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File: not on my carpet!.jpg (188 KB, 1200x1500)
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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.
>>
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
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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.
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>>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.
>>
>>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)
>>
>>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.



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