#Pathfinder
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I'd take fleet first, personally
yeah
that's real early
I like taking Toughness
which is on par with stuff like Rogue
Then Fleet
Fleet is my first pick unless I have to do something else to make the build work.
the 2nd highest HP in the party has 44 hp
Fleet is very good
It is
That's unfortunately common since I love Adopted Ancestry, but.
fleet is really nice
Fighter is very straightforward, but it does its job very well
fighter is straightforward but
And I really think Fighter's debuffing powers are among the game's best.
they have some very good Metastrikes, yeah
Intimidating Strike is very good
Slam Down
we have a sniper with rogue archetype and it puts in work getting them crits
Slam Down is super good
Snagging Strike, Combat Grab
Bastard Sword I love you!!!!!
Yeah, they get a ton of stuff that normally keys on skills, with an automatic legendary progression since it's part of an attack.
slam down notably is not an auto prone
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.
wowzers
Same with Intimidating Strike
not until you get Improved Knockdown at least
ie Crashing Slam
Barbarians do get Intimidating Strike too, but IMO the big thing is that fighter gets almost all of this stuff on a single chassis.
crashing slam is very neat
Tripping is also great on Fighter because you can Reactive Strike when they get back up
Im running a bastard sword build where the idea is to trip with one hand and then swap to 2 hands
Enemies do not get kip up :D
I played a Meteor Hammer Fighter in a campaign, and it was a great time
Or, very rarely.
also snagging strike etc etc
Snagging Strike into Combat Grab is also a classic for bastard sword
I love the gill hook https://2e.aonprd.com/Weapons.aspx?ID=156
This spear has a specialized hook just before the tip that can catch on the gills of large fish. Azarketis primarily use this to hunt sharks, but it can also be used to hook flesh or armor. This weapon is common on the Isle of Kortos and within azarketi settlements.
Not just for fighter, it's a great lockdown tool.
yep
it's one of the big reach weapon options
if you'd rather have Grapple rather than Trip
Gill Hook and Guisarme are top picks.
ye
For those two purposes.
I'm a big meteor hammer fan personally, for flail crit spec
even after the nerf
RIP old flail and hammer crits 😔
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
Of course, one can argue that for fighters, the best pick is ultimately something with lethal.
Er, deadly
Once they get their debuffing metastrikes.
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
Nodachi :D
I kinda wish there was another reach sword other than the nodachi
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
make it like a montante with d10 reach sweep or something?
... oh snap check this thing out https://2e.aonprd.com/Weapons.aspx?ID=537
This heavy, club-like weapon can clobber foes, but it also functions as a shovel. A maul spade adds its item bonus from weapon potency runes (if any) as an item bonus on checks made with <a style="text-decoration:underline" href="Skills.aspx?ID=36">Athletics</a> and appropriate <a style="text-decoration:underline" href="Skills.aspx?ID=41">Lore<...
Tragically Advanced.
I should just make a Standard Jotunborn Fighter.
Look at the Scythe
Though yeah I also had that reaction to the Maul Spade at first
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.
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
Not off the top of my head.
Not strictly better, since club pushes them directly away from you
Hm, true.
lessee
While polearm let's you move them anywhere, but only within reach IIRC
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
Grabbed and immobilized aren't that bad
Well, depending.
They're not that bad for a melee.
Grabbed isn't too bad
For a caster, I like to use a panic button teleport
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
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.
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
It's very funny to me how a fighter expecting to get Mighty Bulwark just only has three stats they fundamentally care about.
accidentally posted this in the tabletop room instead of continuing my thought here
How are the Commander and Guardian btw?
Now that Battlecry has been out for a few months
guardian is So Cool and has So Much Weird Tech
... fuck it, imma create a dual-class guardian/fighter for shits and giggles.
And because dual-class is my stupid obsession I guess.
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
Definitely, but I would love to play a game where the GM uses that as an excuse to go hard.
https://2e.aonprd.com/Feats.aspx?ID=4393 ok this hypothetical stepmaster would want to have dwarf heritage
You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.<br /><br />In addition, any time you're taking a penalty to your Speed for some other reason (such as from the encumbered condition or from a spe...
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"
Hm, how obligatory is a shield for a guardian?
you will want a shield if you're using a lot of their best tools
but it's not strictly necessary
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
Mainly looking at this thing https://2e.aonprd.com/Feats.aspx?ID=7777
You emulate the battle stance of your forebears, allowing you to use mighty weapons to attack distant foes. While in this stance, when you wield a melee weapon that requires two hands and doesn’t have reach, the weapon gains a reach of 10 feet.
I did play alongside a guardian who did have a shield but also used a lot of interprosing whatsit.
You know how to use the haft of larger weapons to block your enemies' attacks. Two-handed weapons you wield gain the <a style="text-decoration:underline" href="Traits.aspx?ID=667">parry</a> trait. If the weapon already has the parry trait, you increase the circumstance bonus to AC it provides to +2.
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
The winner here is either scythe or war lance
Wait
aw, wait, this is a stance and everstand is also a stance
Late to this but why is guardian fighter broken?
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
Hm, does Crashing Slam let you ignore size restrictions on Trip?
It seems like it would.
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
You crush an enemy under the enormous weight of your armor. You drop prone and make a fist Strike against the prone enemy. You don't take the penalty from being prone to this Strike's attack roll, nor do you need to have a free hand to make it. If you're wielding a <a style="text-decoration:underline" href="Weapons.aspx?ID=359">gauntlet</a> or <...
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?
I can't recall, was there something that let you attack while prone without penalty?
I know nimble crawl makes you not off-guard
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
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
Mmm. Dropping 160 gold to get that Wand of Tailwind (2nd rank). 8 hour buffs my beloved.
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
You've excavated enough sites to know that ancient civilizations aren't lost; they're merely buried and waiting for the right scholar to unearth them and tell their story. You might have worked as a laborer or local guide before learning formal archaeological techniques.
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
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.
Also, for both in and out of character, the best way to gain confidence is genuinely just to fake it
Few things will expand your comfort zone faster than playing a weird moron, imo.
@sour venture https://2e.aonprd.com/Feats.aspx?ID=6852 okay this looks rad for leap optimization
You channel the might and mass of a kaiju. You can cast <a style="text-decoration:underline" href="Spells.aspx?ID=1514"><i>enlarge</i></a> as an innate primal spell twice per day, targeting yourself. The first time each turn you <a style="text-decoration:underline" href="Actions.aspx?ID=2377">High Jump</a>, <a style="text-decoration:underline" h...
ye
The most powerful Runelord to ever walk Golarion has returned—and he will have his vengeance! Revenge of the Runelords is a three-part Adventure Path for 12th-20th level mythic characters.
https://paizo.com/store/pathfinder/adventures/adventurePath/revengeOfTheRunelords
Music: Vigilance by Tenacious Orchestra (Licensed by Shutterstock Canada...
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.
steam knight is cool but i'll do you one better
In your hands, swords dance like rainfall over the waves; who can tell where the storm ends and the sea begins? Developed by Swordmaster Ganhil to compete with the House of Untwisting Iron, this stance integrates fluid swordplay into even the simplest movements.<br /><br /> While in Waterfowl Stance, the dandpatta, scimitar, talwar, and zulfikar...
this one can proc on each relevant creature multiple times per turn 👀
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.
Kaiju's Footfalls only applies to the "first time each turn you High Jump, Leap, or Long Jump" so you can't trigger it multiple times per turn (though I guess you can trigger it multiple times per round, which is what Volcanic Escape is for)
you could theoretically archetype into Monk to get Waterfowl on the jumping Kinet
I do wish Lava Leap wasn't Overflow -_-
oh that's fair
hmm, yeah
oh darn they're both overflow yeah :/
you can just use steam knight then
Do we think this works with 4th rank enlarges from other sources? The wording is ambiguous.
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.
I think it would specifically refer to the innate spell.
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
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.
It gives you the 4th-rank enlarge at 17th level
The most powerful Runelord to ever walk Golarion has returned—and he will have his vengeance! Revenge of the Runelords is a three-part Adventure Path for 12th-20th level mythic characters.
https://paizo.com/store/pathfinder/adventures/adventurePath/revengeOfTheRunelords
Music: Vigilance by Tenacious Orchestra (Licensed by Shutterstock Canada...
But they just a little guy! You gonna knock a little guy down?
:
He just a little melty
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.
that's the Iblydos mythic one right
No that’s myth speakers
I believe recent- oh yeah
I thought you meant revenge of the runelords lmao
I think it’s because it’s the other mythic game lmao
blink blink god you're right I'm just having a moment
Yup, that. Though they said Seven Dooms for Sandpoint is the easier transition
I’ve seen someone opt to run Triumph of the Tusks as a mythic campaign before
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)"
Amps technically?
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
Better to have and not need
yeah
he looked outside
Class specific but Cackle can be accessed very easily even via dedication
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.
Steam Knight is really sick, if I ever do a Kineticist I intend to fully build for it
HSSSSSSS
Am I missing something or is this just insane? https://2e.aonprd.com/Tactics.aspx?ID=17
Your team’s coordinated assault strikes fear into your enemies’ hearts. Signal up to two squadmates within the aura of your commander’s banner; as a free action, those squadmates can immediately <a style="text-decoration:underline" href="Actions.aspx?ID=2305">Stride</a> toward an enemy they are observing. If they end this movement adjacent...
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
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
It does use up the squadmates’ reactions for the round to take those strikes
yes, but
- using a reaction for a Stride and a MAP free Strike is pretty great
- Drilled Reactions
Oh, so does strike hard, which this is specifically being compared to
basically everything from Commander uses reactions
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).
Holy fuck
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)
it's the strongest offensive tactic Commander has
and also basically strictly better than Strike Hard
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
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?
Shove or reposition is what you want for manhandling people yes
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
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
I'm looking at this from a monster perspective
Yeah the PF1E is my relevant reference here
I’m forgetting, is there a way to attack without penalty while prone?
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
I found a couple more feats that let you do that
https://2e.aonprd.com/Feats.aspx?ID=3558
https://2e.aonprd.com/Feats.aspx?ID=5443
You fight just as well on the ground as you do standing up. While you are <a style="text-decoration:underline" href="Conditions.aspx?ID=31">prone</a>, you are always <a style="text-decoration:underline" href="Actions.aspx?ID=90">Taking Cover</a> against ranged attacks, you ignore the status penalty on your attack rolls from being prone, and you ...
You flare your legs around, using the momentum to both lash out and return to a standing position. You enter talon stance if you weren't in it already, make a spinning talon Strike against an enemy in reach, and then <a style="text-decoration:underline" href="Actions.aspx?ID=2303">Stand</a>. You don't take the -2 circumstance penalty for attacki...
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?
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
ok thats kinda what i was thinking
what are some fun encounter ideas for a lvl 1 party
Gremlins are cruel <a style="text-decoration:underline" href="Languages.aspx?ID=119">fey</a> tricksters and saboteurs who have fully acclimated to life in <a style="text-decoration:underline" href="Planes.aspx?ID=26">the Universe</a>, finding distinct niches for their inventive destructiveness. Nearly all gremlins delight in ruining or breaking ...
you are never 100% safe from an unscheduled gremlin event
oooooo
gremlin could be fun
I wanna play with fey creatures soon
running an Anbennar game
So we've got a skeleton in the party. Good sources of void healing? We don't have a Champion or Cleric
soothe was changed to work on undead I recall
so if you don't have any divine casters that's an option.
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.
We do have an occult Witch alongside our divine Sorcerer, and I believe she did pick up that spell
Didn't realize it worked on undead, but seems thematic for that spell list
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
They are
Hey chat what conscious minds pair well with Wandering Reverie
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.
If someone is frightened 1 can you inflict frightened 1 again to make ot frightened 2?
No
Though they can have Frightened 1 from 2 sources which can matter if the durations are different
Conditions don't stack, unless something specifically says it does
There are some niche abilities which allow this to happen, but usually not.
This is the one that springs to mind: https://2e.aonprd.com/Feats.aspx?ID=7530
You embed a divine fear into the triggering foe that lasts for 10 minutes. During that time, you ignore that creature’s temporary immunity to your Demoralize attempts and whenever you successfully Demoralize the triggering enemy, you can instead increase their existing <a style="text-decoration:underline" href="Conditions.aspx?ID=76">frightene...
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

Looking good
Excrucian!
Wazzat? /genq
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.
Also. Some of them are protagonists in the spin off game Glitch
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
Cool
I'm still trying to decide if I wanna stick with regular human, or if there's a versatile heritage that could make sense
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
I would def go waterfowl stance monk and just flavor your talwar or w/e as a katana yeah
Would it be too feat tax-y to try and get katana proficiency? Or does it just not work with waterfowl?
I might even just suggest Fighter
What gunslinger way do you think would work best for a historical samurai? Or would a fighter with a gun be a better fit.
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?
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
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
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
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.
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?
It Just Not Works yeah
Waterfowl only allows a select few swords
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
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
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
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
The man himself
Good luck not getting beaked
if i was running it and the party was overlevelled at this point, you know what they'd get? 2 mr beak
nah we're getting less xp so we should eventually level out
Ah, good
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
yeah we did beginners box and some troubles in otari
I find myself in an unusual predicament
I have a GM, but somehow not enough players lmao
Zenith Star the more I think about it the better of a spell it is actually? There are not a lot of effects that allow you to locate somebody, let alone to the degree Zenith Star does (see the Locate spell for comparison; Zenith Star by contrast also tells you the distance and it lasts quite a while to boot). Under the right circumstances it could be quite useful I think.
Just flash steps to be in two places once.
Mr beak has also been toned down iirc. Originally had a crazy strong spell for level 1 pcs to encounter, I think?
Toned down when? Did AV get a rerelease?
It had Vampiric Touch
Which has the Death trait
So it wasn't unlikely to just kill a PC outright with that
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?
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.
APs are usually pretty easy to run
I agree with this
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
There are a few changes that can make things weird. Premaster grab was much less potent, so enemies used it a lot more. Make sure to adjust either by reducing prevalence or using premaster grab with those enemies.
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.)
I think the Grab and Knockdown changes were overall just kinda bad
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
The big issue is really just that the condition inflicts restrained now
I wish AoE was better, cause I like Absalom
But I suppose given the fact youre playing as cops, it already has some issues
Haven't zeroed in on any in particular just yet, but at the very least will probably go with one that starts at level 1
I think it might be possible to rework it as explicitly bastard cops, played primarily for bathos.
Fair
But that raises the issue of Evil APs and whatnot
Which granted
Can work, as Blood Lords shows
I would play AoE revised more for evil-comedy
Mhm
Just make the department and Absalom in general hilariously, blatantly corrupt
Eh, I think that kinda clashes somewhat with the tone of the setting, and Absalom in particular
Yeah isn't Absalom supposed to be a Big Deal
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
What's Edgewatch's job?
Theyre the newly established District Police of the new district in Absalom
Wait and you're supposed to play them or are you some of them and are working with a Bastard cop boss/ police force?
Notably when the Radiant Feztival is happening, which is basically the World's Fair but Golarion
You play the cops
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?
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
In theory the former, but there are a lot of specific elements that push towards the latter
Yeah
Ah that really makes it a bit sour
For instance, your PCs are supposed to self-fund by ticketing
Which sounds like parody
I would love another Absalom AP personally
Not just ticketing, but taking stuff off of people you arrest
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
Also, its mechanically so rough. They designed it before the system was finalized, and it shows
Yeah
Oh excuse me, civil forfeiture
Yeah that
Somehow even worse
Official™ theft instead of normal theft
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
Yeah no I totally get you
they could have just made your gear be supplied to you, instead of making you have to do weird looting
I think the reverse would be fun, do a Friendly Thieves Guild AP
I agree
Right, that’s what I mean by feeling like parody
Honestly building up a Thieves Guild could also be a fun subsystem
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."
At least to me
Edgewatch also suffers a bit from being a 1-20 AP
Especially given Absalom is already full of Political and Shadow War intrigue
because it just kinda gets beyond its scope at the end
So a thieves guild AP fits in perfectly
IIRC for most of the last book you primarily fight demons?
If Edgewatch had been written by someone who hates cops, it would be exactly the same.
Chaos beings, forget what theyre called
Except more self-aware.
From the Maelstrom
The antagonist of Edgewatch is a Corrupt Politician who Worships Norgorber
And attempts to take over the city
That seems very odd for Norgorber.
Kinda sorta
Norgorber has several different "faces"
Each with their own way of worship, be it Serial Killing or Being a Lawyer (literally)
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
In Absalom the Church of Norgorber is somewhat tolerated because they also make the best lawyers in the city
yes, pretty much
And oddly enough the Church threw their political support behind the Progressive Political Faction in Absalom, albeit for pragmatic reasons
Some of the best alchemists, too
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
Yeah also that
Yeah he is
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
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
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.
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
Even Lamashtu as of 2e has some positive connotations
Yeah, for a city of adventure stuff like that is very fun
(Mother Jackal, for reference)
Bad, bad people who are still important to the shape of society
She leads a cult but its explicitly stated to be more like an Old Man's Club than a regular cult
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
Evil gods in general can go really interesting places
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
They were a Champion of Shaelyn who was killed by cultists and reanimated as a monster and essentially became a body positivity zealot
And his point is that Erythnul is horrible but also deeply wise in a weird sense.
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
How so?
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.
Okay so that knocks out a couple to avoid. What about ones to recommend?
Season of Ghosts is one I've seen pretty unanimous praise for
Abomination Vaults is great if you just want a straight megadungeon crawl
It's pretty much Diablo
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
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.
doing the beginner box first and starting AV at level 2 does help a lot, yeah
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
Which is in Tian Xia, right?
So if your players want to be wandering adventurers that may not fit well.
it is, yes
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.
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
SoG is a great one if players want to invest heavily in enemy-type specific options, too
so them being local is helpful in that regard
Lots of undead
Decent collection of fiends
Good place to bring a champion with the relevant bullshit.
I've been thinking of running a SoG game myself
mostly need to get the Foundry module and read through
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
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.||
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?
Seek pronunciation guidance in advance, and be respectful, generally.
I will say running high level pathfinder isn't much harder than low level
Looks like Season of Ghosts will probably be the pick!
https://2e.aonprd.com/Feats.aspx?ID=7818 Does this feat need both prerequisites or just one?
Your attack creates an opening in your target's defenses for your allies to capitalize on. When you successfully damage an opponent with either Guiding Shot or Set-Up Strike, the next creature other than you to attack the same target before the start of your next turn deals an amount of additional precision damage equal to your Intelligence mo...
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
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
Prerequisites are always separated by semicolons if there are multiple
for example the Magus dedication
Prerequisites Strength 14, or Dexterity 14; Intelligence 14
i assume it's meant to be something you take by having both
and then can use with either
but yeah this feels unintended to me
my main counterpoint is that there is a similar feat that enhances both of those prior feats, Fortunate Blow
which does only require one of them, instead of both, and is also a stronger effect
so while RAW it does require both, I'm chalking this up to someone forgetting how Prereqs are formatted
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
The Art of War: The Polish Vampires Guide to the Commander The Commander stands for the virtues of wisdom, sincerely, benevolence, courage and strictness - Sun Tzu Intro Wars are not won through steel and strength. They also aren’t won through tactics and strategy, but a logistician cl...
I regret this decision, but its too late for that now.
If you have any feedback, please comment in the doc.
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
Star themed Nephilim? Like a cosmic angel?
Is that a thing? I didn't see anything especially cosmic glancing through it
Mostly reflavouring the existing stuff sadly. It's the closest thing unless you wanna dip into Starfinder
https://2e.aonprd.com/Ancestries.aspx?ID=43 well, there's these guys
Conrasus aren't entirely clear on their own origins. Some historians think them a failed experiment of a wizardly cabal—possibly a splinter of artificers from the ancient Jitska Imperium—who desperately hoped to bind a <a style="text-decoration:underline" href="Monsters.aspx?ID=11">pleroma</a> to bolster their army but who accidentally conju...
I did see those! Will almost certainly play one in another game, but not this one
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
Extremely gender
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
androids are space robots, uhhh
Aeons in the WotR video game were also super cool
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
Duskwalker is a very good thematic fit, it's what I'm playing.
Samsaran?
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)
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.
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
What, pumpkins can't have special interests? :P
I just sort of assume that adventurers pick up all kinds of bs along the way
How are archetype feats balanced against class feats?
Innconsistently
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
the general rule is that if an archetype gets a class feat, it gets it two levels/one "tier" later
yeah
but even that is already kind of tilted in favor of archetypes vs multiclass archetypes tbh
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
So, let's start with an initial point: dedication feats are wildly variable in power. Some, especially multiclass ones, are extremely anemic. Others are quite strong.
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.
nodnod i see
- 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
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
non-feat features, aka "ures"
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
Animist has some amazing class feats
it does!
emphasis on "some" though
I could see someone playing animist and never multiclassing and having fun
I would say the third axis is:
- archetype that hyperspecializes, which does something not allowed by an existing class extremely well
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
Yeah I don’t think those are worth a damn
But there’s definitely at least 10 excellent feats spread across the class IMO
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
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
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
It’s the Hunchback of Notre Dame of Pathfinder 2E classes
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
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
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
Tragically, you do need to dip out of animist to get Reach Spell for sudden partywide moment of renewal
Okay I might be very stupid lmao
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
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
i'd rather math out how much healing i expect us to need and overshoot a bit in my slots
Embodiment of the Balance is very much a This Is Stronger Than You Think feat
I've been doing it melee range like a rube
No like
but i think it's boring, and I like vancian casting.
Though tbf that character is entirely meant to actually touch you with touch range spells
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
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
Blood Component Substitution + a mount makes for some very funny applications of touch range spells in combat
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
This is why my casters pack things like hypercognition and laughing fit
I did get to pull out Shock to the System for the first time recently, I think that was the first party member death we've had in the entire run up to this point and we're currently level 17
Exemplar is also pretty fun
Haven't touched either of the new classes though
Commander and Guardian
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
I’m aware of both these things
It’s still extremely good in a lot of situations
the opportunity cost is massive
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
Would I cast it in every fight? No. Are there many fights where I would cast it? Yes.
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
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.
Turning off an encounter entirely with Laughing Fit does feel incredible I can't lie
And yeah our Animist uses Earth's Bile literally every combat
It's real good
it's very funny because earth's bile is crazy good but i have felt no desire to build with it at all
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
i'm too busy being obsessed with River Carving Mountains and Gift of the Anemos
All without turning off my primary spells
Oh speaking of ig, does anyone have suggestions for 4th rank and below sustained spells on the Occult list?
Remember that you only get free sustains for apparition and vessel spells
2e.aonprd.com/Spells.aspx?ID=2521 btw this spell is hilarious
idk if it's GOOD but
....
link why
Serpents sprout from your head, equally ready to bite your foes or offer you counsel. You gain a fangs unarmed attack that deals 1d6 piercing damage and has the <a style="text-decoration:underline" href="Traits.aspx?ID=526">agile</a>, <a style="text-decoration:underline" href="Traits.aspx?ID=602">finesse</a>, and <a style="text-decoration:underl...
there
https://2e.aonprd.com/Spells.aspx?ID=2138 so here's a question
You store time for later use. When you Cast this Spell and the first time you Sustain it each round, you gain a bonus reaction that you can use for any animist or apparition reaction you have. As normal, this reaction is lost if you do not use it before you regain your actions at the start of your next turn.
is there anything actually good with this
https://2e.aonprd.com/Feats.aspx?ID=7143
https://2e.aonprd.com/Feats.aspx?ID=7131
https://2e.aonprd.com/Feats.aspx?ID=7141
https://2e.aonprd.com/Feats.aspx?ID=7142
https://2e.aonprd.com/Spells.aspx?ID=2146
Your protective apparitions alert you to an incoming attack. The attacker must roll its attack roll a second time and take the lower result.
Your apparition grants fiery defenses. You gain <a style="text-decoration:underline" href="Rules.aspx?ID=2318">resistance</a> equal to your level against the triggering damage, and the triggering creature takes 1d6 fire damage and 1 <a style="text-decoration:underline" href="Conditions.aspx?ID=86">persistent fire damage</a>. This damage increase...
With a mere thought, you discorporate your familiar into a thousand shards of spiritual magic, protecting both it and yourself from physical harm while making it difficult for enemies to move near you. You are <a style="text-decoration:underline" href="Conditions.aspx?ID=62">concealed</a> from the triggering attack. Until the start of your next ...
Your apparition possesses a furtive and elusive nature that can influence and blend with your spiritual energy to form a protective and nearly impenetrable shroud of nondetection around you. The enemy must reroll the triggering check and take the lower result.
Your apparition guides your attacks and imparts its skill to your movements. For the duration, your proficiency with martial weapons is equal to your proficiency with simple weapons, you gain a +1 status bonus to attack and damage rolls made with weapons or unarmed attacks, and you gain the <a style="text-decoration:underline" href="Actions.aspx...
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
You can use Reactive Strike when a creature within your reach Strikes one of your allies.
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
Low level slots are for utility, buffs, and debuffs which don’t need upcasting
Is this a google sheet?
google doc
ughghgh i've convinced myself to go replace these
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
ok admittedly
the level 6 spells aren't super interesting to me compared to Talk To Rock
divine list is very
specifically themed
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
oooh
You give the target animal a glimmer of awareness, not truly awakening it but allowing it to better understand its surroundings. The target gains a +2 status bonus to Perception checks and Will saves, and any <a style="text-decoration:underline" href="Skills.aspx?ID=10">Nature</a> checks to <a style="text-decoration:underline" href="Actions.aspx...
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
It’s basically budget cleric font
And given that font is the strongest class feature in the game imo
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
Animist right?
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
It's even crazier with the one feat that lets you use font slots for all the condition cures
Makes those spells a lot more useable, for one thing.
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
The trick is to kill your teammate and then shock to the system them
Does that clear debuffs?
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
Funky
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"
#2 is calling me out for loving Path of War for 1E
FIFTH COLUMN OF THE SPINE OF THE WORLD: BURN THE BONES
does an extra 1d6 fire damage and trips you
Prepping for different party comps so I'm getting a Witch ready. Debating if I should go Starless Shadow or Spinner of Threads
Hey, that sounds like a solid first level maneuver
Path of War has an overturning issue related to its view that maneuvers need to do more damage than full attacks
I mean, I think my party in my last campaign that featured it used l.ike one actual strike in the final encounter
Otherwise it was all boosts, counters, and relying on stances
Yeah, that's where the real juice is
Though my favorite discipline is Fool's Errand, which sidesteps the issue by having a lot of control and alternate full attacks
Is it weird that I like Book of the Nine Swords way more than Path of War?
And this is something she’s talked about as an issue in PoW’s design team’s assumptions
No, it’s much better done imo
Like, I can't even put my finger on why
Yeah
And like, it gives some ready made hooks that give more content than you'd first think
Only had a chance to use PoW, so I don't have much to compare it to
Oddly, because maneuvers in Bo9S have more rough edges
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.”
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
I'd say if you make only one attack instead of several, it should do more damage generally
though with PF and 3.5 that's somewhat less true because of decreasing bonus in full attacks
Which speaks to a lot about the way arbitrary mechanical conventions become signifiers to audiences
I consistently had to tell my Medic player to actually use his strikes
More damage than all of the attacks together?
And not just heal or recover every fucking turn
more damage than the expected damage of the multiple attacks, yes
because you have higher variance
I threw a Parasite with Lead Hyena at him once, that was fun
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
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
Initiators actually brought more combat utility than they did raw power, it was a genuinely good dynamic
Some of the biggest strikes I remember using for Bo9S stuff was the strikes that let you bypass DR and Hardness.
Oh yeah, those Stone Dragon hits were rad
That stuff was great utility, including outside of combat.
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.
There were so many stories about using it to overcome out-of-combat challenges
Yep!
My hot take is that Crusader is the best-designed of the three classes
"Bypass security by going in through the wall"
If only for its discipline selection
I am a big fan of Warblade still.
Devoted Spirit, Stone Dragon, and White Raven are all great
Iron Heart is too!
But I also like the random recharge mechanic
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
My hierarchy is crusader >= warblade > swordsage
Poor Swordsage.
It was the first time I played a ranger, and it cemented my loathing for the class
Wonderful flavor.
Swordsage is good! It’s just much more awkward.
It lacks the flow of crusader and warblade
What was the warblade's recovery mechanic?
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
Yeah, I remember a lot of fanfare when DSP used that mechanic for the Mystic
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)
random accessibility seems like it'd annoy me, so this is probably what I'd also do
I found cards for PoW maneuvers on the GitP forums, used those and Magic cards to keep track of everything
Or just warblade, which was great
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"
Have you seen Jane's ranger guide? I hated ranger too but after reading that I'm playing a ranger if I ever get into a 3.5 game again
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
- 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
- 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"
Any good pathfinder 2e standalone adventures?
I am vaguely tempted to try and run a Pathfinder 2e game
Do you mean oneshots?
There's some amusing ones.
There's one where a bunch of leshies crash a garden party
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
Pathfinder ranger, specifically the... archetype that gets a full bird animal companion, hence the name
Just had no fun at all
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
pf1e ranger does kinda suck, that's why you roll into the hybrid classes that do it way better like Slayer or Hunter
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
The things I like most about PF1e Ranger are all in archetypes of Ranger.
There's a reason why I like that Spheres of Might still asks that you take the vital strike line to at least kind of keep up on damage compared to full attacks, and mainly just gives you fun tricks
I also just generally prefer the martial focus system over pseudo-spellslots
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
If a given party only has one caster (a Witch), what tradition would be most valuable?
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
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
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
probably Arcane or Occult IMO
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
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
How well does Spinner play actually? Their hex doesn't look super spammy, and status bonuses seem pretty common
Honestly I think Flurry is it's own reason to build a Ranger going off of just core
I mean, its pretty good considering it’s to everything.
Ah., yeah, fair
muscle memory
I was gonna say, I LOVE commiting MAP evasion
no yeah pf2e ranger is cool
Love MAP evasion as a phrase, definitely using it when possible
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
MR BEEEEEAAAKK
Damn Witch has a surprising number of good and interesting class feats
Yeah thats a big part of why people say it's essentially a better Wizard
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
I'm also trying to squeeze in an archetype somewhere maybe
Ritualist and Herbalist look like good picks for this game in particular
Cackle is extremely good, fwiw: free sustain is the good shit.
Worth noting this is for a more combat-light campaign
Fair!
Most class feats are combat oriented anyways so rarely do you have to pick between a good feat and some wonky utility thing
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
You are trained in the use of <a style="text-decoration:underline" href="Equipment.aspx?Category=15&Subcategory=19">talismans</a> and similar magical paraphernalia. This training might have occurred in a formal classroom or been an accumulation of folk magic picked up over time. You can craft talismans and know the formulas for all common talism...
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
Really the best class feature for out-of-combat stuff is spellcasting
Tons of good tricks
Woe, toad be upon ye
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
There is Multitalented, so I'll probably pick that up since there's just so much archetype stuff that seems really cool
Incredible
you only get 2/4/6 talismans, they could at least be PL-2 if not full level
Oof
Mentioned this to my GM, who mentioned this in turn https://2e.aonprd.com/Spells.aspx?ID=2309
You call forth an echo of the gossiping parrot from the tale of the Witch and the Weaver to whisper the secrets of a creature you can see within range. The garrulous parrot is known to chatter on for some time while deciphering the information you seek. The target must attempt a Will saving throw.
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
im only just now learning fulus are different from talismans unless they're fulu talismans
the investigator in my party always waffles on when describing what actions he's taking so i basically get this every session
is season of ghosts a game with ghosts (genuine question)
https://2e.aonprd.com/Archetypes.aspx?ID=171 because exorcist is cool af
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)
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
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
season of ghosts covers levels ||1 to 13, so it comes online pretty late|| but still pretty good
oh yeah fair
So is Cauldron worth taking?