New Year edition>>IF YOU ARE ASKING A QUESTION, PLEASE SPECIFY WHICH GAME YOU'RE PLAYING<<<Previous thread: >>94623792/pfg/ (pathfinder 1e) link repository: https://pastebin.com/RSt0rF0T/p2g/ (pathfinder 2e) link repository: https://pastebin.com/1zySxwm3/sfg/ (starfinder) link repository: https://pastebin.com/5yp9s2U3/s2g/ (starfinder 2e) link repository: https://paizo.com/store/pathfinder/rulebooks/core/3eg/ (D&D 3.X) link repository: https://pastebin.com/VMRsxB2m/pacgg/ (pathfinder adventure card game) link repository:https://www.wikipedia.org/wiki/Lists_of_games_considered_the_bestThe T̶r̶o̶v̶e̶ Vault (seed, please!): bit<dot>ly/2Y1w4Md>>CHECK THE SHARE THREAD FOR MISSING MATERIALS<<TQ: What's your New Year's resolution?
>>94717011>Gay bald ass nigger elf thread picMy new year resolution was to point out OP's gay shit
My compiled Starfinder 2e playtest feedback document, after playing and GMing over a hundred combats (and about a quarter as many noncombat challenges) from 3rd to 20th level: https://docs.google.com/document/d/19oQ1gwKD9YuGyo4p1-6jYKPrZnkI4zSdL2n_RRCy5Po/editThis feedback document comes after having played and GMed over a hundred combats, and about a quarter as many noncombat challenges, from 3rd to 20th level. You can read through the logs of these battles and Victory Point sequences in the document, if you want, or you can read only the feedback parts.I really like the potential Starfinder 2e has as a space fantasy RPG with grid-based tactical combat, though it could use plenty of polish.
>>94717011Newbie here. I've never played an actual pathfinder campaign but I want to DM some for my friends, I'm a dnd 5e baby who wants to branch out, I've read a bit of the standard rules for 1e and even made a character(wizard) to try and get a hang of how the player side works. As far as I can tell it's similar to the D&D I know with a lot more number crunching and different system for actions. Is there anything specific I should read up on or know before I try to run a game in the system?
>>94717391Out of curiosity, why PF1E and not 2E?PF1E's "equivalent" would be DnD 3.5.Nothing wrong with jumping to 1E, btw. Am just asking because most people I know who make the switch go for 2E.
>>94717421I played the pathfinder kingmaker game and a friend told me it was based on 1e. So I thought it would be easier for me to learn. Maybe I should go for 2e instead so that my players don't have as hard a time learning?
when's the G&G reprint going up
>>94717011That nigga 102% zesty with a 2% margin of error
>>94717435Both are fine. You're right to identify that 1e is similar to D&D (as the other Anon mentioned, it was originally designed as a spiritual successor to D&D's 3rd edition). If you're already familiar with Kingmaker from the vidya then you've got a pretty solid handle on 1e already, and if you enjoy it there's no reason to change editions. 2e shares the setting and the same kind of general playstyle as 1e but it's about as different from 1e as D&D 5e is. It's a total revamp.As far as recommended reading goes, I'll point you towards the Archives of Nethys/Pathfinder SRD resources for rules lookups:>https://www.aonprd.com/>https://www.d20pfsrd.com/I prefer PFSRD for 1e stuff, although I understand it's a preference thing. Other than that, depending on how good you feel about GMing the system, I usually recommend running a module or adventure path as your first thing. Jumping right into homebrew stuff, especially with one of the crunchier systems out there, can be a lot to deal with. Kingmaker itself could even be a fun module to run if your players haven't played the game yet. Also, just as a random point on something that my group struggled with way back when we first started 1e: at some point google "grapple flowchart pathfinder 1e" and grab one of those and try to get a feel for it. Grappling is a goddamn nightmare at first and it's a super common thing to come up in combat. If you screw it up it's no big deal but still, worth knowing how the grappling rules work.
>>94718471I'll note that everything on pfsrd is "genericized" because they're only using the OGL SRD, while Archives of Nethys is an official partner site and gets to use everything in as-published form.
Is this general really just 3 people now
I don't know what to do for my upcoming game honestly. The only solid part of the premise I have hammered down is:>the PCs sail to an island in the middle of an inland sea, that has a mining town on it, and the lighthouse is out and it's misty, so they run aground and have to swim ashore and save as many of the NPCs as they can. Then they have to clear out the lighthouse, and whatever has taken over the town.They are level 1. This is a town of 1500, but I reduced it to 500 to make it a bit more believable that something took over the town that can be handled by level 1 to 3 PCs.I had a few ideas but I keep being unable to decide on what...>fungus queen with fungus-infected goblins and spore zombie verminCool and easy to differentiate a few kinds of enemies but it's weird to roleplay the fungoid goblins and also if the fungus queen can see through their eyes or telepathically communicate with them it's gonna be easy for her to track down the PCs pretty quick. Also when they go into the mines / underground living areas it's gonna be... what? Just more of them?>duergar slaversSame issue. Maybe they allied with the goblins, maybe they have 400 slaves after killing 100 or so guards and militia, I dunno. Lots of variation in some ways but not in others. It also feels too "normal" and at the same time I don't really like the enlarge person ability and invisibility so I'm gonna have to swap those out, and doing that for all the guys in Monster Codex will be extra annoying.>akatasThey're a cool idea and could easily be explained by "the miners accidentally opened a clutch of their eggs" but then it's gonna be a whole island of akatas and void zombies and basically nothing else unless that thing is behind a locked reinforced door. It's almost like they're TOO much of a threat.
>>94720925There really isn't much to discuss until something new drops.
>>94721245>if the fungus queen can see through their eyes or telepathically communicate with them it's gonna be easy for her to track down the PCs pretty quick.Infected have to connect to the network at a specific spot like an alarm button>when they go into the mines / underground living areas it's gonna be... what? Just more of them?All three factions you listed are warring between each other and the losers went topside
>>94717391As >>94718471 has been saying, those resources are going to be your best bet for deep diving into the system, but also if you find yourself having any questions, it's likely that someone else has also asked it and a quick Google search will find what you're looking for. In my experience, you need to be VERY deep into the weeds of mechanics to find questions that nobody's tackled yet.
Starting a new PF2e campaign soon! Any recommend builds you guys personally find fun? I'll probably play a human since all my other buddies are playing different races.
>>94722409depends on variant rules you guys are using and access to playtest material, and partially what others in your group are playing since end of the day it's a team game and 4 selfish dpr monkies will eventually have harder time if your gm fancies so (APs vary)
>>94722440We're using free archetype and nobody else is set on what class they're playing so far, only races (they have this backstory thing they wanted to do). So, I basically get first choice on class and stuff.
>>947224691. Imperial Sorcerer is the most approachable caster due to strong initial focus spell, archetype either Oracle or Priest of the living God/Razmiran Priest to nab yourself divine tradition CHA spellslots as well.2. Fighter anything really goes, depends what exactly you want to be doing. You could pick up exemplar dedication (with gm permission) or try playing exemplar forefront since it has bit more focused flavour over the cardboard box and has plenty of anime-like attacks.3. Commander or Runesmith if you have access to playtest material, both are rather intuitive since playtests have less feats so its harder to get lost. Archetype for runesmith would be bastion or sentinel, if you don't want to be using a shield focused shit you can drop bastion. Commander can pick up pretty much anything but more skill training wouldn't be bad or something with more utility/passive effects due to how action hungry it is already and riders are usually pretty hard to get by.4. Rogue any remastered subclass is good assuming you reach the point where you have Debilitations since then the class totally pops off (actually one of the few martials that supports just by doing what it wanted to do already). Can actually archetype for pure flavour or utility over dpr chase.All should be fun for a beginner, there likely exists some fun wizard build you could do but i'd wait till Lost Omens: Rival Academies for them to maybe get something past remastered runelord. And even then you'd have to have rather ugly ASI down the line or use Multitalented to nab the Imperial Sorc's initial focus spell to pop off.
For 2e, are there any hazards for a conveyor belt? I've got the obligatory mashing hammers, saws etc but I'm not sure how best to have "if you end a turn on the belt, you move this way". Would it just be a complex hazard that moves you 5ft an action or something, or am I just overthinking this?
>>94722691Thank you. I deeply appreciate the thorough answer. I hope I don't look like too big of a moron by asking what "anime-like attacks" means for the exemplar though. Is it like anime in flavor? Eh, I should probably just read it for myself anyway.
>>94722409Fighter.
>>94722805Cleric.
>>94722775I'd say make the movement something that happens at the start or end of the round.
I really don't like free archetype. It makes the choice of base class less consequential.
>>94723088im rather ambivalent to it, as long as people don't try to pass it as not increasing player power which it fucking does unless you only play 1-6 levels so it didn't get momentum yet. My fav archetype already got shit on by a base class releasing and now it's even harder to justify it regardless of flavour
1ECan I have a weapon with multiple copies of the Impact enchantment on it so it's treated as X amount times larger?
>>94720925I would post more about my AV campaign but the players are faggots who barely know the rules of spellcasting and whine that its broken (when they don't even understand their own spell effects), whine about sticking to the module script, whine about introducing homebrew, and whine about being forced to retreat from a tough fight.If they wanted a boring milquetoast adventure I could just be attacking and moving and not bother to read the bestiary prompts or story for their stupid tabletop video game.
>>94723267No
>>94720925wotc needs to screw up extra time to reinvigorate newcomersstory posts don't get traction as APs take time to play through. I could be talking on how sandpoint seems to be fun with the dooms and the potential ending and revelations but runelords pt3 as a sequel is still year or two off. Tabletalk in modern era is so oversaturated you can be sick of it by osmosis, stable encounter builder means no debating if its ok to sic monster x or y on the party, builds are sterilized in 2e, while 1e only gets occasional question here and there
>>94722951Just that? I wasn't sure if there should be Reflex tests or something to keep footing?
>>94722409Builds suck, read player core and do as it says.Character creation, page 17.
>>94718471>>94722276Thank you guys, I'll try to ease into it with a module/adventure first as suggested. Also noted that warning on the grappling rules, I'll try to read the guide. Also will look around for rulings if need be.
>>94725025There's actually a handy flowchart for the grapply rules that nails down what happens on a play-by-play basis.
Playing through Kingmaker in 2e and recently started the hunting lodge part. I have to ask are the Aldori sisters retarded? The host tells everyone that they believe a hydra to be in the hunting grounds and they run into it. While having no way to disable it's ability to regenerate heads and instead of retreating, they fight to the death. Maybe the 1e version has them have something to deal with it but I mean come on man. I could see if they got ganked and instantly taken out but my gm revealed that background stuff in regards to it and that just makes their deaths even stupider and the fact they will try to take credit for the kill if you fight with them even though your group are the only people who can truly kill it.
>>94725843Within the digesis of the setting they're trained experienced duelists and are overconfident.They would not necessarily know about hydras.
>>94722073>All three factions you listed are warring between each other and the losers went topsideI like that idea...maybe the duergar are trying to dig to release the akatas and their.oracle has visions of where to dig. I'm trying to think of a good substitute for the fungus queen. Any other "boss monsters" that come with their own unique minions?
1EIs a 5ft step a "move action"?
>>947269775ft steps are a move action, but they cannot be combined with a move action comprised of physical movement on the board. You can do a 5ft combined with non-movement based move actions like pulling out objects from easy to access inventory like potions on a belt and stuff like that.
>>94727014Excellent. Thank you very much.
at least it wasn't kitsunes TV
Thinking of running season of ghosts. Is it a decent ap?
>>94728107General sentiment is "it's good but read book 1 and 2 before running" since book 2 introduces new npcs that were supposed to be there all alongHaven't heard anything egregious about difficulty, more like its not difficult enough (compared to anything earlier) but tuning up by giving another shmuck or making 1 elite is more adjustable than dismantling what exactly is a painpoint
>>94726977no, it's a miscellaneous action"You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance. You can take a 5-foot step before, during, or after your other actions in the round.You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.You may not take a 5-foot step using a form of movement for which you do not have a listed speed."
What do you all think of mythic levels?I kinda want to run a mythic campaign. I'm not terribly experienced so I'm sure it would be an unbalanced mess until I got used to the shenanigans, but it looks like it could be really fun.
>>94734341this ain't no owlcat game, boy
>>94734348I'm looking at the "mythic heroes" rule system, I haven't played WotR so I don't know what they did with it
Are there any high res pictures of harrow cards out there? There's a pdf handbook in the archive, but it's too low res.
>>94734361Probably in the foundry module if I had to venture a guess
1EI might be retarded but how does one Craft a Club? It doesn't have a silver piece cost to work against so do I just assume that the roll result x DC is how many clubs I could make in a week?
>>94734361They're okay
>>94734989Clubs are free, don't tell the editors, just start blocking tunnels and highways with huge piles of free clubs.
>>94735056I know they're free but I wanna make my own.
>>94735127You can produce infinite clubs at any time.Don't tell them I told you.
I am completely new to pathfinder 2e, I want to make a rat yaoguai metal sorcerer and command as many rat swarms as possible in combat or in daily usage. My campaign goal is to amass wealth and power to have a castle with plentiful swarms of rats. How should I build this out? I’m starting at 4th levelSo far I picked Familiar Master (rat familiar), Train Animal, Canny Acumen (perception), Primal Evolution (summon Swarm of Rats), and Group Coercion for featsThen spells I picked, Guidance, Prestidigitation, Detect Magic, Needle Darts, Heal (signature spell), Grease, Fear, Ash Cloud, Vomit Swarm (rats), ???. Electric Arc, Thunderstrike, and Resist Energy are freeI also picked up a Staff of Earth I was told Staves are good and the cantrip/spell seem on theme and good
>>94734341They're fun and can add more flavor and power to your pcs. As someone who DMed a mythic campaign I recommend you don't give them any mythic levels right away until you get a grasp on the party power first. I would also warn players that the minute they start getting mythic levels, they may start to run into enemies that also have mythic levels too, to keep them on their toes.
>>94735576There's a homebrew for swarm animal companions at https://scribe.pf2.tools/v/ljFDLo0P-swarm-companionsYou could either get this with beastmaster dedication or play as a druid.
>>94735707The DM was uncomfortable with me asking if I can reskin certain animal summons to be rats (so I can continue the rat party with higher level animal summons) so I don’t think he’d accept any homebrew sadly. I think he’ll barely allow me the reskins though
>>94717011>TQ4096×2560
>>94735731Shame. I skimmed this before linking it and it seems reasonable.Most of the fun of 2e is that it's incredibly easy to write stuff in to give players more options and better expression.
Retarded noobie pf2e question, and I DID read the rulebook, but on pathbuilder, I have this oracle character and pic related is in the spell screen.Does this mean that I can cast Breath Fire three times and after that I need a rest, right? Or that I simply have three total spell slots to be used by any of my spells? I know that oracles are spontaneous casters and so they don't need to prepare their spells beforehand. But the format is a little confusing.
>>94736556Any combination of those 4 to a limit of three times total.
>>94736556you have 4 spells in your repertoire but only 3 spell slots at lvl1. Repertoires are bigger then the amount of spells you can actually cast at that rank (and will only grow more with time)
The starfinder setting is actually so shit it's unreal
>>94738210>Bad opinion
>>94738210Whats wrong with it use points with sources and not just your general opinion
>1eWhat's the most broken shit you can do using only the core rulebook?
>>94739768Be a whiteroom theorycraft wizard with infinite preptime.
>>94739869I used the word "can".
>>94739931"can", depending on the situation, implies the existence of limitations that might limit the sheer versatility of a theorycrafted whiteroom wizard. What broken builds you "can" do with limitations entirely depends on what, exactly, those limitations are, so without knowing what the limiting factors are that's the best answer you're gonna get.
>>94739990Shut the fuck up, retard.
>>94739999>Shut the fuck up, retard.What exactly are you looking for, dude? Somebody to say an Aasimar (Angel) Paladin? Tiefling Barbarian? It's Core, there's only so many races and classes you can play. Wizard is broken and Paladins often become the Protagonist.
Haven't seen anyone post about this yet, but it looks like the next books we're getting are a remastered version of Treasure Vault and Lost Omens: Shining Kingdoms.Honestly excited to see TV get remastered.
Been reading the alchemist remaster. Seems a bit better than before, but also worse in some ways. The fundamental issue of action economy (default cost of 1 action to draw/make item, 1 to move adjacent to target, 1 to use) hasn't really changed as far as I can tell.I can't help but think that the alchemist was doomed to languish in a design culdesac due to the decision to move away from bespoke spell lists (which was necessary overall IMO). Every caster works, to some extent, like every other caster, so there's a shared benchmark, but alchemist is the only class that interfaces with reagents. At best there's a couple of archetypes like herbalist, but that's really it.Alchemist would be a lot simpler and easier to balance if it had spell-like infusions like in 1e, but it doesn't slot neatly into the A/D/O/P paradigm.Part of me wonders if it couldn't have been feasibly to have an alchemy "spell list", basically just a fifth bucket to put spells into. That way it's attached to the framework that actually gets consistent support and thought put into it, and you can make other classes that share its flavor but maybe not all of its core mechanics. Pre-remaster alchemist was much more of a "prepared" caster, whereas remaster alchemist is a lot more "spontaneous".
>>94741370Aw fuck I just got that one for christmas
>>94742083if you bought it through paizo, they provide updated PDFs for older books getting remastered like Guns & Gears.
So why does a weapon have to be "common in another culture" for unconventional weaponry? Why can't I just have access to what fits my character concept if I take the feat?
>>94742124Spoilers it doesn't, ask your GM.It's mostly for futureproofing in the event there's some published adventure where your player starting with a mongolian basket weaving blade would be disruptive to the plot.
>>94742378I feel like you would just make the mongolian basket weaving blade a rare weapon rather than uncommon to fix that... But I guess that's at least a reason. I ask because part of me wants to try a pathfinder society game with something like a chain sword swashbuckler but my experience with 5th edition adventurer's league was bad due to rules that are external to the actual game (ie, "you aren't allowed to use anything from that book from 8 months ago because this campaign is season 87, not 88"). I don't doubt that any reasonable GM would let you have what you want in a normal game, but organized play seems to be stupid in general. The stipulation of "common in another culture" just seems like a bad friction point built into the text of the feature.
1e, How shit is this build setup?>5 levels in Fighter, Mutagen Knight >1 level in any arcane caster>4 levels in Dragon Disciple>the rest into Magus, Swordsaint I just want the biggest strength for the biggest crits possible, I feel like this is the easiest way to get it.
>>94739405everything involving desna
>>94743059You listed a bunch of classes, and not what you are getting in terms of features, spells, and equipment you will need for this>biggest critsidea you put forward.
2eHey, I'm kinda retarded and need some help. I wanna run Season of Ghosts, is there any uploads of it anywhere or should I just go official?
>>94744590The share thread has a repo of all the 2e pdfs. Should also be a separate repo of Foundry modules, if you're using Foundry.
>>94741370TV Remastered seems interesting. Even in regards to just simple errata and updates, a good amount of the Alchemy crafting rules are redundant thanks the Crafting changes with the remaster. There's also items like the Instinct Crown and other Focus Items that were awfully future-proofed.>>94741778An Alchemy Spell List would break the non-magical flavor and wouldn't really fix your complaint. Subclasses already have unique uses for Versatile Vials and the point isn't that the mechanics are unique to Alchemist. They are just the better with the massive alchemical subsystem. 2e isn't too caught up in having classes hoard their mechanics so much as how they all combine into sticking their roles. It's why Champion MC is so bonkers, everyone benefits from it but it doesn't really make anyone a Defender in the same way Champion themselves do. Anyone using Alchemist MC or Alchemical Benefits aren't really an Alchemist and have far more niche purposes despite the wide applications of such, even disregarding their own restrictions.
>>94745724I can barely understand what you're trying to say here.>An Alchemy Spell List would break the non-magical flavor and wouldn't really fix your complaintIt would, actually. My complaint is that after 3+ revisions and soft patches to the class, alchemist still struggles with being a difficult-to-read and difficult-to-play class with wretched action economy in-combat and poor integration with the rest of the system, and much of that is because it's married to an entirely unique rules subsystem while filling the same niche as a subsystem that largely works and is already used for a dozen other classes.The non-magical flavor is relatively trivial, frankly. There's not a huge amount of difference between potions of healing and elixirs of life besides some traits and ribbon mechanics, for example. The effects can be defined as non-magical and work largely the way they did in 1e.>2e isn't too caught up in having classes hoard their mechanics so much as how they all combine into sticking their roles. >Anyone using Alchemist MC or Alchemical Benefits aren't really an Alchemist and have far more niche purposes despite the wide applications of such, even disregarding their own restrictions.What do these have to do with what I was saying?
I hope treasure vault remastered comes with some animist items, it's really silly that they don't just print the level 10+ once per day free action focus point restoring item that every fucking caster gets (Crown of witchcraft, devoted vestements, etc.) alongside the classes.
2e. I know it's not going to be anything that blows balance out the water but can I play a melee ranger with a wolf pet and not feel like a drag on the party? Probably using a bastard sword for the d12 damage dice and the ability to swap to 1h and do athletics things.Just running in and flanking with the thing
>>94745905It is the "poor integration with the rest of the system" aspect I am targeting. The fact that there is an alchemical item subsystem is a major point of correction from the 1e chassis; that outside of Extracts, much of 1e Alchemist was locked to 1e Alchemist. They were just Martial Wizard, meaning an Alchemist rarely adds anything to a party that a normal Wizard wouldn't do. Fun, but ultimately no real purpose. Even in your pic, it straight up says that while an Alchemist could copy a Wizard's spell book, a Wizard can't copy a formulae book, meaning its not really an integrated system in the way you are arguing for. They aren't treated as the same.Mutagens, Elixirs, Tools, they are all things from 1e that are now open to the rest of the system, not locked down to Alchemist and whomever takes the one feat for a few of them to be available if the Alchemist wants to. Even if you are trying to argue many Alchemical Items are redundant to their magical counterparts, the point is that in a simulatonist world, there is a clear split between magic and alchemy and one is more accessible than the other in any given moment. At most, I can kinda-sorta agree with Alchemist getting more INT-based """cantrip""" powers?? But even then, Versatile Vials already do what anyone could really want, just they are reliant on DEX instead.>>94746167It's basic but it works pretty well. The biggest issue comes down to how companions are forced to increase in size, so in cramped quarters they can be more a hinderance than a boon.
>>94746167Yeah sounds fine.Only thing to be wary of is switching your tactics up in the middle tiers; your companion starts to get fragile and will drop very quickly if you keep it on the front line.A caster player in my kingmaker game has been using a giant bird companion for a while and I tend to have predatory animals focus on it since its the weakest looking target on the field. It dies in two rounds to anything at level 9.Having a pack of wyverns kill your pet every week might not be fun.Then again, better the pet than your wizard right?
>>94746207>They were just Martial Wizard, meaning an Alchemist rarely adds anything to a party that a normal Wizard wouldn't do. Fun, but ultimately no real purpose. I don't understand the point of saying this, though. The same could largely be said right now of any arcane caster relative to a wizard. Why not just condense the game into one class per role at that point?>Mutagens, Elixirs, Tools, they are all things from 1e that are now open to the rest of the system, not locked down to AlchemistI don't really care, sorry. Having additional loot items that are almost indistinguishable from existing loot items other than a trait and some mechanical conventions doesn't seem like that much of a boon.>one is more accessible than the other in any given momentHow.>Versatile Vials already do what anyone could really wantNo they don't lol. I didn't bother addressing this in your previous post but they suck ass. As a chirurgeon you can spend a VV and 1 action to heal... 2d6 at level 10? Once per 10 minutes per ally? Costing 2 actions if you use a temp VV? I think I'll take the cleric. Healing Bomb got heavily nerfed, too.Mutagenist can spend 1 action and 1 VV per round to suppress a single mutagen drawback? What are we doing here?The alchemist still has barely any tools to function at range, and VVs force it to use Q-alch most of the time, meaning the ability of the alchemist to "pre-load" Draw actions on daily items has been neutered. It's no longer feasible for alchemist to, say, buy a pair of spider collars for itself and an ally with a free-hand, load up on quicksilver and/or war-blood mutagens at the start of the day, and start every fight holding another 1-2 items with an Independent/Manual Dexterity familiar holding another 2 items.Bomber is still pretty functional, but it always was.
>>94746207>>94746393I don't think it's impossible, in theory, for there to be a functioning and easily-parsable alchemist class in PF2e that implements alchemical items. But it's been 5 years and many revisions and alchemist still struggles to find a workable niche relative to casters. My argument is that the quasi-caster model, despite some likely hiccups, would probably have been in a much cleaner and more functional state post-remaster (if not pre-remaster) if it had been the plan from the start, taking the (in)competence of Paizo's writers into consideration. Also:>meaning its not really an integrated system in the way you are arguing for. They aren't treated as the same.They... don't have to be? Honestly if I were in charge I probably wouldn't even let alchemists copy from wizards. The point is that the mechanical framework (slots, ranks, actions, effects) has already been balanced, and can be tweaked from there, rather than being this entire separate module that has to be balanced and rebalanced (and rebalanced, and rebalanced) for just one class.
>>94743059You're talking about the video game, no? Swordsaint magus doesn't exist in the RPG.
>>94746393>>94746484>I don't understand the point of saying this, though. The same could largely be said right now of any arcane caster relative to a wizard.It is the point that all their mechanics are supposed to be representative of Wizard mechanics with very little to do with their own, a DPS in a game filled with them, left Alchemist not really fulfilling any kind of Alchemist fantasy outside of the Dr. Jekyll/Mr. Hyde split. Alchemist didn't have much going for them outside of their great flavor.1e definitely had plenty of room for its cavalcade of purposely redundant classes (Samurai and Cavalier, anyone?) but I can't in good confidence say the 1e design is healthy or effective beyond the standard of cribbing spells onto a 3/4 caster chassis.>No they don't lol. I didn't bother addressing this in your previous post but they suck ass. I can agree the numbers and powers being pretty mid, but the point is more that the "cantrip power to mimic spells" already exist and feed into any potential addition to an Alchemist's kit. Even under your idea, they wouldn't be any more powerful given how cantrips aren't supposed to be that numerically effective in 2e.>The point is that the mechanical framework (slots, ranks, actions, effects) has already been balanced, and can be tweaked from thereIn many respects you are correct in how spells have been fundamentally balanced (excusing the 6 years of people bitching about caster balance...) giving Paizo a far easier time than Alchemist. However, giving an Alchemist the same system would leave both the prepared and spontaneous sides lacking if you want them to maintain the item dispenser playstyle. And if you don't, you run into the same redundancy issues they had in 1e, that their "spells" were just spells but in more limited support and role. And at that point, why not just give an Alchemical system to Wizard/Arcane Casters as a whole?
>>94746393>Healing Bomb got heavily nerfedNTA, while it doesn't invalidate this and in fact will likely reinforce your frustration, there is actually a PFS FAQ (yea, I know, "that shouldn't matter") for that, which references an optional rule in... Fucking bestiary 3?>There aren’t default rules for a creature choosing to be hit[...], but you can allow an ally to improve their outcome by one degree of success against a willing target or allow the target to worsen the result of their saving throw by one step.Aside from that, I think alchemy items themselves are... Mostly fine, some items are missing tiers for smoother scaling (Elixir of Life my beloathed). The thing I think that mostly needs to change is Alchemist itself needs better action economy (including range for application of non-bomb items, fuck off with familiars) and better non-bomb subclasses. It'd be nice if it had more actual use for its Int too, but alas.
>>94746788(cont.)I think the current format is "close enough", it just needs to resolve the action economy, the numbers of permanent items, some more stuff to use INT with, and redoing Mutagenist's abilities. The items are fine, its to-hit is good enough, Crafting isn't a bitch-and-a-half anymore, there's plenty of unique things they can bring to the table. They mostly fixed the core problems behind the chassis, it is now just a bunch of pain points that are exasperated depending on which subclass you want.
About to start a Pathfinder 2e campaign where I'm playing a Fungus Leshy Spore Order Druid. DM and I spent 4 hours over the weekend talking about backstory and plans for the future and it's going to be so much fun. Meet Greeble and his familiar/ "little brother" Zot!
reminder to skin and sell kitsune hide!
Why would you ever play a fighter when you can just buff yourself as a wizard and become better in a fight?
>>94748138>better at fighting than Fighter I think you might have wandered into the wrong thread, buddy. /5eg/ is two doors down.
>>94748138At least make it believable and say like, Warpriest or something, man, get it together
>>94748170>>94748201>pf1e isn't a paizo gamenta
New to 2e (and Pathfinder in general). Can I pick my sorcerous gift spell as my signature spell for that spell rank?
>>94748829Yeah, even if it's not normally from your tradition.
>>94744239Ah, I seeBasically my goal is hit the biggest crit that I can. My idea is stacking as much strength as possible since it scales 1.5x on two handed weapons, alongside Vital Strike for additional modifiers. >mutagen knight gives +4 strength>rage can give +4 strength (I don't know if Bloodrager qualifies for dragon disciple)>Dragon Disciple gives another +4>there are spells that give an additional +4 enhancement bonus to strength>there are spells that can increase my size, which alongside another strength bonus increases weapon damage dice for more damageI'm sure there are other classes that give more, but I'm still reading through them. Stack all of these with Power Attack, Vital Strike, and the Magus feature to give another multiplier in crits to hit upwards of 7x damage. Big numbers. I will need a way to more reliably crit, but there is a spell that can increase critical range and another feat (Butterfly's Sting) that a rogue was talking about taking.>spellsI am still reading spells>equipmentBeyond knowing that I want a scythe I was told not to look at magic items, as we would not be able to purchase them for a while.>>94746767I was looking at d20pfsrd, it had 'Kensai' magus that my DM called Swordsaint. I haven't played the game. I've never actually played in a full-length campaign either, this will be my first. We're running Rise of the Runelords.
After all why notWhy shouldn't I take Vicious Swing instead of Intimidating Strike
I need a new character for 2E and I'm on a bit of an Iron Man kick. Is Inventor functional? I remember a lot of people in this general saying it's shit
>>94750605There was a guy many threads ago who was trying to play just that. He sounded miserable. Though his GM also seemed to be making some strange rulings.
>>94744590stupid fucking ass newfags
>>94717063I just don't know how the level 1-20 dnd will really benefit starfinder as a sci-fi setting, at least in the way I imagine how space opera shot should operate
>>94750605I think Inventor is getting a rework with the remaster of guns and gears
Now that I think about it, it's kind of crazy kitsunes can just do blackface naturally>Hey guys, check out what I can do!>
>>94750605>Is Inventor functional?As someone who tried to make armor Inventor work for 7 levels, not really. Inventor has two core class functions that rely on random chance just to work, so it's very luck dependent. Prior to remaster it was just a slightly worse Barbarian that scaled off INT but with the Barbarian buffs it's pretty firmly left in the dust. Overdrive is neat, but it's a moderate DC by level, it takes an action, and if you crit fail the check (you will eventually) the ability is turned off for the combat and you hurt yourself. Unstable abilities are just more finicky Focus Spells and your second Focus point is locked behind a level 14 feat (and sometimes using one causes you to hurt yourself). Innovations barely do anything unless you're high level. >armor resists are nice but if you take them you don't get to do the fun stuff>the fun modifications just bring you up to par with other classes baseline>heavy armor is locked behind a level 7 mod which is both late and locks you out or more interesting/useful mods >Inventor is an 8 HP class and does not really like getting hit in the first place Ironically the best way to play Iron Man would be to take the Construct Innovation on a ranged Inventor and then Construct Shell at 6. This gives you lesser cover while riding your Construct so you effectively get the heavy armor scaling anyway and your Construct being large means you can actually body block and stuff with it. You share MAP while riding, which is annoying, but you just make ranged strikes with the actual PC and melee stuff with the 'suit.' If you're running FA you can also pick up Marshal and double dip on the aura and Overdrive if you don't mind investing skill boosts and Assurance on the relevant skill; your Construct benefits from both. I would not bother trying to build out an Armor Inventor (again). >>94750766That was probably me and I can confirm I'm much happier after remaking my dude into a Fighter with decent INT.
>>94751557G&G is getting errata but not a remaster. They're keeping to the page count and formatting of the old one as much as they can so they'll be limited on how much they can actually change. That said we know some balance changes are coming down the pipe; they mentioned replacing one of Gunslinger's weak features with something actually useful so there's a possibility of Inventor getting a kick in the pants. Of course they also recently printed Oil Fire so who the fuck knows.
>>94752573ahh that you for the clarification on that then obama
>>94752376>I'm much happier after remaking my dude into a Fighter with decent INT.Are you playing Hobgoblin per chance? Do they have any decent ancestry feats?
>>94753265Alas I am essentially playing a dwarf. The game is very heavily homebrewed so I can't offer all that much comment on building out a character for normal Galorian play, it just so happens that Inventor's problems are stark enough that they rear their heads up all the time even in homebrew. The fact that you can't even Assurance Overdrive to guarantee the basic benefit drives me up the wall.
>>94749132>I was looking at d20pfsrd, it had 'Kensai' magus that my DM called Swordsaint. I haven't played the game. I've never actually played in a full-length campaign either, this will be my first. We're running Rise of the Runelords.Hah, sounds like your GM has played tho. Anyway I think your build is a bit unfocused. Multiclassing (including prestige classes) is a very easy way to lose power if you don't know what you're doing. It's better to keep it simple and strong at first. I propose a Paladin build. You've got great saving throws, can heal yourself during combat, and you will deal huge amount of damage against bosses. (Which is when dealing big dmg actually matters). You'll also get an introduction to spellcasting, and can choose an animal companion if you want to learn that system as well.Your original build would at lv 10 have +7 extra dmg from class features. The Paladin would at that level be able to cast a spell to gain +4/+4 Att/Dmg, use Divine Bond for another +2/+2 (if keyed to a weapon) and Smite Evil for an additional +10 dmg until the foe is dead. And the Smite Evil dmg is doubled in certain situations.We're talking minimum 40 dmg per hit with insane accuracy. >Stack all of these with Power Attack, Vital Strike, and the Magus feature to give another multiplier in crits to hit upwards of 7x damage.The extra damage from Vital Strike isn't multiplied by crits, and choosing to make one attack per turn hurts your chances of scoring a critical threat by an incredible amount. Also, the Magus feature can only increase the multiplier once, to 5x. And uh, Magus is a class that specializes in one-handed weaponry. You'll be locked out of 80% of the Magus if you try to use a two-handed weapon with it.
>>94752376>I'm much happier after remaking my dude into a Fighter with decent INT.After 16 levels, I'm convinced I should've just done that (plus Wizard Archetype) instead of a Magus.
>Try a warpriest wrestler meme character>I was told it would be effective>It's so fucking effectiveI'd feel bad if I wasn't only playing cleric because in a 5 person party nobody else was willing to bring any kind of healing, combat or no.
>>94752203>it's kind of crazy kitsunes can just do blackface naturallyMost Kitsune can only change from their humanoid fox form into either a regular fox, or a human form that's them and would be appropriate for the region they live in. And only one of those. Any other shapeshifting is something you have to earn through a feat or use magic to accomplish like anyone else. And the one that does that is a 5th level Ancestry feat.>You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color.
>>94756020You're responding to a weird fetishposter.
does the 3 NIGGA economy actually benefit starfinder
>>94756020so that means a kitsune guy would just turn into average asian male #331224?
>>94756521There's also a major settlement as large as their main one in Tian Xia in the forests in Taldor, as well as small groups all over the Inner Sea region.Kitsune from Kihime would be Asiatic. Those from Angen would be European.>Though kitsune live all around the world, two major kitsune settlements exist on Golarion: Kihime in Tian Xia, and Angen in the Inner Sea region. Kihime, the central settlement for Souko kitsune, is located in the Forest of Spirits and consists of low, thatched buildings in an intentionally ancient, though effective, design. Rather than torches, star orbs line the streets and glow with soft foxfire to light the darkness—legends state that these star orbs can be unified to cloak Kihime in illusions and abjurations in times of peril. Angen, in the Verduran Forest of Taldor, represents a more modern and cosmopolitan kitsune town, with buildings made in a variety of styles. Angen customs emphasize unity and collectivism, one of the best known being the Foxes' Wedding. In this yearly festival, which occurs spontaneously on the first autumn day that rain falls from a blue sky, all kitsune who became betrothed in the last year are considered married. In celebration, rainbows formed from the mixed sunlight and raindrops are enhanced by kitsune illusions, becoming truly a sight to behold.
>>94753368honestly you aren’t missing out by going with a two hander on the magus, you can’t use spell combat or spellstrike but those are garbage class features in the first placeyou should play a magus as a fighter with utility spells and arcanas in exchange for fewer feats and a lower bab
>>94753813IMO, feel like you would have an entirely different experience, assuming you aren't playing Starlit Span/Eldritch Archer Fighter. Fighter with magic doesn't have the same damage output or utility as Magus does just because Fighter powers would take too much attention. Your magic would be more supplemental and out of combat compared to Magus riding-and-dying on spellstrikes.It's the classic 1e idiom in action: a Magus is not a Fighter With Wizard Powers, but a Magus.(again, the turret action of Eldritch Archer does lead itself better to Fighter)>>94756218The 3 Action System isn't necessarily a net gain or loss. I would argue it actually has less effectiveness on a range-heavy system like Starfinder on paper. However, there is many opportunities in balance and power with the system.
>>94756218the 3 what
>>94756657a 3 nigga economy is what happens whenever you get 3 niggas together, because 2 of them will always team up to steal from the third. they will repeat this in every permutation and so frequently that it becomes its own economic system.see the related "3 woman alliance" where whenever 3 women are gathered together, 2 will always speak badly about the 3rd behind her back.
>>94756703
>>94756731that's a big dog
>>94756760for you
>players ignore obvious plothook (fine, that’s their prerogative)>opt to travel several in-game days away instead to investigate the ostensible base of operations of a cult that has been causing them problems from day oneSo I should just let them do it but keep the encounter tuned for level 6 (which is what it’s planned for) even though they’re only level 4, and if they die then they die and it’s their own fault, right? Their failure to pursue the obvious plothook I gave them will also have logical in-universe consequences. I am not trying to be an asshole and railroad them toward certain things but it seems to me like they are trying to speedrun the main conflict as if it’s a video game, and they haven’t had any truly humbling encounters yet. I see why they want to go to the cult’s base (they feel directionless without an obvious main bad guy to pursue in front of them) but they are simply not strong enough to even get inside yet, and had they pursued the blatant cultist activity back at town, it would’ve led them down a series of events that would have naturally led them to the cultist base at an appropriate level. Am I wrong for this?
>2e>switching from two hands to one on your weapon does nothing>switching from one hand to two triggers reactive strikewhat's the real world logic here
>>94757208the difference between seeing a guy clench or unclench their fist.
>>94757184No wrong answer here, although if it were me and I'd decided to keep the cultist hideout as a higher-level challenge for later on in the campaign I'd probably make sure I knew what was going to happen to the PCs if they failed. I mean, if you want to TPK them that's your right, but the fact that you know they're heading here ahead of time gives you an opportunity to set up the old "they're captured and the cult leader throws them in a death trap/imprisons them to be sacrificed later/leaves them to die somewhere" so that your game doesn't get nuked. The cultist base itself might be a near-impossible challenge but maybe escaping from the Maze of Pain or whatever is something a little closer to their level.
>>94757216bet you seen a lot of guys clench
>>94757208I tried putting my hand on my cock and it took me 2 seconds and I was very clearly open to a retaliatory striket. Bulmahn
Is the 1e dragonhunters book available as a pdf anywhere?It's surprising hard to find, and I have a big dragon to chop up.
I'm reading pf wiki on aroden & is he basically similar to tiber septim in tes? Warrior-wizard that did amazing things, became king & diety but now gone mysteriously silent for ambitious reasons?Also people say he was level 19 wizard. But is there any stats for his pre divinity days? All his artwork show him with sword and board and usually engaged with monster in close combat seems more like fighter/wizard/eldritch knight instead of pure wizard
I don't think it bodes well for Starfinder that core stuff like a majority of tech rules/ tech based classes and starship rules are not part of the core rulebook but instead relegated to a splatbook
>>94758847>now gone mysteriously silent for ambitious reasonsAroden is quite dead, which is kinda the major issue because the guy had some big prophecy/fate to actually become god of humanity or some shit like that. Unless there has been some lore changes recently, I have not really been keeping up with 2e lore.>But is there any stats for his pre divinity daysI don't think there is official stats. >All his artwork show him with sword and board and usually engaged with monster in close combat seems more like fighter/wizard/eldritch knight instead of pure wizardYeah, it has been theoretized that the guy had some weird multiclass going on. Though he could have just been fucking around, in 1e wizards had ways to become menace with swords and stuff even if it certainly was not optimal way to go.
1EIn the splatbook Heroes of the East 4, there is a prestige class called Bancho which has a class feature which involves Power Attack and the CHA stat. Does anyone have access to the book who could tell me what it actually says?
>>94757208The creators are pussys with none of them having martial arts or sword work training
What went wrong with the Spheres of X system? It had a lot of promise, but it fell flat.
>>94761363Too many cooks with wildly different ideas on what was acceptable, with too little oversight from the lead dev, and an excessive number of splat books that bloated it out. IMO a lot of spheres is perfectly fine, but you have to curate it about as much (if not more) than the 1pp content. Power is much more sus than Might, but Might still has dubious things. I would almost rather just steal ideas from it to backport into a non-spheres context rather than actually use spheres, maybe combine a few talents to make them feel worth a feat slot vs one of the endless deluge of talents a spheres class would have given you.Spheres of Guile especially kind of disillusioned me, it's just so excessively unecessary. Might was already the "skill sphere" system, functionally, so making an even more granular "skill sphere subsystem" with abilities that read like even more convoluted parodies of spheres
>>94761465Not focusing on spell crafting was real missed opportunity. SoM always disappointed me, I thought it would be using spheres to make cool attacks. Not Feats+ with some odd skill things thrown in.
>>94759343It's also the case that the Azlanti in general were able to square up with basically anyone they wanted to thanks to starting with a racial modifier of +2 across the board, it's kind of hard to go wrong with any class when you're given a spread like that.
>>94755046What's the game plan there? I've been spitballing a spirit warrior war priest in my head for a while and comparing notes would be helpful. A lot of wrestler's kit seems like it precludes casting on the same turn, but OTOH war priest probably doesn't need to cast every single turn.
>>94757370lmao
>>94762179Bless or heroism on your biggest hitter or something round 1, then athletic rush (from the might domain) into trip into combat grab is the general play. Combat grab over just a grapple because you're making it at map and crit fails on grapples hurt, but a crit failure on combat grab means nothing, Doing that swings everything in your side's favor significantly. The enemy needs to spend actions unfucking themself, they're off guard and the party has a bonus to hit. It's pretty simple to play. And if you start getting the shit beat out of you, you're a cleric. Move back, heal, cast other spells, you have all the chassis of a good class to fall back on.And your to hit is a little fucked as a warpriest no matter what you do. Your proficiency just doesn't scale like a martial and your key is wisdom but putting your focus into controlling enemies with athletics over striking alleviates this as you're hitting expert at 2 with wrestler, then master at 7 and legendary at 15. Your skill there is keeping up to the system math.
Nub question in pf2e:Am trying to build a human fire oracle and to do The Combo, I need to cast incindiary aura using 2 actions, wait a turn then cast fire breath, and IF it hits, the enemies hit will take 2d6 fire damage on the end of their turn IF they don't succeed a flat dc 15 save?Seems a little slow considering that am waiting pretty much 3 turns to see incendiary aura's damage kick in, or am I getting this wrong?
>>94762673They take the damage before the flat check but yeah, this is something that comes online round 2. I think it helps you get more value out of your limited spell slots in the early game but later on the juice isn't worth the squeeze, especially with the friendly fire risk. It maybe picks up again when you get flaming fusilade and you can start tossing around burns with 1 action.I think flame oracle is okay though, even if you don't get much out of that specific combo all the time, whirling flames clears as a focus spell.
>>94762673That's not how persistent damage works.You always take any persistent damage you have at the end of your turn, or if you Delay.The check is then rolled to see if you recover, a success removes the damage.You can trigger incendiary aura with any damage, so a thrown alchemists fire will actually do this for 1 action on anything but a critical miss.
>>94762563Also to add to this, if you're going to wrassle (or impose any single round effect that the target can break on their turn in general) it's a good idea to delay your turn to right after them if it's possible to do so without completely screwing yourself. You trip and grapple someone and they act next, sure they need to spend at least 2 actions fixing that but then they're fine. You trip and grapple someone and they act before you in initiative, every one of your allies gets a pop at their compromised ass and they free themself just in time for you to do it all over again.
All the recent spell errata conspired to fuck me in the ass.>Human cloistered cleric of Irori>Adapted cantrip (Live wire)>Adaptive adept (Sure strike)>Lots of inner radiance torrent in higher level slots on the average dayThe sure strike change is actually fucked, at least let people heighten it to 3rd or something and avoid the cooldown, then it's competing with shit like haste. The inner radiance torrent change is too extreme, it outplayed fireball at mid levels as it was which is too much for a force damage spell but as it is, it's useless. I can't really complain about live wire at all, that was cooked.
Thinking of making a Yaoguia Vindicator for my GMs home setting campaign. My previous character died in a not Hong Kong city for his home made setting. He still uses the paizo gods what Tian Xia god should I go with?
>>94764690You're in luck then, since one of the Tian Xia gods is one of if not the best god for Vindicators.https://2e.aonprd.com/Deities.aspx?ID=318&Redirected=1
>callistria is all for degenerate sex but not rape
>>94765165It's almost like consent matters and the idea of sex being "degenerate" is a shitty puritan concept.
>>94766561What's difficult to understand about>Sex ≠ Degenerate>Degenerate sex = Degenerate
>>94766612The problem is that "degenerate" is a moving target based on whatever you get the icky feelings about.
>>94766679>The problem is wa wa waFor you
>>947651651E troons don't even read their fucking book
I'm new to 2e and went with a marshal archetype fighter. Am I right in assuming Dread Marshal Stance is kind of shit? That +1 to damage doesn't seem that impressive when it's so easy to double or triple my weapon's damage dice with buffs. Inspiring stance granting a +1 to attack rolls for everyone nearby seems amazing by comparison.
>>94769356You don't take the stance for the +1 damage, you take it for frightened 1 on crit.
>>94765165>>94768445what i said still stands
2e's divine immolation is sanctified and deals persistent damage. My guy is holy, does that mean the persistent damage also triggers any holy weaknesses every time it triggers?
>>94769774Stop lying to yourself and get out of the closet already.
>>94770059...what
>>94769886It sure does. Super good value. Same reason setting a tree person on fire is such a good idea.
>>94769356>>94769689Yeah the frightened is the most valuable part, but the damage buff is also really good since it's AoE. Inspiring is also wholly replaced by having a bard or casting Bless, there is no easy equivalent for Dread. And reading it, the +1 to damage scales with your weapon dice, so doubling and tripling your damage dice actually makes it even more worthwhile. Make sure you understand which buffs stack and how too, though I'm guessing you're thinking of having someone cast runic weapon, and then Vicious Swinging. The damage bonus would be +3 then.
>>94748170>>94748201answer the question
>>94770597You didn't specify an edition and they thought you were talking about 2E, where fighter is one of the strongest classes, if not the strongest. I assume you were talking about 1E, in which case the short answer is that you wouldn't and the cope answer is to choose one or more of the following:>your character concept requires it, responsible caster players don't outshine their martials, social contracts, agreed upon power levels, etc etcDespite those being cope, you can usually just shame your group into not breaking the game, so martials can do just fine. However, you are correct to identify that from an optimization standpoint, for any particular goal, the answer is pretty much always some form of full caster. At the comedic end of this is that, if nothing else, casters can just summon martials to fight for them anyway or--if you happen to be a druid--you just have a pet fighter. That's just the kind of game 1E is. People who play and love 1E tend to just sort of accept that and find a power level that their group is happy with in the same way that, for example, Magic: the Gathering EDH playgroup might. They enjoy the bajillion splatbooks full of character options that 1E accumulated over the years and self-police power levels.
>>94751552Starfinder isn't space opera, it's DnD in space.
>>94752573Have we even heard anything about that? I remember someone saying it was gonna be this month but i havent heard a peep since.
>>94771353They took it off the subscriber schedule since it's just errata but I haven't heard anything besides that. I check around every few days since one of my party members is an Inventor and I'm really pulling for him to get some help (or change to an Outwit Ranger like I keep telling him to).
>>94768445There is something comical about the edicts of this kind of goddess having the initial strictness of her worship being "Fuck those cunts. Get your bag" but then immediately follow it up with "but only if you're comfortable with that. If not then wrap yourself up in your blankie and hug your holy symbol"
>>94770753even if you're doing core only it still applies though
>>94769356>it's so easy to double or triple my weapon's damage dice with buffsUhh, is it? I have to imagine at this level (and with this class) you're referring to Vicious Swing and Runic Weapon. The former's cost-benefit analysis is complicated when comparing with Striking twice; the latter stacks with DMS and also will stop working around when you're level 4.At low levels, when damage-per-hit is a larger percentage of enemy HP, IMS' to-hit bonus is more likely to make a difference in a fight. But it's worth noting if you're using a d10 weapon, +1 damage is ~10% of 1d10+4, and +2 damage is ~13% of 2d10+4. If your fighter hits an enemy on a roll of 7, that +1 to hit is worth ~11% more damage, on average. The question of DMS vs IMS is going to vary a lot by party and level. Your frontliners are a barbarian and a rogue? IMS' to-hit bonus probably stacks better with the damage. Got a bard already? Until they can switch to Dirge of Doom you're better off with DMS.On a fighter? In a vacuum more of a tossup, but the damage bonus will probably be of more use at higher levels when the main way your casters can buff you is with status bonuses to hit that won't stack with IMS.>>94770386>Vicious Swing and DMSDoesn't stack for stupid reasons (Paizo made an explicit carveout).https://2e.aonprd.com/Rules.aspx?ID=2304You may notice that any effects that increase damage die size are basically the same as a +X per die buff mathematically, but DO stack with any +X dice on hit effects, e.g. fatal d12 and Magnetic Shot ammo.
>>94771353They clarified the book releases next month, February 5th. I think it just got silently delayed when they updated all their site to say when books are "preordered" and not "releases". So that's when the remaster drops.
>>94771508To elaborate on Vicious Swing, the issue is that it costs 2 actions and makes you lose out on damage from anything that isn't weapon dice. If you're level 7 with a d12 weapon for example, you're trading a MAP-5 Strike that does 2d12+7 damage for +1d12 on a MAP-0 Strike. At level 13, you're getting +2d12 in exchange for 3d12+2d6+9 rolled at -5.To my memory, Vicious Swing:>DOES add damage when you don't have Striking runes, but not much>DOESN'T add damage even when the enemy has resistances, unless they're very high or VS just hit a level where it scaled up, e.g. levels 10-11>work BEST if the enemy very specifically has more HP remaining than 1 Strikes' worth of damage, but less than 2 Strikes' worth of damage, since your odds of hitting with VS are higher than your odds of landing 2 Strikes>also works best if you can dedicate 3 actions to Striking, specifically Strike followed by VS until you have Furious Focus, at which point it's VS then a press (Brutal Finish works well at higher levels)>synergizes well with "only on one attack" type buffs, e.g. Sure Strike/True Target or an Aid-spamming feat like One For All or Fake OutI'm not going to say it's useless, but it's a lot more complicated and unintuitive than it looks, and it's kind of a newbie trap because it superficially looks like a "do more damage" feat, but really isn't.
>>94753368Thanks for explaining this to me! I wasn't really considering the power of Paladin spells, now that I've actually read through them they sound really coo. Smite Evil doesn't work on everything but I figure any boss (where it would matter) is going to be evil so I'm not worried. I read through Paladin a bit, does choosing a god to serve have an impact beyond a code to follow? On Clerics it seems very big but not here.