#Pathfinder
1 messages · Page 92 of 1
Thankfully it was just ruled at "lets just pretend you went down" because this is all homebrew and we've set up plots for that character ahead of time but someone has brought it up almost hourly in the sessions after
What would yall do to make a character whose a possessed porcelain doll see: Ranni and the Revenant from Elden Ring
Probably Poppet? I know there used to be a Halfling thing for that in 1e
Poppet is the straightforward choice
Fair
what sort of mechanical hooks do you want to reflect their doll-dom?
Automaton would also do it, really
Some kinda spirity stuff and some kinda stuff reflecting them having an artificial body
yeah automaton isn’t a bad choice
Mage automaton for me I think
Yeah automaton would be good
Automaton + Animist would just straight up revenant huh
Although I guess going poppet, the fire weakness could be just as easily explained as like
Ceramic cracking when heated too much
Or wood
Still it’s pretty focused around being a Silly Lil Guy
Funny detail
If you’re quickened you can abuse the sharpshooter automatons Aim ability to make two shots, one in your second range increment and one in your third
You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your weapon's second <a style="text-decoration:underline" href="Traits.aspx?ID=248">range increment</a> from –2 to 0 for the next ranged attack you make this turn. You can use this action a second time ...
Since the phrasing of this is just “if you use this a second time, your next attack”
This doesn’t really get you much
But it’s funny and I think unintentional
Hmm if yall were trying to make Akuma from Street Fighter, how would you go about it? Let's say at level 8.
street fighter character
monk, obviously
Yeah that's my starting point
There might be some fun flavour stuff to look at from Hungerseed but not wanting an unarmed attack that isn't throwing hands is also understandable
I think Akuma is Mountain Style?
the leaping attack feats to represent Demon Flip are very funny but also I can't imagine them actually coming up very often in live play
Unless your GM just really, really likes flying enemies
Akuma is actually secretly an exemplar
Honestly I could see it
Hm, what ancestries other than iruxi can get one unarmed attack of each physical damage type at first level?
Monstrous Skeleton I think can
Ah, nvm, only one type of your choice. I guess if you combine that with Monk you can get up to all 3.
But not inherrently
Huh, I think catfolk can sorta do it?
Saber teeth + claws + fists?
Tragic that the claws require a heritage
There's also brawling weapons that do the other damage types
if you want to count that
in that case, any ancestry that can access slashing or piercing can easily cover the other one
Pondering this for a three-unarmed weapon exemplar
Whats the best spellcasting class
I feel like they all have their own niches but Druid feels very well-rounded
Sorc is also up there in my mind just because it can fill any caster niche, and because it has the most spellslots + spont casting
Primal is probably the single most straightforwardly good list
Though spontaneous v. prep feels more like a player preference thing (and a GM game style thing)
And primal sorc really leans into what makes primal such a good list
“Best” is hard to quantify, though
Fair
what Free ARchetypes are good for the Driid anyways?
Cause I was thinking Druid already
Stuff that nets it control spells
Primal’s weakpoint is a lack of Stupid Bullshit magic
Divine can help with that
I would also put forward Oracle for specifically lower level games, because you get access to what other classes don't get till MUCH later with the caveat that they become Cursebound
and otherwise you're basically just a list-locked Sorc
Druid with cleric or animist multiclass can pick up some good stuff
Or Halcyon Speaker for arcane
Unfortunately I think there’s no wis-based way to nab occult
But primal gets you slow, haste, fireball, and heal
The four most powerful spells >_>
(That aren’t named synesthesia anyway)
Occult/Primal is an absolutely wild pair
But for a druid, just getting a reaction canceler like roaring applause or laughter will be huge
Oh also @clever cobalt do you know how high level the game will be going?
12-20
Oh!
Very nice
Get Reach spell
If only for this https://2e.aonprd.com/Spells.aspx?ID=1607&Redirected=1
The targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily prepa...
Moment with Reach Spell actually does change the flow of everything
And don’t neglect to prep this abomination https://2e.aonprd.com/Spells.aspx?ID=1320
A dense lightning cloud descends to fill the target's space, then fires a jolt of revitalizing lightning into the target. If the target is a corpse that died within the last round, the creature comes back to life with 0 Hit Points, and any effects and conditions it had when it died, with the exception of <a style="text-decoration:underline" href...
Notable for many reasons but one is not caring about Death Effects like Breath of Life does
danke
I learned a lot about playing casters from doing an animist, but my big two tips are:
- lower level slots are for utility/buffing/debuffing spells that don’t need to be heightened. High level slots are for your big damage spells and your top-of-the-line debuffs
- especially in those lower slots, prepare stuff that might be useless but which will be absolutely clutch if it isn’t. Bring grapple-breakers and reaction-killers and other weird niche stuff
A caster’s job is to be a Swiss army knife
It is to have every kind of whiskey you can dream of on tap
To note for specifically Primal, it depends on exactly how nice your GM is willing to be but you can get A LOT of mileage out of shape stone and wood. They might genuinely be some of the greatest out of combat problem-solution spells in the system.
I really wish the system had more stuff like them, though I understand why it doesn't
Playing a Wizard and I agree
Wall of Stone is similarly insane
Though there’s some dual use damage and utility spells I like to keep around in low and mid slots
Yeah
Oh! Prep some one-action spells
There will be opportunities to use them here and there
I don't want to go into detail because I know some people here are playing the same AP but I was able to basically single-handedly fold a bossfight with that spell and it was incredibly satisfying
Any good items for a Level 12 druid?
the class specific focus item probably goes without saying but I'll still say it
I think Druid Vestments is the name?
Storm of shades or whatever it’s called was my accidental boss nuker haha
gotcah
I know a gal who was playing a barbarian with some stone-related dedication, and who after not using the Wall of Stone it gave her once in the entire game up to that point, managed to lock down two of the adds in the level 20 boss fight for three rounds with it, probably winning the party the fight
You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet.<br /><br /> <b>Arrive</b> (<a style="text-decoration:underline" href="Trait...
Aha
Staffs, wands, etc are always good.
Spoilers for Kingmaker AP, not sure of the exact point in the book but around level 12 ||One of the bosses has a berserker state he enters after dying where he becomes possessed and keeps fighting for several rounds. Once that happened my character kept repeatedly putting him in the minecraft box till he fell over.||
Brutal
Oh, re: low level primal spells that never fall off
Fear is also one of those 1st-rank spells that is basically always great
I was wondering what level this would be
did not quite expect 8th
Curse of Albatross is very powerful, though less good if you don't have someone to capitalize on the 2nd half
but it is very good condition removal I guess
Albatross is sick
Even beyond that, a three-action 30-foot radius full heal for allies on demand takes one some wild places
(Reach spell really makes it tick)
wdym full heal?
it's gonna heal (Con mod) x level
hmm, okay if you rest a full day it's apparently Con times twice level, which is a bit more impressive
(this is tucked away in the Downtime rules instead of being with the other resting rules)
Still probably a bit short of full heal except for squishy casters with con investments, though
Druid is less squishy than most casters
120-200 HP guaranteed for the whole party with no danger of healing enemies is big, though
As well as clearing drained and doomed
And absolutely worth a level 1 feat that has lots of other uses
(Also any kind of accelerated daily healing will make it pop)
I endorse the combo for any divine or primal caster
Shock To The System is also a very funny offensive buff, since it grants unlimited rank -2 thunderstrikes alongside haste, potentially on a divine or occult character with no native access to said spell
Strongly considering rank 10 shock to the system for the final battle of strength of thousands
Toss it on the party guardian, tell him to bring the lightning
Shock to the system is a bad buffing spell, a bad healing spell, a bad resurrection spell, a bad control spell, and a bad offensive spell, but the fact that it does all of those at the same time makes it insane
I think popping a target up on demand with no lengthy penalties makes for a strikingly good resurrection spell
Hell, the quickened action is even usable for Stand
I've been looking at making a Thaum to replace one of my current characters in an ongoing campaign I'm in but I'm quickly realizing that the character is turning into something extremely MAD
I do realize part of that is self-inflicted due to the combat style I'm pursuing
But I'm really struggling to see how to actually allocate stats in a way that doesn't leave me with a very unfortunate dump-stat
The current idea is primarily dex-focused, but I'll need some str-investment for both throwing weapons and because I'm using a trip weapon
cha is the key stat, and int is critical to ensure Exploit is proccing consistently
Which leaves Con and Wis as the odd 2 out, neither of which I want to ignore for obvious reasons
Hm, entering a Season of Ghosts game
Party is pretty low on healing
Was thinking about Thaum with archetype healing shenanigans but I also have an attraction to kineticist
If it helps SoG, without GM edits, is pretty easy
Combat wise
Probably the AP you can most get away with low healing in
GM will almost certainly tune things
champion of some kind?
Fair
What I think I really want to do is some kind of silly exemplar
One of my games has a bow ikon Exemplar and it seems really fun
Exemplar can do healing too
There’s the cornucopia, grab some healing items
Aye, pretty good at a constant drip of healing at 3rd level with Radiant, too, right?
True yeah!
yeah, and you can heal yourself with Scar
Scar of the Survivor is great for healing, yeah
My current build is Scar of the Survivor/Gleaming Blade/Pelt
So
I may be playing in Spore War soon
Eldritch Archer/Druid dedi Fighter 😌
Playing Strength of Thousands as a metal/wood kineticist today, got into a combat we weren't prepared for. Despite not having aura up or armor on (using the Hardwood Armor impulse), Protector Tree successfully blocked 60 damage across 3 trees which is patently ridiculous in a whiteroom analysis for 3rd Level.
The asterisk is that everyone immediately gathered around in a defensive position, and the enemies were making fly-by attacks into the group, so everyone was protected by it. They weren't intelligent enemies but instead starving animals, so no fancy tactics.
Timber Sentinel is so good
Timber Sentinel is a really annoying ability for me as a GM
I've been running for it for a while and I think it's balanced but I don't like how centralizing it is
You gotta basically use the same countermeasures against it in every fight
I think it'd be better if it was an Overflow to make it less omnipresent
Though I don't love that
tbh, if it was Overflow it would have changed very little in how I would have used it as Kinet
you can't move and use it anymore I guess
Yeah that's why my group decided against it, it's basically the same thing but the Kineticist is now a fully dedicated TS bot
Arguably worse
I played a Earth/Wood Kinet for a while, and Sentinel was definitely my mainstay
but I also generally turned that build into being the most annoying tarpit possible
also Jagged Berms is crazy good
Yeah it's not unbalanced but also just attacking the tree directly/with chaff to crit it to death every fight is boring
Or at least textureless since it's kinda the same strategy every combat
the eventual plan is to stand around, have Ravel of Thorns up, ideally also a tree, and drop Sanguivolent Roots on me
I also took Wrestler to potentially toss people into my Berms
saaaame. ish. I made this character with the intent of being an off-tank, off-striker, off-controller. Their job is to force multiply for the party
in this kind of defensive arrangement we just did, the tree was ridiculous (who needs healers when damage isn't real) but in a faster-paced situation it stops being so overly impactful
and it only blocks Strike (melee or ranged) damage, so spell attacks and any save-based effects go through normally
or more tricky stuff like forced movement/Reposition action to shuffle people away from it first
Tundra, barbarian tribes, scifi robots, radiation ("blightburn")
yeah it's half barbarian tribes, half sci fi tech scavengers
There's a crashed alien spaceship in numeria, you see
Aye, yeah, da Silver Mount
What I was thinking was Unity attempting another takeover of the world, having built a giant hive city-esque citadel far to the north in Numeria
Wherein the PCs have to join up with a rebel group to take him down again
Refer to the Iron Gods adventure path for the most detail of that region
Equal parts subterfuge and action
Alright, so I know very little about kineticists. For a tanky melee/healer kineticist, what are good options? I know protector tree from wood is much-beloved.
Party has a witch, a monk, and a rogue
Wood is generally good for healing and some protective stuff
lucky you I am permanently fascinated with the kineticist class and think way too much about it
wood thoroughly covers tanky/healy, and if you flex into water you can get some additional healing and defense
for more supportive and tanky, I would probably say either Wood/Water or Wood/Earth
My current setup is wood/metal and frankly I feel invincible and invaluable to the party
If you take Weapon Infusion you can reach very far with your elemental blasts, and if you're running an armor impulse (wood) you'll have at least +2 STR alongside +4 CON, meaning your two action elemental blast does 1d6+6 within 20ft at level 1
Would Wood/Water/Earth make sense as leveling goes along?
It'd probably be fine. You'd want to plot out what Earth is actually going to unlock for you though, otherwise you could just stay with Wood/Water
also if you start mono element or dual gate
Do you have suggestions re: free archetype?
Oh also I just remembered my GM has this house rule
Kineticists may use a 1 Action Elemental Blast as a Strike
kinticist does not mix well with archetypes, as all of its abilities are Impulses and it very likely does not have the proficiency (either weapon or spellcasting) to be effective offensively. You want things that are either passive or things that enable you to contribute in ways that aren't attack rolls or saves.
Mine is free archetype druid due to being in Strength of Thousands AP, and so my focus for those spell slots is utility and self-buffs. Be the party's Light cantrip, use it to qualify for a Wand of Tailwind to buff yourself, prepare Jump, and so on.
archetypes are tricky yeah, since Kineticists doesn't have much overlap with anything Strike or spell based
I wonder if Champion would make sense given the house rule noted
oh, yeah that house rule does open things up a bit
Champ is always good, for the reaction if nothing else
Reactions are nice. Wood and Water elements give you access to some great ones already, but getting one as a free archetype feat is alleviating. Kineticists are ravenous for more feats and anything helps.
- water: deflecting waves reaction to get resistance to any acid/fire/bludgeoning/slashing effect (2x resistance if acid/fire)
- wood: hardwood armor gives you a scaling and disposable shield you can Shield Block with to absorb damage
Any particular tips for ancestry, or is it just the usual stuff?
Surki is under strong consideration
Don’t do metal armor impulse wierdly enough
That I know
Although! My GM does have a fun house-rule for that
Why is metal the one that breaks you bastards
Which is that the crit that breaks the armor gets canceled to a regular hit
Metal got pigeonholed into crummy rust themes to the point that a number of its impulses just... eh.
But yeah I looked at metal when trying to help another player rebuild at some point and it
Seemed very anemic
Ironically
it could do with a bit better internal synergy. One suggestion was how many of its abilities get extra effect vs metal or metal-wearing enemies, and having a way to apply that trait to target(s) so your stuff gets stronger vs them would be nice
like the Extract Element action the class gets, but parallel
Metal has good impulses, but they are kinda disparate
So for Healer/Tank Kineticist, maybe start pure wood with protector tree and either auto-armor or healing fruit, and take Water as a second element expansion at 5th?
That's the build we have in a homebrew game I'm in rn and it seems very solid
Water has condition removal, right?
I'm pretty sure yes but I haven't seen those feats used firsthand
Looking again, seems like just the one feat?
Ah
I only checked the original feats though, not via Nethys
so it's possible something else was added since, though I don't know what book that would be
I wis hthere was a comprehensive guide to jumping xD
The rules are in so many different places
Do you want jump optimization or leap optimization?
The main difference being that while jumps can be upgraded to Leaps But Way Better, leaps have various weird synergies
For reasons I ended up taking Cloud Jump (am level 18 and we started at level 11)
I've had minimal use of jumping because of fairly reliable flight
But now I decided I want to figure out how it all works together xD
(i have quick jump, cloud jump, wall jump)
The big thing about Cloud Jump is mostly that you can actually high jump good with it
Which is otherwise pretty difficult
Basic high jump seems fairly limited yeah
You probably want Powerful Leap
And if you need a really long jump, you can spend multiple actions to do one really big jump
Am I correct in thinking that with a basic movement speed of 35 and an athletics modifier of 31 (or was it 32?) I can jump a minimum 90 feet?
And can spend extra actions to jump even longer?
You are still limited to your speed per action AIUI
Since otherwise Cloud Jump would just be better than Striding with Quick Jump
There are some very specific ways to cheat the limit but, again, very specific
in Long Jump
Success You Leap up to a distance equal to your check result rounded down to the nearest 5 feet. You can't jump farther than your land Speed.
Right right
But there some way to add your base movement speed to the jump distance by spending extra actions
That seems rather pointless if your base movement speed is a cap already
yeah Cloud Jump lets you spend multiple actions to basically double or triple the limit
It really helps to take Assurance: Athletics if you're planning to use Leap/High/Long Jump regularly. I sat down for a few minutes and just put the list of "i can do x" things in a sticky note
If you've got assurance you can ignore rolling and know exactly what level of jumping you're capable of. Once you hit the assured DC of something (e.g. long jump) you don't have to think about it any more
You don't need to make athletics checks for leap, but yeah, you want assurance athletics for the others
The new Wizard school in Shining Kingdoms is apparently quite good
I’d not say it’s as cracked as some people say but it’s quite good
Yeah I wouldn't say it's crazy, but the focus spells are good
What's the name of it?
School of Gates
School of Gates
I WIN
blows you up with my mind
Some are content to stay in place and let the world shape them, but you prefer to move at your own pace. You’ve studied the ancient aiudara and other structures to learn the magic of transposition, using your knowledge to move across great distances and even planes. With knowledge as your path and magic as your key, there’s no door you can...
https://2e.aonprd.com/Feats.aspx?ID=4302 This thing looks pretty wild
A vortex of sand and dust surrounds you. Each creature inside your kinetic aura (including you) is <a style="text-decoration:underline" href="Conditions.aspx?ID=4">concealed</a> from any creature outside your kinetic aura, and creatures outside the aura are concealed from creatures inside the aura other than you. Your air impulses carry sands th...
A lot of the auras are very good
+16 single target damage seems like a lot
I used Ravel of Thorns on my Kineticist
There's also the Fire aura combo with Thermal Nimbus
In the game I played Kineticist in, we actually had another one too
They were Fire/Water, while I was Wood/Earth
Tragic there are no faux-kineticist archetypes that let you double up on kineticist feats >_>
Our out of combat healing was really high
I bet
Would be really nice
Kineticist/Kineticist dual class 😛
It would be pretty funny
I think actually for dual class the winning play would be monk for fuse stance down the line
It's really funny how much better fuse stance is with a non-monk stance
If only Fuse Stance wasn't a Level 20 feat
It's level 16 now I think
It is in fact lv.16 now.
Oh? Nice
I think they could move it down to 12 or 14, really
It's not good unless you have a non-monk stance
yeah the utility for Monks is very marginal
10 would probably be fine if they wanted to let people multiclassing into monk do it at level 20
Otherwise 12
Yeah 12 does seem ideal
A lot of really strong feats come at 10, which makes them excellent multiclass capstones
For instance Agile Grace
sorry, a bit off topic, but wait, you guys have pluralkit here? i didnt realize, the amount of times alters have masked as me here is so high and i wish i realized sooner so i couldve avoided that 😭
Yeh, lots of folks use it
Mhm!
[Reply to:](#1161695831775248426 message) sorry, a bit off topic, but wait, you guys have pluralkit here? i didnt realize, the amount of times…
I think we need ah uh uhhh ultra instinct monk feat
Make it give you an insane ref/fort save and ac boost, with a bit of a damage boost
But have it hurt you badly at the end of every turn
Your level + 5 or 10 or something
My gm just made an entire three hour session out of earn income roles
Just
claps
props
Hf model for a character i want to play someday, a metal kineticist with wizard dedication, whose flesh takes on the visual attributes of gold following an alchemical accident.
This is a totally original character and not based on any other wizard character, nope not at all
WELCOME TO ESTALIA, GENTLEMEN
If I could get a DM to agree, I'd ask if I could flavor kineticist powers as being the result of magical study rather than some skill or inborn ability, just to lean into the wizard bit more :3
WELCOME TO TIAN XIA, GENTLEMEN
I WILL NOT LIE, THE CHANCES OF YOUR SURVIVAL ARE SMALL; SOME OF THOSE BLASTED SHAPESHIFTERS MAY COME BEFORE YOU DISGUISED AS YOUR SLAIN FRIENDS
BUT YOU HAVE MY WORD, THAT I WILL USE MY ARCANE GIFTS TO ENSURE YOUR BODIES ARE GRANTED UNTO THE BONEYARD. THIS IS THE GREATEST REWARD - MORE THAN EVEN GOLD - FOR THE FATE OF YOUR SOUL IS AN ETERNAL CONCERN
Nictor Non Poom?
Alright, gotta make the statblock of a vampire who grafted a dragon to themselves
Palthazar Pelt
👁️
hewwo chat
I have the vague concept of a catfolk witch because I think black cat who is herself a witch is a funny concept
I’m gonna actually read the book before I get too much into that cos I found it online last night (officially I think right? PF2e’s PHB is officially free online, I think, I’m not doin piracy talk lol)
Archives of nethys has all game content and isn't piracy
sick, yeah that’s the name of the site. forgot it
also woag… all of it…
that’s cool as hell
does Pathbuilder 2e include everything also or is there like, some sorta LCP-esque situation?
Pathbuilder 2e has all the content, yes, though some is slightly renamed to comply with license stuff.
there's also the Demiplane site (https://app.demiplane.com/nexus/pathfinder2e) which is more official and gets stuff added sooner than Archives of Nethys (which is an unofficial community project), but is significantly less easy to navigate.
Nethys has fully caught up again recently though
and it seems they are much quicker on the updates again
ahhh gotcha! thx y’all
if you are a class with an anathema, and you break it, you temporarily lose your class features until the next day
Ahhh ok
The nature of anathemas varies depending on what it's coming from. Druids and Champions are the ones that come to mind. It's not until the next day though, but until you perform the Atone ritual which is a pretty significant thing at low levels.
nethys was official at one point iirc
So basically you wouldn't see a Fighter or Inventor with anathemas but like
A Cleric might have one?
If a Fighter or Inventor has anathema (every character probably has some anathema), it has no mechanical effects to break them, but the character probably won't like it.
[Reply to:](#1161695831775248426 message) So basically you wouldn't see a Fighter or Inventor with anathemas but like
Ahhh ok
Nothing stops you from adhering to a deity's edicts/anathema if you want to, but unless you're a cleric/champion/druid there's not any mechanical consequence for it
Or having non-deity edicts/anathema.
It's what replaced alignments, and it reflects what they think is right or wrong.
Just looking at alchemist and it looks hella fun
I honestly thought it'd be hella annoying collecting ingredients for stuff to craft when i looked at the name but apparently not
Nah, no fetch quests here.
Barbarian also has anathema
Just pay up half the item's cost
I don't think so anymore.
[Reply to:](#1161695831775248426 message) Barbarian also has anathema
Unless they got rid of those in the Remaster, i don't remember
Classes always have some manner of access to their schtick. Alchemists just get free stuff each day, more as they level up. Gunslingers for example can take a feat to be able to automatically craft their own ammunition rather than having to buy it.
Barbarian instincts do indeed have anathemas
Oh no yes they do, don't they? It's just laid out differently in the remaster.
Not all of the instincts have anathema though.
I know Fury doesn't.
And that's kinda the upside of Fury, it's not tied to anything, you just have Opinions™️.
angry opinions
..What's the anathema for Animal?
Disrespecting your animal I believe
Post-remaster it doesn't have one. Pre-remaster it was
Flagrantly disrespecting an animal of your chosen kind is anathema to your instinct, as is using weapons while raging.
And Using weapons yeah
Hm.
Most of them weren't a big deal though
"Don't do this thing you weren't going to do anyway"
And they basically always have reasonability clauses too
Wait, alchemists dont have to pay for the shit they craft?? either???
Thats rad
Yeah, Alchemist has two separate methods of making their stuff for free
The tradeoff is that they're temporary so you can't like, sell them
You know, something I wanna see from Pathfinder? It's a really small thing, but I want to see a map of Shu.
If you craft permanent items then you pay, if you make them using your daily alchemy stuff, they're free
Free, valueless, that-day-only alchemical items of your choice (that you have a formula for)
Oh ye so I wanted to ask, but is the combat grapnel any good on a fighter?
It’s not the wooooorst
You would need to be dex based to take proper advantage of the throw and tether
Ahhh ok
My Spore War group is looking fun AF
Our frontliner is an Exemplar and they seem like they're are going to eat demons alive
Cold iron longspear noble branch ikon, sanctified soul to make their spirit damage Holy
On hit the physical procs cold iron weakness and the spirit procs holy weakness, then they transcend and do another instance of spirit damage for a third weakness proc
Oh shit
For my part, I'm playing an Eldritch Archer Fighter, as is elven tradition
Holy Phalanx Piercer (reflavored as a custom elven greatbow) doing eldritch shot with Cold Iron Needle Darts
It was so fun helping my pal build their Exemplar
They were stuck on ideas for their weapon Ikon and going 'I wanna use a spear but there aren't a lot of legendary spears'
They had not heard of Gae Bulg
They were instantly hooked by the idea 😌
They have energized spark for slashing and fire so their Transcend is a bunch of burning thorns sprouting from the spear and ripping the wound open from the inside (iirc)
Our last two players are a Demon Summoner that is specifically trying to be the most unpalatable elven hero possible while still fighting for team good and a Decay Witch I do not know much about yet
Quick, is there a consumable bomb that's specifically good for like ... blowing up stone?
Like mechanically?
Probably too late but, if making an argument to the GM is an option, a bludgeoning bomb is probably ideal.
Character idea: prissy ass noble duelist beastkin who's part monarch butterfly
Full on OHOHOHOHOHO type shit
couldn't find any bombs particularly good at destroying objects at a glance
lookin through the list though, I didn't realize how many bombs are in Wardens of Wildwood
and some of those seem pretty good too
you could use lodestone bombs, they do force damage
Not sure why a tiger beastkin fighter would be out at sea but fuck it deckhand man gooooo
(this character has been floating around my head long enough to actually name them and maybe have a still extremely blurry backstory)
Not sure what his personality is like just yet aside from him maybe being quiet
Not in a dark and brooding way either, more like a socially withdrawn person that really doesn't like being bothered while they work
From erm, Vudra?
[Reply to:](#1161695831775248426 message) Not sure why a tiger beastkin fighter would be out at sea but fuck it deckhand man gooooo
I think so, yeah
Maybe he left feeling ambitious and then had that completely crushed following an absolutely disastrous voyage
Ngl I'm also still not quite sure how to make that part fit
I uh
I really need to read up on Vudra
Well, we also see fanglords in Tian Xia, Jalmeray, and the Mwangi Expanse.
Er, weretiger-kin.
Ah ok
Also reading up on Jalmeray that could fit for Alde? It'd explain why he's doing what he's doing
I am kinda worried I'll get it wrong but uhhh... Well, it's worth a shot
GOOD (unbiased (lie))
Also I really gotta figure out what Alde looks like now
Always carrying around a fancy wine glass full of nectar
But yeah, I'm not sure how Alde would interact with other characters (and I can only guess since I don't really have a group)
https://2e.aonprd.com/Equipment.aspx?ID=2784 Found a hardness-ignoring bomb but it only works on metal
A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, target a metal creature or metal object held by a creature. Steelscour has no effect on living or undead flesh, and deals half damage to objects constructed of non-metal materials.<br />Instead of us...
as long as youre doing at least 14 damage (3d6 or 4d8 on avg.), you can eventually get through any stone wall (that doesn't meet the Downtime exception)
Eventually is less the issue than Now, In Combat
yeah mid-fight probably wont happen unless you can dish out a LOT of damage
The Water Is Filling The Room And I Would Like To Blow Up The Faucets
oh, just breaking regular objects is much easier
i thought you wanted to demolish a whole wall
Generic Metal Object has 9 Hardness and a Break Threshold of 18, so 27 damage will wreck it
45 to completely to destroy it (or 27 twice)
you could also trying sealing them with glue bombs
https://2e.aonprd.com/Equipment.aspx?ID=3295
non-standard use case but who knows
The port of Bailax hosts lavish funeral games for a recently deceased hero, inviting all to compete for prizes and glory. When the adventurers investigate an ominous omen that interrupts the festivities, what they find won’t just transform them into mythic hero-gods, but also will incite Bailax to violent revelry and arson. Can the new hero-go...
is the PG for taht out yet?
Not sure, lemme check
doesn't seem to be unfortunetly
Making a warpriest of Cailean (the religious icon he uses for spellcasting is just a tankard)
my GM is mixing up Mythic
they're creating custom Mythic Skilltrees for each character
they look pretty neat
You've basically just made a medieval monk with strong opinions. :3
[Reply to:](#1161695831775248426 message) Making a warpriest of Cailean (the religious icon he uses for spellcasting is just a tankard)
Behold.
Edicts
Drink, aid the oppressed, seek glory and adventureAnathema
Waste alcohol, be mean or standoffish when drunk, oppress the vulnerable
Also. Cailean you know you have no chance, right? Are you just enjoying the company of the lesbian goddess polycule, Cailean?
Cailean particularly favors Desna, Sarenrae, and Shelyn (whom he enjoys serenading).
Yeah he's the gay best friend
Expanding on this: when he casts a spell, the tankard starts foaming up even more than normal, the foam and booze getting a colorful magical glow based on the spell, and then he splashes it on whatever he wants to smite and then takes a big ol swig of what's left :3
DeMarcus Ray, traveling moonshiner, freedom fighter, aspiring barkeep, and warpriest of Cayden Cailean, the Accidental God :3
What’s a good magic weapon to give a nodachi using gleaming blade exemplar?
Kineticist is pretty cool
Just the flash blade?
It’s a Special Nodachi
Yah probably
Earth/Water/Wood seems like it has pretty crazy overall support
..Looking into exemplars, damn these.. This is kinda exactly what Bǎihé is meant to be, but she's from long before the event that caused exemplars to appear happened.
You could still use it
Characters don’t necessarily need to correspond 100% with class lore
I suppose. Maybe she's some form of like, proto-Exemplar?
Shame its useless in Mythic
Due to how Mythic stuff works
(and how the Kineticist as a mechanically unique structure)
Also, Thousand League Sandals is EXACTLY what we needed for her, since her thing is she is hypervelocity fomx.
Tbh just make anything that calls for a strike be able to use a one action blast
Pretty effective house rule for making kinet compatible
It's a very strong combo overall yeah
My GM has this house rule
Had another session in our 1e campaign
We had a fight against a bunch of manticores, i cast a defensive spell, instantly went down, then stayed unconscious for the rest of the fight
Next fight, 1 giant manticore, i get hit with a strength draining poison, spend the rest of the fight desperately casting resistance and guidance on myself to try to get rid of it as fast as i can, i manage but now have 3 strength 😭
Made a Diabolic Dragonblooded Elven Exemplar with the Spore War specific background Demon Hunted, to mess around with....in case I ever get to play in a Spore War campaign.
Went with Twin stars for the initial class feat, and the Ikons so far are Barrow's Edge, Victor's Wreath, and Pelt of the Beast.
In session for Kingmaker, confronting Tartuk, part of our argument to sway the other kobolds was that our very large lizardfolk party member is a better lizard than he is
We put chief sootscale back in charge and then in a burst of manic energy asked a still-living tartuccio to help us manage the mitflits
This was probably a bad idea
But it was our bad idea
This has been our group's motto with Kingmaker as well
My hobgoblin fighter decapitated Tartuk on reflex when he tried to become invisible and run away, and we only realized who he was after the illusion shut off
We buried him in an unmarked grave in the woods so no one can accuse us of murdering rivals to the kingdoms rule!
My barbarian sussed it out immediately and kept telling everyone, and none of the kobolds believed her until we beat him
My hope is that since our wizard spent the whole time talking him up at the party, he might actually be manageable???!
Season of Ghosts is 1-10, right?
1-12 iirc
It's a very good impulse but uncommon so you gotta go 🥺 to the gm for access
Sooo...
Every Team Needs a Dad! Unleash the forbidden paternal power of the dad with the dad subclass for D&D and the dad archetype for Pathfinder 2e! Tell dad jokes, cook BBQ, cheer your teammates on, and offer advice. And the best part? It's free! Play a Dad: Since you can play a dungeon or a dragon, why not a dad? Play
The +1 to saves against magic bonus that a bunch of higher level or extra planar creatures get kinda pisses me off lol
It's odd!
Maneuverers thriving I guess
Are there any high level illusion spells which can create an illusion which interacts with the world?
Uhhhh I feel like yes
Do rituals count? https://2e.aonprd.com/Rituals.aspx?ID=146
You draw a permanent series of complex illusions over the target settlement, choosing the look, sound, feel, and smell of the structures, terrain, and creatures within at the time the ritual is cast. You can alter the appearance of existing structures and creatures, and you can add illusory structures or creatures. For example, you could cause e...
I only need it for 1 creature
Illusory Creature can I think actually
Hmmm
Need to make a statblock for a divine who came to be consumed by bloodlust and was locked away in a vault
The battlezoo ancestry covers just have that artstyle :/
It's very unfortunate
Oh yah illusory creature can already interact with stuff
Or at least says it feels real to the touch
Which implies that to me personally
Im unsure if an illusory creature can, say
Pick up a book
Tragic how multiclass stuff doesn't use your main class's DC
Kineticist would love class DC stuff if it did
Are there any spells which can?
May I know the wider context
My simplest answer is illusory disguise on a real creature
Huh, yah I think I’ll just have to work the scene around like
The NPC not interacting with anything
Dads are op please nerf
Good lord these early mobs in Extinction Curse hit HARD
We're fighting these worm demons in an cemetary.
Oh those guys!
I max healed our druid...and then he got knocked back down to just 3 above what I healed him for. (Healed him for 16, he then took 13 damage)
That’s level… you’re level 2 right
Yup!
Have yall fought any swarms?
Lvl 2 Minotaur Lore Oracle. And yeah, swarm in the uhh house
Those fucked us up real bad
Welp our masochistic Champion just went down to the Abrikandilu
She knocked herself out using her reaction to hit the demon after it struck her.
LMAO
Anybody have feedback on my First Kineticist Ever? https://pathbuilder2e.com/launch.html?build=1151153
(Season of Ghosts, so game goes to 12th)
looks good
consider picking Jagged Berms at some point
it gives you kinda crazy battlefield control with the walls
but you'll definitely be totally fine with Timber Sentinel and the heals either way
I do want Jagged Berms but I'm not sure what I'd drop for it
yeah, that's also fair
I could drop Sanguivolent Roots but if this is indeed a game with Ghosts, occurring during a relevant Season, it seems especially solid
Hail of Splinters was kinda thrown in so if anybody has thoughts for a better pick I'm all ears
Weapon Infusion has some utility
if you think you'll actually be making Blasts on your turn
since you have good Str too
It does, although a bit less since I can already do slashing, bludgeoning, and piercing
I guess reach is probably worth it, true
Oh wait thrown gets me str on ranged blasts
That is good
Thrown lets you apply your Str mod up to 30 ft, yeah
so that makes your 2a Blasts fairly chunky early on
also one thing to note
Armor in Earth gets you armor specialization immediately
so keeping that resistance in mind can be handy
Oh slick
Fresh Produce is such an awkward "the party needs the out-of-combat healing and the scaling is great even though this sucks right now" pick >_>
it's not horrible even in combat emergencies IME
Party is an Occult Witch, a Clawdancer Rogue, and a Monk, if that matters
Yeah the scaling looks genuinely solid for eventual in-combat use
oh that's good for Produce actually, likely that people wil have free hands
Oh true!
since IME the biggest issue is needing that free hand to hold the fruit
if people are often using both hands
Tragic that Ghost Hunter from Duskwalker can't be made to apply to blasts
also check with your GM if they potentially allow feeding the fruit to someone else as an action
Will do
to get people back up
sees unconscious person "Here have a refreshing strawberry"
Dash of Herbs will also help out with that once you get it
also I forgot you have Champ archetype on this lmao
you will prevent so much damage with this build
I'm on the friend discount for a paid game here, filling a spot, and these are newer players who went for DPS classes, so I wanted to give them a real chance to strut
Debuff, heal, defend
yeah this will definitely be great for that
The problem is that the roots only damage undead creatures if there also happens to be a living enemy there too
If its just undead enemies, you can't hit them at all
The most interesting thing here for me is that on ancestries the PG explicitly suggests reflavoring Jotunborn to represent other kinds of giants
Cyclops, in this case
Neat
Mythspeakers is the low level Mythic AP right?
low level Mythic still feels weird to me
since I guess its when Mythic proficiency is at its strongest
but Callings are also kinda meh in general
My DM for my mythic game is making custom skill trees for our mythic characters
Since they feel the base mythic stuff can be a bit underwhelming
yeah Drokalion is a regular lion that just managed to accidentally become a minor god
from Dark Archive https://i.imgur.com/bbLpV4M.png
his first appearance was an off-hand mention in one of the articles in Tyrant's Grasp
alongside a sword, a dockworker and a pair of boyfriends https://i.imgur.com/3hNOKRU.png
So, I may be our face in Spore War
We have a Summoner but they have a Demon Eidolon and are narratively headin towards a conceit that will not make them a suitable figurehead of the group to other elves
Thinkin hard on talky builds
Particularly one that is particularly good at higher levels since an AP that starts at 11 is not an every day situation
This wednesday, wood kineticist gets Ravel of Thorns stance. I am become tar pit.
@turbid dagger Off the top of my head class wise? Exemplar, Swashbuckler, and Bard?
I forget that swash is VERY talky
running swashbuckler like a monkey island protagonist is a very fun idea that I could never execute
I'm already playing swash in another game but maybeeee
"you fight like a milkmaid!"
Bon Mot "How appropriate, you fight like a cow!"
We already have an Exemplar so nada there
Maybeeeee Bard??
Thaumaturge or Investigator?
A somewhat interesting option option could be a Fire Kineticist with a skill junction. If you can get away with being focused on Intimidate that is.
Another interesting option could be Monastic Archer Stance monk. Like, the stance will leave you with a lot of actions probably (since you will need to move less and can Flurry two Strikes with one action) and one way to put that to use is to invest in Diplomacy and Intimidation and Bon Mot and Demoralize in combat a bunch.
Hmmmm.... I am also likely going to want to be our primary ranged damage dealer
What I'm sorta bouncing around is Eldritch Archer Fighter, but no clue what Archetype to take before that
Huh, I’d never looked at Eldritch archer before but it’s pretty cool
Yeah it’s sexy
I've been getting good use out of it on my Investigator
Hm, so looking at my kineticist's build, I had planned to take Sanguivolent Roots at 10 and Effortless Impulse at 12, but as Polish Vampire points out, Sanguivolent Roots is only good if there are living enemies. I could alternately drop both feats (Roots being my only sustain invocation) and go for some combination of Cyclonic Ascent, Rattle the Earth, Aura Shaping, and Jagged Berms.
Blue
Big Chungus
HES JUST A FARM BOY
I loooooove how he drops into the universe
Gets shot at by arrows, tanks them long enough to beat up a crocodile and put out fires until people realize he isn't actually a marauding monster
Man, Earth Kineticist is jacked
Despite having a kineticist in all of my games since the class was released, I haven't actually seen anyone use Earth gate yet
It feels like the only element that just has something Really Good at every impulse level
I guess 4 and 6 are merely Good
Assume Earth's Mantle just giving you +1 strength is particularly wild
I think the sword was also mentioned in divine mysteries
Are alchemical mutagens actual mutagens, in that they change your DNA?
I assume it would be temporarily, unless growing 20 ft long arms is a side effect, and the real function of the elixir is giving you cancer
theyre magic transformation potions (but theyre Legally Not Magic)
Alchemy not being magic makes me unreasonably peeved
we're lucky they stopped having psychic stuff be not-magic
I just realized
Occult caster might be an option for my spore war char
Spiritual Anamnesis is ludicrously potent vs Demons
No incap
In fact, on demons, reverse incap
See I think kintecist is in the right place for that
It’s magic but it’s not spells
oh no, pf1 (and 3.5) psychics were straight up not magic at all
or well in PF1 it was magic but it was a seperate Psychic Magic with seperate rules for a bunch of stuff
and Kineticist was mostly Supernatural abilities
im definitely glad they got rid of the extraordinary, supernatural, spell-like distinction

3.5 psionics was wild and cool though
Although I do think they have a certain jeneseqoi
I wouldn’t remove them from pf1e
because it was completely different
you just had a big pool of points to spend on your powers (most of which were spell-adjacent) but you can just choose how to spend them, instead of just having fixed amounts
they'd have a default minimum (equal to the standard minimum caster level, 1 for 1st, 3 for 2nd, 5 for 3rd and so on) but most had an Augment option that let you spend extra points to boost it, up to a maximum spend of twice your level
like, here, psionic lightning bolt https://i.imgur.com/hi7Vplp.png
spontaneous slotless upcasting
But you could not spend more than your manifester level on any one spell
(This is important because people not understanding it was the source of a ton of “psionics is overpowered” nonsense)
sorry yes, equal to your level, not double
i dont know where i got double from
its been a while
So Flames Oracle has entered the chat
Divine Access and Major Curse are level 11
Signature Holy Light
Signature Spiritual Anamnesis
Signature Heal
Signature Fireball
Then I can get a lil quirky with Divine Access
Like Devourer (Star Domain) for Acid Grip and Disintegrate
Foretell Harm to proc spirit weakness twice on demons (gotta figure out how to sanctify on oracle but thats fine)
Storm Oracle may be better but I'm having a hard time coming up with char ideas
I hate that some of the best duskwalker art I'm finding is a character named "Shadow Milk Cookie" from Cookie Run
Cookie Run fanart does go oddly hard
I am amused by the fact that some of the best duskwalker-in-Japanese-clothes art I'm finding is pokemon gijinka
(Source: https://www.deviantart.com/tamtamdi)
Oh sweet! Queerfinder
Realizing I don't actually need any starting equipment for my kineticist
Oh are you dexy so no armor?
Yeah kineticists are very equipment independent, lots of floating gold to invest in other things since the only runes they need are armor.
What effects at level 1 let allies move?
I know about that one air impulse and I’m sure the commander class will have something for that
But I’m not sure what else
A spell caster can cast Jump, there's probably at least one other spell that works too
Psychic's amped Message
Oh also- who knows of a spell that grants Fast Healing? Trying to dampen Flame Oracle's downside as much as I can
A search on AoN gives me this https://2e.aonprd.com/Spells.aspx?ID=2472
You draw upon the restorative power of the spirits around you. The target gains <a style="text-decoration:underline" href="MonsterAbilities.aspx?ID=62">fast healing</a> 8.
Ooooo neat
A net positive even at max cursebound
I feel like the curse for Flame Oracle almost never matters tbh
taking 1-4 damage a turn is just not a big deal
during combat it's not too bad, yeah. it's after combat that it becomes an issue, especially if you have some sort of time pressure thing going on
I think this is theoretically a problem but in practice you just chug elixirs of life or potions or something while running
yeh, it's definitely like. a super situational problem
not likely to come up much if at all
especially given most parties stop to refocus after just about every fight anyways
Exemplar's Thousand League Sandals
I guess if you have sufficient Strength you can also just pick them up and move them yourself
i think Commander has some stuff for that too?
Y'all got any archetypes or dedications you'd recommend for a Drifter
Time for a minor (possibly) hot take
I think kobolds should've been in pc core 1 instead of leshies
Leshies were kind of an odd inclusion.
I mean idm too much but kobolds would've been another little guy™️ and filled the dragon-related species niche that tends to be popular in elfgames
Heya. How would you do Zelda-style dungeons in PF2e? Be it longer ones or something like the newer games' shrines.
See, my campaign is very nature-oriented. And the four Wardens of the Wild from How of the Wind would fit a high level game with Zelda vibes very well. I'm just not sure how to find/make good dungeons for Pathfinder.
My usual process for elfgames dungeons is:
- think up a theme/interesting location
- roll up an appropriate amount of treasure
- pick up some thematically appropriate monsters
- think up five or so locations
- assign one or more encounters to those locations (monsters, investigation, social, hazard. I don't really like video game 'puzzles' in ttrpgs)
- draw up a diagram connecting these points together
- optionally think up some hazard/lock that makes those connections more interesting. (This way's unlocked, but it's in total darkness! This way has a cave-in, but there's another room nearby with demolition charges!)
- then, and only then, do I draw up rooms.
There's also the five room dungeon technique you can look into
if you want to do some classic zelda Mirror Shit™ you may want to add something on top to make it more engaging. maybe they have to move stuff into position in the middle of a fight, and the longer they take the more beasties show up
Much appreciated!
My favorite is the Random MtG Card method
https://scryfall.com/ Click random card three times
Combine the concepts for the three cards you get
Bam, adventure
https://scryfall.com/card/ema/13/honden-of-cleansing-fire?random=*&unique=cards https://scryfall.com/card/unf/73/down-for-repairs?random=*&unique=cards https://scryfall.com/card/m20/41/yoked-ox?random=*&unique=cards
A severely damaged undead warrior begins traveling from shrine to shrine, slaying the sacred oxen at each one in search of spare parts to fix themselves. Should all the shrines fall, catastrophe will come upon the land.
This method was devised before all the tie-in sets, might want to exclude those on principle
Huh 👁️
i would risk an incursion by the zombie slop show if it meant potential yshtola cameo
tie-ins mean you can also play a game where you ask "which of these cards would be funniest if we replaced it with Hatsune Miku?"
looking into the PF2 reddit today
see a post "How do you handle a party of casters at high level"
they have 7 players, five of which are casters
they get to rest to full after almost every encounter
the GM complains that it's impossible to balance combat like this
Something tells me casters may not be the only issue there lol
yeah
TTRPG players understand attrition mechanics challenge, level: impossible
7 players also means you gotta exceed encounter norms for a challenge imo
the spell they complained about their casters using the most was also... Disintegrate
the double-gated single target damage spell
not chain lightning, no, there's nothing wrong with chain lightning doing 360 damage across all the enemies in one turn
Oh that’s funny
It’s not a bad spell but it shouldn’t be blowing up your encounters
I mean, I guess if you have seven players and less than seven NPCs (and you go into every fight with full spell slots...), disintegrating them all is probably a risk
So in an odd twist of fate in addition to Spore War I am being brought along on a game of Hells Rebels 2e that has essentially the same group just a different GM
And I may be playing a Magitek Innovation Inventor from Inventors+ of all things
It's a
Very odd class but getting overdrive on spells is cool
And apparently Jistka used to have colonies in Ravounels general area
So we settled on an automaton technomage that recently reactivated and is watching Cheliax pull a Jistka 2
what's it do?
limited spellcasting?
You get archetype casting, and a focus cantrip called Technomancy Ray, which is sort of like a hex cantrip- 1 action for a spell attack that scales up over the levels
Your modifications apply to your spellcasting, or grant extra magic stuff like temporary techno-talismans
Your overdrive and offensive boost also applies to your spells
You also use your class DC instead of spell DC for all your spells
my kitsune changeling plural pair are now also wererats
Nice
This seems to have a fairly straightforward answer of "casters are balanced around attrition and action economy, if you take it out of the game and have seven of them, they can just do whatever"
I'm going to teach their players about implosion to make their problems into worse problems
Strength of Thousands complete!
GM significantly hardened the final battle
One character dead, three down
Last boss crit fails against a 10th rank phantasmagoria
Oof
No one stands above a kitty in the end!
Congratulations! For how long did you play the campaign?
I was only in it from 12-20, but I am given to understand the whole thing took over two years?
That sounds about right
I'm just getting into book 2 of SOT, level 4.
I sort of thought that pf2 had an anti attrition stance? Party healing to full after every encounter, then as levels go up also healing or removing ailments, and cantrips being the bread and butter combat spells
it's anti HP attrition, but that's about it
Cantrips are absolutely not what you want to be doing on most rounds as a higher-level caster
You almost always have something better to do with your actions
Even at mid-level
Cantrips aren't useless, mind
They're especially good for cleaning up enemies that are almost down and giving you the ability to hit various weaknesses whenever you like
And for many parties removing ailments can be non-trivial if you don't have the right stuff prepped
The game expects you to go into almost every fight with full HP, but not fully charged
And deciding how to use your slots is a pretty critical part of caster gameplay
Went to the LGS today for a trade, didn't realise it was free rpg day
So I got to pick up this
Okay I’ve officially ported over my first 4e enemy in PF2e
The Eidolon, a real weird guy
Basically just a standard animated statue slam machine…. Except for a stance and some reactions that completely change the game
First, 25 foot aura that makes allies straight up immune to fear
That comes free
Then, the stance: he gets resistance 20 to damage and gives all his allies effected by the first aura 1d8 spirit damage on their strikes
This stance ends if he is moved for any reason, forced movement, him taking the move action
While in this stance, he has a free action to react to anyone attacking him by making them make a high dc reflex save against… quite a bit of spirit damage
Finally, he has a reaction where if you reduce an ally within 100 feet of him to 0 hp, he zaps u with a moderate amount of fire damage
The Eidolon is a nifty dude to be sure.
She clarified: ||she replaced two of the three Aspects’ upscaled monster stats|| with two Spawn of Rovagug
I'm transcribing my notes for the Harpy ancestry for our setting, and I'm trying to find the specific rules for a scenario. Would a creature that is flying need to take an action to hang onto a wall at the end of its turn not to fall?
One of the ancestry feats would give Combat Climber, make it so that they need free is talons and a wing, and I want to make it so they could land on a wall at the end of their turn instead of the ground
(since they start with the "fall at end of turn" level flight)
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an <a style="text-decoration:underline" href="Skills.aspx?ID=1">Acrobatics</a> check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then <a style="text-decoration:un...
@wary yoke
redesigned my silly little Caileanite warpriest a bit, just made his outfit a bit more colorful and removed the mask
So the new Battlezoo Bestiary is out for pf2e
And there's a new archetype
These are the additional feats
Whats the archetype?
Monster Hunter
It gives you titan wrestler and 3 skill proficiencies when you take the dedication
Neat
A little teaser
What’s a good statblock of anything I could coopt as the baseline for an ancient celestial warrior mad with bloodlust
Level 16 party but I’m good at adjust monsters to whatever level so
I guess I could just give a planetar some barbarian stuff
What’s with Barnes and Nobel spoiling like every book?
lol
Historically vendors just kinda don’t give a fuck
Especially big ones like B&N where like
They aren’t gonna stop working with them
It makes sense that Dark Archive would get a remaster reprint since uh... I mean I haven't read the whole thing but my impression is that it does not have anything OGL in it really? Closest thing would be the Mind Smith but that's only similar to the soulknife in a conceptual sense.
It had a lot of magic school stuff
I wonder how thaum is gonna change
I’m calling it now, the thaum is going to be like the barbarian or rogue, and will be buffed a bunch for seemingly no reason
Honestly, as a person currently playing Thaum I hope that doesn't happen
we don't need it
FOR REAL
They will gain class feats at levels 3, 9, and 13, and there will be debate on if this is a mistake for like a year
Thaum is like
So good 😭
But no, the dev team just gave them 3 extra class feats
Your a barbarian that can use ranged weapons and agile attacks, who can cast spells, and use your charisma for all RKs
I'm using a reskinned gladius and deadly weapons are very fun on Thaum
I wouldn't have thought it, given their accuracy is their only downside
Going all in on 'when I hit, it will hurt'
Also my group is using gradual progression XD
So
That downside also isn't there
For my Thaum lmao
Well, it will theoretically be there for some levels, but yeah that helps a ton
with gradual boost you are behind on stats for like... two levels?
instead of the like 10 you would normally be
We're getting into the mid-teens levels and our thaumaturge deals some SICK NASTY crits with all the flat bonus damage and weakness triggering on single targets. The Fighter by comparison is a reach controller that does respectable damage too, but it's not as much straight damage
the jump from level 3 to 4 was huge for my character
ive gone from "healing + utility" to a jack of all trades
ill admit, im not paticularly good at damage or debuffing but the fact i can do both of them and still be really good healing and utility is kinda insane
doom is honestly a really good spell from what ive found so far
(im doing a 1e campaign btw i know everyone here talks about 2e mostly 😭)
Holy shit my bard just found this gem
https://aonprd.com/SpellDisplay.aspx?ItemName=Blistering Invective
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell resi...
It's like vicious mockery except 2d6 persistent is kinda spooky
Holy shit they turned 2010 Modern Warfare lobbies into a spell.
Weird TotM question. Do yall
A. Think of an ongoing combat where inconsequential blows are being trading back and forth and you're only rolling for the attempts at significant blows
B. Your character is only attacking when you roll
Mmm, I'd say a mix
Like, B, but each 'strike' is a bit more involved than just a sword swing
Like uhhhhh, my Fighter succesfully downing someone with a crit is them locking blades, breaking the bind with a headbutt, then slashing them across the chest now that their guard is down
Do yall think
That
Minions from 4e would work in PF2e
Like guys with 1hp
Who have very average stats for their level
Because tbh troops have not been inspiring to me lmao
Or rather, they’re not good as ads
So I've actually played several oneshots with someone who was tinkering with minion type monsters
It worked decently well, I played a magus so it was a little odd for me, but regular dudes were mixed in
I'd say it works if you are willing to do the work of cooking them
But I also don't mind 'two PL-1 troops alongside the big bad to represent his lackies'
It's different degrees of answer, which is good.
I honestly love troops as a representation of 'impractically large density of mooks of lower level than the party
Such a smart approach, mechanically
But I get it may not be everyone's vibe
My gripe with troops is that it turns something casters would be good against (large amounts of weak enemies) and turns it into something you mainly deal with via single target damage
That's fair
They could do with some special vulnerabilities to AOEs
They have area weakness, but its not enough to outweigh things IME
If you could like multi hit them with AoE, that would be neat I feel
Idk how you’d really do that without bogging down the game
But the weakened and bad saves
Oh so they do, huh
That seems fine to me tbh
Saves are perfect for triggering weaknesses anyhow
My main gripe with troops is that they're almost always attacking via reflex save, so at high levels stuff like swashbucklers just take basically no damage from them ever
My party has two characters with amazing reflex saves and the success -> crit or better traits so neither of them ever really get touched by any troop
Also that, yeah
Hey, guys, need some help. I'm going to run a game of PF1, so... can someone advice a noob-GM friendly module so I can kinda get in it? Not something too big, like Kingmaker, more like, little to medium adventure for a couple of sessions?
https://www.cbr.com/pathfinder-5-best-modules-beginner-players/
- We Be Goblins is a very short module with premade goblins to play for easy pickup
- Murder's Mark is apparently a murder mystery
- Crypt of the Everflame is good for introduction to the system
- Dragon's Demand is a Level 1 to 7 adventure that's pretty straightforward in plot
- Godsmouth Heresy has you fight a necromancer and loads of undead
I need more about learning mechanics of PF; I GM Shadowrun for about 3 years and did 150+ games, so I know how narrate... just not the PF system underneath ~.~
But yeah, I'll look into these, thanks!
❤️
The Stolen Fate AP is pretty good heh
Yeah it’s one of my favs
I haven't had any experience with the 1e one but the 2e sequel was a good time for me
Albeit that does come with the caveat of the GM of that game being very annoyed with the resources they got
He felt that the plot as it was revealed to the players by-the-book was unsuitable and much too back-heavy, though I only know his modified version so I can't say for sure whether I agree. I know he also frequently mentioned missing art for some areas and NPCs which he felt was frustrating though no specific examples come to mind.
He also wasn't much of a fan of how much tie-in there was to the previous 1e AP given it was marketted as a standalone adventure that didn't require the previous context (which is technically true, but also, they reference it A LOT and without him chiming in to say "oh btw this was in the first one" we as players wouldn't have gotten anything from it)
Our GM has also complained about the lack of maps for some locations
Though tbh a lot of the issues with it wound up working in our group's favour, because we spent a lot of time on intra-group RP and specific character motivations and it didn't really feel like it was detracting from the AP at all because early on the players don't really have a great reason to buy in
I'm currently also considering running one of the newer AP
maybe Season of Ghosts?
Which usually I would say is an issue but for that group in particular it was fun
Overall I did really enjoy it, though. I'm curious if anyone here has ran it themselves and if so what they thought of the pacing of how the story was revealed
https://docs.google.com/document/d/1KMUJul33VHT-aYvuJPNNPMOaadwvmToYdesSPz7LEMo/edit?pli=1&tab=t.0#heading=h.9lqx78nvinns
you may find value in this. minimal spoilers for everything but it necessarily includes some due to its nature, still it's a very comprehensive list of APs and you can just gloss over things you don't want to spoil for yourself (you control the words you read)
Tbh that’s just Paizo
They have limited page space
They can’t provide maps and art for everything, yknow
Logistically impossible
huh
didn't expect to Season of Ghosts ranked this highly
or Sandpoint really
those two were also the main ones I was considering, so that's good I suppose
I’ll admit I kinda just didn’t have the rest of those problems w stolen fate
I only played the first part of Stolen Fate, but it was fun
hopping around places finding the cards was a neat bit of variety
The references to the previous adventure weren’t too heavy handed imo
Honestly I don’t think I would’ve even known they were references had I not been told
Yeah, personally I wasn't too bothered by them, I only recall one where I felt like I was missing serious context
I think there’s literally only one chapter of one book
There was definitely more than that overall, if that's what you mean
But only one chapter felt jarring to me without the prior context
There’s p much just the ||harrow realm|| right
Also one of main expository NPCs
But this was the only one where I felt it, personally.
Which adventure path is SF a "sequel" to?
Its not really meant to be one but considering it starts in Absalom, Abomvaults might work nicely
I just started Season of Ghosts and it is crazy fun
It’s not
It has a bit that is set in the place as The Harrowing
And so is only a follow up in that sense
There are a few characters with prior appearances but nothing major
I take it maybe Hajek is a returning character?
Our group just returned the final few cards and the ||plot twist occured...||
Yeah
Oh if ur that far
||also all the stuff in Sonorae’s harrow realm is from the harrowing module||
Oh cool
Also, have fun, the next part of the adventure for you is my favorite
If I'm remembering the order right yeah there's a lot of good stuff left
game tomorrow raaaah
i have to keep the magus from killing things
nah I wound up using one of my 2 cantrip slots (druid dedication) to prep Stabilize and do post-fight "make sure people don't die" as my immediate after action activity
this is kind of enabling but also he MIGHT actually start exercising restraint so maybe it's not gonna be a forever thing
the "slough skin" effect from the magma worm - would you reckon this'd work against Quandry/Maze?
Mechanically yes but if I were running it I would probably wave it away
i think i'll rule it does since it's a once-a-day, in the big final encounter for the campaign, and it would give my maze-addicted wizard player a heart attack >:)))))
Fair
There was a point in the Stolen Fates AP where ||all creatures cannot leave the plane the players get stuck in||
and boy was the party Sorc not happy to hear it
For precisely that interaction
… huh
Yeah it sure does say you are transported to a different place
In which case I would actually personally argue the worm can no more slough out of it than they could like
Use that ability to no longer be in a river of acid
It does feel like it's supposed to be for like physical effects? Tho looking at the pre-Remaster worm the ability was called "Shake It Off" and did not have that flavor text, so maybe it is supposed to be that broad? idk
I guess you could narrate it as like, the spell works but the worm sheds its skin at the last second, and that skin gets teleported into the puzzle room instead of the worm
something like that, yeah
strength of thousands - final encounter start. ||two turns in and the aspect of immortality has dished out 100 damage. nice!!!||
Did you tune up the fight at all?
im going as is, but if its too easy, ||the final aspect standing will get bumped to Elite||
My gm gave the ||aspects of hunger and insects the stats from two spawn of Rovagug, and had all of them get stronger when any one went down||
It was tough
She has a stated policy of “I absolutely will not go easy on you with the final boss”
And the party was six so
oh man six players would definitely melt this as-is
My gm also tunes everything up
BRUHHHHH ||the wizard just zephyr slipped out of my grim reaper's lurking death im gonna KILL HIIIIM!!!!!!!!!||
||deserved for using the Grim Reaper ||
Mostly in terms of HP, otherwise things melt way too fast
Should that not have procc’d its reaction
Oh wait
Was that in response TO the reaction?
yep, ||teleport -> zephyr strike -> no longer able to strike||
Lmao
Yeah get dunked on
In fairness you HAVE to do shit like that to that enemy
It’s the only way for casters or ranged to do anything at all
JUST ONE MORE SESSION BRO JUST ONE MORE
(final encounter ran on too long, we'll finish up next time)
SOT final encounter - ||party have the grim reaper locked down with hideous laughter and slow, but i am very close to killing the wizard which will turn everything on its head. i've been nice and taken off the final death feature so they can rez them||
So Zohran memes have brought to my attention that the Exemplar is missing a root epithet:
The Destroyer
Tales of your divine might have spread far and wide, and even brief exposure is enough to turn your enemies into ash, leaves, or dust. You are trained in Intimidation. After you Spark Transcendence you may select one foe, dead or alive, in 30 feet. They take spirit damage equal to your level, with a basic Fortitude save against your class DC. If this reduces your enemy to 0 HP, or you targeted their corpse, their remains are destroyed as disintegrate.
(I thiiink this is balanced?)
I think it starts off weak but scales really well
1 damage at level 1, bad. 20 damage at level 20, not bad for being free 1/turn
Genuine question; with minotaurs, jotunborn, and centaurs all being large size, what would your ideal 4th large size ancestry be
Specifically with large as a base size
troll
Ogres for me personally, they have their own pantheon and with Hungerseed would allow for playing a 'true' Oni
Honestly I'm team Troll yeah
tho Athamaru are large with one ancestry, also
I'm guessing that's what they meant by the base size comment
Ogres would be cool, I'm also on board with trolls
Aren’t trolls non sapient in Golarion?
No they're sapient
They're very sapient and not even innately evil
Paizos got a short story of the monk iconic having a friendly spar with a troll monk
Another runs a crime gang in Absalom, and there's a whole population of them in kaer maga
Nope!
They're sapient, they just avoid large organized groups as a general rule
Most trolls live in isolation or in very small groups
They're only monstrous because of how society at large treats them - the trolls that get accepted into society have the same moral compass as any other humanoid species
Their constant ravenous hunger admittedly probably doesn't help
Yeeeee!
Cyclopes that survived the downfall of Ghol-Gan would be cool too
Though the Myth-Speaker player's guide says to just reflavor Jotunborn
Which, fair
Yeeee that was really cool
I do think we need another new "weirdo" ancestry like surkis
Actually surkis need more support in general
I feel like you could probably just reskin shirren but...I like surkis they're silly
Surkis are wonderfully bizarre
Having an ancestry that feeds on magic is just so cool aghh
