in a row, and especially if you have time to prebuff before the first one, it can last you three or four encounters
nope, best all-around buff in the game
really, there arent alot of +2 or higher status buffs to hits or saves?
basically nothing ever gets past a +3 status, heroism is on-par at about all available spell levels, and it hits
literally everything
they do exist, but usually they're more narrow
is my experience
the higher the bonus the more narrow the impacted area
and most of them don't even pass +3
and even then they seem to be reserved for like, quite high tier stuff for the most part
there are a couple things that hit +2 a spell level early or two, or +4 really late
but it's not just
6th-level spell that gives a +4 status to attack rolls
guidance still out here being a G
Guidance fucks
'cause it's not spammable!
interesting, these bonuses seem really low for a system without bounded numbers
and because it's not a d4 in a lower-number system lmao
well it is, just not on the same target
like I said, it's not a system without bounded numbers
lmao
they numbers matter more with the crit rule
every +1 is a 10% chance to crit increase
that's a very common mistake people make
they think
"oh, the numbers get bigger, so the bonuses should get bigger too"
but no
2e is a lot more faithful to the idea of bounded accuracy than 5e is
admittedly, that is how 3.5 and 4e work
it just applies it on a by-level basis
oh god
the core numbers get pretty wack, like skills innate scaling is 
disgusting
rather than an overarching system basis
so a +1 is always the same value
a +2 is always +10% to succeed or crit
shit everything that gets proficiency has some tasty scaling tbh
so, whats the numerical difference between me, john dirtfarmer, who picked up a sword, and chad dragonlayer, who is hyper-specialized as far as you can go into the art of the blade. Assume we are the same level
uh
John Dirtfarmer would not be the same level
that's the difference
John Dirtfarmer would be a level 1 peasant
level 3, maybe
john dirtfarmer works out at the library
chad dragonlayer also probably has things that aren't numerical bonuses working for him
Chad Dragonslayer would be level 17 and crit John Dirtfarmer on a natural 2
like he may do extra damage specifically to dragons, or have special manuevers or features that he can only use on dragons
would also crit on a natural 1, but 1s and 20s change the degree of effect by 1
so he'd just normally hit the farmer
probably for about 11 times farmer's maximum hp, killing him instantly
also yeah, crits aren't just nat 1s and nat 20s, that's a big deal lol
im asking, if the bonuses are so low and the numbers scale by-level, are two characters of the same level going to vary by a large degree in things one specializes in but the other doesnt, because that seems like it wouldn't make sense
yes, because there are things beyond numerical bonuses that are work, there are also like
reliable talent esque features you can invest in
and, on top of that
or things that make it so that if you roll say, a Failure, you instead get the results of a Success
the numerical bonuses you do get and can invest in
or if you roll a success, you instead critically succeed
even when those are "only" +4 vs your buddy
when your buddy has a +25 to something and you have a +29
well
you have a 20% higher chance of succeeding
assuming it's not something trivial for the both of you
adjusting what you get from different degress of success is something the game does a lot
like climbing a ladder
so a success from someone specialized in it may have the same results as a critical success for everyone else
this seems like it would be quite complex to DM and without much option for making enemies that vary and still are on-level
it's actually quite smooth to GM!
also, assurance is a level 1 feat
how's the homebrew scene
it's crunchier than a lot of people like to run 5e
which gives you 10 + prof bonus as a flat replacement to your roll
for any skill you're at least trained in
(not especially crunchier than 5e, but that's a different story)
but
everything kind of just
works
that goes a long way for shit like what you're asking
and flows into each other
especially because DCs aren't generally "whatever the DM says it should be"
yeah, Assurance isn't good at saying "oh, i can never fail against on-level challenges"
but it does mean that you can just
never fail against things even a couple levels under you
where your buddy would
or might, at least
actually, a good way to get a feel might be to ask what the common criticisms of the system are
DCs are generally defined and regulated, so a task of X difficulty will generally always have a base dc of 15
So far i have none
uhhhhhh
i definitely have some but i can't think of them at the moment
and none of them are big
had i to pick one
some of the interactions between skills and status conditions in battle
can be a bit messy
not because it's hard or anything, it can just be a lot
there's def a lot steeper of a learning curve than 5e
though i think it's one worth overcoming
the three action system is clean
also i haven't used any drugs or poisons yet but the onset rules scare me a little
I'm pretty sure i understand them, but they still scare me a little
ive heard people discuss an issue where it's complex to find a thing to consistently do with your third action. Is that actually true, or are people just bad at picking useful single-action abilities
uhh, i've not had a ton of trouble with it
it's not complex, it's just something that requires thought
but i do get how it could be an easy trap to fall into
and by that I mean
usually your first two actions are synergistic
there are a lot of very good, very easy things to do with your third action
set up your attack, move to enable using a potion or a spell
oh ok, people are paralyzed by options
use a skill action to enable someone else
but most of them require the knowledge that they're there
nono, i think one big thing is that like
there's not always a best option for your third action
"oh yeah, Demoralize is good"
in my experience
"Bon Mot is good"
there's always like, some good options
"being a sword-and-board character nets you Raise a Shield"
but for the most part it's just picking what flavor of good you prefer
"you can always invest in medicine to heal your allies"
like yeah skill actions are crazy good, or just recall knowledge all the time everytime
hell, attack
literally what the fuck do you have to lose
unless you're someone using guns that isn't a gunslinger
then a lot
im gonna assume there are not auto-pick low-level spells like there are in 5e, things like shield/absorb elements/silvery barbs that just outclass and invalidate tons of other options
then you have a lot to lose
which means between Diplomacy and Intimidation for charisma, Medicine and some knowledge skills for wisdom, and the rest of the knowledge skills for intelligence
you've got usable third actions right there
ah yeah there's one thing i lik
medicine is good
like, good enough that first aid training is a mandatory process
...i mean i'm making it a mandatory process for my group
ye the only other person in the party that has discussed their build is thinking of a medicine investigator
uh, at level 1 this shit https://2e.aonprd.com/Spells.aspx?ID=44
Swirling colors affect viewers based on their Will saves.
is fucking nutty
Incapacitation spells are usually bonkers OP
if the doctor says you're learning to bind your own wounds, you're learning to bind your own wounds whether i teach you or you learn after i won't fix you

because they're way harder to land against bosses
now this is what im lookin for
Incap is the design trait that says
"hey, you want to do broken shit? cool, but it'll still be balanced"
Incapacitation means anything with a higher level than it takes a degree of success one better
oh thats lame as fuck
which means you can't just nug bosses with the absurdly powerful fail and critfail effects of incap spells
but the success and fail effects are strong, and you can (if spending top-level slots) use them to decimate on-level enemies
what i'm getting from this is that PF2e sounds like it might be too well made of a system for you
lol
yeah
actually sorta, ye
it sounds like you want to play 3-action 3rd edition
but paizo's learned from 1e that there's uh
a lot to break if you're not careful
and so they're careful now
and the system doesn't really break
generally when i get into a new system i have to specify to munchkins that i am not looking for some stupid broken OP nonsense, I'm looking for areas of the system that aren't as well constructed or interact with each other in very unintended ways to do something funny and dumb
in 3.5 and 4e those were really simple, i could literally just play mostly regular characters because of how much nonsense is in those systems
and i could just be like "oh ye, these 5 psion feats and 2 fighter feats mean i can slip-n-slide people like 50 feet at-will"
or "stat-damage rays are my only damage options, i dont need any others"
it seems like im gonna have to hit the books with this one and find shit that's poorly worded, not intended to be multiclassed, or most likely things that interact oddly with perhaps allies
maybe summoning/hiring someone to use buffing actions might be a start.
i feel like your best bet would be dipping into the Uncommon and Rare content then
because i know that the action economy here basically ignores lower-level creatures because they can't do much, but non-roll abilities on those creatures that buff nearby allies might be an option
not that those are intrinsically stronger or anything, but they do tend to be more...
unique
perfect. I did see like a "rarity" system and didnt understand it at all
so pf2e assumes the setting is Golarion
and everything on there is grounded in golarion
i think the DM wants to use their own setting
and stuff that exists but is uncommon, or might only exist in one adventure rather than as a staple of the world is usually classified in the Uncommon or Rare catagories
oh no, transplanting stuff is super easy
that's just context for the rarity system
interesting, does the system have any mechanical use
Not really, but kinda
technically anything that is uncommon or rare is not a default player option
it requires DM permission
there are a scant few things that skew that rule, because certain character creation options like class, birthplace, background etc and all that
can make things that are uncommon common for you specifically
like characters from Alkenstar (steampunk gun city) get access to guns
and can choose guns for things like starting weapons and all that, where other characters technically can't without DM permission
...why are there 4000 feats
because feats make the world go round
feats the core system of modularity and player choice
feats are a core part of pf2e progression
(except for casters' spells)
i think most characters end up with like
3 feats?
4?
at first level
some even more
a level 1 pf2e character unironically has more things to do than a level 10 5e character most of the time
wait, can i sort them by rarity maybe
that won't make a difference lol
or like, filter out all the level 11+ ones
like i said, rarity doesn't really correlate to power
they're usually just more unique
You might want to use something like pathbuilder
Uncommon and rare are ask your dm more often than not.
oh yeah another question, u use "dedication" feats to multiclass, right
can you do that more than once
yes, with some restrictions
mmmk
"Special You cannot select another dedication feat until you have first gained two other feats from the inventor archetype."
good to know, it was only once in 4e
most multiclass dedications have something like that mixed into them
Each will specify which, some are different.
it's worth noting that taking a multiclass dedication does mean you're spending your class feats there instead of on your actual class feats
which are generally really quite good
When playing a campaign, each level it'll be more manageable, and you'll never have dead levels
ok dedication feats are also like subclasses on top of classes
because theres ones here that make u a ghost and shit
it's more that they're more about many different ways to specialize
some are based around specific weapons, some specific skills
some about part of a specific organization
wanna be a vampire?
technically you can do that
(technically, multiclass dedications are just the class ones)
(but all archetypes have that caveat)
(except the ones that have a slightly looser version of the caveat)
boy you're not gonna want to once you read the vampire archetype rules, but you can
where you can archetype into a couple other related things
like Beast Gunner for the Spellshot class archetype
or the full Hellknight archetypes for the armiger
Well. Generally come up with a character concept and build to it.
Or say I want to make this idea and fit to it.
usually what i do is find a unique or jank mechanical hook, and then come up with a character concept around that
The lower bound of 2e's power is still quite high and common sense generally prevails
Jank is incredibly subjective.
Better just come up with a really out there fantasy idea and you should have an above average chance of being able to fit to it.
do u guys have like, at least a normative dpr curve like how 5e uses the EB+AB baseline
uhh, not really
dpr varies so heavily by what class is fighting what enemy
since monsters can have a few different defense values for their level
and different classes perform differently against like
PL0 enemies vs PL+2 vs PL+4
and caster/alchemist damage always depends a lot on whether they can target an enemy's weaknesses
and for casters, whether they can target the enemy's weak save
for martials, it also depends on whether the enemy has Low, Moderate, High, or Extreme AC for its level, and ranger vs fighter vs barb vs thaumaturge etc. all have super different projected dpr against all of these different values
God, prob the biggest thing stopping me from converting my game to 5e is how much fking work it is to make an ancestry
1500 feats later, my eyes hurt
yo @clever wigeon do u know of any way to get a second implement if you don't main-class thaumaturge
nope, you can only get access to one
is it just me or are gnomes kinda nuts
truth be told i have willingly blacked out that PF2e even features anything to do with the G-word
...what
srsly tho between the three different racial feat reactions to avoid damage, only one of which is restricted in uses, it seems like gnomes are incredibly durable
oh yo i just realized something
what movement options exist as reactions/free reactions when someone tries to hurt you
like, a 5-foot step on being targeted, or something similar
i see one from celebrity and id like to know if anyone knows of more
Are there any ancestries in PF2e other than tieflings that have horns?
ah, if that's the case
Beastkin is what'll you'll be looking for
Beastkin is a blanket term for any person who has gained the ability to partially or fully transform into an animal through any number of means, while maintaining a balance with their humanoid side. Most beastkin are born of werecreatures or have a werecreature ancestor in their lineage. The curse might not always fully manifest in the child of ...
Also, as a sidenote, I think it's dumb that a feat called "Beastbrood" specifically gives society-related benefits 
It's a versatile heritage
alrighty
ifrit can have horns
and there's even a level 1 feat that makes them explicitly look like tieflings
also uhh i missed this and there's
You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or c...
and of course this one, if it's coming from an ally https://2e.aonprd.com/Actions.aspx?ID=7
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save,...
oh god
lol
lmao
that second one is actually perfect
doesnt even cost a reaction, amazing
oh wait no this would be after being damaged, unfortunate
im looking for any voluntary movement that can be done either as a reaction or generally triggered by being targeted or attacked
Welp, I realized one of the ancesty traits I was counting on actually was a Heritage. So I guess the horns are just gonna be a headdress after all 
or just any at-will movement i suppose. no amount is too small
as long as it can be done when im being threatened, even targeting an ally is fine as long as it has a 15ft range
I think... Pactbound initiate gets horns? if you really want an archetype
Lol no it's fine
Though, I might just go tiefling anyway
I was thinking Wintertouched Human originally
But I realized it actually has to get really cold for that environmential damage reduction to become relevant
So I'm introducing some players (and myself) to 2e using the Beginner Box module, it's pretty good so far. However one person playing wizard mentioned how they don't like the inflexibility of prepared spell slots, which I kind of agree with.
If I were to allow all types of casters to have spontaneous spell slots (like 5e), would that break too much? In particular referring to the balance of official modules, but happy to hear about other side-effects too.
You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day.
You can take this from level 1 for 5e style casting
Wizards actually have the option to take a featur— yeah that
otherwise wizards have spell substitution to swap spells around fights
Power is kind of budgeted around tools to help with prep/spont slots.
But broadly I'd recommend 5e players might have a better time starting with a spontaneous caster
Arcane sorcerers who pick up arcane evolution at 4, are a very nice middle ground between prep and spont casting, and are pretty potent too
But yeah your early game bread and butter as a caster is 2 action cantrip, 1 action side
so finding a good side action for your core cantrip is good
and finding a core cantrip or selection thereof that you can actually use consistently
I had daze, gouging claw, and acid splash in on my intro oneshot character
And then we fought constructs immune to mental damage, there were usually allies adjacent to them with too little health for me to be able to comfortably hit them with splash damage, and I myself also had too little health left to go into melee 
Generally scattering scree, electric arc (some flavour of level dx save spell) are good candidates
Gouging claw though isn't a bad shout, even in melee range on a squish caster, its a potent deterrant
I've also seen someone else in the party use Telekinetic Projectile a lot
Scatter Scree is a good call btw, I should probably put that on my necromancer-with-a-taste-for-earth-magic
On a different note — I'm not that familiar with all the classes yet. What are my options if I want to play an Int-based Occult caster?
Prep? Occult Witch. Probably best using Fate. Evil eye (a fear applying version) exists and is better with the accursed staff at 6 these days.
Spont? Int Psychic. Gathered Lore iirc is miles ahead. Lets you use occultism to make aid checks.
Oh yeah, I know about that. But if I play with casters and they feel forced to pick it to have a good time can I just... change the rules?
You could give it to them as a free level 1 feat
I see. Thanks
I remember seeing some neat things on the occult spell list that weren't on the arcane one when I investigated the possibility of making my necromancer a Summoner
Seems like I'll just leave her as a wizard tho
occult list fucks
I can't tell if that's meant to be a good or a bad thing
Hmm… I'm still kind of playing with the thought of building my "necromancer" as a summoner with a Devotion Phantom eidolon. The occult list does seem neat, and I kinda like the idea of having a quasi-permanent spirit companion. But the limited spellcasting and Cha-based casting make me sceptical
…I'll probably go for wizard in the end. I just like exploring alternative options 
Althooooooough… witch also seems interesting tbh
The familiar would also give me a kind of permanent companion that can potentially be flavored in a neat way
And I'd get the occult list while still keeping Int casting and full caster progression
Also I just like the idea of your familiar literally eating your homework in order to learn new spells 
familiars are real good
Especially, you know… not needing to wait a week to resummon it if it dies 
Of course, the best part of the familiar thing is that I get to paint a funky new mini for it 
From what I gathered, minor supernatural features for a familiar seem to be okay, right? Like how the fox familiar in the example witch artwork has nine tails
yeah
as long as it's not like "my familiar has wings so it gets Flight without taking the ability, right?"
flavor is free
there are some absolutely fucked-up looking familiars
give your crow eleven eyes and a demon mouth in its chest, go fuckin nuts
But like, I assume it still needs to be recognizable as an animal unless you have a feature that gives your familiar a different look (like the Plant druid's leshy familiar)
Does a Master Ability remain active if the familiar dies, assuming the ability doesn't require action from the familiar in order to function (such as Cantrip Connection or Innate Surge)?
I think if you have to activate it then no you can't activate while your familiar is dead. But if its already taken place then it still applies.
E.g. Cantrip connection is when you prepare spells at the start of the day. So those stay if your familiar dies (but disappear next preperation if you're not a witch).
the alchemic one would also be start of day.
I see
Also, I just saw that there's a feat that can give you a leshy familiar as a witch. Interesting
That opens up new aesthetic options and would allow me to pretend that I'm a druid
Is it just me or are humans a little meh?
Like, compared to other ancestries, those often seem to get the same sum of ability boosts (either two boosts, or three boosts and one flaw) but with one or two additional benefits beyond that, like dim-light vision and +5ft. speed for elves, darkvision for goblins, etc.
no, they're the eternal degenerate plague of the system
much like 5e
No they're not meh or no it's not just me?
That is, are you comparing them to 5e's base human or variant human?
vuman
Oh, how so?
they have general feats as a heritage and as a level 1 ancestry feat
they can get a class feat as an ancestry feat as well
they also have the most "why the fuck is this not a general feat" option around, Unconventional Weaponry
which is a level 1 feat that lets you get an advanced weapon
any advanced weapon
they also have some of the best ancestral spellcasting options, because fuck you I guess
including fly
they get a +4 to Aid if they want, which is nuts
they also get Adopted Ancestry as a heritage, except it gives them low-light vision too
because fuck you I guess
god I wish humans were meh
Ah, I was just looking at the base traits
That the main power lies in the feats makes sense, though
I was thinking Adapted Cantrip for Disrupt Undead as a level 1 ancestry feat, for thematic reasons. Not sure about heritage though, idk if there's any General Feats I should get
fleet, toughness, diehard, canny acumen, shield block if you want
I see
I'm also somewhat fascinated by the Wintertouched heritage, partially because I'm surprised it isn't even Uncommon
I guess my issue with the feats is just that there's so many, and most don't have a strong theme. So for most of the feats you mentioned, I'm like, "Yeah this sounds neat, but so do several other things, and this doesn't really support the vision I have for this character in any way"
yeah i don't think it's necessarily "the best ancestry" for every build
but it just
gets to do so much
and steals so many "wait, isn't this just a general feat?" options
That might just be an issue with the ancestry feat system in general tbh — if the ancestry doesn't have any unusual physiological or supernatural traits that you can have the feats expand upon, you're bound to end up with ancestry feats that make people think "but what prevents someone else from doing this too?"
But yeah, I also have this issue with general feats in general, not just in the context of humans
Well you can cash most general feats into skill feats if you don't want the main ones
but a lot of general feats can enable you to access builds much less painfully on classes who normally would struggle

I'm still kind of unsure whether the Arcane or Occult list is more fitting for a "classic" necromancer
Which is basically what my decision depends on whether to make my character a Witch or a Wizard
The whole patron deal from Witch does not entirely align with what I originally had in mind for the concept, but I think I can make it work. Especially for a Fate patron, I'm thinking of like, a situation where the character thinks that she is learning all her magic through her own research and stuff, while not realizing that a powerful entity is essentially watching over her and manipulating chance in order to make her stumble upon the pieces of information she needs to continue her research. The patron believes that the character's disposition sufficiently aligns with its own that she likely won't need explicit prompting to further the patron's goals
Whereas as a wizard she would actually just be self-taught
In both cases, her original motivation to dabble in necromancy would be that she's working as undertaker/graveyard keeper in her village, and occasionally has to deal with random zombies raising from their graves, so she wants to better understand undead in order to dispatch those more efficiently (hence Adapted Cantrip for Disrupt Undead as an ancestry feat). But as she learns more, she eventually gets fascinated enough about undead that she wants to try summoning her own. Which eventually results in having to flee from the village as that venture is discovered
There's nothing stopping you from just having horns besides your DM
There's plenty of crazy stuff in pathfinder that could cause a human to grow horns
A high level cleric of Erastil might just sprout antlers
What do you want to achieve with necromancer? Make undead minions? Or have big beefy undead brutes
I'll probably go into the Reanimator archetype either way btw
loose balance question
do you think it would be reasonably balanced to apply injection to the air repeater or long air repeater
basically turning it into a syringe gun
or do you think it would simply be more reasonable to make an alchemical ammo instead of trying to tie it to the weapon
1e out here with a feat that i want
What kind of injection?
as in Treasure vault's injection trait?
or you want just poisoned bullets?
as in the injection trait yeah, though after some thought i don't think that would be any different than poisoning a regular piece of ammunition really
i just want a syringe gun

i think i might just
use my inventor archetype to get the dart umbrella and go from there
the umbrella injector looks cool too, but i'm in the market for something ranged
Well old injection only uses poison, new injection trait can use elixirs and mutagens
"This weapon can be filled with a liquid, usually an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded contents with a single Interact action. (If the target is willing, the injection takes only 1 Interact action total.) Refilling the weapon with a new substance requires 3 Interact actions and uses two hands."
is this new injection or old
cause the treasure vault injection reservoir specifies it has to be an injury poison, but the umbrella injector says liquid
injection resevoir is neither old injection nor new, its slightly different.
but thats the old version
let me check my new copy
(i think thats the old one atleast)
btw if you want poisoned bullets, you can just poison them like normal
but you can't get the double poison proc without asking your dm
ah nvm that looks like its the new description
gotcha
welp some people seem to think that expands it to cover mutagens and elixirs
liquid, willing ally, kind of implicit ye
seems like if you really wanted to go around injecting people with beer or something you can
which is
a thing
lmao
but yes, injection reservoir is explicitly not injection and only poison
technically beer is a poison
honestly... not the worst idea as a high level toxicologist
A high level toxicologist's alcohol is actually very good in intrigue
"I brewed this moonshine to use as a weapon?"
"to light people on fire?"
"to force them to get drunk by injecting it into their bloodstream!"
"...somehow that's worse than the fire."
Well in an intrigue campaign, you can maybe get an enemy blackout drunk, or close to.
if you need a "plausible" means of death, if you can surreptitiously inject them with alcohol, so they die of alcohol poisoning, thats much better than the mega ultra deadly poison that bleeds from your eyes
even if you don't stage 3-5 alcohol poisoning is real nasty if you can trick a foe to reaching that.
see
that's part of the reason i was like
i grabbed addiction suppressant for my pirate campaign
i had the distinct feeling that such a thing would eventually prove godly to have on hand
if your dm is tracking it, and inflicting alcohol saves on you... yeah that can lead to your party making some pretty poor decisions
we haven't gotten drunk yet
but
also
pirate campaign
so
i'd rather have it and never need it
than need it and not have it
lmao
well don't forget you can buy formulae as an alch
but if you're lucky enough to be a chiurgeon, contaigon metabolizers are god tier
i know
my DM let me buy some in character creation
that is in fact what i spent most of my money on
lol
Artokus developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire. You include this additive mixture when crafting your alchemist's fire. The alchemist's fire deals 1d4 persistent fire damage in addition to what the alchemist fire would normally cause (for instance, a moderate alchemist's fire deals 1d4...
i'm trying to decide if this feat actually seems good
and i'm leaning towards not really
at least not worth actually spending a feat on
it's pretty good tbh
you don't really want to use it unless a creature's weak to fire, but
forcing persistent damage to be way harder
is real good
I was considering grabbing it anywa on the basis of like
nautical game
so it being harder to put out and impossible to put out with water is a big deal
There's no mystic theurge equivalent for pf2e is there
bit of a weird question but
how fucky would it be to combine a familiar + the prototype construct that inventor can get?
like treat them as a combined feature
is that just an animal companion with extra steps or
tfw you have all the potential in the world
and you roll a 7

also battle planner seems....
like a lot of investment
for such a...i don't wanna say mediocre cause i can see how it could be really good
but
it's kinda underwhelming
lol
welp
god i'm really conflicted
the inventor dedication innovation has so many options
on one hand, good armor
on the other, funky weapon
Why does the aid action seem like it's good only with hefty investment
You can pretty easily proc it with familiar scouting or if you're a divination wizard.
Getting possibly legendary init on your primary stat is nasty.
So the Starfinder Humble Bundle is looking pretty sweet, similar to Paizo's earlier bundle for PF. However before I bought that, I played the demo adventure Torment and Legacy to get a feel for it. Anybody know if there's a similar free small adventure for Starfinder that I could use to get a taste of it before committing?
I'd check to see if they released any rpg day ones
is there anything stopping me from like
copying the recipes from the basic crafter's book into my forumla book
the answer seems to be
no
nothing but time
side note
reading about this has me giggling
i wasn't expecting the basic crafters book to be a...contentious subject
yet it seems to be
" Do NOT try to get away with this without talking to your GM or in any PFS game because the cost for getting all of those formulas on Alchemical and Magical Items is something like 99% off the printed and intended price for those Formulas.
1 sp for 17 gp (or 170 sp) worth of level 1 Formulas is just way WAY outsize in terms of balance, not to mention it renders completely meaningless the various Alchemical and other Crafting Class and Feat abilities that add those very same Formulas.
Those items are listed in that chapter to make it easier to find them for new players and the full write-up of them isn't even present in that Chapter at all but instead are actually sourced to the Crafting and Treasure Chapter. This, I believe, is simply a bad call by the Nethys team who somehow failed to look into where all of those have their rules/stats listed in full form or evaluate the cost difference between them.
As is, someone could buy a Basic Crafters Book, tear out all of the level 1 Formulas and sell them for 50% of their value and get 5 sp (5x the total cost of the whole book) for every one of them for about 8.5 gp profit on each book. This is an infinite money glitch/exploit and is EASILY one of those things that fall under the umbrella of too good to be true."
like
what the fuck goes in y'all's games

also that doesn't even appear ot be how the book works?
it's only contentious if you assume everything works off of moon logic and also don't read the CRB lmao
because like
the point of a basic crafter's book is that...everyone knows the formulae in them
no one's going to buy them
because everyone knows them
the point is that they're the formulas nobody is going to be cagey about, because you can buy them all in a basic crafter's book, in that recursive self-justifying loop
they're common because they're cheap and cheap because they're common
aye fair lmao
it's like
peasant railgun brain
it's funny if your GM allows it, but it's not RAI and it requires an extremely ungenerous reading of RAW that ignores context
not me looking at the Lich archetype and seriously considering it
Alchemist/Wizard
Alchemist/Witch
Alchemist/Investigator
Alchemist/Psychic
which of these combinations sounds the coolest thematically?
Multiclass feats or dual classing?
dual classing
i've already settled on psychic
someone sold me on an uncle iroh aesthetic with infinite eye and either emotional acceptance or gathered lore
fun fact: mutagens let you apply an item bonus to spell attacks
well
melee spell attacks
A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. Animalistic...
wait, you can dual-class in PF2e?
👀
now i need to actually
look at the occult spellist
yeah it's mostly just the Fury Cocktail, since all of the others have requirements that restrict spells
but...some psychics and sorcerers get really melee-focused bonus spells/focus spells
oh!
technically there's also
the quicksilver mutagen specifically for tengu
who can cast with their class DC, meaning if their KAS is dex they can make spell attacks from dex
that bonus only applies to cantrips tho
rescue spell!
and you need to grab ancestry feat cantrips
oh yeah Friendfetch?
incredibly powerful spell
me climbing up and then pulling osmeone with me
celestial accord is actually super thematic
it's a damn shame it'll probably never actually be relevant lmao
I don't remember that one, what does it do?
hah, nice
yeah, it's definitely for Blood Lords
aww fuck yes, psychometry
hmm
i'm noticing that psychics don't seem to get a ton of proper casting though
i assume because their mainstay is supposed to be their amps
it's a shame that telekinetifc projectile doesn't let effects of the object occure
it'd go well with alchemist
uh, what's the example?
it depends on the wording
damn you right
i can read
i didn't even thikn to just look at the damn action cost or if it had one

lmao
or at least nothing sticks out as like "yes this is clearly the best option" or "wow that just seems like it should've been a class feature"
note in this case i mean like, level 1 feats
ancestral mind is like, good if you have ancestry spells
i expect
really good
counter thought and mental buffer both seem kinda niche?
good when they come up, but i'm not sure how often they'd come up
psychic rapport seems like the most general option
buff to social and some combat actions + perception is hard to argue with
the level 2 feats generally seem better
okay yeah but that's a good thing lmao
oh no, i'm not saying it's not
not having Objectively Optimal Options is good
counter thought is really strong because it hits heavy hitters like Fear and Phantasmal Killer
it's case of "i could take or leave basically all of these upon initial inspection"
oh i'm sure they're strong, but i just don't know relevant that kind of thing would be
most mental spells are really good and a lot of casters pack one or two
for example we're gonna be in a pirate campaign so...i don't know how many casters we'll be running into
but for level 1 feats that's fair
at least like, casters with a mental bent per se
I thought you were referring to all 1-8
nah a lot of casters in general aren't elementalists
i mean yes but also my DM is 100% a vibes bitch
although that's a campaign thing yeah

I was also including non-kin monsters, though
just fiends and beasts and all that jazz
there's a lot of random illusions or Feebleminds or Fears
..dose dhampir even get any spells?
but yeah, if your campaign is elemental specialists, that's different
uh, yes
quite a few, just no cantrips at 1
the first one i see is charm at 5th
gets stuff at every other level tho
then two spells at 9th
oh wait, no 13
okay yeah, i see why i hadn't seen these yet
i haven't really looked that far ahead
it probably should
maybe in BotD 2
pls more content paizano
we need expansions to everything
i know the vampire archetype gets some spells
which my dm would probably let fly for the ancestral mind thing
yeah, I just thought dhampirs got feats at 9 like aasimar and tieflings
for lineage-specific spells
all the amp feats are really good in different ways
idr the exact name, but the beacon one
at 2 or 4
that's just like "fuck your invisibility"
yeah
so you can't amp cantrips that areen't from your conscious mind
which means...my ampable damage cantrip is fucking true strike

oh wait not
huh?
i misread that
yes
hence, i misread that
my ampable damage can trip is...glimpse weakness
or
no
no i don't think i can amp any of my cantrips with the homing beacon feat
if i don't take a feat to get another psi cantrip
as none of them have an attack roll or a saving throw
on the other hand, 120ft guidance
psi phase bolt is good
ignoring shields and cover is real nice if you fight intelligent enemies
or have melees
i was honestly thinking psi strike + vampire fangs
that sounds fun
tie in with the uhhh
You descend from the rare psychic vampires known as vetalaranas. Your forebear gained sustenance from the mental and emotional energy of living creatures, which manifests in you as powerful resistance to such effects. You gain a +1 circumstance bonus to Will saves against effects with the emotion trait, and when you roll a success on a saving th...
bit wonky as an alch over other martials, but mutagens cover both your offense and defense pretty respectably
psychic vampire lineage in in the dhampir thing
tbf i'm not like, dead set on it
though i like the idea of dabbling in "martial arts:
you call throwing dynamite a martial art?
is there any sort of like
online homebrew repository for p2fe a bit like /r UA or anything like that
i know about infinite but, anything else of note?
uh, not really
the homebrew scene isn't as big
it's mostly more-professional 3pp
(although not necessarily quality, since I do not like the Classes+)
i just learned pf2e has wish equivalents for every spell list, Miracle, Alter Reality and Primal Phenomenon
i really like that
Wish is also way more reasonably worded
PFS ACP locked ancestry is fucking bullshit
I don’t have to deal with spending ACP for lizardfolk or tielfings in AL
Fucking stupid
But you do have to abide by PHB+1 in AL.
Except that’s no longer a rule because people pointed out how stupid it was
The inability to play a Goliath rune knight was stupid. They are both giant options, wdym I used to not be able to play that?!?
Or a shadar Kai hexblade
But anyways that’s no longer a rule
I like restrictions. I may not agree with the execution completely, but I don't like the crazy characters people make. Too weird for me personally.
Too special for an ensemble cast game.
I think rare restrictions is fine
But uncommon options shouldn’t be restricted
Like lizardfolk or tielfings shouldn’t be restricted
If everyone or even half of the party has uncommon stuff, it's too strange for me.
Most people play humans or elves anyways
The restriction just punishes those of us who aren’t interested in “Tolkien” fantasy
Looking at the Undead Master archetype right now. Is there a list of Undead Companion options somewhere?
Nvm, found them
I am finding rarity to be a really good way to help flesh out a homebrew setting.
Also a lot of how Golarion has been built provides an excellent starting point for worldbuilding a setting in PF2e.
it provides a lot of very good tools for homebrewing anything and everything
and a lot of content that means you don't have to
ok im lookin at shields here and i dont really get it, why are there this many when i think the only relevant difference is hardness
actually, much better question
what does this do
because as i, someone with no knowledge of the system, interpret this, it takes any effect with the "linguistic" trait and bounces it to affect the caster instead/as well.
However, that seems way too good. does this literally just translate things instead?
Some effects require the target to understand you. Imagine you are a linguist as per this archetype. Your buddy has idk a feat that lets them make a compelling speech to gain favor. But you're in Elf Town. And your buddy doesn't speak the language. But you do, because you're a linguist. So you translate their super inspiring speech and now the elves will join your cause. Because your friend built around persuasion and you built around languages. Or imagine like an NPC elf wants to buff your friend, but they have to understand what they're saying. Same thing, you translate their like warlord command or whatever and your friend gets some extra movement. Stuff like that.
The shields in the core rulebook aren't super different. Some feats may reference bucklers for example like the swashbuckler might have a feat that says you gotta have a buckler which is less AC than a standard shield, but ou can probably do pretty flavorful things with it. A wooden shield is one you're probably gonna ditch early, just buying it for the cheap price. Or use as a druid, but the remaster's going to get rid of the metal taboo. A tower shield has special rules to get a little more AC, basically you can use it as you know a tower shield. A SWAT shield, whatever.
The "default" shield I would say is the steel shield.
Treasure Vault has a lot of other different shields with different traits such as one that can shoot a dart, one that can be thrown like Captain America's shield, other stuff. I think there's one that you can store a spell in.
thanks 🙂
So when's the remaster coming, and is there like... patch notes of all the changes somewhere?
Player Core 1 and GM Core come out in October.
This is the collection of info I've seen with the best formatting: https://www.reddit.com/r/Pathfinder2e/wiki/resources/remaster
r/Pathfinder2e: TOUCH GRASS TUESDAY -|- NO ACCESS WILL BE GIVEN. learn more …
Thank you very much. You are appreciated
Any time, family.
might I offer you some pixels in these trying times?
Carl, enhance!
no u
any smart pathfinder 2e people able to say how worth this humble bundle is? https://twitter.com/humble/status/1692989884519030871?s=20
I can't tell how much of this is like, books and PDFs and how much is content for this character management tool
I've heard okay things about hero's lab
But it isn't a permanent thing
I...do not like herolab
i don't think it's a good product, really, but it is a good deal for actual book value
Personally I'd wait for a paizo humble bundle.
You get pdfs of the books, get them so long as paizo is functioning, and get integration with other tools that directly partner with paizo (foundry) where available (mainly pre 2021 content)
actually a pretty decent amount of stuff
wait nvm
its all just herolab stuff
no real books
How do I find the path?
I hate how everywhere I go to look things up lore or flavor wise I can’t
Everyone is so focused on minmaxing or build crafting
Ffs I just want to know lore!
That's the oops all lore resource for pathfinder
I asked for the revised Pathfinder 2e player's book for Christmas.
My partner's sister gave me the GM's book 🥲
Two thoughts on this:
- This book is usually to me, unless...
- The universe is giving me an omen in a forever DM
I'm creating a entire homebrew pathfinder 2e class it's kind of similar to summoner but just focuses on minions. The 3s and 4s are place holders im having trouble coming up with names also this class is for my setting which is a 1920s fantasy city.
Dunno what happened, but that thread is dead
I found a local PFS group, so I might actually get to try the game soon-ish 
Working on a character; I'm thinking a changeling witch
I'm looking at the Slag May changeling ancestry feat rn:
Your mother was an iron hag known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.
…does it say anywhere that these claws have to be on the character's fingers? Or could they also be on their toes, or both? 
In general, how viable is a witch with a lil bit of melee capability?
Official name and description pending, but here's the first beastie of my homebrew setting for the PF2e remaster. Its statblock is based on the Chimera with changes from Howl of the Wild, but I had to reference the Baomal from the first Bestiary to account for the lack of a third head. Any input is good, even if you want to tell me the idea is bad.
Here's the first guy's meaner, colder cousin. Based on the Greater Chimera with the Emperor Cobra and Witchwarg heads, with Howl of the Wild's Frostbound adjustment.
Saw this, figured since we have so many Homebrewers here, might affect someone
big value and also very halloween flavored
You know I keep seeing hardbounds everywhere for all TTRPG books and I was pleasantly surprised to find a paperback PF2e player corebook
I was unpleasantly surprised to find no PF2e player corebook at all because it was sold out 
I'm sorry to hear that
space for me is at a bit of a premium so I don't really have places to fit books
I mean they have the German translation but I prefer English
(and also I was specifically warned against the translation in this case lol)
Any reason why?
Not sure. But like, having played D&D 5e mostly with the English books I always found the German translation confusing whenever someone used it, so I can only imagine it's be similar with PF
👀
Investigator and Thaumaturge are so based. Like, why yes, I would love to be good at combat and dialogue. Why thank you.
H
@naive scarab Can I talk with you about a character concept for Pathfinder?
I really wanna play a thaumaturge with the wild mimic archetype.
I like the idea of playing a character who is obsessed with monsters to the point of being able to make countermeasures against and imitate them.
Why are you pinging me? Idk much about PF other than selective reading
I'mma be honest I was sleep deprived af when I pinged you and was basically like "this person seems chill, maybe I can rant to them about my character concept."
Sorry for the ping lol.
lmao no worries, I dont mind the ping
I minded the asking me despite not knowing jack about PF XD