#Pathfinder
1 messages · Page 99 of 1
yeah the bit it gets from Cascade is the free action grip change
Imaginary Weapon Spellstrike but it's flavored like the secret boss in Expedition 33
||like Simon's massive greatsword or some other boss?||
Yeah that's the one
Today in Kingmaker: treating the large number of fairies in the Stolen Lands as a citizenship issue.
(wrath of the righteous) why does one of my potions have this exclamation mark thing
what
what does this mean
huh
What are some good archetypes for a Giant Instinct Barbarian? I think he wields a maul.
Pull up your active effects tab and show me what's on there?
resist cold, reduce person, shield of faith
the fight with the water elemental is over so it doesnt really matter anymore but it would be interesting to figure this out
Definitely a bug
That's most likely, yeah
Normally, CLW potions don't have any lingering effects so there shouldn't be a buff to conflict
Mauler is always a decent choice to pick up some metastrikes
Certainly not a deflection bonus to AC!
i drank the healing potion that was supposedly conflicting with the ring and it still says its conflicting with something and now the info menu wont appear???
ok i took it off and reequipped it and everythings working now
Blessed one is always nice on a barb, because lay on hands isn’t concentrate
The extra healing helps to balance out your ac, and your increased reach makes you better at healing your allies
Cool
Twisting Tree magus looks super fun
Doesn't it? I'm very excited to play mine
The reach and free grip changes especially look super useful, and agile is always a welcome trait
seems pretty nice, with some pain points. they made putting property runes onto a magic staff a feat tax, first studious spell is magic mouth/embed message of all things
Tbf, that same feat also gives you crit spec and deadly d6
Like as much as feat taxes suck... An unmodified staff sucks more
cant you just use a quarterstaff instead of a magic staff? I guess you should probably use a magic staff
to get more spells
whats the feat you need?
You've studied the staff extensively to learn the hidden capabilities of your chosen weapon. When you critically succeed at an attack roll using a staff, you apply the <a style="text-decoration:underline" href="Rules.aspx?ID=235">critical specialization effect</a> of the <a style="text-decoration:underline" href="WeaponGroups.aspx?ID=5">club</a>...
you need it to be able to put property runes on staves
which, tbqh, I'm not sure why you can't do that anyway
it's not like a staff would ever be a good weapon on anyone other than a Twisting Tree Magus
i kind of always figured twisting tree was meant to use a quarterstaff or bo staff lol
didn't even occur to me to use a magic staff, but it seems like a good idea
that's basically the entire gimmick of it :p
since everything it does only applies to the staff weapon
huh i guess a quarterstaff or bo staff arent strictly speaking staffs?
they are not
Yeah, twisting trees gimmick only applies to the Staff simple weapon
For a Bo Staff Magus you'd probably go inexorable iron
thats very strange
Well no
The whole thing is using magic staves as weapons
That's it's gimmick
And magic staves are the staff simple weapon
but you could also use the staff
not magical right?
like the basic weapon called Staff?
This long piece of wood can aid in walking and deliver a mighty blow.
Yes
Magic staves count as that weapon
got it, i just... its not its baseline gimmick if you have to also take additional feats into it; its baseline gimmick is just using a non magical staff by what it looks like to me
and then you can use a magic staff because its a good idea, but then have to take an additional feat
to get property runes on to it
whereas your normal Staff doesn't require that feat
The feat tax is one thing, but that def seems to be the idea behind twisting tree being it's own thing
as a magus, you dont need your staff to be magical to use it to cast do you? Magi use swords to deliver spells and dont need them to be magical
the same for a bows or what have you
you could use a regular staff, but staves also suck
Staves are just useful for the extra spells they have
right, im not arguing against that, im more thinking like, as far as what the class expects, it seems to want you to use the basic, humble staff, not a magically empowered staff; but it lets you do the latter because its a good idea, you just need to take a feat to let you upgrade it like a weapon properly
well the only real reason to want to use a staff is because you want to use a magic staff
otherwise you could just use a better weapon instead
Well except that your hybrid study only works with staffs
Unless there's other simple staffs to use?
Nah staff isn’t a weapon type
yeah but you could just use a different Hybrid Study and a better weapon
Twisting Tree's whole thing is just making staves not absolutely suck
sure, but thats kind of like a conclusion based on what you have available, based on its own text and options, its not a baseline assumption that youll be using a magic staff, just that you can
heck, the magic staff doesn't inherently improve its options as a weapon specifically, it just gives you more spell options
1d6 is pretty average as far as damage is it not? lots of weapons that deal 1d6/1d8, and you can buff the staff with the runes like any other no?
what makes it suck that much worse?
assuming you're also getting a laundry list of weapon tags too
1d6 agile onehanded is an okay statline, but it's still basically a worse shortsword
the 2h form is a bit more okay, but also mostly gains some tags
1d8 reach parry trip seems at least serviceable
the reach being the star of that show
certainly not standout, but not that bad, surely
Magus weapon damage dice also matters a little less in the face of Spellstrike, which should be contributing to way more of your damage
My guess as to why staves can't have property runes is to help curb casters from butting in on martial territory too much. A magic staff will almost always be more useful to them than a weapon, so Paizo doesn't want it to be a serviceable weapon outside of heavy investment
And it is Literally Just a Stick
weird question that i know the magus kind of solves, but does a magic staff count as a magic weapon when hitting stuff that cares about that?
I would imagine so? But idk for sure
All I know is Spellstrike makes it inherently magical
Early in the system, there was an abuse with shifting runes
People would just shift it into a gauntlet and true strike for days with a 2 handed weapon
ah, right
Now you need to be a magus or have a very specific staff for that
Found out our Witch's patron is The Resentment
Gonna have to look into those mechanics
It extends debuffs with a duration
Which is pretty great
Downside is that frightened doesn't have a duration
It's still basically the best debuff witch patron by a longshot
Synesthesia is a diabolical debuff, would recommend.
I heard about that spell yesterday, it looks NASTY
Also, had a flavor idea for my spellbook
Since my character is an automaton, maybe she's had the book her whole life, and the spells I pick at level-up are already in there. They're just in dead languages she doesn't remember
Our last Big Fight 1v4, the wizard went first and cast Stupefy, followed by Sorcerer (me) casting Synesthesia. The fight was remarkably easy from that point on.
Helping my sister build her Kitsune Thief Rogue, suggested Tumble Behind as a class feat, and Battle Medicine for the skill feat. Ancestry side, I pointed her to Earthly Wilds as the heritage and Shapechanger's Intuition.
How's that for balancing simplicity with usefulness?
Probably fine
absolutely loving wrath of the righteous, finally got to the place where the world map unlocks, love the openness of it all
found woljif and instantly loved the guy, freed him and did the companion quest first thing lmao
Woljif is great
Finally looked at the timeline and damn automatons are older than I thought
Around 7,000 years
yeah they are really old
I'm just impressed that any of them haven't been killed
a lot of them probably have
Yeee, they're Rare for a reason
I mean even still, compared against how long it's been and how few there likely were to begin with
Best class for a Medic archetype? I've got a friend interested lol
Forensics Investigator is an obvious one
I also played that myself, and it was very good
Monk could also do a good job
IMO it rivals cleric with full investment in medicine
Same lmao
I still think I would have been better off with just a shortbow, but the gun also worked mostly
I kept a gauntlet bow as an offhand if I needed to shoot again
It was disgusting for me because I basically used devise a stratagem to like
“Cheat” and almost exclusively do crits
I also archetyped into Eldritch Archer later (my GM let me use it with a gun instead of Beast Gunner)
Devise a Stratagem is so cool to me conceptually
For a moment I considered taking the archetype to guarantee all my Spellstrikes landed
Same lmaaaao
Well
No
My GM let me do a custom weird thing with the Spellshot class archetype
We called it Child of Disaster
It tied into my characters backstory it was a whole thing
Monk is commonly brought up for an unintuitive but very solid pick
They have high speed so Doctor's Visitation is even more powerful, and they typically have a free hand even in combat
And of course you can get stuff like Harmonize Self to reinforce your own self healing alongside being able to medicine your allies
God, if only investigator had everything it needed in class.
DaS is so good, but it’s hampered by the fact that to actually use it effectively you need to take archetype feats
You want 2 action meta strikes that you can always use because you will never miss with them, or even always crit with them. You want ways to gain accuracy because you always know when that +2 matters. You want powerful non attack options for when you roll low. What does investigator have in class? None of it
Early-ish Season of Ghosts spoilers: ||Weird that the adventure doesn't natively anticipate the possibility of trying to reconcile Granny Hu and Mr. Matsuki. Our party did it, and our GM was like, "so fun fact,"||
||same here lol||
my medic monk got mercd by a hag almost as soon as he got created sadly -_-
now im playing a summoner heavily invested into medecine
Also: the foundry PF module's "I just took damage" voices are uh
it has that?
Maybe it's a mod?
The ones for women in particular suffer from the perennial problem with "I just took damage" VA noises.
either another module or an option we never used ourselves
but yeah I can imagine the issue
Every time my kineticist takes damage I think to myself, "wow I should really turn that off"
sounds annoying yeah
Finally got to use my kineticist's vitality blast!
I got some good use out of it, but we also happened to fight a lot of undead
We're running strength of thousands so a whole lotta stuff is decidedly alive
would a kineticist doing a vitality blast in geb be illegal? Probably. But it kinda depends on who is watching right?
I took it knowing we were specifically doing Season of Ghosts, so >_>
ironically from what I hear, you don't actually face a lot of ghosts in SoT
or undead in general
Decent number of undead so far!
I don't believe you, there's clearly an entire season of them
Four straight months of ghosts
Almost no ghosts, but that's because it's all more specific folkloric beings rather than Generic Ghosts
How useful is darkvision in 2e?
I never create a character without it tbh
but even if you are the only one in the party with it, its still extremally good
Early on I ran into a bunch of comical situations where my character was the only one who had darkvision, and thanks to the VTT's dynamic lighting I would confidently move my character token into totally unlit areas - because I myself didn't know they were unlit.
Please note, while it is very good, you can also just buy darkvision with gold
It's hard to replicate the boldness of "yeah I walk into the totally pitch black cave without fear" you get from from not even knowing the obstacle is present
My options on my Automaton Magus boil down to:
- touch telepathy
- darkvision
- built-in armor (I have no idea how good it is)
Looks like it's worse than a breastplate until level 5?
- probably not very useful?
- useful if nobody is the designated Light cantrip caster
- useful if you don't want to spend base gp and want to never be caught without your armor
On a Magus, the integrated armor isn't that useful
like, darkvision is cool but if Player 1 is all about playing around in low-light/darkness and then Player 2, 3, and 4 just have a Light cantrip on them that totally solves all darkness all the time, darkvision isn't gonna feel too useful in practice.
What lists is Light on? We've got casters of all traditions, so surely SOMEONE could cover it theoretically
Oh it's on all of them
all of them
Why on a Magus specifically?
because you can just wear a Breastplate and be fine
As long as there's one spellcaster in the party, there's little excuse to not have ample light source (especially if they're a prepared caster)
For comparison, I'm using a breastplate currently with +1 dex. The item bonus for the integrated armor scales up, eventually outpacing the breastplate, but being worse for the early levels
Reinforced Chassis is basically useful for Monks or casters, and that's mostly it
I guess I just take the darkvision then?
at level 10 or higher, I suppose it becomes equivalent to heavy now yeah
Or would the lore skill be worth taking?
it's a weird feat now, it used to just be literally a breastplate with comfort
I'm not sure what additional skills I might want anyway. Medicine couldn't hurt but beyond that? 🤷♀️
I would go with the darkvision, the enhancement is really good and again, darkvision will not be bad
light has a range, darkvision does not
I'm not sure I'll be making much use of enhancements, I was planning on Core Attunement at 9th for extra spells
If I was gonna take enhancements, then the armor gets a reaction to attempt to negate a crit
Everybody tells me it's extremely important, but I think it depends a lot on your GM.
I would go even further and say it depends on your VTT and the game you are playing
If you are on foundry doing an official AP it will inevitably be useful at some point because darkness will actually get implemented
If you are doing your GMs homebrew adventure on Roll20 there's a good chance they just won't bother saying 'this room is dark, do you have some way to see?'
But it can also depend on how much work Paizo put into the Foundry module >_>
I try to always get it, fwiw.
https://www.youtube.com/watch?v=dPFEI_6yhUY
this is actually just our magus's playstyle
i get knocked down,
but i get up again,
you're never gonna keep me down,
meme,
#meme #viral #funny #cat #english #usa #englishmeme
I don't know how he's such a magnet for critical hits.
SoT, that was our magus during our first big boss fight.
Poor bastard just kept getting knocked into dying every time we got him back up.
Dude was beat to hell and back by the time the rest of us finished off the boss.
This is also SoT, he's just a punching bag. I don't know what to tell him.
Is he also playing a staff magus?
No, whatever the two-handed one is though, Inexorable Iron I think?
free archetype into investigator because I'm 99% certain he's mostly just picking "blue rated things" to make a "good build"
so predictable - hatori hanzo
rpgbot be like
I get wanting to pick good things and not pick bad things, but I'd be more appreciative if it weren't so transparently evident to me.
Could someone point me to the free archetype rule? Or is it a common house rule thing?
Sometimes the story of your game calls for a group where everyone is a pirate or an apprentice at a magic school. The free archetype variant introduces a shared aspect to every character without taking away any of that character’s existing choices.
Awesome, thank you
It's fairly common but is a variant rule and therefore not the norm.
Mmm rpgbot build
Like white bread in water
(Notably, he only used strict PFS, core material options for PF1e so his optimization advice was pointless in most home games anyways)
Given how pathfinder 2e's math works, side-feats like this don't often turn into "overpowered" issues and are more "increased versatility". But as depicted above, sometimes it's used just to directly make the base class better.
Also if you're using free archetype picks to optimize for combat instead of fleshing out your character for story reasons, you're not the intended audience of that option and the rule text literally says so
they devise stratagem, do math to see if it'll crit, and decide to either spellstrike or do literally anything else that isn't attack rolls
Free archetype does give a lot of power to players, but only if you're giving them free reign and taking easy optimization picks, which is why it suggests you vet or limit the options
I'm pleased with my Kineticist (Wood/Metal) + Druid (Cultivation) mix. Up until now it's largely been flavor and a way to have the Stabilize and Light cantrips on hand (to save the people who get almost killed by the overly violent magus and solve the party's darkness problems respectively.
Now as of like 30 minutes ago I have access to a 1st and 2nd level slot and so many neat spells can go in there, like:
1st - Alarm, Ant Haul, Gentle Landing, Jump, Tailwind
2nd - Darkvision, Gecko Grip, Mist, One With Plants, Resist Energy, Steel Fortifications, Tailwind (+1), Water Breathing
The sad truth of the matter is that a lot of the potential of these spells will never be seen, as the group and gm simply do not play the game in a way where it matters most of the time. 😔
A really easy thing is limiting it to social or other more out of combat focused archetypes, but if a combat archetype isn't being picked to further hyperspecalize into what they can already do, then that tends to keep the power scale more in line, and the most trouble you'll have is that your party tends to overlap in more roles or it is difficult to use obstacles without them always having a solution
One sec
anyone around familiar with pathbuilder who could help me troubleshoot something
Look, class guides can be great, I’m working on one my self. The trick is to avoid rpgbot
You also need to know how to use them.
They are great starting points, but power comes from synergy’s, not the best from a list.
They certainly help as a way to identify what your options are that are even worth considering.
But following a guide rigorously to only pick the "best" things... bleg.
Investigator ded isn’t even that good.
It’s so action hungry
If you’re going to minmax, at least go psychic
specifically: Forge Warden (the level 10 shield) lists that it's a lesser reinforcing steel shield, and lists, presumably, its post-rune hardness and hit points (8 and 72, respectively)
pathbuilder says it's got 6 hardness and 24 HP when you open it up
but once you drop it onto a sheet it has 10 hardness and 40 hp
and if you put a moderate reinforcing rune on it in pathbuilder it bumps that to 13/104, which Does Not Seem Right either
is this pathbuilder bugging out, or am I genuinely missing something?
I am so confused since some of these numbers seem like they just don't come from anywhere? A steel shield is hardness 5 and 20 HP; where did the first pathbuilder set come from...
Hmm
I have no idea, I’d personally check archives of nethys and do the math there yourself
AoN has the same stats as the thing in the book, so i guess there's that
Sorry wrong channel lol
followup question: are shield reinforcing runes cumulative? Or are they just
am I stuck with hardness 8 until way later, even while sturdy and special material shields jump ahead
followup to the followup: is there anything stopping me from making my base Steel Shield out of a special material? it's a specific item, which afaict has rules saying it can't be A Different Item, but I'm not sure if special materials count as that
you can upgrade the rune
hmm... I thiiink it can't be made with special materials since it's usually specified if a specific magic item is made with special materials
right; I know I can upgrade the rune
what I'm unclear on is: if I upgrade the stock lesser reinforcing rune to a moderate reinforcing rune, paying the difference (600gp), does the shield end up with 8 hardness (base steel shield's 5 + 3 = 8) or 11 hardness (lesser reinforced steel shield's 8 + 3 = 11)?
8 I think.
Can't find the specific rule saying so, but iirc different types of items don't inherit anything from other types unless it says so.
I suppose this would be the rule https://2e.aonprd.com/Rules.aspx?ID=3149
If multiple types of an item exist, the title line gives the minimum level followed by a plus symbol (“+”). The description includes information on the base version of the item, and the Type entries at the bottom of the stat block lists the specifics for each version, including the level, Price, and any modified or added abilities of the dif...
11
ok hold on i found something
oh my god
Page 588: Forge warden's durability is too low. Increase its basic shield statistics to Hardness 10, HP 40, BT 20.
pre-remaster it was errata'd, apparently, because its hardness was very low for a level 10 shield
but post-remaster they... reverted it completely? I'm baffled
Our party needed to get information out of an enemy that has recently passed away due to no one's fault
I say don't worry, my divine sorcerer can get information
Gm "you don't have speak with dead"
No, I don't I have summon undead
sometimes you gotta hire a subcontractor
Exactly!
it has more HP (72 now)
the HP is coming from a reinforcement rune
it's got base 5 hardness and 20 hp now instead of the 10/40 post-buff pre-remaster or even the 6/24 pre-buff pre-remaster
🙃
well, pre-remaster there was no reinforcement rune
while that's true, it doesn't exactly help the problem of me not being able to boost its hardness past 8 until i spent 2500gp on a greater rune
and even then it's still kinda shit compared to a sturdy shield there
that sucks
they really didn't want people using non-sturdy shields for defenses huh
i guess it's just the same situation as pre-remaster
🫠
sorry I wasn't trying to say it doesn't kinda suck I was just trying to explain how it works
thanks for explaining
this is good to know
it's infuriating, but it's good to know
I'm almost always just writing out character sheets raw in word processors
I have google docs sheets I use but I would definitely not be up for building in pf2e without pathbuilder making it easier, honestly
the books are just laid out in a way I don't grok
and AoN is... user-unfriendly imo
Yeah AoN is best for referencing something you already know exists
the thing it does where it will hover-show a page and have it go past the bottom of your screen, but if you try to scroll down it just disappears
drives me insane
Yeahhhhh
and like
i KNOW FOR A FACT that it can make the hover boxes appear above your mouse
I use DemiPlane for SF2E, but eventually I'll start picking up PF2E stuff on Demiplane.
it does it if it's a low enough line on the page
but isn't dynamic to your screen
arghghghh
XD
anyway
thanks for the help with the shield stuff
But for PF2E still using Pathbuilder at the moment.
this is immensely frustrating but I Suppose The Good News Is
I am just buying a sturdy shield
and now have more money
Sturdy shields will always have way more hardness
Yeah so sturdy shield is always better unless you wanna make a different special shield hardier
Reinforcement runes only meant other shields get any scaling at all
As opposed to none
I curse the days when they didn’t exist and basically all special shields were ass for the builds that used them most
yeah
nowadays you still don't want that, afaict
since they're so far outstripped and you're spending so much more money if you want an on-level Cool Shield
maybe the spellguard shield, but like
sturdy just seems Objectively Better outside of weird edge cases if you want to block at all
which is the same as before, goofily
A shield with a Reinforcement rune can at least block a hit or two without breaking
yeah but so would a non-reinforced shield
The issue previously was that their HP was so low they'd just instantly break or get destroyed
oh wait i mixed up a thing
okay yeah hang on i was thinking the non-sturdy shields were better than they are pff
i was thinking "the hardness is how much damage the shield takes"
god, you really don't want to use anything but a sturdy shield on any build that Expects To Be Actively Blocking instead of "blocking once every so often" huh
they're better than they were pre-remaster for sure
but I don't see a world where I'd ever use one on an actively-blocking character XD
Well the thing with Shield Block is ultimately aldo that you want to block small hits
Somewhat counterintuitively
well
since i plan on shield blocking twice a round every round ideally
i definitely need a sturdy shield
how disappointing
For heavy Block usage, yes you basically always want a Sturdy shield
i was like "whoa forge warden is the coolest thing i want to build around that" but uhhhh
lol
It's been a pain point with shields since forever
And Reinforcement runes helped at least, but still leave magic shields relegated to specific situations mostly
Okay, so it's not like RPGBot is incredibly bad, the ratings make sense within the confines he sets for himself. But all optimization guide writers are opinionated, and RPGBot had a very one-track, PFS-centric mind where you have to buy every book you use, farm points to use the cool player options, and play in short, simple modules, which was less helpful if you were playing a home game with AoN as an open book and longer, more well-rounded adventures. This is an opinion he has transliterated into 2e, IIRC.
wild
Generally I'd say the more optimization guides you can find on the same subject, the better, but not everything has multiple guides. Sometimes you're optimizing that one mechanic nobody remembers and you just have to wing it with one guide and a grain of salt.
Finding a good guide on certain classes can be real annoying.
And RPGBot's style and format is very unappealing to me
iiiii definitely know how that feels
i spent a good 20 years waiting for someone to make a good 3.5 ranger guide, before eventually just deciding to make one myself
that's such a weird statement
i've found the pf2e guides online to be consistently vaguely frustrating to dig into, ngl
Also, if you're reading optimization guides, remember to still have fun. I like to set myself a concept for a character and then optimize within that concept, only taking options that make sense for the character or which most further the concept, or optimize a weird mechanical idea that itself might not be a 100% optimal choice but taking it to the limit (though the latter is more 1e because of the messed up shit you could do to that system if you looked hard enough). Thus the character is still designed to play well in a campaign, put together with awareness of how good the pieces are in practice, but also didn't just choose every highest option in a guide I found on class X.
mmm
someday someone is going to make an items guide for pf2e and i will be so happy
guidemakers for D&Dlikes' aversion to long-form gear segments is always a bit annoying
even just a "here's a handful of items that are really good and here's the items you should plan to have by X level" would be great, and is missing from so many guides
Pathfinder's balance also just seems a little more level, so there's less of a gap between optimal and less helpful abilities
at the same time i'm not sure i'm ever gonna be happy with Reasonable Levels Of Item Guidance in handbooks so i really just live with that
2e is a fascinating system for me
on one hand, more stuff just generally works and I worry less over my level-by-level choices having some glaring issue I missed
on the other hand, there are more restrictions in place, so I have to play around more with my concepts to get them to fit in
At least it's less restrictions than 1e, and more options than D&D
Pf1e: oh you wanna dual wield? Take these three feats first. With dex? Here's three more.
D&D 5e: spontaneous int caster? New classes? What are these strange words?
Like it will never not be baffling to me that 5e added ONE new class in its entire lifespan, and they didn't even put it in the 2024 rulebook. Like???
how long was the magic items section on the last guide i made... i think it was 89k words
man
i know that's not reasonable but i do wish more peolpe were Into Magic Items to the level I was
finding magic items is really tricky on AoN too
is there a better way or is that just the best we got
(genuine question, i'm currently trying to gear my character)
1e's martial feat trees are a demon
don't play 1st party Patrol, just beg your GM to use Spheres of Might, spare thyself
I find a lot of PF2e guides unappealing mostly because people get really stuck on only caring about damage per round
And white room numbers stuff
the mere fact that Patrol is 1st party but literally no crowd-control martial build I've seen uses it because it requires something like 6 fucking unrelated feats is fucked up
For the privilege of losing your entire action to AoO further until your next turn
Thank you PF1e, very cool
See this was something I was excited to find out about, and disappointed there aren't more guides talking about it. Pf2e is a teamwork system.
So now I'm trying to comb through all the party builds and figure out how I can best enable everyone, and vice versa. We have a Guardian and Rogue, that much writes itself, but what can my Magus do? What can it benefit from?
Magus wants alllllll the to-hit buffs it can get
And subsequently, debuffs to enemy AC
I plan to Trip on my off turns to enable the Rogue, but beyond that idk
Doesn't help that Magus looks to be a pretty selfish class in general lol
It definitely is lll
I mean, you're still a spellcaster and your spell choice says a lot. Some damaging spells have pretty good rider effects and there might be something another player is interested in.
You can also commit magus heresy and prepare something other than damage in your slots, though that's not necessarily a good idea when you're fairly limited on slots to maintain necessary buffs and debuffs for every fight.
There are a couple class specific guides that talk about this. Tarandor's Wizard guide for example
Have you seen the guide masterlist btw?
As guides for Pathfinder 2nd Edition get written, they will be stored here. If you know of other guides, comment them below. Bookmark t...
For those who dont know
I would actually say the only items other than basic potency runes that Everybody Should Have are boots of bounding
Stuff that makes it easier to shake off persistent damage is high value but not essential.
What would be really useful is a guide to items that provide item bonuses to skills, because while AoN lists them all going through them to figure out what to get can be a pain.
Implicitly also apex items.
Another good everyone item are snapleaf talismans
After like level 4 they’re very cheap and incredible utility
Oh wow those are super cheap
And we’ve had a share of fall-risk scenarios in outlaws so far
That one I always forget about but it’s rad
A Spacious Pouch is pretty needed among the party as a whole
Does the Earth show up in Starfinder?
Earth (aka golarion) is gone and no one knows where it is
Earth and Golarion are gone?
Earth does not show up in Starfinder
Canonically its unreachable as its in an entirely different galaxy
Desna's Path is not the Milky Way
I just meant that golarion is a stand in for earth
This is something I wasn't aware of
Baba Yaga is canonically from Earth
And theres an AP in 1e (Winter's Wrath iirc) where the players end up in Russia in 1918
Sorry, Reign of Winter
(Rasputin is canonically Baba Yaga's grandson)
That's something
Also Anastasia Romanov (yes, that one) is the queen of Irresin after she gets taken to Golarion
And it's not like multiverse travel they are just in different galaxies?
What "canonical" ways can people travel to different galaxies?
Magic
Apparently Rovagug was attacking Earth, Golarian, and a third world together
It's where Cthulhu is napping
That's gotta be some crazy magic
Its never elaborated on beyond "Baba Yaga is one of the strongest Casters in the entire setting"
In 1e she has the same CR as Cthulhu
Also yeah Lovecraft stuff is canon to Pathfinder
Including the stuff limited to Earth
In Strange Aeons you go to a Dreamlands version of Paris and fight a boss at the Eiffel Tower
Not exaggerating
I kind of like the idea of Pathfinder Earth being somewhere anyone sane avoids because its a major center for mythos stuff.
I've been wondering if one were somehow able to travel through the drift to another galaxy would you bring like a whole star or something into the drift?
Yeah same
Earth is its own weird place, but thats because its full of Mythos stuff as opposed to being a Prison Planet for a Destroyer God
Id say up to GM interpretation, as vague as that is
Again, there really isnt any lore beyond "Baba Yaga can just do that because shes absurdly powerful"
I would have put it in the same galaxy as Golarian but also. Have it be in one of the most dangerous places in space
Earth that is
There's a thing my friend made that I like to think is canon to Pathfinder
Though thats just headcanon
Basically the Stars were Riggt and Cthulhu rose and etc etc
And... the world kept turning
So lovecraftian stuff exists in the open and Humanity has adapted to it
Its where this thing I like to post is from
Baba Yaga’s been described as having chosen not to be a god because it would impose limitations on her.
She’s the witch. It is to everyone’s benefit that she’s more bored, mean, and cynical than malicious.
Yeah, Baba Yaga is no Tar Baphon thankfully.
Though she would consider his method of immortality a chump move.
Why hide your soul when you can do the way more baller action of hiding your death?
Helping my little sister with her character, weapon suggestions for a thief rogue?
She was drawn to a sickle concept-wise, but its stats and traits don't look super impressive
This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder flicks one handle around a vulnerable spot so that it serves as a catch for the wire, then yanks the other handle back, pulling the wire tight and inflicting painful lacerations. The function and name come from a wire-based trap called a “slow fang.”
Seems like a lot of traits for her to keep track of, it'd probably be better for her to have something with a bigger die and less traits
For a simple thief rogue, basically you want a finesse weapon in one hand and a finesse agile weapon in another
Optionally something like thrown too
So bog standard classic is something like rapier + short sword
A fancier play might be getting advanced prof for dual tamchal chakrams
If she likes the sickle, the Lion Scythe is a martial sickle with better damage, both mechanically and flavor wise, and can fill both hands of a thief rogue beautifully
Would she ideally want to dual wield?
Probably! Early feats lean that way and even the two handed finesse weapons are mere d8s
An easy early game combo is Tumble Behind->Twin Feint
A stride and two sneak attacks
She's already taking Tumble Behind, so noted
reach is also very good to have on Rogue
so I would also toss in a rec for the Elven Branched Spear
or Dancer's Spear
Looks like our Guardian is going with a khopesh
boy
i'm really glad that google docs added dropdown stuff like this, it makes maintaining characters in pf2e a lot easier
I pray we never acknowledge Earth in the setting again
Oo wait she might like a fighting fan
My hot take is that thief rogue loves to be unarmed
But one of the finesse spears is a great alternative.
Karate chop hands
Rapier and free hand is the simplest setup
They don’t need to worry about stowing if they want to drink a potion or do battle medicine or open a door.
You can even give them a buckler to teach them about 3rd actions
I'll definitely present the option, though knowing her she'll probably want a little more flair
Also! Looks like we'll be using relics, GM just told me what mine is. My spellbook is the Codex of Lost Histories, with the Time and Mind aspects, and the Repository of Knowledge gift (3 free lore skills!)
Honestly as long as she's getting a d6 or a d8 to damage with 1-2 non-sucky tags, she'll be golden. Thief Rogue is really solid.
Yeah, I was reading over the subclasses and that one immediately jumped at me. Simple, effective, it's perfect. Especially since she's already familiar with five me to some degree, so she can just keep using the finesse rules she's used to
Looks like she's settled on a bladed scarf
It's the most straightforward rogue by far and arguably also the strongest.
Really now? I knew it was at least okay, but I didn't think it'd be quite that good
Ah I see now, didn't realize Rogue had subclass specific feats
Dex to damage is a really strong benefit in a game where pluses are few but significant, and Precise Debilitations at level 10 is amazing.
Mhm mhm
Precise is good for just being extra sneak damage, if you don't need anything else
Rogue in general can do some crazy numbers with Opportune Backstab
take Gang Up as well, and enemies are basically always flanked
Yeah I've heard about those feats, which on its speaks to their efficacy
On a different topic, any particular staves I should watch for? For Twisting Tree specifically
Pyrophylic Healing. If you take 1 fire damage do you heal 1 hp or 0 hp
Pyrophilic Recovery? It specifies minimum 1
Looked up quest for the frozen flame. Interesting. Still thinking of pyromaniac oracle leshy character idea and she would fit there.
As a note, Tempest's price tag is probably a typo.
Every other stave of equivalent level is around 4,000 gold, while Tempest is 14,000.
At -20 f, it is both extremely cold and severely cold
Dang
I guess you just need to make a save every 10 minutes, with an additional one every hour
It’s survived the remaster and starfinder, so it must be intentional
I guess the Spellstriker Staff is the obvious suggestion, tho I think that one got restricted in PFS for being OP? A Staff of the Unblinking Eye could be nice.
There are also some pre-remaster rules to create custom staves: https://2e.aonprd.com/Rules.aspx?ID=1499
When the local shops' offerings don't quite match up with the needs of an adventuring spellcaster, they might want to make their own staff to reflect their personal brand of magic. Doing so isn't easy, and only a chosen few know the techniques to create a brand new staff.<br /><br /> A custom staff is always <a style="text-decoration:underline" ...
I guess? But I wouldn't really make use of the shifting property
ah, good point
It’s pretty good even without
Do convince your GM to replace acid grip with acid arrow like it used to have tho
Does the Resentment Witch's familiar ability work on Evil Eye?
I dont believe so?
I did find this though
https://www.reddit.com/r/Pathfinder2e/comments/187ob1t/the_resentment_witch_project_a_list_of/
it doesn't because the Sickened from Evil Eye doesn't have a duration
which Sickened and Frightened usually don't, since they decrease in other ways
Chat first session is tomorrow, what accent/voice do I do
Because I have no idea
- What a Jistkan accent would sound like
- If she'd still have one
- What she would sound like instead
what's the role of a Summoner in combat? what's the usual game-plan?
Depends on ur Eidolon but usually
Ur eidolon gets into the thick of it while you hang back and support it with spells
For this since hour ago
Jistkans were assumed to be primarily Garundi ethnically
Friendfetch is such a fun spell, extremely versatile for when combats start to break down
guys im so tired, i think my summoner is dying next. A giant brass bullt monster thing showed up behind me and just dummy dropped me
all my healers be dying
pretty much every big fight
It be that way sometimes
Yeah, I did see that. Unfortunately for me, as far as I can tell, Garund seems to mostly parallel real-world Africa and I'm too white to do that one
Garundi are more northern africa than Mwangis rest of Africa
But yeah I understand that
Personally what I'd do is like
Try and imitate Ana Amari
Just listen to Ana voicelines until you have 'old north african lady' down
How many healers do h have
just me
no one else can get you back up?
and an off healer bard
I got brought back by the bard this time
as in brought back up
but dying still isnt off the table
everyone in the party has dropped at least once
and the thing we're fighting isn't particularly worse for wear
im just like the only character who has died at every major fight
and so i keep making new healers, and die anyway
….
You might want to like…
Reevaluate something
Cause that’s not normal lol
Or just ask your GM to maybe target you less
we're in blood lords, so there are not many of other healers
Yeah I mean maybe your GM shouldn’t be what sounds like focusing down the healer every fight
He's actually not intentionally, but the way the party moves often just exposes me to harm
First healer was a kineticist, second was a monk, third, current one, is a summoner
…. If you need to make another I recommend cleric using three action harm LMAO
Or two action
kineticist died??
hmm... yeah those aren't exactly the squishiest classes
||Decrosia is out here critting for like 80 damage, having beef has been irrelevant||
you are either supremely unlucky, unintentionally getting targeted by the GM
or it's also in part on the rest of your party
||which one of them is that||
||Rust hag, with the rifle||
||I spent the early rounds picking people up from monster crits, then the metal effigy construct came in from my side of the combat after everyone else moved to the other side, of the fight, meaning i got bulldozed||
on the max end
the average is more like 50-60
if you did get hit for 80, that's very unlucky
My group has done it
We've failed Kingmaker
Pathfinder: Kingmaker is over
Pathfinder: Balkanization has begun
Damn
The party scattered, and I'm just booking it, im not losing another character in this fight, but sadly this means i left behind two other characters who were down. My character keeping themself alive suits the character though
do you just sorta end up being the most durable character so you're consistently put into vulnerable positions?
the latter imo
the part is relatively undergeared, and low ACs, but the GM has also just been extremely lucky, critting all over the place
Wdym undergeared?
well thats the GM's assessement
Are you not getting enough money to buy stuff?
I think not buying the right stuff a little, not using the items we have appropriately
probably
and then like of our 2 front liners, one didn't have a magic weapon at all until recently
Yeah you definitely should have a +1 striking weapon on everybody at 6
I have +1 striking handwraps
our champ has a scythe of the same
our fighter does not
i think he got an earthbreaker recently
Yeah they've been missing out on a huge amount of damage
They should have had Striking since level 4 already
they're not very cognizant, the fighter, of options and how to do stuff
What's your Dex?
Hmm, yeah that's also kinda low
armor prof is prolly my best bet
i kinda thought id have my summon up more often and it would be in front or taking hits more than me
You don't have your eidolon manifested?
i did till i got knocked out
but as i mentioned my early actions were taken up picking up the other characters got dropped like a sack of potatoes by rifle crits
so like multiple turns spent battle medicining
and i didn't have a turn to be able to put my eidolon between me and the big construct that showed up before it just charged meand put me down
In this scenario there wasnt a better opportunity, considering we were trying to infiltrate, the beast eidolon seemed more a liability
in terms of drawing attention
yeah, having the necessary gear is non-optional. at this point everybody should have +1 armor and anybody who needs weapons should have +1 striking.
yeah thats not the case really
and none of the players who dont fish around online about the game have any inclination to think as much
but hopefully we can get that to happen
If you don't want to worry about that, definitely raise using ABP.
Abp?
Automatic Bonus Progression
This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor’s item bonus) and replaces it with a new kind of bonus—potency—to reflect a character’s innate ability. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.
It's not a perfect solution but it ensures you get the pluses on schedule.
oh huh, that might be worth looking into
Yeah like
This isn’t under geared
Not getting the fundamental runes is unfortunately just throwing lol
Eyyyy, awesome
And! We already hit level 2
What monk stances do y'all enjoy
Stumbling
Mountain.
Wolf.
Waterfowl, Stumbling, Crane, Stoked Flame, off the top of my head
Peafowl is rad.
Wolf and Tiger are good
10-foot steps are rad.
I got to use heavenseeker for a long while, was pretty rad
Fear my lightning karate chops
Sounds like a lot of the styles are fun and cool
playing wotr, just got into a fight with a bunch of rat swarms, except i was above them and triggered the fight in a way that felt really unintended
-1 rat swarm did not move
-1 rat swarm tried to get to me but gave up halfway, i could also melee attack it despite being like 20 feet above it
-1 rat swarm waited until 3 rounds of everyone else being dead but combat still continuing to come into existence, phasing through walls to do so
Most functional owlcat game
Oh I remember that encounter. It’s near the market square yeah?
I feel like it plays out that way weirdly consistently for me
Hello chat
I'm playing a Witch in an AV game
I was looking for pictures for my familiar
Have this superb specimen
I got to see heaven seeker before they nerfed it
So fucking sick
It was on a flurry ranger too
Wait. Why do kholo favor flails?
Cause gnolls do in dnd presumably
D&D loves to make flails the evil version of maces (which are the classic Good Cleric weapon), so Yeenoghu the no good hyena demon-god likes flails
Alright.
nodnod was suddenly struck by the fact that flails are tird to agriculture
At the very least, for their bespoke ancestral flail, the spirit thresher
They believe it
Well
Threshes the soul of those killed by it like a agricultural flail
does anyone know if there are universal ancestry feats other than the fey and reincarnation ones?
my group is using ancestry paragon and I feel like I'm really scraping the bottom of the barrel on feats I have available for my level 9/11 feats, and wondering about branching out
It's just those I think
dang
followup question: are there any items that perhaps heighten innate spells? there's the level 9 centaur feat that gives heroism 1/day but it's not heightened so it feels like I'm better off just. Casting the spell out of a 6th-level slot.
I'm not aware of any unfortunately. Paizo does have a problem of making a lot of ancestry feats that give you an innate spell that spell doesn't scale.
tho heroism's never bad, there's not a ton of status bonuses in the game, so it'll probably have some use or other.
At least nowadays ancestry lores automatically scale in proficiency
at level 11, between a level 3 heroism that also grants 10 hp, and "reroll a failed mental effect save," which would y'all rec
What class?
animist, on a fuckass focus spell + shoves and raise shield and steps + sustained spell build
https://docs.google.com/spreadsheets/d/1hWOcDhnhmiUhmdcPRtJeAbYEB_aXuCQyxhWh9HR-cmE/edit?usp=sharing
i figure if i want heroism i can just get it as a spell, but since the level 9 feats on my build (sarangay + adopted centaur) don't seem great, maybe an "extra 3rd level slot" is worth a feat? idk
Ough, not seen one in play. Probably heroism to help with shoves. Mental effects on casters can get pretty nasty but they're much rarer
Oh, actually, would demoralise get rerolled? not a save. Guess it depends on whether you feel more confident in your offense or defense
You're brave and stubborn and refuse to back down or bow to the wishes of another. You gain a +1 status bonus to saves against <a style="text-decoration:underline" href="Traits.aspx?ID=647">mental</a> effects. Additionally, you gain the I Defy You! reaction.<br /><br /> <b>I Defy You!</b> <span class='action' title='Reaction' role='img' aria-la...
context
i'm pretty confident in my offense for now
i'll just go for this ig
I don't know if you're using it but iirc battle form is a status bonus already plus you should have access to real heroism from a slot which is basically always worth it imo
I would go for the mental effect save personally
Do you have adopted ancestry?
yeah
Ah, can’t add more with that, then. What are your ancestry + adopted?
sarangay + centaur
Have you got Awakened Jewel and Deflecting Jewel already?
awakened jewel yes, deflecting jewel no
deflecting jewel seems... okay, i guess?
1/encounter or 1/2 encounters +2 to AC against a ranged attack? but i'm a very reaction-heavy build
Stubborn Defiance seems good to me.
👍
Strange request, but does anyone have any suggestions for bougie camping gear available at low levels? The classic popout house items or other things like that.
I'm playing a noble and our party is going to be spending the foreseeable future in the woods so I want to try and pull out the flavour options to show how out of their element they are
This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you're momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it's not wet or particularly hazardous. While sleeping in this cloak you only take a –2 status pen...
Very low level but bougie
Very low level is fine
The party in that game is only level 7 and I also need to buy a staff
Would it be feasible to combine Shattered Star and Return of the Runelords into one mega campaign of sorts? Alternate the order of the books between the two campaigns with slow xp progression (or milestone) for leveling. Start off with book one of Shattered and then after getting established, start with book 1 of Return to help set up that both the major threats for both campaigns are starting to be active and threats related to rhe Sihedron are also associated with the returning Runelords.
Is this train of thought worth further consideration or a foolhardy idea not worth pursuing?
For PF1E if that is relevant.
Are your players up for like a 2-3year campaign?
Probably longer
1e is not exactly super fast to run
You'd end up in low level hell for a long time
Yeah progression being slow would definitely be something I would try to make sure the players understood.
Only two days since my first session and I'm already trying to figure out if I can't squeeze in another game somewhere (I can't)
actually that reminds me, my group is going to be doing Wrath of the Righteous (2e) once we finished our current campaign (soon) and im going to need some character ideas
Is there an official port or just homebrew?
Homebrew
homebrew, yeah
my GM has been steadily working on converting everything on the side
Last I heard of a friend trying to convert a 1e AP was them trying to see which campaign would work best if modified to use the PTU system instead. Essentially which adventure path would work best if Pokémon was introduced. I wished him luck and havent heard any updates on his madness since.
Looking at Kineticist (yes AtLA is my favorite show how'd you guess), there's SO many options I don't even know where to start
fortunately despite having so many options, being restricted to 1 or 2 at the start really narrows it down - you just have to block out all the ones you don't have access to in order for it to be visually palatable
See but then I have to actually make the choice
A pyromaniac goblin? Florida man wood/water leshy? Earth/air sandblasting? The possibilities are VAST
I think it's best to tailor actual decisions to the group and what the group is doing (Adventure Path? Dungeoncrawl? Sandbox?), while dabbling in the myriad options of the Kineticist class as a whole is kept to just plotting out lots of drafts in Pathbuilder
go make a pathbuilder for the goblin, the leshy, etc, but unless you have a more concrete expectation of what you're gonna be playing in it doesn't help to sit there thinking about all of it
Oh yeah no this is purely theorybuilding
Make all of them, then!
In Starfinder 1e how good is 5/- DR at 6th level?
I would guess okay
Have minimal practical experience
I thino you can get that with Broken Cycle, Electrical Attunement, and the Dark Matter revelation... Which looking now takes a move action to activate.
I just randomly read the solarian class because looking at videogame with celestial magic with similar vibe
Continuing to theorybuild at work, and my class wishlist is just getting longer lol
Try not to get lost agonizing over how awesome most of the 18th level feats are. "Choose between awesome name A and awesome name B" type stuff.
Metal gets Hell of 1,000,000 Needles which, I mean, come on
Oh yeah no I'm looking mostly at level 5 and below
And even beyond that, if it's not enjoyable and functional out of the box, I try to avoid it
[finds a new interaction]
[ah fuck i need to adjust my build for this cus Hell Yeah]
[wait now i have to regear]
i am in a hell of my own making
oh thank god paizo almost has that new store done
God paizo is a great company.
I am the treasurer of a university tabletop club, whos trying to run a pathfinder night. I emailed them to see if I could get a bulk discount. They're giving them to us for free.
It’s such a weird change from how they used to be, but it seems like the old ghouls have mostly left or been kicked upstairs.
I’m kinda bummed I wasn’t able to get that remote job with them
Not surprised but still bummed
man, a build rework has left me needing to get 440gp worth of stuff and i'm totally lost
i thought i was done with gear XD
maybe i should just buy a bazillion consumables
Yeah probably
You're an animist so you don't need out-of-combat healing stuff but talismans could be good pickups
i got the aeon stone that zeroes out the skill penalties of keyword debuffs of 1
since i'm just rolling shove unless i'm casting
I have so far cooked up, in addition to my automaton Magus:
- Gulruk Fairborn, Orc aiuvarin Thaumaturge, wielding the superstition of their mother's people and the gathered knowledge of their father's
- Silfen Wael, Human Cosmos Oracle, who glimpsed the infinite after falling asleep under the stars during the solstice.
Fun aiuvarin fact: if you use adopted ancestry to access multitalented from human, you still get the aiuvarin benefit :D
Concept: Rina, Kitsune Triggerbrand Gunslinger with the Justice Champion archetype. A flashy acrobat with a gunsword, dancing in the air and raining fire down before finishing her foes off with a massive slash that glows with holy light.
I still can't stop thinking about the centaur guardian whose Shove action does a flat 20 damage
Centaur: Practiced Brawn - +1 to shove, shove success becomes crit success
Guardian: Punishing Shove - deal STR as damage on shove (2x dmg on crit shove). Scales with athletics proficiency (base STR+2/6/12)
At level 1 your shove does 8 damage AND push 10ft
Pushing nerds around so hard they keel over entirely
In 1E our centaur race had a trait where it did extra damage with its hooves when it was flanked, glad to see the legacy of a centaur braining people with their kicks has a solid legacy
The specific character idea i had to go with it was human adopted ancestry Centaur to get practiced Brawn, the idea being that this is actually a human who was raised by and around horse-people and was necessarily required to be capable of rough-housing on their level
my character in the game im gonna play in uses this combo
It should be
1st - 8 flat damage
3rd - 12 flat damage
7th - 20 flat damage
10th - 24 flat damage
15th - 34 flat damage
The scaling sure looks strange
Certainly not stellar damage compared to a hefty martial crit, but this is coming from a defender/controller with no gold or rune investment
yeah
bring Aggressive Block and get a non-rolled autosuccess Shove on each shield block too (shouldn't convert to a crit since it's just "you Shove them automatically") for the standard damage too
😄
Also, low level uses of Summon Fey: summon a naiad, which has the ability to speak with animals.
oh thank god
Would it be reasonable/feasible to run book 1 of Strange Aeons as a standalone multi-part oneshot for friends for October or would it take too long to run if played weekly?
Hot take: kip up should be a general feat.
agreed
Trying to decide if I should prioritize Magical Crafting or Magical Shorthand
I'll take one at 4, and the other at 6
Broadly I think fleet, incredible initiative, toughness, adopted ancestry, etc. are good general feats and that general feats should mostly be stuff that Everybody Wants.
I think kip up shouldn't be a general feat specifically because it would just kinda make trip not very useful
It's a good payoff for acrobatics and it makes it so trip is pretty good into characters who dump dex not just have a get out of jail free button
(unless they do take acrobatics even with bad dex)
I have done this on frontline PCs tbh
Kip Up is generally worth it I think, if you can take being one skill down
yeah i feel like most characters want to get acrobatics even with bad dex, just for kip up
which speaks to me as uhhh
either Kip Up is too strong, or it shouldn't be limited to master acrobatics
It being at master acrobatics is weird
or it should be Acrobat Boots
and take the boots slot like in 4e, instead of a feat
and then there's a more meaningful opportunity cost other than "lose one skill for this effect"
That’s it, though. Kip up is that good (and acrobatics has a bunch of other skill feats that become really excellent at Master and Legendary).
Just found out about Familiar Master for our Witch. Holy shit
Also need to tell y'all that her flavoring is AMAZING. Resentment patron with a water theme. Familiar is a cat who is ALWAYS sopping wet and is very upset about it
Not even because of trip. But rather because every character will, sooner or later, get downed by an enemy with reactive strike. And then they’ll receive healing, and their party will have to play The Reaction Game so they can spend an action getting to their feet.
Unless they have kip up.
There's also a lot of other effects that can prone you
I could see alternately tethering it to the Acrobat archetype
i don't think kip up makes these effects useless on the GM side; i think that there is merit in effects that down you until your turn, and I think that having the party pay a cost to escape a serious danger is a core part of buildcrafting in this kind of game
So that it’s still a very good pickup but requires more consideration.
imo it's a good thing that the party can strategically negate some threats before they happen, by building for them
the problem i have with kip up is that its cost is
weird
it's not that it's overcosted
i want it to have a real opportunity cost
but "you get one less skill (and skills are cool things for utility) in exchange for a crucial combat defense" is a Wonky Cost
i'd much rather it be a general feat, competing with other Very Good General Combat Feats, or an item, competing with the Very Important Boots Slot
yeah
catfall is also really good
coincidentally, catfall also shuts down a vector of proning,
… thinking about it I really like the idea of putting it on Acrobat.
as is some other stuff like Steady Balance or Quick Squeeze
(Stead Balance if your GM ever actually remembers the Balance action)
Slippery Prey and Steady Balance are amazing, Cat Fall is rock solid, and Nimble Crawl suddenly becomes crazy at Legendary
gonna be real unless you mean in addition to its existing options, i hate that a lot
"to get a crucial combat defense that the game really wants you to have, you're now locked into a specific dedication and thus 3 class feats, shutting down buildcrafting severely"
a dedication that gets like
Acrobatics is also weird because a lot of its good options are fairly low level and then just keep scaling with your proficiency
all the cool acrobatics defense feats, as class feats
as an option to get it instead of maxing the skill
would be cool though
I mean keeping it a skill feat but requiring acrobat dedications
But also making it count for getting out of acrobat dedication
But yeah in some ways acrobatics feels like the model skill for skill feats
It would definitely be nice if more skills were like Acrobatics, yes
Meanwhile I just take Quick Jump and have to wait for it to be more useful
yeah i hate this ngl
mostly like
JSYK, archetype skill feats count for leaving an archetype. This is one of the reasons Medic is so amazing — treat condition gets you out at level 4.
the only reason i am willing to engage with pf2e at all is the buildcrafting of dedications and archetypes
That Is The Meat Of PF2e For Me
locking a crucial combat defense that literally everyone wants to "yeah delay the cool stuff of your build for it 🙂 " sucks ass
See, I would strongly consider skipping Kip up if that were the cost
I probably even would on most builds
And on the flip side acrobat has other skill feats tethered to it
in the end
it's a question of
"do you want kip up to be a very limited thing that many people can't afford, or do you want kip up to be a common thing that most people get"
i err on the latter side
it prevents death spirals, it gives good counterplay to proning, and proning tools are still useful for monsters since it can't be used off-turn
in the end, I want more skill feats like kip up
Either way, really
The present arrangement is just not ideal
I kinda want general feats to be more attractive in general
if kip up was one of many, many Good Feats Like That
then the fact that its cost is trivial but weird would matter
the fact that the vast majority of skill feats are like
"under a full moon, get a +1 bonus to jumping up ledges of exactly 8 feet, while near a werewolf"
is the problem really
so people go "sure yeah acrobatics has good skill feats i'll grab it, it's a gimme"
acrobatics is weird because it has a set of extremely useful skill feats, something most skills don't
Prone is just ubiquitous enough for it to be rock solid, but one could do good stuff with other status conditions, especially sickened or frightened which are pretty common and hard-hitting as well.
The first time I actually used the Make An Impression skill action as opposed to the GM going 'idk roll me diplomacy' was like two weeks ago I admit
if there were equivalents to kip up that required Master in other skills and were the same level for other debuffs, yeah
that'd be cool
master intimidate for a feat that's like
"Nothing Scares You"
you can clear frightened up to X amount (based on skill proficiency) on your turn as a free action
and so on and so forth
it'd also help solve the issue of skill feats often just being like
you run out of good ones to take at later levels and are just grabbing whatever low-level feats that you'll rarely if ever use
There are already some good skill feats like that.
that hasn't been my experience building and looking at skill feats
God, what if one were to stick a single borderline-mandatory skill feat on every skill at Master (rogues and investigators would consider it party time is what).
qualitative changes to how you play are few and far between
Some! Not many.
there are solid numbers boosts, and so on
but like
yeah, idk
many of them are also very low level
🤷♀️
this would be cool as hell
this is what i want
make "what skill you master first" a really hard choice
hell
if you wanna be really funny with it
Rogues: “yes we did need to be stronger”
Investigators: “okay but for real with us”
give them all (and kip up) a special trait
that limits how many of this kind of feat you can get
and let rogues and investigators the ability to have more of them
True, true
if you can only have two such feats normally, and rogues/investigators can keep takingt them or whatever
that's an interesting build consideration and gameplay dynamic
I think General feats do well as kinda “expected” upgrades where you’re mostly choosing order of acquisition over 20 levels
yeah i agree
“Everyone gets this eventually”
I'm just glad skills are actually useful, even in combat
Yeah, that is nice
CHA skills being the big glow up of course
Some of them less so and some of them only through skill feats but
But I also like Recall Knowledge being a more key system, Medicine being able to ACTUALLY heal people, Crafting and how it interacts with shields, etc.
Bon mot is rock solid, for instance
I wish Deception had more Feinting skill feats
feinting is uhhhh
Yes
instead of it all being kinda only in Scoundrel
like it's a WEIRDLY specific hole in the game
and Fencer a bit
my boyfriend was going through feint stuff a couple days ago and we were just like
"why is feinting bad"
(the answer is: because the authors of D&Dlikes think of 'feinting' as something for showy flashy fighters who are about the performance, not as something literally every combat style does all the time)
(this has been a pain point of these systems for as long as they've existed)
Feinting can be okay as a very low-investment option.
Feinting can be good, if you are a Scoundrel Rogue
because they actually get feats to make it good
I just think there should be a lot more skill feats for Feinting
yeah agreed
and it would have more of a niche
demoralize is where feinting should be imo
But the people who want to use it are either scoundrel rogues or folks who are probably willing to invest in something else
Diplomacy I feel could lean into Aid support maybe
The trouble with demoralize is just the 1/fight/enemy nature of it. But keying into an existing status effect works wonders.
like, just make One for All an Expert Diplomacy feat
and some of the other Aid supporting stuff as well maybe
Dread striker is great not because of demoralize but because frightened is amazing and easy to apply and now we’re getting more out of it
https://2e.aonprd.com/Feats.aspx?ID=6395&Redirected=1 Scout's Charge is great but in a weird archetype, especially when Tumble Behind does largely the same thing and is easier to access
I do wish Feint got more support, I recently swapped my Fencer Swash to Wit because Tumble Behind is just all I need on the off guard front
(Also Wit's Exemplary Finisher is extremely good)
You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. <a style="text-decoration:underline" href="Actions.aspx?ID=2305">Stride</a>, <a style="text-decoration:underline" href="Actions.aspx?ID=2390">Feint</a> against that opponent, and then make a Strike against it. For your Feint, you can attempt a <a ...
I think part of the issue here is just the name. If you showed a normal human a feint, it would be nothing like what hearing it explained led them to imagine.
What they’re imagining is a clever trick, but what they’d see is Normal Fighting.
The simplest and most essential feint in all of the martial arts is how boxers will twitch their lead shoulder forwards, and people barely even register that as an event.
PF2e is, admittedly, working on hollywood rules too
If you hit a guy, it's because you Swung Fast Enough He Couldn't Block
Advanced and non-intuitive techniques are essential in IRL combat but optional in the sword-and-dragon world
Call it “deceive” or “manipulate” and all the sword nerd complaints vanish in a puff of smoke
Or “distract”
yeah and it bugs me a lot
but yeah you can call it "dirty trick" if you want it to be just a Showy Scoundrel Attack
they have dirty trick
but if they're gonna have Feint they should have it be a Feint dammit! [/swordnerd]
Honestly feints are so routine and fundamental I wouldn’t even mechanize them if I were aiming to please my inner sword nerd.
that is fair
but the fact that "feint" is mechanized and consistently just
terribly designed
in D&Dlikes
like it's like this every time
Yea
tells me that "This Needs To Be Something Different"
either make it a real feint, or rename it and have it not carry the baggage of "feinting" conceptually
Dirty Trick
Distract
Cheap Shot
whatever
pf1e's dirty trick was allowed to be any number of cool, strong debuffs because it wasn't limited that way
ironically now also a separate skill feat in Remaster 😛
yep
Aaaaaaa
because Dirty Trick was like
pf1e's answer to this problem, even while they still had the terribad feint
so pf2e now has both
lol
had the first Anbennar pathfinder session with peeps from here
Something I like in PF2e is that no skill is really required for combat, and while one can build to use them they’re not that big a deal in most cases.
pf2e did an interesting threading of the needle where many if not most skills are Good In Combat but none are Required
optimal play means using them, for sure, but like
you CAN get a good spread of saves even without them
And not even always. My action-hungry kineticist doesn’t use skills in combat because when would she?
i mean
on a party level
'optimal' play means Someone Should Have These Skills
otherwise you're leaving power on the table
but it's not really required
Usually! But I think it is possible to have a strong party where everyone is weirdly too busy to use skills
i agree
I guess like … War Cry Intimidate needs no actions
there's a reason i said "optimal" and not "optimized"
there's a distinction in my mind
i guess personally 'optimal' means 'the Actual Best Way' while 'optimized' means 'we tuned it up'
hum
words are hard
Yeah, I’m not even sure it is so clearly best
fair nuff
if there's a party that covers all bases even harder then versatile skill spreads wouldn't be the optimal way
but i haven't theorycrafted enough to tell tbh
i like pf2e skills
Like, say you’ve got a fighter, a tank/healer/support kinet, a starlit span magus, and a necromancer or bard. None of them will have time for skills, but that’s a strong party.
I mean
Okay so here’s the thing like
Theoretically they are correct about what a feint is lmao
The fighter is using debuffing meta strikes that do the stuff skills do with attack rolls.
The magus is spellstriking and sometimes buffing.
The kineticist has a billion things to do.
so my question here is
The bard is using composition cantrips and spells.
is it possible to replace these characters with better ones that use skills more actively
i genuinely don't know
but i'm talking about like how in 3.5
you CAN have a great party that's a warblade a bard a dragonfire adept and a factotum
and they'll be strong
or
you could have three wizards who sold their spellbooks to buy a riding dog at level 1, and a druid
i am genuinely curious how skill usage plays into what the true theoretical optimal party looks like; i was given to understand that it does but i don't know
i like seeing the limits of systems
Yeah, PF2e isn't nearly solved enough to say, but I'd say that party does everything you could be getting out of skills in different ways. I dunno if it's stronger, but it definitely covers all bases and it has a fighter so it'll do amazing no questions asked.
Fighters are weird, they have the best damage feature in the game: +2 to hit.
😭
Because of the way crits work, that is amazing.
Third-best AC in the game, best attack bonus, lots of metastrikes that do crazy debuffing stuff. Their only weak area is probably saves.
Which aren't bad, they're just not especially good.
they don't cap out as well on saves, but they do get Expert in all very quickly
And they get the bonus against Fear
at level 3 I think?
Which is great.
Fearless is quite good
(Rogue has the best saves, it's very silly.)
being immune to Frightened 1
they do, yes
Kineticist does this too, actually!
still weird that they didn't errata that IMO
It's been confirmed by the community liaison.
it does not feel intended that Rogues get the success bump on Fort
fighter is fun
fighter is genuinely so cool in that they get so many awesome ways to play
I want to play a 2 handed feint fighter sometime
If you just want to do cool stuff with a very high success rate, fighter is impeccable.
crit fish tf out of someone
another thing Fighters also get which I feel is not mentioned as much is that they have one of the better Perception progressions in the game
The Fighter and Wizard basically swapped places in 5e to PF2e
True!
as well as an extra bonus on their master prof IIRC
Master perception pretty early, and no need for Improved Initiative.
no need?
They get a +2 Circ bonus to Initative yeah
they get a +2 circ from their feature
do they
Their bonus doesn't stack with it.
But, they get the bonus.