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Psychic suicide hotline edition
>>IF YOU ARE ASKING A QUESTION, PLEASE SPECIFY WHICH GAME YOU'RE PLAYING<<
Previous Thread: >>97271503
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>>CHECK THE SHARE THREAD FOR MISSING MATERIALS<<
TQ: What subsystems do you think are still missing?
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My hobo psychic kitsune might as well kill herself now
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>>97408008
>touches head slightly
>paizo rules lawyers enter the room
>MANIPULATE: You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait.
>fun removed
>lawyers exit
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>>97408061
what is this dogshit class bro
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Wow, so in trying to please all the 'tards, they bricked the Psychic. The full class, just smashed beyond belief. Made sure to put up a brick wall to Magi having anything nice to compensate for being stuck with there own shit. I don't even wanna see what they may have done with the Thaumaturge
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>>97408258
they actually gave Thaumaturge a healthy amount of buffs.
>>97408008
>>97408008
Because they are SPELLS, not psionics. They are pretty consistent that Psychics are more like Wizards or Oracles, people that dabble and investigate a particular niche in spell design. They actually do have a buff in that you don't need to speak to cast spells so being Silenced or Deafened can't hurt you. But you still are doing all the other casting requirements, including gestures.
Plus given how squishy Psychics already are, I don't really know how much removing the Manipulate tag would be a buff. Yeah, getting to hit a dragon with Imaginary Weapon for free is nice, but I rather not being in range of a dragon if I can help it...
(related note: The Professor Xavier deal of being a scrying expert, Infinite Eye, all their spells already lack the Manipulate trait AND are one action ANNND no one cares because its support not ATTACK ATTACK ATTACK)
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>>97408357
If they already can circumvent one of the old components, why not the other? "It's not psionics" isn't a real argument since they already modified the spellcasting, just in a half-assed way.
It's baffling because as you pointed out it wouldn't be a substantial buff, so there's no reason NOT to enhance the class fantasy like that.
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>>97408258
They did nothing to the magus, they will just go cleric or champion instead for fire ray. Bonus point for ragathiel to get extra an sure strike + haste and a God that is actually cool and not a faggot.
I just don't get what they are getting from this. This shit made nobody happy.
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>>97408357
Infinite eye was the worst. For the first 7 levels the only things I did were mental balm, meaningless damage with glimpse weakness, and unleashed TKP while constantly running against the 30' range limit. I think I managed guidance three times. People praise the support style, but I had no real use for focus points, amps, or unleash psyche for months of real time.
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>>97408417
>It's baffling because as you pointed out it wouldn't be a substantial buff, so there's no reason NOT to enhance the class fantasy like that.
Cause as stated, it really just applies to Infinite Eye. Because all the Psychic spells are that, spells, it all becomes really goofy to say what should and shouldn't have manipulate actions thanks to how some of them are designed. Gambit, Jubilee, Emma Frost, and Magneto are all different forms of psychics but I am very certain you would not say their powers are "hands-free". What makes something like Redistribute Potential just "psychic power" that can be done with no physical manipulation but other fire/ice spells should? Imaginary Weapon absolutely cannot get away with "its just psychic power", that one is touch. And this works backwards to non-Psychic Occult spells, why does Biting Words have Manipulate? Or any other Mental spell?
Basically, removing Manipulate from their spells is something that MUDDIES the class fantasy for both Psychics and everyone else. Not every psyker is Professor X, and I rather not limit the class design on the balancing point of AoO-free magic. The Verbal-to-Thought Component is likely as much you can "push" that thanks to how situational that can be.
>>97409673
I find it hard to believe you didn't found much use out of the Amped Guidance. Constant boosts AND the ability to fix failed checks on reaction is very handy, even if it is just by +1 for a while. Sure, I can hear you on the Glimpse Weakness point, but I would argue that the Amped Guidance is very much a valuable tool of Infinite Eye's support prowess.
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Alright /pgg/.
How would YOU solve PF2E's psychic?
This is totally not me using you to present a homebrew fix to my GM
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>>97409852
It's not a particularly interesting question as a lot of it is just numerical issues. The most you can rework is Unleash Psyche and quite honestly there isn't much you can add or fix that wouldn't just feel bad thanks to being a psuedo-stance that locks away key Psychic powers. Maybe you can turn it into something like Witchwarper's Warp Zone, a big AoE maelstrom that debuffs foes and have the feats key off of that, but I feel like it lacks some panache and eats up a lot of potential. People just don't like damage being stuck on the stance.
You can't even go back to 1e for more unique ideas as Psychic is one of the few classes that is quite faithful to the original design (which is a problem in its own right as 1e Psychic was not a good spellcaster either). It just...is.
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>>97409852
Unleash Psyche automatically casts its psyche action as a free action
Unleash Psyche bonus damage is equal to the character's level + 2
One more focus point in total
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>>97409852
Without reworking shit? Just buff their numbers and remove restrictions.
With reworking? Make it more like the kineticist where your "spells" are actually feats you choose based on your flavor of psychic.
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>>97409851
>What makes something like Redistribute Potential just "psychic power" that can be done with no physical manipulation but other fire/ice spells should?
The fact that they're cast by a class named "Psychic" and not "Sorcerer".
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>>97409852
Turn unleash psyche into a stance with no activation requirement. Maintaining the stance on turns after entering it is a focus point. While unleashed, you can use amps for free.
Probably too much but "spend focus point to enter unleash for free amp mode" feels like a good direction
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are there examples of 10th level characters out there? martials if possible (rogues/rangers/monks if even more possible)? It's been many years since I played any ttrpg and need something to compare to know if what I'm going to do is viable or not
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>>97410268
Assuming you mean 2e, this is a pretty well-maintained collection of guides: https://zenithgames.blogspot.com/2019/09/pathfinder-2nd-edition-guide- to-guides.html
Most of them have some kind of example build section. The quality varies (I've seen some pretty wild takes in those builds) but if you're just looking for an idea of the, like, general shape of these builds then that's a good start. If you have any more specific questions you can always just drop them here, there's a few resident build autists who might be familiar with whatever class you're asking about.
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>>97410006
To reiterate, that doesn't work cause there's plenty of psychics/psychic powers in media where it isn't just Mind Fuckery. They do use their hands the same way the typical mage does, if not more. With all the typical Mind Fuckery stuff already not having Manipulate, it would be a stretch to argue that all the non-Mind Fuckery things should be the same.
>>97410013
It being a stance is a nerf because it locks away other stances, see Arcane Cascade issues. And for most Amps, you aren't increasing the economy, given how most spells are two actions. This also only makes more sense if Unleash Psyche did more than just damage and psyche feats. I'm going to use my class abilities, I don't need a dedicated stance that locks them away from me, especially one that is on a time limit. And I'm guessing if its free to unleash the psyche at first, then you just want to wait until after you already expended your focus points and then pop it so you aren't robbing yourself out of your 4th.
>>97409985
>With reworking? Make it more like the kineticist where your "spells" are actually feats you choose based on your flavor of psychic.
This is its own flavor of bad idea as
>Requires its own book to reprint most spells as feats
>Is nowhere near as flexible as Kineticist, would be redundant against their options
>Doesn't resolve complexity issues like Kineticist does
>Psionics as a feat system isn't distinct enough for most psionics lovers.
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>>97410403
The reason why I specified with or without rework is because I know they are restricted to the number of pages from DA. In the current position they are in they should just buff the numbers. It's retarded to restrict your fragile caster so much with both feats and damage in exchange for 2 turns where he most likely won't cast any relevant spells because of the disruption chance.
And no, I don't think their theme is particularly inflexible.
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>>97410403
Oh yea nah no I agree stance would be a fucking stupid direction, even if I do have to ask "what stances are you even using?". I do still think that shifting it to where spending focus gives you the unleash effect and being unleashed just gives you full amp access for that round, would be an improvement. Maybe an action to enter unleash for "free", and a focus point to activate it as an actual free action, would be neat. It would still require a ton of reworking but the class already needs reworks so whatever.
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>>97409851
Amped guidance is the only tool of infinite eye's support prowess. It was a small party, so not a lot of rolls going on. Sometimes we had a bard npc. One good use per 6-7 rounds if I'm lucky. Allies were barbarian (dragon instinct) and rogue (mastermind).
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https://aonprd.com/SpellDisplay.aspx?ItemName=Audiovisual%20Hallucinat ion
I asked about this last thread but I found the answer to my own question. These spells are a fantastic way to replicate the illusory nature of Pennywise, and IMO these are what most people consider to be the default illusions when they're shown in fiction.
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The two funniest parts about the psychic nerfs are that reaction amps don't work anymore so they'll have to errata their (quasi-)errata (AGAIN) and that magus is actually not terribly affected by this because it can still pick up high-damage domain spells like Fire Ray from multiple archetypes.
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>>97410577
>>97410395
Been reading some guides...is just me or having at least one stance seems like an absolute imperative as a monk? their damage and traits seem way above just simple unarmed attacks
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Any loli Popes in Pathfinder? D&D has one
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>>97415376
>generic fantasy, west
:/
>generic fantasy, japan
:O
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>>97415376
>they adopted a full on anime artstyle
pic unrelated? the art you posted is inspired by the french
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>>97415052
Pretty much. In general, there's three ways to build an unarmed character in 2e: natural attacks from your ancestry (such as lizardfolk jaws, catfolk claws, etc.), polymorph effects (barbarian's animal or dragon instincts, druid's Untamed Form), or martial arts stances. Monk, of course, is really good at that last one, with access to almost all of them as early as level 1, and some even niftier ones later on.
That being said, there's a fork in the road at level 1 for monk, and that's whether to be a stance (unarmed) monk or a Monastic Weaponry monk. Monastic Weaponry enables Flurry of Blows with any weapon that has the Monk trait. In the same way that stances increase your damage dice by giving you deadlier unarmed attacks, monk weaponry provides an alternative by literally just giving you access to weapons. Bo Staff is kind of the gold standard here as a d8 reach weapon with the Parry trait, making it a rival to your stances in terms of both damage and useful traits, and your only Reach option at low levels. There's a few other goodies in there, although your stances are so powerful that, outside of Bo Staff, the options become much more about building towards a specific niche like enabling feats that require particular weapons or something. Even weapons monks might end up picking up a stance in higher-level games, as Reflexive Stance at level 12 eventually makes entering a stance free at the start of combat, and stances like Ironblood Stance exist that provide useful passive benefits even if you're not using their unarmed attacks.
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>>97417105
Intimidating Strike + Shatter Defenses (and optionally Dazzling Display, if you're actually built for the Intimidation skill) immediately come to mind as a pretty 1:1 parallel for the swashbuckler's Braggart style. Really, all the swashbuckler styles are is a little sprinkle of flavor on top of spamming a particular skill action every turn, plus the panache trait. Gymnast's combat maneuvers can be replicated via feats like Combat Grab or Slam Down, which are just fantastic feats in general. Fencer's feint-spam is shared by Scoundrel rogues, who also love to spam feint, as well as Stumbling Stance monks and martial artists.
Rascal, Wit, and Battledancer styles are more difficult for me to find analogues for off the top of my head. I feel like the Guardian archetype's Taunt feature is a pretty solid stand-in for Wit's Bon Mot spam, and Guardian's just a solid multiclass option for a lot of characters anyway. There's also the Gladiator archetype, which is explicitly about performance-fighting, but their features are all based around doing combat in front of observers, which makes it a pretty unhelpful archetype outside of, like, the Ruby Phoenix AP or something.
If you're a two-hand user, the Intimdating Strike stuff would work just fine for you, as would the Mauler archetype, which is designed for two-handers. There's nothing saying that you don't "boast, taunt, and psychologically needle your foes" while spamming Intimidating Strike on them, exactly like a Braggart swashbuckler would, or that you aren't "bewilder[ing] your foes with daring feats of physical prowess" while tripping them with Crashing Slam, exactly like a Gymnast swashbuckler does.
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>>97417476
look at the encounter building rules. but keep in mind that they work best with a moderate number of monsters a bit lower than party level, plus possibly a monster a bit higher or equal to party level. going all in with a single over-leveled monster or a ton of very low level monsters might produce undesired results (especially single high level monsters can be tpk machines for inexperienced groups).
https://2e.aonprd.com/Rules.aspx?ID=2716&Redirected=1
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>>97417581
Looks like Companion Compendia supports it, which is the go-to for animal companions: https://foundryvtt.com/packages/pf2e-animal-companions
I haven't used it for followers yet but if it works like animal companions you just:
>Make a new "PC"
>Open the compendium and drag the follower class onto it instead of a player class
>Drag the companion advancements onto it whenever you get them on your character
All the numbers should be built in, so it's just drag and drop.
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>>97417354
Oh thanks anon, I'll note these down.
What do you think of Staff Acrobat archetype?
>There's also the Gladiator archetype, which is explicitly about performance-fighting, but their features are all based around doing combat in front of observers
Yea, I asked /tg/ because the supposed go-to archetype doesn't work without on-lookers
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>>97415357
>>97415867
Clearly AI
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>>97417687
No problem! Re. Staff Acrobat: gimmicky but there's some good stuff there. The dedication itself adds the Shove trait to your (I'm assuming) bo staff , which may or may not ever be useful, but hey, it's something. Bullying Staff is totally redundant with the Titan Wrestler skill feat. Staff Sweep gives you the ability to make two combat maneuvers at the same bonus, which is generally great, but it must be against two different opponents and they must be both within your reach and 5' of each other. Realistically, this is not going to be something you get value out of very often. Levering Strike is solid as as set up for spending your last action on a maneuver, although I feel like if you *really* wanted the maneuver to land, you'd just use it first so you don't incur your multiple attack penalty on it.
The last two feats, Whirlwind Stance and Pivot Strike, are both great. Whirlwind Stance is obviously a staff-wielder's answer to similar feats like Buckler Dance or Twinned Defense, which are amazing. In fact, it's probably better, because parrying with a bo staff normally only gets you a +1 AC bonus, but Whirlwind Stance gets you a +2, equivalent with those other feats. If you're not using any other stances and you've got yourself a staff, you might as well grab this. Meanwhile, Pivot Strike is three actions for the price of two, without the Flourish trait. Leap up to 20' (or 25', if you have the Powerful Leap Skill Feat), hit a guy with a pretty solid bonus to your damage, then Shove or Trip him. The only downside is that, just like with Levering Stance, the maneuver comes after the Strike, meaning that it's less likely to hit. Still, a built-in Leap is great for positioning yourself where you need to be in order to shove a minion out of window or something.
Over all? It's fun. The only real eye-popper is Whirlwind Stance, which might make the archetype worth it all by itself for some characters. The rest of the archetype is various levels of gimmicky.
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What's the best way to build Drizzt in 2e? I want to play a light-elf with the same fighting style
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>>97417983
Forgive me if my lore is way outdated, but last I recall Drizzt was essentially a lightly armored dual-wield martial with a bunch of magic items (including the panther statue). Dual-wield rogue and ranger are obvious picks--ranger for if you wanted to grab a pet, rogue if not. Fighter can do this easily as well, but fighters are heavy armor users so I'm leaving them out. With rogue you'd build around Double Slice, probably grabbing the Dual-Weapon Warrior archetype to get Double Slice and then grabbing Dual Weapon Blitz from that same archetype once it becomes available. Ranger can do that too, although for them Twin Takedown is another obvious action to build around. If you're a Flurry Edge ranger you'd just use Twin Takedown and then spam Strikes to get 4 Strikes per turn. If you're a Precision Edge ranger you'd want to find other things to use your actions on (Twin Takedown > Twin Parry > Command an Animal is a good "standard" turn for a pet-user). Either way I feel like you just put some of your skill increases into Stealth and Survival and boom there's your Drizzt knockoff.
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https://www.reddit.com/r/Pathfinder2e/comments/1qitwze/legendary_pathf inder_a_free_variant_ruleset_for/
Someone has attempted to rewrite Pathfinder 2e.
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>>97418968
>>97418998
Thanks. Yeah he's really focused on defense and a flurry of attacks.
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Are Monastic Archers any good?
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>>97419875
>are a class that moves from danger faster than most enemies and is also ranged good?
yes, in fact they're better than melee monk, if an option lets you deal damage while far away from danger it is good
grab quick climb and combat climb and you'll be the most annoying motherfucker on the battlefield
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>>97419150
>All characters now reduce the DC of all Recall Knowledge checks by their Intelligence modifier.
>When you gain the basic spellcasting benefits, you become an expert in spellcasting at 7th-level and a master in spellcasting at 15th-level. You no longer gain proficiency increases from the expert and master spellcasting feats.
>Battle Forms (Player Core, pg. 301) do not prevent you from receiving item bonuses to attack rolls (such as from Handwraps of Mighty Blows).
>Free action Spellshape once per round.
>Arcane Cascade makes your Cast a Spell and Spellstrike not trigger reactions
>Focus spell feats gained as class features
Holy BALANCED
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I'm making a custom Paladin archetype and I'm trying to figure out a good capstone. I think Holy Champion is possibly one of the worst capstones I've ever seen, so I want to change it to something that's more fun and fitting with the other changes.
>Changes
>+Fighter Feats every 3 levels, replacing Mercies. Paladin class level counts as Fighter -3 for qualifying feats
>+Maneuvers replacing Spellcasting. Silver Crane, Golden Lion, Primal Fury. These Maneuvers do not require the specific weapon groups to be used. Replaces to 9th Level Maneuvers
>Aura of Courage, Resolve, Faith and Righteousness become personal effects, not Aura's.
>-Channel Positive Energy
>Aura of Justice becomes the Owlbrew Mark of Justice (At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies for 1 minute, using her bonuses. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin's allies add her Charisma bonus (if any) to their attack rolls and add her paladin level to all damage rolls made against the target of her smite. Smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin's allies gain a deflection bonus equal to her Charisma bonus (if any) to their AC against attacks made by the target of this smite. If the paladin targets a creature that is not evil, this smite is wasted with no effect.)
>Capstone Change. Initial thoughts perma Angelic Aspect, Greater.
In short, a more martial, selfish Paladin who trades out the spellcasting and support elements for more offensive power.
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in pf1 grappling rules, if a PC has multiple attacks per round, am I understanding correctly that Disarm and Trip are the only combat maneuvers he can attempt multiple times per round or in place of an AoO? Because everything else explicitly requires a standard action and not an attack replacement?
2nd question, am I understanding correctly how AoO's work out in a situation with 2 guys, A and B trying to grapple each other:
>A attempts grapple, provokes AoO
>B attempts to trip as his AoO, but the trip itself provokes an AoO from A
>So now its A who tries to Trip B as part of A's AoO
If no one has combat reflexes, it would than resolve as A's AoO, B's AoO, A's grapple attempt
If they do have combat reflexes, they can keep chaining mutual AoOs up to their max dex bonus. Correct?
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>>97421306
>in pf1 grappling rules, if a PC has multiple attacks per round, am I understanding correctly that Disarm and Trip are the only combat maneuvers he can attempt multiple times per round or in place of an AoO? Because everything else explicitly requires a standard action and not an attack replacement?
Yes. Though there are some tricks to make it into attack rolls, such as Hamatula Strike -feat
>2nd question, am I understanding correctly how AoO's work out in a situation with 2 guys, A and B trying to grapple each other:
As far as I understand, yes. There might be some erratas or vague rules about chaining AoOs, but as far as I know that is pretty much how it goes.
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>>97422896
I imagine the balancing point around this idea is that you are playing a Barbarian to Rage, there's not much point in making them wait to Rage. While a Monk Stance is something you opt-into, and there isn't a clean way of going "Monks can stance for free" without building a whole new class feature into an already stuffed class (however useful you argue shit like Mystic Strikes are...). Other "Assumed First Turn" Action Classes like Ranger can do it outside of combat or is so impactful to how combat swings ala Thaumaturge they are more comfortable with the action tax.
I am talking out my ass here as Quick-Tempered very much help put Barbarian at the bottom of S-tier for me alongside Fighter, Champion, Cleric, and Bard, but I kinda get the design logic as to why stances are like that.
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>>97420292
except for all the ones where rangers cast spells, yeah. Maybe in 3.5e he'd have the spell-less option plus some fighter levels for bonus feats.
Thank god for PF 2e making ranger spellcasting optional finally.
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>>97426246
It was bad before, it got no better. It was only really good as a dip for magus and they removed that functionality.
The class itself is the same as it ever was but in not buffing it at all and giving its most common use in its dedication a nerf, they just pissed some people off and made literally nobody happy.
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>>97409852
>Rework sub/consciuous minds into 3*3 (mental stats * blasting/support/control)
>>3-slot caster, but each mind grants a spell (so 1 spell choice per rank)
>>Redistribute and rework existing psy-cantrips, each mind provides the same as conscious currently does so you get more in total
>Unleash Psyche is usable at first turn
>>Makes amps usable/free
>>Lasts a turn unmodified, free action sustain with a focus point (maybe steal lingering from bard)
>>Minds modify the passive effect and give psyche actions, more with feats
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>>97421291
>>97407869
are you going to post your slut or are you going to be a little bitch
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>>97407512
I'm going to do an Undead Lord Cleric for an upcoming campaign. Yes, I know it's dogshit, and my DM and I are going to buff it as we go along if I feel weak compared to the rest of the party. My question is, what stats should I focus on? I've never played Cleric before.
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>>97427619
>>97427624
WIS > CHA > DEX/CON > STR/INT
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>>97427619
If you want an easy "fix" for the archetype, my GM basically let me make the corpse companion an intelligent humanoid undead after level 6 (treating it as a variant like the bloody or burning examples it gives) at -2 HD to my level to basically treat it like a pseudo-Leadership cohort, which I think is fair considering that there's an existing Domain which just straight up gives you actual Leadership as a free feat by level 7, and this archetype basically removes one of your domains and ALSO chooses your other one for you (even down to the subdomain).
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>>97427884
Thank you!
>>97427992
Yeah it seems rough, but it's the exact flavor I want for role-playing, down to the corpse companion. I'll make a note of your solution, thank you!
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>>97426246
https://www.reddit.com/r/Pathfinder2e/comments/1qkttwz/a_summary_of_th e_psychics_fall_from_grace/
This is an earnest, unironic, well-reasoned summary of roughly why the psychic became bad compared to the other spellcasters over the course of a few years.
We will have to wait and see how the necromancer turns out in half a year.
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>>97428461
god why is Paizo full of dickriders of this level
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>>97429841
Breaking the strict guidelines of action economy? In 2E?! What are you, crazy? Next you'll be saying that you'll have the ability to jump higher than an 8 ft. height just because you rolled a 40 on your Acrobatics check.
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>>97429841
No as there's not much reason. You don't need to spend actions if you are outside of Encounter Mode, in which you are Hustling. And in Encounter Mode, you just Stride multiple times or use an activity that has multiple Strides built in like Sudden Charge.
The reason why Run exists in 1e is because it is one of the few ways you exchange actions between your Move, Standard, and Swift. Sometimes your base speed isn't enough and it is worth removing your effective turn for more of it. And you don't need Charge as a generic action you don't lose out on your effective turn by spending more actions to move.
And if you are in some weird uber battlefield where you are 500+sq.ft away from the enemy and you can't just blast them with a siege weapon/spell and you are stuck in Encounter Mode initiative, I don't even know how 5x speed for 3 action will help you here...
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>>97427188
>>97421291
>>97407869
post your slut fox you bitch there's no fucking way you have no art of her every kitsune fag does it
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>>97429841
The closest thing is the lvl 10 Operative feat called Sprint that lets you stride four times in two actions and six times with three action.
Could homebrew up a generic version that has the requirement of running in a straight line.
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Could anyone give a quick rundown of how 2e Gunslinger is post-remaster? Specifically, I want to know how the Ways all compare to each other; the Bloodborne fan in me wants to use Triggerbrand and relive those halcyon days of Reiterpallasch+Evelyn spam, but switch-hitting is usually a suboptimal option in most d20 games I've played.
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>>97408357
>they actually gave Thaumaturge a healthy amount of buffs.
Thaum dominance continues. Most fun class of 2e, even if its not the most effective.
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>>97433552
I made a great sword wielding Obedience Champion last week, with blessed armament, oath of the slayer, and taking smite at 6th level
it starts out low with extra damage, but ramps up in certain situations. I got destruction domain's spell as well, just in case I have to deal with swarms or I wanna fuck up more than one person at a time
>Iron Command, the reaction of obedience, has this "Regardless of which option the enemy chose, your Strikes against it deal 1 extra spirit damage until the end of your next turn. This extra damage increases to 2 at 9th level and 3 at 16th level."
>Oath of the Slayer "Your Strikes and devotion spells that deal damage do an additional 1 spirit damage against a creature with the chosen trait. This damage increases to 2 at 7th level and 3 at 14th level. If a creature with the chosen trait triggers your champion’s reaction, this additional damage doubles until the end of your next turn."
>Touch of the Void, "Willing Undead Creature: The target regains 6 Hit Points. If the target is yourself, you also gain a +2 status bonus to damage rolls for 1 round."
>Smite, "Until the start of your next turn, your Strikes against that enemy gain a +3 status bonus to damage, increasing to +4 if you have master proficiency with the weapon or unarmed attack you're using for the Strike. If you're holy or unholy and the target has the opposite trait, the bonus is +4 (or +6 if you're a master)."
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>>97433082
On a fundamentals level, not much particularly changed. It is just polished up some. However, the change to Singular Expertise and Gunslinger getting their firearm proficiency in both parts of combination weapons Massively improved their competence in them. Stab n' Blast is a full-on nuke attack at this point.
It's still not the most optimal build, Gunslinger does kinda explode if they don't kill their foe in melee range. But they are pretty strong.
>>97433552
I'm not exactly sure what you mean, given you can always build them towards damage. Smite, Oaths, Litanies, they had plenty of damage ramp up power. They did got new shield stuff as well, and that's probably more optimal, but between their core options and archetypes, you don't have to go out of your way to be more damage-focused.
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>>97433552
Champion could always build more offensive-focused, it's just that its blessing and feat selection will always feel like complete dogshit, especially with all the tax feats for functions that should be built in. But that's kinda true even for a lot of shield champion shit, so lol, lmao.
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Question about pf2e, is it normal that combats last too long? I feel we're doing something wrong because coming from 1e combat was no longer than 5 or so turns, but here it double or more for the same level. Is it possible because we make way less attacks? we had classes with 3-4 attacks at highest bonus like monk and now they only make 2
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>>97439239
Flurry gives you an extra attack at highest bonus
Ki for extra attack
Haste
I bet you can get way more attacks at higher level, but around 7th level or so you should be doing that with a monk on almost encounter ever in 1e
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>>97439174
It is a mix between foes overall having chunkier HP pools and the average PF2e character being less potent than a 1e character of the same level (assuming you are getting out of the Level 1-3 valley in both editions). But it really shouldn't take twice as long, combat should take about the same amount of time, especially after Level 7.
We need more info from you to figure out what exactly is going wrong in your fights. The most likely answer is that you are fighting a waaaaay too overtuned boss because your GM refuses to read the Encounter Budget chart, but there can be less accusatory answers there.
>>97439264
While 1e has a lot more flat ways of multi-attacking, 2e makes it more evenly distributed among martials. You can't really go full Hekatonkheires builds in 2e, but there's plenty of ways of hitting 3-4 times with only minor Quickened assistances.
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>>97440255
Depending on how proficient the players are with the system might also affect how long the fights are going, if they're just 3-action spamming attacks and missing half of them because they're used to being able to just do that sort of thing in 1e.
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Maybe I'm just brainrotted by wotr, but it seems to me that pf2e would be better off as a classsless system, in the likes of mutants & masterminds.
There are so many classes and subclasses, offering such a degree of freedom, but never offering total control. For example, you can play a sacred fist to be a warpriest with certain monk features, or a bloodrager to get a sorcerous bloodline on what would otherwise be a barbarian, ditto for eldritch scion and magus. You can play a mad dog to get an animal companion on a barbarian or a sylvan sorceror to get one on a sorc.
However, this freedom is limited, what if i want a religious domain on a monk? or a sneak attack on my magus? etc.
Does anyone know if there have been any classless renditions of the pathfinder system?
Something resembling m&m would be ideal, like starting with 1000 points and building your own class such as d12 hp costs 400 points, full BAB costs 500 points, half casting costs 200 points, light armor proficiency costs 100 points, etc.
Has such an idea been tried? Did it fail?
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>>97441035
Lemme talk out my ass for a bit but I don't think there ever been a successful classless system. In either tabletop or vidya.
I think it fundamentally too much for the average normie gamer to enjoy. Even if they don't give a shit about balance and like to make their GM friend suffer their Protagonist Syndrome-addled OC, it just far too much freedom to breed anything worth of note. And if anything, it just gets them going "why don't I just write a book?"
I think this applies to even more narrative systems like Powered by the Apocalypse. People just appreciate the guard rails. Not even in a 'limitation breed creativity" sense but in a "I don't like to think for myself in something I don't want to take that seriously" sense.
There has been plenty of psuedo-classless stuff like Spheres of Power but even then I don't think anything has been as successful a brand as Archetype Systems have been. It just makes more sense to people.
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>>97441035
>Has such an idea been tried?
I'm GMing a PF2E hack that turns it into a mecha game like Armored Core.
Pilot building is done through talents that give you a few feats themed around the talent.
Mecha building is done by picking their parts which gives the mechs its stats and feats. There are tons of mecha weapons and I changed how weapons work to instead come with pre-defined attacks/actions, usually 1 or 2, and obviously a huge amount of focus on firearms.
The biggest issue I have is, of course, a lot of class feats are based on the classes and medieval weaponry. This means I usually have to add a lot of feats related to firearms and high speed combat. Also, a lot of basic actions in PF2E take a bit to scale (I immediately reworded Disarm, Jumping mechanics and other stuff to make it simpler and scalable).
But it's a TON of fun. It's basically like building a character but you're not locked into class progression, you just have an idea and try to adapt it by picking feats that sound interesting or fit with what you want to do. There are "flavors" of talents/parts so you kind of know what you're getting into but you have a lot more freedom
not my art
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The change of spell traits caused some weirdness with the psychic
It used to remove the vocal component, but now vocal components don't exist, spells were just given directly the concentrate trait; so this feature of the psychic no longer has a codified mechanical effect
One of the most obvious consequences is the interaction with Silence, since it now can't refer to vocal components, it just says you can't cast any spell unless it's subtle
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PF1, sic Nabasu with 7 lives on the party, 8 free action death gazes while casting spells.
>I wonder how many it will kill
>party
>Summon Monster VI - Celestial Smilodon (dire tiger)
>Melee 2 claws +18 (2d4+8 plus grab), bite +18 (2d6+8/19–20 plus grab)
>pounce, rake (2 claws +18, 2d4+8)
>smilodon gets buffed with Fly, Haste and Bull's Strength, damage bonus now +10, the same round it appears
>smilodon uses Smite Evil, 14 HD, vs Evil Outsider, +28 damage bonus
>Charge attack 120ft with Pounce and Rake (assuming grab works on any of the first 3)
>5 attacks with +22 Attack bonus and a +38 damage bonus
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>>97452971
Two archetypes, actually.
https://2e.aonprd.com/Archetypes.aspx?ID=110
https://2e.aonprd.com/Archetypes.aspx?ID=39
On top of the default prosthetics you can buy as well.
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>>97453048
https://2e.aonprd.com/Equipment.aspx?Category=72&Subcategory=99
Well check here I guess.
There's also monster grafts.
https://2e.aonprd.com/Equipment.aspx?Category=114
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current Paizo wishlist
1. Kinetic Knight class archetype for Kineticist
2. quasi-magic focused Kineticist-like Mind powers Psion class
3. Psi Warrior class archetype of the mind powers class so I can make a legit Jedi with a plasma sword wielding one in Starfinder and not deal with the jank of the Solarian
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>>97460741
Depends on the Monk build, with the Bo Staff being the best one to use it with because of the Reach. It's not as good as Reactive Strike, but it fully functional on its own.
Just make sure your GM isn't being too metagamey and refuse to move his units around because "they are too smart to get AoO!!!"
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>>97441245n-no one cared?
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>>97460741
As the other anon said but Wolf Stance via Wolf Drag can guarantee you using Stand Still when said enemy stands up. If you or other party member is focusing on combat maneuvers, mainly trip, it can be a good way to use your reaction. Played in a Kingmaker game as a Wolf Stance Monk and the party loved him since he was causing every martial to use their reactive strike feat when the enemy we were fighting stood up.
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>>97463803
>why is it that people who want to actually interact with the complexies of the system want to make use of the complexies of the system.
Without free archetypes 2e is basically same as playing exclusively with premade characters in 1e.
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>>97463869
Free Archetype doesn't break the system. At most it kicks up the encounter budget by about 15-30 EXP per player.
I do agree that FA incentivizes a very munchkiny way of viewing 2e, but it really doesn't play out that way that often. Even if you combine powerful archetypes with strong classes, you aren't really that much more versatile to playing the game FA-free. You either accept a class have some lame feats at certain levels and an archetype is more valuable or vice versa. We all play Pathfinder for the feats and player customization, so not much wrong with adding more feats and player customization to your table.
also yes i know im taking bait but sometimes it is a good reminder as to why we even stick with paizo and their bullshit
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>>97462809
absolutely nothing about it changed, it still blows ass
>>97463852
I sure do love class feats on most classes being functionally a "where's the actual class" quiz instead of real customization! It's great, and certainly not mind-numbing!
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>>97463898
Not gonna lie I agree with you but as someone who runs and plays with FA all the time it's a little difficult to imagine going back. For me it's the characterization, I've never multiclassed with an Archetype I've always done some shit like Mauler, Acrobat, Celebrity, Vigilante or Wrestler
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>>97464861
>I sure do love class feats on most classes being functionally a "where's the actual class" quiz instead of real customization!
I hear this a lot but imo, that's very overblown. It's not like Rage or Hunt Prey or other key class mechanics are feats. At most I would say Stunning Fist on Monk or the Disease Resistance on Champion and that's really more expectations of the class than mandatory class feats/feat taxes (ala Quick Bomber on Alchemist or Diverse Lore on Thaumaturge, which blows dicks in their own right but can you really argue the class FANTASY is incomplete without these feats? I'd argue these are two different complaints being fused into one abomination). And in regards to Champion/Paladin fantasies, that always been very overloaded for not much reason thanks to taking what is a proto-Prestige Class into being base. It isn't like Clerics were immune to disease so it isn't treated as a divine necessity.
Paizo can make bad class feats and the concept is prone to leaving "core" ideas in such thanks to the nature of needing things in the class fantasy to be selectable at all. And I think 2e's weird design ethos of "some fantasies are more optional than others" ala Magic Ranger/Chi Monk/Divine Blasting Champion in the light of the archetype system. But I honestly think most classes are feature complete as is when it comes to just solidifying the fantasy. If there was a class that is incomplete on its own, I would argue it is Witch and even then I think that has the most justifiable reasons to not overload the player on "traditional Witchery" at base.
>"Who wants to fuck a hag?!"
>"Now who wants to BE a hag!?"
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>>97465662
Fort effects and will effects both have the ability to instantly remove you from a fight with conditions like Paralyzed or Fleeing, but only Will effects have the ability to make you actively teamkill with the Confused and Controlled conditions. If someone in the party crit-fails a save against a nasty Fort effect, they're going to have a bad time. If someone in the party crit-fails a save against a nasty Will effect, everyone's going to have a bad time.
Generally speaking, everybody wants to prioritize Will > Fort > Reflex to the extent that they're able to.
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How would one make D, from Vampire Hunter D, in 2e? In 1e I had my Dhampir Inquisitor of Ragathiel (to get Rage which is similar to the bloodlusted form D has and Superstition to get the resistances to magic from his heritage). I was thinking Dhampir Ranger with Undead Slayer archetype?
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DnD 5e player trying out P2e for the first time soon. Does the concept of a Commander grappler build work? I want to grapple enemies to make them off-guard and basically use my Tactics to get my Rogue into position and allow him to get off sneak attacks every round as a reaction. Is this stupid or viable?
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>>97468641
Don't forget that Ranger also have the Vindicator/Inquisitor CA if you like having divine magic and investigation on their chassis. It's not particularly good (I have a softspot for it), but it can be handy in paying homage to the concept that Undead Slayer may not.
>>97469179
I think in theory it should work out fine? Maybe you want something like Fighter or something with direct access to Combat Grab and give them Commander Multiclass, but Commander with Wrestler archetype should work out. My big issue is the 8HP hit die there, but they do get heavy armor so it should be fine.
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Does anyone have the uncorrupted Nualia image, or remember which book it was in?
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>>97471940
I'm guessing the reason why Monk doesn't have a flat improvement feat like Raging Athlete and Flamboyant Athlete is to do with Crane Stance. I guess they didn't want it to scale when combined with Dancing Leaf to push it beyond those numbers, which is weird in its own right.
Though Monk does just get a Qi Spell that lets them fly and can just run up a wall over jumping so I don't think it particularly matters that much.
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>>97472130
Wind Jump is nuts. By 14 (so about the same time that the legendary Athletics feats are coming online), you can pass the check with Assurance, which just turns it into a focus point-based Fly+ that only costs a single action to cast, doesn't provoke Reactive Strike if you decide to cast it in somebody's face, and doesn't require using a Fly action each round to stay in the air. It completely replaces jumping, along with basically any other movement ability. It's gotta be one of the best, if not the best focus spells in the game for a melee martial. Monk's focus spell list is loaded in general.
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>>97472130
Its a whole damn thing, jump used to be Acrobatics so dex and speed also gave bonuses to jumps (+4 per every 10ft above speed 30ft) meaning you could have wuxia fun
>Qi Spell that lets them fly
I'm not going to have fun flying for like one or twice turns every 10 minutes (specially if I have to use other ki powers to stay relevant) while the barb can make as many super jumps as turns he's raging
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About to play a short mythic 20 campaign about 2 sessions set in heaven as demon invade, my DM said this is for setup to our real level 1 campaign. I get to play godling and my friend is gonna play celestial guardian with him as my hierophant but i dont know what class to to pair with it. We have a warpriest herald and legend champion so what would synergize? Gold is a non issue since DM said go wild as he wont hold back.
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>>97463869
what the fuck does this mean? do you think free archetype characters play in parties made of regular characters? why are so many pf2tards so obsessed with other people they never met "ruining their fun" by having characters "more powerful" than theirs?
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>>97471940
>>97472130
I was going to point out that Dancing Leaf exists, then I remembered Dancing Leaf sucks ass and is basically a skill feat (or even just "class chassis ribbon feature") hiding in class feat slots, and then I see one of you already mentioned it anyway.
Monk is such a bizarre class man, it doesn't feel like it actually guides you to anything, is full of options that feel underbaked and overcosted in some way, demands you overpay for overall minor fluff abilities, and wants to have both the "focused thematics" and "build-your-own-class fantasy" cakes at the same time while fumbling both.
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You strayed from Paizo's light. You houseruled. You used unrestricted free archetype. You took a popular multiclass dedication. You reflavored something instead of taking the canon option with that flavor. You followed RAI instead of RAW. You homebrewed something yourself instead of using Battlezoo and Team+ material. You used the old version of something that was already remastered. You took a spell meant for my OC donut steel NPC. You didn't prioritize le teamwork enough. And by doing this, because of your selfishness, you ruined everyone's fun.
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Every time I play my 2e Alchemist I am struck by how it's been 7 years and this class is still dogshit despite having an entire second iteration, with subclasses that may as well not even exist for how badly designed they are, and how insulting every feat, feature, and action feels. These motherfuckers really made the bomb splash class whose bomb subclass only has a binary "splash in an area or no splash at all" toggle when they had a perfectly good "pick which surrounding tiles get splashed" from last edition to use? They couldn't fix the action economy despite a whole remaster's worth of space? They couldn't give it at least some minor (unpoachable by archetypes) subclass dabbling so non-bombers wouldn't want to kill themselves?
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>>97476512
>Monk is such a bizarre class man, it doesn't feel like it actually guides you to anything, is full of options that feel underbaked and overcosted in some way, demands you overpay for overall minor fluff abilities, and wants to have both the "focused thematics" and "build-your-own-class fantasy" cakes at the same time while fumbling both.
Good. Everything as it should be. Monkniggers get the rope.
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>>97477100
I like 2eAlch but I definitely agree with most of the points here. Two things I do want to at least talk out my ass on is
>really made the bomb splash class whose bomb subclass only has a binary "splash in an area or no splash at all" toggle when they had a perfectly good "pick which surrounding tiles get splashed" from last edition to use?
I think they didn't bring this back, as convenient and potent it would be, thanks to how much it removes the challenge to bombs. If you have direct control over all the explosions, then you aren't really tossing bombs anymore. The Alchemist gets free AOE damage, no coordination or risk required. I kind of get it, but I don't think I agree with the design here myself.
>They couldn't give it at least some minor (unpoachable by archetypes) subclass dabbling so non-bombers wouldn't want to kill themselves?
A design I mostly agree with is keeping Alchemist options open to all. As all alchemists run on the same "spell list", I think encouraging you to dabble deeper in other subclasses' roles and feats keep the class very unique per playthrough, compared to just having distinct subclass-only feats. It would be like having Metamagics only for Metamagic Wizard, I think it would be a bit too constraining. The "mostly" comes into effect when you see how important it is to just have Bomber feats, even post-remaster. The fact that they saw Quick Bomber be a genuine feat tax for all Alchemists and don't think there is a problem after all these years is actually infuriating. And the inability to free craft Alchemical items like Collar of the Shifting Spider outright punished other subclasses that are reliant on such.
Post-remaster, Alchemist is actually pretty damn close to being, if not a GOOD class, at least a FUN one if you are willing to dive into the charts. But the fact it still suffering from basic playstyle issues after so many years is frustrating.
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>>97477257
I should add that I am still arguably having fun playing my alchemist, but a lot of that is more a result of my group making it fun to RP my character, and my GM taking pity on me to throw enemies with notable weaknesses I can actually exploit, rather than actually feeling like my class successfully delivers. It is "almost" good, but fumbles so many little pieces as you go.
I just think subclass design right now blows fucking ass, and I would rather that space have been like... I dunno, for an easy comparison I guess designed more like Kineticist? Packages you can dabble or dive into, instead of locked progressions that are mostly dogshit... Which admittedly, is presumably what the point of class feats should be, but we could yell for days about how awful class feat design just for Alchemist is.
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>>97476512
I think the big issue with Monk comes down to Paizo feat design. A lot of what you said is pretty applicable to other classes in the game, it just stands out with Monk because of its mixed priorities. No one is going to complain about Ranger Focus Spells being different degrees of mid or think it is absolutely fucked because Outwit Edge being aimless because the overall chassis and role is so clearcut. But Monk being a Skirmisher/Defender hybrid puts a lot of onus on the feats, but with it having so many "this should be a skill feat" feats alongside questionable stance and core options does make the overall "build your own Monk" idea flounder, at least somewhat.
Monk isn't really THAT bizarre, either on an effectiveness or Paizo Jank-level. See the above convo on Alchemist for something that is actually WTF-tier. Just that, like Alchemist, little things add up to make things we would normally roll our eyes at to be more infuriating than it should.
>>97477301
I think the ability to gain different subclass features make sense, especially with Bomber hogging stuff like Calculated Splash in their chassis as of the remaster.
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>>97477341
I find Ranger in particular a funny one to mention, because most of the time my group talks about classes, Ranger and Monk both get lumped into the same "yea they function, they're probably in a better position than they were in 1e, but man they just FEEL lame" basket. They don't actually share much in terms of "problems", but they feel like kindred spirits all the same.
Basically every class is full of dogshit feats, true, for monk it especially bugs me because every time I see someone new try to make one, they just... Don't really understand what it wants them to be? They come in assuming they're going to be a kung-fu action movie character, only to find out that the main suggested way to play the class is some weird robot or part-dragon grappler with a shield, then get discouraged when their attempt to be a mystic kung-fu fighter anyway results in getting downed by a crit every fight because... Well, sorry idiot, should have played automaton if you didn't wanna max dex.
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>>97477526
if you want to have a blast at the level of stupidity and huffing one's ass fumes go to paizoblog. They're a bunch of hypocrites too, they claim some stuff is the way it is because otherwise would be broken but when you point them kineticists, summoners or other classes doing that in a higher order of magnitude and at will they just go with "well that's ok because"
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>>97477986
Ignoring the obvious Fighter in the room, it is sort of a two-bit question.
>What do you value about Monks in 5e: Unarmored Defense or Multiattacks?
>What do you do about Monk weapons if it is multiattacks?
If you stiff out their defenses because they are unarmored, you run into the same problem behind 5e monks: Too MAD and dies before you can unleash them. If you stack both answers, both Legendary Unarmored and Legendary Strikes, you'd think the Fighterfag arguments were annoying?? And if you just give them Legendary Attacks by way of a decision like Path to Perfection, what's the difference between them and Fighter? They still be worse even with Flurry because their bad armor score and no Reactive Strike.
(good to also point out that they were a Core Rulebook class so they were concerned about class originality between each other)
So while Legendary Unarmed makes intuitive sense, it makes little game design sense compared to unarmored defenses. Big issue is that unlike Champion, they didn't really give much to work with that Legendary Defenses (although its not like Champion has much either, given you don't bodyblock with your Champs).
>>97477966
It's a little hypocritical given I spend most of my day here and used to be on the subreddit before I got banned in the luck_panda shit, but I avoid the forums if given the chance. That wall just feels TOO hard to bash my skull against.
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>>97478062
Monk's niche should be a mastery over combat maneuvers so they can action compress things like Pushes, Trips, etc as secondary benefits of landing a Strike. To a certain degree they already do this, but the "chain" you should have invested into for Monk should have basically followed a fighting style, so one Monk could be a Legend of shoves while another at high level can shoulder throw dragons.
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>>97478931
I think they are pretty equal all around. Barb probably have the edge thanks to Furious Bully but they don't get many action economy saviors like Fighter and Monk. Fighter has the best hit rate with metastrikes, but the least damage if they don't get a crit. And Monk has the action economy and damage, but no particular bonuses outside of that action economy.
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>>97478090
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>>97481600
I would argue that Fighter + Barbarian, assuming Fighter is playing Defender/Controller for both musclemen. You just get way higher DPS than with Monk being your Striker. Fighter and Monk being Controllers also feels pretty redundant unless you have weird battlefield conditions that Fighter can't just shrug off, such as size or non-Fear Will Saves.
In general, Monk thrives in more nicher or weird scenarios that the more general martials wouldn't really consider their problem, outside of the "I WILL GET SO ANGRY GRAVITY CANT HOLD ME DOWN" Barbs. Outside of such, they are about par, or slightly outclassed thanks to buffs granted in the Remaster they just missed out on for some reason.
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>>97483760
Mind you, Monks aren't dogshit in 2e. They are like low A-tier, High B-tier in my head. It's more they have very blatant flaws and mixed messaging in playstyle that the remaster could have easily resolved but just didn't. But infinite Flurry of Blows, high movement speed, good-to-fantastic defenses (woe STR monks though...), and actually good ki powers BTFOs most (non-Kensai) Monks out the water.
Monks are just a weird fantasy to adapt that I personally don't envy trying to (its like trying to drag a cowboy into Conan the Barbarian to put it into perspective) so I get why they have such a turbulent history.
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2e
Why are enemies allowed to crit save against PC abilities so often, even on their weak saves? Spells are already a limited resource and cost two actions, but the game can't be bothered to give a consolation prize?
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>>97484037
because kill yourself for playing caster
real answer because enemies use the same spells and they thought the best idea is that PCs being able to crit save is more important than NPCs also being able to do so
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>>97483811
Goku ends up being more a mage thanks to how many fights end by beam clash. Most times he sticks with fisticuffs he usually flat on his ass or dies. And even his punch victories tend to be heavily enhanced.
Seriously though that is the main goal of Monks having so many wuxia powers and ki points. But Monks can't really be as good as a caster because d20 fantasy isn't really the type of space that rewards that kind of wide build. So Monks end up, even when they go for the Goku build, lesser than the sum of their parts.i will also acknowledge the genuine Jap Panic a lot of people had bad in the 70s-80s as hindsight in regards to why they would purposely sabotage the class while also letting Clerics/Paladins rule the world from the beginning...
>>97484037
Your GM is probably just making you fight higher-level foes too often. I find that distributing the encounter budget more evenly resolves a lot of actual issues. Though realistically, a good deal of foes are just obnoxious stat sticks that are an issue for everyone. Casters just get the short end of the stick in these fights since "lol lmao no item bonus", especially at certain level ranges (they really didn't need to bring back Spell Resistance at all either...).
Still though, I actually do think that it isn't that dire, least compared to how BS it is they get nothing for spell attack rolls.
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>>97483811
>>97484225
DBZ characters only work in dedicated DBZ systems, or using 3.5e's Gestalt rules. Psion//Fighter and/or Monk.
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>>97484367
It's not that they're balanced around it, they are just functional with it. They're ass on purpose for...reasons? AC is too easy to lower? They're supposed to target other saves, even though every spell list isn't good at every save, except for Arcane?
Impossible Magic might introduce something to make up for it, but I won't hold my breath.
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2e
When a cleric follows a god who's granted spells are not on the divine spell list, they are considered divine when preparing those spells. But how does that work if you have a wand / scroll of a spell that your god grants you and it's not on the divine list? Would you be able to use it or would you need Trick Magic Item to do so?
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I'm trying to roll up a necromancer (not the actual playtest class, I mean a magic user who specializes in necromancy) in Starfinder 2E
If I make a Corpsefolk and get one of those martial weapons that deals void damage, is there anything stopping me from just hitting myself or my summons with it to heal us?
If I got a Reality Ripper and had that infinite ammo cantrip, isn't that just free unlimited healing forever?
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>>97485608
Yeah you need Void Healing which Corpsefolk have
...I just looked it up and I'm actually retarded, Void Healing specifically says that you heal from "void effects that heal undead"
So my necro could heal through the harm spell and that's basically it, he just wouldn't take damage from void effects, which is useless since there aren't any void aoe weapons as far as I know
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>>97488208
I doubt it's the strongest build, but there are benefits. Some brawling weapons have reach, you get a free hand for athletics or other manipulate actions like Battle Medicine or even Doctor's Visitation, and you can feat into a +2 parry fist. The critical specialization is pretty good, too.
Fighters get Agile Grace which can make attack spamming reasonably likely to do something.
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>>97483769
>>97488664
I would probably change out Sure Strike for Soothe or Bless, I doubt there will be a lot of situations where a crit Phase Bolt would be the defining moment in a battle. Runic Weapon is also a good support tool. And Lose the Path is a good way to maintain your distance from foes, important for an Unbound Step Psychic. Don't forget that Distortion Lens will help increase the range of your attack cantrips as well.
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>>97488697
Sure Strike into critting Amped Telekinetic Projectile is basically how you fire a PF2E Railgun. I'm playing Distant Grasp, forgot to mention.
Lose the Grasp is good, though.
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>>97488914
they're on the focus spell tab
I'd post the FoundryVTT sheet but my DM is asleep and he doesn't leave his server up 24/7
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>>97483769
>>97488869
>>97488930
Post your character and I'll give you a recommendation based on design
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>>97488971
she's a one armed kitsune psychic and she's a hobo
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>>97489305
She's cute, I'll give you the rundown.
Telekinetic Projectile is YOUR DAMAGE DEALER. You don't really need others unless you want to focus on saves. Use Sure Strike while Unleashed and fire it off at whoever you have a good chance to hit, and you'll delete them from existence.
Change Phase Bolt for Shield. You NEED shield as a caster because you're dogshit with your AC. You'll want to be far away but having a one action turn ender is always good.
If you WANT another damaging cantrip, change Infectious Enthusiasm to Void Warp so you can target fortitude. You'll have other spells to target Reflex and Will
Keep Sure Strike. You don't want any cantrips with low range like 15-30 feet because *you want to be far away*.
Change Concordant Choir to Force Barrage and set it as your signature spell. The moment this goes to heightened you're dealing psychotic amounts of damage if you spend all actions while you're unleashed. Yes, the Unleash bonus damage counts *for every enemy you hit this with*.
Loose Time's Arrow is good as your pre-unleash round spell
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>>97485624
https://old.reddit.com/r/Pathfinder2e/comments/1ezlclu/spirit_warrior_ who_wants_it_and_who_doesnt/
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>>97489305
She looks like she gives handjobs for beer (compliment)
>>97489876
PF2e sort of enforces such with Hybrid Form being a Level 5 feat and the race defaulting to fox furry. If you want to be canon-compliant with your OC and NOT waste a Level 5 Ancestry slot, you gotta take the poison pill here.
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>>97489876
The only reason you notice is because it's drawn with a "modern" digital artstyle, the style of other humanoids drawn in that style would similarly look nothing like what you'd normally see represented in Pathfinder's normal style either.
>>97489937
>>97489946
Unless you're saying "why does she have a fox face at all?" in which case you're a retard. Pathfinder Kitsune are furries as a baseline, not waifus with just fox ears and tails like Ahri from League.
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>>97489876
I dunno man I just like drawing anime furries
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>>97489876
Actual furries in pathfinder are mostly drawn realistically, but furry artists like using cartoony/anime artstyles to make them more emotive
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>>97490121
>>97489305
catbox her tits out
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>>97490437
>>97490471I'm an amateur artist and this was actually the first time drawing a character like this so please go easy on me?Also what I posted is a r63 version of what is actually a male character, I just drew the female version for fun because I like bothhttps://files.catbox.moe/cylnaw.png
anyways boy Psychic sure is a weird class huh
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>>97489946
>>97489975
Paizo's shapeshifter ancestries outside of Astrazoan are comically over-restricted. Hybrid form should just be part of those ancestries base shape change desu, to say nothing of the rest of their shapeshifting feats needing to be better.
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Monk
>Incredible Movement
>You move like the wind. You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.
>You add this bonus to the height you can fall from without taking damage.
>You add half of this bonus rounded down to the nearest 5-foot increment to successful Climb and Swim check results instead of what is listed in the normal rules for those skill checks.
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Anyone else find funny that flying kick in pf2e is NOT to attack flying enemies (because that shit is impossible, no flying enemy stays at 10-15ft high) but to traverse difficult terrain unimpeded and attack for 1 action?
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>>97491518
And not to jump? if you were moving 60kmph but suddenly only being able to jump 7 meters is hilarious, try going at that speed on top of a car and then jump and see how far you reach. I guess monks are made of vibranium and absorb kinetic energy
Also
>incredible speed
more like average to high speed, Usain Bolt still runs faster like for 99% of the monk's career
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>>97491582
You generally want to aim for opposites, so Arcane + Divine or Occult + Primal. Arcana is the best skill by far, what you want to partner it with depends on your stats and what your actual goal is with spellcasting. If you are an INT character, I'd stick with the INT skills. Same with a WIS character. Divine and Occult have all the buffs covered. Occult is the better list because of the debuffs, but has a lot of overlap with Arcane. Primal has damage and wall spells which are more expensive to keep up with.
There aren't any bad choices since every list has good stuff to cast without being a caster. I would for sure grab Arcana for having the best list and most utility as a knowledge skill.
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>>97492422
I'm sorry chief the best I can do are some photoshops I did
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>>97492422
I don't want 3 days vacation, but here some hot non furry
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>>97493493
>>97493302
>>97490626
>>97489305
Hey I like this, post more OCs!
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It looks like both repository links in the op are now dead sites / bought by ad companies, is there a current repository for all the pathfinder books? trying to build a 2e campaign for downtime on a remote on site job where I won't have internet for 6 weeks T_T.
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>>97494078
As we discussed in the previous thread, even Mythic options don't let you do any super powerful athletic abilities with jumping. Honestly it's kind of incredible that Paizo even left one golden cow for magic to shine with this kind of vertical or gap-traversing movement.
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Nonat1s stops YT due to finding an actual nice paying job irl, so most likely no new Paizo content. Dude helped pivot a lot of 5e fags into PF2e, especially during the OGL fiasco days, along with that gay guy.
https://www.youtube.com/watch?v=GXgCcalQ3F4
Can't say I blame him. TTRPG content in YT is already a niche in itself if your name is not Critical Role, the 5e/Stranger Things frenzy has passed. So I can't imagine it pays much in comparison to more mainstream hobbies. Even more so if you're going a lot more niche into Pathfinder.
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>>97496703
Does anyone else remember him switching to another type of content for a short time? It was some superhero MMO I think, but the weird thing was he made his channel picture a cartoon of him as a black guy and he cut his hair and mustache to match it. Feels like a fever dream cause I can't find any trace of it now.
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>>97407512
I'm new to Pathfinder, was thinking of making a Gunslinger, Way of the Triggerbrand cuz gunblades are cool but is the class just meant to provoke reactions whenever it does anything? I'm seeing so many instances where an Interaction is required (such as reloading, switching modes of the weapon and just positioning in general past the first turn). Even the big feat everyone talks about, Triggerbrand Salvo/ Stab & Blast would provoke reactions halfway during the attack.
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>>97497297
Grab Sword & Pistol, that stops the reactions on attacks.
You also have Touch & Go, which you can cheese a bit by stepping towards an enemy away from your real target to have a fuller degree of motion.
Ultimately the weakness of both Drifter and Triggerbrand is the timing between attacks and risking procc'ing reactions, but you can both rely on your allies to reduce the odds and remember you have a GUN, you can shoot first, slash later.
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>>97497297
Worth noting that reactions on enemies aren't as common as in 5E. There are martial enemies in the level 15+ band that don't have Reactive Strike/Attack of Opportunity. The only player class that gets it automatically is Fighter and everyone else has to settle for taking a class feat at 6 for it. If your class doesn't have the feat then you either pick it up at 12 from a multiclass archetype or at 8 from the Marshal archetype.
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>>97491614
>And not to jump?
Absolutely to jump, ty for reminding me
>You add half of this bonus rounded down to the nearest 5-foot increment to Leaps and successful Long Jump and High Jump checks (you're still limited to your Speed)
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>>97407557
oh hey this was you >>97489305 >>97490121
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>>97489583
Finally revised the spell list
I used Signature Spells to have a bit more spells available
Also I added in Soothe and Detect Magic because *No one else in the party has healing or detect magic* so we *need* this