Nethys

Ramza Wyvernjack's page

329 posts. Alias of Tyki11.



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Hope this isn't a wrong place to post this, but was kind of curious if there's anything like the 5e west marches style discords around, but for PF2.

Been itchy to try PF2 properly, but finding games is a bit diffcult with EU timezone. Even on roll20 they seem scarce.


How strictly do you follow the reference art in the books in your games?
I'm curious about variances between tables I suppose. I was mostly wondering because catfolk and ratfolk artwork, while nice, doesn't quite strike a chord with me, unlike the ratfolk from say, Starfinder. Or warhammer's skaven.

Is it common at your table to allow diverging from the common concept?

Sidenote, the new art of kobols is hella cute.


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In online or home games, how often do you guys feel it's common?
Is it worth planning out a character with free archetype ruleset to broaden the concepts, or do too few people use it these days?

Personally I'd wish it was core rule, maybe limited to non-multiclass archetypes to open up things even more, but I understand some people might not like it. What's your experience with it so far?


Just wanted to double check some ruling our DM did last session.
As I understand it. If I cast a touch spell, I provoke AoO then concentration check if I'm hit, or concentration check to cast defensively.

I can hold the charge, and take a mallet to the face no concentration check to lose the charge.

Our oracle held a Cure, got hit, had to roll to keep the charge. Is this the correct way?


Hiya, I'm bit curious about this combo. Evangelist is interesting because it's not the typical worshipper such as Clerics or Paladins, while the Monitor's are more appealing to me than deities, and might also work as a nice tie in to test the Mortal Usher prestige class.

What I was mostly wondering is two-fold. A) Can Evangelist pick a Monitor and gain their obedience. B) Is it far fetched to ask the DM if we could pick Evangelist, but use Monitor Obedience in place of Deific Obedience to step away from the more religious vibes and more towards an agent of cosmic balance?

Also C):
What happens if you pick a prestige class for Evangelist like the Mortal Usher, which lets you essentially gain a level in another class every two levels.

That also brings up D):
What if an Evangelist picks up Mortal Usher as the class he levels in along the Evangelist, and Mortal Usher picks Evanglist?

C & D are more of a "What if?" though, my main interest is in A & B.


We will be firing up a Rise of the Runelords soon, and I was curious if people had some good ideas now that PF has so many more items than when RotR first made it's appearence. Such as the wonderful candle fish and the bag of holding that basically vacuums magic items off dead/KO bodies from the merchant's book.

Anything you can think of that is surprisingly useful and yet cheap that might be handy to bring with you on a starting adventure? Will likely play an aquatic elf, so water movement and survival is decently covered at least.


Been on a Pathfinder Hiatus, and I used to play Alchemist and Magus before. Someone suggested I try Occultist, going for a bit more martial angle via trappings of the warrior, probably half-elf with the bonus mental points favoured bonus.

Are there things you wish you knew when you started, but after having played a while?


I've been googling a bit lately and from what I've seen, it might have always been the intention that the doppelganger is half our level, which is a bit of a bummer but not the worst thing out there.

But what the half-level aspect made me ponder about is. If we have access to abilities half our level. And the soonest you can get doppelganger is 10, wouldn't that mean that anytime you are under level 10, you don't have access to the doppelganger ability and therefor cannot use it to jump to another clone or even your own body?


As title says, I can't see why it wouldn't since the shield spike would count as a wielded weapon and can be upgraded like one, but just wanted to check if there's something I missed.


After that other Plaguestone post with the monk, I was curious if others had some positive experiences to share with the class?


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Activate Two Actions Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.

No daily limit, does this mean we can yeet a cart at someone?
If a cart is bulk 5 and you add people onto it, can we throw a cart with people on it? With climb speed, could people latch onto a boulder while we throw it? I'm getting some good Breath of the Wild vibes here.


Curious how people fluff this ability since a bit vague, and essentially sounds like a feint/intimidate more than anything. I'm not sure one visually trips up a zombie into being flat-footed towards you?


I got curious on account of threads about crafting and a few about Lore. I've always been a fan of the Eberron's Artificer, and in general crafting, but it's not always a viable and balanced option. It's no secret that crafters in 3.5 could mess up power levels a lot, least I believe so from personal experience.

But then someone said something and my question kind of is: Is lore a viable skill for the crafter aesthetic without dipping into the Crafting skill itself?

My main goal for crafting has usually been: "I can make this weapon and armor look how I want." Could a Lore skill do that, a sort of gear stylist, buying ugly weapons and making them look amazing?

I was leaning towards Engineering from Tinker background but maybe another can fit better?


As title suggests. I'm not familiar with the pace and rules on these things. Can we discuss the new archetypes and such here or is that considered spoilers?


I've noticed the trend that Alchemist may feel a bit lackluster at the moment and was curious if it's a good dip for the cost of a level 9 ancestry, if not for free poisons from the daily batches. I didn't plan on investing further into it, but at level 9, no other ancestry feat catches my attention, and it feels like a decent synergy with rogue, granting me some alchemical items and some skills for the cost of one ancestry feat?


Would they function for flanking and be affected by "allies" targeting spells?


The base rule is that the general rules are altered by a specific rule.
We can all Step 5ft, but Tiger Stance makes Steps into 10ft if you have 20 movement. Elf Step allows you to Step twice, but states they are 5ft Steps.

Which specific rule trumps here?


I have a dream, but I could use help from people who are better at balancing things than I am. The idea is to use Golarion's broad strokes for a home game, but seed it with a lot more monsters in the theme of Monster Hunter and Witcher.

My question is: Any clever ideas on how to make crafting with monster parts feel rewarding and immersive? Let's say in this example, my players kill a chameleon looking wyvern who pukey pukeys poison around. Besides the players getting a nice aesthetic of wearing the monster's unique hide, could a weapon made from such a monster perhaps have a small bonus that would be weaker than any rune?

If a wyvern was slain and they wanted to make armor and weapons out of it, how much materials could it be worth?


Would nature and survival help with gathering materials for alchemical crafting and such? For crafting of metal armors/weapons, is it plausible to pick the dropped gear and remelt it?

Been binging on some series where characters need to become self-sufficient and was curious how people might go about that.


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Not meant to be an advertisement, but sharing good tools feels like the right thing to do. I just searched for "pathfinder 2e" in android play store, found a builder with a wine red background and winged sword as the icon and it changed my life for the better. I've been making characters on my phone while on the bus or lazying with a coffee, and it also allows to export an editable pdf, easily uploaded to a GM's google drive or dropbox.

Best part is it calculates everything and makes it all easy to navigate level by level. It has minor ads at the bottom, but they're not annoying or in the way, first ad-involved app I'd recommend to anyone.


Don't hate me, this edition giving me so many ideas but I need help to make sure they work: If you have a spiked gauntlet with say, corrosive rune. And you wield rings of doubling. Would grabbing a two handed spear transfer the rune over from the Spiked Gauntlet to the Spear?

"When you wield a melee weapon in the hand wearing the golden ring, the weapon’s fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. "

"Consequently, the benefit doesn’t apply to thrown attacks or if you’re holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield)."

I feel like the last sentence could have shut down two-handed weapon transfer by stating it doesn't work with two handed weapons, but it's also possible they want to keep the option open for multi-armed races in the future or via spells/items?


I'm working on a character who will focus on shield use, Fighter base class. One thing I wanted to test with the fighter is, well, every weapon, and since the shield build would keep the same shield, idea was that I put runes on my shield and copy them over to the weapon. Is that a viable strategy? Can we rune up the boss or shield spikes?


The rings clearly state that they suppress all runes on the other weapon, would this mean you can pick up a specific magic weapon for it's abilities, then overlay your own runes?


Stealing the vibe of "A Place to be Happy" thread, but hoping to put that energy towards band-aids and solutions. I'm not great at formulating my thoughts or formatting these things nicely, but I'd like to believe this is better than doing nothing.

This post focuses on the Armor Proficiencies(trained) gained via General Feats, which seem only worthwhile for the non-martial classes as they don't get Master in armor: Alchemist, Bard, Champion, Druid, Sorcerer and Wizard. This isn't to nitpick classes, but the Master bonus from other classes makes the gap overly large to even bother comparing, and kicks in so late that it's a late game build concern which is too early for me to comment on.

Disclaimer: This is working on assumption that you realize that up to 3 general feats will be spent on armor and are willing to work within that cost. Instead of the more optimization oriented Toughness, Incredible Initiative and Uncanny Acumen might be a better choice. If you want to max out attributes this isn't the optimal build path. If build path and armor variety aren't interesting you, going dex and taking cover seems as the best solution for a caster. Not counting Sanctuary and buffing while Invisible. I'm also assuming encounters aren't tailored solely on optimized martial with highest hp, attack and defense possible and toughness feat as early as possible.

Cost: 1-3 general feats, earliest received at: 3, 7, 11 for non-humans.
Cons:

  • 1-3 feat cost
  • lower reflex save
  • possible penalty to str/dex skill checks and movement speed.

    Pros: Build path variety;

  • Casters can dump Str/Dex and pump all points into Con/Int/Wis/Cha, surviving on Cantrips for damage.
  • Gish can build Str/Con/Casting stat.
  • Variable access to special materials and specific armor, content which will come in larger quantities than clothing, based on paizo's history.

    The Math, compared to Martial: At 13th, assuming max Dex for armor
    Fighter at 13th
    Expert Unarmored(5dex+4prof=9AC)
    Expert Light (4dex+1armor+4prof=9AC)
    Expert Medium (1dex+4armor+4prof=9AC)
    Expert Heavy (6armor+4prof=10AC)

    Barbarian is special case with Expert Medium(+9AC), but takes a -1AC when raging, -2AC if Giant Instinct with oversized weapon for a total of +7AC, putting him on par with a Trained Medium, padding this with temporary HP equal to level + con.

    Premise: The class doesn't get Master armor.(not counting runes)
    Only fighter/rogue/ranger can get +5 Dex at 13th because you need class boost.

    Optimized/min-maxed AC goal at 13th: +9AC
    Dex build at 13th, adventurer's clothes: Free for everyone, Dex build only.
    Unarmored Expert(19dex): 4dex+4prof +8AC

    Dex cap at 18, leather armor: 1 general feat, earliest available at 3 universally. Free Expert for alchemist, bard, druid, warpriest
    Light Trained(18dex): 4dex+1armor+2prof +7AC
    Light Expert(18dex): 4dex+1armor+4prof +9AC

    Dex cap at 12, breastplate: 2 general feat, earliest available at 7 universally. Free Expert for alchemist, druid, warpriest
    Medium Trained(12dex): 1dex+4armor+2prof +7AC
    Medium Expert(12dex): 1dex+4armor+4prof +9AC

    Dex cap at 10, fullplate: 3 general feat, earliest available at 11 universally. Free Expert for fighter and champion.
    Heavy Trained(10dex): 0dex+6armor+2prof +8AC
    Heavy Expert(10dex): 0dex+6armor+4prof +10AC

    My conclusion:

  • On average, it seems you will be at most 1AC behind your Expert unarmored/light/medium armor if you take higher rating as Trained. Upside is the build path diversity since you don't have to pump everything into dex, freeing up to 6 ability boosts that can be moved elsewhere.

  • Dex is best if you want easy and steady AC with little/no options and to keep things simple. Trained Armors are viable if you want to forgo the dex meta and explore other options that include a different ability spread, more specific armors and more special materials and rune access.

  • Numberwise, they are close enough, if we assume everyone min-maxed their dex, starting at 16 and capping at 20 at level 15. The real choice is your build path. Will you build with dex, pump up str, a mix or pump up all mental+con. I believe this choice seals the deal. If you go 18 dex, it's light armors, 12 dex is medium armors, and 10 dex is heavy armors. Anyone can use shields or Take Cover for one action cost.

    If you want as much tankiness as possible early on, max dex with starting 16/18 and take Toughness at level 3, while wielding a wooden shield. Whenever possible, Take Cover instead of using shield. You'll lose armor and build variety and options, but you'll be on par with Martials. A caster using a spell and Take Cover with max dex sits at +12AC each round from level 5.

    Solutions:(No homebrew)

  • Shield is pretty obvious for a bonus between +1 to +4. Tower shield is unique in that it's +4 bonus is actually from the Take Cover action, not the shield itself. Tower shield might not be worth it as requires one action to raise the shield, then another action to take cover for an additional +2. Upside is that you always have access to cover for +4 reflex. technically per RAW; you should be able to stealth once behind the shield...?

  • Take cover is pretty decent now as well, granting +4 AC, reflex vs area effects, Stealth checks.
    Shield cantrip is handy but very limited in it's cooldown. Any other ideas how to bring up the AC besides runes, or tricks for surviving to deal with having AC on par with a raging barbarian in expert medium armor?

  • Someone mentioned an interesting dip in another thread, into Sorcerer for Demonic bloodline spell; Glutton's Jaw, which lasts 10 rounds and allows the character to bite someone for 1d8 damage, and recovering temporary hit points with each hit. This would have synergy with an Str character as their accuracy and damage would be above a dex build.

    This got much longer than I thought but there's a lot to cover, I'm hopeful someone out there has some interesting solutions and ideas until something more official happens. It is what it is and one might as well make the best out of it.


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    Snare Crafting >:(


    Curious what people found to work well together that perhaps didn't seem obvious at a first or even a third glance. Playing with the new classes and ancestry content, I've mostly delved into the gish potentials, and currently I'm hoping to make these two work:

    Rogue, dipped into Wild Order Druid for Wild Shape: Hoping no one will think twice about a stray cat or a raven and might be perfect both for exploration and sneaking around. Why sneak past the guards when you can brush up against their leg and waddle away. Might have to find ways to extend said wild shape.

    Caster, dipped into Martial: Testing bed for seeing what spells and caster feats can work with a martial, mainly focusing on high Athletics. My current favorite combo is dimension door + trip/grab, followed by anti-magic field + grab in the next round as a way of locking down enemy casters.

    Spiked Gauntlets x 2 combined with Fighter duelist feats: Always have a free-hand, even when attacking. Something really snazzy about the feat that allows you to parry attacks for allies with your fists.


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    Curious if people had some good experiences and things they wish they thought of before they started on their DMPC sessions.


    It's a two-fold kind of question:
    Is the scaling rounded up when the multiclass feats count as half our level?
    And is shouldn't the advanced feat be available at 8th level instead of 6th if it's rounded down?

    Or is intended that we get dedication > 1 or 2nd level class feat > 1 or 2nd level class feat from scaling > 4th level class feat, etc from scaling?


    Sense the Unseen
    Trigger You fail a check to Seek.
    When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you..


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    I was inspried by Ravingdork's characters in that one thread whose name eludes me, and figured this would be nice to have around. For ease of sharing and editing, and because not everyone got Word, I used google docs.

    It should be possible to copy the document into your own drive and then edit it as you wish. For the character image, it's important to click the image you import instead of the placeholder, and select the "Wrap Text" option that comes up at the bottom of the image when it's selected.

    I'd appreciate any tips on formatting. I couldn't figure out how to do black bars in Google Doc, so I just made them with photoshop. I can add more bars if people come up with suggestions that are somewhat universally handy.

    PF2 Character Template 1.0.


    I've been looking around it and can't find it for certain, but can we get flight from taking the form of a birb?

    Pest form seems like a pretty sweet spell for scouting and getting around unnoticed.


    I'm looking for a possible MCD to run with a spiked fists ruffian, likely to use Poison Weapon and Twist the Knife, a sort of persistent damage/debuff punch man.

    I've heard that Alchemist MCD can bring a lot to the table with it's daily batches and such, and was wondering if anyone had good experiences and tips to share.


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    To be upfront, I've been somewhat irked at the armor proficiency threads popping up left and right, even around the day of release when no one had played beyond playtests(sans special exceptions that got the books earlier, if any). I'm really enjoying the freedom PF2 provides so far, we can finally multiclass without worrying about spell levels and spell slots, or BAB taking a massive hit.

    I hope I crunched the numbers right here, feel free to point out mistakes. For special materials, I only counted Chain Shirt under elven chain since that's the wording on the material. In my games, I'd allow that material on Chain Mail and Splint Mail which both feature chainmail. I couldn't figure out which armor used Darkwood though. I'd appreciate a correction if there is fact a way to get 20 Dex before 15th for non-dex classes.

    Google Doc - Armor Cheat Sheet.
    Tips and corrections appreciated. I have no idea how to format these things. I plan to add in specific magic armors as well as shields.


    Anyone happen to have a handy crash course in WBL?
    Got a lil unsure now that it seems to include worn items and such.


    Unsure about this combo of feature & feat, anyone got experience with this yet?

    1 free action: Requirement: You haven't acted yet on your turn.

    Drain Bonded Item wrote:
    You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

    Default use seems to be: 1 free action to drain the item, followed by casting the spell with up to 2 action. Leaving 1 action left for the turn.

    1 Action: Requirement: The last action you used was Drain Bonded Item.

    Bond Conservation wrote:
    By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item.

    This one is what's bamboozling me. It requires the last action to be a Drain Bonded Item, which is a free action, and the wording of that ability says "During your turn, you gain ability to cast one spell." meaning it has to be followed up with a spell if I understood it right?

    Is the correct chain of actions this:
    > Free action to drain the item.
    > 1 Action to Conserve, gaining an extra use of drain bonded item if the next action is a spell.
    > Cast a spell two levels lower than the last spell cast via Drain Bonded Item.

    What boggles me is the 3rd row. It needs a spell to be cast through Drain Bonded Item energy, but a wizard non-universalist wizard has just one of those, but the Bonded Conservation isn't universalist only.

    Also what happens if you last cast a level 1 or 2 spell and the next spell you can cast has to be two levels lower, do we cast level 1 instead?

    Thanks in advance.


    I'm just wanting to double check if I understood this right.
    If I recall, a lot of cantrips had this, like Ray of Frost, and I was curious if it meant that the cantrip gains the stated effect, in this case, increased damage die, for each level the spell gained, which is half of caster's class level?

    So a 10th level Wizard casting a cantrip like Ray of Frost would do 6d4(I think it was 1d4 base)?


    Personally, I want my Gloves of Shaping back. They allowed so many fun.
    But mostly for making lil figurines out of wood with just fingers and clay tools.


    As title said, anyone happen to have a resource that demonstrates what sort of casting you get as you level up, and what they mean by discovering cantrips and repetoir?

    Been pondering testing a Rogue with mc Bard but need a nudge figuring out the spell progression.


    Is it viable in any way?
    Friend wants to possibly play a rogue that's all about kicking and headbutting.


    I saw a fun feat or Fighter, that applied Feared 1 when you damage an enemy with a weapon. Would that stack if you hit them multiple times?

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