#Pathfinder
1 messages · Page 98 of 1
ahhh that'd do it
Longhammer was for fights where I mostly just wanted more damage, for fights where I was playing a more defensive role I used the hobgob 1h spear and a tower shield
Ah, you're right, I remember the gimmick now
considerded using it with lunge on a shield fighter
The longhammer actually was a longhammer, my weapon ally was diety's favored weapon
(which I never used without shifting on bc lol lmao light pick)
So far for my alternating Saturday game, we have a gnome imperial sorceress (hi Alaizia), an oread dwarf tower shield only guardian, a dwarf two-handed fighter with a greatpick named Urist, a halfling hungerseed knife thrower, a minotaur ??? and a ??? ??? (Haven't decided or hasn't made character yet)
Last we left off it could be a kitsune bard or an automaton cleric
I really, really wish deadly simplicity was a bit more broad in the weapons it supported
Or a centaur something
Because man are there some stinkers out there who just barely miss out
yeah
little people campaign
and then minotaur
Is Arcanist still a thing? Or something similar?
still not sure what I'd like to play for an upcoming game I'm playing in, I had a character concept I was really excited for and one of the other players ended up doing very close to the same thing
ig technically there's nothing stopping them from working in the same party but 2 martials primarily built around the same archtype feels bad
Even if mechanically there's nothing wrong with it
I was looking at some of the level 1 archetypes that give access to watered down divine stuff, or battle harbinger on cleric proper
PF2e is better about it than most d20 elfgames, but levels 1 and 2 are absolutely rusty dagger shanktown and there’s only so much to do about that other than alternate between giving the players mobs of enemies they can take down easily and bigger solos and duos who can be a real threat to them on a crit.
Depending on the group, giving them the chance for OSR-style workarounds and difficulty reductions can be sensible.
My plan is to adapt a one-pager adventure I've run for 3.5 in the past, mostly because I want to take the chance to get familiar with encounter balance
Wait. Magus gets level 9 spells now???
yep!
Magus and other bounded casters get up to 9th level spells, but they pay for it in having a very limited selection. They only get I think 2 spell slots of their two highest spell levels, so a max level Magus would have 2x 9th and 2x 8th rank spells and otherwise has to get by on focus spells
or cantrips
At the low low cost of the rest of their spellcasting getting kneecapped, yes
yeah I checked
- 5 cantrips
- 2 each of their two highest spell ranks
- whatever focus spells you get
not accounting for wildcards like taking caster dedications or some class feats
yeah everyone is full casters, its just a question of how full
They also get some extra slots for specific spells but it's not enough to earn back my love
meanwhile bards got promoted to full 10th level occult casters
tbh they are a lot less martially competent than they used to be
I would much rather have bounded casting than half casting tbh
scrolls and staves exist for low level stuff. but a 20th level magus only being able to spell strike with 5th level spells would have been so sad
and my summoner was way more useful with one big spell an encounter and some cantrips than if they could only cast weak spells every round
I would still take it over 6th level spells
and autoscaling was a mistake to begin with
I well remember playing a retirement scenario with Pathfinder Society, we had a rogue/barbarian with us that was usually a GM and I surprised his player when we were listing our combat capabilities, and I said I was in full plate, constantly flying from Overland Flight, and had Teleport on tap.
Getting medium armor at the start and supporting different combat styles only plasters over so much
I am still very much hoping that Magus gets reprinted in whatever the Impossible book will be
At a glance, bounded casting looks fine to me, especially with cantrip options that actually do damage and work with Spellstrike
It is fine. You're trying to play a gish of some sort anyway and cantrips scale in damage, so you spellstrike with cantrips and hold your big boi spells for your nova options or self-buffs if you need those
My thing is, you used to have both available at higher levels
grasping claw my beloved
also Magus is one of the few casters who actually have an excuse to pack Puff of Poison which I appreciate
On a different note, wtf happened to Sneak Attack?
As in it got nerfed, or it disappeared?
Nerfed, as far as I'm seeing
It's still solid, just less centralizing
At least imo
I'm just not seeing what Rogue gets to compensate
Some very powerful feats, plus depending on subclass some nice benefits
Thief is the only way to add dex to damage, as an example
Though that does fall off once more and more runes get involved
Rogues can still hit just fine with their weapons
Sneak Attack mostly compensates them for having to use finesse weapons
but also Rogues are pretty up there in damage generally, mainly because of Opportune Backstab
get yourself a reach weapon, Gang Up, Opportune Backstab, Preparation if you really wanna double down
I managed to break 200 damage with my Rogue I played in Stolen Fates
turn into an absolute blender
I'm just hoping I can wrangle my siblings into a game
We played 1e back in the day all the time
Rogue is generally considered one of the best classes in the game
top at least
It's also the only surviving skill monkey
Investigator
unless you need to be legendary in athletics, stealth, thievery, and acrobatics. Not one of them or even 3 of them, but all 4.
technically investigator cant do that because its skills are limited to mental stuff.
To be fair that's not an uncommon lineup of skills for a martial
You don't really need both athletics and acrobatics. At least not to legendary.
Thaumaturge isnt a "true" skill monkey but theyre great at Knowledge checks
Especially with the Tome implement
I can see the argument for Legendary Athletics and Master Acrobatics, at least
Kip Up is a hell of a drug
also, an investigator can just take the acrobat dedication to get all 4
"What did rogues get in exchange for the sneak attack nerf?"
Raw, unmitigated power. 😛
That class inspires fear.
I do hasten to point out my knowledge of this system only started about 6 hours ago lol
I'm also running on zero sleep so it's entirely possible my reading comprehension is. Not great rn
It's fine, their power is mostly loaded in feats, and even for people who play this game I assume aren't digging through feats of classes they don't play for fun
Honestly I love the new feat-centered system. Customization was one of my favorite parts of 1e
Just take Acrobat
Fixed
Yeah a lot of Rogue’s power is buried in class feats and their unparalleled access to skill feats and increases
But it’s hard to grok from the class page
I do love the nuclear attack build for Rogue, but man, I can't imagine playing that character in paper
Thief with an Elven Branched Spear is definitely on my list of stuff to play
God bless foundry because every attack had like 7 damage types and 15 toggles
Oh yeah that reminds me
Clawdancer Thief is also hype
The impression I'm getting is that 2e is a little lighter on the numbers. Is that accurate? How nightmarish are monster stat blocks?
Pretty clean honestly
So far the one part of 1e that I've seen make it to 2e that I didn't like is just how spells are prepared
The math in the system is tight, but once you understand it making tweaks is simple enough. The key thing to note is that numerical inflation is less intense but the other side of the coin is that a small + or - to any given roll is a lot
Also because you mentioned it earlier
The Arcanist is basically the Flexible Spellcaster archetype now
Oh excellent
I do really like 2e Ranger, as an aside
Much closer to 1e's Slayer than to older implementations of itself
Honestly kinda love that a lot of the less distinct classes got rolled into archetypes. Still accessible and playable, but not taking up so much space
I really want to do a Flurry Ranger archery build at some point
martial ranged sling, range 50 ft, 1+ hands, 1d6 b, reload 0, propulsive, boost d6.
due to needing to spin the sling in a wide arc to get full power, you can not use the boost trait of this weapon while you are adjacent to any characters or obstacles.``` An attempt to make slings actually good. A real sling does not take longer to load than a longbow unless you are aiming for max power. Plus this is one of the few ways to justify boost in PF2.
Speaking of new ranged weapons, could I get some eyes on the old west-style advanced firearms for my setting?
I think even for a advanced weapon, the fatal is too much.
I think it's fine personally
Sixgun is basically an advanced air repeater, so gaining fatal for that is fine I think
I had in mind that anything with repeating is a downgrade for a gunslinger
I'd need to check closer, but I think the levergun might actually be worse than an arquebus
Mostly just because capacity doesn't really matter for 2h guns
Well, not exactly
Needing to reload less often is generally good, even for Slinger
I can see that now, is there any way to plus it up you'd recommend?
We have a ranger character-headmate. She's basically a forest warden.
[Reply to:](#1161695831775248426 message) I do really like 2e Ranger, as an aside
Actually, now that I think about it, would giving it agile be too clunky on a capacity weapon?
do we know if the starfinder 2e GM book has any ancestries? The devs said every book would have them, but if any book is going to skip them its probably the GM core.
PF2e is generally a lot more careful about handing out damage bonuses because it has very tight math. It’s not really comparable to 1E sneak attack in terms of raw numbers because all of the numbers are different, not just Sneak Attack.
So a little less on the rocket tag then? That's good
+1d6 damage in 2E is a lot
Having played a thief rogue 1-10, I never felt like my damage was bad. It was less consistent than that or the party barbarian but uh
Barbarians hit like trucks, it’s their thing.
Rogues get a bunch of nasty rider effects to apply too on top of the damage
Yeah, rogues get a lot of good stuff.
And it’s easy for a rogue to do lots of different things.
I did play a rogue for a while though and I DID get very bored. I mostly attribute that to the group dynamic not really fitting the class strengths.
(1e) why did they have to make the oracle curses so cool. i have like 7 character ideas and theyre all oracles because i want to play with all these different curses
While the linked curses in 2E are neat, I miss the original curses
possessed seems like a really fun curse to play as a plural person
one person plays the character and an alter plays the ghost
Honestly 2e damage numbers are weird
Damage nowhere near scales with hp
Striking runes double your damage output but by the time you get them you've quadrupled your hp
This hasn’t really been my experience at high levels though I haven’t played above level 16
I’m not sure where the “missing” damage comes from but it still feels pretty punchy up there
isnt there a dnd race thats very similar to this? i forgot the exact name, but i think we're doing another dnd campaign before any more pathfinder campaigns, so if i can build up the courage to come out as plural to my playgroup by then maybe i could manage something
I have!
I’ve played up to level 20 multiple times now
Tbh outside of enemies with extreme HP values
It just means one shots aren’t happening
It doesn’t really turn things into a grind imo
oh, you might be thinking of Eberron's Kalashtar
but I think "I want to play a character and the ghost that's haunting them" is traditional fantasy enough that you could probably pitch it in whatever setting, with whatever ancestry (heck, that describes multiple characters from Pillars of Eternity)
damage runes do also make a big difference
also weapon specialization
and most classes also have extra damage through some way or another from class features
I think we're at 13th level in Kingmaker now, and the Thaumaturge has pulled ahead of the Fighter in raw damage simply due to their insane flat damage added.
Fighter gets their damage mostly through their increased prof, so they hit more consistently and crit more
also from having good metastrikes
Yeeee, Thaum is like
On par with barbarian flat damage wise, they just are restricted to smaller damage dice
Don't forget procing weaknesses
Well yes that's what I mean
Implement's Empowerment + Weakness
Fair
Roughly shakes out to the kind of flat damage an on level barbarian is doing
Our fighter is specifically doing reach weapon stuff and especially crashing slam to auto-trip. This makes it VERY EASY for the thaumaturge to get set up for nuclear crits
yeah Crashing Slam is super good
especially with other melee buddies if they have Reactive Strike
Man
It sucks they can never remaster SOM
Cos those classes need the most work tbh
Why not?
I’m not sure but I think it’s license reasons?
Oh
It’s that they would have to rework a lot more than the other books lore wise
It’s not a never but more a probably not
Maybe it will be in the book that runesmith and necro is in?
I do think it has a whole lot of stuff like magic school traits (Conjuration, etc) so it'd probably be a pain in the ass to do, but that's not a never
I know they put out "Remaster" details of Magus and Summoner on the Demplane site
I do suspect they're gonna issue a whole new book for it at some point
I also did medic, which I think overwhelmingly plays to the strengths of the class.
Yeah rogue makes a great medic solely because of their massive skill feats pool
they can afford passable WIS and easily keep it maxed in proficiency
Dark Archives Remastered is apparently listed on the Paizo site, so will probably happen soon-ish
wonder what they'll do for Psychic
Not just that. Mobility does wonders for doctor's visitation, and rogue doesn't really have any Flourish stuff to worry about missing out on. They also frequently have a third action to spare.
According to the page, January 2026
doing a bit more research into pathfinder: wrath of the righteous, avoiding any story spoilers but getting to know the classes and such a little bit more
swarm-that-walks seems really fun, obviously not gonna do it on my first playthrough but for a second playthrough it seems fun
wild to me that theres a built-in murderhobo path
Personally I found Lich to be way more fun, especially with a merged spellbook
Lich and Angel with merged spellbook are both crazy
I highly recommend angel for the first playthrough, it feels like the "canon" path to me.
is there a way to get early weapon expertise as a full caster?
from what I can find it's 11th when you get weapon expertise
I've been tlaking to my friends about running a land of the linnorm kings game where they all get Viking free archetype
and it'd be cool to allow the casters to be functional in a shield wall
PF2e is very stingy about weapon prof
Viking already gives shield stuff so for the casters that would like to be in melee their best bet is probably stuff like ignition and gouging claw
yeah
feel like viking has wayyyy more utility for the martials than any casters naturally
any other thematic archetypes I could offer up?
There's nothing that lets you accelerate weapon prof AFAIK
Unnfortunate
No archetypes to get it earlier?
I've also been thinking about the prospect of a starfinder campaign set during the gap
the players are the first to leave the solar system, return and golarion is exploded
directly a reference to an old traveller campaign I ran, but earth is exploded in that one instead
Yeah, a core assumption as far as I can tell is that nobody gets higher proficiencies than they are allotted more or less. Closest I can think of is warpriest which directly exchanges it for slower casting proficiency.
reminded of this for some reaosn
Definitely feels like golarion has a lot less edge
mostly a good thing
but it is sort of saddening to see most oppression dynamics dissapear except for the ones that are unintentionally hilarious
Final encounter of the campaign, fight against a rakshasa, it looked really intimidating and then we proceeded to absolutely wipe the floor with him
Not to brag, but i think i did the most
Kinetcist super struggled to get past the spell resistance, did good damage when he did but barely ever did
Fighter was doing like, 4 damage a turn (and only because of my buff spells i may add)
Paladin was honestly a really close second, that aura that makes people take half damage from 1 evil source is crazy
Now, heres what i did:
-pre fight, cast like 4 buff spells on the fighter, the damage ones let them actually do damage and the ac ones saved them from multiple hits early in the fight
-turn 1, cast bestow curse. Because of a thing i grabbed, had advantage on the spell resistance check and got past that. Used mythic nonsense to give them double disadvantage, causing them to fail the save. -4 to d20 rolls forever, rakshasa seriously struggling to land hits
-turn 2, cast doom, yet again succeed the spell resistance check and they fail because disadvantage plus the penalty they just got, so now theyre shakened. They entirely abandon trying to attack at this point because the fighter has nearly a 30 ac and the paladin nearly a 40, and resort to spamming lightning bolt.
-rest of the fight, i match their damage with my healing and keep everyone nearly topped up. Eventually, they run out of lightning bolt slots, and, having basically already lost, get pissed off and start spamming single target spells at me out of spite, despite the fact that ive also run out of slots and am doing nothing at this point. Despite this, they dont even manage to get me down before they die
Overall, it was insanely fun
we love kill chains and buffing
Whats a kill chain?
Stacking buffs and debuffs and such to make a really exceptional attack
Oh, nice
Also, question: the campaign is over, so this doesnt matter, but its really funny to think about: does bestow curse persist when a demon reforms in the abyss? It would be really funny if the rakshasa was still cursed down there
That is how demons work in pathfinder, right? Not just a dnd thing?
Thats how my dm ran it at least (rp wise; none of the demons we fought actually came back but the rakshasa said "i'll be back" as it died)
I think usually they kinda die and are reborn so I think "normal curses" might not stick around
Ah, that makes sense
Kinda funny coincidence related to this conversation: my character for that campaign was a samsaran oracle whos curse has persisted through countless reincarnations
Chatroom, what’s a poison that could kill a level 10 player?
theoretically any poison that deals damage if the player is unlucky enough
actual serious answer: assuming it's for what you posted in tabletop-discussion, I suppose Deathcap Powder seems appropriate?
step doesn't trigger readied actions i.e "if they advance towards me" right?
... say, does anyone know if the prerequisities for level 10 spells in Wrath of the Righteous changed in one of the later patches?
we have a gunslinger rn in our Abomination Vaults campaign and it's their first time playing
and they have crit in every single encounter
we're doing the beginners box first though and we're fighting a ||cinder rat|| and this thing is giving us more trouble than the ||young horned drake||
So what are the healing options in 2e, and how necessary are they? I know there's the Heal spell on the Divine and Primal lists, but what else has access to other forms of healing?
You need to have some form of healing
Especially out of combat, but even in combat, relying purely on consumables bought by individual party members is very risky
I phrase it like that because an alchemist pumping out potions is reliable enough imo
Alchemists can easily provide elixirs
Medicine is the premier out of combat healing option if the only cost you're willing to take is time, and Battle Medicine handles in-combat
Witch has a hex or two for some healing, and beyond witch there's quite a few feat or archetype options to get focus spells that heal
It's not that hard to have some healing, and if a player is really trying, the only thing keeping people from healing back up after every fight is time pressure.
there's tons of healing options, both in and out of combat
That's a really impressive variety actually
I personally played a Forensics Investigator in my AV/Stolen Fate campaign, and I was basically our party's primary healer just through Medicine
I love that, tbh
There's also an archetype for just making elixirs, and an archetype for just lay on hands
Blessed One is also very useful if you need someone to flex into a bit of healing yeah
Soothe is also on the occult spell list
1d10+4 per rank healing, single target only
And medic dedication quickly becomes actually busted lol
Bard also has a focus spell for it, though it's fast healing and not instant
It's generally a character option so a party can still miss grabbing a source, but pf2e is not stingy with healing sources
If you miss a source of out of combat healing tho the party is kinda boned
The GM basically has to dump elixirs on you at that point
Healing from non-casters? Damn that's cool
One that hasn't been mentioned yet is Wood Kineticist's Fresh Produce and Water's Ocean Balm.
Exemplar has infinite self-healing via No Scar But This, and can heal allies once per 10 mins via The Radiance
I've seen significant upside from all of them
I'm trying to rope my younger siblings (23, 21, 19, 15, and 13) into a game, and keeping composition in mind. Since the younger two will probably want to avoid casters, it's great to know they have so many options
The older two and I used to play 1e all the time, so I'm seeing if I can't give us all a reason to see each other more often
Alchemy is a complicated source to leverage for healing if that's a problem, but one character with all the good medicine feats will handle any out of combat healing single handedly, and the medic archetype will then cover a fair bit of emergency combat healing, all without needing to juggle spell slots, temporary items, or focus points. You'll just need to keep track of who has been healed with what recently.
our abomination vaults party is a fighter, champion, gunslinger and sorcerer and our healing consists pretty much entirely of heal scrolls and lay on hands
our fights are incredibly short because we output so much damage so we just take an hour to rest up between fights and the champion heals everyone
if we take any damage in the first place
Simpler options would be better for the younger ones for sure
lay on hands is 10 minutes, 6 guaranteed hp
as in 10 minute cooldown, 1 action to cast
(if you have time to refocus)
19 likes rogues so that's easy enough. 15 I'm not sure about, but if she's gonna be a caster I'll probably nudge her towards Sorcerer. 13 is an absolute wild card. 21 is most likely GMing, but otherwise would be a martial. 23 may not even be interested
Medicine is very easy to use for out of combat heals, you basically just need Continual Recovery
Continual recovery is very nice
Which requires expert in medicine, and level 2, correct?
ye
technically only way to get it at lvl 2 is rogue
but you could get it at 3 with a general feat
That answers my next question then
was the next question "how do you get expert at level 2?"
Yup
rogue and the pathfinder archetype
yeah
pathfinder dedication gets you expert in a skill iirc
and rogue gets a skill increase at every level
I think my biggest problem with pathfinder is that I don't feel good at stuff I'm specced into, just bad at stuff I'm not
this is fine for most of my builds but I'm really feeling it in my kingmaker game as a commander
I feel like I have hit one of the very few wrong ways to build a character
I played a medical investigator with medic and some of the rare medicine feats once
I would say I probably outclassed cleric on healing
W that build
I'm just salivating over the character I've put together and trying to flesh out her backstory
Made a mini last night too
nvm I might be cooking
have you ever read back through options in a ttrpg and saw something you absolutely need?
I just looked through the commander tactics and found pincer attack
and suddenly the entire class started making sense
Oh yeah pf2e does that to you
I'm finding that out lol
Lot less "reality checks" to dull the rush of new a character concept than 1e
Though generally more restrictive in when and where you can take options, so you do have to make sacrifices somewhere if your idea really pushes boundaries
Though I feel like that would probably tighten up the balance
In particular it looks like the martial/caster disparity might not be so bad?
Pf2e is Very Balanced, which is the usual neutral descriptor I give for explaining it
Martial and casters are closer to each other, yeah, but try to fall into different niches. Their ability to replace skill monkeys is much weaker, many utility spells that can permanently change the flow of a campaign are restricted, and a combination of high level spell rebalance and the Incapacitation trait means they can't instantly end most fights, just turn them in your favor.
Hell yeah
casters are basically entirely a support role now
Options like Commander, Guardian, and Investigator also open up martials a lot more to other roles imo
with some horde clear
commander is so cool
and does not need to be built like a martial
I am running an int/cha marshal and he basically exists to recall knowledge and look sexy
I really want to play a Commander because those tactics SPEAK TO ME
he has the marshal archetype which is REALLY cutting into my commander feats that I really really really want
See I'm really interested in Guardian. I'm glad to FINALLY see an actual, proper tank class
Complete with taunts and everything
taunt was even better at its job of redirecting aggro in the playtest too
Horde clear will depend on the composition of fights throughout the campaign (APs are notoriously lacking…), but yeah, single target damage will still strain your slots and is better left to someone who can do it all day, same as in 1e
And in 2e, a good chunk classes can do that all day
If you remember trying to pull the god wizard bit in 1e, you're usually playing something like that but paizo demoted you from deity
champion is a tank class imo
but yeah
Champion very much is a tank, yeah
ehhh
I do prefer the release version much more
I haven't looked at them a ton yet, do they get tools to draw aggro or redirect damage?
not redirect, cancel
most of the positive champion types get the ability to give flat resistance to an attacks
mostly just Champion reaction being really strong yeah
no aggro tools but
imo all frontliners have aggro tools
it's called being a giant beefcake in metal armor smashing your shield into someone's face
What'd they do?
They're just kinda boring
They dont do anything
That's the thing
In 1e they were fascist evil, now they are theoretically a fascist government but hold the oppression
Ah so they got sanitized
"Get me a fascist government to topple with NOTHIN"
"NOTHIN?"
I wish languages meant more
I wanna feel good taking stuff like multilingual but anyone worth talking to speaks common and the creatures that dont speak it tend to not appreciate conversation
I wish each culture had its own language
Give me chelaxian, taldane, andoran (andoric??) Etc etc
One of my favorite vocal stims lol
Omg same
Yeah, the most common use I've seen for languages other than common is eavesdropping
Guess you gotta homebrew in the oppression.
Like I understand the desire...but uhh...I roleplayed on the Sith Empire in SWTOR, like I knew what I was getting into. I wanted to play a unabashedly clear villain.
Boy do I have a fun fact to share about early Golarion and Chelexian being a language!
This is in the Rise of the Runelords player guide!
I get their motivation and largely agree with it
Slavery was extremely commonplace in Pathfinder prior to Firebrands
But they did overdo it
Rather than reducing the ubiquity of 'waow slavery' as an indicator of 'this is a villain group' they totally annihilated it, including in places where it made zero sense to remove slavery
But yeah, I don't really like Cheliax with no teeth.
Like, sure, they deal with Devils.
What else?
I admittedly don't know a ton of places that actually did the Slavery thing prior to Firebrands.
There's, like
Okeno?
Cheliax?
And honestly that's about it?
Probably does come up in Druma.
Also kinda undermines one of the big positives of the River Kingdoms going "If you get here, you are free, and we will fight whoever comes to dispute that."
I mean, the draconian laws where you get impaled on spikes for not saying hail satan is still there
@silver geyser hey it did get better!
this Chelaxian noble said I’m free. I can just work to pay off my debt to him. Shouldn’t take me too long!
Crowd sourcing ideas for blorbo, here's what I have so far:
The Fulcrum is a Jistkan automaton, who has spent the better part of her known life in seclusion, honing her body and mind to channel arcane energies in hopes of reaching some strange sort of enlightenment (or better yet, recovering lost memories. At some point, she became a Twisting Tree Magus, which led to her name (if her staff is the lever, then she is The Fulcrum).
What I'm trying to figure out:
- Where exactly has she been camping out?
- Who was she in the Imperium?
(Other miscellaneous suggestions are also welcome)
I mean, they kill a bunch of people. The problem is that the players do too.
But “killing thousands of people feels less evil than objectively less bad but more grounded evils” is not unique to pathfinder
Irrisen I guess but that's very much on a much smaller scale than what's seen elsewhere.
Let's see... in the PF2e world guide I see slavery mentioned as a thing in the following places:
- Katapesh
- Okeno
- Qadira (particularly Sedeq). Church pushing to abolish it.
- Iku-tursos capture ships to sell their crew to slavery.
- Alghollthus obviously
- Geb
- Usaro
- Cheliax ofc
- Irrisen (in the sense that Baba Yaga "killed those who resisted and enslaved those who did not" whatever that means)
I think that’s before they made slavery not a thing
As in they don’t mention it anymore
Yeah, I was talking about where slavery was before Firebrands canonized that it's now banned in a lot of places
(or well, more places than it was before anyhow)
First thought that comes to mind is that the Jistka Imperium is bordered by the Barrier Wall mountain range (the mountains are very tall hence the name). So maybe she's camping out there? Also, this is kind of a silly idea, but maybe she was sent on some kind of mission there, keeps getting sidetracked, and is unaware the empire fell thousands of years ago.
Oh I do love silly character ideas
I'm not sure how plausible it is though. The vast majority of Automatons lose their memories over time, so it's unlikely she remembers the Imperium at all by this point
Maybe, she wrote it down.
Or has a drive to complete this mission but by this point doesn’t even remember what the mission is
Or why she has the drive
my biggest problem with slavery dissapearing is
wtf do the eagle knights do now
might be explored in hellbreakers???
idk
Fellas what hunters edge would an awakened wolf be
Im imagining either outwit or the precision one
Precision one with a natural weapon could be real interesting
precision makes the most sense, take tooth and claw at 1st level. open with jaws attack, second attack to proc precision strike is claws
claw dancer is so cool but unfortunately it doesn't work with jaws 😭
May be able to revive my pookie baby nephilim swashbuckler but in Pf1e and I have limited understanding of Pf1e other than what I remember from playing 3e dnd
Mythic rules sound so cool on paper but they look really boring in practice
taking additional lore fey in our kingmaker campaign
GM sent me a message going
"YESSSSS"
"I mean... That could be a good idea."
definitely will come in handy later
Additional Lore is so baller as a skill feat if you can be reasonably sure on the topic.
The wording adjustment to Additional Lore so you can actually boost your background lore was a good change for roleplaying purposes as well
Being legendary in a specific lore is pretty much the only way to reasonably RK on unique creatures as well lol
Game with my siblings looks to be shaping up well. Looks like so far we'll have a Twisting Tree Magus, a Demonic Sorcerer, and a Summoner of some sort
Question about party comp
In a party that already has a Twisting Tree Magus and a Demonic Sorcerer, would a better fit be:
- Investigator (either Interrogation or Forensic Medicine)
- Summoner (Dragon eidolon)
There'll also be one or two other PCs, but they're unknown currently
investigator is a big question about the kind of campaign. if it's hard to justify relevant leads then the class struggles in action economy, and without mysteries big and small then it loses some out of combat utility
Homebrew campaign, likely centered in Osirion and involving a bunch of undead
I'd lean towards Summoner simply because Investigator just kind of doesn't excel unless you are in a campaign rife with the kind of skill checks its features improve upon
summoner is a fun little gish and while it's no tank, the eidolon can make for a decent frontliner, as it shares your 10*lvl hit points and can therefore afford a few hits compared to the average caster
(it's also melee, obviously)
Alright, so what can be done (if anything) to mitigate the Summoner's complexity?
Also, should I nudge them towards a different eidolon for broader spell access?
Meld Into Eidolon takes up a contested class feat slot but it does admittedly make managing combat MUCH easier, it's just likely not something the player would like to use all the time in which case it's not actively helping complexity very much
also Dragon is Arcane which is about as blessed for spell choice as you can be in this system
Tbh they’re both what I would consider to be like
Advanced classes
Forensic Medicine investigator, imo shines in any campaign as a primary healer
Especially w free archetype medic
As an aside, I've finally settled on a class/character concept for one of the games I'm in, I had a really fleshed out character concept initially which then turned out to be mechanically nearly identical to another party member
Ooooh, nice
I was initially going to build a brawling-group Fleshwarp Fighter built around Clawdancer but someone else wanted to do Gymnast Swash Clawdancer which ended up being built almost identically
I want to play a Commander with the Teacher background. They are your retired military gym coach who has been called by necessity back into adventure.
And I decided I like the character concept enough to want to do it at another point rather than tweaking the build to be something else
This is effectively one of my partymates in Kingmaker, granted it was before Commander was printed
The hypothetical this is for would be i think season of ghosts
Our kingmaker group is rather caster weighted
They're playing a Runtboss Hobgoblin who is effectively a goblin chieftain who's now far beyond their station, which works out well given my character is the same concept but is a Kobold elder
We've done over 100 sessions and I still think my favourite moment to date was our party being asked to go ||wipe out a Kobold tribe at the very start||
(spoilers for like level 2-3 of Kingmaker)
Has also continued to be relevant more or less the entire time
See now I'm just considering how to make Harry du Bois
Teacher background, Interrogation Investigator maybe?
animist
Champion of Cayden Cailean
But anyway back to this, my concern with her being an Arcane caster is that we already have one, and in a similar role and limitations. Magus is also a bounded caster, but isn't limited by the World's Smallest Repertoire
So this is maybe a controversial take
But once in play Summoner has not felt complex at all to me
The summoner is a very basic caster with no gimmicks
The Eidolon is a very basic martial with no gimmicks
Act Together essentially is just an extra action each turn
You will largely just be Striding, Casting Spells, or Striking
I imagine the complexity is mostly keeping track of multiple sets of stats
Well, are you playing on a vtt
also positioning, which is why I suggest Meld Into Elemental if possible
A little bit more complex then, but stuff like pathbuilder can help a lot cuz it should auto calc your eidolons stuff
Meld into Eidolon is usually an active debuff because you are going from an unremarkable caster and unremarkable martial with more actions than usual to an unremarkable martial with the normal amount of actions
The best practical use I've seen for it is a vampire PC that hid inside their Eidolon during the day
Yeah, I agree it's not great but they mentioned wanting a way to simplify the class and it WILL achieve that goal
what I ended up settling on what a Goblin Ranger that's primarily a shortbow user but is generally intended to be in close quarters at all times
debating going down the Monster Hunter feat chain to attempt to use the Supertaster feat
I guess the spellcasting complexity is lessened by the small repertoire
The catch is that they'll still need to sift through the spell list every level up
True, but character creation will likely be the largest hurdle regardless
Once they get some hands on experience it should be more manageable, I'm just trying to smooth the curve as much as I can
I've just been informed that
The Magnetar Rifle
Literally just traces the Halo 4 Railgun
The hand holes, the bump in the stock, the d shaped black patch at the base of the rails
So it does!
Is that such a bad thing?
Tracing is generally considered bad
Like with Greg Land, who's traced other people's works for Marvel comics (including "adult" material)
I knew it seemed familiar from somewhere
It’s kinda funny you can tell it was poorly cropped in too
Have you considered that the halo devs are just huge SF fans (and can see the future)?
Okay, so then with a Demonic Sorcerer, Twisting Tree Magus, and Dragon Summoner, what other classes would best round out the party?
My mind is drawn to Monk or Ranger for wisdom, but idk how much they want anymore
Divine, arcane, arcane. Consider another martial or a class that dips into occult/primal for more spell versatility
A level of simplicity would also be ideal
Monk is awesome as a simple but versatile and self-sufficient off-tank/striker
The action economy compression of flurry of blows is very nice and leads you to be much more mobile
Not to mention the frankly stupid movement speed
I opened several fights with "I run 50ft the long way around everyone and grapple the big bad enemy into Restrained"
Speaking of Monk, is there any way for them to get DEX unarmed attacks? I didn't see anything at first glance, but it's a big system
Unarmed attacks are implicitly Finesse
And that'd be what I'm missing apparently lol
So you can use dex to attack, but not for damage
Well
ASTERISK because I'm not sure that's 100% accurate but it's generally true until you get into stance attacks which may not be finesse
Yeah, I thought the appeal for stance attacks was that they gave new unarmed attacks with different traits
Not always, but usually
A lot of stances are finesse
The majority actually
Nope, its 100% accurate.
Only way to get dex to damage is thief rogue
which as a monk, you can not get
The claim i was making is finesse, not dex to damage
I'm not in position to verify this statement factually but you can kinda assume any of your various monk attacks default to permitting DEX as your attack stat (STR is still your damage bonus)
A Goblin with both the biting ancestry and the sharpened teeth feat loses finesse, some specific ancestry options never have itnto begin with such as Minotaur's horns
There's a few non finesse stances, but not that many
Mountain stance monks can afford to dump dex some since the stance covers their armor
Dragon, Mountain, I think Gorilla?
Stoked Flame is Str I believe
Goat might also be
I'd probably suggest this player goes dex, just to have someone cover the relevant skills
ok quick question, ive never played pathfinder monk before and im gonna get wrath of the righteous soon, planning for a monk on my first playthrough, and im only just remembering how insanely hard pathfinder makes it to get dex on attacks, so i wanted to ask, do monks need strength? is there anything special you need to do to get dex for your unarmed strikes? normally id just look up the rules but im really zoned out rn and anything too dense wont go through so i need a summary
Yes you need some strength
Iirc Mythic rules offer a way to get dex on damage for finesse weapons but it can take some time to get access to. And in the meantime dumping strength makes things very difficult. If it’s the crpg you can always respec later though
You don't need strength, except maybe at the beginning. You can get an amulet of agile fists in act 1 iirc
oh nice
Oh right those amulets
And yeah, Mythic Weapon Finesse gives dex to damage if you're using weapons
That'll probably be your best long-term solution
Oh I badly misread whoops
in that case ill be willing to take the extra difficulty right at the start if it means i dont need like 4 good stats (wisdom is important for monks, right?)
Gives you better AC and some abilities key off it iirc
yeah
Good Wisdom saves are also just nice to have
Keep in mind wotr gets pretty nuts as time goes on. Buff stacking is the name of the game, so make sure you don't neglect your casters
Especially once you start seeing Derakni and Vrocks in act 2
This is because i love fucking with Spellcasters
Disrupting Stance is a hell of a drug until Laughing Fit hits.
I managed to catch a boss encounter with laughing fit in a homebrew campaign I'm in, incredibly satisfying
... Does laughing fit work with Spellstrike?
Because the idea of "the giggle stick" is intensely amusing to me
I'm sure, it's probably not a good strategy, but it's definitely a funny one
"It's not magic you oaf, it's called a godsdamn CONCUSSION"
the issue with using save spells on Spellstrike is that you don't get the main benefit of Spellstrike
that being that the spell shares result with your attack
That and limited slots means you really wanna make sure it sticks
It does, but there’s very little point, especially given one of the big advantages of Laughing Fit and Roaring Applause is almost never failing to shut down reactions.
Adding a point of failure is kinda the painful for a spell like that.
Also, since it’s sustained, maguses really like having someone else put it up.
For sure
As you get into higher levels I start to think it’s absolutely essential for a party with a magus.
Animists are really good for it, since the murder clown apparition gets it and they are the masters of sustain.
Even at low levels in the homebrew game I'm in it's felt very good on my Witch
It’s also a very nice spontaneous pickup since you never need to care about heightening it.
Roaring applause is completely demented if they fail the save and the party can do its own reactive strikes.
Yeah, unfortunately not good for our party bc we don't have one of those but conceptually very powerful
I'm just hoping this game doesn't immediately implode
I miss my siblings, and I think this'll help us make time for each other
Hm, now I’m pondering what theorycrafted party of four I would put together.
Fighter, Rogue, Cleric, Wizard
Would of course work well, but I think at the very least I’d sub animist for cleric.
And possibly sorcerer in for wizard.
Which tempts me to do other stuff.
Depending on the campaign, maybe could do Champion, Investigator, Animist, and Sorcerer?
Fighter and Rogue are very nice together because of fighter’s hitting odds benefitting Opportunistic Backstab disproportionately.
I gotta crazy ask. Anyone got a campaign they could add 2 folk to? My lil bro and I lost our original TTRPG group.
Mostly just thinking "aloud," but lmk if this hypothetical group is missing anything major
- Twisting Tree: Recall Knowledge skills, balanced frontliner, utility cantrips
- Demonic Sorcerer: face skills, support magic, backline DPR
- Dragon Summoner: beefy frontliner, AoE damage, demoralize/intimidate
- Monk: Treat Wounds, evasive striker, debuffer?
Not seeing a "Stealth" character but idk how necessary everyone views that
Good catch, Monk would likely cover dex skills
You could check whether something's been advertised in #misc-game-recruiting.
Oh hell yeah I didn't know there was a channel for it ty
Monk makes for an excellent sneaky skill character. The insane speed benefits let you get crazy with it.
Same for air kinet
Air kineticist gets some wild stuff.
shout out to my boi H E L L O F 1 , 0 0 0 , 0 0 0 N E E D L E S over in metal
Kineticist is second only to Exemplar for feat names that go too hard
kineticists really are the king of "let's fuck up every battlefield we come to"
full casters have their tricks but they ain't doing it all day every day
I admit I am kind of sick of them though
Every table I've been at since they were added has had 1 player on Kineticist and often a second on the dedication
Being John Avatar is appealing
and despite this I've still yet to actually see anyone pick Earth Gate
Metal has been the most popular, then water, then fire
It is merely a sapling that doesn't even obstruct movement, but it certainly does have capacity to be a significant reforestation effort that props up an entire city's long term lumber industry
"I wake up in the morning and i go outside, and I take a deep breath and I get real high, and I plant...... 3 thousand trees"
Literally my face on seeing 2e Kineticist just straight up doesn't have Burn anymore
Honestly this isn't an inaccurate summary of my Kingmaker character lmao
Primal spell list + Morphic Manipulation
5 hours well spent
also, it's always nice to find out that there's a feat specifically designed for a specific character concept you're using
I played a Earth/Wood Kineticist in a game
This is also always interesting to me, because to me Metal is probably the least appealing element
Yeah, conceptually it's very fascinating and from a strictly narrative perspective you could imagine a lot of fun creative uses against enemies in plate or using metal weapons but the reality of it is... ehhh
Tangent: what details are particularly interesting about Osirion outside of it being "ancient Egypt analogue #37?"
Shoutouts to Molten Wire though, that's a winner
Currently (as in actively in session) with my Wood/Metal Kineticist, I love the ability to MAKE THINGS on the spot as a wildcard of roleplay creativity.
If you're setting it in [Current Year] they did just have a significant amount of Gods go radio silent, it's also the homeland of Nethys and presumed to be the location of the Akashic Records
Got put on the spot to do storytelling for a large audience with only an hour prep, so I step out back and start Basic Kinesis + Expanded Kinesis + Crafting to make all the props I need :)
"Matter cannot be created nor destroyed, lmao says who" - metal/wood kineticist just spawning raw materials and molding them like clay on the spot
Oh, also somewhat interesting to me about Osirion is precisely that it's not just an ancient Egypt analogue but also due to the timeline of the setting also a modern Egypt analogue
Often pillaged for artifacts by other nations and there are plenty of scholars who dedicate themselves entirely to the study of ancient Osirion despite having little to no connection to the modern nation
IIRC it's not actually just an ancient egypt analogue, they were a sister kingdom at some point.
with egypt.
on earth.
that's why they have the same gods
Golarion is fucking strange
they share architectural history like that too
why is Baba Yaga there
why is the actual egyptians there
why are conan barbarians fighting robots in the north
Well the answer for Baba Yaga is basically "bored lol"
the gateway connecting the two got cut off at some point which left osirion alone to an independent future
And this is why it's my second favorite setting behind Eberron
I don't actually remember which canonically came first in terms of deities, architecture, and society, though.
Why is there an AP where you murder Rasputin
Yes, that one
my favorite thing about numeria is how close it is to the worldwound
one of the failure states for WotR (AP version) posits that if the demons reached the tech league, while they'd put up a fight, inevitably, there would be CYBORG DEMONS
oh and the tech league is basically running The Masquerade but for Space Technology instead of magic, which is why you don't find laser pistols anywhere else
Don't forget that elves are genuinely aliens, as well
I also enjoy their superstitions around the dangers of the crash sites that turns out to just be actual radiation
They're from Castrovel
some of them evacuated Golarion before Earthfall and could probably have told you about the whole deal
Okay so now I need a WotR follow-up that's just Doom
A lot of them did, in fact. The ones we have today are the elves who didn't (failed?) to evacuate back to Castrovel.
Dunno what they wound up doing on Castrovel but they didn't really come back IIRC.
And all their stargate tech fell into disrepair more or less. Some of it's still around and active.
iirc earthfall fucked up so many gates castrovel assumed everyone was dead
also re: Baba Yaga, I'm playing a Witch from Irrisen who's both related and has her as a patron
I'm very happy that there's a feat for specifically that exact character concept
You can trace your direct descent from one of the Queens of Irrisen and thus from Baba Yaga herself. Your resistance to cold increases to 5 + half your level, and you can cast 5th-level <a style="text-decoration:underline" href="Spells.aspx?ID=364"><i>wall of ice</i></a> as an innate arcane spell once per day.
Old Mage Jatembe is a pretty cool figure that comes out of Earthfall
went around unburying the secrets of magic, became among the first mages since earthfall, disentangled arcane magic theory from whatever the fuck the runelords did to it, posited a theory of (formerly universal before occult and primal became a thing) "halcyon" magic, founded the first magic school since earthfall right in the Mwangi Expanse. might have met baba yaga on polite terms?
They respect each other, yeah
Though it is funny to consider the idea that Jatembe is All That in the lore and despite that Baba Yaga had something like 6 levels on him based on their 1e stat blocks
Which about lines up with the idea that the only reason Baba Yaga isn't a God is because she doesn't want to be
baba yaga threatened the writers
Re: an earlier conversation, I think finding the Akashic Record could be a good goal for my automaton character
Recover lost knowledge about the Imperium, and about her own history
And unlimited dogs
Not unlimited, merely all the dogs ever, past present and future
I was referring to the Hounds of Tindalos, IIRC they don't like people messing with the akashic record
I'm in an abomination vaults campaign that's also doing trouble in otari as side stuff and we did the beginners box too
we're half way through level 2 and we haven't even started AV
My players hated them because I always had them attacking preceded by them using their SLAs
Obscuring Mist was the worst one for them to deal with, ironically
"That dog's sick!"
man having no strength or dex is a real problem
I have 2 strength and I am struggling for good AC options
I just rocked full plate on horseback for a while before our group started to get more and more close quarters maps
Yeee, unfortunately that setup is the purview of only a few select ancestries
Automaton is the biggie, Dragonblood a bit behind it
just gonna grab scale and then grab breastplate at lvl 10
Looks like our Summoner may go with a pläent
Thinking wayyy too long-term, but I'm debating archetypes. Namely, Sentinel or Wizard. The extra slots would be invaluable, but heavy armor is a hefty boost for less feats. Right now, the class feat progression is:
2: Force Fang
4: Student of the Staff
6: Reactive Strike
8: Standby Spell
10: Lunging Spellstrike
From there, Wizard Dedication and Basic Spellcasting at 12 and 14. Is that a good level to take it? Or would it be better sooner?
Psychic may just be outright better... But idk about the flavor
What's your main class? Magus?
Imaginary weapon spellstrike is a hell of a drug, hits like a truck.
Sentinel is solid, but my hot take is that since there are only two sentinel feats work taking — the dedication, and mighty bulwark — in a free archetype game it can be better to take at 8th or so. Which is unfortunately awkward since you'll want some dexterity early and then it will become irrelevant to you.
Longer term, I maintain the Sixth Pillar is a good pick on any caster, if only for https://2e.aonprd.com/Feats.aspx?ID=2741
You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You Step, <a style="text-decoration:underline" href="Actions.aspx?ID=81">Leap</a>, or <a style="text-decoration:underline" href="Actions.aspx?ID=86">Stand</a>. This action can be before or after you Cast the Spell.
I'm breathing a sigh of relief because our unbalanced party is going to be balanced
Our gun-monk is going to be retooling to druid, possibly keeping guns as a beast gunner
Were they going bullet dancer?
Yeah
Is bullet dancer bad? It's a little opaque to me.
Conceptually it amuses me a great deal.
They were doing it poorly either way, with jezails
Aha
Which technically works
And I'm sure you could do some very funny things with that combo
But it was not executed well
He was punching with unmodified unarmed strikes at 7th level
oof
Also we are:
Melee Exemplar
TWF assassin rogue
Melee battle bard
And formerly, a melee inventor
It's not great IMO
Mixing gun attacks with flurry is a neat trick, but giving up stances to do it is a little too much to ask
I think I'm gonna make an Absolver character as a PF character
using monk and either soulforger or mind smith
going crazy on the wrath of the righteous character creator trying to choose a class
Do you know what Mythic path you're thinking of taking?
Plus some of the mythic paths are just heavily mechanically pushed in one direction
Fair warning, though I'll try to keep it spoiler free:
The mythic paths are not all built the same in terms of content
And Angel/Demon are the winners by far
that's fair
I've had a glance over them
Yeeee
Angel and Lich are probably the strongest ones mechanically, and Angel is probably the most well developed narratively
I would generally suggest one of those for a first run, though you definitely don't have to. I did Azata first and it was fine.
lich gets unique companions I see?
Including my favourite special man
Though they unfortunately don't get much dialogue
So consider getting Toybox for remote companion dialogue in that case
Spoilers: ||God bless Staunton, gold medalist of the fuck up Olympics||
the real question is what do my dating options look like as a lich
||he tries his best that just isn't very good||
The upside of the graveguards is mostly that they benefit from your aura and other undead buffs
Uhhh, you only lose two companions I think?
Seela leaves you if you're evil I believe
So there's an answer here that I feel is very relevant for if you care about romance
But is also spoiler heavy
To put it as generically as I can, the final step of the Lich mythic quest will end any romance you're involved in, regardless of choices made
So going to the end of the lich path is mutually exclusive
ahhhh fuck
can you "fall" as a paladin?
really tempted to start paladin with the intention to doing more evil shit and eventually going demon
you can lose your Paladin benefits if you go against alignment definitely
don't know if certain actions can also cause it
does wotr has respecs?
yes
and for the MC it's mostly full respecs too fortunately
Aasimar paladin to demon
for companions you only get to respec them to the point you first met them at most
which is a mild issue for some of them...
Angel has, fwiw, a very good mythic path and is mechanically tilted towards Oracle or Cleric.
ic ic
Demon also gets a special Rage, which IIRC does interact with Bloodrager and Barb Rage
demon is also good content wise?
Remember to do Primalist Bloodrager >_>
don't know much about it
Nor I. You get to be Very Evil.
Yeah, it is a little comical on the edge in places but it has a lot more player agency than most of the others
You MUST be very evil, but you get to pick how to portray it at least
demon sounds fun
Angel did honestly surprise me with how good it was
also didn't do it myself, but Angel Cleric or Oracle is incredibly powerful too
Oracle especially can make a great gish too
I was looking at starting a run for Angel using Inquisitor, seems like it might be fun
Storyline-wise it goes really nicely with a bunch of companion storylines, as well, and especially with Arue's romance.
I've started a lot of save files but my character that actually got to the end was a Order of the Paw Halfling Cavalier
And yeah, Angel is imo the 2nd best match for Arue
evil playthrough as my first might be crazy
which is the best?
I know Arue is like, the most loved romance option
Arue is really nice
Desna-worshipping Azata
desna specifically?
Yes
ic
Aru is also a Desna follower
The Azata path demands you interact with her church, and Arue has special dialogue
Fair warning, if you do an evil playthrough it goes a very different direction.
yeah
think I will do paladin angel
and if I ever do a next playthrough
same character, but eeeeevil
FWIW you have a very good paladin companion from the start in Seelah.
I assume that the reformed succubus being caused to relapse by your own action would go very differently from the good path
Also what difficulty are you intending to play on?
So, WotR on core and above can be pretty hard.
Core will definitely require at least a decent grasp on charop and tactics
Especially early game.
yeah
I did a bit of wotr before
I got to just after the uhhhh
||inn attack||
on core
it was difficult but a rewarding difficulty
played a cavalier
Mounts are strong.
Personally, I do suggest oracle for angel, but paladin will be perfectly fine.
I've been thinking of doing an Unfair replay, personally, probably doing Oracle Angel again because I Know What I Like.
You can use the portrait with an oracle :P
you can do a pretty good Paladin impression as Battle Oracle
also merged spellbook is just absolutely hilariously strong
Also there's a mythic ability that gives you a second mystery.
Nature/Battle is the orthodox pick and is uh. Strong!
yeah I can imagine getting to gish and also having a companion would be
battle could be neat then yeah
which for the record
merged spellbook lets you combine your normal levels and Mythic for caster level
and also lets you prepare mythic spells with your regular slots
Ice Armor + eventually getting that one high-level waves defensive spell is quite a combo.
The one that gives you heavy cover.
Think I'm just gonna go pally
Tragic how there's no skald or bard companions (||except ghost galfrey||)
Oh lich you silly option
Tbh bard MC fucks tho
I played an azata bard and it was great
It really feels like Azata should be able to merge spellbooks with bard and skald >_>
I love commander!!!!! I love lore skills!!!!!
I took like half of my initial skill increases in lore skills
Knower of Things
Dandy getting Lore: Everything is wild.
It doesn’t go above expert iirc but yeah it’s funny
just retrailed group coercion into fey lore
retrained
session is over now though
so I've started my wotr playthrough!
first dialogue option I fumble my evil playthrough
cant even make them pay me before I work for them
additional lore is so amazing if you've got a good idea of what is relevant t your situation
I went through Stolen Fates with a ton of very relevant lores on a Rogue with a lot of the recall class feats
it felt really, REALLY good when it worked
Plus Ranger Dedication for some of the Monster Hunter feats
Magus, yeah. Twisting Tree specifically. And since it's entirely first-timers (including some kids), we're not doing free archetype
Aha.
Yeah, in that case I'd be hesitant to do dedication stuff unless it's really high impact ... but you also don't want to optimize too much with first-timers, so.
I'm also just hoping the party as a whole actually works in practice... I know Pathfinder can be pretty deadly, and a diverse group is the easiest way to mitigate that
We don't have anyone in heavy armor. The only confirmed frontliner besides me is the Summoner's plant eidolon
Sentinel would track, then, if you have the free feats for it.
Why is sf2 stuff on nethys a completely different website?
Like, you can go between PF1, 2, and SF1 with a click, but you will need to go elsewhere for SF2
prd and srd are already seperate sites
they just havent fixed the UI to include the button for SF2
For what it's worth, I've played in parties like this before and have found it completely workable in most situations
Fights do get dangerous at times but enough pre-buffs, defensive spells, and healing can mitigate a lot
Magus can have great defenses if it wants.
For example, the Kingmaker game I'm in has basically 0 frontliners
but we've made it work, for the most part
Closest 2 things to a frontliner are a Kineticist with decent bulk but no real desire to be in melee range aside from competent athletics and a shortbow-wielding Exemplar
The benefit of heavy armor guys is mostly passively being ready. With a bit of elbow grease and preparation, you can generally cover the difference
that isn't to say having no dedicated frontline is ideal but it can definitely be overcome with a careful playstyle imo
Though having literal children at the table might make that a bit of a high bar to reach
i do think having literal children also is a reasonable inclination to reduce difficulty and focus on narrative and feeling cool
Also true
Alright final party is looking to be:
- Twisting Tree Magus
- Plant Summoner
- Demonic Sorcerer
- Thief Rogue
- Guardian
That looks extremely solid
Especially if the sorceror is a good boy and signatures heal
Oh he will
He's my little shit of a 13 y/o brother and astonishingly he said he wanted to be a support caster
So I directed him towards sorc since it seems the simplest, and of the Divine options he chose Demonic
Chatroom, how does possessing possessed objects work?
Just have them on your persun, duh /jk
Started playing WotR again. Started the run on unfair. Rapidly realized just how little fun I was having.
Moved it to Hard.
Still found the numbers just sorta excessive.
Down to Core. Much easier, yes, but I'm actually enjoying it!
i saw like, a beginners guide to the game, and it included a quick showcase of difficulties, and yeah unfair seems like it really lives up to the name
Early game you can basically assume any hit will down someone.
as demonstration they chose this random relatively early game boss
if i remember correctly, on normal, the boss had like, 27 ac, 12 touch, 20-30 in all saves, and spawned with 4 ghouls
on unfair, the boss spawns with 6 ghouls and 2 huntmasters, and has like, 43 ac, 28 touch, and like a 40 in all saves
like it was insane, i had no clue the difference would be that immense
WotR already has pretty high raw numbers.
yeah core+ is a challenge run
I did core on my first playthrough and had a good time!
But unfair feels like ... I dunno, pointlessly mean?
It's difficult but not in a way that seems interesting.
So, unfair, I guess.
Yeah :3
man
I want to make a Shirren in starfinder
for totally not silksong shaped reasons
i took the acolyte background so i can use wisdom for persuasion checks, do yall think i could dump charisma to bump up intelligence a little?
very enticing
Yeah if you're using another stat for charisma skills you can dump cha as much as you possibly can
Remember that in 1e there's good reason to start with an odd number in your primary ability score.
wait, whys that
oh, is it because ability score increases only increase by 1
ill keep that in mind for future playthroughs but its a bit late now, should be fine though, im playing on normal
it's also that ability score costs at character creation aren't linear
a 14 or 16 costs unexpectedly more than a 13 or 15
And you get 5 of them total, yeah.
Idea to make hindering armor more usable, instead of the movement penalty, it takes 2 actions to stand up from prone.
The furries (me) are eating
Oh no 2e Kineticist looks REALLY cool
Yeah it's only issues are Gate Attenuators not matching Martial Item Progression in terms of levels, overabundance of reflex saves and a lack of high skill values due to Con scaling
However: fire punch
Attenuator isn't that big a deal IME, just because your blasts are mostly just filler anyway
What's ya'll's fave Dual Gate combos? I'm partial to Metal/Air cuz the vibe is cool
The Steam Knight feats for Fire/Water seem very cool to me, I've tried them in a oneshot and had a blast
I played a Wood/Earth Kineticist for a while, and did quite enjoy that
Water/Wood also seems pretty good
There's a Water/Wood Kinet in one of the parties I'm in atm and at least at low level they're really, really good
They're the party healer and the tank rolled up in one
yeah
you get all the good healing impulses, Timber Sentinel, and also still good AoE options from Water
In this case the main limiting factor for them is that they're on a tiny ancestry so they have issues using melee abilities, both their touch-range attacks and anything to do with Athletics
Currently using a metal/wood anadi kineticist, it's kinda dope
Cheating at crafting roleplay by virtue of
- spontaneously generating raw materials
- sculpting those materials like craftsmen wish they could
Earth/Air gets a lot of extremely cool stuff.
Are there any significant templates/adjustments to keep in mind if I wanted to adjust something's size?
I'm used to 1E where there were giant/young basic templates you could slap on something
You could use elite/weak templates for a start, they nudge CR either way.
Desert Wind fucks supremely
It’s absurdly strong.
I'm thinking how to do ||an encounter with a bunch of crabs for the first encounter, with one big crab and the rest normal sized|| (spoilered because players are on server)
||familiarise yourself with Troops if you want something more involved in representing a swarm!||
I wasnt going to go with troops yet, just ||Giant Crabs||
||Grab people and pull them into the surf, put the fear of the sea in 'em||
something something ||attack the weakpoints for massive damage||
something something ||that damn crab||
Weakness 20 to an obscure damage type of your choice /s
Xeno's players don't look at my esoteric reference. ||https://web.archive.org/web/20210526140911/http://archive.wizards.com/default.asp?x=dnd/fw/20040221a||
That is exactly what I am referencing, lol
XD
Build overanalysis my beloathed
Still can't decide if or when to take Wizard archetype on this Magus for more slots
Investigator is really cool on Magus for Devise Strategem on attacks as another option
I did catch that, though with this character I'm wanting to lean more into the arcane element
Then yeah in that case either Wizard or maybe Witchwarper if the GM is okay with that. Wizard prob better
What subclass?
Twisting Tree
Then yeah Wizard fucks with that I would expect
Group also features a Demonic Sorcerer, Plant Summoner, Guardian, Thief Rogue, and an unknown
I've talked about this character before, but early feat progression is looking like
2: ???
4: Student of the Staff
6: Reactive Strike
8: ???
10: Lunging Spellstrike?
Free Archetype?
2 and 8 have options, but I'm not sure what to go for.
At 2, Force Fang for another focus point, a Familiar, Wizard Dedication, or Spell Parry are the standouts currently
8 has Standby Spell, Spell Swipe, and could be a point to take another archetype feat
We're not using it, this is a table of new players and literal children (my younger siblings)
Oh wait Witch Archetype works well as another option! Arcane spell list plus Familiar
I remember in 1e, Witch familiars were a huge liability (if they die, your spells are gone). Where's that at in 2e?
Doesn't seem to be a thing
From me skimming just now
That's good at least
But yeah the main dilemma right now is really just when to take the feats. 4 and 6 at the very least are non-negotiable, and vital to the build. I'm not sure how helpful others might be though
Familiars are needed to learn and prepare spells, but they come back after long rest if killed
So realistically you'll never be put in a position where you can't prepare a new list
For what it's worth, I'm personally a fan of Wizard archetype for Magus. Even if you aren't neccesarily getting more value for your main gimmick having utility slots helps feel a lot more like a real caster and not a sparkly martial
FWIW, you'd be getting utility magic more than offense magic, since cantrips are generally the best bet for spellstrike itself. That's not bad but in a game without free archetype I'd skip it.
Unrelated, wotr: hmmm, this seems like a good setup for an oracle
Utility magic and more copies of Sure Strike is largely what I'd be using, yeah
wrath of the righteous, trying to fight the water elemental, this fight is pissing me off for one reason: the game does not indicate attack ranges at all
i have a strategy developed, lure it continually to stop any full round attacks and hit it with ranged guys while blocking off any route to them with my cold-resistant high-ac monk, but the problem is that it keeps just barely catching my ranged guys in its attack area
the game is supposed to indicate that you're gonna move out of an enemy's threatened area by marking that section of movement in red, but apparently if you're right at the edge of the attack range (which i just cannot keep my ranged guys out of somehow) then it just doesnt do that
this fight would probably be a fun challenge if it wasnt for the game asking me to eyeball whatever it thinks "6 feet" is
What I’ve found works well is drawing aggro with one character and then putting everyone else on the opposite side of the elemental
That way even melees are safe from the big kaboom around whoever gets targeted
Final party update:
- Guardian
- Demonic Sorcerer
- Plant Summoner
- Thief Rogue
- Twisting Tree Magus
- Witch (idk what patron but they have the occult list)
Now I'm just questioning how much Recall Knowledge to build into
It's a useful and often neglected action
Plus Magus's Analysis looks real tasty
Free Spellstrike recharge if I succeed on the roll? AND I get a bonus if I whacked them? Good shit
Magus Analysis is weird
because you introduce a point of failure into your recharge
Magus is already the gambling class it's fine
Besides, I'm not really sure what other level 2 feat to take
That's looking like what it'll come down to
I'm leaning towards Force Fang just because any archetypes I'd take would crowd into others' flavor a bit
Like this is already a caster-heavy party, I probably don't need to augment that side of my class. And Sentinel is a little too Guardian-y imo
Dang, that’s a rock-solid lineup
Right?
Like we've got all the traditions, a skill monkey, various flavors of frontliner, all sorts
Also: skill feat suggestions?
Additional Lore: topic that you expect to be relevant
:)
I've already got one of the more relevant ones
Hermit background in a desert campaign
Oh absolutely picking up Titan Wrestler at some point
Only necessary if you're grappling Huge enemies.
what skills are you using?
Magus, so INT skills at least. Snag Recognize Spell for an occasional +1 to spell saves.
Our wizard has recently gone hard into counterspelling and that was a prerequisite.
Not that a Magus is ever going to be counterspelling.
Yeah primarily int skills and Athletics
I'd be taking it more for tripping, given my subclass
Athletics feats are big enablers like powerful leap
It's more good on monk due to their speed boost but being able to move distances while ignoring gaps or terrain is neat
Think I may have figured out a lore justification for taking Psychic archetype
Was already going with Hermit as the background, so maybe it's just some "attained enlightenment after wandering the desert for 200 years" kinda thing
The question now is, do I:
- Take Reactive Strike or
- Get Imaginary Weapon two levels earlier, and then basic spellcasting at 8
Does Psychic Dedication not let you take a unique cantrip as part of the feat?
Oh wait it doesnt. Psychic is kinda feat intensive it looks like.
Since your game isnt Free Archetype maybe go with something less so
Get Imaginary Weapon
My Kingmaker game hit level 16, finally nearly done
you make the king yet?
We've had one of the PCs as an acting queen for most of the campaign
I mean, the dedication DOES give me another focus point. And I'd probably just take Force Fang otherwise
True. Getting to 3 focus points is real good for a Magus
Unfortunately most conflux spells aren't all that good, outside of the subclass ones
Most (all?) are strikes too which come with MAP issues
The strike confluxes are mostly to enforce Paizo's envisioned loop for Magus where you usually only spellstrike every other turn
it is very funny to me how everyone tries their best to ignore that and just Spellstrike every turn
and it's fairly easy to do too
just be Starlit Span or get a mount
Yeah, in the end spellstriking every turn is possible so people will try to ensure it always occurs
It's the nature of the human brain
Aren't there benefits for being in your like post spell strike stance thing?
Yeah
It varies by subclass but typically it's an afterthought not a priority
if you play Starlit Span, it does almost nothing for you
Meanwhile for Sparkling Targe, Laughing Shadow, and Aloof Firmament, it becomes much more appealing to actually Make Space for it in your turns
Twisting Tree likes it too, if more subtly. Reach is a game-changing trait to add, though I'd probably use a one action cantrip to trigger the stance on turn 1
