#Pathfinder
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because combination weapons carry their melee's runes onto the ranged part's too
and then just
crescent spray, drop the weapon, draw a new one
crescent spray, drop the weapon, draw a new one
crescent spray, drop the weapon, draw a new one
apparently new battle oracle sucks, there any other option for 'martial cursed by something spooky'?
Refluffed Exemplar is great for this
i haven't read up on exemplar yet, seems like a lot to take in
spirit barbarian would fit I think.
You could also simply play any martial class and take the cursed background, assuming your GM allows it
Thaum maybe? Or some kind of melee witch? But yeah, melee class + cursed bg is probably best fit
The Curse Maelstrom archetype is also an option, tho it is Rare
Also I feel like battle oracle is not bad, it's just not good at hitting things.
two of its spells are based around hitting things better and the last is a slight counter to its own curse. the first hitting spell is an action tax to still be below any other martial with a martial weapon, and does nothing for a simple weapon build. The Dead Walk is a cool feat though. would be better if you were good at hitting things.
Animist with Witness to Ancient Battles is similar flavor
And the Embodiment of Battle focus spell helps a lot there
Its not that complex
It's like Magus where you care about the class features more than the feats
Three to four Ikons, one to three Epithets, and whatever extra Transcends or Immanence effects you want to take
You will only really be worrying about one ikon, epithet, or transcend a round
more specifically i'd say it's uhhhh
it's a stance change class, kinda
in a videogame sense
you've got 3 Special Super Cool Items
all of them have a passive and an active
you have one up at once, and when you use the active, you're forced to change to another item as part of the action (free)
from there, the class is about juggling these Special Super Cool Items while fighting in combat
I do like how you can change what an ikon physically is though. So if you get a better but different item, you can swap it over.
The coolest Exemplar setup I've seen was played by Vhai and was a three weapon ikon iruxi with three different types of unarmed attack
living vessel also fits the flavor
Meaning it could use a transcendence option every turn without losing offensive presence or being locked to going back and forth between two things.
though that's one of the 'no actually this is marked rare for good reason' ones
Actually, are there any ancestries other than iruxi that can get an unarmed attack doing each of the three damage types?
With grafts, technically all of them.
Also I think catfolk can, because of versatile and the default punch.
From level 1, as three discrete weapons, though?
I think it may just be iruxi and possibly some sort of custom mixed heritage
Although I guess catfolk can take Saber Teeth
Taloned Tengu can also work ...
... nephilim awakened animal works, though not until level 5
Which means you'd have to take Additional Ikon at level 8
Oh, hungerseed might open up some possibilities
LGS might host a PF2e game soonish. Might get to making my aeternal dragon drakewarden here!
As a ranger with a riding drake.
He just really likes dragons.
Like me
Fleshwarp! It's not quite as efficient as Iruxi but it can trade ancestry feats for natural attacks
And also gets the reasonably delectable https://2e.aonprd.com/Feats.aspx?ID=2522
Fleshwarp! At the disco
So fleshwarp CMH + any ancestry that gets a natural weapon by default can do it without problems.
Minotaur, kholo, lizardfolk, uh ...
Tengu?
I think the beak attack is a standard feature
Or fleshwarp w/hungerseed
Which tbh sounds kinda rad
This is very funny with the four cones
Goblin, too
Both through a specific ancestry or a feat
Having reviewed the options, I would say that in a non-ancestry paragon game, the best way to do this is probably to do just two weapon ikons, and to pick up claws from either lizardfolk or catfolk ancestry feats, which are versatile piercing/slashing.
And then to grab monk dedication at level 2
With ancestry paragon, either lizardfolk or fleshwarp feats are probably ideal.
The talos versatile ancestry also provides a funky feat that makes all of your unarmed attacks count as a special material type, so in ancestry paragon where swinging 3 ancestry feats is not so bad, one might do lizardfolk or fleshwarp with talos heritage to be able to eventually swing as cold iron, silver, and adamantine.
Talos also has a lineage that gives your fist the modular trait
Whether in their pure elemental forms or as part of an alloy such as steel, the elemental metal in your soul resonates strongly with iron, bronze, and other sturdy, practical metals suitable for weaponry. Your fist attacks gain the <a style="text-decoration:underline" href="Traits.aspx?ID=271">modular B, P, or S</a> trait and lose the <a style="...
True, although the feat may be more notable for making fists lethal and 1d6 even without monk, since modular is a bit of a pain and the idea is to have 2-3 weapon ikons that we're bouncing around between using transcendence every round.
oooooh I see
https://2e.aonprd.com/Feats.aspx?ID=7179 What do we think of Warped By Rage
Rage courses through your body, transforming you into a beast of battle. The imbued ikon gains the following abilities. <br /><br /><b>Immanence</b> You’re affected by a 4th-rank enlarge spell. You can choose to forgo this effect when your body ikon becomes empowered<br /><b>Transcendence—Spasm of the Berserker</b> <span class='action' titl...
On the one hand, it does require you to cycle the relevant body ikon on and off and doesn't give you the chance to use its transcendence.
On the other hand, those are pretty good bonuses
On the third, mutant hand that sticks out of my chest and moves of its own accord, it doesn't scale and those claws are not your weapon ikons so
Do. Any ancestries in pathfinder hit the tiefling energy that D&D ended up with
There's just tieflings under a different name
Yeah, they're just part of the nephilim versatile heritage now
Fair
I mean, pathfinder cambions are not that different from DnD tieflings
And yeah, they are under Nephilim
I think Duskwalkers are only exception and they are separated away from Nephilim
thats becuase they were.,....tieflings
before the reamster
Duskwalkers are different things than boneyard nephilim.
Duskwalkers are more like the boneyards chosen than something that happens accidentally like nephilim
I am pretty sure there are no boneyard nephilim as a lineage other than duskwalkers, but yeah, they work differently
We only just Got the other monitors, and because of duskwalker existing boneyard nephilim are low priority. But a lack of a lineage doesn’t mean they don’t exist in lore, or even mechanically. Just don’t take a lineage
I will mention, given Zoey asked about tiefling energy, that the very specific fan-driven vibes of the modern D&D tiefling are not really the default for lower-planar nephilim
I don't think PF2e really has a clear troubled-and-brightly-colored-queer-allegory-ancestry in the way the modern fandom have made tieflings out to be one.
It's changelings I'm gonna tell you right now
I mean, the backstory is pretty much still the same? Cambions are not liked around, they get pushed out for being who they are, they form enclaves often. It is up to players to get their tieflings the colorful bubbly way that a lot of dnd tiefling players are
I think the backstory is technically different in D&D 5e (I think it was like that you're part of a lineage cursed by Asmodeus or something), but the change was not picked up on by the broader culture as far as I can tell.
Ah yeah, that was it. Also apparently the new PHB changed it back.
5e changed the framing of tieflings, notably
3.5's text was like
tieflings are ontologically cursed to have an inclination towards evil
4e went "tieflings are all descendents of a devil-pacting empire"
5e was the first edition that explicitly just went "yeah tieflings are just like, some guy"
"people find them untrustworthy but that's just bigotry"
which... well, that's kinda what most Tiefling Fans were using them for since the late 2000s anyway,
The visual design originally created for 4e is also a big part of it
Nephilim are very much what tieflings were in 2E and maybe 3e
Whereas 4e and 5e solidified tiefling as a specific identity
Although two different ones
1E tieflings did have culture and enclaves, notably in Absalom.
But the lineage of a tiefling was important
Kyton/Velstrac-descended tieflings were popular in Nidal, for example
Demon-blooded less so around the worldwound
I think the only time I've encountered a Velstrac was this mfer who looks like he belongs in a Quake or Doom game
oh that's a Quake enemy yeah
nodnod
Specifically. I think i am really fond of things being surprisingly normal weirdos i guess
What is this? It looks like a random assortment of feats.
Oh I see what happened
Your body transforms into a powerful magical cannon. While immobile as a cannon, you can fire blasts of energy directly from your core, devastating your foes. You become <a style="text-decoration:underline" href="Conditions.aspx?ID=24">immobilized</a> until you use an Interact action to revert back to your standard form. While in your cannon for...
It was the v at the end
I must have accidentally tacked it on
ah this one, it's very funny yeah
I think it might even be good?!
it's not bad, yeah
Solid damage, inherits potency bonus from your weapon, 120 foot range
the range is the big part IMO
And just how little investment it's asking for to use it
All you need is a high dex and A Weapon Or Handwraps
though you still need Dex for it of course
BARBAROSSA EVERYWHERE SYSTEM
I'm noticing that the only actions you can take are to Strike or Interact to leave the form
yeah
I suppose it could still be useful tho for a dex-based melee character since if you need to hit something at range a lot of your actions won't apply anyhow.
yeah that's my thinking
I do think it's very fun flavour but admittedly at level 17 it's probably a little too late, at that level flight speed isn't hard to access even just through items if need be
Certainly not bad though, keeps you safe from risking fall damage or wandering into melee range of a dangerous target
- 5d12 bludgeoning + 5d12 fire, Reflex vs damage & dazzle/blind, Fort vs radiation
- 75 untyped damage, basic Fort save, sustain spell to choose a new target (no repeats)
- 60ft line, Fort save vs 9d6 void / 100 void / death
owie
It's tragic that massacre doesn't work against enemies above 17th level
(Yes you can heighten it, it's still going to be useless when you want it most)
To be fair, massacre def seems more like a 'delete mooks' spell
At that point you'll have spells like quandary and synesthesia that chews high level enemies up like mulch in their own way
if only it were a cone and not a line
Fuckin quandary
It does seem to https://pathfinderwiki.com/wiki/Arcadia
That said, they're probably also present in the Inner Sea Region given cactus leshies aren't an uncommon heritage or anything
huh apparently pesh is made from a type of cactus
Yeah I recall running into that stuff during the ||Age of Ashes, desert section|| AP
We know very little about Arcadia but yeah theres at least one desert area
Couldn't tell you much about it
Katapesh has cacti
I have strong machine only to play very demanding games and using them as doll makers for my OCs
Managed to make a hungerseed hobgoblin (Using the old pf1e hobgoblin designs, the new ones are fucking UGLY)
I don't disagree but also when I'm playing a hobgob I'm usually there with the explicit goal of looking like/being a freak
I dont feel like hobgobs work as freaks compared to goblins. Too edgy
But we all have our views
To me the key difference is that a goblin is a loud, obnoxious type of freak while a hobgob is stoic and serious but ultimately still alien to most humanoid-centric cultures
Average hobgoblin would probably work well with any Hellknight minus the devil worship
One of my favourite hobgobs was very focused on ideas of reputation and status but also was completely socially unaware and never really noticed that most people found them off-putting from the start
Well, uuhh...mine is gonna be from either Kaoling or Chu Ye, taking the Snow Oni's desire to dominate and improve one's strength while merging it with militaristic approach of the hobgoblins that dominate each aspect of life to turn that into some kind of travelling warlord/sword practitioner with a nodachi
In short, evil
Might be even Susumu worshipper
Fair, in my case the character was largely detached from greater hobgob culture.
Basically a hedge wizard
Yeah. If you detach them and make them little freaks then the goblin looks work, in this case...eh
I think it cheapens the scary factor
As much as I understand trying to make all goblinoids look somewhat similar
In general I think the 2e goblins look a little funky but I don't hate them
at least they're consistent
Unlike whatever Tengu have going on
1e Hobgobs look like small orcs so yeah.
I just find the vast divide between Korokai and the stock Tengu to be very funny
He doesn't seem to be looking that much different?
Doesn't even look very crow-ish
Probably for the best, lol
I need to figure out how to handle hobs in my setting
Since goblins, as a whole, just became a thing after being extinct for millenia
any more Dominion of Black lore?
And/or high notable creatures from the DotB
at the moment thats about it I think
gotcha
What is the easiest caster for a new player starting at level 7?
Sorcerer is pretty easy. You have your spells that you know, and you cast those spells often and goodly.
probably Sorc yeah
spontaneous casting, overall strong focus spells for most bloodlines
give them Imperial Sorc or Elemental probably
I'm actually unfamiliar with the remaster sorcerer, so there's new blood magic action stuff to do, but even without that you have a limited selection of spells so you just fill up on some generally useful utilities or debuffs and then fireball some bastards
Imperial has Numbers, Elemental has blasting
i think if they want to play the "you have a big list of spells and recall knowledge to find weak saves" game, sorc is probably the best pick
but if not, i might recommend starting someone with kineticist instead
it's more like how magic attackers tend to be outside of D&D (focused thematics especially) and also a lot simpler to grasp from the start i think
and for a new player, running into the pf2e standard of "you're not expecting enemies to fail the saves all of the time, you're looking for spells that are still good when they pass the save" is often incredibly demoralizing
Kineticist is also a good option, yes
though I also know a lot of people don't feel like Kineticist is a caster, so it depends on how they feel on that
yeah
still
depending on the person kineticist might also feel more like a Caster™
if they're coming from non-D&D/pf games and are thinking of "wizard" as "the guy who throws a lot of fire" instead of "the guy with an eclectic bag of tricks"
not universal, but common enough to consider
Kineticist feels like a caster if you build and play it like one. It also plays kinda like a martial if you build for it.
To offer an alternative answer to Sorc just bc I feel some players might be turned off by how poor the defenses are, I feel like post-remaster Oracle is simple and offers a similar playstyle albeit limited to one list.
I think it depends on what kind of caster experience they want but Wizard imo
Or Cleric
Actually probably cleric
Druid is also solid imo, I think Primal is a good list for new players
Druid is also good yeah
More complicated class chassis but that’s maybe not a big deal
Primal has a little bit of everything so even if they don't know what they want to do they can figure it out and shift focus on the go
I think for new players spontaneous casters can be harder because you gotta be more specific and thoughtful with spell selection and that’s hard when you don’t know what spells are important
So I think spell list pick prepared casters are kinda best
Which is Cleric and Druid more than anyone else
I would actually argue the opposite, but fair enough
It probably colors my perspective because I mostly play via Foundry which makes tracking Vancian spells super easy
I feel like prepared casters only getting one shot which each spell they take (barring prepping multiple times) can be more punishing for new players because if they use something at the wrong time they can't just try again
I actually think fewer choices is better for new players
And with spontaneous casters, it's easy to make sure that a player has at least one useful spell
Yeah
I also think Signature Spells are very good for new players because it means they'll always have access to staple spells
Though it's much less relevant at low levels
Signature spells are nice yeah
I just think being able to reset and find new spells every day is pretty nice for new players
That's fair, I guess it depends how willing they are to engage with the spell list, like you mentioned having access to Foundry/Nethys helps a lot for that
I also think it's one of those situations where a smaller list like Primal or Divine is actually an advantage
I agree
Divine in particular is nice because it only does a few things really well
Which makes it a lot easier to tell what to focus on ime
True, I like Primal for the opposite reason, because if the new player doesn't enjoy what Divine does the list doesn't have a ton of alternatives
Whereas Primal can be a dedicated support, blaster, or somewhere in the middle
Yea, but that’s a build decision that you can get help from the GM or experienced players for. Choosing spells in the moment is harder to get advice for.
That is true yeah
Rom the Vacuous Spider 
Do people have any good GMing resources they like for this system? In particular I'm trying to find encounter guidance for low levels. I'm aware that using PL+2 or more enemies can lead to very swingy encounters where one shot can down someone or potentially massive damage kill them.
Honestly I just used the stuff in the book and it worked well enough
I think it’s worth glancing at the stats first because sometimes there’s blind spots in low level parties
But that’s unusual ime
(And most often spectral undead)
No spectral undead are planned for this so that's not really an issue
It's meant to take place in the tunnels beneath Westcrown
Honestly yeah
I 100% recommend wizards now because of tricky spell selection which is harder in 2E because of signature spells
Wizard would have been my least suggested personally
I think among the prepared casters it would largely come down to how annoying the focus spells are to learn and manage
Because I also think prepared is more complicated for most people than spontaneous
And also Wizards generally have mostly just the one extra top level slot as a real gimmick, two if you go Spell Blending
The big thing is that it's harder to make permanent mistakes with prepared
And overall not as good focus spells, and that's very important IMO
You get to experiment
Is it?
I personally see the opposite, in that with prepared it's far more likely to have a wasted slot
If you make a bad choice with a spontaneous caster, you're dependent on retraining to fix that
Depending on the GM and the campaign that may not be an option
I think I'd say cleric, if only because you always have the font
Although divine spell list can be fiddly for a new player
Hmmm
My thinking on that is mostly that spell selection is already the singularly most important thing about any caster
If you pick bad spells you are gonna have a bad time either way
And I would also assume that player would get some assistance on that
I mean to be fair the conversation started as options for a new player, I think it's fair to allow retraining on the fly if they make a mistake provided they don't abuse it.
Also, I think that build complexity is easier to manage than in play complexity, because it’s way easier to get help when building a character.
“Hey GM, are these good spells for a sorcerer” VS “hey GM, without spoiling anything, are these spells good for today in particular. I will also need to ask this question every day for a month or two”
Also this is probably my other main argument against Wizard
Except for a few of the newer schools, their focus spells aren't that good, and they can't get a third focus point without archetyping
And having a reliably strong focus spell is a really big deal for casters IMO
In that case, primal sorcerer is hard to fuck up
Take damage spells, take heal
Do fine
If all a primal sorcerer does is cast Heal and cast Fireball, they're doing their job
devise a stratagem 3 roll
It could be, but are there even enough ranged-weapon ikons to make that work?
well you can always twin it with Twin Stars
oh AoN doesn't separate the ikons by type at all, ew
genuine question
what does dual repeating weapons bring in the first place over just
one repeating weapon
or idk, a crescent cross
more ammo, presumably
Unfailing Bow despite the name does not need to actually be a bow, at least on AoN
so that's two options with it and Starshot
I’m adapting a character but also could take some shit like dual weapon warrior to get like
Paired shot
Dual wielding does nothing internal to the Exemplar class, unless you have multiple weapon ikons to bounce back and forth the transcendence for.
You could of course pick stuff up with dual weapon warrior or a multiclass, and take non-weapon ikons
im just realizing that ive never really played a caster in pathfinder lmao
wait im dumb i forgot about that one oracle that i played
But even then you're gonna be seeing action conflicts between transcendence and double slice
Somehow my groups are very good at assembling 4 stacks of casters or 4 stacks of martials
Balanced party comp never
we did four martial in our AV campaign, and it worked perfectly fine tbh
Fighter, Barbarian, Ranger, Investigator (me)
We did it in Bloodlords and it uhhh
Did not go fine, frequently
Alch, Investigator, Barb, and Swash (me)
And then on the opposite end of things our current arrangement in a homebrew game is Kineticist, Necromancer, Animist, and Witch (me)
We do, it's just that most of us have concepts in mind and would rather attempt to force them than not use them.
Does oracle dedication count as
playing a spellcaster
Because if it doesn't then I don't think I did
Not a full caster, at least
Though the parties may not be mechanically cohesive, they're at least narratively tied together and to the main plot well
smoking that martial blunt always
But very good
Champion, Fighter, swashbuckler.
I think a balanced comp tends to be strongest if only for debuffing
Yeah, it just becomes fragile to some enemy types ime
Not always a problem but occasionally makes some fights painful that didn't need to be
All-caster squads tend to be pretty squishy but can throw out a dazzling amount of power as needed
practically speaking, does playing a large ancestry make it harder to sneak
Mechanically no
In theory yes, due to cover rules
Is the GM going to enforce those? Different question.
And of course at high level with skill feats the difference disappears
Hide in plain sight is so fucking funny
As a sidenote
Stealth builds that hide in combat are actually kinda insane
The Kingmaker game I'm in featured a Gunslinger/Ranger with a crossbow who was all-in on this and it was very effective
Arbalest Sniper is a pretty good build yeah
And much less crit reliant than other weapons
My player is Shobhad Long Rifle Sniper
That shit is scary
And yes that’s a real weapon read a book
:p
I'm familiar, I've seen it used a few times actually lol
I wanted to do this with my shadow sorcerer, but action economy and the need to do things NOW has often said no. The wizard throwing a fireball into the big cloud of magical darkness where I was hiding was a frustrating turn of events
I've also gone for it occasionally on my Witch build, it's meant to be a high stealth, high CHA illusionist build
granted I often can't really afford the action econ often
Yeah same. It just turns out that the gm and party are not the kind of people who engage well with illusion and hiding.
I feel like you mainly do combat hiding to get off guard for ranged attacks
and the defensive benefits are more secondary
Sniper Gunslinger life.
I've been fortunate in that regard.
fomx
looks at pathfinder beginner box adventure
One of the encounters seems odd.
Area 11 the art on the map seems slightly off. The shadows are wrong for what is described
||it says that the wide staircase goes up but those stairs look like they go down||
not that last one.
The only situation I can think of where a Leshy would start worshipping Lamashtu was if it was the creation of a Druid that was a follower
Evil Fey exist
I think we’re all forgetting a crucial factor
It would be funny, and could be gross
Lamashtu is a patron to outcasts, either way, even if it’s just a way for her to exploit them
Honestly I originally had the idea because it was funny to me. And made me think of weeds and plants being weird.
I think I'm gonna veto the Investigator class if I ever run a pf2e game that's not structured as an investigation or mystery because holy hell is the GM overhead ever annoying. One of the other players in the game I'm in is playing one and the amount of interjections is excruciating. It's not the player's fault at all, it's just how the class is designed.
It's not a bad idea
I think it's the most narratively specialized class
Though there's some competition with champion I think it wins
"Is this related to my investigation?" "Does That's Odd trigger?"
I get exhausted by unnecessary interjections, but it's not from someone playing an investigator so I'm willing to ascribe at least part of the problem onto the player. Some people just are not good at:
- timing, knowing when to interject and when to wait just a bit for a sentence to finish
- brevity, being able to convey what the interjection, taking 3 minutes of waffling and being dodgy about what it is they are even talking about
asterisk: they play a wizard where this is the most problem, but in a parallel game they play a magus w/ investigator dedication and aren't really any better about it
having played an Investigator for a while, you could IMO just give them free action DaS all the time, and it would be fine tbh
Investigator is definitely undertuned, so I agree with Alaen.
It’s a shame because it’s the only other class with rogue speed skill advancement
(wrt investigator) stuff like spellstrike fishing does feel kind of like a trap option, though i've only seen someone trying it for a few sessions so far
I played with Eldritch Archer archetype, and it did feel useful for when I did get a good DaS roll
Spellstrike fishing is absolutely just a perceptual thing
Big hit feels good
Which isn’t nothing but
for Investigators themselves, you are already checking your DaS most turns
on other classes though, yes I agree
Yeah, in that case it can make sense as a 1/encounter big hit
especially if you do happen to roll a crit
Spellstrike isn’t a ton of investment, especially not in free archetype
y'all think a clockwork reanimator dedication inventor would work in a blood lords game
Yeah, if the party is already specced to support undead it's less annoying than it would otherwise be and it's a fine combat companion ime
Plus you're in one of the few places it won't raise eyebrows in public
sick
do the feats for the construct innovation work for the construct companion from clockwork reanimator
I don't believe they would
I just noticed she's wearing heels, but honestly in her case it's fitting.
The new subscription is a complete scam.
You will be charged $.01 to start a new subscription when the new website goes up.
?
They’re adding a $.01 charge to make sure your credit card works before subscribing. I am exaggerating this tiny charge for the sake of comedy
ah, okay
Witch archetype is better than I thought for casters to splash into
They have some decent feats to grab yeah
Psychic archetype can also be good for any caster without a good general use focus spell
Spells only caring about your key stat if they’re doing offense helps make them a lot more accessible
Oddly specific question but what name would you give a Mythic Numerian Great-Chainsword?
All I can come up with is "God's Teeth"
My party (as a player) is currently in Numeria and are trying to kill a recently freed Azlanti Flesh God
Also chainswords are cool
Sundering Maw, Roaring Reaver
God's Teeth is metal but it's also the name of a published #1162147260348497980 adventure
(big content warning wrt that campaign and child abuse btw)
I decided to drop Stealth for Society on my bomb-throwing barbarian, so now I've got three skill feats open. What's good re: Society feats, in people's opinions?
Eyes of the city and biographical eye are my main picks
Oh, huh, those do both look rad
cognitive crossover might be worth it if you can guarantee another skill covers a good deal of the encounters you expect
This is Kingmaker, so Fey Lore or something might be good?
Streetwise and Courtly Graces seem to have their virtues as well.
Additional Lore skill feat kicks so much ass if you know what will be relevant for whatever it is you're doing.
I'm a fan of both feats, though they do somewhat rely on GM leeway a bit imo
Yeah thats where I got the name from
Courtly Graces feels like it could help a lot in Kingmaker specifically
Honestly both of them could help a decent amount tbh
that reminds me, when are we expecting them to actually publish the Necromancer class?
some time next year
have they published any changes after the initial playtest release?
there was a blogpost I think
the main thing I remember is that Runesmith damage will likely go down a bit
I really hope PF3 gets rid of bespoke weapons.
Just give us a light/med/heavy category and let us pick a few traits.
evil option: bring back the polearm tables
get feats that only work if you wield a glaive-guisarme, or a bec-de-corbin, but not a voulge
yeah tbh i see the vision but would be disapointed if thy got rid of bespoke weapons
Yeah not a big fan of of juiceless generic weapon lists
I want the evil option
More polearms
Every notable weapon from every culture and also all the fantasy ones
really, I want either generic weapons or a smaller list of meaningful options. I don't need stats for a Goblin Rat-stick if it's just a worse spear, I want that rat to be mechanically signfiicant
There are a ton of weapons that are just not really worth using
Yeah
yeah i want weapon traits to all be like
deadly, fatal, reach, and agile
where theyre a big factor in how the game feels
I mean, have like 10 different base weapons. "Spear", "sword", "dagger". These have base damage and major traits like fatal or reach. Then you get like 1-2 minor traits like disarm or hampering.
i like it when games have both somewhat generic weapons for people who want them but also the option to be like "hi yes i've got eight different types of polearms and the differences matter"
tangentially
is there any way at all to reduce the reload for a sling?
Like reduce it to reload 0? not that I know of
unfortunate
someday a D&Dlike dev will actually look up how slings work
evidently not this day
Guerrilla Archetype has a lot of sling action compression tho
yeah, the weapons are explicitly not based on the real deal
I'm well aware, but it also bothers me since this is a recurring pain point for D&D and D&Dlikes and has been for as long as I've played them
D&D devs love to go "slings are weak weapons that's why David lost to Goliath"
guerilla assault is okay i guess
sucks that there's no real support for using slings on actual ranged build loadouts
bows (and I guess guns) getting such a privileged position in the rules has bugged me for a while and I briefly had a hope that maybe they fixed slings in pf2e
maybe i just refluff a gun as a sling and take gunslinger
Slingslinger
in the end im just frustrated and sad that this incredibly niche character concept fantasy is (reasonably, in some ways) never actually enabled in these games
though i have always felt like it's a bit of a self-fulfilling prophecy
no one uses slings because slings always suck which means no one makes cool options for slings because no one uses slings
level 8
+1 striking fearsome cruuk
1/day, free action
Trigger: you hit a frightened creature with this weapon.
Effect: You may demoralize a creature within 30 feat, ignoring any temporary immunity to your demoralizes.``` Also speaking of weapons, how does this look? The base AP weapon is just so disappointing.
meanwhile a certain kind of real life historical warfare and weaponry nerd end up not getting to use slings
side note
ok nevermind i lost my train of thought
that looks like a cool weapon
Could I make it 1/hour if I got rid of the ignoring immunities thing?
It needs setup, skill investment, and only works against multiple opponents.
I think either would be fine more or less.
Definitely yes I think
And it's still just kinda okay I feel
So I want to make a blaster character, is Wizard w/ Martial Artist dedication or Magus better?
what does blasting mean to you
Wizard with martial artist definitely won't be as good as whatever you're imagining
As in your punching will still not be good
Ok then.
big elemental aoe damage, but also you want to melee, by the sounds of it?
probably just kineticist
Oh ok haha
Kinetecist for consistent aoe elemental stuff, sorcerer for slamming a few big spells then running out of slots lol
kineticist is what you're looking at for that kinda thing
maybe with a wizard or witch multiclass
Then I would probably recommend an Elemental Sorc
Wizard will probably not do this as well
nodnod
reasonably gishy, has aoe effects and anime jumping if that's your speed, can be, if you want about getting in and blowing stuff up while fighting
Mainly because Sorc gets you some good blasty focus spells too
Kinetecist is sorta fake gish but that's fine
if you want to throw exploding gems,
Kineticist can also do good, yeah
But trades some impact for being able to do it all the time
Kineticist is rad and flexes into a lot of off-roles depending on what elements you're working with.
Kineticist does get some big impact if one knows where to look, fwiw
Air and fire make great mobile skirmishers, wood and water make decent healers, water comes with built-in forced movement to keep things moving around, earth and metal and wood can be fairly (sometimes stupidly) durable melee range fighters
Earth/Wood has been treating me extremely well in Season of Ghosts
I'm running a metal/wood tank literally at this moment.
It's not bad definitely, but you aren't going to be matching a top level slot spell in one go usually
Yeah, you do pay in some ways to have "all-day-every-day" elemental pseudomagic
But the Kineticist can of course do their thing every round without repercussions
I’m eager to add Air at level 5 for lightning dash and Desert Wind at level 6
You have your fairly clearly-defined lane to work inside, unlike those casters who flex their spell choices on a whim.
nods
You know what’s hilariously, comically powerful? Ignite Sun
Very late game but
And I have a feeling I know what that does.
It is silly strong
I...actually wonder if ||Father creating a miniature star|| at the end of FMA is a reference to this.
metal has the record for highest number referenced with its capstone feat HELL OF 1,000,000 NEEDLES
It creates three small suns that you can move around
Oh ok
Ignite the Sun only makes one sun, but you can make it bigger AND move it each time you Sustain it
18th level Rolling Flame (but good)
Question: How is Kineticist/Monk?
Ignite the Sun is also a bit weird, because a lot of its value is in the attack buff it gives
Especially since you probably have free sustain at that point
Rather than just the AoE itself
Archetype or dual class?
Archetype.
Monk can dip kineticist stuff for good value
They don't interact much, and this is kind of a weakness of Kineticist in general. HOWEVER there are a handful of impulses and effects that are stupidly worth dipping into.
The reverse is not true
Thank you all
Really? I kinda expected that Kineticist would like Monk's stances.
Kineticist doesn't super benefit from a lot of stuff, because their actions econ is already spoken for and they don't interact with other things
They already have their own stances
Go into the pathfinder discord and search for discourse on how Timber Sentinel is overpowered as a dip for other classes.
Hm.
But yeah a class Kineticist is 100% occupied with its own stuff in terms of combat actions.
It's something that makes Kineticist a bit weird
They don't use Strikes and they don't cast spells
Meanwhile a Monk has the freedom of action economy to absolutely make use of a spare Impulse or two every so often.
So a large majority of things in the game don't interact with them at all
Which can make finding useful archetypes difficult
Kineticist stances are extremely strong and a huge portion of their power budget
It's mostly stuff that goes off your class DC or out of combat
Hm. Though er, then again one of our characters is a staff acrobat Exemplar (was Fighter before WoL came out)
We think about her a lot. :)
A high level Monk can use that capstone to Fuse Stance with one of their fucked up Monk stances and one of the fucked up Kineticist stances
Picking up impulses from the kineticist archetype can be very good in general
And yeah, fuse stance does numbers with at least one non-monk stance
So to be clear, selecting dedications is a wholly separate process from straight multiclassing?
https://2e.aonprd.com/Feats.aspx?ID=4284
Like, picking up Timber Sentinel using 2 archetype feats pays for itself and naturally scales with your level for the rest of your life. Anyone can snag that.
A slim, symmetrical tree travels from the Plane of Wood. You conjure a tree within 30 feet, as a <a style="text-decoration:underline" href="Spells.aspx?ID=976"><i>protector tree</i></a> spell of a rank equal to half your level rounded up. If you use this impulse again, any previous one ends, and an ordinary tree remains.
Fuse Stance is so cool too bad it comes in so late
it does not
Oh?
And is also arguably better on anyone except Monk
Dedications is, rather than taking a standard class feat at level 2+, you can instead dabble a bit in another class, but you get a nerfed version of their stuff, or you get a unique non-class thing.
No
Archetypes are the only form of multiclassing in the game
There's also the dual-classing rule but that lights balance on fire and you will never see it.
There are two options for "multiclassing"
- dual class rule, where you take two parallel full classes and get all the features of each, taking the highest if you get similar things
- archetype dedications, where you spend one of your class feats to dip into a limited "sidegrade" of whatever that archetype is
There's also the dual class optional rule, but that's also something different
You can't do for example Exemplar 7/Gunslinger 3 at Lv.10, you'd do Exemplar with a Gunslinger dedication.
Yeah I get you now
But not all dedications are class dedications, for example Staff Acrobat.
BY DEFAULT, archetype dedications and feats are supposed to be taken IN PLACE OF your normal class feats, representing you sacrificing progress in your own class to have a diversified toolkit or some other unique combination that fits your needs. A LOT OF GMs like to run the Free Archetype rule where you get a track of bonus feats at even levels specifically for allocating to Archetype dedications/feats, parallel to your normal class feats.
This does boost the power level a bit, but doesn't break balancing wide open.
For example my Wood/Metal Kineticist is being run with Free Archetype, so at 2nd level they get Druid Dedication, at 4th level they get the focus spell feat, and so on, all while keeping normal Kineticist class progression.
Also, IDK how good this specific one is, but Archer is a dedication, which is literally just for "you use bows and crossbows more good".
Insert Fate joke here
Some archetypes are better for combat than others (and some are just kinda so niche they're useless outside their specific scenario).
Staff Acrobat we find is quite funny because you can throw people around with it or just start pole vaulting bastards.
But they can also be easier gateways to specific kinds of character builds than going through a Class Archetype. Instead of getting a Monk Dedication and worming through that for one stance you wanted, you can get the Martial Artist Dedication that also gives you access to stances without being associated with "monk stuff"
Staff Acrobat is a cool dip dedication cus you just get auto-scaling Acrobatics
that's Acrobat actually
Also like, combine Staff Acrobat and Quick Jump and you can just be on one side of a person and then just Leap onto the other side.
Which is great when you're making a character inspired by Guān Yǔ.
I think everyone should do an Athletics-maxxing Assurance Jump Monk at least once. It was rather fun.
..I feel like this could work well on Magus.
☺️
Just start pulling off jumping Wuxia nonsense.
With the ridiculous speed boost from the class you can just pre-calculate what your Long/High Jump distances are and say "yeah I triangle jump up to the top of this four-story building with ease"
Also fun fact: Bǎihé can outrun a horse.
I love dual class but it is so wonky
That said, a lot of characters in fiction are best described using dual class rules
Tian Xia CG has that exactly
At lv.3 she can move at 40ft per move, which allows her to 3-move faster than a horse using Gallop, but at lv.8 she can go up to 50ft.
And that means she can 2-move alongside a galloping horse.
SKY LAUGHS AT WAVES [one-action] FOCUS 1
UNCOMMON MAGUS MANIPULATE
Requirements You’re wielding a one-handed weapon in the
sword group.
You soar and leave the world’s squabbles behind before your
violent intentions ground you once more. Fly up to your Speed,
then make a Strike with your sword against an adjacent
creature at the end of your movement. If you don’t have any
other means of flying, you fall after the Strike. If you can’t end
your movement adjacent to an enemy, this spell is disrupted.
Monks are indeed hella fast.
Correct, and now imagine that combined with the jump assurance nonsense.
She's an Exemplar.
[Reply to:](#1161695831775248426 message) Monks are indeed hella fast.
dual class is veryy fun, but it also produces a lot of nonsense results
I do not need to imagine, for I have done it on my hella-fast monk.
even for some of the "fairer" combos
She could in theory go even faster if we mechanically (rather than just lorefully) made her an Aiuvarin, not a Dark Fields Kitsune, but that means asking the GM for foxform over tailless rather than just getting it.
I do love my Barbarian||Rogue bomb thrower build
one lesser focused on thing about dual class for example is, everyone has incredibly good save proficiencies
and is likely to have the save upgrades in two or even three saves
which can make it pretty difficult to actually tag people with save based effects
I'm not familiar with gestalt?
What does the || stand for
probably just multiclass
it's the dual class rule
that's kind of what dual class does
gestalt is what it was called in 1e
oh okay
Oh ok
gestalt is actually from 3.5, and a lot of p1e players used it
i didn't know that there was a dual classing setup in pf2e
Hahaha...gestalt...
neato
Sometimes, especially when you have a particularly small play group or want to play incredibly versatile characters, you might want to allow dual-class characters that have the full benefits of two different classes.
it's an optional rule in the GM books
it, predictably, makes things a little difficult to balance
Yep it's always been an optional rule
Yep.
It’s pretty half-baked but I like to toy around with it on Pathbuilder
I've had a very funny character idea, hold on.
Basically, an awakened animal cat that's a throwing weapon Ranger.
who would win, a little metallic spoodler or a big fiery roomba
I bet on fiery roomba
the spooder lured the fiery roomba outside by feeding it a line of conjured matter, then shouted to her friends "HEY PLEASE BLOW THIS UP WITH MAGIC SPELLS, QUICKLY"
Spiders have the advantage in tactical versatility
I do love playing rogues
Just for the skill feats
We need another skill feat class
it would be so fucked to end this campaign becuase of a random encoutner right now
investigator's right there :v
The Kineticist player in the high-level Kingmaker game I'm in respecced to Guardian Dedication when it was added and it's really solid
Taunt goes crazy when you're the tankiest creature on god's green earth
we managed to win this btw
becuase the froghemoth went away i na few turns
I didn't say we need 2, I said we need another one :P
Oh that sounds like a fun combo
Mildly off topic but I wish I could get into a Kingmaker game that doesn't all apart early
I am in love with this idea, BTW. Uses a war javelin for the tethered attribute. Good at survival and climbing mostly.
[Reply to:](#1161695831775248426 message) Basically, an awakened animal cat that's a throwing weapon Ranger.
Yeah I opted not to go for the Wood Shield + Guardian Shield stuff myself, but it's obviously a very strong setup
The main pain-point is that Taunt competes for actions with impulses, but
It's actually worth it
In their case they use a lot of the revenge damage feats so Taunt doubles as technically a damage vector
Granted you need to squint very hard
I can see it
And mixing Taunt with Protector Tree is crazy
Because you can essentially force enemies to go for the person near the tree
Unfortunately they're not Wood but that would be cool
Oh I assumed they were, just given Wood gets the regenerating shield
(I think my favored dual class for kineticist would be with guardian, it brings a lot of value to earth/wood)
They're using a tri-gate build for Fire/Metal/Earth iirc, though I don't remember if they kept Metal after the respec and are just Fire/Earth now
Plus they have the Impulse that just reads "Furnace Form always and forever" which goes hard for a revenge damage focused build
Water and Metal between the two of them feel like the less attractive of the elements
Yeah it's been both the most common one I've seen at tables and ime it's always underperformed even in magical Christmasland perfect scenarios
I've only seen it played once, and that player was notably bad at the tactical/building side of the game
But when I tried to help him do some rebuilding I was stymied by how little there was that looked genuinely interesting.
I've seen Water used twice so far and it's been solid both times
Well, solid once and giga-busted the other time
The ice field AoE definitely needed that nerf lmao
Even post nerf it's been very solid ime
Just a small chance to completely explode an encounter if the GM rolls bad
Also, rules question: If you have a 1-handed Tethered weapon, can you use it with a shield?
Or some other item in your offhand.
Yes
The latter
As long as you're not actively raising it, a buckler doesn't interfere with anything
:3
@craggy thunder should I still ping you for dual class abominations? I’ve got one coming XD
sure lol
What are some of folks' favorite mythic paths used as archetypes?
Starfinder oneshot idea: The party must go on an adventure to seek the wisdom of the Install Wizard
concept: ghost in big full-body armor who's in denial about being undead, and insists the cleric must be casting Heal wrong when it damages them
Galien
My immediate thought was Buzz Lightyear
Okay one of the other PCs in my PF2e game has a really weird and out-there backstory
Although she's a normal human monk mechanics-wise, she's the clone of a powerful necromancer who attempted to ascend to godhood, but failed and was stuck in a limbo state in the Astral Plane. The clone's creator, who is the BBEG, is the mage's lich husband/lover (unclear on that) and he created her as part of an elaborate ploy to get his wife back.
Reminds me of Zouken
I was looking at the Spirit Warrior and planning out a free-hand fighter character with it and I realized that if you stripped out some of the supernatural stuff, it could be a really fun combat style archetype
Reminds me a lot of what I liked about Fools Errand in PoW
Yeah, you don't even really need to play to the supernatural stuff
Just take the dedication, bam, you're good
Probably also take the hilarious sword-ruining parry feat
DISRESPECTFUL
https://2e.aonprd.com/Feats.aspx?ID=7031
Your particular martial art includes various defensive actions designed to remove your opponent’s ability to cause harm. Your fist unarmed attack gains the <a style="text-decoration:underline" href="Traits.aspx?ID=577">disarm</a> trait. You gain the Disarming Interception action.<div class="calledAction"><h3 class="title"><a href="Actions.aspx...
https://2e.aonprd.com/Feats.aspx?ID=7030 This is so fucking funny
You charge your weapon with spiritual energy and intercept the attack. The weapon becomes <a style="text-decoration:underline" href="Conditions.aspx?ID=60">broken</a>, and the target is unharmed by the attack. If you’re carrying another one-handed, <a style="text-decoration:underline" href="Traits.aspx?ID=526">agile</a>, or <a style="text-deco...
1/fight get out of jail free card
oh that's nuts
ig it does require having a usable sidearm but that's not the worst, and if you're using the twin rings and a dual wield build it's basically free
The only option at level 4 is an oath
Oath of the Kaiju is really good, fwiw
The others are kinda whatever
Circumstances bonus to damage good
The level 6 one that makes your one-handed weapon get your unarmed runes takes care of that
Have an arsenal of disposable swords
Spirit Warrior is, all-in-all, an extremely strong archetype.
Damage boosts, ranged melee attacks, a very good flourish, rock-solid defenses
I just wish there was an easier way on fighters to match proficiency scaling
Unless you use brawling weapons, you'd normally be stuck focusing on either brawling or on whatever your other weapons are
Swordmaster PFS archetype has a feat to address that, but that's it
The only way I could think of to get around it would be a brawling group weapon that doesn't feel like it
The thorn whip comes to mind
TBH I think just giving fighters accelerated scaling for all weapons would be fine
They have it until level 5, and it doesn't generally matter that they don't after that
Just kinda screws very specific builds
Swordmaster has a few other useful feats, so despite its age I don't mind having to splash in
It has a skill feat for repairing equipment on the go, which is useful with the whole "disposable swords" thing
I've been trying to work out a way to play an undead Instinct of Decay Barb without uhhhh
Exploding and/or imposing a massive action tax on the party healer
Conceptually it's very fun to me but combining huge amounts of self-damage with being unable to use most sources of healing seems unwise
I wish there was Blessed One but for Touch of Corruption
could just ask your gm 'hey can i take the blessed one background but swap the spell it gives'
Decay Instinct is bad
There's not really a way around it
Ligneous is my instinct of choice for being very larg
This is true but have you considered: Big number funny
(please ignore all of the creatures immune to poison, if I pretend they don't exist they can't hurt me)
Big number funny and that's why I use Ligneous :D
I wish Ligneous and Decay got any feats
Elemental gets points for having good damage and being compatible with multiclass kineticist impulses
Admittedly most of my fascination with Decay is that I already wanted to try doing a Ghoul or Zombie Barb and Decay is good flavour
TBH if you're doing ghoul or zombie it'd be easy to fluff ligneous as being decay
ligneous even slows you down for that zombie walk
Yeah, I did consider that as an option, I just like the fantasy of a fighter falling apart mid-combat, Zombie has a lot of it already and Decay would match very well
It's just an unfortunate situation of being a concept I like that gets mechanically executed well in terms of fulfilling the flavour
But also it's not good and gets worse for the introduction of undead
The Paizo website will not be going down today due to a delay.
The Old One is sentient and fighting back
Oh shit Paizo's old website has ascended
Paizo Shop (The Old One)
Areas of Concern commerce, role-playing games, riddles
Edicts buy Pathfinder and/or Starfinder products
Anathema reveal more than you need to, use modern web technologies
Devotee Benefits
Divine Attribute Dexterity or Intelligence
Divine Font harm
Divine Sanctification Can choose unholy
Divine Skill Computers
Favored Weapon starknife
Domains creation, disorientation, trickery, wealth
Cleric Spells 1st: lose the path 3rd: slow 8th: quandary
Dam they got good spells. I guess I have to convert
Harm font though
Be undead
Run up to a guy and spam one action harm
Pokepokepoke
Have no life
Our game starts. First battle against some fodder bandits. We make and ambush. Then my sorceress runs and casts color spray.
GM's reaction:
Half joking headcanons: Aklo is just English
It's weird they posted a blog post today when the website was supposed to be closed.
Hmm, if the only focus spells from monk I want are either mobility or unarmed damage amps, do I really need wisdom for anything?
Will saves and perception.
I more meant besides the generic stuff everyone gets from Wisdom
You have free hands. You are one of the best battle medics.
No class features nope
I did not think of that actually
The hand thing is causing me so much grief on my healing exemplar
Monk speed also lets you get a lot out of doctors visitstion
fighting a feesh
Feels like dynamite fishing should be a thing here-
Today in Season of Ghosts: "On one side of this argument there's a cat, and on the other side there's a Pharasman."
In theory. Their could ne two more spellcasting traditions.
Mind/Life. And. Spirit/Matter
I think personally it’s kinda inevitable we might get another eventually just as a result of like. How games with release lives like this work
At least for a while they’ll probably err towards bespoke subsystems like with Kineticist and Runesmith
Perhaps at some point we’ll see assembling a list from fixed parts, as the animist kinda does
lancerfinder....
I forgot runesmith was a thing until now, I look forward to that. IIRC it was pretty stronk in playtest though.
They said they’re toning down its direct damage potential which is good
I think it might've served as a good vessel for a character idea I had once: an automaton crafted to be a soldier during a long-forgotten Wizard War, spent an indeterminate amount of time buried or locked away somewhere. After being unearthed, their only motive is to continue the war (which is LONG SINCE OVER) against an opponent who is in all likelihood dead. But nobody ever told them the war was over, and they can't confirm it without either seeing the opposition wizard(s) dead or being relieved by a commander (of which none seem to be left).
Since it’s supposed to be a support
Which I’m sure a bunch of people are gonna say is bad since a weird contingent of the PF2e community hates anything that isn’t about doing more damage harder
My own experiences with Pathfinder 2E have not been especially favorable toward support roles, sadly.
Eh
I do think if they want it to be a support, they are gonna have to retool the runes quite a bit
The damage options were also just way better than most other things you could be doing in the playtest
So well have to see how release ends up looking
Ime the best general supports can do a lot of their schtick for one action
Old 4e leader principle, as it were
Looks like our Season of Ghosts party is changing
-1 nagaji Champion, +1 ysoki Ranger
It is?
they said they wanted supportive effects to be a more major part of it, yes
but in the playtest the best strategy definitely was to focus on the damage runes and play like a more flexible Magus
Ah ok that makes sense
Though we don’t intend to do away with direct-damage runes like atryl, rune of fire altogether, we do intend to rebalance some (some) of the runes’ power away from direct-damage effects, having your runesmith increase the team’s damage output through buffs and support instead.
from the debrief blog post
and also that there will probably just be more rune in general
I do like the idea of Atryl like, bestowing fire damage on whoever has it.
Was thinking of running beginner box pathfinder for friends. But now scared things are getting too complicated
It's like five sequential rooms
Would you be doing it on foundry or irl or what have you
Real life. Its. I got the beginner box because i wanted something simple. And. It feels like its getting more complicated as we talk about more options.
Fwiw I ran through it with my kid siblings just fine
Okay. People in the group are reassuring
In a boss fight today I passed like 3 different saves because of the plus one off of Witch Warden
You and your family have fought long and hard against witches, particularly the winter witches of Irrisen, and you've learned to be wary of their curses and the otherworldly powers their patrons grant. You gain a +1 circumstance bonus to saving throws against <a style="text-decoration:underline" href="Traits.aspx?ID=38">curses</a>, and to saving...
Bless extremely niche feats like this that are perfect for flavour
It feels so good when they pop off for exactly one encounter
Flavor feats are so much fucking fun
I also stopped ten (10) different reaction attacks from Laughing Fit
So that was fun
Set a date for the pathfinder beginner box game.
Also. Is Rascal one of the weaker Swashbuckler Styles? Dirty Trick has the attack trait which means either the trick or the finisher will be at a multi attack penalty
The answer to your question is alas a fairly uncomplicated 'yea'
Sadface
Its not unusable but it IS One Of The Weaker Swashbuckler Styles
It’s better than gymnast
Well no
Because it has the same map problem as gymnast and on less powerful actions 😭
Grappling does all the same things for a gymnast swash as dirty trick does for rascal while inflicting a much more useful condition
Gymnast is strong because it hugely benefits from Derring Do
Also it enables the wrestler archetype build and while it may not be amazing it IS very funny
Keen flair is an interesting ability
So. Helped a friend make their pathfinder character.
Autistic goblin changeling swashbuckler raised by humans
Nice
Only problem is i kind of want to play the character now
Maybe they have a twin
Make them friends
Im running the game
The struggle is real
Id probably mess it up
I read that as Australian at first
Has anyone played the Guardian and/or Commander yet?
I saw beta Guardian in play
I've played some guardian! It's very nice
What in specific do you want to know?
Would it be an alright class to play for someone who doesn't normally play frontline, and has never tanked in a ttrpg before?
I'd say so! It's extremely simple as far as tanks go- you are the most durable class in the game, with a reaction that is 'take a hit for an ally' and a simple taunt
The main thing is to remember to apply off guard from your taunts, and to remember your physical resistance
Yes, Taunt is very straightforward imo, it rewards good threat assessment but it's not complicated.
Guardian is like THE "tank" class, even more directly than Champion now. Your entire job is to be a heavy armor meatsack and just Taunt and block all the time, no fancy frills like catch 22 reactions or anathemas or divine whatsits.
GMing for one in my current online campaign, very much centering on Taunt usage
Though the guardian is also doubling down on using a shield offensively
Which I admit I have bad blood for because the first time my group played a PF2E one-shot I wasn't allowed to create my own character (was going to make a catfolk thaumaturge) and was instead handed an EXTREMELY underwhelming solo-shield fighter
Guardian with Punishing Shove (deal scaling damage when you shove, 2x on crit) and the Centaur feat Practiced Brawn (+1 athletics to shove, success becomes crit success) is such a neat recipe for being a controller bully on top of the usual Taunt stuff.
damage on successful crit shove:
- STR x2
- (STR + 2) x2 (3rd level)
- (STR + 6) x2 (7th level)
- (STR + 12) x2 at Master (15th level)
Was thinking of building a spear and shield Guardian for if I get to play Myth-Speaker.
Are there any bombs that aren't alchemical? I was watching a video on Dishonored and I was reminded of how fun the springrazor mines were and was wondering about some baselines to create a grenade version for my setting
You might want to look into snares and gadgets
But also the junk bomb and nail bomb are alchemical bombs that work perfect for spring razors
Junk bomb seems perfect, I'll just remove alchemical and add clockwork
Short answer, very
Pathfinder Nephilim are like old-school planetouched, they come in basically infinite variety
Interesting
From a gaming history perspective, bear in mind that the idea of a Standard Tiefling Look is an innovation of D&D in 4th and 5th editions. PF always drew more on the earlier Planescape look
Some tieflings from the old master, DiTerlizzi
And some of the tiefling lineages in the Blood of Fiends book were pretty out-there
Such as?
Furry
Still waiting to see if beastbrood still exist
she's less furry, more carnival facepaint
Ngl I'm spinning around the idea of a Rakshasa Spawn that I had going a few months back lol
Reached level 5 in Season of Ghosts, playing a Duskwalker
You have a limited ability to sense life force, like your <a style="text-decoration:underline" href="MonsterFamilies.aspx?ID=458">psychopomp</a> forebears. You gain <a style="text-decoration:underline" href="MonsterAbilities.aspx?ID=67">lifesense</a> as an <a style="text-decoration:underline" href="Rules.aspx?ID=412">imprecise sense</a> with a r...
Ma'am your legs do NOT look stable or adequately nourished, please consult a physician
Do you happen to know the music in this, or how to identify it? I like it.
I have no clue what this is
But I suspect it's doom
This might be it
Music composed by Mick Gordon & Chad Mossholder
It's extremely doom, I don't recognize the track tho
The end segment seems to match the start of this
this is stupid
im in love with this build
it's uhhhh
armor break guardian kineticist champion bastion
Kineticist tank is great
it's got 3 reactions per turn and reactive shield, letting it do raise shield off-turn and then two shield blocks
every shield block is also a Shove, which deals a bunch of damage thanks to practiced brawn and punishing shove
and then on top of that it's got taunt and hardwood armor and armor break
so it can move taunt strike or move bomb or move refresh strike or if not moving just bomb and refresh
went into dwarf for the extra toughness
since i need to be below half max HP for armor break
Needs more Timber Sentinel :D
timber sentinel is fine and good but i couldn't fit it because i wanted to uhhhh
.... so like
this gets shield salvation AND destructive block AND gets 2 reactions per turn to use on shield block (after using one for raise a shield)
Just pick it up later
so it can proc destructive block twice 😄
(per shield)
(and then get a new shield)
(which comes reinforced thanks to champion multiclass)
it's like a cursed tank version of my other shield block shieldbreaker build
Longer-term I'd grab Timber Sentinel, and Add Element for Armor of Earth
makes sense
(the other one uses an infinite supply of throwable abysium shields to prank enemies whenever using destructive block)
i can't be trusted with free archetype because whenever i build with it i inevitably do like
this:
2: class feat, dedication A
4: dedicA+1, dedicA+2
6: dedication B, dedicB+1
8: dedicB+2, dedication C
and so on
No that's correct :D
sometimes grabbing a class feat at high levels or something but lmao
https://pathbuilder2e.com/launch.html?build=1294324 Look this is my build for Eurus's Kingmaker game
If I could avoid taking a barbarian feat at 2nd I would
in rhona's planned game i had a build that made people go "hey what the fuck how did you get all these dedication feats" when sharing it in here
(she waived the 2-other-feats requirement, but the build functions even without it; all the houserule did was give me some better utility)
I typically cheat that using Multitalented if needed :D
unfortunately the animist build is stuck using a heritage that isn't custom mixed
https://pathbuilder2e.com/launch.html?build=1294328 I also made an insane dual-class version for my own amusement
Speaking of which I gotta finish my stupid dual-class kinet/champion
I might steal some from your build for it to be tbh
valid
i genuinely think guardian mainclass is the play over champion though
like for one, armor break is so good and not gettable on multiclass
but also getting a third possible reaction (if you take bastion for quick shield block) for shield blocks per round is huge
plus, being able to get the shield up before your turn in the first round
I originally intended guardian, actually
The trick is that I found myself wanting lots and lots of Champion feats
fair
Including higher-level ones
Champion/Guardian might be the better play tbh, but I want to do kineticist shenanigans for more DPS
oh, fair
In the Season of Ghosts game I'm in, Vhai house-rules that a 1-action blast can substitute for a 1-action strike for the purposes of metastrikes and other abilities, so in that I'm working towards Justice Champion
nice
Tbh said house rule makes guardian/kinet a lot more attractive
Since guardian has so much good stuff tethered to strikes
true
means you have some competition for armor break as well, giving you more flexibility in like
"ok i want to keep my armor up for this round and i'll do a blast-strike and taunt something"
But uh here's the thing about kineticist https://2e.aonprd.com/Feats.aspx?ID=4302
A vortex of sand and dust surrounds you. Each creature inside your kinetic aura (including you) is <a style="text-decoration:underline" href="Conditions.aspx?ID=4">concealed</a> from any creature outside your kinetic aura, and creatures outside the aura are concealed from creatures inside the aura other than you. Your air impulses carry sands th...
you would sometimes be called on to do that anyway
but it probably Feels Better here
Desert Wind is silly good
So I feel forever tempted to set up some kind of FIre/Air/Earth bullshit that does Desert Wind + Fire Kinet Bullshit
Level 9
+1 resilient chain mail. This armor does not have the noisy trait.
1 action, 1/day.
You become invisible until the end of your next turn, or until you take a hostile action, which ever comes first. If you attack a creature while under this effect, the target becomes frightened 1.``` God base AP stuff can just be so bad.
why was the stealth based armor chain, which is the worst armor for stealth?
@sour venture @craggy thunder https://pathbuilder2e.com/launch.html?build=1294832 Stupid Kineticist/Guardian dual class character. Could drop some of its offensive stuff to commit more fully to the bit, but I find it very funny as is.
How do the classes synergize?
Decently! Guardian is mostly bringing us shield stuff and better defenses generally, as well as taunt.
Tragically a lot of its neatest tricks are tied to making strikes, and we are a kineticist, but it still improves the tanking power quite a lot.
The most questionable decision here is probably going for Earth's skill junction to get a bonus to Athletics for shoves — just nabbing fire earlier and getting the fire aura junction would probably be better.
A Kineticist/Champion version could probably be at least as good, but makes certain specific pickups a little more awkward
I find Metal to be very lacking, of all the elements
I think the biggest numbers possible are Fire/Air, and this uses a little bit of that
God lmao
Though thats fire/water
Fire of course has the best tools for pumping its own damage in general, and Air has extremely high-damage stances in the form of Desert Wind and Crowned In Tempest's Glory.
It does, it's a very stacked element if you invest heavily in it
Not quite as good if you don't
But just going pure fire seems like one of the strongest one-element kineticist choices to me
nice
Using a bunch of the tech from your build
Well in this case it specifically lacks the trait that makes chain bad for arealth
Also fire gets unique support in the form of Burn It!
Which I don't think exists for any other element
Granted that's not exclusive to fire kinet but it is relevant
I believe this is a version they edited already?
I don’t think Burn It works for kineticist, tragically
It doesn’t use spells or alchemical items
Ah, yeah, didn't realize that was part of it
That’s a big problem for so many archetypes with kineticist
All of them specify strikes, spells, or items
Which blasts explicitly aren’t
Kineticist has a real siloing issue. My gm house rules that it can use a one-action blast as a strike for various abilities
That’s fair tbh
I went grappler for my metal, earth, fire kineticist and I definitely got use out of it
But like half the feats were practically unusable
I was just lucky there were enough that go for athletics skills rather then strikes
In the stupid dual-class above I could definitely go way harder with said house rule
Guardian has some neat meta strikes
Yah
kineticist really puts the 4e in the 4elike
And justice cause would be very nice imo
What’s that?
From champion
(I love kineticist but it's really funny to me the way it's an escaped AEDU class)
It’s such a cool class. I just wish it weren’t so painfully silo’d.
"we added an AEDU class to pf2e"
"with ways to interact with the rest of pf2e, like most classes in this game?"
":)"
Ohhhh
I’m going to get to play justice kineticist soon, so I’ll report on whether it whips like I think it will :D
I think it does!
Yes it is.
The original was stealth armor that gave you a penalty to stealth.