#Pathfinder
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Probably the two mainstay vessel spells are Earth's Bile (which also comes with very strong apparition spells) and Garden of Healing (which doesn't until pretty late). That said, the class is extremely flexible in terms of apparition choice and you can just play around.
I don't think generally being any kind of close-in-fighter is a good call, animist is very much a full caster and while it can gish I think the gish options are fairly undertuned
The feat that gives you heal and harm as apparition spells is a really good pickup, as is channeler's stance
Because your animist spells and apparition spells are from separate pools, you will not have the ability to throw around as many blasting spells as a sorcerer or something of the like.
Your big strengths are versatility and, from level 9 on, your unique faculty with sustain spells
Picking up some leap optimization is a good idea. You can get a 20-30 foot leap without too much trouble, and it makes you a phenomenally mobile caster
You are more durable than some casters
Not amazingly tough but in a good spot
It's certainly not optimal, yeah. Melee animist is really more of a for-fun build. But it's also not downright terrible.
But definitely not optimal.
It's fine
For me, the delight of playing an animist has been doing backflips around the battlefield casting all manner of weird shit and sustaining lots of spells
As of level 18 I typically have more free sustains than I actually know what to do with
Oh at mid/high levels Sixth Pillar for maneuvering spell is craaaaazy
Battle animist still a full caster trying to play the part of melee frontline
You're not squishy, its not like you only get unarmored proficiency and 6+CON hp, but you're not tough like a fighter is
But by god is it a fun concept
The biggest issue with Echoes of Battle or whatever it's named is that it's a status bonus
Animist has some good flexibility in terms of feats generally, there are some real standouts (medium's awareness, channeler's stance, the heal/harm one) but in general if you want to invest heavily into archetypes you should be able to
I love the class, I'm happy to talk about it :D
Yeah that part is probably what hurts it the most
You're not really "cheating the system", just getting a solo buff spell, and that means another buff spell means nothing for you
what's the status on like, recall knowledge stuff? is the bonus lore something to take seriously as far as building goes or is it just a nice bonus
You're fine at it? Mostly your lores from apparitions are pretty niche but they could come up now and again
You're just not going to be using Fortune-Telling Lore a whole lot in most games
You're no thaumaturge
That's also going to depend on how well your GM supports specialized recall knowledge. If they don't really have anything to give you're not getting much out of it.
In what sense?
in the sense that animist has feats you can take
There's a higher-level feat that gives you like ... weird 30-foot reach unarmed strike hands of grass
That you can use to grapple, if you have the stats for it
There's also one or two feats that use them. So they're kind of tied to being good at them.
There's a metastrike that I am convinced exists for people multiclassing in from martial classes
(Grudge Strike)
(It's very, very good)
wait which ones
the vibe im getting is like, divine caster that gets stuff for mobility and being in melee sparingly
which i guess is What A Divine Caster Is
It's a more versatile divine caster with off-list spells
And really cool focus spells
And good mobility synergies
ah yeah and off-list spells
Huh, I might have misremembered. Sorry about that
Animist's big mechanical draw is shuffling your vessel spells and wandering feats around day by day
You're not 1e medium, but you have some flexibility
You're obviously going to have that one apparition you're focused on, but filling in a small shift in roles day by day is what a good chunk of your class features are.
I do use Circle of Spirits a lot
Yeah, it makes your non-primary apparition a lot more accessible.
on the flip side, the big thematic draw is you get to play someone with a lot more going on in their head than usual. depending on how well you and your GM handle characters of this kind of trope, it can be very, very interesting, and the concept is all mechanically backed up.
that bit does admittedly turn me off, as someone playing what's flavorfully essentially an animist in a different system
not because i dislike that character or that element of that character, just as a like... "been there done that" kind of thing
Ultimately though nothing is demanding you play it like that
you can just sideline the animism. you do take a hit to the roleplaying potential of that, but if you're just interested mechanically you can figure out a different coat of paint.
like, I dunno, specialized supernatural stances?
🤷♀️
it's admittedly kind of a hard bit to reflavor
unless you just kinda muddle over some details about why you don't have X lore right now
You just don't have to place a heavy focus on the animism
It can just be a thing your character does to pay the bills
:D
would leaning more into the not-quite-ghost side of apparitions help?
a little less talking to the spirits of the land, a little more "my friends are dead and I'm the only one who can see them"
make up a a few previous party members that got hit with a nefarious near-TPK and you probably got most of the apparition archetypes down if you assign multiple to each one as a like, day by day unstable emotions of the dead thing
another option is your character is roleplaying so hard the sympathetic undercurrent of magic actually gives them powers for following the script, but this bit will probably give your GM headaches unless you're playing a more relaxed joke-y game.
my wizard boss crit failed slow HELP
All good, other wizard dispelled it. Gonna blow them all up next session
That seems like an appropriate progression of events, yes :D
Absolute Wonder Woman as dual-class Exemplar/Animist
i'd place her as more of a witch/wizard/sorc tbh
witch is the best fit but idk what her familiar would be, patron though would be faith's flamekeeper or starless shadow(hecate); wizard/sorc are a bit of a better fit mechanically but not perfect
I think animist is good because she follows a bunch of different gods and because she mixes spell lists
But possibly also with some other magic class dips
I'm making an exemplar with this architype https://app.demiplane.com/nexus/pathfinder2e/archetypes/rivethun-invoker-rm
I want scar of the survivor, but if you notice, this dedication literally gives all of the ikons immanence effects and then some, making it literally only useful for its transcendence.
does this matter?
Any strong high level enemies who use hybrid weapons?
This is the piazo website. Does nginx mean anything?
It's the webserver they're using
Hm. Is Amnesiac the only "three ability boosts" background?
no there are a couple
Discarded Duplicate is what another's called iirc and the flavor/rp prompt for it is actually really appealing (if you're me)
Certainly more compelling than amnesiac >_>
Amnesiac is what u make of it tbh
More intrinsically compelling
Hmmm
Yknow, wand is less bad than I initially thought for thaum
It’s not good but like
It’s okay for targeting stuff with weak reflex
Is basically a nice little cantrip
Yeah
it's okay
it just kinda competes with what you normally want to be doing on your turn
it does get pretty decent once you have the Adept and Master benefit
Yeah
Hey, random question
what is the ideal level for the party to be at if you just want to run a one shot
like... instincts say 5 but I might just be inheriting that from dnd
6 is decent for low level, most classes also get a good power bump around 10 too though
Avoid levels right before major proficiency bumps like 4 and I think 14 since it'll feel the worst
Oh right yeah pathfinder cares a lot about even levels
Even levels are class feats
Looking at this chart
https://docs.google.com/spreadsheets/d/153padBzqHHhYNY2_a1CNCMn71wcvZznLQliH96Kg4KU/edit?gid=0#gid=0
For low levels, level 5 is when most martials get expert in weapons
7 is when casters get expert in casting and 4th level spells
7 is also when weapon specialization kicks in
If your players arent gonna be overwhelmed by the number of options, 7 seems like a fun level to play at
I just blew a roof of a windmill in starfinder by casting volcanic wrath inside it 😌
So far I've managed to canonise Y-pop (Basically K-pop, but sung by Ysoki in Ysoki and surprisingly popular galaxy wide) in almost every #Starfinder world I've played in and I'm not going to stop now.
Y-pop must make ears bleed
https://2e.aonprd.com/Feats.aspx?ID=943 My commander got intimidated by another party member (roleplay shenanigans) and I realise I need this feat
Taldan pride means you never show weakness. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emo...
Huh
I wonder how much 'benefit' covers
Like, would they not find it easier to hit you from frightened?
My kingmaker party lost our inventor and got a wizard
So now we’re barbarian (thrown), exemplar (unarmed), gunslinger (sniper), and wizard (civic)
(The barbarian will be doing battle medicine)
Wizard (civic) just made me think of the wizard conjuring a sedan on top of the enemy and I'm not sure why
That’s so good though
Simply unbearable
its funny
when I played kingmaker in 1e
I killed it with a 72 damage crit
on the first round of combat
we have free 1d4 healing around our animist
so really unworried
critical hits only reduce you to dying 2 if you're already dying right
If you are downed by a crit you start at dying 2
where does it say that?
yeah it's only if you're already dying
this is important because I would otherwise be dead
As a player character, when you're reduced to 0 Hit Points, you're knocked out with the following effects:
Move your initiative position to directly before the turn in which you were reduced to 0 HP. Gain the dying 1 condition.** If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead.** If you have the wounded condition, increase your dying value by an amount equal to your wounded value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you're instead unconscious with 0 Hit Points.
also no hero points?
cant find this anywhere
For adventurers, injury and death lurk around every corner.
should be page 410 in the Player Core book
huh
yeah I would have died
I rolled a 2 on my recovery save
which would have been a crit fail
first time I have spent my starting skills on lore skills
my commander has been quite fun to play in kingmaker so far
he has basically been making a sales pitch to every other PC about why he should be monarch
Did u also remember to move ur initiative above the monster that killed you out of curiosity
Yeah there you go, so it’s a wash
it gets forgotten a lot I think
It’s important!
it is yeah
There’s always a minimum of 1 round between being knocked out and making ur save
though there is something good that came out of it
in the minutes between getting healed I was thinking of who my next character was going to be
and I thought up playing a lawful good hellknight
who would be a really good foil for the neutral good champion of shelyn we have
who is anti-killing
with the death of allignment
hellknight archetype needs a rework
well specifically one feat, which grants bonus damage to chaotic enemies
Wow the way that stealing works
FUCKING blows
Like the steal action
Like even out of combat
Holy shit why is it so hard
Are there any notable changes to Fireworks Technician in the remaster?
Also Golem Grafter seems slightly ridiculous
https://2e.aonprd.com/Feats.aspx?ID=1229 In particular this
You’ve replaced your heart with one made of animated quicksilver and living adamantine. You reduce your slowed condition by 1. Alternatively, if you are not slowed, you are quickened 1 during your next turn, and can use your extra action to Stride or Strike.
You are basically donating an action to next turn
Happens to the best of us, lol
realised that I don't feel useful as a spellcaster or support
How's it work?
Remind me, were you playing an animist?
question, is there a way to bring a color drained person who has been fully drained by a Color out of Space back?
or are they ultimately doomed
nah commander
just generally feels like yea I could give my party buffs OR I could use my action econ to just... kill the enemies as a martial
true res?
or whatever the rez spell is where you just need bits of flesh instead of an intact body
ah ok, our groups oracle is in for a sad day sometime soon
as we are attempting to rescue a person who's already been color drained, trying to get them to a temple one town over
ok its normal rez as well https://www.aonprd.com/SpellDisplay.aspx?ItemName=resurrection
so like marginally more within reach but not by that much
oh wait do you mean they're still alive?
yeah they havent crumbled to dust yet
The remaster has a lot of good things but breaking restoration up into like 6 different spells all of which need to be heightened for counteract checks was a terrible decision
there already were a bunch of different spells for it before
IIRC the Remaster consolidated them much more
it's mostly just Sound Body and whatever the mental one is called
they split restoration between - yeah
Clear Mind. that's the one
and then moved break enchantment under a different one
the heightening being required is a little annoying, but IIRC condition removal for those conditions was already at those levels before too
yeah it's less "making it higher level" and more what they did with like, disguise self/veil
where one is just listed as a boosted version of the other
either way all the "condition removal" spells are still filed under that one cleric 8 feat so you can still find them that way if you dont feel like remembering four different janky remaster names
oh I didn't know about Sure Footing
but yeah, it's those three, and then Cleanse Affliction for... afflictions
so I've been playing the commander playtest and my current gripe is that I feel low impact
the rest of the party thinks the opposite and thinks I am the highest impact character in the party
so
well as a Commander, you most commonly just donate Strikes to other people
so that does kinda track
yeahhhhhh but also I have had god awful luck with strike hard
not huge on it
it just feels like shit
yea but normal style attacks dont take my 2 actions and give it to someone else to do 1 action
I feel a bit like a glorified, party wide haste
i think it can be helpful to think of as a kind of spellshape
Yeah sort of
you're casting Reach Spell on your Strike action, and then depending on the level also getting +1 untyped to both hit and damage
But funnily enough I dont like casters either
and also applying a different class' damage feature
And yeah, Commander is definitely more force multiplier than a force
I feel like my party would be better served if I was just like, a fighter
Well, does your party have any other support characters?
Have an animist
They've been pretty clutch
They appreciate form up for allowing them to get close enough to not have to spend actions striding
that's hard to argue if the only worthwhile thing the class gives you is strike hard, yeah
yeah that's pretty good
i mean i guess
the benefit of it is mostly that you give people a full bonus Strike
but like that's the support character thing
you give people things so they can do better thing per thing
Yeah a Commander will never be a Fighter
If you want to be a powerful martial who contributes by doing damaging strikes, maybe be a Fighter
i do think strike hard could probably stand to be 1 action with a cooldown because it seems like you'll be doing that a lot
But
but that's just personal commander thoughts and also isn't the paizo way
Party comp is important in PF2e, so be prepared for the party effectiveness to shift when they lose a Commander
you can Strike Hard, and then still do a Strike yourself
just need a mount to move you around
...right, you just need a fourth action on your turn
yeah i'm aware that's where the fourth action is coming from lmao
i just think it's stupid
or you can also just go ranged
and also you can strike hard then normalstyle strike with like, a bow
doesn't change what i said
Is there a creature in PF which is like, a mortal without a soul who isn’t dead?
presumably something flesh and blood rather than a construct?
Yah
well, im not convinced fungi have souls. not an expert though.
Expert here
We don't know what fungi have
They have something but whatever it is we're too scared to look into it
gming or playing?
Playing
neat!!!!! i'll tell you now though the real kings are the friends we maker along the way-
yooo
I'm also playing kingmaker!
commander with ambitions to, infact, be king(maker)
the other players have said "well I mean he can become general if we decide we dont want him as king"
(top 10 moments before disaster)
Not asking for spoilers but I do wonder how much space there is for parties to butt heads over who gets to be in charge.
(my vote is for a woman living in a pond that throws a sword at whoever and they get to be in charge)
yeah aiui there's a lot of room to have stuff go down after founding
no time limiters, so if your party wants to feud over it they can
I know a bit about it so I plan on calling upon my backstory to aid with the ||stag lord fortress attack||
specifically asking the GM if I can invite my old mercenary company to help out
One party member pulls a legendary sword from the stone, another gets dream visions from god, another fits THE PROPHECY, another's from the long lost bloodline, the last one fits every trope of the evil vizier but they get so lost in herding so many would-be kings that they forget they're meant to be doing evil stuff for themselves
I have been having a blast where my character actively wants to become king and no other party member actually wants that position
unfortunately for them he is the only not-good character in the party
honestly not even not-good, he has positive morals! he just is 100% convinced that he deserves this because he inherits nothing from his parents (he is a taldan noble)
Oh, that's a fun dynamic
it'll be fine, they don't call it the divine wrong of kings
facts!
he has basically been talking to each party member individually
and convincing them that he is the best candidate
we have:
Animist kitsune scribe from tian xia who's honestly kinda just here for the ride Is permanently in kitsune form
champion of shelyn and also a nephilim, had a big spat with my character last session because he wanted to kill bandit prisoners because we didn't have the means to manage them, she wanted to let them go. My PC decided he did not want to test big ulfen lady with the maul and let them go.
Ranger Beastkin ulfen who is also a werebear, knows literally nothing about running a civilisation
extremely drunk elven monk who's just sorta vibing and similarly here for the ride, definitely trying to get out of paying gambling debt
and then my character! Commander human mc humanface, served with a mercenary company in the Mendevian Crusades, contracted the demonplague and has been debilitated ever since
Your experience with bargaining and deciding terms as part of Highhelm's guilds helps you make deals in other situations. When negotiating deals or agreements, you can use Legal Lore in place of Diplomacy to Make an Impression or a Request, even if there is no legal framework under which you are negotiating. If you are an expert in Diplomacy, yo...
something is telling me this is going to be a very useful feat
Oh I remember you talking about him, did you end up going for that polearm build?
Caster dedications tend to be, starting out
I am never more than a stride away from my teammates so if I need help I can just Form Up and then Strike Hard
But commander generally is not great at dealing damamge
Pretty much yeah
Wizard dedication is entirely for a backup using gouging claw
Which is a really good spell and I do have max int
Make sure to pick up that redcoat Volley Fire feat
But I feel like I could retrain it into that one commander feat that gives me a free recall knowledge and honestly get more mileage
Especially since at 3rd level I can use warfare lore on all recall knowledge checks!!!
That tactic is insane but also like level 15
It's cool but we actually have not a single ranged character in our party
Lmfao
I have been talking to the GM about getting a troop that follows me around once we become rulers
Wish you could get a not-animal companion character
Yuuuup
In theory it would effect all of them...
Exactly
Affect even
Hail of arrows
My character (source: Alex B Dent on horrid birdapp)
Surely you hit at least 5 INT by that point
Oh yeah
7
I mean either way a troop technically counts as a person
Wrangling 1 formation of spearmen is as difficult as wrangling 1 adventurer tbh
I have survived a dinner party and failed every single influence check I made
In retrospect I should have done weirder shit >_>
my character went for maegar vahn or whatever his name is first
I crit failed my influence check
another character crit succeeded at flirting with him
I spent the entire rest of the dinner party talking to valerie
Hmm, what’d be a good high level devil who’s based around dreams?
Could scale up a night/cuckoo hag
ok
The grapple ends
Thanks
cooked up a fighter build
which is just flail
trip them to get them off guard and to provoke AOO if they stand up
intimidating strike to frighten 1 them, giving you a bonus on if they stand up
alternatively you crit, giving them frightened 2 making it easier to crit them next time
if all goes well you have a slowly building chain of frightens, repeat until enemy is dead
take a fearsome on that flail to buff your crits even more
hell, throw in a friend with demoralise too
The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use sonic attacks, nor can it use auditory actions. This also prevents the target from casting spells due to the magical words involved in casting, with the exception of subtle spells.
someone explain to me the use of this spell at 2nd level
Seems vaguely useful for stealth purposes
Also great to shut enemy casters up
4th level makes sense, use it on someone who runs into the enemy backline to shut them up
willing targets only!
Also feels like it'd counteract the penalty from the noisy tag on armor
Gah, ok
but honestly removing an entire valid sense for detection purposes is pretty good
invisibility and silence
Especially since it's a default omnidirectional imprecise sense
wand of invisibility and wand of silence!
Which means they have to use a directional precise sense to find you if they have default humanoid senses and don't have an additional imprecise sense
Sight not being omnidirectional makes it actually rather easy to try and bypass as a sensory thing
ough, reminded of how i had to figure out how see invisibility and disappearance interact. im still not entirely sure
So a wizard can learn it early on and not have to spend resources learning it when he has access to 4th rank spells?
Also makes the willing target immune to auditory effects from enemies
see invis doesn't work
dissapearance doesn't make you invisible: it makes you undetectable through any sense
Having played a build like that, it's really good
TELL ME HOW THE GRASS TASTES, LITTLE MAN
2nd rank is for stealth, it doesn’t become a combat tool until 4th
really good for your local rogue or monk who has to cross a space at night and/or maybe scale a position to engage with guards or something
lets you run full tilt and make no noise
if i understand that right
I reaaallly wanna play around with exemplar
I've been making builds for it constantly
I'm fortunate enough to be playing one in the PF campaign that just started, but we won't be playing again for two weeks (we alternate with a Deadlands game, though we've skipped two sessions)
Continuing from a 1E campaign, through dream magic (and the ending of my campaign) most of our characters got merged with our equivalents in this universe
So we have a very reluctant Exemplar that espouses dystheism even as he becomes a god of life and healing, a rough-and-tumble aiuvarin orc battle bard, and a halfling assassin rogue (who, in the old universe, was a bard).
Those are the returning characters, we also have an inventor that we essentially thawed out of stasis when we arrived (who promptly began cursing at children), an isekai'd champion, and one anomalous rune wizard (who just got the memories of another PC from the last campaign, the player didn't like the 2E oracle and made a new wizard)
Of the new runelord sins, which ones anathema is the least bad? https://app.demiplane.com/nexus/pathfinder2e/archetypes/runelord-rm
Not invoking the void is the easiest to avoid, but its either paired with not using the elements to deal damage, or not changing physical forms, both of which lock you out of a lot
Not being able to create things is rough. like, you can't even use a spell that crushes someone with a rock, because it has to make a rock first
I just learned
That the Daikyu got Forceful with the Remaster??
Somehow I missed this all this time
But that's actually..... really cool
Triple shot fighter is one of the few builds that will be able to reliably see the double dice forceful proc
Neat!
It's also more flat damage on a weapon class in dire need of it
I should really play a bow fighter at some point
I worry it might get dry but I think with the daikyu change I want to give it a go
Huh
Kinda neat
Soooo... I've got a temple of Erastil... But in secret this place also worships some less than savory god.
Temple is located in a small remote village in Ustalav
Right now it's Asmodeus, but it feels a bit too basic
Also not sure if Asmodeus's symbology and theology line up well enough with Erastil's
That's one of my issues with the whole thing as well
Lamashtu corrupts the family aspect
This could work https://2e.aonprd.com/Deities.aspx?ID=152
The fey queen Gendowyn might seem an unusual divine patron for the Knights of Lastwall, but it makes perfect sense to her devotees. Gendowyn is a living manifestation and representation of the natural world, a world in which the undead simply have no place. While her personal morality represents the inscrutable whims and caprices of the First Wo...
Oh that couldl be interesting
King Gizzard and the Grizzerd Wizard
Sounds like they appeared soon after Kingmaker, I blame the PCs for this
Linzi must've forgotten to mention that bit while writing about all the heroism and buff women she surrounds herself with
My druid PC is gonna be kidnapped by a boogeyman soon if he doesn’t try and actively oppose a villain who wants him dead
A boogeyman summoned by said villain to kidnap him
wanna make a hoplite character but taking a spear feels like gimping myself
Take a trident and reflavor it as a spear, or a breaching pike which is just a spear with reach and therefore befitting a martial weapon
the hobgoblin spear, the breaching pike
is pretty good
oh
yoiu mention it
uhhhh
:|
breaching pike is actually really neat
what class btw?
fighter probably
hard to go wrong as a fighter even with a normal spear tbh lol
As a pike and shield fighter your damage will be Quite Low, but you'll be very durable and a big pain in the ass for the bad guys
think if I do play a fighter it will be the hellknight fear stacking build I cooked up a bit
as cool as breaching pike fighter could be
just very AOO heavy, being tanky as hell
it's funny too: not all that useful to go hellknight when ur just using intimidating strike
since it gets intimidation bonuses: something you wont use
other than cosmos oracle, what class makes the best astronomers?
wizard maybe
wizard would do astronomy
cosmos is cool
need to play a cosmos oracle sometime
cursed to see the universe as it truly is, all gods pale in comparison to those that lurk in the dark tapestry
starless shadow witch could work for an astronomer, although it's more thematically about the space between the stars 
I mean, anyone with a high int or wis, I'd assume
But it depends on what insight on the stars you're after
Cuz I feel like druids, clerics, and animists would give different answers than alchemists, wizards, or witches
Also alchemists can study astronomy too they have the int
Well uh
Next adventure path announced
Mythic AP called Revenge of the Runelords, starting at level 12
HOLY FUCK THE ASHEN MAN
Finally we get to learn more about this guy
Fully furnished 1 living quarters room for rent in establish neighborhood (Sandpoint)
Sometimes making the scam obvious is part of the ploy. Helps weed out the non-gullible people from the start.
First part of the new AP, Shades of Blood, is out if you have the subscription and
This manbat has jorts
Maximum aesthetic
lol is it bad that every time I hear someone mention linzi I wanna mention that my character was her girlfriend in the short kingmaker attempt me and some friends were doing
Linzi is currently being courted by the 6'5" ulfen champion of shelyn in the kingmaker party I'm in
Grahhhh trip is actually so good
I was considering a shove reach build, but step exists so shove doesn't really do much for a reach build in that sense beyond general utility
Shove reach fighter build, might I say
Instead it's back to the ol war flail trip
I was very sad that Linzi was not romanceable in the CRPG
GM decided to introduce tristian (despite him not actually being in the original module) and I was like "Oh okay dont mind if I do" unfortunately, straight
Yeah the only option for gay men in Kingmaker iirc is a CE Half Orc who is already in a casual relationship and deeply into BDSM
Also he is Bi so he's not an exclusively Gay option
You can literally get into a threesome with sisters but sorry gay men you get the evil half of an open relationship and that's it
I'm not even into men nor do I identify as gay (or 100% as a bloke) but it annoys me, maybe a bit more than the Linzi thing
mhm
similar shtick in rogue trader
only gay male romance in rogue trader is the evil bdsm elf
and- bisexual
Wrath has two bi romance options for Men and one gay romance with Sosiel, but that appears to be a weird situation also?
Yeah it's typical for crpgs to do schrodingers bi nowadays, and ifk if that's better
crpgs make most characters player sexual nowadays yea
Who will be brave enough to create the first inverse-player-sexual crpg (every companion's sexuality does not include your character's gender)
He's in the Runelords AP?
What's the AP about?
The Trinity Star falls to Golarion and apparently a Warshard hit somewhere in Abbadon and Xanderghul is freed?? That's about the gist of it
Also you're in new Thassilon
Any high level NPCs that use combination weapons?
I don't think we really know?
It's not on the Pathfinder wiki
Pathfinder or starfinder?
PF
all the companions are in a polycule but the PC is specifically excluded
i was considering something like this for my game, and the plan was to have the pilot surrender the moment the mech was too damaged to function anymore(granted, the mech was going to be a stone golem rather than a robot, and i was going to give the pilot an mechanic or driver statblock from NPC Core, in case the PCs tried to murderhobo or i otherwise needed stats for them)
Sot of all things actually has one || https://2e.aonprd.com/Monsters.aspx?ID=1604||
Oh cool
Minor spoilers for book 1
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i have skipped the ad.
So I couldn't find Mortal Herald on archives of nethys. Did it go away or was I lookin wrong?
There's one in npc core
what?
There's a guy piloting a mechanized suit in NPC core
Oh i meant like whats the name of the NPC?
Juggernaut
It's only large but still, it is very much a Guy™️ in a suit
It's in Divine Mysteries, which isn't on AoN yet
The last book they have is War of Immortals
On Demiplane, though
👀 now debating taking that stat block and scaling it down to fit what i originally planned
I made a big mech fight just a bit ago but it was kinda made specifically for my party and would be a little harder to apply broadly
Well more of a fight with a guy in power armor but
tl;dr my players solved a very simple puzzle("AW_KEN" spelled out with runes, they had a bag with other runes in it, stuck an A in the blank space), which sent power through leylines to a bunch of other dungeons across the kingdom turning them on, on their way back into town the plan is for them to find construct piloted by a random civilian who wandered into a dungeon when the door to it opened up causing a sinkhole
was on the brink of scrapping that cause i couldnt find a way to make 'magical mech' work
was going to just have it be a downscaled animated statue instead but a downscaled juggernaut sounds more fun
Working on a PC for in case I apply to join this Kingmaker campaign, and stuck on a name. They're a Sword Scion from Brevoy.
Definitely leaning toward Polish for given names to pick from, or Slavic in general if not Polish.
the trinity star is the trinity star
short answer, first time its mentioned as fara s I know
https://www.reddit.com/r/Pathfinder2e/comments/1jmslk2/breakdown_of_pathfinder_2e_paizo_special_the/
Trinity Star was apparently mentioned in WoI
Wanna hear a non-problem I have with Exemplar
So
I'm playing in Icewind Dale right
And it is really hard (with the tone the gm has set) to play a larger than life mythic hero
Or maybe I'm just bad lol
My habits of giving my players incredibly OP bullshit continues
Giving the cleric/tank a shield that can block most damage types (energy + force and spirit) and redirect some attacks
The wizard with bad luck is getting a cloak that lets them reroll someone once per day, fly, replace a ring of sustenanc, and counteract some stuff
The gunslinger is getting a stargun that can swap between three damage types, absorb magic to power up, and do a huge blast against a bunch of people
whats a good background for a chelaxian tiefling bastard whose a knave
its for kingmaker so i took kingdom outcast
I really need to get around to reading the new books
With the new dragons coinciding with each magic type, did they expand the dragon form spell to every magic type?
Yes
Sweet
Yeah the new dragon forms go crazy
In my Abomination Vaults game, the war cleric of Ivuku dragonshifted to fight ||The Black Dragon on floor 9|| and it fucking whipped
Kill got stolen by the ranger's fat lazy snake though
snake w
Thinking about not like nerfing synesthesia but occasionally giving caster enemies counterspell
And occult enemies sometimes have it and like slow
Juuust enough to give my partys resentment witch a challenge
I mean, you can also just kill their familiar
I really hope the all-but-confirmed Monster Core 2 adds more of these new dragons
The resentment familiar part isn't suuuuper problematic because the party isn't great at leveraging it
They have a lot of fear effects which resentment can't extend
Hmmm
Okay my players are level 6, there’s a small side quest I wanna do with a gunsmith believing his workshop he just inherited is haunted
But I don’t know if I wanna do just a straight up ghost
So what could it be instead of a ghost
Always the scooby doo classic of someone else wanting to scare him off.
Brownies who got into guns
Gremlins in general aren’t a terrible pick yeah
I’d need to scale them up a bit tho
Reflavor a troop or swarm into an improbably large amount of them
They defeated an 'animated' suit of armour and a hundred gremlins pour out of it.
Actually, damn, I'm stealing that one
Feeling an itch to design an inn/restful night mechanic where sleeping in certain inns/using certain supplies gives buffs
Like pillars of eternity
I think the baseline is gonna be “what lifestyle are you paying for” which gives you a buffer temp hp u start the day with, and maybe at higher levels a little bonus like Guidance u can spend at your leisure
My worry is that this could slow the pacing down to a crawl, with the party wanting to take way more long rests to get these bonuses.
Could make the bonuses last longer in that case, perhaps. Take a long rest in an Extravagant lifestyle and it lasts for a week or something like that. Encourages not living like a murderhobo without having to take frequent
Or have some of the bonuses refresh every so often during the day, so they don’t feel the need to long rest again to get the guidance or temp HP back
with a magus, what's the argument in-favor of staying in your stance rather than cycling back into spellstriking asap?
I imagine there are at least some situations where thats a thing right?
spell striking doesn't end arcane cascade
and if you aren't talking about arcane cascade, then I don't think any other stance ends when you spell strike either, or at least not any stance a magus would actually want.
Indeed
You need to wait 8 hours to long rest again in 2e
If your players are willing to wait an entire day after every combat uh
Idk put a time pressure on them lol
That’s a different problem
And tbh is something you can already do
I think to some degree elfgames just work on the basis of a social agreement not to play in that extraordinarily boring way
The counter to the "15 minute adventuring day" isn't rules, it's "look guys, this fuckin' sucks"
Really elfgames could afford to say that
"This game will work well when played without constantly trying to subvert and out-think everything, if you do so, you're own your own motherfucker"
Yeah
Idk I’ll addendum the rules to say “if you abuse this the GM instantly kills you”
"If I wanted to try to anticipate every problem decision anyone could ever make, I would work in open-world videogames, but this is tabletop, so I gotta tell you that if you don't buy into the social contract you're not my problem"
Anyway
Very fair point to bring up in theory
But tbh my answer is that there’s nothing stopping this style of gameplay in PF2e already
Yeah it definitely plagues both discussion of games and real tables
But I think the answer is a GM-level "please don't"
that or a nebulous "oh make sure theres a bad thing that happens in like three days"
on the part of the book
starlit
otherwise i can't think of any
I think they just misunderstood how the stance worked
melee magus rhythm is already rough without spending an extra action on a stance that's kind of ok
why
nothing abt what he said indicated that to me
Ohh, I think I just misunderstood how it works then. I thought it was a cadence between going back and forth
like spellstrike into cascade, decide if you wanna sit in cascade for a bit or go back into spellstrike after doing stuff
:3
curses
Anyway imo it’s worth it
In a longer fight, with your stance in optimal conditions, it can be a pretty hefty chunk of damage
That usually comes with other ebenfits
*benefits
Like laughing shadow gets a speed increase
Yeah, definitely
And LS gets a big boost to its cascade damage against Offguard targets too
I’d say Arcane Cascade is very helpful, but not crucial. Focus on getting off a Spellstrike first, then try to enter Cascade off of your Focus spell or another 1 action spell. That’s my general strategy on Magus, though I adjust it based on the encounter
Sometimes I uhhh
Sometimes I one action spell into arcane cascade immediately for big fights
Also very fair, I’ve done that too
Especially since my Magus is Sparkling Targe, those shield buffs are handy
That's the easy one, though the GM can always start initiating encounters after that 15 minutes
With Kgalaserke's Axes coming in Rival Academies I imagine that will become a very normal thing for magi
Kgalaserke's Axes is a rank 2 spell that came in Rival Academies
Arcane/Occult, 1 action, +1 status to attack rolls for 1 minute
oh jeez
Magus slotting that and popping it + cascade at the start of a fight is a no-brainer
It doesn't heighten like heroism but
y3eah i guess its just worse heroism but one action
One action attack buff is nothing to sneeze at. You usually aren't going to be doing three attacks per round anyway because the third probably won't hit most of the time.
Especially since one minute is usually the entire combat
Oh that's very good
Mini Heroism
Great spell to learn with a casting dedication too
No heightening is a bit of a bummer
possibly, but not that much more than Heroism already is I think
They can, but that feels very ... oppositional?
Tit-for-tat when we could and probably should just be having a conversation
Play stupid games and all that
Oh would u guys like the list of inn room modifiers so far?
They’re mostly grabbed from the kingmaker meals
Also, you'd make the paranoid player that loads up on "just in case" equipment ecstatic
Modifiers:
Inn, Any Level - Plague Ridden: -50%, exposed to random disease of players level or lower
Inn, Level 5 - Fortifying: +25%, +1 Status Bonus to Fortitude Saves for 24 Hours
Inn, Level 5 - Rallying: +25%, +1 status bonus to Will saves for 24 hours.
Inn, Level 5 - Relaxing: +25%, +1 status bonus to Will saves for 24 hours.
Inn, Level 10: High Quality: +100%, +2 status bonus to saving throws for 24 hours
Inn, Level 3 - Study: +15%, +1 status bonus to Arcana checks made to Identify Magic, Learn a Spell, and Recall Knowledge for 24 hours.
Inn, Level 3 - Weird: +15%, +1 status bonus to Occultism checks made to Identify Magic, Learn a Spell, and Recall Knowledge for 24 hours.
Inn, Level 3 - Garden: +15%, +1 status bonus to Nature checks made to Identify Magic, Learn a Spell, and Recall Knowledge for 24 hours.
Inn, Level 3 - Gideon’s Gift: +15%, +1 status bonus to Religion checks made to Identify Magic, Learn a Spell, and Recall Knowledge for 24 hours.
Inn, Level 10 - Hunting Lodge: +100%,
a +2 status bonus to damage rolls from melee Strikes against aberrations, beasts, animals, and dragons for the next 24 hours.
Inn, Level 2 - Relaxing Baths: +10%, recover an additional 4d6 Hit Points. If drained, they reduce their drained condition by 2 points rather than by 1.
Inn, Level 9 - Diplomat’s Suite: +60%, +2 status bonus to Diplomacy checks to Request and Intimidation checks to Coerce for the next 24 hours.
Inn, Level 16 - Miraculous: +300%, +3 status bonus to saving throws against poison and disease effects for 24 hours, fortune on recovery checks
Oh boy. Battlezoo cooked for April Fool’s again 
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To me, it feels OP, but not in a way thats funny
It's finally here.
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Tonight in pathfinder 1e, three level 18 characters managed to clear a CR 26 boss fight through the boss going first casting time stop, and a contingent time stop. One of those three characters didn't manage to move the needle in any way. No damage, no failed saves, never the sole target of an offensive move.
wow thats gotta feel bad
Yeah it wasn't great, but the player was a pretty good sport about it. Especially knowing the encounter wasn't actually supposed to be beaten. It was supposed to be an endurance test before a deus ex machina. We're apparently the first party who has ever actually beaten it.
So how exactly did they beat a CR 26?
In Pf1, thats not too absurd.
Yeah that’s just a somewhat optimized high-level party, if there was only one opponent
Solos do not stand up well against multiples in 3.P
Wait everything?
not Aps
Divine Mysteries and G&G revised?
Yeah
Dang
And rival academies and npc core
sick
Well, they mentioned with WOI that they were going back to the old schedules
damn they didnt lie, that core can really npc
For all that demiplane is a simplified reading experience, I prefer AoN for its superior search functions and better internal connectivity
Demiplane looks like a book, and has few advantages beyond one >_>
Final Sacrifice always struck me as being a weird spell for everyone to have access to
it is kinda weird
Witches
Sorcerers
Choose-a-list types
Here’s a challenge: what’s a workable concept for an arcane-only full caster that doesn’t feel like it should really just be a wizard?
like a robot-type class
someone that can do magic because they've been like, augmented or are augmenting themselves
That could track
Astral mage.
Teleportation, force constructs, that sort of thing.
Also, technomancer
Enchanter. Limited spells but can easily craft/enchant gear to store spells or get other effects.
following off the heels of necromancer, any sort of 'we made a spell school into an entire class' thing
...I still miss spell schools, I liked the cycle of archetypes that just had access to a school instead of a tradition like beguiler
It's a 3pp adventure module we're testing.
The contributing party members were a 1pp magus and my character was a spheres/akasha combat monster. Managed to push the through a first-action time stop and a contingent time stop with the power of boosted damage and a couple greater dispel magics, one of which was got by a ring of counterspells.
spoilers for chapter 2 of book 6 of strength of thousands. ||bAnter||
Flavor-wise, what’s the intention here?
Thinking about this more (and talking with others elsewhere), I think a possible throughline of arcane magic is that it's mechanistic
is there a good reference for which classes get access to what traditions?
i'd say arcane witch has an explicit, magical tie with its teacher, that a wizard doesn't, and a wizard doesn't necessarily capture the fantasy of any better
yeah
except it doesn't actually support casters very much, weirdly
A friend raises another idea for arcane: someone who has "peeked behind the veil" and draws their power from directly manipulating the machinery of reality
Kinetisist, but with the atral plane, which is probably worthy of its own class
Transient Kineticist, drawing their power from the more esoteric planes of the Inner Sphere?
i still want a Kineticist equivalent for the outer planes 
Gotta do Incarnate again
Incarnum was fun
how much of the struggle here is inherited dnd classes being unreasonably conceptually broad, especially wiz/sorc
wizard being "anyone who studies magic to perform it" and sorcerer being "anyone who doesn't do that"
like those by themselves are already stepping on so many toes
I think sorcerer is reasonably more specific, but I would say the issue is more that the arcane list is sorta "wizard magic"
Arcane is just kinda "everything except healing"
But I also think it might be workable to reframe it as "mechanistic magic"
tbqh, I'm kinda souring on universal spell lists as a thing
I have mixed feelings
it just leads to casters being kinda same-y
because the majority of their budget is taken up by a list of spells they share with other casters
Some caster classes are more distinctive than others
Like, wizard and druid feel more similar than either of those and animist
And have classes that use mechanisms different from a wizard's study of Magical Principles, as it were
also relatedly my pipedream would kinda be just getting rid of slot casting
and make all casters have their own unique stuff to do instead
I think they end up feeling distinct despite the lists - Animist is notable in large part for a lot of off list access
hard agree but i am also a fervent "Spell List and Spellcasting as separate from other class features and rules" hater
ah yea lmao
It also has a ton of action economy centered around its unique bullshit
So in play that's always happening and making it feel different
Big Spheres of Power fan myself.
sure but that's despite the spellcasting not because of it
Spheres is kinda good for that, yeah
need to actually read into it more some time
my thoughts on this were actually kinda rekindled by the Necromancer playtest
What I'm saying is that caster classes with shared lists can be differentiated more strongly by giving them more distinctive stuff to do in addition to or as part of casting
because while I was reading through that, I just kept thinking I wish they just didn't even have their limited slots and the class just went all in on the focus spells and cantrips
i think in pf2e specifically the spell lists make a lot of sense because a lot of pf2e design is "what if these dnd 3e elements were fully integrated into the game instead of just being weird holdovers"
I also personally like slot casting 🤷♂️
It's also meant to be some degree of future-proofing, I think
I also like that it makes “being the divine caster” much less tied to class, so stuff needs more interesting mechanics.
I do think that “every class needs to be extremely thematically distinct “ isn’t a good way to actually look at classes
that's part of the integrating yeah
especially in PF2 I just find it very limiting
and we have also seen with Kineticist now that a slotless "caster" can work just fine
out of curiosity why
I don't even know that that is my position, I asked this because I was thinking about how only wizard was arcane-only and how it's not easy to think of strong thematic alternatives
Oh no for sure it’s just more a pet peeve of mine so I felt the desire to push back on it as an assumption
i personally think the Spellcasting Experience is pretty good but it's a layout and niche protection thing that bugs me
I'm not trying to stake out a position so much as toy with these questions, as it were

i mean sure but we are talking about a feature that comprises like 40% of the class here
though I am realizing now I am just kinda reinventing 4e yet again
i just think you could more efficiently lay it out as 1-4 classes that subclasses are strapped to instead of the weirdness that currently exists
but I do honestly think a framework for casters that is basically all just 'cantrips' and focus spells would be neat
See but then that would reduce mechanical variance immensely
You couldn’t have different orders of druids AND primal witches, both working differently
You would just have Primal Caster with whatever mechanic you landed on for them
And if the only thing uniting the subclasses would be the spell list, alternatively….
Then you’ve just invented the current paradigm again
I could tell you: "I enjoy the component of planning and situational optimization, and think that mechanically PF2e works well with your lower-level slots becoming increasingly devoted to utility spells and stuff that doesn't need to scale while your number of Big Level-Appropriate Damage Options remains roughly the same as you level" but while I think that's true I'm not sure that's actually the reason. I think the actual reason is best-illustrated if I pose a counter-question: what's your favorite color?
red
Why
been watching gundam
My point being I don't have a rational answer
I do also wanna say that slotted spellcasters do have a good uhhhh
Vancian casting is good for adding new stuff in the future
I just like it
(i do follow tho)
Like it’s easier and makes content for more people to add a new spell, then it is to add a new like,
Subclass
And this is big because classes aren't just thematic packages, they're more critically playstyle packages (something PF2e could stand to be more transparent about imo)
yeah that's fair
I mean imo classes conceptually are play style packages over thematic packages, ever since like
Dnd 3
well yeah. i agree, but i think i'd be more understanding from that standpoint if they were more transparent about it
i wonder if maybe my problem is i'm thinking about spellcasting as a class feature but not thinking about weapons in the same way
I will say thematically that wizard is “scholar of magic” in like
"I want to play an alchemist character but the class is so fiddly and irritating, they should change how it plays" is something that was oft-repeated before the remaster and is still sometimes repeated now but like ... alchemist plays a critical role of letting a certain type of player interface with the game in their favorite way
An “I went to college and did a thesis”
Way
So honestly anything outside of that would work
As a new class
Agreed
To pivot back
The big thing is that it has to feel suitably arcane in that wibbly-wobbly way that depends mostly on vibes
ok to be clear i have nothing against The Spellcasting Experience in play
So like, an astronomer that has sussed out the secrets of magic from reading the stars could be a new class that would fit
I do agree that spellcasters could stand to get some cooler stuff in their class kit though yes
my thing with spell slots is mostly that they are now the only real attritional thing left in the game
and it feels very strangely dissonant with how the rest of the game is generally paced IMO
Yeaaash
It’s a little weird
Martials probably should all have some form of like
Long rest based resource
Since as it stands casters are the only people who like
Of the various ideas people have shared, the two that caught my attention most were:
- cyborg caster whose magic comes from implants and the like
- caster who has seen behind the veil of reality and is working directly on the gearwork they perceived
EVER need to long rest lol
I think the first was install wizard
it does also run up against The Classic Issue
(it was! teehee)
in my AV game, we have cleared entire floors of the dungeon in a single long rest
and we could have still kept going in most cases unless we needed to go back to town to sell stuff or rest to get rid of specific long duration debuffs like afflicitions
because we were a party of four martials, we just had almost no attrition
of "i want to play swordguy" kind of not having shit to do other than skill checks
outside of the encounter
which skill checks are like, alright, but
and even those don't matter too much anymore, now that I have Treat Condition and Paragon Battle Medicine
Yeah that’s fair
Well
Paragon battle medicine is rare for a reason
Is what I’ll say about that
I don't think the arcane list class thing is insoluble, I was just drawing a conceptual blank and wanted to know what ideas other people have
honestly my original wiz/sorc message was born from me thinking about both of these
(plus Godless Healing and Mortal Healing, for good measure)
and feeling that the first one is "ok this is just sorcerer again" and the second is "ok this is just wizard again"
Not sure I agree, but a lot would ultimately come down to specific class mechanics
Yeah
My feeling about the second one is that it wouldn't be someone who has studied
Like I think you could boil anything down to wizard and sorcerer but the problem is
It would be someone who had An Unfortunate Encounter with eldritch truths
You’re getting too in your own head about it
It doesn’t matter that it COULD be sorcerer
Just like rogue COULD be fighter
famously, there is a class for that
I actually don’t think Witch is good for that personally
fighter is another problem child in my eyes actually
Yeah no Witch is about having a patron
Not about seeing the Gate like in Fullmetal Alchemist and having the knowledge seared into your mind
Wisdom-based, maybe
You could do it as like ... the person's mind is now inextricably linked with the Dark Tapestry or some other new bullshit, and a lot of their non-spell list stuff is about not holding it back and allowing stuff to get through from that sub-basement of reality
CHIM-y for lack of a better word you could sell it as while still using spells-as-such and not like
I would actually like more of a like
pf1e words of power or whtever
Dedicated occult caster
About knowing or chasing a Truth
Like an occultist kinda fucker
bard!
fair
It it true that bard is kinda weird as the key occult caster
Arguably psychic is the better fit
Also ultimately PF2e is a second edition
my thing with bard is that "magic=music" is too cool to be tied to one class honestly
Yep
For the cyborg caster concept, maybe their deal would be mechanical modularity ala inventor, that tends to focus them around doing stuff with certain branches of on-list spells in particular
I still think my 2e warlock would be all about like
Building a class basically
Taking drawbacks and bonuses
That make you into a weird fucked up little guy
actually here's a question. if you were in charge if everything about a pf3 which like 10 classes would you pick as the only "main" ones allowed, with the rest being folded in
Yeah because that's Oracle 😛
Hmmm
mine would probably be like. investigator, alchemist, swashbuckler, gunslinger, summoner, exemplar, kineticist, oracle, thaumaturge/pf1 occultist, and rogue probably
Fighter, Rogue, Cleric, Warlock/Witch as pure occult, Kineticist, Champion, Alchemist, Commander, Druid, Wizard
exemplar probably having some barbarian/champion in there
oh commander's a good one
i was thinking roll it into rogue but it being its own primary thing makes sense
I've always thought that it's a bit weird that Bard is an Occult caster of all things in 2e
It kind of feels like they were just picked for it because of the relative lack of pure occult casters.
Besides Witch and some Sorc bloodlines anyway.
(Wait, even Witch isn't purely occult since they pick their tradition like sorc does)
the spells they get make sense, calling it "occult" is kind of a tonal mismatch tho imo
It actually fits very well with how Occult magic is actually described
Occult magic is about storytelling ultimately
It works because people expect it to work
like yeah the Mind Magic class gets the Mind Spells tradition
So Bards fit into that perfectly
part of this being the explanation is bards being the class occult was built for
What makes it even stranger is that most of the Occult sorcerer bloodlines get exactly the kind of tone you'd expect from calling something "occult"
like the occult list is the bard list in the same way the primal list is the druid list
It is in part a retroactive explanation yes
I still like it a lot though
Especially since it also got us Thaum
yeah i think it's pretty cool
well, thaum supposedly does actually know all that
despite the charisma
this is true yeah
It's about the thematics and appearances of things
That's why a Thaum can oppose a tyrant by brandishing a broken chain
The chain itself has no magical properties at all
well yeah
idk how often i feel like the storytelling bit is really elaborated on tho
like it feels like it's in the bard class description and the thaumaturge class description and not really anywhere else. and thaumaturge already has a pretty tenuous relationship with spell traditions anyway
Secrets of Magic talks about it pretty extensively for Occult
Dark Archives also a bit
I think game design wise, wizard, Druid, cleric, bard do work the best for simple representations of each class, fighter and rouge for simple martials, witch and sorcerer for pick a lists, and probably monk and barbarian for more thematic but still simple martials. Maybe switch out witch for alchemist for something more advanced
I think the CRB classes are very good for the first book. Thaumaturge and kinetisist and exemplars are great for follow up books, but not for the first thing a player will read.
You also want very flexible classes to start with. The rouge can do a decent swash or investigator impression until those classes are released, but neither of them can do that great of a rogue impression. Same with fighter+ cleric dedication for champ or exemplar, or a primal sorc for kinetisist. They are temp fixes, but you need those when you only have one book.
Fighter
Rogue
Marauder (renamed barbarian)
Champion
Wizard
Cleric
Sorcerer
Kineticist
Too divine
I get that, yeah
but "you glimpse some kind of cosmic truth and it changes you" is basically exactly the pitch for PF2 Oracle
kinda the animist/druid issue innit
like, obviously we know how these are different. but also how are they different
Animists bind spirits to themselves and don't have specific ties to nature
Where does naturalist/druidic type spellcasting fit in here? (genuinely curious cuz I find the question install asked fun)
Like yeah some of them are nature spirits but one of the available apparitions is a murder clown
Another is a spirit of vengeful combat
ok that's legit actually
They're not really especially similar to druids
Divine casters who engage spiritual beings to aid them
Tbf they do kind of tread on druid's ground via shapeshifting
Mechanically, I mean
Your conduit to divine power eschews the traditional channels of prayer and servitude—you instead glean sacred truths and great mysteries embodied in overarching concepts, whether because you perceive the common ground across multiple deities or circumvent their power entirely. You explore one of these mysteries and draw upon its power to cast miraculous spells, but that power comes with a terrible price: a curse that grows stronger the more you draw upon it, which you might uphold as an instrument of the divine or view as punishment from the gods.
I feel like this is a somewhat different vibe but I suppose I can see the commonality
My list is a bit off the beaten path, but:
Vanguard (Champion, commander, fighter’s frontline identity, Barbarian)
Paragon (Monk, Gunslinger, Weapon Specialist Fighter)
Armiger (combat/str side of rogue, Ranger, generalist part of fighter)
Trickster (Alchemist, bits of Thaum and inventor, skill side of rogues.)
Learned (Prepared Full casters and bard, emphasis on slow but versitile)
Gifted (Oracle, Sorc. Power but with drawbacks/less control.)
Battle mage (war cleric, 3.5e Warmage but good, all the “full caster gish” attempts that suck. Would bring mid-casters back for this.)
Magus (action economy reduction for casting and fighting.)
Ascendant (Mutagenist, Shifter, the more supernatural parts of Barbarian. Guy who changes forms and powers up)
I’d also be pulling a lot from Spheres of Power.
Kind of fucked up the formatting, given I answered guided by 'which class would you put where in the classic Big 4 RPG roles'
Fighter (encompassing the base concept, Champion, Barbarian, Monk, Kineticist and Swash), Rogue (encompassing the base concept, Alchemist, Investigator, Inventor, Ranger, Gunslinger), Channeler (encompassing Cleric, Animist, Druid, Oracle, Summoner, Witch, and Thaumaturge), Sorcerer (encompassing Wizard, Sorcerer, Magus, Psychic, and Bard)
Sorcerer in my answer means 'fucker who can magic through some means other than direct aid from another source'
And Channeler 'fucker who can magic with direct aid from another source'
Rogue is all the classes with a lot of skills or out of combat expertise, Fighter is the best sluggers
Now my answer also requires an entire rework of how magic works, cuz we are mixing lists like crazy here
||scout, heavy, sniper, medic, engineer, soldier, spy, pyro, demoman, another spy.||
right answer
I think a funny commonality with myself and Jenna is we both had trouble fitting Gunslinger somewhere
I dunno I'd say something like
- Wizard (but maybe it can steal some shit from psychic?)
- Fighter
- Rogue
- Some sort of barbarian/monk mix
- Animist but with primal spells and it eats some of druid's flavor
- Oracle but with the occult list
- Cleric
- Alchemist
- Sorcerer
- Mashup of Champion and Thaum
'mashup of champion and thaum'
i think if i was actually sticking to my guns in my original answer i would put gunslinger in rogue
My take is that Sorcerer should play as "the generic caster", while all four list-specific casters should be weird and do weird shit
Nah, gunslinger perfectly fits my Paragon - it’s the weapon specialist class that focuses on a single weapon to the exclusion of all else.
eh, fair I suppose
in my mind rogue is the Extremely Good Normalguy class, so it eats the fighter and slinger
Though I felt the list was meant to be 'what classes would remain, with other class concepts folded into possible progression'
and has sparingly few "bespoke" class features in exchange for the best weapon accuracy and a shit ton of skills and feats
So 'a class that could build as either a monk or a gunslinger' kind of mindfucked me <XD
To be clear I also think bloat is a fake problem most of the time
Fair. I kind of split rogue into “good fighter with a focus on dirty tricks” in Armiger, the switch-hitter class, while Trickster picked up the “acrobatic/thief/skill expert” side along with gadgets and alchemy stuff.
Insofar as it’s impossible to not have some kind of “here’s a lot of things” when you have a long running game
So wizard with amping cantrips from psychic for arcane, animist action economy nonsense for primal, oracle curse nonsense for occult, and ... cleric needs something more to be tbh
See, I was looking at them as both “we specialize in a weapon”
I think we've all acheived the actual goal of elucidating what roles we think most important or interesting to promote or cede to XD
I suppose the something more could just be "inherently more gishy, martial-level proficiencies instead of caster-level"
Alchemist is mandatory imo
oh yeah def
You need someone who specifically interacts with the item system
alchemist swashbuckler and investigator are all extremely types of guys
Champion and thaum can be merged pretty neatly
tbh, Alchemist working with normal items has always been a bit of a peeve of mine
I appreciate that you and many other people share this view, but there is a subset of players who specifically need a class like that
That's why it's mandatory
my view is always that tying Alchi to regular consumables like that holds back both item design and Alchemist as a class
- "legendary warrior" is a type of guy
- "normal human overachiever" is a type of guy
- "sherlock holmes" is a type of guy distinct from that guy
- "two guys" is a type of guy
- "elemental blasts" is a type of guy
- "mage but scared of it" is a type of guy
Does it take more work and more reading to get alchemist up to the normal balance baseline that other classes hit? Yes, that is a feature, not a bug
I was also doing this, but in a sort of different way.
I mean my opinion is that alchemist should be like 1e
Where it gets items that no one else can use
Quite possibly!
1e Alchi was casting spells that were just flavored as items
and I do think it worked better mostly
I mean
But in general, I am good friends with An Alchemist Player
I guess
My SF gm is running pf2e for my group in the summer 😌
And I feel I have to respect that classes sometimes serve different types of people
well okay, they had bombs too
and mutagens
i like the direction they took pf2 alchemist and i think all its problems stem from them not committing to the bit hard enough tbh
Could be!
I mean yes
My problems with Alch aren’t “I personally don’t like it” :p
i do think this only actually works so much
I was mostly arguing with Alaen
not disagreeing in this case just like, in general
I just mostly feel like the amount of people who prefer current Alch is a lot smaller than people who get disappointed by it not being what they expected it to be
opportunity cost etc
