#Pathfinder

1 messages · Page 100 of 1

fast hill
#

it's still worth taking imo and then retraining

#

improved intiative is very nice

rustic cape
#

I'd take fleet first, personally

clever cobalt
#

They get it pretty early actually

#

Like, 7

fast hill
#

oh shit

#

nvm

warped orbit
#

yeah

fast hill
#

that's real early

clever cobalt
#

I like taking Toughness

warped orbit
#

which is on par with stuff like Rogue

clever cobalt
#

Then Fleet

fast hill
#

I am an orc fighter in AV

#

I have toughness

#

and 53 HP

rustic cape
#

Fleet is my first pick unless I have to do something else to make the build work.

fast hill
#

the 2nd highest HP in the party has 44 hp

warped orbit
#

Fleet is very good

clever cobalt
#

It is

rustic cape
#

That's unfortunately common since I love Adopted Ancestry, but.

fast hill
#

fleet is really nice

clever cobalt
#

Fighter is very straightforward, but it does its job very well

fast hill
#

fighter is straightforward but

rustic cape
#

And I really think Fighter's debuffing powers are among the game's best.

fast hill
#

yes

#

snagging strike is so good

warped orbit
#

Intimidating Strike is very good

#

Slam Down

fast hill
#

we have a sniper with rogue archetype and it puts in work getting them crits

#

Slam Down is super good

warped orbit
#

Snagging Strike, Combat Grab

fast hill
#

Bastard Sword I love you!!!!!

rustic cape
#

Yeah, they get a ton of stuff that normally keys on skills, with an automatic legendary progression since it's part of an attack.

fast hill
#

slam down notably is not an auto prone

rustic cape
#

The auto prone metastrike goes to monks!

#

Wolf Stance

#

Its second feat, Wolf Drag, is nasty.

#

Stuff like that is really good for proning targets you otherwise pretty much can't.

fast hill
#

wowzers

rustic cape
#

Same with Intimidating Strike

warped orbit
#

ie Crashing Slam

rustic cape
#

Barbarians do get Intimidating Strike too, but IMO the big thing is that fighter gets almost all of this stuff on a single chassis.

fast hill
#

crashing slam is very neat

warped orbit
#

Tripping is also great on Fighter because you can Reactive Strike when they get back up

fast hill
#

Im running a bastard sword build where the idea is to trip with one hand and then swap to 2 hands

rustic cape
#

Enemies do not get kip up :D

warped orbit
#

I played a Meteor Hammer Fighter in a campaign, and it was a great time

rustic cape
#

Or, very rarely.

warped orbit
#

Snagging Strike into Combat Grab is also a classic for bastard sword

fast hill
#

yes

#

I plan on grabbing dual handed assault as well

rustic cape
#

Not just for fighter, it's a great lockdown tool.

warped orbit
#

Gill Hook is also great yeah

#

as a good weapon with the grapple tag

fast hill
#

grapple REACH

#

holy moly

warped orbit
#

yep

#

it's one of the big reach weapon options

#

if you'd rather have Grapple rather than Trip

rustic cape
#

Gill Hook and Guisarme are top picks.

warped orbit
#

ye

rustic cape
#

For those two purposes.

warped orbit
#

I'm a big meteor hammer fan personally, for flail crit spec

#

even after the nerf

#

RIP old flail and hammer crits 😔

turbid dagger
#

The only weird thing with gill hook is that it largely lacks synergy with other grapple options
As they usually assume a free hand is involved

#

You will mostly be throwing out raw Grapples with no funny riders

#

Or attacks that key off it after

rustic cape
#

Of course, one can argue that for fighters, the best pick is ultimately something with lethal.

#

Er, deadly

#

Once they get their debuffing metastrikes.

warped orbit
#

ehh, I'd most of the time still rather have something with good base dice than with deadly or fatal

#

though if you like gambling, the fauchard is also a good polearm option

rustic cape
#

Nodachi :D

warped orbit
#

I kinda wish there was another reach sword other than the nodachi

turbid dagger
#

The unfortunate thing about deadly and fatal is that it usually costs you big time in normal damage
And the math of deadly procs vs just having a d10 or something is Dubious
With Fatal it's a bit more more reasonable to go all in on the crit fishing

warped orbit
#

make it like a montante with d10 reach sweep or something?

rustic cape
#

Tragically Advanced.

fast hill
#

greatpick feinting critfishing

#

mmmmmmm

rustic cape
#

I should just make a Standard Jotunborn Fighter.

warped orbit
#

Though yeah I also had that reaction to the Maul Spade at first

rustic cape
#

Oh yeah you're right, Scythe is wild.

#

I guess the Maul Spade has a slightly better damage type and a better crit specialization?

#

Club is just polearm but better, which makes sense.

sour venture
#

so here's a question

#

are there any effects that last until you Escape that don't actually hamper you a whole lot

#

maybe cutting your movement a bit or penalizing attacks or whatnot

rustic cape
#

Not off the top of my head.

warped orbit
rustic cape
#

Hm, true.

sour venture
#

lessee

warped orbit
#

While polearm let's you move them anywhere, but only within reach IIRC

sour venture
#

so escape implies that it's only

You attempt to escape from being grabbed, immobilized, or restrained.

#

so it'd need to be a bespoke effect

rustic cape
#

Grabbed and immobilized aren't that bad

#

Well, depending.

#

They're not that bad for a melee.

warped orbit
#

Grabbed isn't too bad

rustic cape
#

For a caster, I like to use a panic button teleport

sour venture
#

This substantial rune makes you difficult to hold back. Whenever you are affected by an effect that lasts until you Escape (for instance, from the Grapple action or a tanglefoot bag), you become quickened. You can use the extra action each round only to Step or Escape.

i'm pondering if it's possible to turn this on forever

#

by like, idk

#

wearing a straightjacket

#

XD

rustic cape
#

Flicker, amusingly, is a hard counter to a lot of escape things

#

Flicker has downsides, of course, but it's a really strong spell in a lot of situations.

turbid dagger
# warped orbit Look at the Scythe

The Battlecry weapons alas were not very thrilling yeah
The Maul-Spade is strictly a sidegrade to the Scythe and the Bladesweeper is
It's just strange

rustic cape
#

It's very funny to me how a fighter expecting to get Mighty Bulwark just only has three stats they fundamentally care about.

sour venture
#

accidentally posted this in the tabletop room instead of continuing my thought here

clever cobalt
#

How are the Commander and Guardian btw?

#

Now that Battlecry has been out for a few months

sour venture
#

guardian is So Cool and has So Much Weird Tech

rustic cape
#

... fuck it, imma create a dual-class guardian/fighter for shits and giggles.

#

And because dual-class is my stupid obsession I guess.

clever cobalt
#

Dual class can be really fun

#

But its also broken as hell

sour venture
#

im so annoyed that handcuffs, manacles, and fetters require thievery to escape

#

not the escape action

#

"martial artist who's handcuffed themselves for training, and gets the implacable rune up all the time" would be so cool

rustic cape
sour venture
#

https://2e.aonprd.com/Feats.aspx?ID=4393 ok this hypothetical stepmaster would want to have dwarf heritage

#

to remove the speed penalty too

#

god what a funny piece of janky tech

#

though the moneky works well on any race

#

"this is my pet robot monkey he's named Metronome"

rustic cape
#

Hm, how obligatory is a shield for a guardian?

sour venture
#

you will want a shield if you're using a lot of their best tools

#

but it's not strictly necessary

warped orbit
#

Not strictly necessary, but somewhat heavily encouraged

#

Same as Champion

#

There is some stuff for 2h Guardian like that one feat for punishing enemies that ignore your taunt

rustic cape
#

I did play alongside a guardian who did have a shield but also used a lot of interprosing whatsit.

sour venture
#

god

pf2e needs to add something like hybrid classes from 4e

to go with the multiclassing

#

not dual-classing, but something that's meant to be played alongside normal classes

rustic cape
#

The winner here is either scythe or war lance

#

Wait

#

aw, wait, this is a stance and everstand is also a stance

rapid wagon
#

Late to this but why is guardian fighter broken?

warped orbit
#

it's not broken necessarily

#

but in dual class, basically any martial class is improved by tacking Fighter onto it

#

double martial dual class in general is quite strong, because most of their features stack and synergize together often

rustic cape
#

Hm, does Crashing Slam let you ignore size restrictions on Trip?

#

It seems like it would.

rustic cape
#

I'm not sure this feat is good but it is very funny https://2e.aonprd.com/(X(1)S(hjyroef4f1v2om55nuk0st55))/Feats.aspx?ID=7862

warped orbit
#

it is a fairly hard to escape Immobilize for enemies

#

since your armor item bonus at this level is gonna be like +7 or so?

rustic cape
#

I can't recall, was there something that let you attack while prone without penalty?

#

I know nimble crawl makes you not off-guard

sacred bluff
#

Paizo somehow got worse about this in 2e it's unreal. Like, at least it's somewhat justified this time because the math is so tight but god it's insufferable

fast hill
#

feinting is neat but it being diplomacy makes it suck for anyone who isn't a rogue or swashbuckler

#

imo it's better than a MAP attack especially as a fighter

#

a charisma fighter could be neat actually

#

demoralise, feint, attack with fatal weapon

#

also yeah a LOT of feats are kinda mid but then some are craaaazy good

#

so why would you take the more circumstantial ones when you can take the really good ones that are always useful

tribal steeple
#

Mmm. Dropping 160 gold to get that Wand of Tailwind (2nd rank). 8 hour buffs my beloved.

fast hill
#

anyone know any backgrounds that'd work for a historian? Scholar is cool but it doesn't give society which is a pita

#

not really tbh a pita but

#

would be nice to get assurance society

silver geyser
wraith snow
#

I'm really enjoying my noble Dandy Witch

#

Very fun character to RP

desert vale
#

What. Suddenly wondering how to roleplay a character i want to play that. Is not really the kind of person i normally am.

#

Basically am shy irl. Dont know how i would roleplay an outgoing character

tribal steeple
#

It may help to evaluate how you are comfortable roleplaying. I'm not remotely comfortable doing voices, speaking "in-character first-person", but I'm much more comfortable explaining my intent and then describing the way the character is/would go about doing that intent.

#

It's related to the classic "how do you play a high INT character if you yourself frankly just aren't that smart" problem. I'm not a social butterfly IRL, so my method of playing a social butterfly character would be on the level of negotiating out the actions and intent I want to pursue rather than relying on me being genuinely quick-witted and fast-talking at the GM.

woeful pecan
#

Also, for both in and out of character, the best way to gain confidence is genuinely just to fake it

rustic cape
#

Few things will expand your comfort zone faster than playing a weird moron, imo.

rustic cape
#

@sour venture https://2e.aonprd.com/Feats.aspx?ID=6852 okay this looks rad for leap optimization

sour venture
#

ye

rustic cape
wooden orbit
vocal ember
# rustic cape <@281137411033923584> https://2e.aonprd.com/Feats.aspx?ID=6852 okay this looks r...

This has made me think of a kineticist build:

  • Element: Fire
  • Elemental Familiar (for Innate Surge)
  • Volcanic Escape
  • Lava Leap (either via taking another element or via Elemental Overlap)
  • Steam Knight (either via taking another element or via Elemental Overlap)

So you cast enlarge and enter Steam Knight on your first turn, then Lava Leap and Volcanic Escape around the battlefield and knock over everyone.

sour venture
#

steam knight is cool but i'll do you one better

#

this one can proc on each relevant creature multiple times per turn 👀

rustic cape
#

Honestly, given the prone can use spellcasting DC

#

I'd be tempted to use this with Maneuvering Spell.

#

But with class DC, kineticist is very sexy.

vocal ember
warped orbit
rustic cape
#

I do wish Lava Leap wasn't Overflow -_-

vocal ember
#

oh darn they're both overflow yeah :/

sour venture
#

you can just use steam knight then

rustic cape
#

Do we think this works with 4th rank enlarges from other sources? The wording is ambiguous.

sour venture
#

The first time each turn you High Jump, Leap, or Long Jump while affected by this spell, creatures of your size or smaller adjacent to where you land must attempt a Reflex save against your class DC or spell DC, whichever is higher.

vocal ember
#

I think it would specifically refer to the innate spell.

sour venture
#

you don';t even need to be large for this

#

so like

#

you can still prone little guys even without it lol

#

oh wait

#

"while affected"

#

gdi

#

yeah i think it's just the innate spell

rustic cape
#

Kaiju's Footfalls is one of the few ways to get a 4th rank enlarge on a martial before 17th level, which is why I remembered it existed.

vocal ember
#

It gives you the 4th-rank enlarge at 17th level

wooden orbit
wooden orbit
light gyro
wooden orbit
#

It hot

#

Very hot outside

#

I do appreciate that one of the two APs they say is the best for leading into this one in the player's guide is Myth-Caller. Despite it thematically and geographically not fitting.

#

It's one of the APs I most want to play.

clever cobalt
#

that's the Iblydos mythic one right

surreal basin
#

No that’s myth speakers

#

I believe recent- oh yeah

#

I thought you meant revenge of the runelords lmao

surreal basin
rustic cape
wooden orbit
#

I’ve seen someone opt to run Triumph of the Tusks as a mythic campaign before

sour venture
#

anyone know if there's a way to spend focus points other than focus spells? trying to figure out if there's anything i can do with the third focus point my character will consistently have on hand

#

or if it's basically just "you need 10 minutes less to get back to 2 (your build's magic number here)"

woeful pecan
#

Amps technically?

sour venture
#

hm, ok

#

i will look into that

#

oh i see

#

i guess if i would multiclass psychic i may as well just find a focus spell to multiclass for

rustic cape
#

Better to have and not need

sour venture
#

yeah

eager mountain
wraith snow
small meteorBOT
#

The name of Steam Knight has given me a cracking idea:
Heavy power armour inventor with a polearm rifle.

#

Actually it'd have to be a plate armour weapon inventor.

wraith snow
#

Steam Knight is really sick, if I ever do a Kineticist I intend to fully build for it

light gyro
#

HSSSSSSS

echo briar
#

Am I missing something or is this just insane? https://2e.aonprd.com/Tactics.aspx?ID=17

#

two actions to give your team 2 strides and two map free strikes.

#

and it can make your opponents frightened, just because.

#

Strike hard is one action for one map free attack, end of list.

#

I know thats a basic, but the basics are still very good, and most of them are still very useful even with advanced tactics. This just makes strike hard obsolete

warped orbit
#

It's probably one of the best tactics Commander has, yeah

#

And already available at 7

#

It used to be one tier higher in the playtest IIRC

stuck bane
#

It does use up the squadmates’ reactions for the round to take those strikes

warped orbit
#

yes, but

  • using a reaction for a Stride and a MAP free Strike is pretty great
  • Drilled Reactions
stuck bane
#

Oh, so does strike hard, which this is specifically being compared to

warped orbit
#

basically everything from Commander uses reactions

tribal steeple
#

Commander tactics are SUPER GOOD, but do rely on people spending their reaction. Cool thing is that the Commander's Drilled Reactions feature can "grant one ally of your choice benefiting from that tactic an extra reaction" so it doesn't interfere with those martials who have reactions they WILL be using (Reactive Strike).

tribal steeple
#

Demoralizing Charge is stupid good though. For two actions:

  • move two allies into position against an enemy of choice
  • Strike as a reaction (damage, any other effects a Strike may have)
  • two chances of save vs frightened (penalized for each successful hit/crit Strike)
warped orbit
#

it's the strongest offensive tactic Commander has

#

and also basically strictly better than Strike Hard

tribal steeple
#

The only way it's not strictly better is if you look at opportunity cost of taking other Expert Tactics. I'm not familiar enough with available Tactics to say if any Expert Tactics are more worthwhile than this ridiculous thing though.

#

Using Demoralizing Charge instead of Strike Hard lets you pick up a more utility tactic instead anyway

#

I REALLY like the versatility of Mobility Tactics

wary yoke
#

So, from what I'm reading about grab and grappling, if I wanted to drag someone that was grappled, I'd need to make reposition checks?

#

Before grappling the target?

turbid dagger
#

Shove or reposition is what you want for manhandling people yes

tribal steeple
#

Unlike lancer, grapple isn't a move-them-around thing and is more a way to apply Off-Guard/ action restriction. Shove and Reposition are entirely separate and you can do those without needing to grapple first

sour venture
#

also unlike pf1e, or most D&Ds

#

grapple is specifically just "root them in place"

light gyro
#

There's feats for making grappling scarier, including one of my favourites the Clawdancer archetype. My rogue can currently grapple, get a reaction strike if they try to escape, or two strikes if they haven't escaped by my next turn

wary yoke
#

I'm looking at this from a monster perspective

wary yoke
surreal basin
#

Holy shit undead eidolon is cool

#

These abilities are REALLY GOOD

rustic cape
#

I’m forgetting, is there a way to attack without penalty while prone?

light gyro
#

nethys is dying rn but if there were any mma nerds on the team they'd have put one under wrestler or martial artist i'd've thought

rustic cape
#

I don’t think so

#

Mostly I’m thinking about Guardian’s Belly Flop

vocal ember
#
rapid wagon
#

question, how does a summoner learn their spells? Obviously they get their connection via their eidolon link; but its not like their spirit actually knows magic; so is the spell knowledge like... imbued? Or do they have to like figure some stuff out?

warped orbit
#

their spells are also derived from their connection to the eidolon

#

Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from

Your link to your eidolon grants you limited magic connected to your eidolon's nature

#

but I'd say it's probably a mix of intuitive and needing to practice a little

#

somewhat similar to Sorcerers I guess

rapid wagon
#

ok thats kinda what i was thinking

fast hill
#

what are some fun encounter ideas for a lvl 1 party

light gyro
# fast hill what are some fun encounter ideas for a lvl 1 party
#

you are never 100% safe from an unscheduled gremlin event

fast hill
#

oooooo

#

gremlin could be fun

#

I wanna play with fey creatures soon

#

running an Anbennar game

woeful pecan
#

So we've got a skeleton in the party. Good sources of void healing? We don't have a Champion or Cleric

vocal ember
#

soothe was changed to work on undead I recall

#

so if you don't have any divine casters that's an option.

vocal ember
#

You can also heal with Medicine though that requires the Stitch Flesh skill feat, which might unfortunately mean you have to wait a level for that to come online.

#

It should also be noted that the healing potion alternative is the oil of unlife.

woeful pecan
#

Didn't realize it worked on undead, but seems thematic for that spell list

vocal ember
#

Divine Evolution could be good for the sorcerer to take if they're a healer

#

well, even if they aren't a healer, but it would compliment the role if they were that is

woeful pecan
#

They are

woeful pecan
#

Hey chat what conscious minds pair well with Wandering Reverie

echo briar
#

I'm really annoyed that paizo removed domain spells from exemplar because they were going to make an archetype for anyone to get domain spells, and then just didn't make that archetype.

#

Like, maybe its coming, but it doesn't fit into any announced books, so if its planed its going to be at least a year.

rustic cape
#

I guess technically there’s Mortal Herald?

#

But that’s level 12 and very specific

desert vale
#

If someone is frightened 1 can you inflict frightened 1 again to make ot frightened 2?

solar storm
#

No

#

Though they can have Frightened 1 from 2 sources which can matter if the durations are different

warped orbit
#

Conditions don't stack, unless something specifically says it does

rustic cape
#

This is the one that springs to mind: https://2e.aonprd.com/Feats.aspx?ID=7530

woeful pecan
#

Friend who I've been dragging into the Pathfinder fixation hole (and who will probably be running a game) was so taken with my character concept they drew this today

warped orbit
limber comet
#

First session of AV was last night

#

Chat

#

Say hello to Emmett

#

My halfing witch

warped orbit
#

Looking good

woeful pecan
#

Wazzat? /genq

desert vale
#

Excrucians are one of the major antagonists from the RPG Nobilis. Being void gods who want to unmake the world for various reasons. They have eyes of night and falling stars.

woeful pecan
#

Ahh

#

I was scouring AoN and couldn't find anything so that makes sense lol

desert vale
#

Also. Some of them are protagonists in the spin off game Glitch

woeful pecan
#

This particular character is a Cosmos Oracle. A shepherd, who gained their mystery during the solstice, as a result of staring up at the stars that night until they fell asleep. When they awoke, the herd was gone, and the night sky was forever reflected in their eyes

desert vale
#

Cool

woeful pecan
#

I'm still trying to decide if I wanna stick with regular human, or if there's a versatile heritage that could make sense

rapid wagon
#

I know I've asked this before but as far as building a cinema style samurai instead of a realistic one, what do yall think fits best? I was considering swashbuckler for all it's flourishes

#

But Ranger was one that often came up

#

Monk also came up for unarmored proficiency

#

And there's only one stance for swords right? But stances feel cinematic

turbid dagger
#

I would def go waterfowl stance monk and just flavor your talwar or w/e as a katana yeah

rapid wagon
#

Would it be too feat tax-y to try and get katana proficiency? Or does it just not work with waterfowl?

woeful pecan
#

I might even just suggest Fighter

echo briar
#

What gunslinger way do you think would work best for a historical samurai? Or would a fighter with a gun be a better fit.

rapid wagon
#

Is playing a light armor fighter a valid play path? I've often felt like it's almost obligated to take heavy armor

#

Or even unarmored fighter?

woeful pecan
#

Heavy armor does have the O-yoroi it looks like

#

Which seems pretty iconically cinematic samurai

#

Katanas aren't finesse anyway, so I would think Strength would be the way to go

#

Also worth keeping in mind that 1e's Samurai was basically a reflavored Cavalier, so do with that what you will

rapid wagon
#

O yoroi is kind of more realistic, a warrior in armor. In Yojimbo the mc just wore his traditional clothing. In Seven Samurai, they wore minimal armor only in the finale. I'm thinking about that kind of thing

woeful pecan
#

So a little more Ronin-esque? It'd be tricky

#

At least assuming you want to use an actual katana

#

Light or no armor and a strength weapon just doesn't play well with the system, unless there's an option I'm unaware of

frozen flame
#

Flurry Ranger's a good fit if you want to dual-wield a katana and wakizashi.
Otherwise you could reflavor an Aldori dueling sword or elven curved blade as a katana, if you really want a finesse build.

#

And a Thief Rogue can use both of them to great effect while being lightly-armored/unarmored.

woeful pecan
#

Regarding my Oracle for a second, I'm considering more stuff and have a few questions, both lore and mechanical:

  • Is Star domain really that bad? I love it for aesthetic reasons, but Zenith Star just kinda looks like hit garbage

  • What are some deities that would both match thematically, while also giving good Divine Access spells?

  • What kind of starting gear should your average Oracle have on hand?

turbid dagger
sour venture
#

fooor reference though

#

unlike many stances, waterfowl stance does not specify restricting your attacks

#

which means it doesn't

#

you do need to off-hand a weapon on its small list to trigger the jump damage

#

but you can, if you want, just carry a katana and use it for your strikes

paper inlet
#

Maybe if your GM allows you to combo Unconventional Weaponry and Monastic Weapons you could run a wakizashi monk

#

Oooor

#

Automaton Ranger/fighter with reinforced chassis

craggy thunder
#

Since our group had to oust the GM for our Thursday game for being a creep, I am taking it upon myself to run our Thursday Pathfinder game

#

And I'm running dual class

clever cobalt
#

Oof, sorry to hear

#

The Creep GM part at least

warped orbit
#

Apparently the SF2 GM core mentions a variant rule making hero points roll minimum a 10

#

Interesting that that actually made it into a book

fast hill
#

THERE HE IS

#

HE

warped orbit
#

The man himself

fast hill
warped orbit
#

Good luck not getting beaked

fast hill
#

we are severely overleveled from doing other things

#

lvl 3

light gyro
#

if i was running it and the party was overlevelled at this point, you know what they'd get? 2 mr beak

fast hill
#

nah we're getting less xp so we should eventually level out

warped orbit
#

You're much less likely to get screwed then

#

When we played AV, we carried over from the Beginner Box so we started at level 2

fast hill
#

yeah we did beginners box and some troubles in otari

woeful pecan
#

I find myself in an unusual predicament

#

I have a GM, but somehow not enough players lmao

vocal ember
rustic cape
stuck bane
#

Mr beak has also been toned down iirc. Originally had a crazy strong spell for level 1 pcs to encounter, I think?

surreal basin
#

Toned down when? Did AV get a rerelease?

warped orbit
#

Which has the Death trait

#

So it wasn't unlikely to just kill a PC outright with that

woeful pecan
#

How hard would it be for a first-time Pathfinder GM (but experienced in other systems) to run a pre-remaster AP? Any particular suggestions?

clever cobalt
#

Depends on the AP

#

which one are you thinking of running?

true delta
#

From my own experience (may or may not apply to you):

  • Don't try to run the game off the page. Run the game based on your notes.
  • Make your own ting based on the material. As written, many plot points and encounters are a little empty. Try your best to interweave things with character stuff and don't be afraid to cut elements which don't appeal to you.
solar storm
wraith snow
#

Yeah, at least personally speaking I'd say that all of my favourite moments from APs have been the GM bringing in PC-specific hooks that may not be part of the actual game

rustic cape
#

Restrained is a bad time if it shows up constantly, to be tbh.

#

In general, ask around about any AP, my experience is that people who have run it always have commentary on specific pain points.

#

Subsystems can be hit or miss.

#

Don’t play Agents of Edgewatch.

#

Don’t play Gatewalkers (but less than AoE).

#

(Agents: imagine a particularly vicious parody of police media, full ACAB. Then add the wrinkle that the authors don’t know they’re writing a parody, and think the bastard cops in question are sympathetic.)

#

(Gatewalkers; kind of just a mess, wants to be 3 to 4 different 11-20 APs but is 1-10.)

warped orbit
#

Having it be automatic could be annoying sometimes, but making it a check is unintuitively so much worse

#

So if I ever run a game, I'll probably just ignore that and use premaster Grab

rustic cape
#

The big issue is really just that the condition inflicts restrained now

clever cobalt
#

I wish AoE was better, cause I like Absalom

#

But I suppose given the fact youre playing as cops, it already has some issues

woeful pecan
rustic cape
clever cobalt
#

Fair

rustic cape
#

Like, a Judge Dredd kind of vibe

#

But that’s a lot of work

clever cobalt
#

But that raises the issue of Evil APs and whatnot

#

Which granted

#

Can work, as Blood Lords shows

rustic cape
#

I would play AoE revised more for evil-comedy

clever cobalt
#

Mhm

rustic cape
#

Just make the department and Absalom in general hilariously, blatantly corrupt

clever cobalt
#

Eh, I think that kinda clashes somewhat with the tone of the setting, and Absalom in particular

woeful pecan
#

Yeah isn't Absalom supposed to be a Big Deal

clever cobalt
#

Its the center of the Inner Sea, literally and metaphorically

#

Its arguably one of the most important locations in the entire setting

#

And one of the things going on in Absalom is the political shadow war between the factions in Absalom

rapid wagon
#

What's Edgewatch's job?

clever cobalt
#

Theyre the newly established District Police of the new district in Absalom

rapid wagon
#

Wait and you're supposed to play them or are you some of them and are working with a Bastard cop boss/ police force?

clever cobalt
#

Notably when the Radiant Feztival is happening, which is basically the World's Fair but Golarion

rapid wagon
#

I don't think anything stops you from playing it straight and playing out a fantastical scenario where you are good, right? Or does it make you fall into being bastard cop tropes?

clever cobalt
#

The former

#

Though obviously it gets weird given PF's nature being heavy combat focused

#

Plus IIRC the AP was coming out just as the George Floyd protests were happening

rustic cape
#

In theory the former, but there are a lot of specific elements that push towards the latter

clever cobalt
#

Yeah

rapid wagon
#

Ah that really makes it a bit sour

rustic cape
#

For instance, your PCs are supposed to self-fund by ticketing

#

Which sounds like parody

clever cobalt
#

I would love another Absalom AP personally

clever cobalt
rapid wagon
#

Like in a fantasy setting I don't mind playing out law as I wish it were and not a reality shows it to be, to be clear

echo briar
#

Also, its mechanically so rough. They designed it before the system was finalized, and it shows

clever cobalt
#

Yeah

rustic cape
clever cobalt
#

Yeah that

rustic cape
#

Somehow even worse

rapid wagon
#

Official™ theft instead of normal theft

clever cobalt
#

Regardless I get what they were going for, but making the Cops into Adventurers makes it weird because of how Adventurers act

#

If that makes sense

rapid wagon
#

Yeah no I totally get you

warped orbit
#

they could have just made your gear be supplied to you, instead of making you have to do weird looting

rustic cape
#

I think the reverse would be fun, do a Friendly Thieves Guild AP

clever cobalt
#

I agree

rustic cape
clever cobalt
#

Honestly building up a Thieves Guild could also be a fun subsystem

rapid wagon
#

I was just thinking that like... "we otherwise have lawful classes in our games, like Paladins, who don't have to be acab scumbags, why can't space fantasy cops."

clever cobalt
#

At least to me

warped orbit
#

Edgewatch also suffers a bit from being a 1-20 AP

clever cobalt
#

Especially given Absalom is already full of Political and Shadow War intrigue

warped orbit
#

because it just kinda gets beyond its scope at the end

clever cobalt
#

So a thieves guild AP fits in perfectly

warped orbit
#

IIRC for most of the last book you primarily fight demons?

rustic cape
#

If Edgewatch had been written by someone who hates cops, it would be exactly the same.

clever cobalt
rustic cape
#

Except more self-aware.

clever cobalt
#

From the Maelstrom

#

The antagonist of Edgewatch is a Corrupt Politician who Worships Norgorber

#

And attempts to take over the city

rustic cape
#

That seems very odd for Norgorber.

clever cobalt
#

Kinda sorta

#

Norgorber has several different "faces"

#

Each with their own way of worship, be it Serial Killing or Being a Lawyer (literally)

rapid wagon
#

what im taking away from this is that there was at least one if not many ways to play agends of edgewatch straight as 'good cops' on Absolom, but it missed the mark fairly badly

clever cobalt
#

In Absalom the Church of Norgorber is somewhat tolerated because they also make the best lawyers in the city

clever cobalt
#

And oddly enough the Church threw their political support behind the Progressive Political Faction in Absalom, albeit for pragmatic reasons

wraith snow
rustic cape
#

If anything I'd expect Norgorber to be one of those evil gods who does okay in civil society by being the patron of stuff that is Horrible But Normal

clever cobalt
#

Yeah also that

clever cobalt
#

I believe the Lawyers worship the secret-keeping "face" of him

#

Which is to say, they learn secrets very well but also dont share them

#

Which a Lawyer is great at

wraith snow
#

Honestly I do kind of appreciate that a lot of the evil gods can at least in theory be read positively if you REALLY squint

rustic cape
#

Serial killers and assassins are the kinds of things that nobody likes but which are kinda normal in an amoral, objective sense, and given one of Norgorber's anathema is "get caught" that seems very fitting.

clever cobalt
#

Yeah

#

My favorite Absalom tidbit is that one of the biggest power players in the city is a Leng Ghoul who worships the Outer Gods, but actually likes Absalom and will work towards keeping Absalom safe and stable

wraith snow
#

Even Lamashtu as of 2e has some positive connotations

rustic cape
clever cobalt
#

(Mother Jackal, for reference)

rustic cape
#

Bad, bad people who are still important to the shape of society

clever cobalt
#

She leads a cult but its explicitly stated to be more like an Old Man's Club than a regular cult

wraith snow
#

They don't really outweigh The Rest Of It, but I've been in a party with someone who tried their best to make the least objectionable Lamashtu worshipper possible

rustic cape
#

Evil gods in general can go really interesting places

clever cobalt
#

For reference

rustic cape
#

A friend of mine who's a Planescape expert was explaining this at one point, and he used the example of Erythnul, D&D god of slaughter

wraith snow
#

They were a Champion of Shaelyn who was killed by cultists and reanimated as a monster and essentially became a body positivity zealot

rustic cape
clever cobalt
#

Also IIRC there is at least one open Lamashtu Worshipper in Absalom, who despite not being liked by basically anyone else she lives because Absalom has a lot of religious freedom

#

And so long as she isnt (openly, at least) doing evil stuff theres nothing they can do against her

rustic cape
#

I'm trying to track down the specific post so I don't mutilate his words

#

But the short version is that slaughter is a part of the fabric of the world, and in embodying slaughter, Erythnul is part of the fabric of the world in a very real if deeply uncomfortable sense.

woeful pecan
#

Okay so that knocks out a couple to avoid. What about ones to recommend?

warped orbit
#

Season of Ghosts is one I've seen pretty unanimous praise for

rustic cape
#

Abomination Vaults is great if you just want a straight megadungeon crawl

#

It's pretty much Diablo

warped orbit
#

Fists of the Ruby Phoenix is fun if you want something higher level

#

Seven Dooms of Sandpoint I've also seen recommended for a megadungeon now

rustic cape
#

Advice going into AV: play Trouble In Otari first and get to level 2 before starting the AP

#

Some of those early fights are rough at level 1.

#

I'm playing Season of Ghosts right now and it is great.

warped orbit
#

doing the beginner box first and starting AV at level 2 does help a lot, yeah

rustic cape
#

Quest for the Frozen Flame is solid if your PCs want to wander around and adopt everything in sight.

#

Strength of Thousands is probably the best 1-20.

#

One thing re: Season of Ghosts is it expects the PCs to be locals to its main town

woeful pecan
#

Which is in Tian Xia, right?

rustic cape
#

So if your players want to be wandering adventurers that may not fit well.

warped orbit
rustic cape
#

Yeah, specifically in the Asian Horror Cinema country ruled by giant spiders, but 100 years ago so the giant spiders haven't taken over yet.

warped orbit
#

Season of Ghosts is very specific to its locale, for several reasons

#

it's also very focused on the town, and is very much helped by the PCs having strong ties to it

rustic cape
#

SoG is a great one if players want to invest heavily in enemy-type specific options, too

warped orbit
#

so them being local is helpful in that regard

rustic cape
#

Lots of undead

#

Decent collection of fiends

#

Good place to bring a champion with the relevant bullshit.

warped orbit
#

I've been thinking of running a SoG game myself

#

mostly need to get the Foundry module and read through

woeful pecan
#

Running through the others rq:

  • Both I and the GM prefer more of a balance between combat and RP, so AV may not be the best fit, nor Sandpoint
  • We're both fairly new so Ruby Phoenix is out, wanna pick a level 1 AP

I'd need to look at others a little more

rustic cape
#

SoG has one oddity my GM has had to fix so far: (early book 2 spoilers I think) ||there's eventually a faceoff between the leaders of the north and south parts of the town, and the AP does not anticipate that you might reconcile them instead of picking a side||

#

||We reconciled them by persuading them that the opposite part of the town would never really follow either, and our GM was like, "so funny thing!" She ran with it but it is an interesting oversight.||

woeful pecan
#

Considering both I and the GM are white, and very much taking note of the locations of Strength of Thousands and Season of Ghosts, are there any special considerations we should make? Or am I overthinking this?

rustic cape
#

Seek pronunciation guidance in advance, and be respectful, generally.

novel merlin
woeful pecan
#

Looks like Season of Ghosts will probably be the pick!

echo briar
#

https://2e.aonprd.com/Feats.aspx?ID=7818 Does this feat need both prerequisites or just one?

warped orbit
#

hmmm
I think as written, it's technically both

#

but that feels unintended to me, and I feel like it should be just either one

#

especially since Fortunate Blow as a similar followup feat for both does only require one or the other

wraith snow
#

I disagree about that being both as written, the use of a semi-colon over a comma feels intentional but I can't find an example to back that up with

warped orbit
#

Prerequisites are always separated by semicolons if there are multiple

wraith snow
#

yeah u rite

#

found a few other examples

#

it is strange though

warped orbit
#

for example the Magus dedication

Prerequisites Strength 14, or Dexterity 14; Intelligence 14

sour venture
#

i assume it's meant to be something you take by having both

#

and then can use with either

warped orbit
#

but yeah this feels unintended to me

warped orbit
echo briar
#

After noticing that no one has made a commander guide despite the class being out for over a month, I decided to make my own. https://docs.google.com/document/d/1z6wHCss-V6PCQpxenwzBsyYxXGumM64XkxnLEUMQATg/edit?usp=sharing

#

I regret this decision, but its too late for that now.

#

If you have any feedback, please comment in the doc.

woeful pecan
#

Desperately looking for a reason to not be Just a Human with this character but nothing else is clicking

#

Cosmos Oracle in Season of Ghosts, so ideally something setting-appropriate, but nothing feels quite right

finite sequoia
woeful pecan
finite sequoia
woeful pecan
#

Rip

#

I adore cosmic shit, sad there isn't all that much. Loved 5e's astral elves

sour venture
woeful pecan
#

I did see those! Will almost certainly play one in another game, but not this one

sour venture
#

Conrasus are shards of cosmic force given consciousness who construct intricate exoskeletons to interface with the mortal world. Both an integral part of the underlying processes of the universe and strangely set apart, conrasus look to aeons to understand their existence.

#

conrasus my beloved

woeful pecan
#

Extremely gender

tribal steeple
#

I understand so little about Conrasu, Aeons, or other cosmic character ideas that I wouldn't even know where to begin in terms of how to make a character out of it

sour venture
#

androids are space robots, uhhh

woeful pecan
#

Aeons in the WotR video game were also super cool

sour venture
#

i like conrasus because i would identify with a box with googly eyes

#

making a roomba-coded (she/her) oc,

#

ok i say making as if i haven't done that many times

woeful pecan
#

I think Untyped Nephilim may be the way I go

#

Yaoguai look cool though

rustic cape
surreal basin
#

Samsaran?

rustic cape
#

My PC was found by Elizeth in the Lady Of Souls graveyard and is a kineticist with champion dedication

#

Thankfully our GM houserules 1-action blasts to be usable as strikes for various ability purposes, so Justice cause is functional

#

Otherwise I'd probably have to play a champion of Pharasma's daughter rather than Pharasma herself to get Redemption, or else go Liberator

#

(Liberator is boring to me)

true delta
#

Blogging about Frozen Flame:

Our Gourd Leshy Forager Rogue runs around with a sickle and accepted my suggestion to take Druid Dedication. She also learnt Tame Animal and used it to tame the giant tapirs and a hadrosaur. When, due to Druid Dedication, I set out to furnish her with a cute animal companion, the player informed me she really, really doesn't want any sort of animal companion. Instead, she's choosing Storm Order (her character was hit by lightning off screen).

It's a little frustrating, lol. I specifically suggested Druid Dedication because I didn't quite know what this character's deal was and hence struggled to provide appealing plot hooks. Now, she makes even less sense. How is a living pumpkin connected to storms? Perhaps, I'll shoehorn the bird thing of the Guardians of the Wild in there somehow.

#

Storms and pumpkins are connected to autumn, perhaps? But it's spring in the ficiton and the campaign is over by the end of the fictional year.

wraith snow
#

I don't think tying plants to storms is a very big reach

#

Storms don't have to just be lightning, they also cover the rain

rustic cape
#

What, pumpkins can't have special interests? :P

true delta
#

lol

#

True, rain is good, I suppose.

rustic cape
#

I just sort of assume that adventurers pick up all kinds of bs along the way

desert vale
#

How are archetype feats balanced against class feats?

rustic cape
#

Innconsistently

sour venture
#

short answer: the math is t_dragged off_

long answer: archetype feats tend to be in a vacuum stronger than class the class feats you could get from multiclassing (i.e. class feats of half level) but weaker than equivalent feats at the same level (this is also why you'll see archetypes that poach a class feat and up its level by 2, such as wrestler)

corollary to this is that "tend to be" is not "are". If there's a class feat that completes your build in some moment of time, it is The Most Important Feat In Your Build regardless of if you got it at twice its normal level. That's just how complex systems work.

#

there are some archetype feats that are better than a class feat of a given level, either due to small imbalances or just the opportunity cost

warped orbit
#

the general rule is that if an archetype gets a class feat, it gets it two levels/one "tier" later

sour venture
#

yeah

warped orbit
#

but even that is already kind of tilted in favor of archetypes vs multiclass archetypes tbh

sour venture
#

as a general rule of thumb

if a class feat is level X

then an archetype will get that feat at level X+2 or X×2

#

and an archetype's bespoke feats will tend to be stronger than either of these options, except when poaching a class feat is A Major Part Of Your Build

rustic cape
#

Moving on from that, I would say that in general, well-chosen archetype feats tend to trade the ability to do things outside of one's class for raw power output.

#

This happens along two major axes:

  • multiclass archetypes, in letting one grab class feats from another class at half level, trade hypothetical access to a fairly broad set of tricks for getting a lot of those tricks really late. Increasingly late, even — you can get a level 4 class feat at 8 and that's a four-level difference, but when you grab a level 8 class feat at 16 it had better be fuckin' worth it because that's 8 levels behind.
desert vale
#

nodnod i see

rustic cape
#
  • quasi-multiclass archetypes, like Blessed One or Beastmaster, which let you grab a very narrow set of class feats at what is generally just a two-level delay, are much less of a loss but also give you way less additional stuff outside of your class norms
sour venture
#

in practice, most builds benefit heavily from multiclassing into either a class or an archetype at some point

but it's not necessarily ideal all the time

#

there is a third axis, though

#
  • some base classes just have relatively mediocre Class Feats (or get the majority of their power from their non-feat features, especially the casters)
#

and in that situation a lot of the time multiclassing just becomes all upsides

tribal steeple
#

non-feat features, aka "ures"

sour venture
#

magus, wizard, animist...

#

probably more but those are the ones i've primarily engaged with

#

pre-remaster alchemist

#

there's a good amount of classes with just. anemic-feeling core lists. maybe you want a couple of the feats but like

#

most of the time on classes like this I go "yeah you know what I do think I'm gonna just multiclass out"

#

animist does have the wandering feats at least

rustic cape
#

Animist has some amazing class feats

sour venture
#

it does!

#

emphasis on "some" though

#

I could see someone playing animist and never multiclassing and having fun

rustic cape
#

I would say the third axis is:

  • archetype that hyperspecializes, which does something not allowed by an existing class extremely well
sour venture
#

but personally i look at the majority of their list and go "I don't particularly care about this and it's not super interesting"

especially the stuff that burns out one of your apparitions for the rest of the day

#

"daily power that removes one of my encounter powers and focus points for the rest of the day" is like

#

hey paizo why

rustic cape
#

Yeah I don’t think those are worth a damn

#

But there’s definitely at least 10 excellent feats spread across the class IMO

sour venture
#

in general you can probably get by with 1-2 wandering feats on animist, maybe a utility feat off their list, and spend the rest of your feats multiclassing and archetyping and have a much more versatile and unique character

#

the fact that most of their excellent feats are wandering feats uh

#

helps there

#

but also makes it a little frustrating to build

#

i have a particular bone to pick with Spirit Familiar

#

which is

#

"you have a familiar, but if it gets got by a fireball or something, lose an encounter power and focus point for the day"

#

"and 1/2 or 1/3 of your spontaneous spells"

#

don't get me wrong

#

animist is my favorite pf2e class

#

and it has some cool stuff

#

I just think it's got some unfortunate jank too, and a weird amount of feats that just feel... pointless, i guess

#

Extremely Campaign Specific

rustic cape
#

Fun fact: my high-level animist in SoThousands routinely rolled ahead of everyone else, including bosses, on initiative, to the tune of 45-55 on average IIRC

#

But yes I’m with you, it’s the best half of a class in the game

#

Two-thirds, maybe

sour venture
#

it's so cool

#

the apparitions are cool, the spell list is cool

#

half-spontaneous-off-specific-lists and half-prepared is like

#

best of both worlds for me

#

the encounter powers are cool as hell, sustain shenanigans are underused

rustic cape
#

It’s the Hunchback of Notre Dame of Pathfinder 2E classes

sour venture
#

and also liturgist is The Best Thing Ever

#

but it's like

#

"i could grab a dedication at level 2 or i could get a feat to make my spell not look like I was casting it, for flavor"

#

"I make my allies' knowledge checks about ghosts better"

#

you can take a feat at level 2 to send invisible ghosts

#

and a feat at 8 to get +2 on knowledge checks against ghosts

#

and it's like

#

animist what are you doing

rustic cape
#

My hot take is that I would give it the Primal list if I were making my perfect PF2e

#

Level 2 has embodiment of the balance, though

wraith snow
#

I've been really impressed with the animist we have in a homebrew game I'm in but I am worried that the party is collectively going to fall off of a cliff at some point

#

We have 0 real frontliners and 3 fake frontliners so if our actual collective durability gets tested at any point we're very fucked

rustic cape
#

Tragically, you do need to dip out of animist to get Reach Spell for sudden partywide moment of renewal

wraith snow
sour venture
#

i think embodiment of the balance is fine but at the same time it's like

#

eh

#

i can prepare heal in my slots

#

it's a good feat don't get me wrong

#

an incredibly strong "for when I have nothing else" feat

#

but i would never first-pick it

wraith snow
#

I've had both of these on my Kingmaker Sorcerer for the past several sessions and I don't think that combo has actually occurred to me

sour venture
#

i'd rather math out how much healing i expect us to need and overshoot a bit in my slots

rustic cape
#

Embodiment of the Balance is very much a This Is Stronger Than You Think feat

wraith snow
#

I've been doing it melee range like a rube

sour venture
#

oh for sure

#

it's a good feat

rustic cape
#

No like

sour venture
#

but i think it's boring, and I like vancian casting.

wraith snow
#

Though tbf that character is entirely meant to actually touch you with touch range spells

sour venture
#

your 2 apparition spells per rank per day being able to be spontaneous heal and harm is incredibly strong

#

but I would rather prepare healing on purpose in a predictive manner and get the dopamine rush of Successful Vancian Casting on the player side

#

xd

rustic cape
#

Something I learned in high level PF2e is that a big part of a caster’s job is having contingencies for when things go sideways

wraith snow
#

Blood Component Substitution + a mount makes for some very funny applications of touch range spells in combat

sour venture
#

and embodiment of the balance is a reasonable contingency, but so is a staff of healing, or filling your slots with healing spells, or the like

I value my slots less than I value my level 2 feats, is the big thing

#

there are builds where i'd def take it

#

unfortunately I couldn't fit it in on the animist i built

rustic cape
#

This is why my casters pack things like hypercognition and laughing fit

wraith snow
sour venture
#

reveler in lost glee my beloved

#

terrible vessel spell but

#

incredible spell list

rustic cape
#

Doesn’t Reveler give you the regenerating mirror image?

#

Or is that a different one

sour venture
#

please go reread the spell

#

😭

clever cobalt
#

Exemplar is also pretty fun

#

Haven't touched either of the new classes though

#

Commander and Guardian

sour venture
#

You are surrounded by up to 3 mirrors that reflect twisted and distorted images of you, making it hard to tell where you actually are within your space and potentially causing those who attack you to hit one of the mirrors instead. You start with 1 mirror and gain an additional mirror each time you Sustain this spell, up to a maximum of 3 mirrors. Any attack that would hit you has a random chance of hitting one of your mirrors instead of you. With one mirror, the chances are 1 in 2 (1–3 on 1d6). With two mirrors, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With three mirrors, there is a 1 in 4 chance of hitting you (1 on 1d4).

Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys a mirror. If the attacker was within 5 feet, they must succeed at a basic Will save or take 1d4 mental damage as they believe themselves cut by a shower of glass shards from the breaking mirror. A damaging effect that affects all targets within your space (such as caustic blast) destroys all of the mirrors.

#

it's 1 mirror image per round

#

and if you get hit by ANY aoe, even splash damage

#

all the mirrors break

#

no roll

#

even if you dodge the effect

rustic cape
#

I’m aware of both these things

sour venture
#

it's so fuckin bad

#

🫠

rustic cape
#

It’s still extremely good in a lot of situations

sour venture
#

the opportunity cost is massive

wraith snow
#

The party in the homebrew game I'm in is Witch, Animist, Kineticist, and someone using the playtest Necromancer.

#

Besides the Kineticist our entire frontline is basically "well you technically function in melee, I guess"

#

And the Kineticist is also Tiny so even then they're not exactly uhhh

#

Built for close combat

rustic cape
#

Would I cast it in every fight? No. Are there many fights where I would cast it? Yes.

sour venture
#

in practice you're gonna be spending 2 actions for 1 mirror image (one plus one from Circle of Spirits) and it gives you a 50/50 shot, sure, and in theory if you can stack them up it's like, wow, I spent 3 rounds sustaining this and now I have a 1/4 chance of being missed, that IS solid

but is it as solid as the four or five actions spent on this across three turns?

but it also breaks without rolling if incidental AoE exists (extremely common; god forbid an ally has splash damage too)

#

idk

#

it just feels like a trap option

#

especially because, uh

if you're not planning to cast it as your default, you need to circle of spirits it up, presumably after casting an actually good vessel spell

#

and losing out on a third Incredibly Strong encounter power for a Kinda Okay one is.... questionable, imo

#

ig i'm at like

"if i have it because I chose reveler for its powerful spell list, maybe i'll find a chance to use it"

#

but it's not something I'd ever pick the apparition for vessel spell access like most of the other vessel spells

#

it's weird

rustic cape
#

My general lead is almost always going to be either Earth’s Bile or Garden of Healing

#

90% of the time the other one of those two will follow.

wraith snow
#

And yeah our Animist uses Earth's Bile literally every combat

#

It's real good

sour venture
#

it's very funny because earth's bile is crazy good but i have felt no desire to build with it at all

rustic cape
#

Because I have Maneuvering Spell and free sustain bullshit I basically always have a free action to cast more vessel spells or circle of the spirits

sour venture
#

i'm too busy being obsessed with River Carving Mountains and Gift of the Anemos

rustic cape
#

All without turning off my primary spells

wraith snow
#

Oh speaking of ig, does anyone have suggestions for 4th rank and below sustained spells on the Occult list?

rustic cape
#

Remember that you only get free sustains for apparition and vessel spells

sour venture
#

idk if it's GOOD but

#

....

#

link why

#

there

#

is there anything actually good with this

#
#

ok it's apparently just these

#

that's... so weird

#

trickster's mirror is better than store time in most cases, ig? it has that going for it

#

admittedly now i want to do a Embodiment of Battle + Store Time build going all-in on reactive strike

#

hm

#

@rustic cape all that said about the heal/harm stuff and i'm going back and looking at my spells prepared where i added Speak With Plants and Speak With Stones for flavor value and going "I wonder if I should just make these healing"

#

xd

rustic cape
#

Low level slots are for utility, buffs, and debuffs which don’t need upcasting

sour venture
#

I should probably prepare an actual 6th instead of Talk With Rocks

surreal basin
#

Is this a google sheet?

sour venture
#

google doc

#

ughghgh i've convinced myself to go replace these

surreal basin
#

I actually had a really funny version of speak with stones

#

Which is to say

#

I had familiars tongue or whatever that lets you speak to creatures of the same type

#

I was a baba yaga witch

#

With a stone artifice thing as my familiar

sour venture
#

ok admittedly

#

the level 6 spells aren't super interesting to me compared to Talk To Rock

#

divine list is very

specifically themed

rustic cape
#

Yeah

#

Look at upcast options

#

There’s a sorcerer guide out there that talks about good options for all four lists including upcast

#

Oh 6th rank heroism

#

Very strong pick

#

Some solid damage spells IIRC

#

Spirit blast is solid single-target damage on a fortitude save

#

Consider getting see the unseen, very strong spell that gives no shits about counteract rank

sour venture
#

oooh

#

i think im gonna prep this for my party member's wolf

#

... wait

#

does this stack or overlap with Mature Companion

#

i don't think it does stack

#

bluh

#

alright there

#

that's better

#

god i love Vital Beacon

surreal basin
#

It’s basically budget cleric font

#

And given that font is the strongest class feature in the game imo

sour venture
#

yeah

#

and since i've got waaaay more movement than anyone needs i'll be able to easily get into position to feed healing to people

surreal basin
#

Animist right?

sour venture
#

yeah

#

i'm planning on moving like 60-70 feet per round most rounds once i'm spun up after a turn

#

it's gonna be great

novel merlin
rustic cape
#

Makes those spells a lot more useable, for one thing.

novel merlin
#

High level pathfinder is pretty normal until you encounter random enemy with crippling debuff/curse

#

Then you really suffer if you don't have sound body/clear mind stuff

rustic cape
#

The trick is to kill your teammate and then shock to the system them

novel merlin
#

Does that clear debuffs?

sour venture
#

generally yes

#

If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.

#

After you die, you can’t act or regain actions, can’t be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes, you’re an object. When you die, you’re reduced to 0 Hit Points if you had a different amount, and you can’t be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the resurrect ritual or the raise dead spell, though these abilities aren’t without their risks or effects, and rare artifacts and powers can even interfere with them.

#

if you're affected by spells (and presumably other debuffs) that only affect creatures, they end when you die

#

but if they can tag both creatures and objects

#

they stick around

novel merlin
#

Funky

sour venture
#

half of the team coordination tables in the ruby phoenix player's guide feel very nonfunctional outside of like, a pathfinder society pickup game

#

but i'm in love with the quirks table

#

for helping people get into the mood of "we're doing Mortal Kombat x Wuxia Flicks: the module"

wary yoke
#

#2 is calling me out for loving Path of War for 1E

surreal basin
woeful pecan
#

Prepping for different party comps so I'm getting a Witch ready. Debating if I should go Starless Shadow or Spinner of Threads

wary yoke
rustic cape
#

Path of War has an overturning issue related to its view that maneuvers need to do more damage than full attacks

wary yoke
#

Otherwise it was all boosts, counters, and relying on stances

silver geyser
#

Yeah, that's where the real juice is

wary yoke
#

Though my favorite discipline is Fool's Errand, which sidesteps the issue by having a lot of control and alternate full attacks

rustic cape
#

So like

#

I know the person who wrote Fool’s Errand

#

She hangs out here on pnet

silver geyser
#

Is it weird that I like Book of the Nine Swords way more than Path of War?

rustic cape
#

And this is something she’s talked about as an issue in PoW’s design team’s assumptions

rustic cape
silver geyser
#

Like, I can't even put my finger on why

rustic cape
#

Bo9S feels more mechanically dynamic to me

#

Also the vibes are immaculate

silver geyser
#

Yeah

#

And like, it gives some ready made hooks that give more content than you'd first think

wary yoke
#

Only had a chance to use PoW, so I don't have much to compare it to

rustic cape
#

Fool’s Errand is everyone’s favorite discipline and contains a lot of design lessons in both its successes and failures.

#

The writer thinks it’s overtuned (like most of PoW) but also got a ton of comments from people who don’t like initiators normally but specifically liked Fool’s Errand because it “feels like playing a martial.”

wary yoke
#

I also don't really like a big chunk of the original PoW disciplines, probably because my players opened a toolbox and went for either the jankiest ones or straight damage increases

warped orbit
rustic cape
#

Which speaks to a lot about the way arbitrary mechanical conventions become signifiers to audiences

wary yoke
#

I consistently had to tell my Medic player to actually use his strikes

rustic cape
wary yoke
#

And not just heal or recover every fucking turn

warped orbit
#

more damage than the expected damage of the multiple attacks, yes
because you have higher variance

wary yoke
#

I threw a Parasite with Lead Hyena at him once, that was fun

rustic cape
#

The trouble AIUI is twofold: first, that full attacks in PF1e are already really good single target damage and do what they’re supposed to do

#

But second, that full attacks then just stop getting used altogether

#

They vanish from the arsenal because why would you use them

#

Whereas in Bo9S, strikes were powerful for single attacks that preserved mobility and often had weird riders

#

But full attacks were still relevant

warped orbit
#

the mobility thing is definitely the bigger factor there, yes

#

which I also said there are other factors that complicate things
I'm mostly commenting in a more general sense

rustic cape
#

Initiators actually brought more combat utility than they did raw power, it was a genuinely good dynamic

silver geyser
#

Some of the biggest strikes I remember using for Bo9S stuff was the strikes that let you bypass DR and Hardness.

rustic cape
#

Oh yeah, those Stone Dragon hits were rad

silver geyser
#

That stuff was great utility, including outside of combat.

rustic cape
#

Stone Dragon is kinda funny because it’s the discipline everyone gets, and it’s not exactly what people tend to think of for wuxia fighting magic stuff

#

But it’s so good and has a ton of compelling stuff.

rustic cape
silver geyser
#

Yep!

rustic cape
#

My hot take is that Crusader is the best-designed of the three classes

silver geyser
#

"Bypass security by going in through the wall"

rustic cape
#

If only for its discipline selection

silver geyser
#

I am a big fan of Warblade still.

rustic cape
#

Devoted Spirit, Stone Dragon, and White Raven are all great

#

Iron Heart is too!

#

But I also like the random recharge mechanic

wary yoke
#

I came close to playing a warblade once, my old group wanted to play an actual 3.5 game in Forgotten Realms and once I realized that I could play a Warblade, I immediately jumped on it, but we never started

#

Not sure why

#

I think the GM decided to 1) switch to PF1E and 2) decided it was an all-orc game

rustic cape
#

My hierarchy is crusader >= warblade > swordsage

silver geyser
#

Poor Swordsage.

wary yoke
#

It was the first time I played a ranger, and it cemented my loathing for the class

silver geyser
#

Wonderful flavor.

rustic cape
#

Swordsage is good! It’s just much more awkward.

#

It lacks the flow of crusader and warblade

wary yoke
#

What was the warblade's recovery mechanic?

rustic cape
#

It did a normal attack (a full attack?) and spent a swift action

#

And got everything back

#

So a turn off from initiating, but still doing stuff

#

Crusader was like

#

A small deck builder game

#

Where you couldn’t always predict what you could do but you could always do something

wary yoke
#

Yeah, I remember a lot of fanfare when DSP used that mechanic for the Mystic

rustic cape
#

People were very down on it at first but I think it was great in retrospect

#

There was also a build type called “idiot crusader”

#

Where through shenanigans your granted maneuvers were => your known maneuvers

#

And you could just do everything always.

#

Kinda abusing the mechanic but funny as a concept

#

(A lot of the time there was also some warblade in there for variety)

warped orbit
wary yoke
#

I found cards for PoW maneuvers on the GitP forums, used those and Magic cards to keep track of everything

rustic cape
wary yoke
#

Never got to play one of the random recovery initiators, though

#

Actually, I think the only PoW class I have actually played as player is the warlord

#

Through several different characters

#

As a test character, as a one-off dhampir using Unquiet Grave in an abandoned campaign, then as a high-level replacement using Fools Errand, and last as a Veiled Lord

#

I loved that character, one of the most complex characters but ridiculously fun

#

"Hey, I'm using every single DSP subsystem right now"
"I hate that"

sacred bluff
sour venture
#

path of war as a system needs to be understood from the perspectives it was built under

#

especially when comparing it to the much better-written ToB

#

and to do that we have to dig into the topic of spite

#

trying to figure out how best to word it

sour venture
#
  1. tome of battle was written by people who wanted to expand martial tools and keep full attacks as a "when you want Big Damage you can set up by getting into melee or finding free movement, and then unload a full attack, and your maneuvers are for being more flexible and mobile" thing
  2. path of war was written by people who think "someone is doing a full attack" is at best something for weird rules perverts and at worst a moment of "we as devs have failed the audience, they shouldn't be doing full attacks"
desert vale
#

Any good pathfinder 2e standalone adventures?

craggy thunder
#

siiiiiigh

#

I need to figure out what I'm gonna run in pathfinder

#

shit

#

XD

desert vale
#

I am vaguely tempted to try and run a Pathfinder 2e game

tribal steeple
# desert vale Any good pathfinder 2e standalone adventures?
rustic cape
#

There's some amusing ones.

#

There's one where a bunch of leshies crash a garden party

craggy thunder
#

I think I'm gonna have the party be adventuring in the Sarkoris Scar, based in a shantytown that's a reference to my favorite jrpg

#

the shantytown is named Patcher's Place, and if you get the reference you also get a cookie

wary yoke
#

Just had no fun at all

sour venture
#

pathfinder 1e ranger Kinda Sucks

it's like, mechanically functional, but it's very much "core 3.5 ranger+" instead of the massively expansive, versatile class 3.5 ranger became

#

anyway if you wanna read about 3.5 ranger here's an essay on it

tribal steeple
#

pf1e ranger does kinda suck, that's why you roll into the hybrid classes that do it way better like Slayer or Hunter

sour venture
#

pf1e ranger's biggest positive points are (a) it gets an equivalent to Solitary Hunting for free and (b) there's a spell that lets you change your favored enemy to a target creature

#

which is like

#

fine

#

but core ranger isn't a super compelling class

#

the reason I like 3.5 ranger so much is because it got so much variety and depth outside core that you can build pretty mcuh any playstyle in it and excel, while also being a skillmonkey with half-casting and if you want, trapfinding

silver geyser
#

The things I like most about PF1e Ranger are all in archetypes of Ranger.

sturdy lagoon
#

You still need to get close enough for a martial character to consider it over full attack + step unless you do something stupid, but the goal is to give you options over full attacking, and get some stuff that usually needs magic or does weird shit, and I didn't quite get the same positive feeling from PoW

woeful pecan
#

If a given party only has one caster (a Witch), what tradition would be most valuable?

tribal steeple
#

I would guess Primal or Divine since that'll give you access to Heal and an assortment of either blasting spells or buff/debuff spells (occasionally both)

#

Occult does come with Soothe for healing if you're willing to keep preparing slots for it if you need the healing.

#

Consider if any other characters are doing more mundane healing like Medicine checks (consistent, actually very good) or are alchemists (mass manufacture healing elixirs)

#

Healing focus spells are also really good for alleviating the need for healing resources.

#

Ultimately it kinda depends on what the rest of the party composition consists of and needs

woeful pecan
#

I know we have a Scoundrel Rogue

#

Another player is probably either gonna be a Champion or Cleric, but I don't know any more than that

#

For further information, we'll be playing season of ghosts. I'm considering the devourer of decay, the spinner of threads, and the starless shadow. I'm trying to weigh the pros and cons of each, and figure out what should be the most effective and fun

echo briar
#

If you have a cleric, then ideally you should be arcane.

#

If you don’t, I would suggest occult, as it has a ton of spells that get stronger the more martials you have

woeful pecan
#

I've definitely been feeling occult

#

The current plan is a human dhampir, and local medicine woman in Willowshore. She at least thinks her vampiric parent is her patron

echo briar
#

For reasons I will not spoil, spinners of threads, faiths flame keeper, or paradox of opposites if you squint all have very good patron opportunities

woeful pecan
#

How well does Spinner play actually? Their hex doesn't look super spammy, and status bonuses seem pretty common

wraith snow
echo briar
#

I mean, its pretty good considering it’s to everything.

sour venture
#

oh whoops

#

sorry i meant

#

pf1e

#

not pf2e

wraith snow
#

Ah., yeah, fair

sour venture
#

muscle memory

wraith snow
#

I was gonna say, I LOVE commiting MAP evasion

sour venture
#

no yeah pf2e ranger is cool

woeful pecan
wraith snow
#

I've never played in AV before, and my GM is running a heavily modified version of it soon to account for 2 players having seen it before

#

and my plan is to play a Goblin Flurry Ranger with a shortbow and jaw attack

#

I also played a dual-wielding Rogue specced into Ranger dedication via FA in Stolen Fates and it was also a lot of fun for similar reasons

eager mountain
woeful pecan
#

Damn Witch has a surprising number of good and interesting class feats

finite sequoia
woeful pecan
#

See but now I have to actually decide

#

Because this is a human dhampir, so I could take a lineage, or Natural Ambition for like. Cackle or Cauldron. And that's just level 1.

#

I think what I'll do from there is Basic Lesson (Dreams?), Enhanced Familiar, Greater Lesson

#

8 I could do Spirit Familiar, or Incredible Familiar. 10 Major Lesson, though Quicken is tempting

woeful pecan
#

I'm also trying to squeeze in an archetype somewhere maybe

#

Ritualist and Herbalist look like good picks for this game in particular

rustic cape
#

Cackle is extremely good, fwiw: free sustain is the good shit.

woeful pecan
#

Worth noting this is for a more combat-light campaign

rustic cape
#

Fair!

novel merlin
wraith snow
#

Witch does have some usable out of combat options to be fair

#

permanent if slow flight speed as a class feat is very useful, plus the cauldron feat chain can be surprisingly versatile for RP moments

sour venture
#

im a big fan of talisman dabbler as an archetype

#

talismans are super action-efficient for combat and there are some very good noncombat ones

rustic cape
#

Really the best class feature for out-of-combat stuff is spellcasting

#

Tons of good tricks

light gyro
#

-# 🛈 Spellcaster Tip: You can make a situation different by introducing <500 Toads>

woeful pecan
#

Woe, toad be upon ye

warped orbit
#

Talisman Dabbler is neat
wish it got a small boost

#

it feels kinda behind a lot of the other consumable making archetypes

#

due to only getting half level

woeful pecan
#

There is Multitalented, so I'll probably pick that up since there's just so much archetype stuff that seems really cool

warped orbit
woeful pecan
#

Oof

rustic cape
# light gyro -# **🛈 Spellcaster Tip:** You can make a situation different by introducing <[5...

Mentioned this to my GM, who mentioned this in turn https://2e.aonprd.com/Spells.aspx?ID=2309

woeful pecan
#

Season of Ghosts player guide does recommend Ritualist above anything else

#

But idk if it's worth it, or if I should just pursue rituals outside the archetype

light gyro
#

im only just now learning fulus are different from talismans unless they're fulu talismans

light gyro
sour venture
#

is season of ghosts a game with ghosts (genuine question)

warped orbit
#

it has ghosts

#

but not that many AFAIK

light gyro
#

surprised they dont mention that archetype on the player's guide

#

(shout out to players guides btw holy SHIT any big-time ttrpg publisher should be making these)

woeful pecan
#

That's the list, btw

#

Also, how's this for spell selection?

sour venture
#

exorcist dedication isn't bad on its own since negative damage isn't like SUPER uncommon

#

but it really takes off if you're ever fighting incorporeal undead

#

getting your hands on blind fight at 10 is also just quite good when stealthy or invisible shit comes up

light gyro
#

i understand the 'not recommended' row but the idea of an ||evil robot gunslinger who doesn't speak the local language and is also a pirate|| sounds like a sick addition to any campaign

light gyro
sour venture
#

oh yeah fair

woeful pecan
#

So is Cauldron worth taking?