#Pathfinder
1 messages · Page 104 of 1
Chat, y’all think there’s in universe basketball discourse for members of the pathfinder society?
Hm, other than a caster, what would actually work as a magus dual class? Just from an action economy perspective.
Fighter is the obvious because it's already the build-a-bear class and Magus doesn't usually care much about their reactions
Doesn't mesh well with the metastrikes, though :|
I guess you can ignore those
Plus some are still usable
Psychic
That's a caster :P
Sudden Charge is never bad if you need to reposition, and you'll need to recharge eventually
Rogue has a lot of passives, come to think of it
Fighter is of course good just for the accuracy, as always
Rogue gives you lots of skills and some useful passives and reactions
Yeah, just limits you to smaller weapons so it doesn't quite work as well if you're aiming for Biggest Bonk which certainly describes a non-zero amount of Magus players
Avenger does have the additional issue of needing to setup more
Inventor could work. Both want INT-investment, Overdrive is only one action, armor invention is almost never bad.
Yeah true, and Inventor has a lot of good passive stuff
A riding Construct Inventor could be kinda fun
So it's just for a specific subclass but guardian would be lovely for sparkling targe
Or champion for most subclasses
Magus has a very unused reaction and would like more beef
True, true
Okay
For a narrative reward ability
So on par with like, a relic gift or smth
What do yall think abooooout
Alchemical Amplification [one-action] (alchemical) Frequency once per day; Effect: It becomes quickened for 1d4 rounds. It can use this extra action to Step, Stride, or Strike.
I would say that's fine
If they roll 1 it will be action neutral 😭
I’m actually probably gonna make it once an hour
So my player’s new character is a Harrower/Ritualist spinner of threads Witch
Oh my god he has a 6th rank slow spell
Oh no
Oh yes
Making all my encounters suspiciously 11 enemies
the new Beginner Box is coming in May
pregens this time are Barbarian, Monk, Bard, Sorcerer
Yooo that's a nice setup
it's a good selection I think, yeah
Monk is probably the one I'm the most wibbly on, but they also work pretty well for something Dex-y and flexible
Monk feels very plug and play honestly
Quibble about top of the line effectiveness as you please but for a new player it's stance up, flurry, and vibe
yeah they work just fine
my only thing about Monk is mostly that I think it might be difficult for new players to actually make use of the extra action econ Flurry provides
but I guess you can always just skirmish
The description of the box on the store seems to imply it wants the monk player to be striding in and out, yeah
It'd be good if it gives advice to that effect
they probably will
the BB had little handouts with pregen tactics before IIRC
explaining some of your key features
Now have. Star finder gm core and starfinder alien core. But not player core.
Oops
Anyone here tried the unfurling brocade magus?
Bard ultimate
from what I've heard, it's fairly good as a maneuver focused Magus
I keep wanting to make one but can't vibe with having to wear A Breastplate with the magic cloth class
Synesthesia is such a nasty spell
I have something terrifying to report
I've finally got my mitts on that Warframe X Starfinder book
The pregens for that? The protoframes
I was very curious how they were going to build warframes using Starfinder character options
It turns out they
Didn't
Do
That
They all just have bespoke abilities baked in like NPC statblocks
oh lmao
that is kinda the funniest option tbh
and honestly, I don't dislike it for pregens
does probably not exactly give a proper impression of the game on people though
Yeahhhh, but also, if you're playing the Warframe tie-in module as your introduction to the system something may have gone wrong
If its anywhere, I think one-shot pregens is the place to just give people wacky unique stuff
Yeeee
Which pregens are there?
Also that is an interesting interpretation of Energy Vampire
Lettie, Aoi, Amir, and Arthur
cant wait for spanish to be permanently on the pathfinder/starfinder foundry forever now
What I find funny is lettie gets spanish but aoi does not get japanese
look we already have Russian canonically
This is my issue as well. I might just chose to play something else because of flavour
A justification I've tried to work with is take Lattice Weave and flavor it as More Magic Cloth
That might work
(You can also just flavor the breastplate however u want probably lol)
Wait
Bladed scarf is finesse
Just wear light armor???
Yeah you really want str for the maneuvers
It's actually a bit weird that a finesse weapon incentivises strength
So I'll put the scarf on hold
Aoi is Canadian
What other weird weapons are there around?
weird in what way?
I did not know that, but she also constantly says phrases in japanese
Tbh I would still not be that uncomfortable having my starting strength at like
A 14 or smth
I get you, but with the subclass that is all about athletics, I feel like I'm gonna go crazy if I do 4 dex 2 str
Like what are we doing here 😭
Planning a character for Season of Ghosts
Magus is pretty fun (played one last campaign) and the scarf caught my eye
Yeah the scarf one is not too good
But that’s not too good for magus which is still great
Maybe I'll make an armoured muscle-magus with scarf
It feels wrong, but it's all flavour I guess
trying to decide what class would work best for a meteor hammer wielder that does trick shots and dances with it
Warrior Bard and Fighter feel like the frontrunners but both are lacking on one front or the other
Unfortunately despite being a weapon that benefits imo from careful control it isn't finesse so it wouldn't work with Rogue or Swashbuckler 
Well, it'd work with Ruffian I guess
Or an Avenger of Scal 
There's a human feat that lets you borrow cantrips from other traditions, does that work with the psychic cantrips?
No
Aww
Blood lords spoilers ||we're at Nathnelma's townhome and god damn this fight is brutal. Not actually sure how we'd win this. 2 players down in the first few rounds and no enemies defeated||
||My character might flee cause it seems pretty impossible to come out on top of this fight with our party against 3 wraiths and 2 mummy valets||
Any vehicles that are good for like, a tank?
Not the build but an armored vehicle with a big gun on it
War Wagon but it needs to be pulled, Steam Giant, Titanic Stomper
Thanks
Meteor hammer fighter is god tier
yeah most of that posting was between sets at the gym and then i got home and realized rogue doesnt work very well for a meteor hammer
but fighter has a decent number of feats that would work for it
"Tanks", you mean
Second session of pathfinder 2e beginner box.complete.
Two players were out but the pattner of one of the remaining players joined
The undead proved difficult due to some poor decisions.
And I misread their damage
And. Then they encpuntered the first group pf kobolds and convinced tjem to let them pass.
Post-encounter with a Phistophilus and my Vow of Mortality Exemplar continues to be the only character with a moral backbone
Only I and another character identified it as a devil (since fiends are vanishingly rare), and I was the only one that seemed to care it’s an unholy monster with a bunch of captive souls
Fuck
Conspiracy Dragon that when you put too much pressure on it/the players start catching up actually decides to put its horde to action
All at once
Like it just starts flying over the city dropping copies of its burn book and causing riots in the streets
Its even better if its not just about nobles either
Everyone’s secrets are now publically available, and some of them might just be lies and gossip but enough of them aren’t that everything is going crazy
In general I really like it when a desperate enough dragon will actually start using the resources it has gathered
Its just a very unique situation with conspiracy dragons since they collect secrets and rumors
My horde of exposè google docs
Considering retiring my Exemplar and playing something else in my in-person campaign. OOC I'm tired of getting ridiculed for playing my character, and IC he's tired of his allies preventing him from doing his mission, and for them being in his opinion moral cowards
I could roll up someone less upstanding
why are they ridiculing your character?
There's the inevitable reddit atheist jokes, and he was compared to a Chihuahua trying to take on a big dog when I was being aggressive towards the phistophilus
When a devil is the platonic ideal of what he's built to fight
that seems pretty rude of your group tbqh
Yeah, I'm going to talk to them next time I see them
So apparently, we aren’t getting any fall errata because the devs are too busy working, because next year is going to be an extremely big year.
However, they haven’t actually announced anything that big yet. What are they working on that’s so big, but they also need to keep it a secret for now?
I’m starting to think the impossible playtest isn’t for one book, but two
Still holding out for a Secrets of Magic revamp
Revised summoner woul go hard
it is coming I believe
though Dark Archives is next IIRC
do hope they won't nerf Psychic archetype much
Ooh, I am more excited for that
though we also don't super know what DA Revised will actually do
I'd assume Thaum won't change much, and Psychic will maybe get some tweaks
Storm Spiral feels overcosted at 3 actions
3 action overflow impulses are like that.
Berms deserves it, but yeah
It really, really does. I watched it deal over 150 dmg in an extreme encounter in my last session
crit fail -> hero point -> crit fail
The classic
Been there
you hate to see it
in my GM voice: love to see it
Ugh I'm second guessing my choices
Initially my choice of patron for my Witch in Season of Ghosts was Spinner of Threads, but more and more the character is starting to feel like a primal caster rather than occult. Are there any primal patrons that would fit well here? Which tradition would complement the party (Ranger, Animist, Rogue) better?
both occult and primal have overlaps with divine (animist), but im assuming rangers, if they cast at all, cast primal stuff
but then, i've heard SoG isn't particularly difficult combat-wise so i'd pick role-playing over combat efficiency
Rangers are pretty much entirely limited to Warden Focus Spells for casting, dedications aside
Plus iirc they mentioned that player is doing Flurry Ranger so probably not a concern
What’s some stuff Asmodeus could give a high level party he likes
Depending on party comp you could hand out some rituals
I wanna try finding a Kingmaker group again
but at the same time
all the games I've been have died after like, 5 sessions
I wanna find a KM group, too
behold, two of a group of 4-5
Next, to find a Mutually Agreeable Time
and a GM
and a path
Chatroom, can I dual wield jezails with bayonets attached to them?
I don't see why not. You wouldn't benefit from fatal aim while wielding them in one hand but otherwise there's no issues I don't think
That's a fucking Hellsing moment I think
Fuck yah
You technically can't, because the Fatal Aim trait is very stupid
You can only use a Fatal Aim weapon one-handed while your other hand is free
No that wouldn't work either probably, based on the wording of Fatal Aim
But yeah it's a bit silly
It’s possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn’t holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn’t slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the fatal trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an Interact action rather than Releasing or as part of reloading.
And can't forget you can't just Release a Fatal Aim weapon either, you have to spend an Interact to go to one-handed grip
So is there any benefit to using a jezail one handed then just, using a pistol?
Like with that I get a whole hand I can use
And still use it as a weapon
Not if you don't plan on using it two-handed
If you just want a one-handed pistol, it's dueling pistol or clan pistol
I mean yah but for two handed guns isn’t the arquebus or showbad long rifle better?
arquebus has kickback
My friend tried to make a bullet dancer monk using jezails, my GM got on my case for informing him that's not actually how they work
which can be inconvenient if you don't wanna invest the 14 Str
and Shobhad has Volley
Volley suuuuucks
(also, your GM 100% has a right to tell you off if you want to use a Shobhad long rifle)
the Shobhad is pretty nice though otherwise
Because it's literally an alien weapon
flavor wise yeah, but mechanically it's totally fine tbh
it's just an arquebus that gets Backstabber in exchange for Volley
which is fairly questionable anyway
I guess the theoretical benefit of the Shobhad is also that it's silenced
Pipefox stickers, shirts, and other trinkets: https://www.redbubble.com/people/CrownePrince/explore Plush is sold out.
Nothing will separate Char from Abbar's potion shop. Nothing! Take this creature PLEASE!!
A pipefox is a lucky animal familiar rarely encountered even in RPG games. Pipefox personalities, fur patterns, and powers vary greatly ...
Is there a "the complete guide to PF2 grappling" somewhere?
I'm thinking of playing an unfurling cloth magus and I've seen people mention the wrestler dedication
Wrestler is cool but very weird on unfurling brocade
You need an unarmed attack for most wrestler stuff and most of unfurling brocades value is in having reach grapple on a weapon
So you want a reach unarmed attack as well, which is hard to get
You could do thlipit contestant and tail whip or tongue lash, but that's a whole other arch (if admittedly one that gives a lot of wrestler stuff)
Or you can do plant yaoguai and get morphic strike
Which is the optimal option but also a weird narrative concept to work with
I had a dream about Pathfinder last night and all I can remember was someone getting Reactive Slathered after getting up from a massage chair
I'm sorry reactive what?
I dont remember much of the context either
Beyond them maybe being covered in sauce
sounds like somebody was hungry
Chat, one of my friends wants to make bayonetta, are there any better options then bullet dancer?
There's a Summoner subclass in Summoners+ that's fairly clearly supposed to be Wicked Weave but other than that I'm unsure
Yah she’s looking for the gunkata aspect not the demon summoning aspect unfortunately
Interesting. Maybe I'll go psychic then instead
Psychic's an extremely good pick even just for the focus point
I assume the go-to reason is imaginary weapon?
I've seen that thing in action on a pure psychic and it was highly effective
Do any of the post-Revised APs stand above the rest?
Uhhh I really like stolen fate?
Amped imaginary weapon on Spellstrike is comical, yeah
Season of Ghosts is getting a remaster in February!
Still pissed off I can’t use path builder on IOS….
man, if you're not ready for it pathfinder can be a major headache when you're new
Thinking about my party's anti-religion anti-necromancy magus minotaur from rahadoum who absolutely relies on repeated Heal spells during every combat to come back from the Dying state multiple times. He does not seem to grasp the problem, how to solve the problem, or the double standard his life literally depends on.
There's a big gap between a consensual heal spell and creating undead (which specifically has a negative impact on a departed soul). How do they feel about Kholo bonekeepers?
I'm certain this is not something the player is aware of, so i couldn't tell you
imo it doesn't seem like a terribly big issue even character-wise. unless they're shittalking the (presumably) divine caster's faith specifically
Heal also shows up on the primal list so 🤷♂️
random question, how often is reparing likely to come up in the average campaign?
If someone is using a shield, very. If nobody is using a shield, rarely.
so if somebody in the party isnt using one
its probably not worh picking up a feat thats to do with repairing?
I wouldn't think so. If you're dealing with a gm or setting that breaks things you care about regularly then you'd probably be aware of it, otherwise I've never encountered broken things nor heard much of it
truely i have no idea
first time our DM is DMing p2
first time 5 of the 6 of us is playing p2
I'd say don't bother with it then. Maybe if you're doing some kind of crafting focus character but even then there's more useful things to spend skill feats on than repairing.
its tinkering fingers from ratfolk if that helps clear things up
Is this an official AP or a homebrew?
AP?
Adventure path
Adventure Path
im assuming thats pathfinder for campaign?
homebrew
Big shrug. It's not something I expect would come up unless someone's shield is being broken regularly
i should check if anyone in the party is even using a shield
if nobody is i might swap it out for warren friend
Even if if someone is using a shield they might not be using the shield block reaction, which means they aren't gonna have it breaking ever
oh so this is , niche niche then
eh, again depends on the campaign (and GM)
do you need to be trained in a shield?
and also does it interfere with spellcasting at all?
Easy +2 AC for a third action on your turn
And you don’t need a free hand to cast spells most of the time (I forget the exceptions offhand, they’re rare) so a shield rarely complicates using magic

You do however need a feat to shield block
its funny how pf2e is 'the crunchy game' but nowadays spellcasting so so much more streamlined than by-the-books 5e
And I have a gut feeling that it’s going to get more streamlined in 3e.
I don’t think spell slots will make it. At least not daily ones
what will it be instead? mana system? focus points but More?
I mean who knows, but vancian casting seems to be less and less popular each year
time to lift kevin crawford's Effort system instead
Personally I hope they figure out a way to have multiple spell casting systems while sharing spells.
I like spell slots but they’re kind of an odd one out now since otherwise daily resources are quite rare
Since everything else is faster the party is more or less paced by the casters going “wait time out”
I think the solution is pretty obvious. Just make it so every class has a combination of daily, encounter, and at will abilities.
No one would ever complain
Last time in Quest for the Frozen Flame (contains spoilers for the main plot):
|| Last time, our incompetent wannabe bully Pakano was driven to flee, crushed under a falling mass of snow, subsequently crushed again under our frostgiant barbarian‘s hammer, and finally buried by four mammoths taking a shit on top of him.||
My condolences.
Help I need archetype suggestions for an Animist in SoG
Druid is good for more blasting spells
Since SoG goes to level 12, it provides an excellent chance to grab Sixth Pillar at 10 into Maneuvering Spell at 12th, an absolutely sick pickup for liturgists
How much more complexity does Druid add?
If you’re just taking it for Basic Spellcasting Benefits? Virtually zilch
You get some extra spell slots that you can use for primal spells instead of your normal divine
Cool cool
When I did it I used it almost exclusively for blasting spells
Animist has fire spells but very little from other elements
Nabbing electric arc and frostbite is excellent
Still polishing my L1 unfurling brocade magus. Anything in particular to think about with this?
I've played another magus before, automaton. Played the two-handed weapon magus type.
UBM seems quite different.
If I read it correctly, it seems more viable to focus less on spell strikes and more on maneuvers with this.
More likely, you'd alternate spellstrike and maneuvers
Any given Magus is usually already spellstriking every other turn anyway, so the question is usually what to do on the off turns
Yeah, the 'intended' loop for magus is to only spellstrike every other turn
Which is why most conflux spells involve a Strike- MAP fucks around with trying to conflux and spellstrike in one turn
Grapples fill your off turns amazingly
If you land Mullberry Leave's immobilie and grapple at reach, they need to waste literally their entire turn getting out of the trap you've snared them in, and if they fail, you have off guard for your next spellstrike
You ever discover a feat so interesting you rewrite parts of your backstory to make it fit
Yup
Which one?
In this case, it's Feed on Fear
Basically I had to change my dhampir witch's mother from a jiang-shi to a vetalarana, and some details of her parents' meeting as a result
Our bard just got Fortissimo Composition and is resenting my exemplar’s master-level will save
They need to get themselves some Orchestral Brooches
"I rolled a 33, does that succeed?"
"It's good, I just think you can be better! Perfection is a journey!"
"You're not necessarily playing better, you're just playing louder!"
if they keep up with their Performance increases and skill items, they shouldn't have too much trouble with the checks mostly though
Apparently she's still only trained, somehow.
oh, yeah that would do it
Our conversation trying to figure out if she's been putting the skill increases into other things or if she's been neglecting skill increases entirely has been put off in the interest of continuing the session.
It’s so fucking weird
How that ability works
Only ability in the game that punishes you for your allies having good saves
I’d say Slavic accents at least
They're a byproduct of the not!Egyptian empire so it'd be a little strange but there's certainly nothing to stop the power of pretend
Plus the OTHER Gothic horror nation has it covered (Ustalav)
my Saturday group has finally overcome our long term Rime of the Frostmaiden game and banished 5e to the aether; I've got a one-off Mothership game to finish this Saturday, and then? Kingmaker time 
Kingmaker's pretty good
My one piece of advice would be that the game kinda expects you to keep hexcrawling even after you establish your barony/kingdom/etc, so it helps to go in with that knowledge
Also Kingmaker is a big campaign
not saying this is a bad thing, but it can become a commitment
especially once you get to Kingdom Building
Oh, and tbh I would skip the Kingdom Building rules
Mainly because they're just sort of there
There's good fan-fixes out there, but even then the kingdom building rules seem to just kind of exist for their own sake.
Kingdom Turns are something that my group has absolutely handed off to the one player who is actually interested in and engages with it, so he and the GM just handle those outside of game sessions. Managing it as a group during a play session was not an enjoyable use of time.
Yeahhhh before we dropped kingdom rules we would spend like
Entire sessions dealing with kingdom turns + the random events from them
It was tough
We did this for a bit but at some points we ran into narrative issues regarding decisions being made that impacted parts of the RP while only one player was actually making those decisions so we scrapped it in favour of narrative-only
I think we're somewhere around Chapter 8?
Looks like there's 11 chapters total so we're pretty far in.
Winter break though so no weekly sessions.
Nice. My group is just about finishing up our campaign. Probably around one or two months remaining
fortunately I am playing as the character who's gonna be gung ho for exploring at all times (Precision Edge Ranger), so I'm not unprepared for this 😄
also yeah, I suspect we might just shunt kingdom planning off on 1-2 of our party members who wants to get into the weeds with it between weeks, rather than having it take up entire sessions
it's on the docket for session zero talk
At least in my case, I came with a character who had precisely zero awareness or even interest in kingdom management. They started out as nigh animalistic and have since developed loftier ambitions than one river kingdom.
So "how does this character contribute to kingdom turns" was always a weird topic.
My character was kind of similar albeit less extreme
They were an elder of their Kobold tribe (late 30s)
To this day she's untrained in Society despite ostensibly having been a ruler for several years
Upcoming soon: my level 7 players will be interacting with a very sealed level 15 demon
As expected, u sealing it would be an insanely bad idea
unsealing
unless...
they make a deal with it first
"bro it's devils who do the contracts"
😨
Oh I mean they’re also planning on making a deal with a demon
Thoughts on strength of Thousands AP?
But honestly that's fine for low levels.
Also, make sure your party’s aware that they will be students for less than half of it.
They become teachers at like level 8, which should be communicated so there isn’t a mismatch of expectations
Have played up to level 8, it's pretty good. I don't think my group dynamic is the best for it but it's a really neat framework to roleplay around.
I think it should be obvious, but characters having genuine academic goals rather than typical tragic adventurer backstories is kind of important. You still get protagonist favoritism of course but it'd be something of a roleplay challenge to justify why Mr. "I Live To Loot And Pillage" has accepted a faculty position at the world's oldest magic college.
I was interested in the AP and was curious what others thought about it. My playgroup isnt real big fans of 2e and mostly still play 1e though a group within the group has been playing starfinder for a little while as well. I was tempted to get SoT and try to convert it to 1e but was curious first.
I will say, chapter 1 book 4 is probably the worse single chapter of any AP I have ever seen.
Like every other book? Great! Every other chapter in book 4? Not the best in the AP but pretty solid. But chapter 1 is just rough
It is quite literally mostly rolling dice.
i misread that as 'book 1 ch4' and thought 'really? the diplomacy bit was way worse'. lo and behold: book 4 ch1 is the diplomacy bit
Look, they took a risk when they made an entire chapter of influence encounters, and I can appreciate that. But when each round takes weeks, you can’t even role play it, you kinda just have to roll dice.
Time to collab a montage animation
they even use the subsystem as written later and its so much smoother 
Would SoT be difficult to translate to 1e?
It's got a loooot of stat blocks iirc
But again, if you can improv that one section (that you’re group might not even get too, book 4 is a good irl year from the campaigns start) it’s a great AP
I think we're just starting book 3 or so
great to know the biggest hurdle is ahead of us
was looking through the features for one of the new Mythic Destinies in Runelords just now
and wow, the value on these extra effects does not at all feel equal
the slashing one is so much better than the other two it feels kinda silly
I am looking respectfully at that persistent bleed more than the sickened tbh
Yeah
How are they for non-mythic characters as level 12+ archetypes?
Huh, really? We did a lot of roleplay around the influence in the game I was in
My character got a free Trained in Warthog Lore 😤
There’s a decent chance you’re GM changed some things
But as written, each round is like a month, and outside of like one combat the only way to progress diplomatically is via these checks.
I think we did the full months, and just montaged it
I've found myself looking at pathfinder ancestries and like
none of them are super interesting to me
especially goblins and kobolds
I mean, what would you be looking for in an "interesting" ancestry?
I think it's widely that fantasy authors in the modern day both dont make them cultural-religious-ethnic groups but also dont make them particularly different from humans so they're just like... different looking humans
conrasu are really cool
I like em
goblins and kobolds are also either just like, funny comic relief or the bad guys
though I think they have been getting better about this
and dont get me wrong making them cultural-religious-ethnic group has a WHOLE host of problematic issues
but I tend to gravitate towards just making a human unless I wanna focus on one specific aspect of that ancestry
are you looking at all of them or just the main ones?
May I suggest the humble Poppet?
poppets are cool
I like Fleshwarps and Kholo
they dont interest me personally but it's not like an offensive level of boredom
kholo and fleshwarps are cool but I find fleshwarps are way too broad
Fair.
fair
fleshwarps are like 15 different groups that pretend to be 1 ancestry and I get why but they have no meat because of that
the pugs?
The pugs.
the shoony are one of the ancestries I just cant take seriously
I have allowed people to play other like
Weird small humanoid dogs
W the shoony ancestry
you also have Awakened Animal for furries bigger animals
shoony
Shoony wish they could be as cute as this fox.
I'd like to thank my fucking thieves party members for being such looters we've stolen enough everlight crystals off the walls to cast Resurrect
Now that's some old-fashioned dungeoneering
Amazing. Breaking WbL the old fashioned way.
Honestly, respect
At least they're not so entrepreneurial as to take after the Salt Golem Thieves of legend. Looting magic crystals is well within the derailment safety parameters.
This is ||Abomination Vaults|| yeah?
ye
Might need to throw that at the group I ran it for later then
https://paizo.com/starfinder/faq Starfinder 2e errata out, big things for multiple arm set havers and melee soldiers
Very big things for my multiple arm set having melee soldier
(FAQ basically confirmed you can use inactive hands for pretty much anything that isn't a weapon attack or raising a shield, and also surprised me by saying Boost applies to everyone in an Area Fire, not just your Primary Target)
(Auto fire is out of luck though 😔)
that makes having multiple arms pretty strong
Indeed! Shooting up medkits, battle medicine, feats or unarmed strikes that require free hands, grapple trip and such
oh hey, Snipers got a much needed buff
they can Reload as a free action once per turn
oh and Twisted Dark Zone got nerfed
probably deserved
good that they clarified this, but a little weird that it's different for Area and Auto Fire
My brain slides right off witchwarper so I am at peace 😌
I'd personally probably just treat both like Area here
Also yeah that's my main gripe
I guess I can sort of see where they're going with it
Auto weapons are more flexible as you can shoot them as the save AOE or a single shot, and for weapons like the Magnetar Rifle you have a very compelling reason to do so since it has a large magazine
While area weapons are clunkier, with small clips and a need to devote yourself to the area fire
As I said the big winner is melee soldier since they get the best of both worlds
Rock a fangblade and go ham with d12 boosts
Once you get Shot On The Run it's not even particularly hard to set up
ah but then they also slightly nerfed sniper rifles
for some reason
so the free action reload does help Sniper a lot
I'm still not even sure if they're that good compared to "regular" Operative lmao
Okay yeah that's really strong
Reminder that Skittermanders have six hands
level 8
Rare, Contract, Invested, magical.
In the back of some dusty library, you traded clarity for the shear breadth of knowledge the entity you bargained with can produce. You gain a +2 bonus to all checks to recall knowledge. Once a day, the entity that holds your bargained contract can steal your knowledge, secretly turning a failure or success (but not critical success) on a recall knowledge check into a critical failure.
Activate 1 action, envision. Frequency: 1/day.
Effect: Instantly use up to 5 Recall Knowledge actions. On these actions, successes become critical successes, but failures become critical failures. You learn how many of these checks succeeded, but not which ones``` Contracts are hard. How does this look?
Problem
Crit successes get you additional info over the failure’s “false success” so you’d be able to tell them apart
1 for every party member
i thought skittermanders were generally 4 for movement, 2 as hands; and some go 2 for movement and 4 for hands; but i cant imagine any go 6 for hands, no movement
No, they have 6 arms, 2 legs.
Most use the arms as arms, while a few use 4 as arms and 2 as extra legs
ahhh ok
its CRAZY GOOD
I believe its been OP since the Kineticist dropped
I'm playing Wood/Earth/Air
I recall discussion about it back then
And Timber Sentinel is probably my single most common move
Wood/Earth is a great combination
I'm tempted to try Wood/Water/Earth at some point
for maximum healing and support
Using wood/metal in strength of thousands, timber sentinel has been downright necessary for compensating allies that eat crits all the time
I think it's fine personally
it is definitely very strong, but it doesn't cover everything
I basically went Air entirely for Desert Wind
"Yeah it's OP, unfortunately we're bad enough to need it"
It's strong if the enemies are operated in a way that they only ever do Strike stuff. If the gm is clever enough to do [anything else] then it's not so strong
If an enemy like, Shoves instead of strikes because of timber sentinel that is absolutely a trade in your favor though
I agree with Allie, I don't think it's OP when you account for how other tank classes tend to load up on multiple reactions, how high damage gets, and how action-starved kineticist is
Some enemies don’t really have a lot of choices
I don’t think it’s OP
But also it in Abom Vaults kinda put it to the test lol
AV is also very suited to it thanks to the cramped environments on most of the floors
Yeah, it got dramatically better for my group when our rogue got Gang Up
Because we can cluster better
but yeah I don't think it's that much more crazy than just having a Champion around
considering it also still takes up a majority of your action econ on the Kinet
I'd like to not use it so frequently. Kineticists can do so much cool stuff, but the group I'm with essentially only plays in "meathead doctrine" so things that aren't Big Damage or Prevent Big Damage kind of feel like time-wasters.
It does add up to a LOT of soaked damage though.
The big advantage of Timber Sentinel is IMO if you have a party that already has good defenses
As a second defensive layer that can last across multiple rounds
poor enemies with split damage whenever a Champion exists in their vicinity
If you're tossing it down every round it's less potent
because as a reminder for anyone unaware, Champ reaction is resist all
and resist all applies separately to every damage type in an attack
Yeah, I got reminded of that recently given my kineticist just got their champ multiclass reaction
I've gone with Guardian free archetype on mine because the character's solution to "the magus keeps getting ganked" has expanded to be "now i'm gonna force them to focus on me instead"
My GM lets me use 1-action blasts for Retributive Strike, so it works very nicely
This is what someone in the custom campaign I'm in is doing and it's going well, granted I don't think Earth has actually come into it yet at this point
the main thing Earth adds IMO is potential for Berms
and Armor in Earth if you take it earlier
So far they've mostly been focusing on Wood with Water's main contributions being Ocean's Balm and Winter Sleet
Turns out against the right encounters Sleet is still a menace even post-nerf
it can yes
let Kineticist archetype into Kineticist, so they can pick up extra feats at half level
It is kind of a shame that they care so little about most other functions in the game that archetypes are hard to manage
There's a Kineticist in both of the games I'm in currently and both have FA, one is doing Beastmaster and the other is on Guardian/Medic
Guardian in particular seems REALLY strong as a Kineticist dedication
Guardian and Champ are both good options, yeah
Really good stuff for the armor using ones, free renewable shield is a fan
Yeah, the infinity shield has some crazy synergies
Plus even without it Taunt alone almost justifies it, just a really generically good defensive option
Working on a magic academy setting for a campaign for some friends right now and trying to come up with some ideas for it. Among some of the notes so far, I have more humorous and some more serious things related to the academy, the party's place in it and other things.
The dean of the Divinitation studies department hasn't changed in 3000 years since the first dean's prophecies keep coming true regarding the department with the assistant dean running the day to day of the department. Weather based divination studies were banned by the first dean since he prophesied that a riot would break out every time a student thought they had an accurate prediction system only to mispredict.
Casting detect magic directly on faculty and students is seen as an insult and joke depending on the person. It's seen as another way of questioning if a person is directly capable of magic. (I know the spell doesnt exactly work like this but it was a humorous thought that came to mind.)
The academy recently had a change in leadership after a series of scandals regarding former graduates and disasters on campus. The pontiff of a major religion who studied at the academy for a year launched a crusade on another plane, two graduates leveled a decent sized city in a fight, two dozen students went missing in the massive underground labyrinth that changes yearly underneath the academy. The former head dean attempted a coup in the kingdom before being executed upon failure, etc. The new administration was a compromise with the king who ordered the academy to make an "ethics of magic" class be taught among other new programs in an attempt to start producing "less troublesome" generations of graduates for not only the kingdom but other nations/groups as well.
The players are scholarship students which would cause some tension with those from prestigious families known for sending generations of wizards, clerics, and sorcerers among other types of spellcasters to the academy. Non-spellcasters are now accepted into the academy as part of a program to help teach their spellcasting students to rely on others instead of just only themselves while teaching non-mages on how to better protect mages when adventuring or when serving as bodyguards. Rogues and other sneaky types are also permitted as part of the academy's secret tradition of training anti-mage assassins in case former graduates or other rogue mages need to be put down.
A lot of problems that arise arent dealt with by the faculty because theyre unaware (they know more than players/students know) but because the academy encourages students to solve their own problems even if they find themselves in danger and also quite a few staff members are quite lazy and would rather make the students deal with it then themselves. "Sure we can cast a meteor shower or polar storm to clear up a mess but the paperwork and other problems that can be caused by such solutions just isnt worth it in our opinion and its an opportunity for students to prove their own problem solving skills."
The academy encourages intradepartmental cooperation by not dividing students by school but instead randomly assigning rooms in different blocks in the multiple housing halls. Group projects are quite common and almost always involve members of your same housing block as your group. This is to explain why the party might cooperate or find themselves grouped up frequently if they dont take the initiative to group up themselves.
There are multiple clubs around the academy with the two largest being the labyrinth exploration society and the dueling club. The latter has been divided into three subgroups that the leadership of the club is trying to reunite: mages only, nonmagic, and mixed duels. The labyrinth exploration society is there to provide a support network and pseudo adventurers guild for the players as they explore the labyrinth beneath the academy.
Other ideas and things are still being thought of and this is a very early work in progress idea. Thoughts on some of this so far and ideas i should add?
What spells would be good for the god of bonds, oaths, and relationships to grant their cleric
Ring of truth seems like an obvious choice
An oath born on lies means nothing
Do gods ever grant spells that are already on the divine list?
I think so?
Friend fetch
Oooo good call
Ok looking at a bunch of gods, I can’t find a single one that does
Oh telepathy is a good level 4 one
For this
The Mourning Star
Edicts: Form Lasting Bonds with others, Pay your debts, Punish oathbreakers
Anathema: Break an Oath, Abandon an Ally, Intentionally break a bond
Areas of Concern: Relationships, Oaths, Debts
Divine Ability: Wisdom
Divine Skill: Diplomacy
Favored Weapon: Trident
Domains: Family, Duty, Soul, Passion, Truth
Cleric Spells: 1: Friendfetch, 4: Telepathy 8: All is One, One is All
4th level entangle fate or outcasts curse also fit?
This is the god statblock for the pre-fallen form of Asmodeus in my setting btw
Any thoughts on how I can expand this?
I don't have any direct suggestions but you could look at Strength of Thousands for inspiration on activities etc
I think I'm more or less done playing casters in this system, I still have some character ideas for Caster classes I'd like to use but I tire of managing spell lists
I feel that very much.
At least with most spontaneous casters you have your set list and that's it. But then you're a dummy like me and take Occult Evolution on your sorcerer and now have every mental spell at any rank as a daily flex slot.
I feel like the main thing about casters is just generally finding out which 20% of the spell list is actually worth using, and then ignoring the rest
I'm playing a caster in both games I'm in, they differ in being spontaneous/prepared, and they're on two different spell lists.
This is true but
- You still need to find that 20%
- At a certain point with high level casters taking stock of all of your options is a pain in the ass
I do still agree with both of those points, yes
Big true
So many spells are just not worth your time, so many are "this is something an NPC uses once"
Like, with my level 18 Sorc, it's to the point where even ignoring the Primal list there's still just enough going on with the character sheet that it's a pain to keep on top of.
crit fail help action into crit fail pick a lock 
Does anyone have a spheres of power for dummies guide or something similar to help newbies understand the subsystem?
Uhh. I’m not sure if there’s that, though I know it fairly well.
I really enjoyed playing a high level caster
And so really enjoyed the learning curve
ALERT
IRUXI ICONIC DETECTED
the necromancer
VALEROS HAS A DAUGHTER
what's the deets on this book?
I have none yet
also is it the Necromancer and Runemaker(?) book
ye
bt also a remaster for magus and summoner
also automaton iconic from the looks of it?
Yeah!
Don't forget the new Lost Omens book
VALEROS HAD SEX?!
Valeros officially fucks
before he left to be an adventurer , he didnt know the farmer's daughter was prego
though him being a deadbeat dad, albiet an unintentional one is kinda funny tbh
Valeros bum arc
the novel is him trying to reconnect with his daughter, DURING the chelaxia-andoran war
saving private ryan style
also second starfinder novel
but yeah the book is Operation Hellmouth
im definantly gonna hav to read it
we are atleast gettin a iruxi and automaton
lol
Glep is a necromancer is true
- love that the daughter of Valeros is a two-weapon fighter, as it should be
- Called it that the Impossible book would also have the remastered Secrets of Magic classes
oK
SO
2 ancestries we are getting in the absalom station book
We are getting Nuar, smaller albidno mintaurs who are all clones of Nuar Spiritskin from pathfinder
AND Gnarefuroids .
squidy amorphous aberations who feed of chemical runoff and make shells out of junk
thier described as moving like a " landslide of trash "
Looking forward to the summoner remaster, maybe they'll fix Act Together and Tandem actions so that the class isn't awful
I'm wondering what theoreticlaly would be a good class for a Kholo Iconic
Necromancer is definetly one of them at least
I really hope they improve magus focus spells in the new book.
It’s kinda disappointing that to optimize them, you have to ignore their own focus spells and instead poach them from someone else.
oh is there a date for summoner/magus rewrites?
maybe some a class archetype for animist that makes them a bit more necromancy-flavoured for bonekeepers
It's coming with the new book, Impossible Magic
(Note: This next book is in 7 months)
the next Remaster update is Dark Archives, which is coming start of February
(or Jan 20 for subscribers)
ah so my suspicions were correct, the Necromancer and Runesmith are gonna be part of the Secrets of Magic remaster book
Do we know what changes are being made for the Thaum yet, if any?
not to my knowledge
hey chatt
very random but
What creature type would a creature of pure occult magic be
Like a writhing nexus of folklore and human observation
Aberration maybe?
I was expecting aberrations to be on the Occult trait page’s list of creatures, but that seems to entirely be occupied by dragons
The traits description says “A creature with this trait is primarily constituted of or has a strong connection to occult magic.” So I thought it might offer a range of suggestions. But apparently the suggestion is “dragon”
There's this! https://2e.aonprd.com/Monsters.aspx?ID=1085
A rumor can become so vivid and so persistent that it comes to life, creating a brainchild—a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors swirl around the victims of a phantasmal killer spell. A brainchild's capabilities grow when they pursue a believer but deflate against skep...
Which is essentially exactly what you described
ooo ok
So just "Illusion" as a creature type
had an idea for a Lich-type Ascension for bards back in my dnd days that I realized works even better with Pathfinder Bards and their focus on Occult
Weird, no listed recall knowledge checks
hey, i made an entire homebrew pf2e ancestry for the charr from guild wars 2 https://scribe.pf2.tools/v/RW7ochxC-charr-ancestry
Create and format documents and homebrew content for Pathfinder Second Edition. (This website is not published, endorsed, or specifically approved by Paizo Inc.)
https://2e.aonprd.com/Monsters.aspx?ID=1277 there is a being of pure arcane magic that’s just arcane
Though many spellcasters can harness the forces of magic in a consistent manner, such power can't always be controlled, especially in the hands of reckless researchers, megalomaniacal villains, or untested novices. When magical accidents result in large-scale property damage and the loss of life, these forces sometimes take on lives of their own...
would be very funny if it had linguistic as a creature trait
Oh that would go hard
Inch resting
Eh had a session end on a naff note, GM remembered a Remorhaz' fire aura does fire damage and it retroactively melted the fighter's sword to broken before their 108 damage crit landed
Noooooo
Old guy player was unamused by GM forgetting to do damage stuff and saying he should just accept he beefed it, old guy player also stubborn about any percieved injustice and misinterpretation of rules he notices, even if it's his interpretation that isn't RAW
Does feel a bit like he expects the GM to try and screw us over tbh
Having played with said GM, he's just forgetful and doesn't fully work out how certain mechanics work. This has led to times where he goes "No that misses. Wait it hits. Wait it crit hits! Oh wait no I'm wrong it misses."
Old Guy is also a GM so sometimes he hits us with "That's not how I would run it/do it/interpret that but it's your table."
currently watching this
Fighting incorporeal undead is a lot harder when your positive damage attacks aren't coded right in the VTT and incorrectly tell you that the target has resistance 20 so you stop trying that
In hindsight a Wood Kineticist is one of the better simple blaster setups vs ghosts simply because of implicit access to vitality/positive damage
But mis-coding and miscommunication had me just taunting the thing on repeat instead
Huh, what creature? Want to make sure it's not messed up in my game
Screaming Sulfur
But typical incorporeal resists
Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical)
apparently not considered undead
Oh that's doubly weird, since that means it was treating the attacks as non-magical as well
I thought I knew how the VTT worked (Fantasy Grounds) but I guess having it tagged as both vitality and positive doesn't get the result I want. Yet another "hey GM be straight with me, that should have worked" correction to keep track of
Yesh I had the same thought as Allie
Resistances and Weaknesess and whatnot get a bit weird with pre-remaster stuff
Wood Kinet was likely going to be my choice if I'm ever in another undead-focused campaign.
Did they nerf that one Summon Tree wood Kineticist feat
Because I recall it being super busted at higher levels
The one that's just protector tree?
yeah
Not to my knowledge
Especially since it doesn't have the Overflow trait (or whatever trait makes you drop your aura)
So you can just keep doing it
There's a Kineticist using in both of the games I'm in and it's still real good
Nice
Also, on the topic of kineticist, what's the best DPS Kienticist?
I presume it includes Fire to some extent
I've spoken about it with my GM before and he was under the impression that it was single gate fire, yeah
I don't know enough about the specifics to say for sure though
Fair
Though I did see that jagged berms feat deal 150 damage to a dragon in one round so in the right circumstances you can almost certainly do better
Fire is probably the least conditional, though
Fire/Air or Fire/Air/Earth, no question
Air has some absolutely ridiculous DPS stances, Fire has by far the best junctions for DPS.
Yep
Fire/Air/Earth lets you combine Desert Wind and, long term, Ignite The Sun
Timber Sentinel is really good, but it falls off immediately as soon as:
- you can't afford to stand adjacent to it
- enemies use things other than Strike (saves, spell attacks, nondamaging attacks)
- enemies directly target the tree first and just blow it up with a crit because it has AC10
But if you don't have to run around a lot, or enemies only ever use Strike, then yeah it's good
Perhaps I'm wrong then, IDK. If not crit then having mooks whittle it down or something
I'm playing at level 8 so mine has 40 hp, but yesterday's session it was absolutely useless because the big dangerous enemy was doing nothing but AOE will saves on the entire party
But whenever the magus tunnel visions on standing his ground to man-fight things he shouldn't, repeatedly channeling 40hp trees to soak damage for him is really effective
Magii can 1v1 anyone they just gotta lock in 
This one demonstrably cannot lock in, to the point that he drops into Dying so frequently that some other players joke that he does burpees during combat
He has a lot of work to do before earning my confidence
Timber Sentinel is very strong but it's absolutely not busted
If you're the Timber Sentinel Guy, you can expect to spend a surprising number of rounds using Timber Sentinel and a one-action blast
Giving it overflow would make it absolutely worthless from an action economy perspective
It's also most effective when you have allies who have solid defenses and just need some insurance
The only thing it'd change is be slightly more annoying to use with stances
It wouldn't really make it significantly worse in the cases where its already good
But I agree it doesn't need Overflow
It would make Timber Sentinel + 1 action blast obligatory in a way that locks out stuff like movement, fresh produce, etc.
But honestly yeah, what's more important is that it's an unnecessary restriction
It will go down very fast if it's protecting someone who cannot protect themselves from level-appropriate enemies, and that really locks the kineticist in.
Ideally, you only have to use it every 3 rounds or so
IME
Timber Sentinel is great because you get to leave nonmagical trees all over
Yeah the lore implications are hilarious
Ah I see how it is - the wood kineticist leaves the products of their magic lying around and it's delightful. But when I, the necromancer,
I've enjoyed the mix of Wood/Metal with druid archetype (cultivation) and striking the balance between life/decay. Sometimes a place actually does need a few days worth of foliage summoning to restore to wellness. Other times maybe a place is due for some Retch Rust and desolation because the environment is out of control.
tbf since they're nonmagical trees the comparison might more accurately be just leaving corpses all over, and nobody complains when adventurers do that (at least, not to the adventurers)
Until you do it in a tavern and they send you a bill for tree removal
Fantasy Tree Law!
lmao. I like the idea of a druidic protection racket where they just keep making trees people can't remove without paying them damages.
monofire kineticist with flame oracle free archetype.
incendiary aura focus spell: everyone in 10 feet automatically takes an extra 2d4 persistent fire every time they take fire damage
thermal nimbus: everyone in 10 feet automatically takes fire damage equal to half your level upon starting their turn or moving into the aura
molten wire (elemental overlap): deals 2d4 fire damage (not persistent, so it stacks) at the start of each of the target's turns, bumped up to 2d6 because of fire impulse junction
fire aura junction: enemies in 10 feet have weakness to fire impulses equal to half your level
And then you build the character on top of this premise, being frighteningly lacking in control to the point that they become hesitant to even stand near flammable materials, on a personal quest to find some way to reign in the supernaturally persistent flames
Or maybe they're just an unrepentant pyromaniac having a grand ol time
I made a mostly automated spreadsheet for the Earn Income downtime action for PF2e
(I forgot Task Level 0 and didn't bother to add it later)
(the place I made it for has a custom crit success reward)
Finally, I can put up my adventuring hat and do honest work five days a week
a little peeved that they seemingly nerfed Psychic
IW wasn't even close to a problem, it did not need a nerf even if it did get grabbed by Magus all the time
Unfortunately Paizo listens to the subreddit
Yeaaaaaaa
Unfortunate!
Locking the unique cantrips behind an archetype feat would ave handily solved tat issue
Which is addicted to giving feedback on pure white room speculation
they also did this
and it was already the case
you don't get amps and a focus point from the dedication anymore now
you can only pick up the enhanced base cantrips with the dedication, you need the level 6 feat to pick up the unique ones
Oooooo
Yes entirely unneeded ten
Level 6 for a strong spellstrike cantrip is literally fine
IMO it was already fine lmao
it was totally fine
But Paizo is fucking terrified of multiclassing archetypes being okay at all
Makes me wonder how much it showed up in Society Play.
a lot probably
but it's fine, if good
I'm just kind of annoyed that Psychic got basically no real positive changes, when they really needed it
Well they got A positive change with duration spells being effected by unleash psyche
Inventor Dedication lives in my head rent free, it has exactly one really good usecase in the form of armor invention but the sheer amount of investment needed to get the weapon or construct to do literally anything is depressing
that one is nice, yes
but also was necessary
at least Amped Daze actually benefits from your Unleash
That being said
I think the people on that post who were expecting psychic to GET 3 spell slots a level were expecting too much change
I don't think it's unreasonable tbh
and Oracle went up to 4 slots in Remaster
also meanwhile Thaum gets buffs to some of its weaker options
Yeah
Anyway it’s the flickmace thing again
With IW
where it’s not actually overpowered, just Pretty Good
But people won’t shut up about it lmao
oh wow I just sorta assumed you could get it through the dedication given how much people hyped it up
no the reason Psychic dedi was good was that it gave you a focus point
you still needed the 6th level feat for the unique cantrips
Forced to once again bust out this image from a game I'm in
The Thaum Sweep literally never ends
I mean it was just kind of Correct to take on Magus, since it's not like Magus really has any strong class feats to compete with taking an archetype either
but yes it wasn't an issue
and the funniest part is that it's still one of the best options to dip for
Make more attack spells
Stop deleting them and turning them into save spells also
That’s not helping
it just has less advantage over going Champ or Cleric now, and just getting Fire Ray
Fire Ray nerf incoming guys watch out
well that one is mostly because attack spells are bad
and Magus mostly cares about it because they get to avoid all the things that make attack spells bad
I can only hope Impossible Magic will do so
It certainly feels like good attack spells are impossible
Truly,
Magus should get auto save downgrades when spellstriking with save spells
Like Channel Smite Cleric and Soldier
Honestly would probably give it a new niche for applying debuffs to PL+ enemies
Attack spells should do half damage on miss
would be nice, yeah
Yknow what fuck it
unironically, yeah
Attacks should do half damage on miss
Full stop
Fuck you I do what I want
I’m being partially facetious
But I am curious how that would play out actually
This paradigm seems troublesome with the MAP approach to 'why don't I spam attacks'
Fair
Anyway no seriously tho just give spellcasters runes
Come on impossible magic
Impossibly invent a + to spell attacks
Monk and flurry ranger go crazy
Oh yeah, Monk would be the really big winner
Man.........
I want to like flurry a lot,
I think it is fair to give it to spells though, the 2a ones at least
So my opinion is that you could also actually just give them higher damage than save spells to compensate
Make it more risk more reward
Magus stocks rising,
Anyhow my lust for More Damage has been channeled into vicious swing fighter recently
Max damage, max accuracy, one off from max HP
No muss no fuss
If you didn’t want attack spells, you could also choose to use the more interesting half of 1e magus and give them spell combat so that they have halfway decent action economy. Surely as a primary class feature on a relatively bad caster, “when you cast a 2 action+ spell, make an attack” isn’t that crazy.
I mean that is basically just Spellstrike
it would be fine to allow that, if you make them recharge after the same
Nah, but it doesn’t give you any sort of accuracy tricks, or critting, or any of the random things spellstrike does, in exchange for letting you use more than 10 spells.
Except Exemplar!
Thoughts on a 20 vs 25 point buy?
The reason I am asking is because normally I use a 20 pt point buy for my campaigns with the restriction that only 1 stat can be below 10 and no lower than 8. I am still making preparations for the mage academy campaign for some friends and one of them reached out and requested we go up to a 25 point buy instead of my usual 20 point buy. I told him I would put it under consideration but I am not sure I will make the change. What do you think of this requested change?
For reference i was going to allow players to be either casters or martials since the academy was also starting a program to train non-magical students (quite controversially mind you) and part of the player's argument did concern martials.
"Because this is an academy and martials will be forced to use their mental stats significantly more. Especially Intelligence, which is going to mean dumping them will affect them significantly, since they are students as well.
Because of this, maritals, who already have MAD more than casters, are going to suffer having to balance their stats.
The higher cap lessens the difference and gives them enough wiggle room to avoid dumping their mental stats at least."
This was his argument when asked why^
Is this for 2e?
I can't say I've ever experimented with 25pt pointbuy but I think their argument does make sense, though it's worth trying to consider ahead of time what the classes and tests might look like and how critical the actual magic related skills might be to finding success.
(I'm assuming 1e because I've never seen pointbuy in the context of 2e)
Yeah its for 1e
So 20 or 25 what do you think?
so apparently Amps were also changed so that they are now a free action you take before Cast a Spell, ie more properly like a spellshape
which means amps are not compatible with Spellstrike and other non Cast a Spell actions anyway now
which means the IW nerf was unneeded anyway?
this also technically makes amping Guidance and Entropic Wheel impossible as written, since you can't take free actions before a reaction
Per the message above, really depends on if you're going to be expecting the non-casters to reliably pass magic skill based DCs, and if there's no alternative path offered
25 or bust, martials deserve nice things
25 for martials, 15 for full casters
How is that fair I wonder?
From my AV game
Amazing things coming out of Guilt Of The Graveworld
Anyone know if the Thaum got any notable changes in the remaster?
-Chalice and Wand got improved scaling, as well as Wand having guaranteed 1 round recharge.
-Mirror and Lantern got minor buffs.
-Paired Link no longer has a range limit
Don't have access to the source myself so I can't confirm anything else, this is just what I've seen repeated.
Wasn’t shield implement also a new one?
Shield was in battlecry iirc
Yeah
Starfinder 2e module in beta, and.........
Those are tokens, borders, and map for Guilt Of The Graveworld 👁️
The foundry module is real..................
I believe they said they wanna keep the two modules compatible too
It’s complicated and you need to be careful about which feats and options you take because they are sort of uneven but it is also a very unique and fun class
punch things with eidolon, cast spells with the Summoner
What are some traps?
I'm going undead eidolon for an exorcist vibe
I think anger phantom is kinda one people talk about being kinda iffy?
I think Undead is good?
Especially when I also have negative healing it doesn't seem like a bad tradeoff
just gotta occassionally blow myself up with Harm
My recollection is that it’s mostly solid and negative healing is very party composition dependent
It’s inconvenient if a cleric wants to blast off 3 action Heals or whatever
I'm playing a Jiangshi Dhampir
it would actually be slightly better if you don't both have the same one technically
but if your party is accomodating to negative healing, it'll be fine
hmm, I don't remember how Summoner treats AoE heals
Also which statblock should I go with?
okay it's the same as damage, so only the greater one
Stalker has maxed AC from the go, Brute will deal slightly more damage
Stalker being tankier is kinda funny
I think I'm more interested in having a meatbag tank for me than having one deal damage
Brute will catch up at level 5, but until then it's 1 AC behind
our party is a human samurai monk, a pixie sorcerer, and a naga war cleric
So 2 people focused on close range dps and one person who's leaning more controlly and status effecty
So I think I'm Ranged Damage
due to the eidolon you will kinda be semi melee anyway
a pretty classic Summoner turn is using Tandem Movement to move both of you, then Cast a Spell with the Summoner and use Act Together to Strike with the eidolon
Gotcha gotcha
In general, Act Together is very key for Summoner
But it's also a bit tricky to get used to
It's sorta like having four actions between both of you, but not exactly
Is Advanced Weaponry the go-to level 1 feat for it?
extra tags is nice to have, though I think the eidolon is unarmed anyway
but it's probably still useful yeah
Hmm hmm
Though question
if I give it Energy Heart, will that let it attack ghosts?
vitality is an energy type, so you could choose that
Does vitality deal extra damage or is it just the allowance of damage?
it'd just circumvent ghost resistance
but only hurt undead
I forget if the eidolon has one or two attacks
ah right, you have primary and secondary
so you could put energy heart on one of them
The idea with undead summoners is that one can get healed with vitality and one with void, so in essence you can get healed by both, which depending on comp can be very useful or nothing of consequence
https://docs.google.com/document/d/1UOly8_Fciwr7vXfrdKng4hcpqrFl5rx1Da1rmViQL8g/edit?tab=t.0#heading=h.tjz5fj5ix7na
I used this guide
OKAY so really really important
You and your eidolon share MAP
So if one of you is big on attacks the other can’t be
what does this mean
Do you know what MAP means
Anyhow in general it translates to 'summoner does saves, eidolon does strikes' which is what summoner wants to do anyway
I asked what it means as I do not know what it means
More attack per turn = less accurate attacks
Correct
Very sorry, I just genuinely didn't know if you meant MAP or the what Emily was saying in general
But yes
Your first strike on your turn is normal, then -5, then -10
And yes, save spells dodge that entirely
So as a summoner your sort of max damage nova setup is two eidolon strikes, then a save spell
Generally it's seen as 'alright' to make the -5 attack but the -10 is typically a bad idea even if you have accuracy buffs out the wazoo
Yeahh this MAP breakdown is entirely ignoring Agile, which all Eidolons get on one of their attacks, but that only matters a little
Exorcist is neat!
It do be a ghost story
Note, for Spirit's Absolution, it is Vitality so one half of you would need to be alive for that
I may just ask my DM to allow that switch
A lot of GMs will allow something like that for sure
You are a skilled and dedicated warrior on the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount. You and your mount are an unparalleled team, moving with shared intent to become a powerful force in combat. You might wield a banner in the name of an order of which you're a member, a liege to wh...
don't eva call me a liar again........................
But yeah, horse archer seems fun
Our monk and pixie have neat builds
duelist katana-focused monk and wing warrior pixie
Katana focused monk? Funky
I assume the GM let that fly somehow
Also decided on shears for his melee weapon of choice
despite being a fucked up little freak the vibe is very much
☆ミ Title: 愉快な墓場でごきげんよう (Meaning "Adieu, to this Lively Graveyard".)
☆ミ Circle: Akatsuki Records 「暁Records」
☆ミ Album: Touhou Steampunk 「東方スチームパンク」
☆ミ Publisher: Melonbooks Records 「メロンブックス」
★彡 Original Title: リジッドパラダイス (Mea...
Have Paizo said anything about what's in the new Magus update?
I'm really curious about changes
Action economy always feels very strained
Having played a magus from 11-20 and now starting another one over from level 1
Admittedly I felt action econ was fine when I played mine from 1-20, though you do just kind of accept that prep-turns are gonna happen by nature of what the class does
i'm hoping they do like with ranger and like, have some feats become a core part of the class and buff the ones that underperform 
particularly Expansive Spellstrike, which sounds neat but has the unfortunate effect of hitting yourself with most Burst spells unless you're Starlit Span
Oh my god, I only now realize that the reason foundry separates your sheet’s art and your token’s art is so you can have your full art on your sheet and your token on your token
roll20 does too iirc
its slightly more obvious in roll20 even, i think? cause when the GM edits a given character's sheet it'll have a spot for character art and a spot for the token
meanwhile foundry annoyingly still requires you to open the hamburger menu and then open the prototype token thing to change the token art
(though there's some modules that make this less of a hassle, like Tokenizer, which is mostly made for creating tokens, but it lets you set the token art from the same window you'd use to make one, which is opened by clicking to change the character art)
My only hope is that the team that worked on psychic and the team that worked on magus talked to each other and they didn't double nerf IW spell strike.
I'm halfway expecting them to just prevent magus from spellstriking with focus spells, which would mean that the IW nerf was double pointless.
They already changed amped cantrips to be a spellshape so you can't spellstrike with them anyways
At this point I'm half expecting them to nerf Grasping Claw just to fuck with people
what are the odds that they errata away one of the nerfs?
I feel like it's definitely non-zero
They tend to be very responsive to community consensus, and I've seen almost no positive reactions to the psychic changes.
that would be horrible for Magus unless they received some serious compensatory buffs elsewhere
low IMO
tbh it's not even that the IW nerf was that impactful
it's that Psychic also got no other significant positive changes either
Honestly I just want to see more decent attacking spells, I get that they feel bad for everyone who isn't Magus but it does really suck for Magus to have like 3 options without taking a dedication and another feat
the only thing that will stop Magus dipping out for other stuff would be getting a strong focus spell they can Spellstrike with
and better feats
Itd feel less mandatory with any good slot options imo
they have too few slots for that mostly
cantrips and focus spells are your best bet for spellstriking most of the time, especially if you want to do it a lot
Yeah, I just think having any options before disintegrate would do them well
Disintegrate still isn't even that good I think, for the usual reasons of introducing another point of failure
it'll often be better to use your slots for big saves, mobility, or buffs/utility
ultimately the IW nerf changes relatively little for Magus
you just dip Cleric or Champion instead now, and pick up a nice domain spell like Fire Ray
Yeah, Sorc has... some options, but Fire Ray seems like the current winner
Yeah, the problem is actually just wave-casting imo
Because magus doesn't need such a hard limit on spells/day when it has such tight action economy
God I hate how Pazio ruined 6-casters.
Magus is literally fine 😭
I was going to ask: obvs reddit thinks the sky is falling, Magus and Psychic are doomed, etc. but that's reddit. how are they actually?
I have no in depth experience with psychic, but Magus is Extremely Extremely Fine
You are a martial with Super Vicious Swing and a few spells
It's main downside is that you are basically just doing one thing in combat
Since it's main damage thing is an action granted by a class feature, you can't really customize What You Do to the extent of a fighter or whatever
It's okay
People aren't even dooming about Magus tbh
It's the same it's been
Magus is still fine
Just minus one good tool now
Psychic is mostly just disappointing for multiclassing
Since before the dedication was a very good pickup just for the focus point
Psychic dedication went from very good to kinda eh
The class itself also barely changed, when it kinda needed a boost after the remaster
What are they changing the classes or the dedications?
Magus is in the same place that it's always been, which is to say that it is perfectly adequate
They use cantrips and focus spells to do big hits
What are they?
They have cool abilities
I actually really like Sparkling Targe Magus
It can sometimes be tricky to find the actions to raise shield but
Spellstrike makes up for one hander damage and the shield does a lot of work to remove the glass from the cannon and just make you cast iron like a normal cannon
My point here was just that giving the magus the ability to mix it up more with spells on spellstrikes would be more interesting but not a ton more powerful
Amps are now a free action you take before Cast a Spell, instead of something you do as part of it. Meaning amps are now incompatible with activities and reactions
Unleash applies to duration spells, but only the first roll
Some spell changes for the subclasses
Oh ok
This does mean that by RAW some of the amped cantrips do not work
Everyone will ignore that
So it doesn't really matter
Uhh, some of the space focused unique cantrips got buffed but are still meh
Like Vector Screen and one other
