Vencarlo Orinsini

Jack Rift's page

Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber. Organized Play Member. 381 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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Meh


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Another set of stuff that could be stolen to be used in PF1, kinda like the revamped skill rules. Not overly impressed with what I'm seeing in PF2. Oh, well.


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So far the only thing in PF2.0 that I like. More than likely I will steal this to use in all my years of 3.X/Pathfinder stuff.


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Crayon wrote:
Sadly, between this and the Fighter, I'm getting a distinct impression 2e won't be a game for me...

Me too. With 16+ years of 3.X matterial and Starfinder I don't see much need for 2.0 in my life. Also, I'm honestly not impressed by either the Rogue (Unchained was way more useful) and the new Fighter just feels bad. Sorry, Paizo, 2.0 isn't wowing me. Sad to say, since I have been fallowing you guys back when you had Dungeon and Dragon Magazines. Hopefully, Starfinder won't get left behind in this new PF2.0 stuff.


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The Cyber Mage

Your double shot feat, I like it but would add that both weapons must be used (aka separate attack rolls) to get the bonus. So while it won't stack with trick attacks or similar abilities, it would with normal multiple attack actions.


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From what I understand, if you are proficient with the weapon you are using then you get your level to the attack. So, yeah everyone is Full BAB with the right stuff. Blah.


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Jason Bulmahn wrote:
As a note, the Friday blog will be all about this podcast, adding some clarifications and behind the screen spoilers!

Good, looking forward to this. But, please don't go to far down the D&D 4/5ed mentality. That is what led me to Pathfinder in the first place. Some of the proficiency ideas I completely can't stand.


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I am also in agreement with the don't make a Pathfinderized version of 5ed. From what I am seeing, I don't like the proficiency idea at all. If this is what happens, looks like I will stick with Starfinder.


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1st Fix Fighter!! Why is it the worst martial class? If nothing else use the Soldier class from Starfinder as inspiration. Also, please use Unchained Rogue and Monks as what your new versions will be based on, please.

2) While I like the idea of simpler system, like what Starfinder has, please don't go to overly simple like 5ed.

3)Skills need help but I don't like the idea of Skills acting as your initiative, especially if they are as easy to cheese as they use to be.

4) I am happy to help playtest, feel that was what Starfinder needed to help fix some of the issues it has.

5) The proficiency idea I will have to see what it is. If it is like what Starfinder does, I won't mind, especially for weapon focus (and versatile focus) and weapon specialization (and versatile specialization).

Honestly, with having every AP since Kingmaker, I'm not sure how far into the new system I will go with you guys, but am willing to help debug the playtest to make it the best it can be.


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Many have said what my complaints already, but the new site while looks nice, but is hell to navigate via phone. Links lead to dead ends, message board navigation sucks, and finding products is a pain. Others above have expressed this feed back more eloquently than myself. Hate to say it, but overall liked the old lay out way better.


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You can't have 3 ranks in survival being second level. Also, why not go 16/16 with Dex and Wisdom? That would benefit your concept more than Dex 15. While Con is nice, it isn't as mandatory as it was in Pathfinder, but Dex is, especially for range characters. Otherwise, spells look pretty good.


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Why I'm another pusher of Str based soldiers getting called starknives at 1st level. If you can deal with limited range, to hit and damage is better than most range weapons for same character.


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Better than spending extra feats to get sniper weapons on a technomancer, use the spell hack to make a sniper weapon. Cost a spell slot, but no need to burn longarm proficiency to get to sniper weapons. Just stick with longarm feats and make a sniper rifle when needed or heavy weapon is we are wanting raw damage output.


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Mechs? Or at least better power armor (and not ones that make players rediculous sizes.


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I'm pretty sure Flashing Strikes called out Advanced Melee weapons, so it won't stack with the multiweapon feat.


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The second AP has a Snipping setup. The bad guy has superior cover and hight advantage. Besides has help from another critter. Players have aid of multiple partial or full cover to keep it somewhat balanced. While this isn't the crazy ranges that the rifles can use, I consider this a sniper's ideal setup. Finding the sniper was actually really hard.


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Exactly! Starfinder is less rocket tag and over all more tactical game play. I prefer this setup that how big of numbers can I get.


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The_Defiant wrote:
Jokey the Unfunny Comedian wrote:
The Cyber Mage wrote:
EC Gamer Guy wrote:

I wanna be the Ysoki that spits plasma grenades.

FiddlersGreen wrote:
I want to be the Ysoki that spits a serum out of his mouth and pours it down his ally's throat. XD

Why not both?

Why not Zoidberg?
He doesn't fit in a Yokshi's mouth.

Yokshi will fit in Zoidberg's!


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Dr/magic and for effecting incorporeal critters.


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Yes, healing in combat is weak, but be very aware that there will be many times that hp getting hit will happen. So have plans for that, cause players get hit a lot in this game and gone are the days of rocket tag. Depending on spells selected Spell focus would be more valuable than weapon specialization. But yeah, Dex 16 Wis 16 makes a strong Mystic, and with that spread picking up longarms isn't a bad idea.


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Yeah, sorry. Should have said ruling, but it is one that will most likely go into the official errata.


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Sadly, pulse caster got errata to only have a 20 charge battery.


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Yeah, the NPC skill bonus are what I am seeing as one of the big issues for player besides DCs for checks being crazy at higher tiers.

NPCs gunnery checks at times feel like why don't they just auto hit players' ship? Even when factoring in pilot rank.


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Most Blitz/Solarian builds I have seen are 1st lvl Soldiers rest Solarian. Really you should look at what your losing/delaying. The bonus for soldier are extra feat, free heavy armor, Str for Resolve, +4 to initiative and +10 ft for movement (this also means for charge attacks as well, so 40ft charge from stellar rush vs 30ft). But, you won't get stellar rush/plasma sheath until 3, weapon spec until 4th, one other revelation until 5th, and delaying blade damage upgrade until 7th along with next revelation. So, personally, I wouldn't mind this kind of build, but only if he is fine with doing a rebuild. I wouldn't personally take blitz after 2nd lvl at the latest, mostly due to the fact that he has more than likely already picked up heavy armor proficiency already.


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Barbarossa Rotbart wrote:

Do you really think that the protagonists in the novels are always the perfect builds you are looking for?

Take a look at all those NPCs or even the iconics. None of them is really perfect.

Imperfect characters are much more fun. If I create a character I do not want to min/max them to make them perfect for a certain role. No, I try to set their stats so that they reflect the character concept, even if that means that they are far from perfect.

I have seen this argument so many times I cringe. This is like the guy who plays an int 14 wizard. It can be fun if everyone else is playing similar stat characters. But in the same party you have a Cha 18 sorcerer, that wizard is going to feel kinda left out.


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Malk_Content wrote:
Jack Rift wrote:
Yeah, good point for Operative melee weapons. As for 1st lvl melee options for everyone else. I disagree that there are only two. There are many times I have found from my 7+ games in Starfinder having a one-handed melee weapon extremely useful (for non-kasatha). Especially with how throwing weapons work in Starfinder, Str to hit and damage, it is better to buy and carry a returning starknife as your range weapon than a smallarm. So my biltz soldier carried said starknife and assault hammer, until I was able to upgrade to the longsword. Yeah, I could get better damage with 2 handed weapon, but versatility is also important.
I see a lot of people advocating returning Starknives. Don't you frequently run into the issue of it not coming back to you, as it comes to the square you threw it from, not to you.

Only if you move. But, it returns before/at beginning of your next turn, so I move after I catch it (free action to catch it, if I recall correctly). Otherwise, if you move after throwing it, which would be odd to me (not counting forced to move), get called.


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Yeah, good point for Operative melee weapons. As for 1st lvl melee options for everyone else. I disagree that there are only two. There are many times I have found from my 7+ games in Starfinder having a one-handed melee weapon extremely useful (for non-kasatha). Especially with how throwing weapons work in Starfinder, Str to hit and damage, it is better to buy and carry a returning starknife as your range weapon than a smallarm. So my biltz soldier carried said starknife and assault hammer, until I was able to upgrade to the longsword. Yeah, I could get better damage with 2 handed weapon, but versatility is also important.


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Use a returning starknife as your range weapon. Otherwise, read that thread.


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He does use longarms/sniper rifles in the first movie. He uses a bullpup shotgun, an assault rifle, and sniper rifle. So, he is more of a Soldier (sharpshooter) with skill synergy with stealth and slight of hand.


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Tarik, those usually are "hero" units. I most likely will use some 2-handed weapons down the road. But heck, my character is only 2nd lvl and doesn't even have jump jets yet. So, plans may change. Lol


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I have a melee blitz soldier who started with the assault hammer and a returning starknife. I wield both during combat. Hammer for melee, returning starknife for range. Later levels I will stick with Longswords (and it's variations) and returning starknives. I will get better damage with 2 handed melee weapons, but I designed him off of Space Marine assault troopers from Warhammer 40k, so one handed weapons fit the idea better.


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Also, with it being force damage it deals full damage to incorporial (spelling is wrong) creatures.


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Crap, you guys are correct.

Simplygnome, yeah you should be able to do that.

As for overheat vrs supercharge weapon (or any first lvl spell). I would rather not have to deal with energy resistance if I don't have to for my high damage rifle shots, even if it cost me a round to prepare. While it is less DPR, ignoring energy resistance/immunity is better than trying to punch it. Granted, until the monster book comes out next month we only have limited Starfinder monster to compare too, so some of these ideas people are saying for max damage ideas don't really mean much, yet.


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Spell shot works with supercharge weapon, so one standard action for 4d6 extra damage and same type as your weapon and to shoot.


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A 1st Technomancer spell of your choice becomes at will.


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For enternal spell I would pick Supercharge weapon (spell damage hack works with Supercharge weapon). With spell shot hack it is awesome, plus let's you Supercharge can boost teammates damage as well.
I personally like human glass cannon Technomancer. 1st two feats are longarm proficiency and weapon focus (longarms) but only have Dex at 16, same with int. Sadly, everything else is effective 10s.


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For melee soldiers or solarians this is a better deal than even the cheapest pistols, because of your to hit and damage will be higher.


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Tac Acid dart rifle is my go to, for longarms.


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Yeah, it is. And for melee Str and decent Dex humans, you can get away with Str 16 to start and only loss +1 to hit and Damage over the Str 18 builds, but have high Dex, Con, or whatever. But, I get the point that for the most part deadly aim isn't as good mathematically as the old power attack/deadly aim from Pathfinder. But I can see uses even for high lvl melee builds, +43 damage vrs +33 (max Str etc soldier) for a -2 to hit when you need your swift and/or move action. Not a bad deal (still not comparable to a full attack at -5 for *3 damage).


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Human Ghost Operative, high Dex, decent Int, Str, and Con. I don't remember Sam using longarms (and they have no way to be used with trick attack or disabling attack) but he did use pistols and knives, which are great for Operatives. Feats I would go for are improved initiative, and weapon focus with either basic melee (for knives) or small arms.


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Unchained Barbarian is actually good for 2 weapon builds, even as a 1 lvl dip. Their bonuses while raging are +2 to hit and damage, not Str adjustment, so it applies the full bonus to off hand as well as primary weapon. My suggestion lvl wise would be either lvl 1-4 unchained rogue (dagger master and maybe bandit, if they stack), 5th lvl unchained barbarian 1, 6-12 lvls mutation warrior fighter 7. The fighter lvls can be mixed in somewhat, but first lvl should be unchained rogue, then either a lvl of barbarian or fighter at 2. Next several lvls should all be rogue again until character lvl 4 (for Dex to damage with daggers).

Biggest argument for warpriest is for free weapon focus and increased dagger damage die. The spell casting is just bonus.

With improved initiative, Dex 19, and reactionary you have and initiative of +10 at lvl 1, and with ranks in perception you shouldn't get jumped via surprised rounds very often.


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Only need Str 13 for Power Attack, the issue is dagger-two weapon fighting is heavily feat intensive. And, in my opinion, using rogue talents for feats isn't a good idea. Some of the options are far better than some combat feat. I did leave off a good two weapon feat, two weapon rend. Your biggest issue, is what race and stat generation? For two weapon unchained rogues you only need a str 10ish at highest. Because around 3rd lvl, you don't want to delay much past 3rd, you get Dex to damage.
Human +2 to Dex 20 point buy you can have
Str 10
Dex 19
Con 14
Int 13
Wis 13
Cha 7

This makes faces skill mostly worthless, outside certain setups. So, intimidate isn't needed. The needed for multiple attacks to make daggers good, leans to 2 weapon fighting with at least point blank, precise shot, and quick draw.

Don't worry about style feats, your style is damage and lots of attacks. If this is for a home game, get your other melee type to get outflank (teamwork feat) with you, making flanking be a +4 instead of +2.

Expert Cypher lets you use Int to UMD instead of Cha a long with other bonuses.
Here is a link for most unchained rogue talents currently available. This is just one example of a talent better than a feat, even for 2 weapon style users. There are so many more, I can list them all. httpwww.archivesofnethys.com/RogueUnchainedTalents.aspx


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Combat Stamina is from Pathfinder Unchained. You want Armed Bravery as well (bravery to ALL Will Saves) and you can take that at lvl 5 when you get your first weapon group.

Also, the Warpriest with Daggers would be doing there sacred damage with daggers (so d6 at lvl one). You can do a similar build but with kukris and crit fish, but loss the weapon versatility that daggers have.


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Unless you go a full 7 lvls of mutation warrior, there is no reason to go above 3-5 lvls. 3rd gives you your mutagen, 4th gets excess to weapon specialization, 5th gets you weapon training. 7th gets you your discoveries and the first one you want is preserved organs for light fortification (always). If you only go with 3 lvls you can get weapon specialization if you pick up warpriest (counts as fighter for feats, I think). If you do this, this let's you take more lvls of slayer, which means higher sneak attack, more talents (for the most part don't pick feats, unless absolutely needed, pick stuff to give you more options).


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Also, first lvl should be unchained rogue for the weapon finesse. Otherwise, you will be stuck at range for 1 whole lvl with nothing else to do. If human your feats, in my opinion, should be point blank and toughness, with the extra rogue finesse. This let's you be a switch hitter with daggers. 2nd lvl take war priest for the free weapon focus and damage with daggers becoming d6s. After that next 3 lvls go with rogue again, than 3-5 lvls of fighter for the mutagens and possibly weapon training (light blades). Also, look at slayer as well, it will help with damage and gives sneak attack as well.


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Other option is instead of Monk 1 go with War Priest 1, it will bump your dagger damage to d6 and gives spells for buffing, via wands and scrolls. Take it at first instead of fighter and pick Pharisma and also take weapon focus dagger. Continue with rogue and fighter ad planned. You lose some of your extra stuff from sohei, but get better raw damage. You can use a rogue talent to get the ability to act even when surprised. And improved initiative is better than just a +1 to initiative. Talents you should look at reactionary (again +2 to initiative) and river rat (+1 to damage with daggers and +1 to swim). Eventually you will want quick draw, point blank, two weapon fighting, double slice, weapon focus, weapon specialization, precise shot, improved point blank shot (range attacks dont provoke), iron will, and improved initiative. While many shot and rapid shot are nice, you can get similar number of attacks via two weapon fighting. Bandit doesn't say anything about full attacks during surprise rounds, if I'm understanding the class abilities correctly. Knife master might work better than thug, actually, d8 with sneak attack with daggers (and dagger like weapons) d4s with everything else. You most likely won't have the Strength to justify cornugeon smash, which requires power attack and furious focus. Instead focus more and two weapon fighting and the ability to deal multiple attacks in a round and flanking with allies.


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As many has stated, either ninja or slayer make better PC assassins. Heck, unchained rogue would work really well, just minus the 10th lvl better death attack the others have, but plenty of offensive abilities and debuffs as well. The 1st 2 classes mentioned their assassinate ability only needs 1 round of studying vrs 3 rounds for the PrC class, but you don't get that until 10th lvl vrs 6th with the PrC.


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Sorry, typing on phone and about to go to bed, so again sorry for double posting and for the typos.


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My elemental sorcerer (air) picked grease and color spray as my first 2 1st lvl spells. Color spray will be swapped out at fourth for magic missile. Zeros are acid splash, detect magic, and disrupt undead. You get burning hands (doing your elemental types damage) for free around 2nd or 3rd lvl. My next known 1st lvl spell will be snowball. First 3 feats (human so 1st 2 I got at lvl 1) are point blank shot, toughness, and at 3rd precise shot. After that my feats will be whatever I need/want such as improved initiative, etc. So while he is a blaster style sorcerer after in a few lvls, first few lvls is more crowded control. Later lvls I will still take CC spells, fly, haste, etc. Options are always important, not just blasting stuff.


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There is a goblins alchemist archetype that gives you a giant buzzard mount so you can air bomb things.

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