#Pathfinder
1 messages · Page 107 of 1
Plus it's light on action econ since if it works you get your spellstrike charge back
That's not bad actually
Always possible to get a dedication later once you have the WIS/CHA to get into Cleric/Sorc/Oracle
Yes, because you're supposed to use them to recharge
All the conflux spells recharge your spellstrike and do another thing
Also it doesn't
Since Mulberry doesn't involve either a spell attack or save, so you can't spellstrike with it
I wanna play a shoony investigator that is just blatantly Isabelle animal crossing
Trying to decide on a level 2 skill feet
What skills are you good at?
Arcana and athletics are my best
Also crafting
Arcana, athletics, crafting, guild lore, occultism, society
Those are my best (+7 or around there)
Yes because their focus spells recharge spellstrike
They are explicitly not for striking
Ouch at today's session.
Entire party managed to survive despite everyone being at less than 5 HP left and all with 1d6 per turn or more of bleed
Fighter couldn't roll above natural 1s
It was fun though o_o
We burned almost all hero points
Oh yeah that seems like it could make it tedious
Oh I was a little further back than I realized....
Even without the summons, it just wasn't fun to engage with because it's entirely nonsensical. Nothing makes sense, the only way to progress is through trial and error (and it's almost ALL errors).
Spoilers for Season of Ghosts
I've been blorboing my guy so much
Our party is so good
So pathbuilder is still being DDosed.
It’s mitigated for now, but whoever’s doing this has changed attack vector’s before so they might be able to take it down again.
My question, why are people doing this without saying anything? If this was a ransom, there should be demands. If this is about advertising the DDos system, people should be bragging. But no one’s said anything.
At this point we know they're targeting Pathbuilder in general, not it's hosting service, so it's entirely possible they like
Don't like Pathbuilder or the guy who makes it, or Pathfinder or w/e
I need to find a good OP to use for Season of Ghosts.....
there's always the official soundtrack up on youtube
Need show intro...........
It took me ages to find a high quality version of this opening. Unfortunately, the opening seems to be locked at a specific resolution, and when I tried upscaling it, the results weren't all that great. So instead, i'm uploading the raw opening; enjoy.
ah, mononoke is a great pull then
Oh shit hole in one I think
That is one fine anime
The first movie is great too, haven't seen the second one yet
Only thing I dislike is the pacing in the movie is reeeeally insane
It's almost exhausting to watch it
https://www.youtube.com/watch?v=VBBFDb0hC4Y also consider, perhaps for a more chill ED
Lyrics:
I walked ten thousand miles, ten thousand miles to see you,
And every gasp of breath i grabbed at just to find you,
I climbed up every hills to get, to you,
I wondered ancient lands to hold, just you.
And every single step of the way, of pain,
Every single night and day,
I searched for you.
Through sandstorms and hazy dawns i reached fo...
The dwarf fortress soundtrack is superb for a calm, almost melancholic vibe
https://www.youtube.com/watch?v=w1z_oglQsUw
An original song from the Dwarf Fortress OST
Prepare for the deepest, most intricate simulation of a world that has ever been created. The legendary Dwarf Fortress is now on Steam! Build a fortress and try to help your dwarves survive, despite threats of starvation, dragons, and madness.
Spotify:
https://open.spotify.com/album/1IzWFdH2pfCbho7n...
Pathfinder should have squid-kobolds who hate octopus
Cuttlefish
Im not certain how many trickster fox creatures there are in pathfinder. And if any pf them are evil. But.
There should be a type of hag with fox tails who like to imperersonate other kinds of fox tailed creature
does anyone else have issues with this spell? i know spellcasters are crazy strong but this has just completely trivialized my campaign. I'd love to hear some gming advice.
what're some examples of a time it's caused you problems?
ah! well, good news, you managed to exactly simulate Spell Discourse
lmaooo
Just. Thinking about hags have defined strategies in the 2e Monster Core.
Blehp.
What if gun nut elf?
If you grant divine spells to someone are you aware of them?
What are the best ways to try and maximize crit chances for a non-Fighter/Gunslinger martial? Positioning for off-guard, tripping, and frighten are the first things that come to my head but I'm not sure if I'm missing something obvious
Pretty much just buff and debuff stacking yeah
Yeah, just not sure if there's many easy way to access buffs beyond the obvious answer of "the caster does it"
A lot of it does come down to spells
Give the slinger all the party's gold, so they can get a +1 gun first
Ended up deciding to just commit to fighter if I'm going to be critfishing that much
Mopstly going to forego classfeats in favour of archetype feats, but the core of the character is a Kashrishi fighter using the horn as a weapon with the weapon spec set to Brawling
critspec: stunned 1 is really good
Sure is
My goal is to use the Student of Perfection archetype, mostly for this: https://2e.aonprd.com/Feats.aspx?ID=901
You gain the perfect strike ki spell. Increase the number of Focus Points in your focus pool by 1.
I got do do a Heavenseeker Monk once, it was a lot of fun.
I'm split between doing the Heavenseeker feats for Skyseeker or doing the Unfolding Air feat line from Student of Perfection
Unfortunately no free archetype so I'm spending class feat slots on these
I originally was thinking Great Pick Barb but I wasn't sure I could find a way to crit consistently enough
I love that one of the suggested Skeleton names is "Doorstop"
2e harpies are cool. And I really like the Herexen
I'm fighting against Foundry VTT here, trying to make unfurling brocade work
Anyone here done so successfully?
The bladed scarf is supposed to inherit runes from armwraps
Yeahhhhhh
Junkomancer sounds like it fucking rules tho
I'm most excited for just
New weapons
TBH
The current roster is weirddddddddddddddd
I’m most excited for tactical starship combat baby
That IS a close second
i cant wait for technomancer
(Abomination Vaults Spoilers)
One of the craziest fucking situations that's ever happened at one of my tables is currently occuring
||That white square is Urevian's cast of Force Wall||
||After a freak crit, the Cleric is on Dying 2 without any hero points with her life literally in the almost dead hands of Urevian, who has succesfully coerced the rest of the party into cooperating for now to save her||
||Next session, they'll be figuring out a way to save both Addy and their immortal souls from a devil with all the good cards!||
I was hoping to make my players sweat a bit but maybe not this much
Wouldn't waiting until the next session replenish their hero points thus letting them die with impunity?
My player cheekily brought this up themselves, but ||considering they only lived to be held ransom by some GM fiat (Urevian dispelled the infernal wound on them) I think everyone understands we are now in Narrative The Cleric Can Die If They Play Wrong Mode||
Sounds badass. We had something similar happen earlier against a certain creepy crawly dude in the same campaign
We got completely schooled, two characters dead
Persistent damage is a thing
Our investigator decided to give himself up, and temporarily left the campaign, joining the him as an assistant, kinda
That players replacement character was an adorable teddy bear dude (poppet?)
A poppet champion
Thinking fondly about how my group has done enough APs to have had a genuine impact on our version of golarion
Made an alliance between Xulgaths from the darklands and Absalom, established a school of monster hunters, at least 2 new deities, a sanctuary demiplane for the lost and the damned to retreat to, a lot of governmental change in Geb
We also gave the main villain of gatewalkers amnesia and turned them into a good guy
Eyyyyy
Last session of my Guilt Of The Graveworld game I had the party's dwarven employer regale them with the tale about how a group of brave adventurers discovered the last words of Sky King Taargick and ushered in an end to the hatred between dwarf and orc
AKA I hyped up one of my players' Sky King's Tomb table because they recently completed the AP 😌
IIRc my team smoked that fucker
albiet, we have like , a rogue, a inventor, a fighter(werewolf) , a psychic and me, a wind/wood/water kineticist.
we got him in like 2-3 turns
that crit sound brutal
god I wish i could play starfinder 2e
but I still cant
i am going to be gming mothership eventually too
Gonna. See if anyone buys the Pathfinder 2e core book from before the revision
But keep the pre revision bestiaries
People here play Starfinder 2? Any good?
I've been kinda curious about it ever since our group moved from PF to PF2
I've been running Guilt Of The Grave World! It's fun
It's sci fi PF2e with more ranged combat
That's about it!
Almost everything is the same outside of aesthetics
Starfinder 2e character idea. Upper class twit goblin with an unreasonable number of dead relatives and no sense of srlf preservation
Probably an Envoy
I've been strongly considering just letting people play the SF2 classes in PF2 as well
Operative is really the only one I can kinda see cause some issues, and even that only kinda
actually now I wonder if you allowed Operative to use bows, if it would be actually just better...
How's SF2 with cover?
I find cover is very unimportant in PF2, and I'veplayed so much Lancer i'm coverpilled now
Cover definitely Happens, I haven't played enough to say how much
But the design intent is definitely that people try and take cover and such
Cover has been fairly relevant in PF2 as well for me at least, for ranged characters
That's cool
Cant wait for this book to come out
Which book is this?
Question
Where would be a cool place in Golarion to put a big dragon themed kingdom of drake riders
Lost Omens High Seas I think
Arcadia is v mysterious
Nice
This WOULD be for players
Alternatively
If you don’t have plans to play kingmaker with this group
Make it in the stolen lands
The ambiguous OC kingdom spot
Hrmmmm
Okay I should more ask about landmasses sprcifically
Since I think i will be making my own kingdom in Golarion
Mainly looking at places with fitting extreme locales for a sorta monster hunter vibe and any connections to dragons being like
Secondary
Just needs to be a fitting blank canvas
Again, Arcadia don’t got shit on it
As well as uhhhh the fucked up hell continent that no one ever comes back from HunterxHunter style that Paizo hasn’t ever addressed
Arcadia seems Americas-coded to me
Fucked up hell continent you say
Yeah hold on
The least-understood of Golarion's continents (and also its smallest), Sarusan is located in a trackless sea south of Tian Xia's Valashmai peninsula. Far from the trade winds, all available information on Sarusan comes from ancient accounts because few modern expeditions have successfully returned after journeying there, and those few who claim ...
Casmaron is the large continent to the east of both Avistan and Garund. It is dominated politically by the Empire of Kelesh, a vast realm that extends even into Avistan: Qadira is its westernmost satrapy. The second-most renowned nation of Casmaron is the impossible kingdom of Vudra. The adjective to describe something of Casmaron is Casmar; the...
Casmaron is also p blank
Yes
Technically another continent.
The hell continent does seem like i could fit an entire monster hunter ecosystem in it
Africa
Sarusan essentially exists specifically so people have a landmass they can hold entirely custom adventures on that are still On Golarion
Okay thinking about dragons more
As one always should
A kingdom founded by two brothers, one human, one dragon, settled in a wild land where the two species have lived concurrently so long they largely consider themselves one
Where whenever a clutch of dragons is laid, special priests are sent to find children born the same day, and to test their blood on the egg to see if they are fated rider and drake
If they are they are, then the child is raised along the egg and the two grow up to join the elite military caste of drake riders
Kingdom is mainly humans and kobolds
But other people have drifted in and become stuck
Very rarely the kingdom is attacked by (alien threat) that causes significant calamity and purges a lot of the population
Dunno golarion too well
So I imagine a hellgate would be out of the question
psst pf2e heads here, book i've been waiting is on discount
https://bsky.app/profile/nineheavenspress.bsky.social/post/3mh4hid6r2c2t
Undying Corruption #pf2e!!
So looking at our numbers, we will need to sell more PF2e books to avoid taking a hit. If you know someone interested in owning a physical copy of our beautiful adventure book on discount, please consider picking it up!!
how many statuses do you have on you
"like 3 or 4"
you are little baby, watch this"
smh not using the module that makes them form a circle around the token
wtf is happening to bro
What are some good spells for a wizard to get from mythic magic?
I can choose 3 spells from any tradition, levels 1 or 2, and they are auto heightened to my highest spell level.
and I get to use mythic proficiency for the DCs.
Heal is obvious, but I'm not sure I really need things like cleanse affliction or sound mind.
Druid is dinomaxxing
I mean those are actually great choices because part of the problem with those is the fact that you need to heighten them
If you don’t want them that’s also fine but they are certainly good choices
It's a boring option but auto-scaling Dispel Magic sounds very strong
True lmao
Idea I had: debuffing focused bard muse called Grief
Dirge Of Doom my beloved
there should be a trickster muse bard that's just being an annoying asshole
makes bon mot really good or something
<p>It’s that time of year again where we get to update the Pathfinder FAQ page with new errata changes and clarifications. While this is going to be a long post, we want to take a deeper look at some specific errata changes. If you’d rather just look at all the changes for yourself, feel free to jump to the Pathfinder FAQ page. Look for the ...
they're changing the resistance and weakness stuff again
notably they are apparently making it so Resist All does not apply to each type separately anymore
Alchemist also got some changes, though they are somewhat mixed
Oracle also are apparently back down to 3 spells per level?
which is odd, since IIRC they previously said the 4 was correct
That's weird, and a huge nerf to multiple classes.
yeah a rather sizeable Champion nerf
That's kinda wild to me.
Feels very unfortunate, the class already felt like it lost a lot of its identity in the remaster.
That's not what it says.
They really need to stop messing with resistances and weaknesses lol
oh I misread it, my bad
here's what it says on weakness and resistance now
another change in weaknesses with this is that you can stack type and material weakness now
So if something is weak to both slashing and cold iron, it would take both from a cold iron sword?
yes
I'll be honest, I didn't realize that wasn't already how it worked. It's not particularly likely to come up though I guess.
Tbh if the game wasn’t balanced around it the all resist thing is good tho
Previously those monsters were really hard to hurt
a single type can activate multiple applicable weaknesses, but only once each per attack/spell/source
which I think is probably how most people would have expected it to work
so resist all also only applies to only one damage type per attack now, but you choose which one/the most beneficial one
I think it’s honestly not as much of a champ nerf as it sounds
it is a rather strong nerf for cases where the enemy attack had multiple types
Usually with split damage types, one is significantly higher and is like
A rider effect
On one hand, I'm very glad Paizo is doing more errata. On the other hand, they seem to be making some very weird structural changes that did not need fixing.
that very much depends
Yeah it’s a mixed bag but I much prefer it to the alternative
there are quite a few enemies that do split their damage like that
I'm not really sure the change to resist all actually makes the game better
I mean
also some cases with enemies with three way split attacks, like a lot of fiends
Okay so like they said they came at it from monster design
poking my head in to express my extreme bafflement that they somehow nerfed inventor. advanced weapon access is now an improvement and not just default for weapon
it was always basically a improvement.
you already didn't gain an improvement if you took an advanced weapon
And would make monsters significantly tankier by basically disabling property runes
if only scaling damage was attained through levels and not exclusively property runes...
Well I mean yes you get more damage from fundamental runes but
Property rune damage is big for a lot of martials
thats what im saying
Also dear lord
(In the pf2e playtest you got way more damage dice on attacks, this was reduced but monster hp never was which is why hp balloons so much after like level 7)
Mhmhm
I admittedly don’t mind that as much since I think more HP is usually a fine way to make fights last a decent time since a lot of builds already like
Properly chunk through enemies lmao
interesting, that does kinda track with what I've seen of higher levels
It only really becomes an issue with guys with high defenses or really sponged chaff
IMO
I have played around with the idea of adding ur level to damage since that’s kinda how NPCs work but have never executed it
it's mostly that PL- enemies become increasingly tankier as levels go up, comparatively
level 16 enemies still take like 3 crits to kill as a level 20 martial. Its crazy
which is partially why the dynamic starts to kinda inverse at higher level, where one big PL+ enemy becomes easier but lots of PL- are harder
because you just can't take out a bunch of guys as quickly as at lower levels
Definitely
In the game I'm in where the party is level 19 we've ended a few fights early because the outcome was clear it just would've taken several rounds of cantrips and focus spells to get there
truly, they fixed high level play /s
oh also one minor Investigator change in the errata
Not really a challenge but also the fights would've eaten most of the session if we went all the way through it
Devise itself does not have the Fortune trait anymore, but the Strike you use the result on still gains it
so you can Hero Point your Devise roll now
Oh, nice
Also man
Paizos website will not load rn lmao
I love how the web update improved it in exactly 0 ways
masterful gambit
One major thing being they apparently can't do stuff like giving you the PDF of an AP for free when you buy the Foundry module anymore
As an aside: my party is apparently 3-4 weeks away from finishing Kingmaker, which has taken just shy of 3 years. The session time was never moved and the player roster remains unchanged.
Yeah that one sucks big
"Toxicologist now can quick alchemy + apply a poison as a single action." HELL YEAH
Meanwhile massive Sticky Bomb nerf unfortunately
They did also clarify that Quick Alchemy poisons go away after 10 minutes
Man
They uh
Really should just make it so that any time something mentions Stride you can replace it with another move speed
Because they keep having to add it to shit lmao
yep
also, unrelated, apparently the new starfinder ancestry book has a whole bunch of generic ancestry feats
really hoping for a generic advanced weapon feat
Yeah bud. Let’s go look at the advanced weapons you’ll be able to use huh?
loading revolver
:p
it's neat tech, yeah
means they don't have to print all the [Ancestry] Weapon Familiarity feats and such all over
well funnily the change does the opposite now
where previously rainbow damage was majorly reduced by resist all, now it's the best way to fight incorporeal and stuff like them
Yeah that’s what I mean
yeah it's just that it makes what was already the best strategy for everything else now also significantly better for those cases
and by contrast makes ghost touch less important
¯_(ツ)_/¯
Hey, there's That One D12 Assault Rifle
Magnetar Rifle my beloved
😌
Living vicariously through my one player in Guilt Of The Grave World whose playing a Magnetar Soldier
behold
Rad Gnome
also I think I figured out waht kind of gnome my character is
Stellllar gnome
also , I have Galactic Ancestries now
if anyone has questions
Do I have you on steam? If not poke me your friend ID
So turns out you need to have been friends for 30 days
And the beta ends on April 5th 🙁
damn
Am now making 2 multi-entity super bosses for the finale of my big campaign
Kingmaker spoilers: ||sub-1 round Nyrissa fight lmao||
We’re doing weird shit in kingmaker
Our GM has been going wild letting us recruit NPCs as companions
and some new heritages for each of the cores asweell
@clever cobalt
I'm really liking some of the new ancestries, like the Copaxi, and the Madrosarai.
Methinks my party may have bitten off a bit more than we could chew with this fight... (KM spoilers underneath)
not seen in this picture: my animal companion swooping in on the attack, missing his shot, and then getting hit by 2 nat 20s in a row 
Opening the door will make the situation different but not neccsarily worse
yeah, we'll see if I can pull off some "Ranger is friend to all animals" bullshit with our new buddy when we reconvene in a couple of weeks
we def could've played things smarter than "my character instigated a fist-fight between several of the goons to draw the big bad in and our Guardian proceeded to punch the closest foe immediately afterwards", but hopefully we can manage 😅
we've got a few variables that could work to our favor, big and fuzzy over there included
My group started the fight by opening the door, and one member of the party was dead by the time it was over :D
One of my groups bluffed their way in, waited until night, then opened the door.
My group broke into the leader's bedroom at night, tried to finish it fast, failed, and ended up having a 10-man melee in a tiny corner of the map
My group just uh
Rolled Up in the middle of the day like madmen
Climbed the walls, killed the archers, and cut through everybody
Admittedly we did nearly tpk
I think we had PLANNED to be fairly stealthy but the hillside e chose to attack from just so happened to be infested with undead just below the ground
We scouted out the area the day before, so we sniffed those out in hilarious fashion (our yaoguai bard shapeshifted into her rabbit form to sneak closer to the fort, woke one of the zombies up, and ran in an absolute panic back to camp)
My group bluffed our way in and then turned the camp against each other
I ultimately think Kingmaker is kind of a mess. It opens pretty strong but loses a lot of cohesion after the actual kingdom building starts, and the kingdom stuff feels kinda ... pointless? And disconnected from the bulk of gameplay i.e. hexcrawling
I think it works better as a vidya where there's less pressure for anything to ever make sense >_>
1e or 2e kingmaker?
2e is what I played
It has some good stuff, it just ... felt like it was falling apart at a certain point
2e is kind of a different beast from it's original 1e form and IIRC wasn't Paizo's conversion
It pulls in a lot of the additions the CRPG made, and from what I've heard the kingdom builder rules are overly simplified
I wouldn't say they're overly simplified so much as they suck
they are definitely sufficiently open to constructing sprawling spreadsheets
They are very accurate kingdom building rules in that there's a shitton of spreadsheets.
Didn't they remove the player stat scaling from the different positions (i.e. making it so that who did what actually mattered)?
Then there's also the fact that 2e is also way more cautious about breaking the player economy
Has anyone heard any reviews on the Guilt of the Graveworld AP for Starfinder 2E?
I know someone here was running it and enjoyed it
I wanna play it so bad
@turbid dagger
As implied by Allie's ping, I am running it! Do you want my not-very-in-depth general feelings ('It's pretty short but I loved reading the book and said reading has translated into a fun tabletop experience pretty consistently so far') or answers to specific questions and concerns

Oh actually, one addition to the general feelings- there's one pretty incoherent plot beat early on but I found it very easy to fix, if that sort of thing displeases you I can go into more detail, but if you aren't averse to a mild edit it's fine
The gist is ||the core plot mcguffin that drives the entire AP is a gene-locked computer file, and in the original AP the file is keyed to the DNA of Any Elebrian||
||You run into multiple opportunities to unlock it early but these are shut off by the Elebrians you meet at those points being extremely averse to assisting you for some reason or another||
||And that's not even going into out-of-bounds options like finding an Elebrian on Absalom Station, or a PC being an Elebrian||
||I solved all these issues pretty handily by just changing the DNA lock to be for a specific long-dead person, and the team needs to track down their last living descendant (the Elebrian the AP actually WANTS to use for this) to spoof the lock||
I’d probably be a player so not sure if I should click that
@turbid dagger did anyone try playing an Elebrian or undead right off the bat?
If you are a player, I advise you don't! You'd learn what I'm describing within a few sessions but yeah
We had one undead, but they had to step away
Undead PCs work perfectly fine, an Elebrian PC totally and almost instantly breaks the adventures plot unless you do my changes
reading the stuff about the living Elebrians from the player’s guide. Good lord the Elebrians that grow up and work within Zo! media is just nightmare fuel
:3
If your GM is willing to make some changes (tell them to hit me up if they're stumped) Elebrian is a pretty fun thematic take outside of the giant plot hole
Mostly unserious question: since the adventure has connections to Zo!, does it also have any connection to CityMcCityFace? (Formerly known as Zo)
It does not!
Areas visited are, in order- ||Absalom Station, The Diaspora, Star Citadel Theodrane (very brief), Eox (Pact Port->Irradiated unpopulated wastes->Halls Of The Living in that order), The Drift, and The Vast||
😔
New blorbo alert, meet Cypria Dola, human andarde Kineticist
Fun
yeah it's good, the hobgob pike is similar just with razing instead of versatile
I used a reach + tower shield build for a champion a while back and enjoyed it
I've also seen a thaum use it to good effect
Yeah im debating getting this for my thaum
So my group spedrun the ||Karahai|| segment of Season of Ghosts by ||basically drawing all the attention||
Season of Ghosts: ||This is the aggro we pulled and then avoided >_>||
Speaking of which: what are some good items for kineticist/champion who has ABP?
I have 2,000 gold worth of items to pick out
Maybe armor runes ...
two different characters, dual class, or multiclass?
Kineticist with champion archetype
do you use a shield?
sturdy shield is boring but always good.
Sun sight is incredible if you don't have a perception bonus already
Echo receptors are amazing if your GM allows them
No shield
I've got a very weird question-
Imagine a mech class for Starfinder
What would you want it's like
Martial Gimmick to be
Right now I am envisioning a sort of 'build-a-martial' setup like a Summoner's Eidolon where a lot of your feats directly modify your statistics by increasing reach and size and giving movement speeds
And it's Martial-Compliant Damage Feature is that it can apply Lock-On in various ways and then consume Lock-On on enemies for special activities like strikes that do extra stuff
Sort of like a hybrid of Ranger and Swashbuckler, or as one of my friends said, like Runesmith but the funny effects are separate from the 'rune' itself
But I find myself questioning whether the Lock On mechanic is like........ mech enough, you know
Or if people envision like, overheating and redlining or some other narrative concept as a more Mech-Coded Thing
I would personally do some kinda heat system yeah
I'm trying to envision how something like that would play out other than like
Reverse Panache/Kineticist Overflow
Where you do your big thingy then need to chill out to do more big thingies
.......It's telling I went 'Reverse Panache' and not 'Spellstrike'
I would say you can do it like uh
So like overcharge on inventor
But you can keep doing it even if you’ve spent it, just for increasing amounts of damage
Self damage I mean
One of said friends also said they envisioned a Kineticist sort of set up for mechs, where you do like uhhhh
Big Spell Like Abilities
So imagine, if you will-
Overheat actions that involve a barrage of missiles, super fast movement, or the like, flashy stuff that overclocks your mech
And they make you enter an overheat state for a bit where you deal like, a scaling amount of extra damage, not a lot, like Thaumaturge's Empowerment or Boost Eidolon, and maybe get some extra boosts dependin on your subclass
So you start off with your big move, then fight more like a typical martial with enhanced strikes until you cool off
Is this anything??
Yeah that could be something
my first thought would be some amount of ammo-based stuff honestly
like some sort of short-rest recharging set of prepared spells that can each be used once, or that you need to cycle between as they reload individually
you shoot your missiles and then you're out of missiles and then you switch to guns for a bit
hit the rocket boosters for a short period and then you don't have access to that
not sure if it would be like, one-and-done per fight per system or if it reloads over time
Cycling abilities that recharge is another angle, tho maybe a bit uninteractive?
I am really enjoying Season of Ghosts
Wizards...
same here. All the little cultural and social details in Willowshore are so cool
we haven't gotten too far yet but it feels like there's a whole stack of related mysteries going on here
on top of the ones the GM has created with some of the PCs
SoG is definitely my favorite of the APs I've played so far
And I hear a lot of consensus on that
I'm trying very, very hard not to read anything about it that gets posted in here for the reason of "I absolutely want to play it as soon as I can" lol
Ye it's a good one to go into blind
Yeah it very specifically is vulnerable to being straight up ruined
I feel comfortable spoiling that there is a season and that it involves ghosts
By spoilers
There's a non-zero chance we may just switch off of KM after we finish Part 1 and go to another AP if our group isn't enjoying the focus on hexploration, and iirc it would either be SoG or CotCT
although fwiw I'm certainly enjoying the hexploration 😄
huge if true
It's a funky one because having gotten 5/6 of the way through it blind, I feel I would love to go back and play it again with a different group, but if I had learned the plot differently I think I would not feel that way
I'm eager for my Kingmaker game to finish, I've enjoyed it but a lot of the highlights for me have been parts outside of the actual pre-written portions
her level 20 feat is definitely going to be additional lore 😛
We don't mind because we like having someone who can rk with Lore: This tasty cheese we want to know the name of
(we unfortunately got a thaum and the niche is gone 😭)
I can't relate, charisma casting all the way for me
I think this was one of the primary reasons I wrote off Thaumaturge in Hellbreakers, myself
You're a lot nicer than our fotrp Thaum
It is actually kinda crazy how a cha class is better at an int action than basically every int class except for one (and int classes need heavy feat investment into it)
As I always say-
THAUM SWEEP
Barbarian damage, all face skills, all RKs,
Int mfers seething
Damage martials striking at map 10
Bards fumbling influence checks
At the mere sight of the ever based thaum
Did this for my favourite class instead (I know it will never actually win this poll popularity wise)
YEAHHHHHHHHHHHHHHHHH
Oracle is for real the best caster by a mile imo
It's hard to argue against it being Sorceror But Better
500 gold and a level up to Yulia
:3
Only thing it really misses is a way to get by with just focus points
And even then, it still can, it just won't be as good as a psychic or druid doing it
What I did for my Tempest Oracle is take Domain Initiate for Winter Bolt, one of the highest damage focus spells out there, and then take Blessed One for Lay On Hands
So three focus points by level 2,
I've made some good progress on my long-stagnated homebrew project today, very happy 😌
5 monk stances + upgrades and one fighter feat
Uhhhh so, some context
A big chunk of the homebrew project is two Fighter feats for each weapon group, one that unlocks at 6 if you take Weapon Mastery and another that unlocks at 14 when you take Weapon Legend
As a sort of consolation prize for locking into one weapon group
The Weapon Legend feats were a real speed bump for me and why I went on hiatus
But this one is the Weapon Legend feat for Knives
One Action, Press
Prerequisite: You have chosen Knives as your Weapon Mastery Group.
Requirement: You are wielding a weapon in the Knife Weapon Group.
Once you get into a flow, you can slip extra cuts in with a quick jab or flick of the wrist. An enemy within your melee reach or first range increment of a throwing weapon takes damage equal to your key ability score modifier plus your weapon specialization damage, with a basic Reflex save against your Class DC. On a failure, they are Clumsy 1 until the end of your next turn, or Clumsy 2 on a critical failure. If the target is already Clumsy, you instead increase their Clumsy value by the same amount, to a maximum of Clumsy 4.```
```Secret Technique: Murder (Level 14)
Reaction
Prerequisite: You have chosen Knives as your Weapon Legend Group.
Requirement: You are wielding a weapon in the Knife Weapon Group.
Trigger: A creature you are aware of is reduced to below half its maximum Hit Points.
You are a trained killer, a master of weapons meant for assassination, and when your enemy has one foot in the grave, you are eager to help them the rest of the way. Stride up to half your speed. If you end your movement within reach of the triggering creature, you may Shiv the target, then Strike them with the requisite weapon.
Special: If you have this feat, your killing senses are honed to preternatural levels- you automatically detect if a creature you are aware of is below half its maximum Hit Points.```
Oh yeah I remember you doing those
(Also disclaimer these are all Pre Editing)
(I expect a lot will be toned down as I reference other feats of the same level and maybe playtest as much as I can get tables together for it)
Those are pretty cool
As for the monk stances, they are all centered around weapons, variously giving life to monk weapons I feel are underutilized or letting non-monk weapons be used by monks
They are-
Demon Stance: A stance for Meteor Hammers, Kusarigama, Sansetsukons, and Three Section Naginatas, that gives them Trip/Grapple/Disarm/Reposition and a Crushing Grab-esque damage tick when doing those
The upgrade is Demon's Rampage, which is a two action metastrike that is Grapple->Whirling Throw with no MAP, while also making Whirling Throw not take a penalty for throwing larger creatures and proning Whirling Throw targets if their movement is stopped by colliding with you
Archon Stance: A defensive stance for Bo Staffs, Naginatas, Nodachis, and Khakkaras that give them Finesse, but lock the strikes you can make to strikes with those weapons and 'archon's sentence' strikes, 1d4 agile finesse parry reach attacks that function similarly to stance unarmed strikes but count as weapon strikes and use your weapon's runes
Upgrade is Archon's Guard, a reaction with the same trigger as Stand Still- Step, activate Parry, Archon's Sentence strike in any order, if you end the step adjacent to the triggering enemy the movement ends
Polearm Monk 😌
Turtle Stance: Stance for Spears (the basic d6 simple weapon Spear, which also gets Fatal d10 in this stance to make it a contender), Machetes, and Short Swords + Shield that causes scaling automatic damage of your weapon's type whenever an enemy fails to hit you while your shield's up
Upgrade is Turtle Snap, two actions to Raise Shield and Strike- the target is automatically off guard against the strike because you are hiding your weapon behind your shield, and on hit hesitates when attacking you, taking -2 circ to attacks against you until the start of your next turn
(Fun fact, this is based off Okinawa Kobudo's Tinbe-Rochin weapon system https://en.wikipedia.org/wiki/Tinbe-rochin)
Hornet Stance: A stance for all the weird low damage dice dual wield monk weapons, gives dual monk weapons Agile and Deadly d4, and if both weapons have d4 damage dice you don't tick MAP in Flurry until it ends, similar to Double Slice
For weapons with a dice larger than d4 you can reduce their die size to d4 to get that benefit + deadly equal to their original weapon dice instead
Upgrade is a Rend equivalent if you land two strikes in a row, d10+strength that scales to 2d10 then 3d10
Ooh, that's also neat
And lastly, Swallow Stance, which is based off a 1e subclass and uses Katanas, Whipstaves (with the understanding that they are based off the japanese Jo, which uses a lot of sword-like techniques) and Elven Curve Blades
While in the stance you can Feint with Performance and can Step twice before or after Feinting
The upgrade is an extremely self indulgent 'do a big Iaijutsu slash' where by default you one action Feint+Strike, BUT if you have One Inch Punch you can instead two action Feint + One Inch Punch or three action Feint + Three Action One Inch Punch
I wanted one of the stances to really like One Inch Punch because that's an odd underused piece of the monk kit
It is yeah
My current to-do list, minus Knives
Reaver is an idea for a homebrew class that my brain keeps wanting to fold into this whole thing but I think it's best if I focus on finishing all of this and editing it before I take on an entire class
Basically, they are a Class DC martial
They have access to Combo actions, special abilities that usually force saves and can only be used once per round
The first time you use a Combo action in an encounter, you perform an Opener effect, the second time you perform a Follow-through, and the third time you use a very powerful Closer, before cycling back to Opener
Some example combo actions-
Your flowing strikes pummel your opponent, wearing them down before you blow them away.
Opener- Pommel Strike (one-action)
A creature within your reach takes Bludgeoning Damage equal to your Strength ability modifier, with a basic Fortitude save against your Class DC. On a Failure, they are Off-Guard to you until the end of your next turn, and take a -2 circumstance penalty to Fortitude and Reflex saves for the same duration. On a Critical Failure, they also fall Prone.
Follow-through- Open The Gap (one-action)
You make a melee Strike. Against an Off-Guard target, this attack does not take a Multiple Attack Penalty.
Knockout- Crushing Blow (two-actions, incapacitation)
A creature within your reach must make a Reflex save against your Class DC with the following effects. If the creature was Prone, any critical success on their save becomes a success instead, and any failure on their save becomes a critical failure instead.
Critical Success- The creature takes no damage.
Success- The creature takes damage equal to half your Strike damage with an attack of your choice, and is Sickened 1.
Failure- As success, but the creature takes full damage, and is Sickened 2 and Stunned 1.
Critical Failure- As failure, but the creature takes double damage, and the creature is Sickened 2 and Stunned 3.```
Requirement: You must be wielding a Slashing or Piercing Melee Weapon, or a Slashing or Piercing Unarmed Attack.
Your blade paints the streets of your domain a brilliant crimson- a warning sign for every enemy to come, writ with every enemy that already has.
Opener- Make Chase (one-action)
You position the required weapon or unarmed attack defensively, gaining a +2 Circumstance Bonus to AC until the start of your next turn. You then Stride.
Follow-through- Nail Down (one-action)
An adjacent creature takes piercing or slashing damage equal to your Strength ability modifier, with a basic Reflex Save against your Class DC. On a failure, they are Immobilized until they Escape against your Class DC, pinned down by a small blade you had hidden away.
Knockout- Carve Open (one-action)
Requirement: Your prior action this turn was a successful strike with the requisite weapon or unarmed attack.
You Strike twice at the same target. These attacks neither suffer from nor contribute to your Multiple Attack Penalty. Each of these Strikes do half the weapon's total damage as Persistent Bleed Damage, instead of their usual damage. Persistent Bleed from Carve Open stacks with itself and any existing Persistent Bleed the target may have (such as from a wounding rune).```
I see
You can go from any Opener to any Follow-through to any Finisher, you aren't locked into one combo
So you could go Pommel Strike-> Nail Down->Crushing Blow if you wanted too
The basic mechanical idea was 'martial with hex cantrips'
Something special you can fit into your turn after doing your Strikes
As I said, I realllllly need to get this Done before I do Reaver, because making combos will be a lot of time and effort 💀
Mhm!
They're, funnily enough, narratively filling a very niche space that I've always really liked
'lightly armored character with big two hander'
Also a good fit for 'ronin with robes and katana'
I'm sort of inspired by D&D 4e's Avenger in that respect, though that's about where the similarities end
They get light armor prof only, but also a special feature where they use their Strength instead of Dexterity for AC
My mission statement for Reaver is basically, like
If Barbarian is a berzerker, Champion is a knight, and Fighter is a soldier, Reaver is like
A bandit chief or gang leader
They play dirty, but in a flashier, more upfront way than Rogues
Their subclasses are Advantages, tricks they use to overcome the opposition
I've already got the Iconic in my mind :3
A catfolk ex-bandit from Valash Raj with a Falchion made out of a carved dinosaur bone and a personal grudge against the Kaiju Kawuk, who's taken to adventuring and monster hunting to fight more and more dangerous opponents until they can challenge the immortal force of nature itself
Anyhow, I will stop rambling
If I overexploit this surge of hyperfixation I will burn out and not want to touch this project again for many months 😔
Nice
And that's very fair
Get some work done on the other stuff for now
I am very interested in all of this though
Thank youuuu, seein people interested in it is always a great help for my desire to push on
I will try and post updates here as well as the personal server where most of my work is going on!
I've been using about 3/fight in our level 18 campaign till the gm made us fight fire elementals 😱
(Except they had terrible reflex and cold weakness so I eclipse bursted for 3 morbillion damage)
Lmao
Is there a dedication that gives you an animal companion?
Asking
For a potential game I'm thinking of running.
Beast master
Beastmaster, Cavalier (mount specific), there are also ones that give you a non-animal companion like Clockwork Reanimator
Drake Warden as well I believe
Gives you a dragon to take care of
Decided I will someday play a Great Grey Wolf Sif Build
When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal.
based on this shit
April Fools,
I'm already theorycrafting a swarmkeeper ||Ten Million Bees||
I was looking at them too, just unfortunately not a lot of mechanical synergy with what I wanted to do with it
I dunno, I think getting ||ten million actions|| every turn would help with swarmkeeper's action economy
YOOO THATS SICK
spooky
Suddenly having the urge to build an awakened fox character (for obvious reasons)
Pondering what class would work well for that
Maybe Clawdancer Rogue
investigator. fox in a deerstalker cap, w/pipe
also good suggestions
Of Mice & Murder mentioned
Ah. OM&M had a fox detective who was very much a play on Sherlock Holmes
Like, he had his own Moriarty and Reichenbach Falls and everything
Dog I am fucking getting obliterated in Season of Ghosts
I'm at Frightened THREE man
Spooked
I only succeeded one roll the whole session :c
What level are u
Frightened for that long?
Ya
I have a vaaaaague recollection that there's ||an environmental effect|| at some point in early SoG that can cause an unusually persistent frightened?
You were making sure to reduce frightened, right?...
Yeah I believe it's a Map Effect
They call this AP easy?
I've heard it's easy yeah
so far, among the bossfight and 3 encounters we've had, only 1 encounter resulted in a downing and it still wasn't a close fight
Just as the prophecy foretold: 3 scary 5 me
From a GM perspective, most encounters are low difficulty, many moderate encounters have very clear ways to avoid them diplomatically, and I can’t think of any severe encounters in the whole book.
There’s even some trivial encounters that I truly do not understand the purpose of.
Trivial encounters are for having fun dunking on enemies
That’s what low encounters are for.
Trivial encounters just seem like time wasters.
Or the actual reason I learned when I asked one of the writers: for groups who use XP, so the level up when they’re supposed to.
Correct, because some people do indeed use XP.
I've got a risks and rewards playtest this Tuesday, excited to see the new classes in action, and also crossing off a class from my bucket list (psychic)
Although I am a bit worried about the slayer, they plan to use chymist vials and cleric archetype to focus on aoe damage and support spells
The main thing is just that chymist vials deal cantrip damage on activation, it's rough compared to striking
Hmm, yeah I have a feeling they might be disappointed there
Although, I suppose it will make good feedback for vials if it doesn't work out well
They ought to deal more damage than a cantrip that can be selected as an ancestry feat
Mhm, play testing the on paper bad options is more useful than the on paper good obes
Depending on who you talk to, the classes as a whole are the on paper bad options
Well, those people ought to go in the crystal
... The crystal?
There are a lot of crystal worthy takes going around on these classes in general
Slayer is okay I think
if you take the weapon
but Daredevil is very meh yeah
In any case, regardless of how the playtesters turn out, I'm excited to finally try out psychic for myself
Also seeing a melee Gunslinger in action for the first time, being played by a persistent complainer about the class (EXCEPT the melee ones for some reason)
Mail is also pretty strong
The subclass design isn't the greatest, there's two good options, one mid option, and one useless option
oh damn, looking at the reddit right now
among the new Hellknight stuff, Order of the Chain apparently get Slamdown for Grapple
but it also upgrades a success to a crit success on the followup Grapple
at level 8
Lesser Benefit - Shackles of Law (flourish, 2 actions)
You attempt to subdue a target with an attack and a follow‐up grab. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Grapple the creature you hit. If you’re wielding a flail or spiked chain, you can ignore Grapple’s requirement that you have a hand free, and if you succeed at the Athletics check, you get a critical success instead. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
then at 12 they get this
Greater Benefit—Sturdy Bindings
Your grapples are incredibly reliable. When you roll a critical failure on a check to Grapple a target, you get a failure instead. In addition, when a creature you have grabbed rolls a failure on its check to Escape, it gets a critical failure instead, and if it rolls a critical success, it gets a success instead.
They did pre remaster
But without the success upgrading
And it was still good
Why paizo 
had to make an even better Pin to the Spot 😛
well, not strictly better
but also six levels earlier
Spiked Chain is also not bad as a weapon
would have preferred a meteor hammer for reach, but it's workable
Wait that's actually huge
Every grappler is gonna wanna be a hellkn*ght 🤢
You need to take the hellknight initiation ritual to use the arch don't you?
I honestly don't get this
A lot of the stunts are not worth taking but that's a feat thing more than a chassis thing
Chassis wise I think the only change needed is an armor rejiggering and maybe a 10 HP bump
Daring Stunt is like
Flurry Of Blows but way better
There are options in the archetype of being a Hellknight Errant
Daring Stunt into Combat Grab.......
They're Fucked
Can't get the chain benefits though can you?
The Order Training feat does not have Preferment as a prereq, so I believe an Errant would be able too?
You still 'belong' to an order for the purpose of feats as an Errant I believe? Unless I am blind
You might be, immersing yourself in the character and all that /j
I still haven't checked the arch on pb yet, and it's not on AON, so idk yet
When you Escape from being swallowed whole, is there any rules saying what square you pop out around the creature?
I couldn't find anything, so I'm saying that it's the players choice
And since there aren't, y'know, facing rules of any kind
how do you mean,
We're in a relatively rural and poor village, all the doors should be rice paper shouldn't they?
How do you lock that
As far as I know they just use normal old wooden doors, not shoji or anything like that?
Tian Xia is a blend of a lot of things but typically more chinese than japanese
Poor rural people in China and Japan made their houses out of wood and/or earth like in the rest of the world
Rice paper requires expensive processing, whereas wood you can find sticking out of the ground
Yep!
bloodrager
lacks blood
my only qualm
You'd be angry, too, if you didn't have any blood
Because it just became shockingly relevant
what is going on in Golarion that Hatchets are martial weapons?
Axes have been martial weapons in D&Dlikes for a long time
Battleaxes, sure, but like... a hatchet is literally just a tool
Using a hatchet as a tool and using it as a weapon are two different things though
There's nothing that says you need martial weapon proficiency to chop wood
And if we really want to get into realism (which we shouldn't), waraxes of any size are very different from work-axes
has to go get some from someone else, preferably the enemy
similar enough that axes were more commonly used by conscripts/militia than daggers or morningstars afaik
and yet a hatchet is martial while daggers, which are bigger than knives, and morningstars, which
what peasant is gonna have easy access to one of those, are both simple 
Proficiencies are an abstraction for PC classes
Okay also
To be fair
Hatchets are the throwing axes i think
Which is a martially minded thing
They definitely should be simple tho
Wait are there any simple axes at all
Yes, and axes (as a weapon group a glass might specialize in) featuring several tools, distinct from the battleaxes or war axes, yet being the only weapon group that does not have a simple weapon (even though the same class might have specific features around simple weapons) is
not great
nope
Okay yeah thfays weird
the hand adze (a thing that cannot be thrown and is exclusively a wood carving tool)?
Martial weapon
*thats even
Yeah idk just an oversight i guess
I mean outside of a couple scenarios its kinda irrelevant at least
Axes are for warriors, aesthetically 🤷
Anyone who wants to use weapons will have martial weapon prof outside of edge cases
Tbh i kinda think weapon proficiency is outdated just in general
Idk what you could do to simple weapons to make them worth choosing but
Oh hey hatchets actually are pretty good
Agile sweep kinda rules
I mean I'm playing an Exemplar from the country side, explicitly pre-campaign, and thought it'd be neat to have her start out with a weapon that a farm girl might actually have, and obviously picked the one tool that would be every sane person's go to for weaponizing in an emergency because it is so incredibly simple to use, compared to virtually anything other than a spear
-# that's why I'm mad about it :v
Okay but you're an exemplar, you have martial proficiency
Yes, and I wanted to have a cool moment of a farm tool being emboldened by divine power, you know, the thing Exemplars specifically have a class feature about
I think the point is that simple weapons are kinda just bad and there's no reason to pick them willingly outside of flavor
It can still be a farm tool emboldened by divine power
I mean, no, because Humble Strieks specifically does not work with martial weapons
... I guess I don't see the problem, since the only thing humble strikes does is bring a simple weapon closer to being on par with a martial one
The only thing that has happened is that you have skipped a step, mechanically
It's still an ikon, no?
My point isn't that this is game breaking or a balance issue (or good)
my point is: behold, a humble peasant weapon, easy to use, easy to wield
behold, the weapon of a true swordmaster
is dumb
I'd be much more afraid of someone who could do serious harm to my person with the latter than the former, really
Yes, which is why it's neat that there are theoretically ways to build that elevate the simple weapons
except when those ways don't work, because the weapon classifications where written by the same expert medievalist that wrote the mass combat rules in 1e Wotr :p
Humble Strikes is kind of a non feature in a lot of cases
As is Deadly Simplicity in general
There's a few cases where you can get an extra trait out of it, but it mostly just doesn't super matter
But simple weapons in general don't really serve much of a purpose in the game now
Since anyone who cares about using a weapon has martial prof anyway
I mean I can't really reasonably tell you that you shouldn't be annoyed on aesthetic grounds, but I'm just sort of dazed because this isn't even the game preventing you from playing your concept, your concept is fully enabled
I mean I didn't say it was - I'm saying "if I encounter a water spell that sets things on fire for no explained reason, I am going to call that out, regardless of how mechanically efficient the spell is"
That's not really the equivalent here.
I do think its weird that we still use feats for weapon proficiency
There's just a few weapon groups that are martial only, and axes are one of them
That seems like a really big opportunity cost
Unrelated and very stupid thing here
Wdym?
Making a thaum
And i was like
Hmm
Being able to attack from both range and melee would be nice but boy thaum only has one hand
Introducing my new combo weapon
I put a bayonet on a hand crossbow
Throwing also works
This is better than a normal combo weapon in every way
Yeah bayonet/reinforced stock is good
Just remember to get some Blazons to share runes
Definitely, it's almost never worth it
Or, well, it can be with ancestry feats or feats that do other stuff too sometimes
But it's definitely a sacred chao
It feels like feats open the door to so many game changing means of engaging with the game but they also cost as much as "use a sword"
Oh like that
Especially when downtime is a mechanic idk why you can't just
Well weapon prof is a general feat
Gain profincencies over time
And also as gk said, not actually very good for the majority of characters
Yes
Thats my problem
Theres almost always a better option for your limited feat slots
As Emily mentioned, weapon proficiency is kinda a weird thing in PF2e
It feels slightly out-of-place
I'm mostly fine with the prof feats
Tbh downtime is an EXTREMELY underused mechanic
Armor prof at least has some application
Like
90% of downtime options in the game are
Either a secret kind of earn income
Or retraining
Bespoke weapons are probably a good thing for the system more generally, but there could probably stand to be fewer of them and simple/martial/advanced could probably be safely compressed into one thing with a bit of system rejiggering
I still don't really get what Paizo sees advanced weapons as
"Gary Gygax polearm collection we're no longer allowed to call exotic"
So the idea
Is that they are stronger than usual weapons, but you have to spend character options to use them
Yeah obviously they're exotic weapons, but I mean in terms of their mechanical niche
Except that the majority of them aren't actually meaningfully better than martial options
And then there's also so few ways to access them anyway
Okay so the problem there is paizo’s weapon balance
So basically every trait and thing about a weapon has a number tied to it
That adds up to a score that determines its proficiency
I mean yeah I get it conceptually
But a bunch of them just suck
There's a lot of advanced weapons that have too many traits and no die size
And then there's a few that are just better martial weapons, but with a trait you just don't care for added
And then a very rare few that are actually good enough you'd want to go out of your way to get them
Nodachi my beloved
RIP flickmace
Flickmace was such a white room problem lmao
It was only a problem because theres not what there should be
A general feat to make 1 advanced weapon be treated as martial for you
I believe that is a thing
Only for humans
Oh right
Uncommon and/or ancestry traited or culturally important
Though question
Actually
Season of ghost has this disclaimer
Does this mean anyone can use them?
Yes
It means you don't need to ask your GM if you can buy them or whatever
You treat them as common for the purposes of the campaign
Not without proficiency, no
Only if you usually have proficiency
It doesn't grant the proficiency for free
Gosh darn it
It's just making them common
Thhhhbt
Everyone having tengu gale blades would be really funny admittedly
Common uncommon rare is such a funny system lmao
Man its just like
Its not…. Bad per say
Hot take: weapons shouldn't even have inherent simple/martial/advanced characteristics, you should just increase the damage die size of whatever weapon you use for having martial or advanced proficiency
But it is a little silly sometimes
What cool weapon can a summoner even get
not much
I'm using dang hedge clippers
Summoners really aren't a fighty class
Are you aware that you and your eidolon share MAP
you got your eidolon to punch things
I dont wanna be fighty I wanna look cool!
Yeah just have a sword
AURA LOSS
NO ONE WILL KNOW
Fie!!!!!
I think the rarity system is kinda damaged by being confused on what it's actually supposed to be for
"I'm a samurai, these are my family swords"
"Can you use them"
"shhhhhhhhhh"
It seems to be both or either depending on the time of day and the weather
since we kinda have three different kinds of rarity tags
- this is from a particular region in universe, and/or just lore wise more rare
- this is from an AP, so we're just gonna tag it all uncommon
- this is an option that can potentially cause issues for the game, so we're taggin it uncommon/rare to give the GM more options to filter out things that would give them trouble
The middle one pisses me off ngl
I personally just largely ignore rarity tbh
Oh same
I just make players ask me if its okay to use rare stuff cause sometimes rare stuff is fucking summoning an adamantine golem
rare I will probably at least take a look, yeah
but uncommon I pretty much just blanket don't care
the one case I think rare is kinda justified is the rare backgrounds, and even those are mostly just something to talk about with your players/GM
Yeag
Oh also
My homebrew summoming rules have turned out pretty fuckin good! Even at high levels summoning dragons it hasnt been like
Any more disruptive than like, other equivalent spell slots
what's the rules?
Summon Levels:
lvl 1 - CR 0
lvl 2 - CR 2
lvl 3 - CR 4
lvl 4 - CR 6
lvl 5 - CR 8
lvl 6 - CR 10
lvl 7 - CR 12
lvl 8 - CR 14
lvl 9 - CR 16
lvl 10 - CR 18
This altered table
For what can be summoned
so that summons are always -1/-2 PL, I see
Yep!
Highest level spell slot equals pl -1 or 2
And yeah despite being a little scary in theory its been pretty good
Any suggestions for good 1st level spells on a magus?
unfurling cloth magus
I've mainly used spell strike with cantrips so far, so my current levelled spells are jump and fleet for mobility
But I should probably expand that selection xD
Horizon Thunder Sphere if you want something to use for spell strike but honestly can get away with only ever using Gouging Claw
HTS isn't the best, since you can only use the two action version IIRC
It's not great, yeah. It is, however, the best remaining option in terms of raw damage at that level.
It's the only spell without a save with a higher average than Gouging Claw on the Arcane list
Plus you can do the 3 action version without spellstriking if you really need it
Briny Bolt is maybe an option but it's not amazing, Admonishing Ray lets you non-lethal your spell strike without taking the penalty which depending on campaign could matter
Snowball if you want to stick to people better
Ah, sorry: Hydraulic Push does the same damage as HTS, so it depends if you value the push on hit or the dazzle on crit more
Interesting yeah. I'll look into HP
Mainly I'm looking for utility spells
HTS is badass though
The push WOULD eat enemy actions in addition to spellstrike damae so tats pretty rock solid
Briny Bolt is blind and dazzled, I'd consider that more useful than the tiny damae increase of HTS
althouh I guess Briny Bolt has that dumbass formatting error that doesn't technically make crits fully scale
but I would ignore that
True but unless you crit it's just slightly worse damage than just cantriping
I mean HTS is also only 1d6 more damage
True, I value having the option of the 3 action cast though, even if you're unlikely to use it often
But notably the 1d6 damage is the only thing that it has over just continuing to use cantrips
Well, that and the on-crit
Realistically it's probably for the best to continue using the spell slots for utility imo bc the current roster of attack roll spells largely compare poorly to Gouging Claw But Again
Any suggestions for utility spells at lower levels?
500 Toads
Endure is 1 action and is nice damage mitigation, Grease is eternal even if slightly toned down in this system, Friendfetch is great, Overselling Flourish is nice bc it doesn't eat into action economy
at low levels Runic Weapon is really nice bc it effectively lets you cut ahead on weapon progression for a short time
Depending on your build Threefold Limb
Ah endure seems pretty good
Magic Weapon is absolutely busted at level 1
And then still remains great until level 4 when you get Striking
After that it falls off
Askafroa as dryad of an ash tree. Also a jerk
I kind of want to try a summoner but I have no idea how to actually build one that functions
They were amazing in PF1, don't know how good they are in 2E
The Synthesist style of build in particular is pretty bad compared to 1e, other than that I'd mostly just call it very different
it's not that complicated tbh
a lot of it is just choosing a good eidolon type mostly
Beast, Plant, and Dragon are mostly relatively straightforwardly good ones
I was looking at Psychopomp just bc I wanted Divine access but I don't have a real character concept in mind rn
otherwise the common bread and butter turn for Summoner looks something like
Tandem Movement to Stride both of you into place, 2a Cast a Spell with Summoner, Eidolon uses action from Act Together to Strike
with some variation, since some eidolons also have good 2a activities
and generally Summoner is basically being half a caster and 3/4 of a martial stapled together
neither half is quite as good as a full class, but you get both
I have not, but it seems good yeah
the only slight issue is you only get to transform once per hour
so it won't be up for every fight
Yeah a nd the action cost is a bit annoying as a magus
briny bolt if GM allows
Oh that's not bad at all
How do people who play on foundry keep track of spell strike activations?
I try and keep track of it in my head, but it'd be nice if there was a way for foundry to track it for me
Shocking grasp.
If the GM is allowing pre remaster classes (magus) they should allow the pre remaster spells the class was designed around.
Kingmaker should be ending this week, I'm excited for the homebrew game set to come after
Set in the GM's custom world and not Golarion so that'll be neat, though from what he's said the goal is still very much elfgame pastiche
Party so far has an unarmed fighter (me), a bloodrager, an imperial sorc, and a monk built around the kitsune fox fire attack
How has shocking grasp changed?
it didn't get remastered
It has a new name, has a range, and is a save
Thunderstrike is the replacement
Ah right
daredevil is feeling really good in our one shot
slayer... not as much
Wow really??
Our slayer went for a chymist vials build with cleric archetype and spell slates
Those worked pretty well, they added some nice buffs and debuffs (although in a longer session they'd have run out real quick)
We found that chymist breath is bad very quickly though, she was using 2actions on it regularly to not deal meaningful damage
It's like slayer has only 2 real subclasses
Furthermore, on the hunt really wasn't triggering reliably, and even when it did, the class lacks the ability to really make great use of its action economy
The other classes with effective four action economy, summoner and monk, have plenty to push that capability to the fullest
Imo chymist should scale at d4 per level to bring it on par with things like earth's bile in terms of per action damage
The daredevil had strong athletics actions, was able to sling out a ton of manoeuvres and strikes with riders per turn thanks to their action econ, and had excellent mobility thanks to that action economy
Scurred
Any EU timezone pathfinder 2e groups out there looking dor a player?
I was gonna get to play this dragon scrunglet in one, but GM had to cancel the game cus health reasons. And I glt really attached to my silly thing 8w8
Perhaps, you could add Nightshade to your works before posting them to poison generative AIs.
Im aware. But my pc takes 30 mins to cook nightshade on lowest settings. And when i posted this I just wanted to show it and didnt wanna wait 30 mins
i keep forgetting yalls advice, but if you wanted to play a wandering samurai type character with the whole movie esque sword draw OHKO kinda vibe, rogue would be the way to go?
hmmm
mechanically, that would probably be closest to Magus
Rogue could also work, but their weapon selection is somewhat limited for that
Slayer is a pretty cool Katana User nowadays, your main issue is that Katanas and light/no armor doesn't mix
The weird thing with 2e's katana is that the classes that want to use it and the classes that want to use a greataxe are nearly a circle as a venn diagram and that's not usually how things shake out
yeah
you could probably get away with being a little inefficient in the weapon choice arena no?
Oh tat's not how I mean
Katana is perfectly viable for a str two hand character
It's just most people want like,
A cool unarmored guy and not a samurai
ohhh ok
huh, and here I thought it was illegal not to give katanas a Finesse equivalent
yeah in PF2 the katana is a bastard sword with Deadly but a lower die size
Anyway-
If you go 2 dex and take hide armor most str martials can work, you just likely have more of a Mitsurugi type guy on your hands
Legacy of 3e re: katanas not being finesse
The andoran government does not want you to know this, but an elven curved blade is just a katana if you say it is
I guess tbf, they're no more finesse than a longsword is
katanas i mean
which is to say in all honesty, they're both finesse weapons
but thats a different conversation
Saw this a bit ago, and since it seems to be primarily modules I was wondering if anyone had experience with the ones in it?
Any suggestions for someone about to start running it?
Funniest thing in Season of Ghosts btw
When we got to each shrine ||to get our coins blessed|| our Cleric managed to crit every single roll
Which resulted in us making a running gag that she gets dapped up by the gods on sight every time
In no particular order
-We decided to stop the kingdom rules part way through, only 1-2 players enjoyed them and trying to derive narratives from them was generally less enjoyable than running the kingdom entirely in narrative space. Obviously this will vary by group.
-It's probably a good idea to communicate to players early that hex-crawling will make up a significant portion of the experience, the players are ultimately still going to be very hands-on problem solvers
-A lot of the boss encounters run RAW have the potential to be very swingy experiences, our party almost TPK'd several times, obviously it's good to have a challenge but it's worth keeping in mind that situations might get extremely dire and you'll have to work to provide a way to work around them
-There's A LOT of content in the book, and the companion guide adds much more. If you go based on XP rather than milestone progression, the party will end up having done a lot of relatively unimportant content by the end. I strongly recommend thinking about either reworking existing content around PC plothooks or even using parts of the map to set original player-specific content in
-||I've seen it suggested that GMs should reveal more about the circumstances behind Nyrissa and the Stolen Lands early and idk if I agree with that advice. It mirrors the video game's narrative more closely that way but I found the story progression RAW made sense||
Spoilers are relatively minor (name of important character with little context) but I know someone in here is currently playing in it so I wanted to play it safe
swashbuckler with Gymnast and then there's a few feats that is all about flashy draws
and then use a dueling sword
if ur GM is cool you can agree its a katana. Who cares =w=/
another thing about Swashbuckler I love it that nunchucks is a finesse weapon. Which means you could play ~~everyones ~~ my favourite elvis/bruce lee/pirate guy
hey, anyone of yall know why this pops up whenever I try to check out the Battlezoo shop? I was thinking of getting the dragon book but I cant even get past this thing : s
like what license? Im not trying to log in or anything
and I dont know what support to contact, nothing on the page is interactable
Fuck magic immune monsters man
We're fighting 4 enemies, each of which have an at will reaction to counteract any spell they see being cast
It's not like Wisps, where we can at least buff the martials 😭
Are you fighting a pod of Cedh players?
||Strength of Thousands?||
nope, ||FOTRP||
Ah, with the ||ants in Strength of Thousands|| the trick is, weirdly, to get distance, since the reactions have more limited range than most spells do
We had such a good plan for this combat until it turned out many of the enemies can fly haha
This is what happens when our Mycokineticist gets bored while the squad uses a one-hour ritual
Seems about right
I've asked this to every PF space I'm in: What's y'all's favourite iconic character?
I don't know that much about most of them beyond aesthetics tbh. Seelah probably wins by default.
of the core class iconics/ones that have been around since 1e, Ezren
of the newer ones for 2e, Thaleon
Seltyiel all the way for me
Seltyiel has a cool as fuck aesthetic. Obozaya is dope
Hmm, I saw that the swash has a draw attack, but there's not really any way to sauce it up beyond comboing with a finisher right?
Quick Draw is a common feat on several classes, but it doesn't combine with anything due to being a specific action
Oh I just meant their like bravado draw
oopsie daisy, fumbled trying to save the tapestry of fate
Chat, mechanically incubi are identical to succubi yah?
So, bizarrely,
The succubus statblock says this, but
Incubi do not have 2e stats
Huh
Yah they don’t
I guess they didn’t see the need to print another statblock that’s the succubus but masculine
I don't think anyone would faint dead away if you used succubus but male for incubus
Lore wise their gender presentation is their only difference yah?
Oh, wait what’s the difference then?
Oh
:Pained:
So instead of being seducers, they’re uhh, they’re rapists
Probably!
It really is!
It’s very much that late 2000s early 2010s chuddiness where they weren’t actively bigoted but wanting things to be “realistic” and “grounded”
And also like, trying to be woke but like, woke 0.1
Where being woke is about how we just need to acknowledge that men are, fundamentally different then women, but those differences are what make women special
Eh well,
It did do a lot of the classic RPG 'this species is hard coded to be evil and is therefore always chill to murder'
Idk if that’s even woke 0.1 that’s just being a chud I think
Thankfully 2e has largely course corrected this stuff
Yah but they really loved throwing in SA with those murderous monsters
Yah lots of slavery
That felt less like a paizo thing though
That was something they inherited from dnd
Like every other evil monster in dnd is also a slaver
It’s the go to way to make something evil
Yah for sure
Though, I have a question
So there anything in 1e as blatantly a the writers barely disguised fetish as the drow?
Besides their own drow anyway
No I mean dnd drow
The species of matriarchal BDSM mistresses who’s men exclusively exist for breeding purposes
Lamashtu sorta
Oh yah
late to this, but the description doesn't do much credit to it; but I dont think the intent behind an incubus is to be a rapist. Rather more dominant/forward in their seductive approach; which to be fair there's an audience for as far as snesual entities.
