Expectations edition
>>IF YOU ARE ASKING A QUESTION, PLEASE SPECIFY WHICH GAME YOU'RE PLAYING<<<Previous thread:
>>96062557/pfg/ (pathfinder 1e) link repository: https://pastebin.com/RSt0rF0T
/p2g/ (pathfinder 2e) link repository: https://pastebin.com/1zySxwm3
/sfg/ (starfinder) link repository: https://pastebin.com/5yp9s2U3
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https://www.wikipedia.org/wiki/Lists_of_games_considered_the_best
The Tฬถrฬถoฬถvฬถeฬถ Vault (seed, please!): >implying
>>CHECK THE SHARE THREAD FOR MISSING MATERIALS<<TQ: What are your expectations for Battlecry!/SF2e? What would a hypothetical 3e look like?
>>96102491 (OP)>tqmy expectations for battlecry were met with exception of kineticist support. My starfinder expectations were gone the moment technomancer went back on full out weak caster chassis, increasing the chance that core casters will also lose either armor prof or go back to d6
My local playgroup is stuck in 5e hell and my online group plays more SW FFG/W&G. how would i go about finding a pathfinder group starting from zero? i am also poor and cannot pay for a DM.
>>961029315e has probably given you a false impression of how difficult GMing actually is in a real game. I would never GM 5e even if I was paid to because it's such a clusterfuck, but I honestly prefer running pf2e to playing it.
>>96102915I'm also interested in playing PF2e if you find out
t. only played Dawnsbury Days
>>96102946In my experience, people coming 5e are actually looking for more robust crunch and mechanics for character customization. And for that, PF1e is better and not really any harder to GM than 2e. Of course, GURPS is still obviously better for character customization / creation, but it is fundamentally a different kind of game system so good luck getting d20 p-zombies to use it.
2e, it seems like battle oracle cursebound 1 supresses resistances and immunities to all spells, even selfbuffs, like sure strike, guidance and such
https://2e.aonprd.com/Mysteries.aspx?ID=13
>>96102946I got every one of players to GM at least once in PF2e
It's fun
What are some classes in pf2e that no-books should never touch?
>>96103116Can you speak english please?
2e, my players just hit level 10 and i noticed the Life Oracle guy didn't get any outstanding items compared to the others, any tips on items to hand out? Was thinking something combat/practical use
>>96104090Oracular crown is the easy pick. It's level 11 but who cares, some other classes get their focused things at 10 and the on-use effect can't heal 7d8 until level 11 either as cursebound 3 is locked until then.
>>96104090prognostic veil
>>96104118>>96104141Ah perfect, this should be good, thanks
>>96103170My newfag, a no-book is someone who refuses to read the book and their own class, even after months or even years of playing
>>96103116All of them. Get those players OUT of my game.
>>96104277MFW the ranger in a game I was playing didn't learn flourish trait attacks can only be done once a round till literally like a year and a half of play at level 13.
He would flurry then skirmish strike almost every round. The GM also lets him do the ability score flaw rule so he is -1 int which I think is extra funny.
https://www.youtube.com/watch?v=fwU0cpqiBQw&t=874s
It looks like the commander's End It! has been left mostly unchanged since the playtest, so a commander and their party can cheese it using animal companions (commanders have feats to pick one up), familiars, and any other way to fight alongside a zoo.
http://spheresofpower.wikidot.com/passion-talents
>Warp Sphere Advanced Talents
>Womb Transfer [utility]
>Prerequisites: Warp Sphere (Unseeing Teleport)
>You may target fetuses with your teleport as separate targets from the pregnant target carrying them and may target any fetus carried by a pregnant target you can target with your teleport. A fetus can be teleported in the open, or into another womb that you may target within range. A fetus or empty womb is considered willing if the mother is considered willing. A fetus teleported into the open dies if it canโt survive alone.
>A fetus teleported into the womb of a non-pregnant creature has a 5% chance per caster level to survive and resume gestation. A subject with a fetus (living or dead) teleported into their womb takes 1d10 damage for each month of fetusโ gestation unless the caster succeeds at an MSB check (DC 10 + 1 for each month the fetus has gestated).
>This talent can be used for an emergency delivery if the fetus is in distress, but there are also stories about children born from trees and animals (or other artificial magic wombs; see magic womb) and queens giving birth to beasts or monsters.
>If you possess the swap places talent, you may exchange fetuses in different wombs.
What in tarnation has been going on in the Spheresphere since I last checked?
>>96105465seems like 3pp content for SoP
meh
>>96105465this is the content brought about by having countless furry races in main books
>>96105465What, you've never had to perform an abortion on a dead god to prevent the apocalypse before? Clearly you don't actually play games
For pf1 if someone has been turned to stone by flesh to stone can you put magic items on them before you turn them back to flesh? Particularly something to buff their fort save so they survive the experience.
>>96105465What is this for exactly
Pf2e? I did see a god of monsters with some ability like that
2e
How can i make a 1v1 fight between a player and their backstory NPC interesting for the other players at the table?
It's probably going to be a wrestling fight, so little or no damage dealth, only shove, push, repostion, grapple etc. How can i make that exciting too?
>>96106268Nah Spheres of Power is an incredibly complex 3rd party alternate magic system for PF1e.
PF2e cut out a most of the weird Lamashtu pregnancy content unfortunately.
Is Wellspring Mage good? Pf2e
>>96106354ye. I play a wellspring mage summoner and it's absolutely peak to have essentially infinite spell slots.
>>96106281dueling subsystem rules in the GM Core
>>96106281Have mooks trying to interrupt the fight. and the other players defend the duelists to keep the sanctity and honor of the match
>>96106281Have it take place at the same time as something the other players need to resolve. So you sort of run two simultaneous combats, the 1v1 and a 3v?, with some extra conditions added to tie them together, like your ally in the 1v1 getting a power up if the others finish their objective, or the death of the dueling player's opponent weakening the objective the rest of the party has to deal with.
Where da battlecry leaks?
>>96108319On Reddit and Discord and YouTube videos, as per usual.
>>96102491 (OP)opinions on PFS? local game store will be starting them back up this month and im tempted to get in. do some trolling, work my way to gming it.
>>96105465What I find really funny here is this.
The page technically has eleven utility talents, if we take into account the two compressors, Fertility Magic and Midwife's Arcana.
The product page describes these in the following light:
https://www.drivethrurpg.com/en/product/520033/baron-s-hallowed-archive
>11 New Utility Magic Talents based around family, lineage, and long-term campaign development!Family, lineage, and long-term campaign development...
The guardian certainly seems to be fixed. It is probably a good class overall: https://www.youtube.com/watch?v=8Bsm3GAjjhc
2e
Making an earth/fire Kineticist, the idea is to grab and use passive fire (or any other) damage to slowly kill my target. Other than Thermal Nimbus, what other feat should I be looking for? I don't know if Scorching Column is worthy, considering how many turns it would take to set up.
>>96108853experiences can be varied since you're playing in person with randos, you'll find some of the coolest people or the most irritating. be prepared for running into an "Actually Guy", who is right most of the time, but will be super wrong at times and adamant about it.
if they have their scheduled games listed on warhorn, you can easily check the paizo website for its reviews and have some kind of warning for poor designed elements. Many of the "writers" for PFS' scenarios just really don't know what the fuck they are doing and Paizo could care less. There are some good scenarios to be found and good GMs can make the difference.
I play in PFS because no one in the area has any home games and I know the GMs that aren't annoying shits
>>96106554Oh nice, that will actually do perfectly.
>>96107219And that handles the other players for now. This 1v1 might happen again, so i'll have to think of something else for the future, but for this fight i can have mooks trying to interrupt.
Demoralizing Charge, available to commanders at 7th level, seems like far and away the strongest tactic for its level. Whereas Strike Now! is two actions for a MAPless Strike, Demoralizing Charge is two actions to let two allies move (possibly into a flank), Strike, and frighten.
>Demoralizing Charge [two actions]
>Brandish, Commander, Tactic
>Your teamโs coordinated assault strikes fear into your enemiesโ hearts. Signal up to two squadmates within the aura of your commanderโs banner; as a free action, those squadmates can immediately Stride toward an enemy they are observing. If they end this movement adjacent to an enemy, they can attempt to Strike that enemy as a reaction. For each of these Strikes that are successful, the target enemy must succeed at a Will save against your class DC or become frightened 1 (frightened 2 on a critical failure); this is an emotion, fear, and mental effect. If both Strikes target the same enemy, that enemy attempts the save only once after the final attack and takes a โ1 circumstance penalty to their Will save to resist this effect (this penalty increases to โ2 if both Strikes are successful or to โ3 if both Strikes are successful and either is a critical hit.)
The commander archetype lets any character pick this up at 8th level, though their commander class DC will probably be worse, and there will be no drilled reactions to soften the reaction cost for the allies.
>>96110306Scorching Column is very much not worth it, the damage is too low, the area doesn't get any bigger, and it only deals damage when they actually move through it, which more often than not means zero squares of damage. This is all on top of being your entire turn to use. Flying Flame is better since it gives you some AoE you can aim and doesn't turn off your microwave.
I like Sand Snatcher because it gives you a ranged grab option that provides flanking for you or allies. It also means you can have two people grabbed and that aren't both adjacent to you. Lava Leap is a must take, of course. So is whatever the aura feat is that gives enemies weakness to your fire damage.
I asked in the previous thread and in the pdf share thread with no closure, but does anyone have a pdf for the Starfinder 1e book Alien Archive (1) for me to download? All my googlefu got me were corrupted links or paywalls. I got Alien Archive 2, 3, and 4 just fine.
Thanks, guys.
>>96110650>https://archive.org/details/starfinder-alien-archive/This the one you are looking for?
>>96110677It is! Thank you!
Does Jewgle hide internet archive links or something?
>>96110705It might but I don't use it so I wouldn't know. I just looked at archive first before I tried any more complex search methods.
>>96110742Either way, I'm going to Internet Archive directly from now on
god i hate monks so fucking much, anytime I wanna make one without max dex I end up tearing my fucking hair out with the shit AC. I don't wanna make another human, I can't get armor proficiency and I don't wanna use a damn shield
>>96110827Sorry, either suck up mountain stance, the dragonblood heritage, or being an automaton then
So, I have a random question, since I'm working on a P2e game with friends:
What would be my best free option to create a world map for my game? I'd prefer it to look like it's a hand-drawn map, rather than one of those bright and colorful looking ones. The generators I've found all either cost money for what I'd like to do, or don't allow real customization like I'm looking for.
>>96110441I remember my commander player spamming this during the playtest sessions I ran lol. They bumped it down from master (level 15) to expert (level 7), sounds like? Crazy.
I assume it was a result of master/legendary getting cooldowns, so it got shunted to a tier without them without being rebalanced (either to be weaker for expert or stronger+cooldown for master).
I mentioned this in the past thread but I did feel during the playtest that Strike Hard! (and Demoralizing Charge, at level 15+) was kind of overpowering designwise. Raw damage isn't everything, obviously, but Strike + one of those two tactics was just incredibly solid and usually (~80% of rounds) the best move available. Having such a high-value upgrade available so much earlier feels like it'll be even more centralizing.
How's the mount feat line now? I remember it sucking ass early on and recommending the player use cavalier instead of in-class feats, at the time.
>>96110827STR monks have good AC. You're basically locked into +4STR/+3DEX, which won't reach your max DEX bonus for unarmored until level 15, but even so, you're -2 behind from your DEX but +2 ahead because of your legendary armor scaling, so you even out to the same AC as any other martial, and you creep ahead of them (or tie with heavy armor users) as you invest in DEX boosts. Only DEX monk gets to really enjoy their legendary armor scaling, but STR monks have it as a crutch, so it still works out for them.
Shield's the meta because it doesn't require any feat investment but if you're willing to sink the feats into it, unarmed, dual wield, and bo staff monks all have access to a +2 circumstance bonus to AC via Twin Parry, Flowing Palm Deflection, and Whirlwind Stance respectively. I won't defend how incredibly lopsided having to take an archetype is versus literally just buying a shield, but just in case you weren't aware of that stuff and want to make this work, you at least have options.
On the bright side, even if you got armor proficiency, it still wouldn't work with almost all of your stances. So hey, no big loss there, right? lol
>>96110441>>96110885Actually, I remember theorycrafting a monk archetype build that would Flurry + Demoralizing Charge/Strike Hard! now. Either Monastic Archer Stance or Monastic Weaponry and a mount for movement. I think the big issue was by that level range Fortunate Blow was good enough and required much less investment. Doesn't matter since monk archetype got nerfed since the playtest anyways.
Thanks to the help of an anon in this thread, I almost completed my Starfinder collection, but downloading the pdfs are a pain in the dick, and even my direct searching on Internet Archive isn't yielding the fruits for finding the following Starfinder books:
>Galactic Magic
>Ports of Call
>Starfinder Enhanced (2023)
I wouldn't suppose any of you anons have the pdfs for those games lying around? Thanks!
It has been nine months since War of Immortals was first released, and we now have Battlecry! Do you allow Exemplar Dedication as a GM? Do you ask for it as a player?
You know how this works. Gleaming Blade, Noble Branch, Titan Breaker, etc. for raw damage. Shadow Sheath for throwing builds. Horn of Plenty for alchemy. Victor's Wreath for buffing attacks. Mirrored Aegis for defense.
Are you more willing than usual to allow Exemplar Dedication as a GM, or to ask for it as a player, if the game is specifically supposed to be mythic, such as the Myth-Speaker Adventure Path?
>>96110827just beg your GM for Gradual Ability Boost or play Dragonblood heritage or Automaton for the natural armor feats
>>96110993i allowed it for one shots and rather than just damage they always went for the self heal icons like barrow's, no scar but this and the one other
>>96110993Yeah dude I'd allow Exemplar dedication because the follow up feats are garbage. The punishment for taking the powerful ikon is being locked out of other archetypes unless you take trash feats.
I don't really ask for it unless it's required for a build like horn of plenty for alchemist or for thrown weapon builds.
>>96110929Sorry, bro. I got all the physical stuff only. Except the adventure paths because those fucking things are the worst possible way to play SF.
It's unbelievable how much shit Grok will get wrong even when she's supposedly copying directly from the source.
>>96111842Pretty sure every model just bullshits even when you squirt it with a water bottle saying STOP GIVING ME FALSE INFORMATION DO NOT GIVE INFORMATION UNLESS YOU'RE 100% CORRECT
>>96111842>Outsourcing thinkingYou get what you deserve.
>>96111872Compiling a list of feats is not thinking, anon, it's busy work.
>>96111331>The punishment for taking the powerful ikon is being locked out of other archetypes unless you take trash feats.The problem with this is when a PC just takes the dedication feat for its ridiculous benefits and doesn't otherwise need or want an archetype. They end up giving up only a 2nd level class feat in exchange for a huge jump in power. It's especially bad at 2nd level, where the PC doing this just ends up so far ahead of the rest of the party.
>>96111842Current year AI is a glorified search engine. And it does that pretty well as long as you're clear about what you need.
>>96110827Tower/Fortress shield on a large centaur monk is pretty kino though if you spec into it, protecting those who are riding you and behind
I think shield is meh on monk and very map dependent. If you don't invest into shield it's bad because cover is cheap, can't attack with it in many stances and you need the Shield Block feat to actually get the most use out of shields. They have better reactions by mid level that are going to save your ass way more
I honestly think it's a noob trap for those who don't know how good corner cover is along with step maxxing
>>96110827The attributes in the system are so poorly conceived in general
Friend is gong to run campaign in Geb.
I'm looking for all the ways I can heal my undead party in pf2. Spells, dedications, archetypes, ancestry etc. Give me all the combos you know. Extra points if you can grab Harm while not being Divine spellcaster.
So Harm is getting added to the Occult list in the necromancer book, right
Surely they wouldn't add a necromancer that can't cast Harm, right
>>96112443you will summon 1 hp zombies and you will like it.
>>96111392It's ok. Thanks, though!
>>96111980make other archetype feats as good/fun as exemplar's
look at fighter. that should not be acceptable
>>96112783Buddy, the exemplar dedication feat isn't especially fun. It usually just provides a passive numbers increase for basically any martial, and an active ability that you will basically never use because it turns off your overpowered passive.
>>96111980>for its ridiculous benefitsIt's like 4 extra damage and an effect that most likely has another feat/spell that does the same thing.
It's not that absurd. Chances are a lot of that damage was going to be overkill anyway.
>>96111980Good thing I play FA where that isn't an option. You take the archetype, you're going to finish it out before you get to move on to something else. Enjoy your 4 damage and 9 hp if you're a lower hp class.
>>96113062>Chances are a lot of that damage was going to be overkill anyway.Or it could be exactly what you need for a kill.
>>96112950>passive numbers increaseif that's actually a concern, it's one that's easy to fix. you can make the character have to transcend or even shift to get the immanence
>>96111980I don't think it's overpowered, just that weapon ikons are fucking boring and the damage bonus component should have been a blanket Exemplar strike boosting feature instead, with that shit being more like shadow sheathe and enabling you to do otherwise jank and too-expensive playstyles.
>>96113237this puts them in line with some other martial archetypes, who have to spend an action to get their bonus
file
md5: f956de2f064859da6b56a978526f826a
๐
This is actually great wtf
>>96110993I don't GM this system anymore but I am currently playing a fighter with exemplar dedication, mostly because it genuinely makes too much sense for the character to NOT take after some campaign progress and I may have made a mistake not starting him as an exemplar. But it is what it is. I did clear it with the GM and tell him I'd be playing a fighter with a damage rider and he said he doesn't give a fuck. "Combat ends sooner, so what." I took Titan's Breaker and I've had a Faith Tattoo (Gorum) so I also have a daily casting of True Strike.
I've tried the wombo combo (true strike->transcendence) five times. My track record is 3 hits 2 misses. Zero crits. It's cursed.
If I did still GM the system it would depend entirely on the type of campaign I'm running. If I'm doing what PF2e wants you to do I'd just say fuck it go wild pick whatever none of this shit matters. If I was bending PF2e into a more grounded sandbox-friendly mutation of itself I'd probably have just said no multiclass archetypes in general. But I no longer enjoy playing only one system and hammering it into different shapes when I could just run a more suitable system.
What's this about thaumaturge getting a shield? Any screenshots of that?
can any of you with the book post more on commander? spoil its tactics and feats.
Guardian still looks worse than champion, but at least now it's no longer so much worse it feels like a joke to even pick. Can honestly be pretty fun looking.
Guardian archetype looks kind of hilarious for the fact it might arguably be almost giving up more than champion MC. Intercept being kinda bad doesn't matter because the archetype version is skippable (10 minute cooldown? Are you for real?) And the actual class feats you can steal are great. Grab the strike and taunt feat, raise your shield, and become obnoxious as fuck. You're less sturdy than a real Guardian, but it's easy utility for characters who don't want to invest in Cha.
>>96113555free tactical reflexes is pretty nice. its resistance is worse than champs but passive means they get to apply it for free whenever they are the one being hit. and resistance applies before the shield when you shieldblock so it will prolong that shields lifespan. they can spend their real feats getting quick shield block from bastion or something.
Do Guardians get armor specialization?
How do you make Goblin Slayer in PF2e?(free archetype allowed if need be) Also is it even possible to keep Goblins/any low level enemy relevant up to level 20
>>96113852outwit ranger, grab guardian archetype
>Also is it even possible to keep Goblins/any low level enemy relevant up to level 20not without expanding the bestiary and completely upheaving how level power scaling works in-universe
>>96113836yeah they get it for free
>>96113874That stacks with the passive physical resistance they have?
>>96113852>Also is it even possible to keep Goblins/any low level enemy relevant up to level 20You're looking for the Proficiency Without Level rules.
https://2e.aonprd.com/Rules.aspx?ID=2762
>>96113852>>96114034I'd add that you should honestly be using PWL in most games. Level scaling is fucking miserable and even my worst experiences with PWL are better than the highest peaks of playing without it.
>>96114070nta but here https://old.reddit.com/r/Pathfinder2e/comments/1g882kl/proficiency_without_level_or_how_i_learned_to/
it has a tl;dr too
>>96113399New implement: Shield. No screenshots of it yet, but people been talking about it.
>Applies to any Shield you are using.>Gives you Shield Block.>Lets you keep Raising A Shield even after it "breaks". It takes a -1 AC penalty and can't be used to Shield Block, but it still works for all other purposes.>At Level 5 you can Raise A Shield + Exploit>Later implement bonuses let you add Shield bonuses to magic and grant all bonuses to your allies in a 15ft.
>>96113129Oh no?
We uh can't let the players have that?
How viable is a Illusionist? (Enchantment is also ok, but majority illusion) What's the best build for it? Pf2e
Im very curious how the new army rules will work for Battlecry!. In my current campaign the final encounter of our current act is a big bandit fight, and updated troop rules seem perfect for that.
>>96114634it's good, the vast majority of illusions are strong
just don't pick it into an undead/ooze campaign
anything's good but the most fun is probably any occult-list sorcerer because then you've got charisma as your main stat
>>96114634Illusions are decently strong from both a combat and roleplay perspective, definitely doable.
Enchantments are a little harder because almost every enchantment worth casting has the Incapacitate tag.
>>96110425thanks for the actually informative answer. yeah the dm who is organizing all this is apparently a big wig in the local community, plenty of people like his dming but i have yet to experience it. i did adventurers league sevenish? years ago and it was shit but i think partly it was the dm. am probably going to run a catfolk rogue expy of MS Fortune if i enter which is, pretty generic but whatever, as long as i get to play I'm happy.
>>96113908No. You always take the greater of two sources that grant the same thing.
>>96114994Is that confirmed? The playtest feedback report said that they were going to make it stack.
>>96114726>just don't pick it into an undead/ooze campaignLOL
Sorry that happened to you. Honestly kind of a dick move on the GM's part if they knew you wanted to play an illusionist and didn't warn you beforehand.
>>96115005>>96114726Not all illusion spells have the mental trait. Dizzying Colors, Misdirection, and Hypnotize, for example, will work on mindless creatures. You just have to be more aware with your spell selection.
>>96114994It's extremely weird to give a class two passive features that don't stack then. I would expect basic understanding of their own game if not an elegant solution.
>>96114579NTA but it is just a boring jump in power. It's so mindless, it doesn't matter if its only a "slight" increase. At least with something like Thaumaturge MC, it is a mark you spend an action applying and has to hold up one of your hands.
It's the most "Level 1 Dip" deal in 2e, only with the premaster Champion MC kit coming in second. If you can take it, there's little reason not to, especially for the level range you get it at where that extra 2-4 bump really matters. Even something like Pala-Lock in 5e(14) is at least explosive as hell for as busted a Level 1 dip it is. This is like wearing a pair of super expensive running shoes that give you a 1 second speed boost in a 100-meter dash. It's not really busted as it is so obvious and standard a solution, it might as well be.
>>96114634Outside of mindless enemy-heavy APs (so no Abomination Vaults or Secrets of Ghosts), I believe it is fine. I never really did any number testing, but the spells are ultimately pretty good and do everything you expect illusions to do. I think the biggest issue is that there isn't particular archetype support for them so you might be a little up shit's creek if you are trying to extend them without generic spellcaster support.
>>96115133It is more the fact that armor specialization isn't all-encompassing while Guardian's defenses are. One will just be better so avoiding stacking is probably better, given the absurd tankiness they have.
>>96115217Pure Casters always seem to struggle a bit with archetypes, not much really supports simply casting spells beyond other caster multiclasses so it usually seems like a choice between some type of skill support archetype or an archetype that gives better armor proficiency
>>96115217To be fair, do any spell types get actual archetype support?
>>96115217dude's never heard of psychic archetype
>>96115247>>96115251There are a couple of good spellcasting archetypes.
Time Mage, Spell Trickster, Familiar Sage, Riventhun Emissary, Exorcist, Wellspring Mage. And more broad archetypes like Scout, Pistol Phenom, Fan Dancer, Scroll Trickster, etc.
There's just not really much for ILLUSIONISTS in particular.
>>96115133guardians donโt get armor spec lol, guy was just wrong
>>96115342bro... captivator...
>>96115217season of ghosts is mindless-heavy? I expect undead but more along the lines of mindful undead. kinda knocks a hole in the character I was thinking of using for it
I expected a ton of mindless undead in triumph of the tusk but there's been surprisingly few as of about the end of book 2
>>96115423That is more the Enchantment side than the Illusionist one (and has some incompatibility issues with the remaster, given you gotta hunt down the Enchantment spells released afterwards), but yeah, that's a pretty good one too.
>>96115108Yes but if the GM didn't let the player know ahead of time that it was an undead heavy campaign and they KNEW the player wanted to be an illusionist, it's still kind of a dick move.
>>96110876Generate one you like using the bright and colorful methods, then trace it in photoshop/gimp and use fonts that look like handwriting or manually write names. Can also use texture shits to make it look like parchment or stained paper or whatever.
Assuming an archetypical party of four players consisting of two DPS, a Tank, and a Healer, whatโs the most interesting/unique party composition you could come up with that doesnโt include the OG classes like Fighter, Wizard, Rogue, etc.
>>96115984>two dps, a tank, a healerGet that MMO brainrot out of you, son. It's protector(fighter etc), support(cleric etc), agent(rogue etc), controller(wizard etc).
Anyway, to answer your question. Wit Swashbuckler, Animist, Investigator, Elemental Sorc.
>>96115984Thaumaturge, Kineticist, Monk, Alchemist
>>96115984Four Thaumaturges.
>>96116250This is the correct answer.
What are the biggest hurdles for new GMs and players getting into PF2e?
I'm reading the GM core right now, and Recall knowledge seems a little confusing. Maybe im just retarded though.
>>96115984Acrobat Monk
Bloodrager Barbarian
Harrower Animist
Gladiator Sorceress
They're a wrestling troop and the shaman is their manager
>>96116449Probably just learning the meta of the classes, spells and items is the biggest. Low level, mid and high all have slightly different metas
Secret rolls you can kinda wing, since players can't see them but try not to derail with crit failed RKs or over think stealth
Common mistakes:
>throwing high level solo creatures at the partyTry to avoid throwing anything past Party Level plus 2. PL4s are for 'end of the act' type bosses or at high level. Use mooks and hazards for most bosses
>Hero PointsHand them out all the time and to everyone, reward it for playstyles you like
>dropping enough itemsUse the Loot By Encounter table and keep in mind all common items should be at a city of said level to buy. Lean towards more loot than less, players are bad at using 100% of it
>rewarding enough EXPBy-passing combats, hazards, Social encounters and quests all give EXP
>stealth/sensesThere are degrees of being sneaky, learn to foreshadow and describe senses/awareness
>Terrain typesThere are many types, Uneven Ground is commonly forgotten
>WYSIWYG RAWtism Don't be afraid to be loose and make rulings, read the rules for it later-- keep the flow going. RAWists are mostly players. It's your game, you are in charge of it
file
md5: f4cfb0637c9faf605c10cde462a8f3ab
๐
its up
>>96116814Munition Master Inventor is hysterical. it might also be complete dogshit? But it's unique and funny. It attacks solely through a Basic Reflex Save, and has caster-grade DC scaling until level 19. At which point it doesn't get legendary DC scaling so it's kinda fucked.
Its damage scales like shit, it can't do its full AoE and avoid allies until level 15, its feat to target only one guy at a time only gives it a single extra dice of damage. It takes 3 actions (functionally 2 due to action compression from the dedication) to fire once, and its mortar needs to be wheeled around or else packed up (2 actions) and then re-deployed (1 action).
it has a minimum range of 10 ft, but unlimited effective range outside of that.
Explode is still centered on you, the inventor, so, lol lmao lol?
>>96116814Blessed!
Ty kind leaking anon
>>96116859I'm reading it now that you mentioned it.
They didn't even allowed the fucker to have an AOE attack without MAP. Inventor really can't have anything nice.
man f*** the brainlet that designed elemental barbarian, shoving kin dedication into your levels to actually get something out of it is stupid.
>>96116814>The content warning at the start over war>The wheelchair commander>"Some groups may not be comfortable with the dynamics that a follower to the table, given the inequality between followers and the PCs."I'm normally not so /pol/-brained but this might unironically be the most pozz'd core sourcebook in a LONG while.
Repeater's Bandolier is cool, at least.
>>96117025It has some slightly cooler art than normal at least, like a get getting cut in half.
>>96116449Finding decent people to play with
>>96116859>unlimited effective range outside of that.Sniping Duo time
GM; how many rounds will it take for the goblins to get to me if I am two miles away?
>>96116814Am I too much of a retard to find it in the pastebin?
>>96117246I started my campaign with the biggest hardcore chuds for a one-shot and over the course of nearly two years it's become/came out as all furries
Now they constantly demand more funny animal people and they are the best damn RP'ers I've ever encountered in my twenty years of GM'ing
>>96117312I'd take a band of furries
>>96116814>.pdf Actually has hyperlinksWhat is this madness?
>>96117314Whimsical players are top shelf, they get really invested into the game
Furry, wizard and Elf players always write me PDFs for their backstories and love homebrewing ideas. Very high engagement players
I really want to make relic sets for each of the characters this campaign for completing their character quests
>>96116100D&D is classically:
Magic User
Cleric
Fighting-man
Thief
All classes a mix of one or two. The game is balanced around your party covering all those bases or a way of avoiding the need to cover them
>Other Character Options
>only 3 and a half pages in the new book
fuck you
Is the Guardian having slower weapon specialization even a big deal?
>>96117750It's kind of lame but manageable given all the other shit you have going on. If you want to be a bunga damage Guardian, you're probably grabbing a big weapon, Taunting Strike, Proud Nail, and reactive Strike, then just making yourself a big fucking problem by tripping and being an annoying piece of shit. Kind of a shame that Armored Counterattack takes until level 12 and a whole feat to make Intercept Attack actually be a good-feeling reaction.
>>96116449Convincing yourself and 4 other people the game is good.
>>96116775This is excellent, and helpful. Thank you!
I stopped actively following PF2e around Treasure Vaults and completely checked out when the remaster was announced. What's the state of the game right now? Still full of bloat, with shit/underwhelming options drowning out the few genuinely worthwhile ones? Or have they released any fantastic books since then?
>>96118343It's in a better state since the remaster, the really shit classes got built up to okay status, the previously okay classes either lingered where they were or were made really good. Witch and oracle went from bad to good, barbarian went from okay to good and ranger/monk had a lateral shift.
There's still an abundance of shit options if you let the pathbuilder wreath of skill feats take you in but honestly, most of the uncommon/rare ones are just not worth taking and if anything are actually awkward, a GM can just say yes or no to if you simply ask them. And them saying no to shit skill feats is probably a mercy to you rather than a restriction.
>>96102491 (OP)spells that cause difficult terrain also cause uneven ground as well. if it's difficult it's obviously also uneven, don't you know that tangled roots count as uneven? the devs just didn't write this anywhere in any spell or trait because it was so obvious.
>>96116814at least i know im not alone in being a newfag enough to not know how to access repo
>Shield implement doesn't give Raise a Shield with Intensify Vulnerability
Another one for the homebrew list
>>96118343Yes just play 1e with spheres and pow
>>96113062>It's like 4 extra damage and an effect that most likely has another feat/spell that does the same thing.Fetching bangles prevent enemies from moving away from you unless they succeed at a save, and if they fail they lose the entire action.
Mirrored aegis grants a +1 status bonus to AC to you and all allies in a 15-foot emanation.
Pelt of the beast and skin hard as horn both grant half-level resistance to a damage type that you choose during daily prep.
Victor's wreath provides a +1 circumstance bonus to all attack rolls that you and allies in a 15-foot emanation perform.
I could go on. But the point is that all of these are just boring, flat numbers increases that also overperform compared to other options of the same level. Exemplar dedication is almost always the best-in-slot pick for a 2nd level class feat, regardless of class and build, and that's a bad thing.
>>96117568yeah, honestly, one of my biggest complaints with 2e is that new books provide very little in the way of content for existing options, preferring instead to add entirely new classes and archetypes. But it feels like some of the subclasses provide extremely fertile ground for expansion, especially summoners (there still isn't an eidolon option for any type of celestial other than angels or any fiend other than demons!) and there's a few archetypes that are in a similar place (like pactbinder and living vessel). I imagine the reason is that new stuff sells better than expansions on existing stuff, but it's still disappointing when I really like a class but have to homebrew the subclass option I want.
Anyway there's actually more than 3 and a half pages if you include the two new class archetypes and the new options for the Aldori duelist and crossbow infiltrator (remastered drow shootist) in that count. But it's still too few for my liking.
>>96119791You didn't post a single example that can't be replicated with other options, although I will agree not all of them at level 2. Also Victor's Wreath is a status bonus.
I just don't think it's worth that much trouble when the fucker that would pick it would pick another cookie cutter dedication. Removing the best options seldom actually increase variety when it comes to fuckers trying to optimize shit. It isn't even thematically ugly like gnome flickmace was for example, having a powerful item from your family or a quest reward at least is a cool concept.
Anyway it's rare, if you don't like it you can just say no.
>>96118860Why would non-magical tangled roots/underbrush be uneven ground but magical one not?
>>96119920Tangled roots and underbrush CAN be uneven ground, but is not intrinstically so.
The terrain created by the spell is explicitly not uneven terrain.
What about this is hard to understand?
>>96119791>Fetching bangles prevent enemies from moving away from you unless they succeed at a saveIf it's an archetype the save dc won't scale so the enemy always succeeds
>>96119966If a character stands on top of zombie summon, maybe it fell prone, would that be considered uneven ground? The spell doesn't explicitly say that zombies give uneven ground but because it is a physical summon through traits
>>96120145Moving through an occupied space, that's a tumble through and would be considered difficult terrain as normal.
Moving through a space with a prone creature (including a creature's corpse) I have always ruled as difficult terrain. I'm not sure if that's an actual rule or not.
You're not creating uneven ground with spells unless the spell specifically states that it creates uneven ground.
>>96120175Stand on the creature, not just move through
Uneven ground effects happen when you stand on it, the balance check happens if you want to move through difficult terrain & uneven ground
Typically if something needs a balance check to move through, if you stand on it, uneven ground off-guard + reflex saves for hitting hit/save failures comes into play
>>96117772Intercept Attack would be so much better if the trigger was for being attacked instead of being damaged, that way you could use your AC for more than Athletics bonuses and Reflex saves.
Oh well, to the homebrew list.
uneven ground is neat and all since it makes acrobatics actually do something inside combat besides be a requirement for kip up, but adding even more rolls to combat for every action does not sound desirable
>>96120405Okay, but it's still not uneven ground.
>>96120552It's basically tumble through, standing on uneven ground is suppose to be bad.
> see uneven ground>want to move>make balance check, if I crit move normally>if I stand on it on I am off-guard and might get knocked prone Without uneven ground rules, jumping on larger creatures during stunts, corpse piles/blood, stair tactics, bad weather and player made hazards lose a lot of depth. It also hurts spell casters the most, since it's one of the few ways low level casters/ranged can knock someone prone and keep enemies far away
I think balance checks are worth the roll, it adds theme, depth and danger. Benefits experienced players more who know how to use wizard engineering and mundane items
>>96120591You can ignore traits it's you game my man, but I'd allow for a balance check to move through any physical terrain that's an active hazard much like a tumble through, regardless if came from magic
Insanely cruel of Paizo to put the "taunt three enemies at once" feat on the same level as Mighty Bulwark, the feat that unfucks your godawful reflex save (until level 19 when you get a better version for free that overrides Mighty Bulwark entirely). Not making it a built in feature just seems crazy given how aggressive about making you wear fullplate the class is, but maybe I'm just mad the archetype can't get it until fuckin level 16.
It's also maybe the first time a multiclass archetype grants a feat for Master in a save on a class that cannot hit legendary in that save?
>>96118343Remaster is more popular than the original
Foundry is lit
Class/role meta is solid
Software and community support is the best around
Community is filled with nerds
Best part about 'crunchy' systems is it filters the worst types of players, just have to deal with gamist RAWtism nerd fights sometimes
>>96119878>homebrew subclass optionsI would suggest using the item system over feats or offering the feat as a rare reward for the players to retrain in. Items are a lot more controllable than new feats
How do you NOT fuck up spell choice as a caster
Feel like I'm always making suboptimal spell choices
>>96120686>>96120723you are incredibly retarded. what fucking traits? and what does all that bullshit mean, balance check to move through an hazard? it's difficult terrain and it just halves your speed, nothing of what you said applies
is this kind of retardation the reason people insist that casters are strong?
>>96120917>How do you NOT fuck up (...) a casterBy playing a martial LMAO!
>>96118343>Still full of bloat, with shit/underwhelming options drowning out the few genuinely worthwhile ones?This has been true since PF1e and will probably remain true even into PF3e (assuming we ever get there). The ratio of useable shit to complete shit feels like it's better than it used to be, even if there's still enough to fill entire threads with bitching. That's just the nature of high crunch, there will always be some niche shit that grinds someone's gears even if they overall like the system.
>>96120930rough guideline is "plan for enemies to pass all your saves." best spells are in two camps
-spells that do not require a roll to have their full effect (buff spells, out-of-combat utility, magic missile, all walls)
-spells that still contribute something meaningful to an encounter when the enemy succeeds on their save. damage is not meaningful. so this means it carries a debuff or creates difficult terrain or whatever
if a spell requires the enemy to fail the save, it's not good. raw damage spells are generally fucking shit for general purpose. you can have fireball all campaign long and get one good use out of it if you're lucky
you should try and pick spells that match the above suggestions, but since you basically have to target defenses eventually, you want things to target a variety of defenses. it's very safe to completely disregard spell attack roll spells because you're never going to have a very good chance of nailing them, but they're not a total non-consideration, just "never actually good" until you pay the shadow signet tax
>>96120930Practice, reading, and working with the GM to understand where you are at in the campaign.
Good spells are those with bonuses that aren't too specific or step on your normal class features, have damage types that aren't easily resisted (electric, acid, spirit, cold), debuffs that hit AC (clumsy, frightened, sickened), and/or have decent effect on the enemy succeeding.
From there, you can experiment on what you like or what the team needs. I'm assuming this is for 2e, but 1e spell choice advice isn't too hard either.
>>96119610Feels like that is due for errata. It is weird that they forgot that Exploit and Intensify are two different things.
>>96120997>>96121016>I ended up flooding my slots with magic missile because of analysis paralysisN-not the worst idea, right?
>>96121027you'll always be able to nuke a mook from levels 1-3 and always be able to finish something off that's low on health
so it's at least something
however since you're talking about filling slots, your mistake doesn't matter and you can just cherrypick all the spells that actually do stuff and experiment. you aren't subject to the sorcerer thing of juggling one spell out at a time when you level up
>>96121027Don't get cute with us. Nothing is more faggoty than asking for advice and then waste everyone's time by not listening.
It's not difficult. You are going to fail at times, even with the good spells. Just recognize what would work at the moment and go from there.
Or just go play a different class or game.
>>96121048lol don't speak for others idiot
>>96120930Choose the spells you like thematically and bother the gm to buff them if they feel too weak. Ignore the others they aren't giving good advice just copypasting reddit comments written by people who probably never played casters
How do you justify your badass OC donut steel being level 1
Goes for any system really
>>96121077>just don't make a badass when you're starting at level 1>have some kind of reset event that left them in a fugue, wasting away and losing strength>make them a blowhard loser
>>96121077don't make a badass character for a level 1 start campaign
make a character that actually belongs in the fuckin world and fits into the scope of the campaign. make a level 1 character. he isn't cool yet, he's level 1. give even one single scrap of respect to the game the GM is trying to run
it is not that hard
>>96120836>Foundry is litGo play vidya
>>96120946Wood trait, physicality therefore it would fall under other more general physic rules. Traits that add physicality to a spell often will open up a can of worms and WYSIWYG goes out the window, physic rules are now in play
Read balance checks and examples, the GM Core goes into depth about terrain types and hazards. It's sad more players don't read the GM stuff.
>>96120917>reward>retrain>REWARDThis is the worst way to GM
>>96121140That's straight from the GM Core to offer special trainers from completing quests and obtain social connections with NPCs. You could grant bonus feats though, but you shouldn't really offer a bonus feat to just one character
>>96120815>overrides Mighty Bulwark entirelyGuardian Mastery only works against damaging effects, another blunder by Paizo.
>>96120930A big mistake is not reading into traits, a lot of spells power might be tucked away in them. Selecting the right target at the right time is everything though
>>96121187Oh did it? That's on me for not double checking and possibly misremembering how it worked even in playtest, then. Having both together remains not a joke, but it is still weird it comes online so damn late.
>>96121166Even Mark Seifter's conservative ass encourages just straight out giving feats as rewards. And what you're referencing isn't even originally from the GM Core
>>96121133Nigger you exposed yourself last thread as not reading the fucking books you don't get to pull the "uhh you didn't schizo in an entire angle to the spell that makes up bullshit out of nowhere so you didnt read" angle
>>96121133>Wood trait, physicality therefore it would fall under other more general physic rules.YES RETARD THE PHYSICALITY IS THE DIFFICULT TERRAIN SPECIFICALLY MENTIONED IN THE SPELL'S DESCRIPTION
why are people still responding to the uneven ground schizo
its been a whole thread and you guys are still taking the weak bait
>>96121437If you can balance check through non-magical roots/underbrush; you should be able to balance check through magical ones regardless of their origin
Simple as
>>96121070This but for feats and skills as well
>>96121389Depends on how even handed you are and I like for their to be a narrative on how you obtain said feats myself.
Handing out bonus feats to everyone at the end of act/adventure as an achievement is pretty cool
>>96121437Because this is paizotard delusion on a level i've never seen before.
>>96121503>If you can balance check through non-magical roots/underbrush...Of sufficient density, which the spell does not create, which is why it creates DIFFICULT TERRAIN and not UNEVEN GROUND.
>>96121114when are GMs going to start respecting players in turn?
>>96121607are you doing anything to garner said respect? Did you learn what your character is capable off without stuttering or dragging out? Did you show that you're capable of being responsible with any amount of narrative power to not derail a scene for the lulz? Even in 2e with lessened mental and prep load on gm they have the lion share to bear. Indulging player's schizophrenia about OC donnuts that don't fit either the party or even the world that's set up is at the bottom of the list if you're fresh in a group.
>>96121586The spell says it fills the entire area with moving and living plants/wood/mushrooms that are hostile. No mention of a thin density with safe spots, that's your ruling
Any decent GM would rule that as uneven ground. But because 'its from a spell' it's invalid? Stop using spells like mtg cards
>>96121739>No mention of a thin density with safe spotsNo mention of a thick enough density to make the ground uneven.
If the spell doesn't say it, it doesn't do it.
>any decent gm would rule that as uneven groundNo, any decent GM would not let a level 3 spellcaster delete every single encounter with one spell slot. Get your head out of your ass.
>>96121607I highly respect players who are high engagement, describe what their characters do, don't meta game and read.
If you don't read at the very least your own class and rules involved doing said stuff, you are a tag-a-long
>>96121713Ultimately you want players to care about the game, you have to tap into whatever their 'tism is
>>96121783>I will ignore game physics and traits because makes me feel mentally safe and unchallenged You do you on how you want to reimagine spells, but don't surprised if no one wants to play dex or casters characters at your non-existent table to play mgt: the skirmish game lol
Traits should get to win the game unquestioned.
>>96121607It's pretty easy when you and your GM like eachother, enjoy the characters and stories one another bring to the table, and aren't trying to fuck one another over tbqh.
>>96122039Wait until you go down the trait interaction rabbit hole newfren
>>96122014>Ultimately you want players to care about the game, you have to tap into whatever their 'tism isWell I do, but there is only so far I can ride with someone's tism on lets say hating trannies when my games don't actually feature any so if someone is trying to make some venting point on how much they hate them is idk, kinda mismatched to the audience?
>>96122077Release the Lamashtu
This seems very strange for a master tactic (worth noting it wasn't in the playtest at all, so probably had less time to be edited).
There's no mention of the action cost for the primary squadmate, but it's a reaction for any squadmate who helps them. And unlike every other master tactic, it has no cooldown.
I'm inclined to rule it costs no action for the primary squadmate absent any other indication, but it feels a little strange to have the tactic be a 1-action no-cooldown MAPless Trip in that case.
>>96121607hey retard
the GM does the homework, organizes the game, shows up, puts up with YOUR FUCKING GARBAGE ASS, and puts more work into the campaign than any player does simply by way of the campaign existing in the first place
the bare minimum respect a GM is giving is running the fucking game in the first place
if you can't do the simple favor of not playing Jack Blackedge the Shadowslayer, wielder of Killer's Edge, Lord of the Nightblade Order and direct son of Urgathoa (level 1 thief rogue) in the level 1 start campaign you don't deserve to be in the hobby
>>96122338It took me a bit to realize what was the odd part of this until what "no cooldown" actually meant.
It is better to use this command 3 times to have 3 chances of tripping a foe with no MAP than to use one and have everyone spend their reaction. That is very whack, even if there's some diminishing returns depending on the size of the foe. Still, it probably should have once-per-round to actually make it more effective to have everyone gang up.
>>96121713>are you doing anything to garner said respect?Yes. I made a detailed map for the section of the city my PC lives in, the city where the whole campaign is set in. I also made a new ruleset for the AP's subsystem that was poorly conceived and wasn't working out for us. The least you could do is not cancel sessions constantly with obviously bs excuses, so that we could actually play.
>>96122419To clarify, after the playtest, master tactics were changed to all have a 10-minute cooldown and legendary tactics were changed to all have a 1-day cooldown.
Except for The Bigger They Are, which has no cooldown whatsoever despite being a master tactic. Not sure if it's supposed to be expert or if it's supposed to have a cooldown (or if this is just RAI).
I'd guess it's supposed to have a cooldown because even if the primary squadmate had to use their reaction it's a pretty high-value action relative to, say, Strike Hard! (basic tactic, 2 actions, ally Strikes as a reaction).
OTOH, Demoralizing Charge (expert tactic, 2 actions, 2 allies Stride toward an enemy as a free action, then can Strike as a reaction if they end their Stride adjacent to the enemy, then any struck enemies make a save against Frightened) feels way higher-value than either and is spammable.
In general I feel that the gap between expert and master tactics is simultaneously too wide in terms of level (expert at 7th, master at 15th, based off of caster/commander DC progression), and too narrow in terms of power. Piranha Assault is now a master tactic with the only change being it lasts a minute instead of a round. Very useful in relevant combats, but as useful on a basic level as Demoralizing Charge? Harder to say.
>>96121405Traits are additional rules not just categorizing something. Common rookie mistake
you should just get to win the game by coming up with new effects for your spells and gaslighting your newbie gm into thinking thats how they work
Because we were talking about monk/strength monk/monk shields earlier: despite it feeling kind of weird because it's the heavy armor class, guardian actually looks like a really nice archetype for monk. The dedication requires +2 strength and constitution, which every monk except monastic archers will qualify for at some point. The dedication itself gets you Taunt, which helps monks with a perennial issue of theirs: namely, that they need useful actions to fill up their turn after using Flurry of Blows. On top of that, pic related actually manages to step on a shield's toes a little bit, because it enables what effectively becomes the "Raise a Shield" action while wielding a two-handed d8 reach bo staff. A monk that just dips their toe in the guardian archetype for the dedication and Raise Haft can now Taunt > Raise Haft > Flurry as their core combat rotation.
If they stick around there's a couple of other goodies, but they're much higher level and less build-defining than those two actions are. Still, guardian can get you Reactive Strike all the way down at level 12 if you want it, and Ironclad Fortitude allows monk--in combination with Canny Acumen--to get master/master/legendary on their saves and master in perception, which is nice. Not bad.
>>96123989>passive aggressive sarcasm aura I don't think this game is for you if you get this mad
>>96120930One thing I'll add is that it kind of depends on your GM.
Spells like Stifling Stillness can be really good or really terrible depending on how conservative your GM is.
If you know that your GM leans conservative, it might be best to avoid certain spells that have a really conservative rule reading that makes it shit.
Obviously that's for later once you've gotten a lot more comfortable and really more of a thing for mid and high level spells where spell text gets more complex.
>>96121070But "just homebrew until 2e is good bro" is peak reddit slop advice.
>>96124987pick and angle and stick to it, shitposter-kun
does reddit freak out at the very idea of shifting a +1 around?
or does reddit homebrew the pure unmitigated perfection out of grorious pf2e?
>>96125029You act like those are two contradictory points. because of the dumb way you phrased them. Someone can hold the doublethink that a system is perfect but that the response to any criticism is "just homebrew bro." Ironically this is something Paizoheads laugh at DnDrones for despite it being just as common in this community from what I've seen.
You're the shitposter if anything with your terrible advice and calling everything you don't like reddit to begin with. I was just calling you out on hypocrisy.
>>96124608nothing in what i said was passive aggressive nor sarcastic, it's exactly what you've been suggesting
>>96124987He said nothing about making the system good or not. Just making underpowered options viable.
>>96125649I disagree but either way it's a moot point since "have a permissive GM who makes large homebrew changes to accomodate you and everyone who disagrees with me is <boogeyman> from <boogeyman site>" is terrible advice, terrible posting in general and I doubt was what the person he was responding to was looking for.
>>96125874It's pretty good advice compared to playing into the flaws of the system which is highly liable to kill enthusiasm for it.
>>96122419>>96122780Maybe I'm remembering wrong, but can't you only respond one tactic per turn? Even if not, while you can have every squad member do this, they probably won't be able to. You still have to follow the rules for the maneuvers, so that means have a hand free or a weapon that allows for the action. Casters and most ranged characters aren't gonna be making the primary check. And if someone really wants to spend their turn having an ally do those actions over and over, more power to them. I still value the strike feats more highly just because they can also do all those things while also doing damage, depending on weapon, and have more flexibility.
Is it just me or does it seem wrong that a weapon made for followers of Ragathiel is a longsword and not his favored weapon, the bastard sword?
>>96122338The main bottleneck of The Bigger They Are seems to be this limitation:
>While you can use multiple tactic actions in a round, a character cannot respond to more than one tactic per round, regardless of source.
>>96122338>>96124340Where are you guys getting these screenshots? Is the pdf out already?
Truth TG hates the most
this fixes everything
>I only play Human.
What comes to mind?
GM is planning a Sky King's Tomb to Spore War campaign, anything special I should know going in?
>>96128831Level 0 sounds... awful.
I use the rest of these in my own game. I've never played 'vanilla' but honestly I can't imagine using normal proficiency rules. It just doesn't mesh with how I envision stuff in my head.
I managed to get a clean-ish base map to use, that I'm gonna start editing in Krita as the party explores. So, thank you to the kind anon a few threads ago that gave the advice of just tracing a map and editing. It helped for what I wanted.
Also, props to anyone that recognizes the map I used as a base for the campaign.
Now I'm on the annoying part of trying to world-build the beginning, and figure out how to start everything. There was some talk of a homebrew levelling rule for PF2e for extra feats, or something? They explained it as not having to abandon your class feats to level something else as well?
Also, any advice for some REALLY early quest ideas? I know I'm gonna start out as sorta episodic, Adventurer's Guild sort of thing. No grand plan to explore, unless the group starts to mesh well and we have time. Everyone (myself included) are new to the system, and we're gonna be learning together
>>96129119unironically slap the beginners box in there and start them with it
>>96102491 (OP)Advice for making & theming a PF1e Sorcerer bloodline built around being an immortal magic item creator in a personal demiplane outside of time?
Battlecry!'s Name Pendant appears to be a +1 untyped "bonus to saving throws against spells and magical effects with the mental trait" for 25 gp and an investment slot.
>Name Pendant, Item 2
>Invested, Magical
>Price 25 gp
>Usage worn; Bulk โ
>Many soldiers wear this metal pendant engraved with their name and critical details. Sadly, they also ascertain the identity of fallen soldiers. Many soldiers find that the pendant helps them stay grounded. When you wear your name pendant, you gain a +1 bonus to saving throws against spells and magical effects with the mental trait.
>ActivateโAlert Superior Officer [free action] Frequency once per day; Trigger You gain the dying condition; Effect The pendent alerts all other allies within 500 feet who are also wearing a name pendant.
>>96129898I have to wonder if it is intended to be an item bonus.
>>96129927Well, it needs to be status or circumstance to not be useless once you get armor runes. But it could be worth it to rent it for a few levels at just 25 gold.
>>96129335I would go wizard and take Eldritch Bloodline if you want the sorc flavoring, because wizard let's you take discoveries for immortality and better crafting
Otherwise you're taking wildblooded Sage sorc bloodline for int instead of cha as mainstat to pump craft skills
>>96128831did you have to bring this faggot here?
>>96130051My DM doesn't believe the Immortality wizard discovery confers immunity to death from aging. Autism! Many such cases.
However he is letting me make my own Sorc bloodline to compensate so long as it follows exactly the rules & power scaling.
>>96130104Sun Orchid elixir stops aging
Hard to get but for a master crafter and 20th level wizard its plausible
Or you could go for vampirisn
>>96128831He doesn't even know anything about the rules. I understand why he makes other videos, after he researches stuff, but this is worthless.
>>96128872Pala rifles is boring to watch
Someone got the Starfinder2e physical book early. Kind of a poor flipthrough as he manages to fat-finger through the first page of every class, but there's a good amount of information to gather.
For example, while Mystic unfortunately was dropped to a d6HP class, Witchwarper kept it to 8HP AND can choose CHA or INT as a Key Ability Score!
https://youtu.be/gXt6GZuVsj0
>>96130364>sexy cat people>sexy lizard people>sexy insect people>sexy undeadMaybe I should play starfinder...
>>96130128>Sun Orchid elixir stops agingIt resets your age once per use, and it absurdly expensive and/or the subject of a major quest.
Anyways I sketched out such a bloodline, tell me what you think.
https://pastebin.com/EYRBbJVi
It seems OP to me, I think the bonus spells should all be utility shit to compensate.
>>96130714I'll repost it here for the people too lazy to follow a link.
Craftsman Bloodline
Class Skill: Craft
Bonus Spells: (not sure, give advice)
3.
5.
7.
9.
11.
13.
15.
17.
19.
Bonus Feats: Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Skill Focus (Craft), Scribe Scroll
Bloodline Arcana: You add your charisma modifier to Craft and Profession checks instead of your wisdom modifier. In addition, the cost of creating magical items is reduced by 5%. This cost reuction stacks with the Spark of Creation and Hedge Magician traits.
Bloodline Powers:
* Thrifty Arcana (Sp): At 1st level, you can reduce the cost of a single material or focus component of a spell you cast by an amount that Eschew Materials allows you to ignore multiplied by your sorcerer level. If you have Mythic Eschew Materials or Component Freedom, then the amounts which they allow you to ignore are added to that which Eschew Materials grants, and then this sum is multiplied by your sorcerer level. If the final spell cost is less than or equal to 0, then you can ignore that component. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
>>96130714* Endurance of the Craftsman (Ex): At 3rd level, you gain immunity to fatigue and resist fire 10. At 9th level you gain immunity to exhaustion and your resistance to fire increases to 20. At 15th level you become immune to nonlethal damage and your resistance to fire increases to 30. At 19th level you no longer need to sleep and you gain immunity to magical sleep effects and fire.
* Ranged Crafting (Ex): At 5th level, you can use Mage Hand, Open/Close, and Prestidigitation at will. Use your sorcerer level as your caster level, and otherwise cast them as if they were sorcerer spells. At 7th level, the the weight limit for Open/Close increases to 5 lbs times sorcerer level. At 11th level, the weight limit for Mage Hand increases to 5 lbs times your sorcerer level, and you can propel it up to the range of the spell.
* Arcane Workshop (Su): At 13th level, whenever you cast a spell that creates an extradimensional space or demiplane, increase the duration by a number of units (rounds, minutes, hours, etc.) equal to 1/2 your sorcerer level (minimum 1). At 17th level, you can make one spell that creates an extradimensional space or demiplane permanent for free. You can have no more than one such spell made permanent in this way at a time. If you designate another spell as permanent, the previous permanent spell ends. You can also designate your permanent demiplane as soulbound, which means it can't be dispelled until after your soul goes to its reward when you die and are judged - once this is done, you can never use this bloodline power on another extradimensional space or demiplane again.
* Immortal Forge (Su): At 20th level, you become an instrument of creation. You continue to age and gain all of the benefits of aging, but do not suffer penalties to your physical ability scores due to aging; if any exist, they are removed. You can't be magically aged.
>>96130765I think I fucked up the leveling scheme, can't use this with Eldritch Heritage. Fuck.
>>96130364I dislike that guy but the book looks cool. Four armed race is gonna be OP asf
>>96131121>Four armed race is gonna be OP asfThey are balanced by the fact only 2 can be utilized as your "dominant hands" at any one time, so they're only particularly useful for holding guns or other ammo-dependent classical ranged options. There are feats races like Skittermanders get that do let them use them to hold onto surfaces while climbing and nova attack with them all at once, so it is better than how PF2e treats Skillful Tails...
Ronald new video shocked me how low paizo fall
if OUR GUY said paizo lost connection with the audience it's over
>>96133019but isn't the latest vid on troops?...with no ending thoughts by himself so make what you will of that?
>>96130364Is starfinder still meant to be compatible and "reasonably balanced" to be included in 2e or did they drop that?
>>96133160He's lying anon
>>96133185Of course, always meant to be compatible. But it seems like there is a slightly higher power budget to go around, given the ranged combat expectations. Hence why Witchwarper can keep d8 Hit Dice and Light Armor and 4 slots a level without having anything akin to Oracle's debuffs. I guess Mystic felt the need to be weaker given it is the main healer of Starfinder2e.
Now it is a question if Technomancer will get d8 HP + Light Armor.
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What in the goddamn...
>>96133669paizo? doing marketing? impossible
Any new archetypes from Battlecry?
>>96133669oh hey, an actual Warframe thing and not a Lumen hack.
I want kinetic knight, but I don't know if I trust paizo to actually make it good
>vesk natural armor heritage was nerfed
But why? It's so dogass now
On first read, I feel like the "choice" guardian chassis offers to enemies can be a little shaky sometimes. The infliction of off-guard for targeting an ally is load-bearing, and off-guard can be inflicted in a lot of ways. If the enemy is already off-guard, it's a pretty easy choice to always attack the guardian's ally to have higher hit chances (even with Taunt), burn the guardian's reaction (or one of them, at least), and reduce the odds their damage is reduced further by Shield Block.
Proud Nail and Ring Their Bell help with this, but I'm not sure they should be compulsory feats to take.
Am I missing anything here? With champion, it feels like there's more of a sophie's choice built into the design (partly because the damage can't get redirected).
And to be clear, the guardian still adds value here, because the -1/-2 from Taunt still reduces average damage, and the damage still gets redirected to someone with (most likely) a higher HP pool, and even if the party has ranged healing (making damage redirection less necessary), the raw damage still got reduced. My concern is that the "choice" to attack the guardian or not doesn't "work" in a lot of contexts.
>>96133867Archetypes are
>Commander MC>Guardian MC>Aldori Duelist remaster>Crossbow Infiltrator -- remaster and drow erasure of Drow Shootist>Field Propagandist -- Make lies and vulnerabilities about foes and organizations>Guerilla -- Stealth and Favored Terrain/Location bonuses>Iridian Choirmaster -- Teamwork Feats! Name a partner and do duo strikes and gain a psychic connection with them.>Munitions Master -- Inventor Class Archetype. Get a shitty mortar...>Necrologist -- Something of a undead reflavoring of Swarmmaster, create a hoard of undead powered by your lifeforce for protection and swarm attacks.>War Mage -- Wizard Class Archetype. Takes up your Thesis slot, forces Battle Magic school, and delays your Drain Bonded Item to a Level 8 feat. In exchange, gain Medium Armor training, Martial Weapon Familiarity, knockback on all AOE spells, and pretty good feats all around. Decent sidegrade, still doesn't compare to Runelord.>Captain -- Gain a Humanoid Companion over an Animal/Construct/Undead. Comes in Berserker, Medic, Scout, Sharpshooter, and Shieldmaster varieties.
>>96134760That seems right. It's a solid alternative playstyle, imo, but it definitely needed to have higher penalties and punishments-there probably needed to be a list of penalties you could apply instead of just Offguard?
>>96134786Crossbow Infiltrator also doesn't get access to Running Reload from what I can see, which is fuckin' bizarre. It also arguably has no useful 4th level feats if all you wanted was to be able to use a repeating hand crossbow, because you get that shit from the dedication now (and frankly you would be insane to restrict the repeater magazine bandolier behind taking a feat).
wtf
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okaayy
>>96134786Oh yeah, that should bring up that War Mage has a free action to replace any of its prepared slots with Sure Strike, but that's pretty worthless at the moment with the Sure Strike cooldown. Likely a remnant of an idea made before the nerf.
>>96134817It really is bizarre as it has all the same feats as before and its supposed to have synergy with normal crossbows. I think they just misprinted and forgot to add it in the "Additional Feats" section, given it is NAMED IN THE REPEARTING CROSSBOW TRAINING FEAT.
Can anyone tell me what that homebrew/alternate rule was for levelling? The one where you get extra feats or something? The anon that brought it up a few threads ago mentioned it was meant to allow the players to level as both their class, AND still have access to the archetypes as well? I made the dumb mistake of not noting it down when I was browsing at night
>>96134760I'd like Proud Nail and Ring Their Bell a lot more if they didn't have Flourish. As it is, if the guy you taunted runs over and stabs your wizard, your turn looks like:
>Stride>Proud Nail/Ring Their Bell>Strike? Taunt? Raise a Shield? You only get one. More likely you'll just ignore Proud Nail/Ring Their Bell and do some combination of Stride > Raise a Shield > Strike > Taunt, either with Shielding Taunt or Taunting StrikePart of what makes Taunt work is that it's effectively a free action as part of Shielding Taunt or Taunting Strike, but because both of those abilities ALSO have the Flourish trait, you can't use them alongside Proud Nail or Ring Their Bell. Any time you want to actually get some return off of your successful Taunt with either of those abilities, you're eating the butt end of a pretty hefty opportunity cost. It's almost like they're two-action abilities, because they lock you out from using any of your action compression feats. I feel like guardian's feat list has way too much Flourish on it.
>>96135060Free Archetype, it's one of the variant rules in the the GM Core. It's on archive of nethys, easily serchable.
Also worth peeking is the Ancestry Paragon Variant rule, which was in the pre-master GM Guide (but not the GM core for some fucking reason.
>>96135089thank you! i was going insane trying to figure out what to search to find the rule, since i thought it was a homebrew, rather than actual variant.
>>96134096Is that really needed for 2e? Weapon Infusion + Sentinel/Champion MC/Guardian MC is pretty much all you need. It's not even that much a stretch in terms of feat or build coverage. And given how kinetic blasts are, they wouldn't really be compatible with more typical metastrikes anyway without heavy editting of the core feature, hence why they changed Weapon Infusion in the way it is from the playtest.
>>96134760Overreliance on off-guard as a mechanic is a widespread problem with the system
>>96135301Overuse of off-guard is fine for class mechanics. There's no guarantee the average 4-man squad would have the reliable tools to inflict off-guard without flanking, which can be a risky and possibly ineffectual tactic at higher levels. It makes sense to provide a lot of core options that can quickly apply it, and it is a balanced status effect enough that GMs can work alongside it compared to more impactful ones like Sickened or Prone.
It starts becoming a problem when items get into the equation, or less reliable ways of inflicting it. It's why the Sword Crit Specialization get quite a lot of flak, it's so redundant a lot of the time yet on something that is so notable. Who plays a Heroic Fantasy and sleeps on swords?
>>96129119Wererats terrorizing a small town.
He's talking to you !
https://www.youtube.com/watch?v=G06sURsxBHg
>>96135414Sword crit is better mid-high level, where flanking might not be an option for big guys
>>96135088This assumes you always have to stride which given intercept attack and some of the lockdown feats, you might not have to. You won't ignore proud nail if you have nothing else to do in a turn
>>96135414(reply chain OP here)
I think overuse of it is fine for feats, maybe even subclasses, but as a core class mechanic I'd be kind of pissed if my raison d'etre was overridden 70% of the time by a bog-standard longspear ruffian with Gang Up.
Or if I tried to Taunt the boss and it did nothing because the Trip fighter/swashbuckler/etc. is already on it (or if I'M the one who did it with Flying Tackle or Stomp Ground).
>>96135414>>96135777>raison d'etre Sorry, I should walk that back a little. Just got back from running errands after work, not thinking clearly. As I mentioned earlier guardian still has a lot going for it beyond the off-guard; it's just annoying to see it in the chassis' main design with no options to change it.
There's a reason that the redemption cause gets to inflict enfeebled 2 by default rather than off-guard, and can use a QoL feat to inflict stupefied 2 instead.
>>96135777>>96135851Note that Ruffian CAN'T inflict Off-Guard naturally, not like Mastermind can. It still needs to flank, and Gang Up comes in at the breakpoint where having more than just flanking options to inflict it would be viable.
Furthermore, Taunt always does SOMETHING, as foes still have a -1 circumstance penalty on their strikes and DCs.
Ultimately, the odds of having a party that
>has multiple PCs that inflict off-guard as a core mechanic>cannot utilize that penalty/interferes with other class features in a synergistic way>is a hinderance to not be able to do such, not just a net-zero gain in team synergy>refuses to switch classes or compromise on their buildis fairly low, imo, compared to the problems having one or two classes that hoards the mechanic and has to be ran all the time or have that party be SOL without them. Swash is probably the most afflicted class and even then Panache is more the goal. Not that I don't get redundancy issues or how Off-Guard could easily become 2e's own Advantage/Disadvantage Spam issue, but I find it okay for classes to utilize the mechanic because of how team building, team synergies, and cooperative play plays out in practice.
I was planning on finishing this weeks ago but work got in the way. As for the build itself, I fully admit that initially my plan was to just utilize the Fighter class, but then after doing my habitual "ask the streamer if there's anything they want included" bit, I was a bit thrown off by being told that apparently this guy's got a thing for slimes/oozes on his channel. Figuring out what to do with that was... fun, I'll tell you what.
Regardless, for those of you keeping track, this should be the last sheet on my docket until I planned to shift over to doing Holo En content. I almost want to do Justice first, if only because I kind of want to do Shiori last as another instance of the Purple Coded Girl Secretly Being the Final Boss that I technically did with Ina.
As always, anyone that wants to see the others can do so here: https://x.com/DrumerThead/status/1946781419935617043
>>96135088That's a good point about Intercept Attack, maybe I'm underestimating it. In my head I'm imagining its built-in Step/Stride not being useful when the opponent hits the guy standing next to you (because you don't need to Step anyway), and also not being useful when the opponent goes to fight one of your squishies (because they generally try not try to stand that close to the bad guy). Remember, you don't need to be within 15' of the opponent, you need to be within 15' of the ally you're protecting, so they've got to be really close to you if they want you to protect them. That being said, Intercept Attack does at least provide a powerful incentive to hang out next to the Guardian, so maybe it has more going for it than I give it credit for.
Also, Shielded Attrition caught my eye as something that helps shield Guardians with their Stride issue. It's Raise a Shield + Stride up to half your speed, without Flourish. It doesn't give you a huge amount of distance, but if you keep up with your +movespeed stuff (Boots of Bounding, Fleet, Wand of 2nd Rank Longstrider) it's not nothing. That, in combination with Taunting Strike, at least allows you to
>Shielded Attrition: Raise a Shield + Stride (1/2 Speed)>Taunting Strike: Strike + Taunt>StrikeFor a total of 5 actions that still gets your Raise a Shield and Taunt in alongside two Strikes, which is actually some pretty fantastic action economy. Still, though, because Taunting Strike has Flourish, both Proud Nail and Ring Their Bell are left out in the cold. Even if you're standing still, it's just not possible to get two Strikes in, Raise a Shield, and Taunt while also using either of those abilities. Guardian has so much stuff to do every turn that it really relies on Flourish just to churn out its basic attack rotation, to the point where I feel like Flourish is just straight-up disqualifying to a Guardian for anything that doesn't include action compression. Paragon's Guard helps, but that's level 12.
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For the love of god, Paizo... Who at the design team believes in astrology?! Because I am tired of them writing content that requires the stars to align for it work!
>>96136226I quoted myself like a moron lol. If it's not clear that was meant for
>>96135735
2e homebrew, casters get legendary at 15.
Cloistered cleric capstone feature: Reroll 1s and 2s when casting Harm or Heal
OR
Treat rolls lower than 3 as having rolled 3.
>>96136246A taunted enemy being off-guard because they didn't attack you is actually going to come up fairly often in play, and unless you're using multiple flourish feats, being able to tack save-or-stun onto a Strike is all just bonus. And if enemies never trigger this because they're always only attacking you, you're winning encounters anyway because you're quite literally fucking unkillable.
Hey everyone I'm kinda interested in PF2e but I know very little about TTRPGs. I've played a bit of DnD 5e with my friends, we started last year and I think so far we've maybe had only like 20 sessions in total. So it's not like I'm wellversed in DnD rulesets either. What's the best way to learn Pathfinder *on its own* without like a focus on ex-DnD players? A lot of stuff I find online seems to be directed towards that. Is the beginner box worth picking up?
>>96136226>It's Raise a Shield + Stride up to half your speed, without Flourish.Power creep
>>96138714Remastered Beginner box is worth it, run some solo stuff and make some characters if you're planning on running
Have fun playing around on Pathbuilder
>>96137910You can give item bonuses to spell attacks pretty safely through homebrew runes/items but it will out compete ranged martials big time
I would avoid messing with flat item bonuses to DCs. Better to circumstance bonuses such as being in a planar zone
>>96130364https://www.youtube.com/watch?v=gXt6GZuVsj0&t=1682s
The witchwarper's Twisted Dark Zone at 10th, Complete Transposition at 18th, and warped infinities at 19th are all mostly unchanged: and in fact, Twisted Dark Zone is buffed.
I did plenty of playtesting of Starfinder 2e during the latter half of last year, both as a player and as a GM. I personally witnessed the sheer strength of Twisted Dark Zone, Complete Transposition, and warped infinities:
https://archive.4plebs.org/tg/thread/94468013/#94492274
https://archive.4plebs.org/tg/thread/94468013/#94492277
https://archive.4plebs.org/tg/thread/94623792/#94643869
Now, the witchwarper has been buffed as a class overall, and its strongest options are untouched. Twisted Dark Zone is actually better than before, since only a critical success grants immunity. Thus, it is possible for a 10th-level witchwarper to immunize allies at the start of the day, one by one, and then toss out Twisted Dark Zone during combat to debilitate the enemy side. Since it is not mental, very few creatures are immune to Twisted Dark Zone.
I am confident that the witchwarper is the single strongest spellcaster in the game by 10th level simply due to its chassis and Twisted Dark Zone. In the event that the campaign goes high enough to attain Complete Transposition at 18th and warped infinities at 19th, a witchwarper and their party can steamroll encounters with very little opposition.
>>96130364>>96138932https://www.youtube.com/watch?v=gXt6GZuVsj0&t=1979s
Ranged weapon damage is mostly unchanged since the playtest. Low-level ranged damage is still peashooter-like. This is one of the points I repeatedly criticized during the playtest period, and little has changed. You shoot someone with a laser rifle or a scattergun (i.e. shotgun) at low levels, that is a vanilla 1d8 damage. If you are using an autotarget rifle (i.e. assault rifle) or a semi-auto pistol, that is even lower, at 1d6 damage.
https://archive.4plebs.org/tg/thread/93624185/#93629258
https://archive.4plebs.org/tg/thread/95556169/#95600053
I cannot have been the only person who was regularly bringing this up during the playtest period, and I cannot have been the only person who witnessed incidents of low-level characters dealing 1 damage on a hit or 2 on a critical hit.
Sure, operatives and soldiers still ramp up their damage by leaps and bounds by ~7th, ~8th, or ~9th level, between that second weapon damage die, weapon specialization, and energy damage modules. Before then, though? Low-level ranged damage is discouragingly low, almost entirely outstripped by Strength melee.
We see one martial ranged weapon, the arc emitter. It is unchanged from the playtest.
On an entirely different note, dermal plating and Singularity Seed have both been downgraded, though the latter is still very strong.
>>96138762Alright I'll give that a try then probably. Thanks.
How stupid is it to play a champion without any charisma?
>>96135088>>96136226Taunting Strike and Shielding Taunt both probably shouldn't have flourish, if anything, but I could accept Proud Nail losing it.
On the other hand, I think if you're really dedicating yourself to the Damage-as-punishment style, you're probably not using a shield, so stride-nail-raw taunt isn't too bad.
>>96138812Not what I asked, LLM.
>>96138812>it will out compete ranged martials big time>>96138950>Ranged weapon damage is mostly unchanged since the playtest. Low-level ranged damage is still peashooter-like.My unfiltered dogshit opinion is that as shit as SF1e is, it got at least one thing right: the flat damage of weapon specialization needed to kick in back at level 3 if you want ranged weapon users to not want to kill themselves. It wouldn't fix all problems, but it sure would fucking help.
I'm pretty new the DMing. Is it me or are the stealth rules kind of needlessly complicated
>>96135594Bro....just let go. That hairline is not worth hanging on to.
Talk me into or out of a disarm build in a free archetype game.
I'm looking at a catfolk swashbuckler (gymnast) who uses catfolk dance, disarming stance/twist from duelist, and derring-do to farm disarm crits.
>>96139000Mark doesn't post here, don't be silly
>>96138950If that's the case, I might add some bonus damage ammo depending on armor type for gun autism maxing if it doesn't already exist.
Is there anything similar to Potency Crystals? Curious
>>96139296Disarm is fine if you're facing people with weapons all the time, good for a city campaign
>>96139578I do not recall any Potency Crystal equivalents in the playtest. There may be some in the final release, but I would not know.
https://www.reddit.com/r/Starfinder2e/comments/1m4jnoh/ranged_weapon_damage_is_mostly_unchanged_since/
>to be fair, no one but npcs should be using an autotarget rifle in anything except desperation
I have to wonder how we reached a point wherein "no one but NPCs should be using [the game's assault rifle equivalent] in anything except desperation."
>>96139959>>96139971It seems that someone on Reddit was thoughtful enough to post the ranged weapon tables.
>>96140065Likely the single most significant improvement here is the magnetar rifle becoming a real contender, at d12 damage dice and range increment 60 feet.
>>96140070Not to mention a magazine of 30. The only factor holding it back is that it may be inconvenient to earn scaling, up-to-date proficiency for a magnetar rifle, short of extremely generous readings of Unconventional Weaponry.
On the whole, though, not that much has changed since the playtest. Sure, boost is significantly better, but it does not entirely solve the low-level ranged damage math being on the mild and swingy side.
>>96139012Depends on your party. If you have someone else who can Demoralize reliably then it's not a huge deal.
>>96140065>rotating pistol is just a revolver>it has exactly the statistics that a lot of people suggested a revolver should haveWell time for my groups to steal that for our PF2e games lol
>>96140448They actually printed out stats for revolvers in Guns & Gears, but not in an official way. It was a suggestion in the text to convert the Pepperbox or Dueling Pistol into a revolver.
>For a GM looking to create a revolver, a similar mechanical expression might result from adding the repeating trait to the dueling pistol, but again, this would make it more powerful than an advanced firearm, so it isnโt recommended>An option that might work better if youโre interested in using newer, more modern guns as the main firearms in your campaign is to instead adjust the baseline expectations for them. Being able to load the breech-loading weapons included in this book with just a single Interact action is a pretty big stretch, created to make them more fun to use than a simulated reality, but if you want to use more modern guns in your setting, you can just say that breech loaders take a more realistic time to reload (making them very weak compared to other weapons), and then use the statistics currently listed for a pepperbox as a revolver instead. This option will have no knock-on implications that throw off the weapon balance in your game, but itโs an all-or-nothing choice thatโs only appropriate if modern firearms are the ones that are mainly used in your world.It's similar to the "Real Undead Rules" bit in Book of the Dead. They know it's something people want, but they have no good reason to support it in official capacity.
>>96139971Some people, of course, really should lay off the copium...
>>96140486Yes but I don't want to fuck with the dogass capacity trait, paizo overcosts capacity and repeating by so damn much
sniper rifles still should've had a two-action sniper strike where you double the range increment and double the damage dice, to ya know, make them dangerous and not boring. still dreading see the full solarian with all of its shitty manifestations when they could've just had you pick ONE at level 1w8kag
>>96140486>They know it's something people want, but they have no good reason to support it in official capacity.man I HATE living in a society (play)
>>96139012Depends on your oath. I think Obediance can run just fine without charisma for example
>>96140736arquebus already has a 150ft range increment (more than you will ever have on a battle map) and fatal d12 it's really good. plus you can get hunt prety through archetypes and shoot at 300ft no penalty and a high level gunslinger can get basically infinite range
would a commander with investigator FA be better than an investigator with commander FA?
The idea is that if you fail the devise a stratagem roll, you focus on your tactics.
>>96142537That's hard. Commander chasis is better, but you get lots of skills and skill ups from Investigator, as well as the better to hit since you can use your Int. I think it would depend on what weapon you want to use and if you're melee or ranged. The Commander FA feels like it gives a lot to Investigator, but I don't think the Investigator gives nearly as much to Commander.
Given that Necrologist is apparently just Swarmkeeper, but worse, do any of ya'll ever get the impression that they intentionally suboptimize necromancy options to keep people away from it? The Necromancer class itself at least looks playable, but everything in Book of the Dead, including the Undead Archetypes was on the lower end of mechanical potency.
>>96143660I think they're just bad at their jobs. Battle Harbinger exists. The guy that designed Vindicator was adamantly defending it on reddit with bad whiteroom math when it got criticized.
>>96143660Hanlon's Razor, anon. Better to assume incompetence than malice.
Necrologist is better than Swarmkeeper by way of feats, but worse because of the requirements. Needing to be a Level 6 spellcaster on a lifelinked monster archetype is absurd. You will just fucking die...
>>96143698>>96143711Well, incompetence is better in some respects because it means they might get it right eventually. We can always hope BotD gets a proper remaster
>>96143660Comparing the two, I really disagree that it's worse. They have some overlap feats, but the damage and utility are better on Necrologist.
>>96143711That's the real problem. If you don't have armor and a way to get/recover a decent amount of HP, I wouldn't take it on a caster. I also would never take it at 6, you will explode. Later levels you do have some HP to eat some resisted hits, and as long as you aren't also in danger, you can afford to spend it. I don't think it's something you'd do in every combat as a caster, but I'm pretty satisfied with the archetype overall. Especially comparing it to current necromancer options.
Swarmkeeper is fine if you take it on a martial with good action economy on a character with Free Archetype. Potentially even good.
The issue with Necrologist is that Spellcasters will never have the actions to support it.
>>96141212I don't care about range on the battle map. I want to have the option to shoot things a half mile away(eventually) Paizo, can sniper rifles just BE sniper rifles and not stupid single shot pieces of shit.
What the fuck, people can fly all over the fucking galaxy and to other dimensions, but designing a rifle that can hold more than one round is the gamist bullshit that drives me up the wall.
>>96143698>The guy that designed Vindicator was adamantly defending it on reddit>"Do you think people working at Paizo are idiots?">"Yes"imagine getting BTFO by reddit
>>96144444Nice quads https://old.reddit.com/r/Pathfinder2e/comments/1ka30mu/spring_errata_updates_2025/mpj8vm6/
>>96139000Mark is unironically the worst thing to happen to 2e's development.
>>96143660The game is designed from a really toxic mindset. The first thing that comes into a designers mind is how do we stop the stop the top 10% of players who will toxically attempt to break the game instead of making the game fun for the rest. Historically powerful options were nerfed into the ground because of this fear and now the classes that were usually panned as being weak in previous editions are now the strongest.
>>96143894Why not? It's as many actions as any other spell. One of the prerequisites is being able to cast Summon Undead, which means Arcane, Occult, and Divine casters. Arcane has way better options, but Divine and Occult are pretty shit at targeting reflex. This at least gives them a decent option, on top of being resourceless. It's basically Rouse Skeletons that doesn't cost a spell slot with better range and utility.
>>96144452Not really looked at vindicator because all class archetypes just seem to be ass but even if his initial comment is true thats still bullshit. Why the fuck does a gish have better casting DCs than full casters in the first place? Can Paizo please remove the martial's balls from their mouths please.
2e
Something I've always been confused about is Hero Points. So everyone gets 1 to start. It says to hand out 1 HP every hour. Is that 1 HP to each party member or to one player? Generally for my group that just ends with everyone getting a total of 2 HP a session. Or the GM just has us start with 2 HP. I never see GMs hand out them otherwise. I feel like this is wrong since if that was the case the character sheet wouldn't have an option for 3 HP.
Are there no battlecry leaks yet? I couldn't find any
>>96144452How do you know that's the writer of vindicator?
>>96144694Check /PF2eAfterJan23
>>96144804I found it. Much obliged
>>96144674They recommend 1 per hour minimum, and that's total not per player. Though just giving them to everyone during that hour is more than fine. If your GM doesn't want to deal with it, just ask if you guys can start with 3 each session. But yeah, you should be getting more of them. I've heard some GMs give them out as achievements during a session. Like first blood during combat, rolling the first 1 of the session. Stuff that can be checked off a list and everyone is aware of so the GM doesn't have to think about it.
>>96144255I don't know much about the SF2e options available, but in PF2e a ranger with an arquebus can have a range increment of 300 feet using the Far Shot feat. That results in a maximum firing range of 1800 feet, which is over a third of a mile. There's a couple of other feats that can squeeze a bit more range out of the weapon in certain situations, like Targeted Redirection being able to increase it by up to another 300 feet, and the gunslinger has the Unerring Shot feat that just completely removes the penalty for firing at any range increment, meaning you can make that third-mile shot just as accurately as at point blank.
What is for sure weird is that the range increment for the sniper rifles in SF2e are actually lower than PF2e's arquebus, at 120 feet each compared to the arquebus's 150. So I wonder if it has similar feats to PF2e that can increase their range increments?
>>96145115>Though just giving them to everyone during that hour is more than fine.Two of my GMs do this and I sorta hate it because it benefits the martials a lot more than the casters (kind of a problem with hero points in general, but I digress) and it's caused the other players at the table to start using their hero points on really petty stuff like trying to turn hit Strikes into critical hits, or misses into hits where it doesn't really matter. This results in martials without any hero points available when they go down or when they roll a natural 1 against a targeted save, and it's my ass as the support caster who ends up having to burn their turns fixing that.
>>96139175They are. It doesn't help that they're scattered across disparate sections of the book.
>>96139175They look more complicated than they sound. It basically progresses in levels.
>the enemy doesn't know you are present>the enemy knows something is present but not where >the enemy knows your general location>the enemy knows which square you're in and can target you, but has an extra chance to whiff completely because you're obscured>the enemy can see youEverything else is just covering what all this means mechanically.
>>96144452That's probably not Michael Sayre, who's credited with vindicator and the mythic rules and used to use the ssalarn username before he quit Paizo and nuked his socials.
Michael Sayre is, however, on record in the trenches as defending mounted reach weapon rules, saying buffing pre-remaster Disarm would be disastrous (and then it remaster it got buffed in exactly the way people were asking when he chimed in), defending monk weapons being shit compared to stances, and describing the level 10 Shadow Signet as a tutorial item.
is season of ghosts actually good or is it just popular?