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Bloody hell edition

Previous Thread: >>98515778

/pfg/ (pathfinder 1e) link repository: https://pastebin.com/RSt0rF0T
/p2g/ (pathfinder 2e) link repository: https://pastebin.com/5iVEH8Gh
/sfg/ (starfinder) link repository: https://pastebin.com/5yp9s2U3

>>CHECK THE SHARE THREAD FOR MATERIALS<<

TQ: Now that the dust has settled, tell us what are your opinions on the Necromancer class.
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>>98591668
>tq
Miniature Marketplace barely shipped my book 2 days ago and I haven't bothered to source a PDF. Hopefully next time I pick up a hard copy they don't fuck my ass this bad.
>>
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>thread is dead
>I know just what to do
You post the fatties at Pozzo every thread junior I'm tired
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>>98591668
That's one edgy negromancer
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>>98591834
That's how Necromancers ought to be.
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Is there any good PF2E homebrew, I'd like to browse but I don't know if they got a good repo of it.
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>>98591668
>TQ
I'm going to be entirely honest I had zero actual interest in PF2E until the necromancer playtest. Before then it was 'oh, neat, it has some fun ideas, but wizard is dogshit' and then Necromancer came out and I actually gave a fuck about the gameplay.
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>>98591668
It's neat, Bard/Cleric still infinitely more useful and Animist still more fun.
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>>98591796
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>>98591668
A strong class with plenty of options and opportunities. But do wish they had a better buff for permanent undead, or a CA that lets them function alongside Undead Summoner. Without such, they feel a little "gamey" with their thralls, never quite the real undead controller deal. It's strange they don't even get Undead Animal Companion feats.
That said, I don't need a whole hoard and thralls work perfectly for me for that idea. You play with one 1e Summoner summon spammer and that absolutely kills any interest in that playstyle...

>>98591908
No offense, but the idea that the Wizard isn't super powerful (I think they are okay, even good at the moment. Still outclassed by Sorcerer and Witch and other offense casters but they have good niches) makes me wonder if this is why WotC keeps buffing the shit out of 5eWizard. Some kind of ontological fear that if the Example Caster isn't good, the whole system crumbles, even if every other caster class is strong.

In any case, what was the deal about Necromancer that pushed you over the edge and made you like 2e?
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>>98592497
I had a preexisting necromancer character that the necromancer class fit better than any other caster class, is all.
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So I'm working on my next streamer sheet, and once again I'm running into, not exactly a roadblock, but definitely an obstacle. The streamer in question (seen here) is a massive 40K fan, and her lore is basically that she was a Psyker Eldar taken away from her people to work for Humanity, and eventually drafted by the Emperor himself in order to have her womanly presence keep Sanguinus from going coo coo bananas.

Very self-indulgent fanfic-ey, but hey who am I to judge? Anyway, my issue is that 40K just as a system is extremely powerful, possibly even more than almost any other system, so trying to calculate a proper conversion from that system (especially for a Custodes-level person) seems... really hard to quantify! I'm tempted to do my first gestalt build for this one, perhaps combining a high level Paladin with some kind of psychic caster for the Psyker abilities, but I'm unsure if that "feels" like the right combination. What do you guys think?
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any foundry pros around here? i recently updated my foundry version and game version because one of my players wanted stuff from impossible magic. doing the update on all of my world scuffed a bunch of the AP modules. pic related, spoilers for season of ghosts. most of the linking/formatting/etc in the journals for the AP get broken. i have had this issue before and i have fixed it before, but for the life of me i cant remember how i fixed it. any knowers?
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>>98593629
Aren't Mythic rules designed specifically for such bullshit?
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>>98594018
If you're using a pirated copy, I know that Foundry introduced (but did not require) the V2 app styling in Foundry V13, but requires it in V14. This means that it's possible that, if you're using a version of Season of Ghosts intended for V13, the CSS is simply broken in V14 and requires that you update the mod. The current version of SoG is 14.0.1; if you have a purchased copy you're probably already up-to-date.

If you're on the current version of SoG and it's still broken, the only thing I can think of is to make a new world and load up SoG in that one as a test. If the styling is broken in your brand new world with no other mods, you know it's the AP that's busted. If it looks right in the new world but not in your existing one, it's something else. At that point it's beyond me.
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>>98594235
solofag here my copy lifted from the repo still works fine on v14 I think anon should just reimport or work from a backup.
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>>98594223
I was also considering Mythic as well, if nothing else doing so could easily facilitate the absurd longevity many 40K characters are known to have. I was just wondering what, if anything, people might have thought about system conversions given how popular 40K is.
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>>98594318
Depends on if you're thinking 1e or 2e. 2e doesn't get nearly as strong as 1e, but you could probably use dual class, mythic, and free archetype in combination.
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>>98594361
I thought it's obvious we're talking about 1e. The anon who makes vtuber bestiary has been consistently using 1e... and Mythic rules for 2e are absolutely not "powerful".
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>>98594361
All of my stuff works on 1e, so there's no worry about underpoweredness there. Right now the theoretical combination I'm considering if I want to be conservative is:
17 gestalt Paladin (either Oath of Loyalty or Divine Guardian since they sadly don't stack)//Sorceror (Psychic bloodline) with around 3 tiers of Mythic so I can get Longevity and Recuperation.

As for the armor, I was already planning on making that +5 Power Armor with adjustments that call out that it's straight up immune to small ranged weapons like guns or bows, as well as giving Resist X (haven't decided on how much) against the usual basic 4 elements.
That's what I consider the absolute floor if I want to respect the nonsense 40K gets away with

>>98594446
Tell me about it, I still can't believe Paizo thought they could do what they did to Mythic in 2e and that nobody would get mad at them.
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(second edition) How fucked am I if I'm hellbent on playing Hobgoblin Ranger?
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>>98594901
Not fucked at all, go for it. Rangers are good solid martials and while I haven't seen anything about Hobgoblins they don't look bad.
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>>98594901
Don't use the normal Hobgoblin stat bonuses and it should be fine.
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2e
Would it break anything if when a pc increased their Int by 5+, they got the option of a skill increase or the standard new trained skill?
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2e
So since I've heard we're getting an awakened ooze ancestry in the near future, I've got sort of a character concept for a mutagenist alchemist with the wrestler archetype using the ancestry. But the more I think about it, the less I can figure out... what exactly would such a build gain from being an alchemist? Like, what can a mutagenist alchemist do that would ever make them an attractive choice compared to, say, a monk or a fighter with the same archetype?
>>
>making blindfolded faceless prophet who unites the steppe nomad horse archers and dinosaur-worshipper tribes with dreams of a better world if they invade the south, kind of like a (more?) evil version of Paul Muad'dib from Dune.
Gonna build him as a 20th level oracle. I'm thinking time mystery and dual-cursed archetype. Any advice for how to build this character? Just a very weird oracle prophet villain for my campaign. I could use advice for feats, traits, etc to give him, cool spells that would make sense for this guy having a vision of a lush paradise to be seized, or how their invasion will trigger some great deific intervention.
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>>98595366
Of course not, lmao. +2 to a single skill won't have any meaningful impact on the campaign let alone detrimental one.
>>98595596
You can give mutagens to others.
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>GI Robot
>be a parody character
>murdered innocent people thinking they're nazis
>think everyone is a nazi
>be labeled as defunc because you killed innocent people in the past
>programming thinks everyone is nazi and it makes you kill innocent people
>He murdered people for being socialists by the way, because it's nazis to him somehow.
>be the paizo community
>"OH MY GOD SENPAI, THAT'S SO ME."
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>>98594478
nah don't worry, warhammer is mainly just hype. don't feel like you have to appease hypothetical powerscalers
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>>98595596
The most important aspect you get is flexibility. Even with no DEX, the higher scaling of alchemical bombs and Quicksilver Mutagen means you aren't as FUBAR'd in any instance the foe is flying. Furthermore, Alchemist feats like Revivifying Mutagen, Mutant Physique, and even just the Juggernaut Mutagen alone provides some strong sustain close to Barbarian. And of course you can fall back to being an item dispenser at the end of the day. And once you are allowed to double-up on Mutagens in the lategame, you can combine Bestial + Bendy-Arm Mutagen to get reach grapples going (though I think Awakened Ooze will have that as part of their feats).

Item Bonuses to Athletics isn't the best deal thanks to how skill scaling is so intense, you aren't likely to miss a grapple with Wrestler Archetype anyway, combined with whatever ooze feats you get to chain with it. And Mutagenist Alchemist always had the Wild Shape Druid issue of always having to pay for versatility when you just want a different chassis to unga bunga with at the end of the day. You don't have a lot of unique options to do that compared to just being a standard Fighter with the same archetype. But this is probably the closest you can get to using INT to wrassle with, so take it or leave it.
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>>98591668
>finally get into a PF2E game
>start talking about how I want to play bloodrager, and have locked it in
>one player speaks up and says "Well if someone else wants to play barbarian I'll change up my character because I don't like doubling up on classes."
>my dumb nice ass has to say "I can switch if you want I'd prefer if you play what you're comfortable with."
>now I have no idea what the fuck to play and I was so excited to play bloodrager
Guess I'm doing the fill role yet again like every game I join
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What it the closest class in PF2E to playing as a Dark Knight/Death Knight/etc.
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>>98598577
Elaborate a bit more, Dark Knight (Final Fantasy) and Death Knight (World of Warcraft) are kind of two different things.
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>>98598560
make a fighter with bow and arrow
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>>98598589
>make a most boring fucking character build in the system
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>>98598587
either or
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>>98598560
Say that you thought about it, but you're going with bloodrager in the end.
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>>98598611
Unholy/neutral champion with undead/other fitting sorcerer dedication
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>>98598605
ok then don't do anything and become a basic bitch cleric buff bot like the cute little slave you love to be
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>>98598560
fuck em, every fucking class in PF2E has such similar gameplans if they are worried about doubling up then what is gonna happen when all of the martials in the party are just trip, grapple, intimidate
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>>98598611
>Dark Knight
There isn't a lot of self-damage classes in 2e, and the ones that do exist aren't great. It just a hard design to necessarily make thanks to how healing is not a mental stack challenge on your part in a co-op game. But there are options for the dark mage aesthetic.
>Desecration Cause Champion (don't, its bad)
>Harm-Font Warpriest (Channel Smite bot)
>Inexorable Iron Magus
>Exemplar with Sanctified Soul

>Death Knight
For the "legion of the undead" dude.
>Reaper Necromancer
>Caster with Necrologist Archetype
>Cleric/Sorcerer + Reanimator Archetype
>Undead Summoner
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>>98598560
Play his barbarian by playing a commander. Or stop being a little bitch and double up.
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>>98599402
I have not looked at commander yet honestly can you give me a QRD
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>>98599502
>intelligence based
what fucking archetypes do you even TAKE on commander
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>>98599502
You have a bunch of abilities that let your allies do things as reactions and/or free actions during your turn. You're still a martial though, so you should still be investing in your own ability to hit things.
>>98599588
Which could be in the form of the usual combat style archetypes(mauler, wrestler, archer) or you could grab some spell casting(magus mc, hedge mage). Officer's medical training also qualifies you for and makes you good at using the medic archetype by making medicine an INT skill. It also get the legendary class DC progression track which makes it good at using things like the living nexus archetype or the breath weapon from the dragonblood heritage.
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>>98600284
I looked at the tactics and they don't seem super interesting, and honestly it feels like fighter with a marshal archetype might just be better?
idk I need to read more of commander's feats
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>>98601063
If they don't intrest you then there's not much to be done a bout that.
>fighter with a marshal archetype might just be better?
From a personal dps perspective, sure. Though as a party support the commander's providing more value. You can also just put marshal archetype on a commander.
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2e
Which swash style would fit best for a clown with juggler dedication focusing on thrown weapons?
braggart?
also how stupid would it be to take pistol phenom purely for pistol twirl to have a ranged feint?
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>>98598560
Be Commander and tell his bloodrager what to do.
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>>98601438
I cannot for the life of me figure out what Juggler wants me to do. Everything I can do with Juggler, I can do by just literally holding the items. In theory it gives you a third free hand, but there's not a whole lot to do with a free hand at range. It lets you make ranged attacks in melee without triggering reactions, but you're going to trigger reactions every turn regardless due to Quick Juggler, so unless you want to eat Reactive Strikes every turn you'd better play it as a ranged character. It's a pain in the ass archetype.

Juggling a pistol does work for Pistol Twirl though, and is perhaps the most useful thing you can do with this godforsaken archetype. Hell, Dagger Pistols are thrown weapons, which means they even work with a Thrower's Bandolier. You could be juggling a juggling club, light hammer, hatchet, throwing knife, and dagger pistol, then throw any of them you felt like. You wouldn't even need to duplicate runes; just enchant the Thrower's Bandolier and all your weapons share them. The idea of you taking a moment as the pistol is in your hand to, like, fake like you're going to shoot him to make him flinch is ridiculous, even more so if you just throw it at him instead. The requirement that it be loaded is even funnier, because you will never, ever, fire it (firearms don't benefit from Precise Strike).

Anyway, I figure you'd want to Feint > Strike > Finisher from range. That pretty much locks you into Fencer, since that's how you gain panache from Feinting, and you need panache to use Finishers. You could go with Battledancer instead to gain access to the free Steps from its Exemplary Finisher and just feint with Distracting Toss instead of Pistol Twirl (Distracting Toss has the Bravado trait, so you gain panache when using it). That would obviate the need for the pistol, since you could feint from range without one. There's synergy with Reflexive Catch too, since if you crit-fail your Feint you can just catch the dropped item.
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>>98601815
Gotta remember Juggler was one of the first archetypes and made for Extinction Curse. AP writers sure know how to provide the QUALITY content back then, and even now...
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>>98601815
Im going juggler because it's funny and it's not excessively detrimental and most of the feats ARE actually very good
Anyway Juggling is actually super underrated since it eliminates the need to interact to draw something if needed. You can juggle potions, particularly things like elixers etc
Anyway I decided against taking pistol phenom mainly because it would make me very feat-hungry and the party will have several people imposing flat-footed anyway (barbarian wrestler, etc) so I think braggart will be more useful to just demoralize people
>>
Our Strength of Thousands campaign came to an end today with the Hellknights rocking up to close Maagayamba for being a shithole school. Our next campaign however is up in the air. The intention was to run Rise of the Runelords in 2E, but the Foundry module of the rules hasn't been fully implemented and at minimum every monster needs a perception (And many are missing lots of features) so we're left with a few choices

>Keep going through, lots of work fixing all the monsters
>Run Rise in 1E, at least one player has never played 1E so lots to teach
>Just run a different 2E campaign

The DM isn't interested in running an original adventure. and the desire to return to 1E popped up as we were lamenting the 2E mythic rules and how they fucking SUCK.
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>>98603200
If you aren't the DM, we can't provide any real answers here. It's entirely up to him if he just wants to run 1e again.
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>>98603313
I mean he's asking us the players for what we want. I'm down for 1 or 2, I know another player is down for 1 or 2, we don't know what the third player wants and the 4th player just says they've never played 1.

Not really asking for advice just chatting, at most asking "What AP's are least painful in 2e"
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>>98603324
If you are asking for good 2e adventures, then I guess
>Season of Ghosts
>Bastion of Blasphemies
>Rusthenge + Seven Dooms for Sandpoint (albeit does have some Rise of the Runelords spoilers)
>Spore War
>Triumph of the Tusk
>Kingmaker
>Stolen Fate
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What's the most damage I can do with this? I really like the idea of having one big fuck you attack every combat.
Spellstrike ammuntion for double shocking grasp shots is the biggest one I've thought of so far.
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Hello fellow anons,

Is fighter and cavalier the best way to play a knight? We're playing with free archetype

>>98598560
Also we have 2 fighters in our party. Tell him you changed your mind. He's the one with the problem really.
>>
Can someone redpill me on 2e Animist
What makes it special etc.
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>>98604411
It's not a bad way to play one. Commander, champion, and guardian all could also fit the bill for what it sounds like you're going for (heavily armored fighty guy riding into combat). Commanders give team-mates extra actions and special abilities, while champions and guardians are different flavors of tanks (champions also have divine powers; they're 2e's version of paladins).

For most characters, the primary benefit of having a mount is going to be the free action it gets every round once you upgrade it with Impressive Mount or an equivalent feat. You don't want to use that action to Strike since mounted characters share the multiple attack penalty with their mounts (and you're always going to hit harder than your mount does), so you'll basically always use that as a free Stride. For this reason, I'd generally recommend against champion or guardian as mounted characters, since they're generally shield users and shields users are pretty mobile already due to Shielded Attrition and Defensive Advance. I just don't think they benefit from the free Stride a mount gives you as much as non-shield users do.

So yeah I'd probably be looking at fighter or commander. Commander actually has built-in mount support, and their mounts eventually, like, become intelligent beasts who can talk and stuff.
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>>98604656
The commander's mount also allows you to place your banner on them and it gains an extra reaction for you to use maneuvers with. It's pretty neat.
One of the best mounted classes.
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>liked by creator
Paizo made the mini black on purpose
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>>98604656
I wouldnt personally recommend mounted Guardian because it means you can't move at all with Intercept Attack, which sucks balls. Same deal with Justice Champion, though ranged Justice Champ still works fine.

>>98604411
Yes. Just keep in mind mounted has a few quirks when it comes to Reach weapons, so read up on those and choose your gear accordingly.
>>
>>98604464
It's a caster that's highly customizable and also has both prepared and spontaneous spellcasting.
Very fun if you understand what you're doing but requires a little reading to get all the systems.
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>>98603200
I wound up fixing the Rise problem for my DM (Turns out importing the adventure sets all the monsters to 0 initiative but they're fine in the bestiary so just... drag em from the bestiary)
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>>98604464
If you someone that really likes to have everything going on at once, Animist is a very great choice to cater to your jack-of-all-trades desires. You are slamming Wizard + Cleric into some really funky hodgepodge that does a great job in being very versatile, but not necessarily the most dynamic in the heat of battle. Doubly if you don't pick up Circle of Spirits.
>>
Anyone play Fists of the Ruby Phoenix? Did you enjoy it?
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>>98611945
I had a lot of fun running it for my friends over VTT. It's a lot shorter than the previous adventure we ran (AV). There were quite a few times where I had the opportunity to insert side adventures for my players who felt invested in Goka. I think the tournament can feel lackluster if you're discouraged by narrative setbacks or expecting a more traditional structure. I think a lot of the adventure leans on how much your GM is willing to put in or copy from work others have done to fully flesh out the tournament. Overall I had a few places I might change on a second run but I liked it solid 7/10 if you do nothing extra out of the box.
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>>98612086
I was planning to run it after we finish Seven Dooms for Sandpoint. I've liked SDS, but it feels very dry outside of the Pit. Plus Ruby Phoenix feels like you can really ham it up with silly stuff and have it still be in character. I've seen some things people have made like expanding the teams and rebalancing npc stat blocks.
How was it running on Foundry? No official module so I assume you used that map pack? I've been wondering how I would get in all the tokens and stat blocks used.
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>>98612588
Well I did use stat blocks from the expanded teams document I mostly supplemented the scenes I used to play the adventure with czepeku maps. Anything including random encounters and things that are usually presented without a map but expected to be played out (dinner, sailing with a large group of newcomers to be introduced, etc) I put in with over 40 scenes for book 1, 32 for book 2, and 35 for book 3. Tokens you have to make yourself but the bestiary is included in the pathfinder compendium for foundry. Use your favorite pdf software to rip the art and then use a token background of your choice.
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>>98611945
I ran it more or less out of the box. I do think there's some fun stuff in there but there's a fair amount of missed opportunities, strange choices, and jank to deal with (I think they straight up ran out of budget for battlemaps midway through book 3). I don't doubt the other anon and his grouo had fun with it given the additional investment he describes; I'd just note that like many APs you do need to dig a bit to get the gold.
>>
Holy shit I'm having so much fun with my dwarf rune smith pf2e is so much better then 5e as a whole
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>>98614954
>pf2e is so much better then 5e as a whole
My table has been finding that as well.
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Took a cursory glance at the new classes. Summoner is a charisma caster that cheats the action economy. It's broken, right?
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>>98615359
If only, it's reheated leftovers (updated to remaster, class came out five years ago).
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>>98614954
What's he like to play? What level are you? Are you guys running an AP or original stuff
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>>98615392
Are they actually piss? One big guy + tons of little guys is something I've tried before. When my group played Starfinder I ran a technomancer with a drone, then picked up the summoning spell. The final boss of the campaign we were supposed to lose then get a buff from a story npc, but instead I shit out a ton of summons and dogpiled that bitch. It was hilarious.
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>>98615454
It's absolutely not bad a class, the multiclass archetype is horrendous though.
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>>98615454
You can't do the "tons of little guys" strat, even with Summoner's strong action economy. Just not how PF2e rolls. They get some benefits with summon spells but you are expected to mainly use the Eidolon as your premier problem solver.
Summoner is still a very powerful class. Act Together very much a "do whatever you like" power and the high HP gives them a lot of bulk despite both sides being pretty unamoured. The biggest issues they have comes down to the Summoner themselves being kinda vanilla even with the additional spell slots added by Impossible Magic, their UNGODLY linear feat progression (they pretty much have no choices from Levels 4-12, it is BAD man..), the heavy punishment if both of you get caught in the same AoE, the lack of a ruling on how to handle afflictions on an Eidolon, some Eidolons being weaker than others, and the strange slight stat nerf they got with their remaster. Before, every eidolon came with a choice between two stat arrays they favored STR or DEX, now there is only one but you get to choose if you want them to have better STR or DEX. This is mainly a QoL change unless you like your Eidolon to skill monkey some, as many lost higher INT or WIS scores on some arrays.
All these deals aside, they still are a really strong class that provides ample firepower and versatility to a team. Having two bodies really is an invaluable benefit.
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>>98615438
lvl 3 for the GMs homebrew setting
>what it like
Think a more martially inclined alchemist who hands out kinetist impulses
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>>98615612
Haven't really looked that deeply into feats so don't know how bad it gets. Not sure why being in the same AoE is that punishing. The highlighted section of picrel, and the entire "Lost and Altered Actions" section should mostly if not completely mitigate that.
>>
I think every PF2E feat that improves a class feature, or exists to be a tax to make a feature better, except maybe the mount/animal companion feats... shouldn't exist or should be baked into the original feat.

Like think how much worse the Champion's Expand Aura would be if you had to spend a feat on Improved Expand Aura and Greater Expand Aura. I realize this probably unbalances a lot of shit but I hate "Take bad feat now so you can take good feat later" or "Did you want your class feature to do shit, well spend a feat on it."
>>
2e question
do thrown weapon attacks used Dexterity or Strength to hit?
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>>98615971
The way this written effectively means you always take Disadvantage on the roll. If the Summoner Crit Succeeds on the roll but the Eidolon Crit Fails, that still a Crit Fail for the purposes of damage. You aren't doubling up on effects, but you still taking more pain than average in close-quarters encounters, mitigating some of your high bulk.

>>98615990
I agree with the sentiment, but Expand Aura in particular neither have additional feat taxes, auto-scales on its own, and have its own widespread implications thanks to all the riders for your aura. I don't think this counts for one of those "should be a class feature" deal, I think this is a valid feat design. To put in perspective, Obedience Champ can inflict Prone from 30ft away, and it is something that anyone with the Multiclass can pick up.

>>98616009
Dexterity, always. A thrown/ranged attack would need the Brutal trait to use STR for accuracy, but there is still no player option with it.
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>>98616047
No no I'm using Expand Aura as example of Good design, I fucking love expand Aura, it should be the standard for feat design.
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>>98616053
Ah. Fair enough.
Yeah, it is actually pretty unique for how simple the idea is. I don't there are as many feat taxes as people here say, but I do acknowledge they do exist and some classes have more egregious cases than others i.e. SUMMONER.

it really is insane Tandem Movement didn't just become a Class Feature.
>>
>>98616094
It's bizarre to advance the Sorcerer Bloodline you need to take Advanced Bloodline and Greater Bloodline.
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>>98616115
That is kind of explainable by the idea that they want an intuitive approach to Focus Spells. One feat = one spell = one point. Focus Spells are meant to be pretty optionable thanks to how encounter powers can shift the adventuring day for many characters (see why Magus loved to poach Psychic or Domain Spells). So I see why it is like that.

It just runs into the issues of A) subclasses asking you to devote more into it to get more out of your very first class decision and B) bad initial focus spells demanding you get something better so you don't have to use it. Some focus spells, especially the later tier ones, are worth the feat cost, others just aren't. And I wouldn't really know how to fix the design without compromising on the mission or game state?
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>>98615849
>>98615438
But it's a really flexible class you can heal, you help with player movement and positioning, you can buff and debuff you can be a melee frontliner or a ranged backliner.

It's a really fun class, though I admittedly loved the runepriest in 4e dnd and the Dwarf Runesmith in OSE
>>
Speaking of 2e Summoner, any idea to take Steed Form and Rogue ded for Gand Up with Dragon? You'll take -2 REF saves but lesser cover and perma off-guard for your eidolon sounds pretty nice.
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>>98616047
I think the bigger feat tax is for any companion feat line, because the opportunity cost for mandatory picking those feats is tremendous
There is a reason why most builds opt to take cavalier or beastmaster as a free archetype instead
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>>98616671
So I'm kinda fine with Companions being kinda feat tax-y. They are effectively another body and exploration problem solver. It's HOW feat tax-y they get I have an issue with, especially given without them they are dead weight.
4+ feats is absurd no matter how you slice it. Nothing in the game takes up nearly 50% of your build decisions in this game, and companions are not beefy enough despite what I said earlier to justify it. It should be 3 max.
>Initial Companion Feat, Turns Mature Automatically
>Incredible Companion, +1 Specialization at 14th Level
>Additional Specialization feats

Maybe make the final additional specialization also tie into some class/archetype specific enhancements like Champion's Pale Horse or the Apex Companion Ranger Focus Spell. So that it feels like a true investment that tied into how you are playing the class, not the mandatory tax. Right now it feels terrible to put in so much of your character into A DIFFERENT PERSON/BEAST. It's like how Fire Emblem has so many mounted characters that are 99% defined by the thing they are riding than the human being we are actually playing.
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question about pathfinder/starfinder society.

In your experience, do GMs actually check to see if you own the books you're taking character options from? If I show up to a game with a spell from Impossible Magic, are they really going to spend the time to ask for a photo or proof of purchase for the book?
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>>98617432
It varies, but considering the Archives of Nethys exist, most people don't care.
>>
Rolled 6, 7, 6 + 10 = 29 (3d8 + 10)

>>98592374
>Dustin, you enter the VOIP and are immediately surrounded by 3 Faggaloon Marauders
>They knew you would arrive by this terminal port
>They are hot-dived into the Matrix and they spring their ambush on you
>Roll a wisdom save, DC 16, 3d8+10 sonic damage. half on save and you lose an action on your turn
>>
Is there any pf2 build that is just autoattacking and nothing else? I wanna engage as little as posible with the system.
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>>98617553
gunslinger. shoot reload move. some action compression to do two of those in a single action. big, fatal d10 crits.
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>>98617553
Flurry ranger and Agile Grace fighter are the designated "Oh we rolled initiative? I'll be on my phone just assume I Strike four times" builds.
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>>98594304
how is it playing 2e solo? is it any harder than a more focused solo ttrpg?
i was thinking of playing starfinder solo since i can't find a table because of scheduling issues but i've never done something like this before
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How's the new gun hybrid study for Magus?
Is it just a better or worse gunslinger?
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>>98616180
focus spell design is often atrocious amd antifun, you should always be able to choose them from a list instead of class options forcing a specific spell
i seriously don't understand, they made this class feat system and pride themselves on customization but then your actual powers are on rails and your feat choices are stuff like "you're slightly better at adding spells to your spellbook" or "you can cast a spell quicker once per day"
>>98615990
i thought something similar with skill feats, where they are condensed into one and you automatically get higher level ones (i don't mean you get ALL the feats from a skill as one, but at least three or four)
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>>98617684
I'm already pretty proficient at running PF2e so it hasn't been horrible. I mostly use it as an excuse to read Mythic GME 2e and try to implement things there with the foundry module to "gm for me". It's been 50% journaling and coming up with narrative reasoning and 50% playing the game. Most APs tend to be able to be broken up into neat 15m sit downs for the most part since I have the moveset on each of my four party members memorized essentially.
>>
Impossible spells and Mythic characters... powerful player options...
>>
>play pf2e solo
What the fuck?
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>>98617701
It's genuinely awful.
>Offers a Reload + Arcane Cascade, neglecting the fact you only need to put up Arcane Cascade once and you get no benefits on Arcane Cascade outside of the spell resistance.
>The Concussive bonus is pretty specific, given how many things just resist Physical Damage or spell damage. There aren't a lot of cases where you can take advantage of the mechanic.
>Booming Blast is a bad initial Conflux Spell that negates the benefit of being ranged, especially when combined with most firearms fairly low range increments.
>Unlike Starlit Span and a bow, you still have to reload after doing your Conflux Spells, meaning you can't immediately attempt a Spellstike.
>Unlike Spellshot's Energy Bullet, Exploding Bullet only provides sonic or fire damage and doesn't inherit your Cascade's energy type. This makes them poor at weakness tapping like other options.
>Killshot's Report is actually really strong action/spell slot efficiency, but the 10ft range is actually very small. Most of the time you probably get more out of Expansive Spellstrike than rely on that to hit two targets with one Spellstrike.
>This doesn't interact with any Repeating Firearm well, despite the limited options it provide to action compress Reloading.

It just really impractical and doesn't help the issues firearms have. Nor does it stand out from Starlit Span with a Bow. Even gun users probably want to stick with it thanks to how Shooting Star is powerful.
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>>98618254
Admittedly, It being ranged means it's not too terrible of an action economy
turn 1: spellstrike, cascade
turn 2: recharge strike/conflux spell or whatever else, spellstrike
every third turn will be an off-turn but considering flow of combat that's usually not so bad for repositioning if needed etc.
I do think that they should have tied the reload to your spellstrike recharge, or made THAT the conflux spell
I will say though reading Magus other feats, I do appreciate how running recharge and sprinting spellstrike makes melee magus less painful, but I feel like they are bandaid fixes for a still heavily flawed class
honest to god most issues in PF2E can be solved by making movement free, and any additional moves requires an action
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>>98618271
>everyone gets one move action for free (including enemies)
>to compensate everyone by default gets attack of opportunity back, enemies and players
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>>98618271
>Admittedly, It being ranged means it's not too terrible of an action economy
Not particularly? Remember, unlike bows, most firearms have pretty small range increments, around 20-40ft. And even if you use something like the Jezail, your Conflux Spell don't benefit from the extended range. Pretty much force to take Force Fang to get something that actually combines well.
Furthermore, you lose out the benefits of the extra action because of needing to Reload. Sure, neither Starlit Span or Volatile Spark are great at spam attacks, you aren't a Fighter after all, but Magus just does not get anywhere near the action compression actions for their firearms as Gunslinger does. Or even Eldritch Archer. Volatile Spark just does not make a good gun magus.
>I will say though reading Magus other feats, I do appreciate how running recharge and sprinting spellstrike makes melee magus less painful, but I feel like they are bandaid fixes for a still heavily flawed class
At its core, Magus will always be flawed. You can't have a class that is trying to do everything be the Master of All. Those action compression feats aren't really bandaids as just the maximum output you can get out of this concept, least for the melee end. Combine with how Studious Spells give you free Arcane Cascades as well, and you just have a lot of efficiency.
>honest to god most issues in PF2E can be solved by making movement free, and any additional moves requires an action
This would be kind of terrible, even if you try to bring back AoO. You lose out on a lot of tactical considerations when movement is free. Learning to force the enemy to move to you and waste an action is a major part of PF2e's meta. And then there's the fact that if you don't have Reach, everyone can just Step out of reach and then flutter away, still having 2 actions to punish you.
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>>98618096
Playing APs solo are like a mechanical video game for the autist mind
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>>98618618
Im going to be honest anon how often are you actively engaging enemies in PF2e at distances greater than 50-60 ft at maximum?
But no you are correct, it's worse than starlit span
Worse than sniper gunslinger desu. Magus has potential man damage but sniper has better consistency
>This would be kind of terrible
At this point? You're probably correct. But I will say I think movement being an action is one of the reasons why ranged builds are generally the top dog in 2e. The cost of movement hurts melee fairly substantially.
Also, having a free movement action would make trip/grapple/immobilize locking not as strong, but I think desu that's a good thing. People should be able to use tools that reduce movement, cause difficult terrain, etc. instead of just ignoring them in favor of whatever knocks them prone and immobilizes. Some of the difficult terrain auras that certain classes/feats/spells/archetypes can give would see use.
But also at that point I think spellcasters would also need a sizable blanket buff to compensate for them being strategically a bit weaker as they would be slightly easier to approach
But we're stepping into reinventing PF1E territory honestly
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>>98618957
>Im going to be honest anon how often are you actively engaging enemies in PF2e at distances greater than 50-60 ft at maximum?
I actually do make this argument quite a lot, especially in regards to spell ranges and areas. There are diminishing returns to range, most combats do take place at close-to-midrange. I just bring it up because Booming Blast arbitrarily demands you be within 20ft of multiple foes to actually get any worth out of it. Which is just absurd and highlight the range issues of various firearms compared to bows. This isn't 1e, there is no benefit from being in such close proximity to your foes on something that demands you to use an action that can be punished.

also i think you meant spellshot, not sniper. sniper gunslinger is just the best gunslinger subclass

I'm pretty frustrated because I love gun magus ideas and they just ripped off the Team+ Horizon Spellshot except just worse. They even have bonus scatter magic damage like Exploding Bullet except its part of the arcane cascade and benefits from such! Which would make Reloading Cascade ACTUALLY MAKE SENSE.
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>>98619305
no I meant sniper
both sniper and magus fit the "make one attack a turn that does a lot of damage"
sniper is more consistent, crits more often
magus is potential man of damage
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>>98619305
>I'm pretty frustrated because I love gun magus ideas and they just ripped off the Team+ Horizon Spellshot except just worse.
I was just going to post that unless he's stuck in the PFS ghetto he should just use the Magus+ version. It's amazing how much difference having a focus spell that isn't ass and the ability to recharge and reload in the same action makes.
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>>98617910
>i thought something similar with skill feats, where they are condensed into one and you automatically get higher level ones (i don't mean you get ALL the feats from a skill as one, but at least three or four)
My issue with Skill Feats is the majority of them are hyper specific or never come up. Ironically 1E would love the Skill Feat progression system.
>>
Gonna be playing bloodrager in a free archetype game
planning out levels, I have room for a few extra archetypes
sorc is a given, but I am wondering what third archetype I should take (I have room for it)
preferably a spellcasting one for more slots. Was looking at either oracle or psychic. We WILL have a cleric in the party so divine spells are already covered.
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>>98591867
There is
Is called pf1
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What class would be best for a "green arrow" type character? Someone who has a bow and a bunch of weird arrows. I'm willing to use magic so I don't have to buy and keep track of a dozen mundane gimmick arrows.
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>>98620610
My very first thought is Starlit Span Magus.
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>>98620413
Not joking but the very first thing I look at when considering homebrew is to look up what they did in a previous edition of the system. Helped me 9/10 times for D&D and I'm sure it'd be the same here considering the systems aren't really that far off, just a bit of numbers fixing here and there and you're set.
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When I was talking about Feat Taxes earlier in the thread, Oni Form from the Hungerseed Ancestry has one of those. At level 1 you get it, you can go Large (Basically no value though) and you have to sustain it every turn, no extra reach, no nothing. But at level 9 you can finally transform with no need to sustain and you get 5ft of Reach.

I don't think you should need to take a feat at level 9 for that. I feel like it should just... upgrade to Do That
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>>98621127
not technically a real fix but this is why I run ancestry paragon
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>>98621135
Right I just... the feat's bad if you don't take Greater Transformation, like I guess it has niche value (You get a disguise using it, you can carry more) but I genuinely see no value unless you're a very specific barbarian.

And what's Greater Transformation at 9 do?

"You don't have to sustain it and you get 5 reach." 2 feats for this.
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>>98621174
okay that is kinda insane, I didnt realize it was that bad I thought it was just enlarge and then you don't have to sustain it
like legit there is no point to using it at all, it doesnt even give you the benefit of a larger size
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>>98621174
>>98621127
I'm not arguing about the feat's merits, but I want to confirm something, if you keep your reach of 5ft and grow Large, the number of squares you can attack goes from 8 to 12, right?
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>>98621380
Yes you have the benefit of being large in that you take up more space and thus hit more around you
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>>98621127
>>98621174
I see what they are trying to do there. Oni Form at 1 is basically Enlarge on command before any spellcaster can get Enlarge. With it being on a Versatile Heritage, any character can technically get it, so they nerf it between the borderline useless initial feat and the upgrade. That way you still get the whole size changing aspect of being an oni from the get-go, without the issues. It's similar to flight on ancestries.
The bigger problem is that Greater Transformation is 9, and the Sustain bit on the initial form is just...unworkable. Meanwhile actually large ancestries just get a reach stance at 5 and call it a day.
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>>98621597
The issue is that it doesn't just upgrade to fix itself. it's the whole second feat of investment.
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>>98621606
NTA but there's sort of two axes to this discussion: the two-part design of the feat itself, and its power level.

The two-part design is weird. I don't know how much I can get into the head of whoever wrote it but my guess is that they wanted players to have what effectively amounts to the RP-only ability to turn into their monster form ASAP. Even a level 1 hungerseed has access to their transformation, even if it's basically only usable out of combat. The "real" feat is the level 9 one, which turns it from an RP ability to a combat ability.

Power level-wise the feat chain is amazing. Easily worth both feats. Level 9 is very early for what is effectively permanent (10 min. duration on a 10 min. cooldown) Enlarge. And, unlike base-size large ancestries (jotunborn, minotaur, awakened animal) or feat-based Enlarge effects (Enlarged Chassis for automaton, Scion Transformation for lizardfolk), hungerseed is a versatile heritage, not an ancestry, meaning it can be added onto other high-powered ancestries rather than locking you into a specific race. Even if it were an ancestry, as a level 9 feat it comes online significantly earlier than both Automaton's (13) and LIzardfolk's (17) options. It's just a great feat for anyone who cares about large size. It's powerful for a level 9 feat, let alone if it were an auto-upgrading level 1 feat.
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>>98621606
>>98622219
As stated, it is an obvious feat tax. 2e never got rid of all forms of such, there are clear "we made something a chain because some things are too good to let auto-scale". It's up to you to decide how BS this idea is. I don't necessarily mind short feat tax chains, especially if it does provide a very clear powerspike and doesn't restrict core mechanics like Bull Rush was in 1e for example. But I definitely get how kinda shit the starting Oni Form feat is, or many Level 1 Ancestry feats compared to Humans.
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>>98622429
to avoid the feat tax you could let the lower level feat autoretrain when you get the higher one (or just allow to retrain it normally)
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would runes for like staves etc. that increase spell attack and spell DC, given at the same levels as normal potency and striking runes respectively, be OP for spellcasters or balanced?
I've played a multitude of PF2E games and I always find players playing spellcasters feeling really bad and getting frustrated when they are constantly missing their spells, or enemies are just crit succeeding their saves, even when debuffed sufficiently
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>>98591668
Looks like the Starfinder links are dead. Anyone have Escape the Prison Moon? I wanna read about Glimmshar to make an Eridian ancestry. They're already rock spiders.
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>>98624069
>would making casters play so-so instead of horribly cause the game to be unbalanced?
Yes, giving a caster +1 breaks the game without any hope of fixing.
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I'm so disappointed with the Mythic PF2E shit I'm tempted to just port the Owlcat Mythic abilities. Shit like Second Bloodline or Ascendent Element would actually feel like being taken.
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>1e
Thoughts on the option to swap out the Druid animal companion for more spells?
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>>98624069
I've been doing this since day 1 and the answer is a resounding "No". Give them potency runes, the game will play out fine.
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Is there any homebrew for organization/leadership for Pathfinder 2e? The rules in the GM book are barely enough to go off of.
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>>98624850
You mean like a domain? They're usually way better than a companion.
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>>98591796
who is this chud phenotype specimen
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>>98624069
I changed the scaling for full casters to expert at level 1, master at level 7 and legendary at level 15 while gishes and focus martials follow the original scaling. Works perfectly fine and the casters don't feel the need to spam the same 5 meta spells every campaign.
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>>98624069
I mostly just keep it alongside Kineticist scaling, only up to +2 spell attacks, no changes to DCs. I personally don't think casters need THAT much a accuracy bump for their save spells, it is mainly spell attacks that suffer from the reduced scaling. Either way, I wouldn't say you get a broken PF2e experience, but clearly a different, high powered one.

>>98625006
Can you clarify this a bit more? If you mean something like controlling an NPC entourage, maybe look at something like the Captain archetype (you aren't gonna get PF1e Leadership cheese here). If you mean running something like a kingdom, look at Kingmaker2e's Kingdom Building rules.
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>>98619932
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Did Paizo lean in to the homogenization and progressive sanitization more than WotC did? Their newer pawn boxes are full of typical woke shit like a black female dwarf in a wheelchair and in full plate armor
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>>98629088
Have you considered skysage or captivator? Their master spell casting upgrade comes at 16 which is nice since sorc's comes at 18.
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>>98629412
skysage requires int, bloodrager spells are charisma
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>>98629454
Only the focus spells care about your INT outside of counteracts
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In PF1e, can outer dragons suppress their alien presence?
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>lesbian throuple goddesses forbid that bosses critically succeed their saves less than 60% of the time
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>>98630825
It's never explicitly stated anywhere that I know of but there's an implication that most creatures can willingly suppress their auras if the situation calls for it, otherwise most dragons in general would be completely incapable of having minions with weak will saves because everyone would constantly be running away from them at top speed even if the dragon didn't want you to.
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>>98630925
Thought so too. Thanks!
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>>98630825
Alien Presence works like Frightful Presence, and per the Universal Monster rules Frightful Presence needs to be activated as a Free Action every time you want to use it. So the answer is yes, they can choose to not have it active.
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After weeks of considerations, testing, re-testing, and theory crafting, Aurelia's sheet is finished.
(No joke, she's probably the most complex build I've done to date, I may have to do an explainer page going over everything because it's a LOT, turns out trying to replicate... let's see... a Psyker Eldar turned into a Human by the God Emperor himself for the purpose of making her a Custodes and marrying her off to Sanguinus so he doesn't turn to the Dark Side forces a lot of implications by proxy that one has to contend with if you take them at face value.)

Link for the linking: https://x.com/DrumerThead/status/2096706529890070771
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>>98629478
Okay I looked into both a bit more
Skysage doesn't really offer any GOOD spells (for bloodrager)
Captivator is a bit better, and has the bonus of not needing to level occult to get its spellcasting feats, but I still feel like it's more worthwhile to just pick up Psychic instead, giving you access to the FULL occult spell list, and some decent psychic feats
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Just hit level 7 and got Prescient Consumable for my merchant character. My DM ruled that using it in a settlement essentially means I can just buy any level 3 or lower common consumables without having to hunt for a shop. Any recommendations for consumables to pick up?
>>
Do you think a hypothetical 3E would make an effort to remove more of the game's Gygaxisms? Bows using DEX instead of STR and melee weapons doing the opposite just because Gygax thought Tolkien's elves were too whimpy to have good STR. The existence of "studded leather" armor as it's own thing only exists because Gygax saw a picture of the support harness of plate armor. Rapiers and full plate were invented after early firearms. Scimitar is just an orientalist term for all middle eastern sabers. That's just what I've got off the top of my head.
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>>98632909
Normally I'm able to sort of follow these sheets even though I haven't played 1e, but she has so much stuff going on, I got lost.
>>98635420
Studded leather is nothing compared to Golarion's even more wacky kitchen sink.
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>>98635434
Is the kitchen sink default world a symptom of Gygax's bio-essentialism and lack of historical knowledge, or is it more of a necessary of capitalism to have a default setting where all products can be compatible?
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>>98635452
Neither biology or real Earth's history applies to Golarion. It's all vibes roughly based on premodern cultures.
Plus they have nothing to gain by rtevrning to land of historical accuracy, people who care about that stuff make up their own settings anyway.
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>>98635546
I mean, they've already taken the first steps. Changing how racial stat bonuses work, calling them ancestries instead of races, and trying to get rid of being evil by birth from sentient species. All things changed to move away from Gygax's flawed beliefs. I'm just speculating on where the changing will end. A hypothetical 3E would need to change something to justify it's own existence after all.
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>>98635567
>hypothetical 3e
No racial stats (or no stats period, pure proficiency and item bonuses for character sheets)
Vancian casting gone, spell slots too (maybe)
AC combined with REFLEX, perception with WILL
Armor gives dmg resistance, affects movement and skills more.
Classes pay for the sins of 2e (Bard too good at buffing, Fighter too good at hitting, etc.)
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>>98635598
>Vancian casting gone
Now, here me out. Why do we currently have Vancian casting? Before, every spellcaster was a bit of an old world alchemist. You'd gather your eye of newt and hair of dog, mix them together, and with a flourish, cast fireball. So, you could only cast fireball if you had newt eyes, and the time spent gathering the eyes is time not spent preparing other spells. While this is very flavorful, many casters felt it was limiting. You are told to prepare for a dungeon. You cook up three fireballs. Whoops! The dungeon is filled with demon cultists immune to fire. Now you just leave or try and make it work with a mundane weapon. The fighter doesn't have to worry about that.

Vancian casting is a solution to this. You have a generic spell fuel. You can pour this fuel into any spells you want. Now, you are limited by what spells you know, and how much fuel you have. This is a mechanical improvement, but you lose that flavorful approach. What's the solution then?

You split the difference a little bit. You still go out and gather your specific ingredients, or recite specific prayers, or whatever. Instead of this giving you super specific options, like three fire balls, it gives you a specific spell fuel. You gather... wood. The mana you get from them has a different vibe from mana gathered from... fish, for example. Now, your spells have different costs. You can't power a car with AAA batteries, and you can't power your remote with gasoline. Now, spells ask for three of one type of mana, and two of another type.

This way, you get the best of both worlds. You still gather specific types of mana, determined by your class, subclass, and maybe other more specific character options.
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>>98635434
>I got lost.
I don't blame you, it's a lot of parts.
tl;dr for the build goes as follows:
> gestalt
Progress in two classes at once, taking the better of both options (so for Aurellia she takes the Paladins D10 HD instead of the Sorc d6)
>Paladin (divine guardian)
Trades away Paladin spellcasting for the ability to support another character, acting as a bodyguard for them. Normally an archetype meant for squires, but the loss of spells is far less painful here due to the Sorcerer levels.
> Sorceror (cross-blooded)
Psychic bloodline means that even in super heavy armor she doesn't have to worry about spell failure chance because now she uses emotion and thought components rather than verbal and somatic, plus access to Psychic spells otherwise unattainable by a Wizard spellbook. Solar Bloodline is mostly for flavor but gives some support for fire spells to fit her lore.
>Mythic
Looking for Tier 3 specifically so she can get Recuperation (restock all abilities with a Mythic point and 1 hour of rest), between that and Longevity (no longer die of old age) I considered that to be the minimum for a long lived WH40K like a Custodes. Other Mythic abilities taken were mostly spent getting support abilities like Aura of Perseverance, which helps keep allies from going down if knocked below 0 HP (40K rules are rife with this sort of stuff)
>gear
Mostly already explained in the special abilities section, but thankfully Null Blades were already a real close comparison to Vaultswords in that both basically zap enemy equipment upon contact, and while I'm sure there's an argument that 40K Powered Armor is stronger than the PF version, I feel like just the thing of basically being immune to most ranged was enough of a straight buff to justify it without pumping every stat to the moon.
>>
>>98635598
>>98635751
I wouldn't mind too terribly much, I think, if spell slots were entirely replaced by focus points. Maybe up the cap to 4 or 5, or maybe don't, depending on how long fights are expected to go, and let casters fully restore themselves between every combat.

The complete removal of attrition as a game mechanic.
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>>98636070
Well, I don't know about removing attrition all together. At that point are you playing a ttrpg or a war game?
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>>98636070
Some kind of strain mechanic that resets with a bit of rest between fights? Cantrips are effortless, while bigger spells eat more of it, and if you max out you can burn health to cast a few more times, but doing that requires a long rest to recover from and bring back?
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>>98636193
2e is already a war game, some of the pieces are just arbitrarily not allowed to be at full strength for every fight.

>>98636321
I'd be fine with that if martials also had some buy-in to the strain system, but at that point we're just recreating dnd 4e's encounter powers.

I wouldn't even particularly mind if casters could run out of gas in a fight and be forced to rely on weaker cantrips, so long as they can be back to full effectiveness in time for the next fight.
>>
Pathfinder 1e question

How does Hell Knight's Pentamic Faith Discipline work regarding its uses

Discipline says: "The Hell Knight can use any one discipline a number of times per day equal to the total number of disciplines he has access to, so at 3rd level he can use his discipline once per day. At 6th level, he can use both disciplines twice per day each. At 9th level, he can use all three of his disciplines three times per day."

Pentamic Faith says: "This ability allows the Hell Knight to select one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel, or War. The Hell Knight gains the granted powers (but not domain spells) of that domain, treating his Hell Knight levels as cleric levels to determine what domain abilities he has access to."

But then, each domain's 1st-level granted powers say they can be used 3 + Wisdom modifier times per day, or at-will in case of Knowledge. Many 8th-level powers can be used "a number of rounds per day equal to your cleric level".

So would I

A. gain uses of the domain power as per discipline, i.e. only one use per day at 3rd level, twice at 6th, and thrice at 9, using the same pool of uses for the 1st and 8th level powers

or

B. gain uses of the domain powers as per their description, using my Hellknight level as my Cleric level and my Wisdom modifier?
>>
>King Estrid of the Ironbound Islands has put out a call for Pathfinders to explore the Island of the Ancestors, but first the Society must earn her approval. Gorm Greathammer, a prince, warrior, and the leader of the Grand Archive faction, has traveled to Halgrim to meet with King Estrid—and her crag linnorm companion, Boiltongue—and forge a new allegiance for the Society. Talks have been going well, but the arrival of Boiltongue’s children in the city has thrown everything into chaos! Gorm senses that the negotiations are about to collapse, and sends for a team of Pathfinders to help keep an eye on Boiltongue’s children while he wraps up talks with King Estrid. Babysitting five rambunctious linnorm siblings is about as easy as it sounds (which is to say, not at all), and the Pathfinders are about to have their hands full!

So the Pathfinder Society, one of the major organizations on the planet, sends level 5-8 agents, to fucking babysit?!
>>
>>98637089
Who else you gonna send when you need to watch over literal dragonspawn? The Knights of Lastwall?
>>
>>98637089
Honestly if this is what it takes for us to get actual Dragon content in PF I'll begrudgingly take it.
>>
2e
If I were to brew Ninja and Samurai, would it be better to make them distinct classes or class archetypes?
If CA, which classes?
>>
>>98637214
I'd go distinct classes. Even if Samurai ends up kinda vanilla-ish, I think you end up replacing too many Fighter features on a CA to just say they are a Fighter. It's sort of like Ranger where they can both be basic and flavorful.
>>
>>98637214
>>98637234
Hell, I know for my Ninja and Samurai ideas...

Shinobido
>Mix between Rogue and Witch
>Gain a "Living Shadow", an incorporable familiar (automatically have Tattoo Familiar ability) that suppresses dim light and you can teleport to their side for one action. Does provide flanking for Sneak Attack damage.
>Martial weapon, Unarmored Defense scaling.
>Choose between Occult or Primal Focus Spellcasting. Occult spells grant you more shadow, teleport, and mental manipulation spells. Primal gets you summons and elemental damage like Naruto.
>Innate climb speed and Acrobatics for Jump/Leap.
>Feats include quick draw + throw weapons, free daily fulus and alchemical bombs including smoke bombs, familiar bonuses, and some marks.

Samurai
>Fighter + Monk
>Gain Warfare Lore, auto-scales. Can be set to INT or WIS.
>Legendary Attacks, Heavy Armor Training
>Choose either Rapid Strikes or Single Slash Style
>Rapid Strikes grants you Flurry of Blows on Monk Weapons and "Samurai" adjacent ones like katanas, gauntlets, and spears/polearms
>Single Slash adds Fatal d10 to Monk Weapons and graze damage on misses.
>Can use Warfare Lore on Diplomacy, Society, and Intimidation checks.
>Can get some Primal (focus) spellcasting for wind walls, lightning blades, spirit communion, and the like.
>Get some Parry and Riposte-esque feats
>>
>>98636070
Welcome back 4e.
>>
>>98637355
*Heavy Armor Training is normal progression, not legendary, to be clear
Will note, probably wouldn't get super big into "Monk" weapon as I do agree with the designers that the tag is super arbitrary and unhelpful. I don't want Samurai to just be "Exotic Fighter". Just want a wider degree of weapons then Rogue or Swashbuckler, but not as dead simple pick-a-type as Fighter.

>>98637410
That's arguably a step further than 4e as that still had daily attrition.
Ironically, trying to fit spellcasting into an AEDU like system actually gave me a greater appreciation for Spell Slots and Vancian Casting, it is not something I want to see disappear in a hypothetical PF3e. I realize something like Fireball, big fuck-off AOE damage spells that do nothing but clear the encounter, isn't something that neatly fits in the Encounter bucket. And something so much that is just raw power can't just fit in the same tier as "Slow" and "Mirror Image" and other non-Utility debuffing powers. The weakness of spontaneous casting is that they do rob themselves of future opportunities for immediate flexibility, and imparting that on every caster through an AEDU system actually does decrease the design space. And as you widen the tiers of Daily/Utility Powers, you eventually just start making Spell Slots again.

I do think Vancian Magic is a more designer-facing idea than it is a player or even GM-one, but I truly value just how many problems it does solve over the annoyance factor of needing to pencil down a list of spells on an index card.
>>
>>98637355
>Can use Warfare Lore on Diplomacy, Society, and Intimidation checks.
Nah, Samurai should just have some Diplomacy bonus as class feature or feat.
Also there should be feats for horse archery.
>>
>>98636335
Martials use stamina that replenishes X/minute
Casters can recover spell slots outside long rests 10 min/ slot level as a travel activity, limited to, idk, one quarter of their level max (so a 20 level caster replenishes level 5 slots max) or someshit
>>
>>98637571
Wanted a bit more of the vibe of you learned through travel and battle. And people like stat-swaps. It also provides a bit of narrative overlap with Commander, in case you multiclass or want to do the steppe warlord idea of Samurai with the horse.
and yes, horse archery should be there. Probably something that lets you use Longbows on mounts.

>>98637582
Stamina would just be an encounter power like that anon said. Stuff like Press, Flourish, and cooldowns already accomplish what a stamina pool is meant to provide. And focus points are a strong encounter pool already. I think it is better to ask someone to rotate their powers around they say "im too tired to do anything now, guess im just swinging for the fences now".

I think I'm mostly fine with some cheapo ways of recovering slots. But I do think it should be a limited thing, not something you are expected to just do every time you have downtime. I get how "unfair" it feels when martials never have to limit themselves, but very few martials have anything that is like a caster's top slots. It is good to have a "mulligan" for them, but not too much more than that.
>>
>>98637059
B, though it might be for the best to check with the GM.
>>
>>98637355
>>98637214 here. To me a familiar for Ninja only fits as an opt-in anime style companion (nothing wrong with it, just don't grok it). Most shadow type stuff could be taken (and made better) from Shadowcaster/dancer and Wayang feats. The rest I like.
Problem is always what not to give. For example, against the Rogue's chassis, what doesn't a Ninja get?
>Slower scaling Sneak Attack?
>Saves?
>No Debilitating/Master Strike?
>Restricting abilities if armored?

Similar thing with Samurai and Fighter/Monk, what to sacrifice/leave out?
>>
my cantrip list? approximate, create earthen facsimile, draw moisture, glowing trail, summon instrument.
>>
>>98641236
streets are saying they're the greatest spontaneous caster who ever lived.
>>
>>98637645
>think I'm mostly fine with some cheapo ways of recovering slots.
I had some idea about making some system where your strongest spells use strict slots, weaker ones are more similar to focus spells or recoverable slots, and the weakest eventually become almost at will
Still need to figure out the details but if I managed to gather the strength to make a hack of pf2 the default magic system would be something like that
>>
>>98641236
You're the shittiest sorcerer I've ever heard of
>>
>>98641260
but you have heard of me *runs away leaving a brown trail that will last for a year*
>>
wolf or mountain stance for a grapple/trip focused monk?
>>
>>98644076
Of the two, Wolf Stance is the one that actually enables grabbing and tripping. Wolf Drag into Combat Grab (picked up via the fighter or wrestler archetypes) is a pretty kickass turn that can end up with two Strikes and an enemy that's both grabbed and prone. Mountain Stance has a niche in that it allows you to almost entirely ignore Dex, but you don't necessarily have a reason to do that unless you've got something very ability score demanding going on with your build. Otherwise, your standard strength monk ability spread (+4STR/+3DEX) starts you off at level 1 with AC on par with other martials, and you quickly surpass them with your ability score boosts, ending up matching DEX monks by level 15 and capping out with the second-best AC in the game after champ/guardian, which are tied for first place.

My main complaint with maneuvers-based monks (other than their super particular Shove build) is that they basically operate the same way any other class would. There's not necessarily anything in particular that monk does with the "Wolf Drag > Combat Grab" round that a rogue couldn't do while dealing Sneak Attack damage, or that a fighter couldn't do with higher accuracy. You're basically benching Flurry of Blows, which is where like half of the class's power budget went. On the other hand, if you want to use Flurry of Blows and maneuvers, your only real option is Flurry of Maneuvers, but any round including Flurry of Maneuvers is just going to be straight-up worse than Wolf Drag into Combat Grab, since those give you two Strikes AND up to two successful maneuvers, while Flurry of Maneuvers requires that you give up your Strikes and replace them with maneuvers.

Still, you've got some stuff going on that only monk gives you. Monk's focus point list is easily the best that martials have access to, and you're one of the toughest classes to kill in the game, so that's something.
>>
>>98644199
>that actually enables grabbing and tripping
all unarmed strikes count as free-hand so you can grapple and trip regardless of stance
>>
>>98639970
>B, though it might be for the best to check with the GM.
Yeah, I figure Pentamic Faith is different since it's not an ability in itself, it just lets you take a Domain, (so much so that other orders can't pick it at 9th level), but I'll talk to the GM about this anyway.
>>
who is the hottest 2e golarion babe now that theyre all prudes, trannies, dykes or prude tranny dykes?
>>
>>98644378
you
>>
Does 2e kineticist have a reason to ever actually stay mono element?
>>
>>98644691
Usually if you want all the Gate Junction effects or have no reason to stretch out to multiple elements, especially with stuff like Versatile Blasts or Kinetic Activation to supplement your missing damage types.
>>
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>>98644378
Personal taste, but I like that skinny bitch from Fall of Plaguestone.
>>
>>98644076
Never take Mountain Stance. It is dogshit and a trap. Utterly worthless. A waste of page space.

Besides that, all monk stances can grapple at basically the same effectiveness as each other. Arguably the best one is Gorilla because it actually has the Grapple trait, which can save you some money by allowing your weapon runes to sub in for an Athletics enhancing item. But you'll want the item anyway (particularly the Sash of Prowess) so it's a minimal edge at best.

If you like Wolf, take it. It's extremely solid and has a pretty great upgrade feat in Wolf Drag, even if the base stance effect is very meh.
>>
>>98646326
How many of the downsides would have to be dropped to make Mountain Stance usable? No dex to AC obviously has to go in the dumpster.
>>
>>98646862
It mostly just needs to be proper "heavy armor", +6 to AC total. That all it really needs, especially since Kineticist just shows you can just...give Heavy Armor as a feat.
>>
>>98646862
well for one, not dropping if you aren't touching the ground
>>
>>98646862
No Dex to AC is whatever, the numbers work out, even if they're feat taxes.

The main issue is the 5 foot penalty to speed (for no goddam reason) and needing to touch the ground. The latter is especially fucking bad, because it means you can't Leap, Fly or Swim. And depending on how anal your GM is, might not be able to use shrink the span.

The other big problem is that it's a Stance, and Stances can only be entered in combat. Meaning if your initiative sucks you're SOL in the AC department and easy pickings, unless you also max DEX, at which point why the fuck are you even using Mountain Stance?

And a final issue is that it's a stance that locks you into one specific attack, and it sucks. d8 with backswing is terrible.

At the very least you need to get rid of the "have to touch the ground" clause and make it so the AC bonus is always on. Then it would be useable, if still rather shit compared to just taking Dragonblooded Heritage and the Scaly Hide feat for a STR based Monk.
>>
>>98647527
>>/jp/
is that way

happy nineball day to you, too, baka.
>>
>>98647555
Newbaka fail...
>>
>>98647555
Yeah I mixed up the windows I had open. I should lurk less threads
>>
>>98646862
it would need to hit the point where it's no longer even a stance at all, and is just a passive effect with no restriction on when it's active, desu

monk is a fucking weird class that's not objectively weak, but man does it feel like it's shockingly lacking in options, with "optimal build paths" that wind up restrictive and baffling (dragonblooded heritage + tower shield? Really?)
>>
Anyone got any up-to-date resources for Foundry Modules for APs? I'm curious about running Bastion of Blasphemies but can only find the .pdf and not the foundry module.
>>
>>98647744
It'd be cool if Monks had a mechanical incentive to learn more than one stance and switch between stances depending on the situation, but they cost feats that could be spent on things you can already use while in your stance, and all of them are mechanically close enough for it to not really be a big deal which one you're using most of the time.

That, and they already have feats that only work when you're in that stance, so it'd feel real bad to pick one of those and then spend time in a stance that can't use it.
>>
>>98647980
foundry module for BoB comes out later this month. They needed extra time to work on the giant maps.
>>
>>98648007
I genuinely think the stance system just fucking sucks, and tying unarmed damage profiles to being in specific stances on top of having all those follow up feats only makes it worse.
>>
>invited to a fresh Season of GHOSTS campaign
>say I'm interested
>GM ghosts me
I was so excited but I guess this was the only outcome
>>
Has Adventures+ been liberated yet?
>>
>>98637214
Here's some anon's ideas:

For samurai:
- Give them quickdraw to represent the whole Iaijutsu thing. You can further upgrade it with Samurai only feats (foe is off-guard to your first quick draw strike and it deals +x precision damage; if you crit with a quick draw foe saves vs Class DC or something happens).
- Give them something like Adamantine Body from Martial artist, since a shitton of Samurai media is about tanking a shitton of damage to keep fighting.
- In a similar vein, something similar to Orc Ferocity or the Its not Over feat from Gladiator/Celebrity.
- Familiarity with stereotypical samurai weapons (katana, wakizashi, naginata, daikyu).

For ninja:
- Familiarity with stereotypical ninja weapons (shuriken, wakizashi, kusarigama, etc)
- Access to Qi spells (specifically qi rush, shrink the span and wind jump, but others too)
- New Qi spells, or abilities that let you cast soecific existing spells (like wooden double)
- Sneak attack
- Disguise feats like in Kithadoran Actor or Alter Ego.
>>
>knew about Fenar for a while
>only game I was aware of that would have enabled the exact kind of bullshit I enjoy
>actually adapted their rework of Vorpal Knight to 5e at one point
>thought the game was dead
>check their wiki for the first time in a while
>there's a message that the game actually concluded-concluded earlier this year

FUCK.
>>
>>98637214
Archetypes definitely. Monk, Guardian and Fighter already exist, and 'samurai' is kinda too broad a concept to be narrowed down to just one class. Would kinda suck to run an Oriental campaign and instead of having half a dozen different ways to make a samurai it's siloed into just the one. The versatility of existing classes is a good thing imo.

The only things that are really uniquely 'Samurai' on a mechanical level beyond the shape of the swords and the shape of their eyes are 1) Iajutsu (however you spell it), some kind of archetype feat chain (or really just a fighter feat) that does a single really precise hit with a drawn katana that you unsheath and sheath really fast,
and maybe 2) Being totally unarmoured with just a robe and sandals, samurai jack style. Hard to say other than just pumping dex and being high level. Could imagine some mechanic where you get an AC bonus comparable to armour when you have your sword equipped, represents being such a good swordsman that you can parry everything instead. An option to treat katanas as Finesse weapons?
The other thing I recall pf1e attaching to samurai was stuff about being stoic and honorable, but idk how necessary that is when knights and vikings are already stoic and honorable.

Ninja is maybe a bit trickier because it's a bit of a blend - less 'street-wise' than rogues, more sneaky than monks. No Nature theming like Rangers. A bit too broad to have its own class but also a bit too narrow to fit easily enough into the other classes. A rogue multiclassed into Monk or vice versa is prooobably fine. Or Ranger - Hunt Prey isn't bad for like a 'designate assassination target' mechanic. There's also Red Mantis Assassin which you could file the logo off and get pretty close.
>>
>>98650044
>>98650163
Re:Samurai, what do you think about this brew someone else made? https://scribe.pf2.tools/v/m2oCxzL1
The only thing I might change is giving legendary attacks since you're only proficient in one weapon and unarmed attacks.
>>
2e Wizard (Caster?) fix
>You regain X spent spell slots that are 4 ranks or more lower than your highest rank slots when you Refocus
>You treat spells that are 6 ranks or more lower than your highest rank spells as cantrips
>>
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>>98651294
I'm still not a fan of infinite (low-level) recharges of slots. It both doesn't really solve much in regards to the particular problem with Vancian Magic, and just completely shits on the appeals of magic in d20 fantasy games. Most offensive magic is not balanced around being infinitely prepared, so even something that several ranks down your top slots is still going to just be dumping dice on the table every encounter. See how 5e Warlock Pact Slots don't actually scale all that fast, but both its starting spell levels and endgame power are so well slotted, there's no challenge in figuring out what to do with them. Hit the big AOE damage button every time.

And for supportive magic, you just get way too jacked up on the supportive stuff. Tailwind, Fly, Haste, Oaken Resilience, Heroism, the ability to never have to pick-and-choose these options takes a lot of the fun of them existing. It isn't just them being practical buffs and problem solvers, but knowing you made a dedicated opportunity cost to use these powers. Even when you put them on something like scrolls, wands, or temporary items, they still feel like you made proper character-building decisions, knowing that you have to find and expect the right times to use them. This is why 2e cut down on the slot number from 1e, not just to clamp down on pre-buff spam strats, but also to make sure your decisions felt tighter and more impactful.

It's not that I don't think there isn't a place for infinite use (non-cantrip) magic. Focus Points are great. Encounter/Short Rest, 4e Utility, 5e Rituals, I think a curated list of options that can be relied on with a bit of elbow grease or waiting is smart design. I just don't think you need to overlap it with the thing that was designed around being limited. I don't think every fantasy game needs to be Draw Steel to be fun, that you need to carve foes by the hundreds all day, every day. I think the game enforcing some slowdown is valuable.
>>
>>98651294
Make Wizards 5-slot casters.
Voila.
>>
>>98651443
>>98651294
My favorite bandaid is being able to restore one spell of each rank once between each two encounters.
>>
>>98651443
>heroism, haste, fly
Those are all the ones that 'd only become 'free' once you're casting 9th level spells; at that point you can afford near infinite scrolls anyway.
>>
I'm bored & watching Crouching Tiger and still think monks could stand to have just a little more

>Monk Level 9, not poachable through archetype, you would implement this and get rid of the stupid archetype recharge to flurry
>Don't care about paizo goofy rules wording

â—‡ Flurry Mastery (Monk)
Trigger: You used Flurry of Blows and at least one of the attacks was successful
Frequency: once per round

Choose one of the following options.
• Martial Parry: You know a strong defense is just as important as a strong offense. You gain the benefit of the parry trait as if you used the action. If you have at least one free hand, you can choose to use this Flurry Mastery option as a one-action activity instead of a free action, which increases the circumstance bonus to your AC to +2. Either option lasts until the start of your next turn.
• Flowing Combination: You flow from one success attack straight into another. You can make a Strike with a weapon or unarmed attack that you used during the triggering Flurry of Blows. This Strike uses your current multiple attack penalty.
>>
>>98652365
The "Flowing Combination" still increases your MAP, just not until after the Strike is done.
>>
>>98651294
>>98651740
I've always been a fan of a pool you can use to restore spell slots from as part of a refocus, where a Rank X spell slot costs X points to restore. Most casters get [Half Level]+[Casting Stat], Wizards and Psychics get [Level]+[Casting Stat]
>>
>>98651443
>the appeals of magic in d20 fantasy games
yeah, pf2 does it like this which means that it HAS to be absolute truth that everyone agrees on (even though literally everyone who isn't a complete paizo cultist hates it after trying it) and if you disagree not only you are missing the point of pf2, you are missing the point of ALL GAMES EVER because EVERY OTHER GAME is merely a FAILED ATTEMPT to make pf2 because PF2 IS THE ONE PERFECT GAME FOREVER
>>
>>98652365
just to be clear, this turns fob into 3 strikes at 0/-5/-5, still for 1 action?
>>
>>98656376
Hell, given it is a fist or agile weapon most of the time, it would be 0/-4/-4.
That's not "a little more" there, man...
>>
>>98656376
>just to be clear, this turns fob into 3 strikes at 0/-5/-5, still for 1 action?

Yes, yes it does. Exactly what I wanted.
>>
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What is the point of that Samurai meme being 'ranged Cavaliers' if Challenge doesn't work at range?
>>
I've got a 2e homebrew idea i've been debating on, for every 2 points of Int a character has, they get a additional skill feat. With +2 and +4 giving only a lvl 1 skill feat and +6 being any lvl. Would that be good or do I need to adjust it?
>>
>>98657795
INT is already prime dump so anything to buff it is welcome. Personally I give skill training from +4 onwards, gated like normal increases (except if you get +4 at 1st level, when you can raise one skill to expert)
>NOOOO THAT'S ONE LEVEL EARLIER THAN ROGUES AND INVESTIGATORS OR ANYONE PICKING CERTAIN DEDICATION CAN GET IT!!! THIS MAKES THE GAME UNPLAYABLE!!!
>>
>>98658012
Also doing that but with it starting at +5 for skill increases
>>
How long roughly do you think it'll take to learn Pathfinder for a group of newcomers? Starting completely from fresh. Never touched the game before.
I'm hoping for 1e to start (mostly because I'm interested in playing the crpgs that use that system) but I'd be alright with 2e as well.

Should I start with trying to play games by myself just to try and master the rules, or are they simple enough to just memorize them.
What are the chances this plan even works? I know D&D is still agonizingly popular, even after 5.5e, but Pathfinder is still second place.
>>
>>98660053
1e is definitely far more overwhelming to learn for a group of newbies, especially if they have zero experience with tabletop RPGs, than 2e would be. But honestly, the best way to learn either is to do a Session 0, have every work on their characters together, and play through that. Make sure everyone read the rules and ask questions as they come up.

Ultimately, it is a game. It is fine to fuck up and fix it later.
>>
>>98660072
I think what I'm most worried about is DM-ing with no experience. I can set expectations and chat one-on-one about how the game will likely go, but there's always the chance that someone is going to be the problem player who tried to showboat, and complain that it's not like his heckin' Critical Role or whatever is popular these days.
I might need a minute or two to think about the actions of each enemy, remember some rules, or come up with what the NPC will say, and I'm worried it'll compound into a bad time.

I'm thinking I'll try to do weekly or bi-weekly one-shots until I can get the hang of it. It'll leave players free to jump in and out at their leisure, and give us a chance to start from a fresh slate each time. I'd definitely want to keep going to a full long term campaign if enough people stay consistent enough, and show interest. I'm getting ahead of myself though.
>>
>>98660175
>I think what I'm most worried about is DM-ing with no experience.
It's daunting, but good on you for stepping up and I hope it goes great.
My table just finished up our eighth session of 2E, which we entered pretty cold. The first session was a little slow, but the second session was a lot better; and by the third we had a pretty good rhythm going.
>>
>>98660175
A DM has to start somewhere. You can't just get cold feet because it will be tough or you don't know what you are doing. Everyone has been in the same boat.
>>
Are there any mechanics in PF2E you hate dealing with the most? I absolutely despise any stealth mechanics in this game. Its to the point I don't even bother with them.
>>
>>98660175
Run the beginner's box if you can. It'll give you and the players a good idea of things. I think there is a new one too. Pathfinder is heavy on modifiers so if you can play on a VTT it will make things easier, but paper is still fine. Just more to track.
>>
>>98660298
Well yeah, but most of the time, a new GM was a player at some point.
I know that a first time player and first time GM with a full party of other first timers has happened at some point. Logically, it's necessary. But it's still not a common thing.
>>
>>98660419
Counteract checks, flanking, prepared spellcasting, summoning spells, battle form spells, out of combat healing/DoT removal, item identification, crafting, consumable items, Investigator...
>>
>>98660419
Always struggle to wrap my head around counteracting. The rules themselves aren't that hard and it is technically more reliable than 5e Counterspell, it just annoying to do the math on the spot.

I'm mostly fine with Crafting nowadays, but there is one specific pain point that gets me every time -- when crafting consumables you can do it at Bulk...but you still paying for each individual item. Even with a discount, you aren't saving much.

Affliction rules. I still don't quite know when they go off (such as when a venomous creature bites you), when to track them, or what to do about damage, especially for diseases.

Kineticist Gate Attenuators. Really rubbing in how annoying the refusal to give item bonuses to spells are...

Fatal vs. Deadly, I don't like how the scaling on these are so...whack? For the replacement of the x3 and x4 crit multipliers, why do they gotta be like this?

Feinting being Mental.

Dirty Trick having the Attack trait.

Removing DEX-to-Maneuvers. Still my most hated errata.

Ancestry feats, specifically just the number of them. I do not know why ancestry paragon is not default or why they delisted them from the Remaster.

Paralyzed condition not adding a DEX penalty, or even removing circumstance bonuses to AC. Just...why.
>>
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Hey, new Paizo Live with Dickey and Coleman, new image to spam.
Cause jesus, that beard is NOT working for them.
>>
>>98660457
>>98660538
My counteract rule of thumb is
>If it's a lower level enemy, you counteract unless you roll 1
>If it's a PL+0, PL+1, or PL+2 enemy, you counteract if you beat their spell DC with your spell attack
>If it's PL+3 or stronger, you counteract on 20.
>>
>>98660581
>xe
Disgusting
>>
>>98660419
I find stealth has as lot that's sort of... well-structured about it, but then gets loaded with so many caveats that it comes across as if the game is terrified of you ever actually using it, making its benefits in combat as marginal as possible.
Feel like the game really desperately needs something that resembles a surprise round or surprised condition, so that you can have some practical benefit to trying to get the drop on an enemy other than getting to roll a skill which MIGHT be *slightly* higher than your perception.
I'd be tempted to make a rule where if a creature is unaware of combat, they get, like, DOUBLE off-guard for minus 4. A big penalty to saving throws too, much easier to fall victim to some mental trickery or get queasy from a poison when the adrenaline isn't pumping. The game design feels very insistent on ensuring a Fair Fight, and I don't really like that, I want my players to plan and execute and try to get the upper hand, and for the upper hand to really be significant (and not a +1 circumstance bonus)

Anyway, for me, there are a few pain points that I've got remedies for, and some that I don't. There's...
>Hands
The action requirements to draw and stow and switch grips on things are way too stodgy. Having to sheath your sword, take out your potion, drink your potion AND draw your sword again results in players basically refusing to ever drink a potion or use any kind of consumable in-combat.
I got a homebrew rule that the first action spent adjusting your hands (drawing, stowing, or switching grips) is a free action once per turn. It helped a lot. Players would actually use consumables. It kinda made Quickdraw less important of a feat but we can just Not Use Quickdraw and it's fine. Worked great, would recommend.
>>
What I can't easily remedy is Skill Feats. The issue is that each individual one is separately and uniquely designed in a really underwhelming way. If you gave the player more of them it'd just be more crap on the sheet to forget about. I guess the key thing is for the GM to just be generous about them and extrapolate outwards a little beyond what the actual text in the box says.
Or, really, just essentially disreguard everything in the text box and just go with the title. You have the skill feat "Animal Trainer"? Well, I don't care about the exact set of rules and the laundry list of caveats and restrictions to stop you from being able to make use of it in any way. If you try to befriend or train an animal, you get a big bonus. Or maybe just automatically succeed. Dogs like you. Easy. You want to entertain some children by getting your rat to do tricks for it? Sure, I can believe you did that during downtime when I wasn't looking.
"Bargain Hunter"? So that means your character is good at finding bargains, here's a situation where you're negotiating something for money, have a bonus, your character is good at negotiating for money. Don't you dare make me touch the 'Earn Income' rules.

There are a few annoying cases of a skill feat Introducing An Idea rather than giving a modifier to that idea, implying that that idea couldn't normally come up in natural play. Like if your character said to me that they wanted to use a magical item, but pretend like they're casting the spell themselves, I'd say "sure, make me a deception check", but then there's a feat which allows you to... do exactly that. And it comes with the same roll difficulty and caveats and restrictions that I would naturally impose anyway! So what does that imply about people who DON'T take the feat? And why isn't the person who DOES take the feat even all that good at it?
>>
>>98660457
>>98660538
>Counteracts
I really think that most counteract checks should've been modelled after Shadow Siphon - reducing a degree of x with a partial counteract would make things so much less swingy. Would make them able to afford to soften the restrictions on Counterspell a little that way so it isn't basically completely worthless until you become like a level 16 wizard specifically

>Removing DEX-to-Maneuvers. Still my most hated errata.
The way I always intuited it, is that your fists are Grapple, Shove, Disarm, Trip finesse weapons - 'cause that's wot yer usin' to do all that with. Obviously I realise that that's not actually RAW, but oh well. I guess it's nice to have an incentive to put points in strength, but then again they've already given that incentive to every weapon-user in the game besides the terribly misnamed 'thief' rogue

>Kineticist Gate Attenuators. Really rubbing in how annoying the refusal to give item bonuses to spells are...
I've added in spell DC/attack boosting items before and it just... works out fine. A wizard with the Ancient Staff of Whatever getting +1 to DCs and +3 to spell attacks just made them feel more like how a wizard is *supposed* to feel.

>Paralyzed condition not adding a DEX penalty, or even removing circumstance bonuses to AC. Just...why.
Yeah it's crazy how terrified the game is of anyone getting enough of an in-setting advantage to not have to leave it up to chance. Then again, it is/was crazy how absurdly powerful Hold Person has always been. But at a certain point, why give us a spell that says that it totally and utterly paralyses a person solid but still have them be dodging out of the way about ~80% as often as they normally do. At that point you just call it something else, describe it in-universe as being somehow unable to perform any action except for basic dodging and parrying. Make the story make sense.
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I'm looking at the Mercy feats and I'm wondering how many of them should be feats and how many of them should be... Mercy just upgrading as you level up. Is "The Mercy Build" really a thing, do these need to be separate feats?
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>>98661296
another fix for hands might be that you can do two among: adjusting grip, stowing an object, and picking up or pulling out an object for each action you expend. maybe add other eligible actions like drinking potions...
>>
I don't like
>Azlanti
>Aroden
>Iomedae
>Absalom
>Sarenrae
>Pharasma
And I don't know why
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>>98661391
My feeling on this is that the feat should offer some mechanically unique benefit that justifies being a feat. Take Blessed Spell, another Mercy feat. Blessed Spell makes it so following up Mercy with a spell slot spell, lets you remove a condition almost as if double casting Mercy. This is not a function of Mercy itself. Mercy is already asking you to take the feat 3 times.

Of those the most you can argue maybe needs to be its own feat still is Ultimate Mercy, because it becomes a resurrection effect. but like... you shouldn't have to take 6 feats for a bonus to a feature a feature you get as part of your class.
>>
>>98660581
>for them
You're compromised.
>>
>>98661296
Stealth system to me makes sense, it's just that it's a lot of moving parts, conditions, numbers, checks so grokking it took me some time.
>Concealed
They know where you are, 20% evasion
>Hidden
They know where you are, 50% evasion, they are off-guard
>Undetected
They don't know where you are and if they guess you still have 50% evasion, they are off-guard
Successful Hide checks improve your stealth tier, their successful Seek checks decrease your stealth tier, you need to succeed at Sneak check if you want to keep your stealth tier.
If you turn invisible in front of their eyes, you are Hidden, otherwise you're Undetected.
Imprecise senses can't give you better than Hidden.
And there's added complexity of cover, different Perception DCs, remembering who rolls against whose DCs.

I think it'd be better if some of this was cut and consolidated with existing stuff instead of making five tiers of detection. If I were to try to fix it
>remove Concealed condition, replace the various bonuses with lesser cover
>Hidden means they know which square you're at, you get 50% evasion, they're off-guard
>Undetected just means they can't target you, there's no choosing squares or a secret check that only wastes time, if they want to lower your stealth level, they gotta Seek. And they're off-guard of course.
>>
Hide should have been part of the Sneak action. Take Cover is already the static action that gives you a bonus to Stealth.

Did they think people would be happy using their whole turn to Take Cover + Hide + Sneak and just do one unimpactful thing?
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>>98662270
>Successful Hide checks improve your stealth tier
Only in 1/3rd of the cases
>If the creature could see you, you're now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
In the other 2/3rds of the cases, it does nothing.
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>>98662380
You say that like it wasn't the express point. Whether martial or magical, all of the choices Paizo made for PF2e was designed to grind player choices down to a few good options, with those options being "stand there and do your pre-approved rotation of actions" and "die then get revived multiple times per day like a Final Fantasy character getting hit with Phoenix Down".

Literally anything a player might want to use to break out of this mold either had implicit or explicit roadblocks put in front of it either by making it barred off via Rarity (even when the rarity doesn't make sense in-game) or with things like Stealth, making you jump through 15 hoops to do nothing because the other person just has to roll a 15 on the die once as they try to find you to instantly undo all of your progress.
>>
>>98662395
Damn, so I haven't actually grokked it.
>>98662380
It totally should be one action. Add this to the list.
>>
>>98662270
The Stealth rules remind me a lot of Splinter Cell, specifically Conviction and the weird ghost effect you use when you are hiding. It's why I was easily able to grok it myself, it is based around your last position relative to theirs. Hence why you can't get from Hidden to Undetected, they already know you exist, just not where you are. Stealth in most retrospect is supposed to be kind of a subsystem given how you aren't using it in combat unless you reaaalllyy build for it (and this doesn't just apply to PF2e), but it definitely really verbose for how simple the end results are.

Concealed is probably the one that throws a lot of people for a loop since it is trying to branch out past the Stealth rules and is what you use most of the time. It is more the starter to full stealth than a point in its own, but I know that it does throw me on a loop when I need to work down from Hidden to Concealed/Observed.

>>98662380
I think the point is that it ends up a decision for melee backstabbers. You either get the off-guard and all your riders OR maintain your defensive profile and a reflex bonus in case they hail mary a fireball your direction. A common point is that defensive play is an action, you can't easily benefit from both offense and defense (unless you have Defensive Advance which says lol lmao) and I guess that got into the Stealth rules, something already heavily defense oriented.
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>>98662454
Share "the list"

>>98662534
You know what would have been an interesting defensive tradeoff for melee backstabbers? Being able to give up a number of your sneak attack dice for a different effect. Like being able to move away after the attack, potentially into cover again.
I can't exactly remember but it ought to be a 1e feature somewhere.
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>>98662633
I don't have anything substantial, sorry, I just meant the last three meme arrows here: >>98662270
>>
can fighters do strength-based fist swinging or should i just play monk? not really a fan of the wushu kung fu nonsense the stances and stuff have you doing and i like heavy armor
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>>98662886
Martial Artist lets you ignore the -2 penalty for making nonlethal fists lethal, but the whole Archetype is just Monk lite.
Maybe Stone Brawler?
https://2e.aonprd.com/Archetypes.aspx?ID=209
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>>98662886
Fighter can 100% make a solid unarmed build, but stanceless is tougher. As far as I know, there's no real build option right now that makes the default "fist Strike "optimal". If you want big damage dice or valuable traits while unarmed, the martial arts themed stances (or natural attacks, like lizardfolk's 1d8 fangs) are how you get them. Without those, you're stuck with your d6 Agile fists. Don't get me wrong, d6 agile weapons aren't, like, garbage, but they're also not d10 dragon tail sweeps or d8 Agile Backstabber stumbling swings. You'd be taking a purposeful nerf in Strike quality in return for avoiding the fluff you don't like.

One benefit of not using a martial arts stance is that you free yourself up to use another, unrelated stance, which could in theory provide you with another buff that balances out with your lower damage dice. But, in practice, what are you gonna get that's going to make up for it? There are some good stances out there, but are they "bigger damage dice and better traits on your Strikes, all the time" good? I can't think of any. Multiclassing guardian for Hampering Stance might be nice. And fighters have access to Disruptive Stance, which absolutely buttfucks spellcasters, so that's something you might get instead of a martial arts stance. From an optimization standpoint I don't think either of those are necessarily "worth it", but if nothing else they're solid consolation prizes in exchange for giving up the potential for bigger unarmed Strikes.

I don't want to make this sound too dire. Yes, you can absolutely be a viable character that keeps up with the game math as a fighter in heavy armor using your standard d6 fist Strikes. It's just a situation where you're avoiding the "optimal" unarmed attacks for the sake of your character concept. Those are, broadly speaking, locked behind either martial arts stances or racial unarmed attacks.
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>>98662886
You can, you just need to Archetype Martial Artist and take Gorilla Stance. That allows you to remain armored and have a very good unarmed attack, at the cost of needing to enter a stance every combat and locking you out of other nice Fighter stances like Disruptive Stance.

Alternatively, go "we have unarmed at home" and use Gauntlets (or pantograph gauntlets, if you don't mind looking silly and your GM allows) and build your guy as a two weapon+open hand fighter (Double Slice, Combat Grab, etc). You'll have a lower damage dice but no need for a stance or archetype (and if you use pantograph gauntlets yiu get Reach, which is always nice).

Final option is to go Animal Barbarian and choose Ape, though in this case you won't have access to Heavy Armor until level 8. But its a solid alternative to consider.
>>
>>98662886
you can take wrestler to get rid of the lethal penalty on unarmed and get some solid feats, but you won't be getting good unarmed damage without a stance or at least martial artist
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>>98663026
>Maybe Stone Brawler?
eh, the feats are cool but earthbending is kinda gay and not being allowed to leave the ground is lame
>>98663340
>>98663396
>>98663437
well nuts
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>>98663596
The thing is that your character won't be useless or unplayable, it's just that you'll constantly have the bigger damage option in the back of your head.
Comparison is thief of joy yadda yadda.
>>
>>98662886
Grabbing Titan's Breaker off the (controversial) Exemplar multiclass gets you an effective +2 die sizes to Fist. You'd have to wait until 6th level minimum to snag both it and d6 lethal Fists from Martial Artist, although Warrior Jotunborn gives it as a heritage.
Personally I'd allow this usage of Exemplar MCA as it's not stacking the buff onto a build that already has high damage, but YMMV.
>>
>>98660581
Maya Coleman looks frightening.
>>
been looking into it. new question regarding gorilla stance fighter: is there anything mechanically stopping me from throwing out gorilla slams if both my hand are occupied (ex. grappling two guys, grappling one guy and having a gauntlet up for dueling parry)? can i just headbutt dudes?
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>>98665083
RAW-wise, any unarmed strike that requires the use of your hands requires them to be free. You can hold one guy up and still use a free-hand weapon, but you can't headbutt as
>While in this stance, the only Strikes you can make are gorilla slam unarmed attack

Dueling Parry in particular also pretty stringent, as you cannot have *anything* in your off-hand. Both free-hand weapons and other dudes as well count. So you gotta pick the grapple or the parry. But you can be in Gorilla Stance and Dueling Parry with a gauntlet.
>>
>>98663596
One thing that you can do, but that comes online super late, is go into Golem Grafter and get the fist from one of its feats. The archetype also gives you a substantial jump in HP and some not-insubstantial physical resistance.
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>>98665119
i mean, it doesn't SAY anything about using hands for gorilla slams. dragon stance specifically calls out "leg strikes", but gorilla stance doesn't call out fists.
>Dueling Parry in particular also pretty stringent, as you cannot have *anything* in your off-hand. Both free-hand weapons and other dudes as well count.
ah, that makes sense.
>>
>>98665147
>i mean, it doesn't SAY anything about using hands for gorilla slams.
...Fair enough. Might be one of those corner cases that piss off a GM (assuming they don't just go "NO LEGACY CONTENT REEEEEEEEEEEEEEEEEE"), but you might be able to get away with that.
>>
>>98665083
Mechanical grey area (except for Dueling Parry, which the other Anon already covered, since it has its own very strict requirement). Unarmed attacks do not explicitly require a free hand, and in fact the rules for unarmed attacks specifically mention that they are attacks made "with your fist or another body part" (https://2e.aonprd.com/Rules.aspx?ID=2191&Redirected=1). At the same time, the listing for the Unarmed trait includes a line that reads (https://2e.aonprd.com/Traits.aspx?ID=719&Redirected=1):

>"a fist or other grasping appendage generally works like a free-hand weapon."

If we truck over to the Free-Hand trait, that entry makes clear that you can't use a free-hand weapon if your hand is otherwise occupied. So, it would seem to be the case that, when it comes to attacks made with your fists, you cannot use them while the hand is otherwise in use.

Further complicating things, some activities, such as Overwhelming Combination or Ring Their Bell, specific that you make a fist Strike--which is to say that they explicitly indicate what body part you're attacking with--while other activities, such as Mountain Stance's falling stone Strike, make no mention whatsoever about what that actually looks like.

So, whether or not you can make a particular stance attack with your hands full would seem to come down to what body part you're using to make that attack, and almost none of the monk stances actually specify that. I tend to take a very literal interpretation, where if the body part used isn't explicit (such as with Ring Their Bell's fist Strike), then you can make it with whatever body part you like. Gorilla Slam would fall into that category. If it was my game I wouldn't care if you had your hands full, or if you were slamming them with your fists or shoulder-checking them or headbutting them or whatever.
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>>98665083
>Monastic Weaponry
>Source Player Core 2 pg. 118
>You have trained with the weaponry of your monastery or school. You gain access to uncommon weapons with the monk trait and become trained in simple and martial monk weapons. When your proficiency for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat), that weapon also gains the monk trait for you.
>You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance. If you gain the critical specialization benefit for unarmed attacks—with the expert strikes class feature, for example— you also gain it with monk weapons.
You need a free hand unless you have this feat and a monk weapon.

>(ex. grappling two guys, grappling one guy and having a gauntlet up for dueling parry)
You need a free hand to grab, unless you have a natural attack with the grab trait, then you can use that.
>can i just headbutt dudes?
No.
>Gorilla Stance
>You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only Strikes you can make are gorilla slam unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the backswing, forceful, grapple, nonlethal, and unarmed traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead.
While in this stance, the only Strikes you can make are gorilla slam unarmed attacks.
While in THE STANCE, the ONLY STRIKES YOU CAN MAKE are gorilla slam unarmed attacks.
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>>98665268
The trick here would be that he can't HEADBUTT them, but he can GORILLA SLAM headbutt them. There's only the implication you are meant to use your arms. Nothing says you can't use your neck like a giraffe to do this.
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>>98665268
Also it should go without saying, but if the stance requires unarmed attacks, and you are not unarmed, you can't do it. It doesn't say you require a free hand, but it implies you must be unarmed, hence needing a free hand.
The only weapon in the entire game in the manuals with the "unarmed" trait is the fist.
>https://2e.aonprd.com/Traits.aspx?ID=719&Redirected=1
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>>98665290
There is no headbutt in the game with the unarmed trait.
Only a fist does.
>>98665291
>>
>>98665297
you know when i made the joke about overly anal GMs, I didn't expect to run into one here AND just get it wrong.
Unarmed doesn't refer to only your free hands. It is used for all bodily/natural attacks. If something requires your hands, it is the attacks' responsibility to specify that. Otherwise stuff like Foxfire or Sprite's Spark or Gnoll's Bite would be impossible to do with your hands full, which doesn't make any sense. OBVIOUSLY the intended look at Gorilla Slam is that you have to use your arms like a gorilla would, but they did not specify that. So you can make a Gorilla Slam with your legs or neck or other appendages.
>>
>>98665291
>Also it should go without saying,
no, please say where you got this idea from. i have never thought this ever, nor met anyone who thinks this.
>>
>>98665313
>I can gorilla slam with my dick, it's an appendage.
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>>98665327
something something your mom
>>
>>98665313
Real talk, what's stopping every monk from equipping two shields? Shield blocking isn't a strike, and it can be easily gained with a general feat.
>>
>>98665395
Nothing, it's a silly but viable build.
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>>98665395
there is no benefit to using two shields other than technically in case one of them breaks or you're using them both as weapons
but as a monk you're not doing that you're using your fists.
It would be better to carry one shield and leave a hand open for grappling, tripping, etc.
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>>98665268
>You need a free hand unless you have this feat and a monk weapon.
it's funny how you said this after that quote, as if you were summing up the rules it describes, despite it making to mention whatsoever of hands lol
typical stategy of quoting an authority and acting like it confirms your stance, hoping that no one will actually try to read it
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>>98661391
I finished an expansive look at the Champion. The only thing I'm not sure on is the Mount Stuff. I know that Paizo wants mounts/animal companions to require more investment so as to not unbalance shit, but I compressed them because there are still a lot of feats for mounts that aren't compressed.

https://docs.google.com/document/d/1nKxHbnQEdf3HIQc951ekaooRUclkneRGbB99NwLMnyA/edit?tab=t.0
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>>98637214
Commander already has a literal Sashimoto and INT based battle tactics. I think they're already basically samurai. Giving them some Tian Xia Samurai flavored options would be all I ask for.
>>
>>98657641
Make it a special feature of their class to challenge at range.
>>
>want to use a weapon? Use a sword or your fists!
>want to attack from range? Cast a spell!
Will the humble archer ever get their respect? In a world with magic spells and mystic martial arts can you ever hope to make the simple bow into an interesting weapon?
>>
>>98665395
Multiple shields don't apply their bonuses together, shields aren't monk weapons so they can't be used to flurry or stance attack with, and you still have to upkeep two different shields compared to one handwraps of mighty blows. You CAN hold them together, but it very much not optimal.

>>98666314
The 'humble longbow' have been an opportunity cost nightmare for all ranged builds in 2e. Nothing comes close to its practicality. They are fine.
>>
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>browsing the srd for fun constructs my alchemist can build
>found lion vore-bots
>>
>>98666314
>Want to attack from range? Use the Bow!
>Want to attack in close combat? Use the Heavy Golomian Hammer-Spoon!
>>
>>98666314
ranged builds are inherently uninteresting and boring because they are the strongest possible builds in the game period
>>
One thing that DND and PF always disappointed me on was the value and appeal of Precious Material gear. Yeah mithril/dawnsilver weighs less but thats not really a whole lot unless you are intentionally trying to minmax a build. If you're someone who wears medium armor for example you already have stats mixed between Dex and Str and probably already have the Str requirement to wear regular armor to begin with.

Adamantine Armor for example is completely worthless beyond flavor since armor doesn't have an HP pool like a shield does.

I looked online and theres not much homebrew either beyond this one old ass pdf I found.

I'm probably going to riff off this homebrew for my game but wanted to see if anyone had ideas.
>>
Are Outwit Rangers just boring has fuck to play as? I GM for one and having him do the hunt prey thing constantly is boring as hell desu
>>
>>98668234
I use precious materials as more interesting flavor for fundamental runes xD
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>>98668239
What's his issue? Hunt Prey isn't an Outwit thing, it's just a ranger thing. Every ranger does it. If he's a ranged character it shouldn't be too much of an issue. If he's a melee character struggling with action economy, he ought to be dual wielding and using Twin Takedown to buy the Hunt Prey action back. It's the designated action economy recovery feature.

Note: even if he's a ranged character, there's a ranged version of Twin Takedown called Hunted Shot that works with Reload 0 ranged weapons that he can use to buy back those Hunt Prey actions at range as well. This isn't usually as big a deal as in melee, since you don't need to spend your actions Striding to your next target, but it's still useful.
>>
>>98668239
>>98668852
Mind you, Outwit is kind of the boring subclass out the trio. It's mainly utility and debuff, and if he isn't doing things like Recall Knowledge, Feinting, or even just Hiding, then he's making Ranger look even more boring than normal
>>
>>98669017
I can see Flurry spamming strikes being more being every time.
>>
>>98665537
>>98666811
+400 extra health.
flurry of blows on stance attacks
>>
>Mild interest in Tech Core
>Seventy dollarinos.

Holy fuck what are paizo smoking.
>>
>got into a 2e game
>GM seemed super enthusiastic, etc.
>had been talking with the other players in the discord for the past week leading up to session 0
>GM cancels session 0 citing emergency or whatever, it's fine, happens
>me and other players hop in voice at the time session 0 would have happened anyway to gather around and talk about shit etc four around like four hours
>get off, go to bed
>wake up, server gone, DM has me blocked
what in the goddamn
touching base with the other players right now, looks like same thing happened
can people just be normal and be like "sorry shit happened/I lost the drive" instead of ghosting or whatever
>>
>>98670952
>can people just be normal
Sadly, lots of people can't.
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>>98670952
Games aren't allowed to happen or be good, in my recent experience
>>
2e
So what is the reason that Alchemist has delayed progression on their attacks?
>>
>>98671817
They can drink their elixirs to mathfix their attacks.
>>
>>98671830
What elixirs help with throwing bombs?
>>
I need some build help.

New campaign and players didn't talk to each other about their intended classes, so we're an all-caster party - animist, druid, mystic, wizard, summoner. To try and offset this I want to ditch my spellcasting side almost completely and just pick up utility shit, and try to invest EVERY single feat I get into making my (anger) eidolon as strong as possible and serving as our core martial role. Are there any dedications or outside-the-box ways I should be looking into, in order to get the most out of this?
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>>98671898
Quicksilver, but bombs already do have item bonuses on their own.
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>>98671963
Support the Eidolon with a Bard or Cathartic Mage (dedication emotion) archetype. Or Swashbuckler with One for All. Max CON and go for Kineticist archetype. Or go Beastmaster archetype and have the animal companion help it in melee.
>>
>>98672279
Hey dude, you fucking rule. Cathartic Mage is going to be perfect for my needs. Thanks.
>>
>>98671963
If your GM is up for 3pp, can try Team+'s Kindred Warrior Summoner. It is kind of a Summoner + Swashbuckler hybrid that eschews magic for combo attacks.
>>
>>98665268

>Almost all characters start out trained in unarmed attacks. You can Strike with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 276), and they might have weapon traits (page 276). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.

>The Unarmed Attacks table (page 277) lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. For instance, goblins with the razortooth heritage can attack with their sharp jaws. While most unarmed attacks are melee, some, especially those from certain ancestries, might even be ranged, like the leshy's ability to launch hard seedpods. Details for those unarmed attacks are provided in the abilities that grant them.

The very rules disprove your nonsensical claims.
>>
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>>98665862
Where does it say that?
>>
I'm currently on the fence about getting some starfinder books because I have a scifi hitch, and the sci fantasy thing is rather in line with what I had in mind, so I might investigate how my group would like that.

Is the system solid or should I just play something else? Asking because I rarely see it discussed or even mentioned. I am familiar with 3.5 and pathfinder 1e if that's relevant.
>>
>>98674336
Starfinder 1e is its own thing, a kind of weird mash-up of 3.5 design combined with Paizo attempting to make their own system for the first time. It's perfectly functional, and contains a certain amount of 3.5isms that you might already be familiar with considering your experience. I was not a huge fan. Common complaints center around gear progression, which in SF1e required replacing your gear with higher-level models at a pretty aggressive pace, and starship combat, which was frankly just a miss in general (Paizo eventually gave up on it entirely, and one of their last releases for SF1e included "narrative starship combat," which just reduced the whole thing to skill checks).

SF2e is effectively a space-themed version of PF2e, designed to be cross-compatible. Mechanically it has nothing in common with its first edition or with PF1e, although it shares the same setting. I wish I could tell you that they'd improved the space combat rules but SF2e literally does not have them yet, as they're slated to release later this year. Who knows how they're gonna look. If you're curious about SF2e, any article on "differences between pathfinder 1e and 2e" would probably give you the baseline of what's changed, as SF2e shares the same rules engine as PF2e
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>>98674414
Honestly I am defaulting to 1e because my group is a sucker for older editions of almost anything, the nostalgia vibes make it easier for me to sell a system I want to try out myself.
>gear progression, which in SF1e required replacing your gear with higher-level models at a pretty aggressive pace
Care to elaborate a bit on this? Wouldn't the "requirement" mostly be tied to encounter design?
>starship combat
I can't see this being a big part of anything, but thanks for the warning.
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>>98674445
>Care to elaborate a bit on this? Wouldn't the "requirement" mostly be tied to encounter design?

Sure--the gist is that, in order to keep up with the game's damage expectations as you level up, rather than upgrade your existing weapon like you might in pf1e, you're instead expected to purchase newer, higher-powered weaponry. There's still an upgrade system (which I quite like), although that has more to do with modding your weapon rather than scaling it up.

I found the system awkward for two reasons. First, there's not always a new model of *your* particular weapon at the levels you might want it. Some weapons go quite some time before a higher-level model becomes available. Considering that--similar to Pathfinder--this is very much a game where you can build around your weapon, that puts you in the awkward situation of either having to use an under-leveled version of the gun you want for far longer than you'd like to, or of switching to a weapon you might not be built to take advantage of.

Second, and this is purely anecdotal as my group only played one AP before moving on (although we did play it all the way through), it just seemed prohibitively expensive. We struggled the whole game to afford to keep our gear up-to-date in a way we never did with PF1e's enchantments. By halfway through the campaign we'd basically accepted that we'd be scavenging armor and weaponry from enemies, which was the only way for us to have consistently level-appropriate gear. For some groups that might be a plus, but for us it was mostly annoying.

Altogether it just kind of felt bad compared to upgrading your magic falcata or whatever over the course of the campaign, as you might in PF1e. It kind of feels like you're always behind. The price issue I imagine you could fix pretty easily by just injecting more money into your campaign if you noticed your players being dirt poor. The level thing might take more tweaking, I'm not sure what I'd do there.
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>>98674485
I see now, thank you. I guess this is one of things I will think about fixing when the problem arises, the how depends on how the group is dealing with it. It does sound better than having so much money you don't know what to do with it I guess.
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>>98674485
Also the absolutely retarded economy where a mid level knife cost more than a whole ass submarine.



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