PariahDog119 wrote:
Thanks for the stats! A small note is that to me settlement stats should account for those farming field populations around it ? Another note would be that Absalom, at least as couched in the lore books, is a city that is much more developped than what a medieval city would be. Medicine is much more advanced (to the point where even deadly diseases like cancer and the plague can be simply erradicated) the terraforming that they can do is miles above even current engineering projects (for god's sake they redid an entire city district in under a year, this would be a decades long project in modern times) and their industry involves an abundance of high commodity items that is commonly being purchased by non traditional big buyers which helps to feed a thriving and varied bourgeois class (I,m talking about magic items and adventurers) Considering all of that, I think comparing Absalom to Medieval era paris or antiquity rome would not be accurate, probly more to 19th century New york which would be around 2.6M
Added Graydirge, Yled, Alkenstar City, Pagked, Sallowshore to the compendium. Sorry it's been a while, was taking a break from forums and uploading my guides for mental health reasons. Link me any towns you want me to add. I might flag this to be repositionned to the advice forum, I don't think me adding Torch and Starfall in italics makes it homebrew.
For explanations, which format is best: Ex 1:
Or Ex 2:
I try to evaluate the class as a whole, into what it can potentially provide for your party. As an exemple: Alchemist has potions which are abundant and heal for quite a lot (not as much as a heal spell though) but also has access to the chirurgeon field, even though not all alchemists will go that route. (2 or 3 in healing was a debate for Alchemist I'll grant, but in the end since I'd put investigator which has 2 paths that grant healing (tincture and forensic, the Alchemist can potentially have both at the same time, hence the 3). I rated warpriest at 2 in healing because in my understanding most warpriests want to go for cast down+channel smite which means you either go versatile font or harmful font? That might be a mistake though. For witches and other prepared casters, while in early levels they could struggle at having damage and control, eventually as prepared casters they can do both at whim, changing by what they want to be doing that day, the ability to pivot is key here. Yes some spell lists are better at it than others, but overall each spell list has an abundance of damage and control. The ability of witches to grab any one of those is core to their narrative power. For downtime... Well it really depends on campaign ? Kingmaker is upcoming (and I'm running my own) and downtime has been quintessential, same thing in SoT where we are crafting our items at massive discounts. AoA has massive parts with downtime activities, specially in chapter 5, and ultimately, if you don't have a caster to teleport you to Absalom, crafting is literally the only way to get upper level items in mass. Teleport and shadow walk are uncommon spells so if you're in a campaign within a set world with a max settlement level of 7-11, which is very probable, downtime is key to progression as otherwise your martials will be woefully undergeared and underperforming (this is currently happening in our EC siege of the dinosaur game despite us having access to Absalom! We got sieged in while being undergeared and are struggling) so while I agree that downtime takes MUCH less time than combat, it is proportionally just as important to determine how your character impacts the game. I've had parties that shifted their entire class picks when an inventor got in the party because "f*@& yeah, we got a crafter dude!" And that's part of the perks of the inventor I'd say. But definitely on downtime YMMV
Falco271 wrote:
I'll add a paragraph to each class definitely! And the values are up for debate anyhow. I could also do further sub-divisions, such as healing font cleric vs harming font cleric. For Good Champion damage vs Flurry Ranger I admit at the time I was thinking of Paladin, which has an easily triggerable actions per round that deal persistent good damage, which in turn triggers weaknesses very often. Levels 14+ it can do that reaction twice a round, on top of its actions, which can be incredibly damaging. If I take the class as a whole with redeemer and liberator, a 4 would likely be more appropriate.
I would disagree. Aid is a circumstance bonus that scales up to +4. Circumstance means that it stacks with status such as inspire courage, heroism and marshal aura. It's also at 30 ft. range, affects any of your ally within 30 ft (meaning you don't have to say ''I aid such'') and keys off your strongest skill. Lower levels, it's useful, higher levels where a crit success is guaranteed? great value
Through another thread, we have discussed much on what is power in pf2e, what is relevant, and which class is best at what. Through that, I've devised a system of weighted ranking that I believe could be helpful to new players that are looking for an answer for the eternal ''which class to play'' question. This guide has two goals 1 - To accurately represent the ability of each class to affect meaningful change to multiple areas of the narrative at broad, through only their core class kit, discounting archetypes, skill feats, general feats, items and ancestries as non-pertinent to the matter. 2 - In a broader sense, to accurately determine how these classes intermesh with each other in a party, so as to determine where a party, based on only their classes, might be weak or strong, and thus tailor further build options around that, if so desired. To reach those objectives, I've devised a ranking system that will give a brief ranking to each class on scales described bellow. I will then aggregate those points for each class, but this is in no means a reflection of their power, merely of how varied and versatile a class can be. Every class performs differently based on campaign and classes that are weak in downtime could perform very well in a short timeline campaign, but less well in a multi-years campaign (such as AoA or SoT) The rating system takes the class as a whole from level 1 to level 20. The rating system is based on: 15 points for the combat rating:
10 Points for the out-of-combat rating system
These premises stipulate a ratio of roughly 60% combat to 40% exploration in most campaigns. These premises stipulate that damage is double the value of any other aspect of combat. Damage (6 points):
Damage takes into consideration the ability to inflict damage, either to single targets or to multiple targets, in a roughly 50/50 split if pertinent.
Damage shall be rated as follow: 1: Low to non-existent damage 2: Average damage (think basic strike without class features) 3: Slightly above average Damage 4: Clearly above average damage, but conditional 5: Very High above average damage, but conditional, or clearly above average damage 6: Overwhelming damage Survivability (3 points):
Survivability takes into account saving throws, HP pool and AC Survivability shall be rated as follow: 0: Below average survivability 1: Average survivability (one save at Master+ only, 8 or 6 hp per level, unarmored or light armor) 2: Above average survivability (two saves at Master, 10+hp per level, access to medium + armor) 3: Great survivability (Anything above 2) Healing (3 points):
Healing takes into account ease of access to the medicine skill, as well as spells, features and items that come from the class. Healing shall be rated as follow: 0: No healing ability 1: Some healing ability, or good medicine skill synergy 2: Repeatable, high healing ability or Great medicine skill synergy 3: Repeatable AND high healing ability. Control(3 points):
Control takes into account the ability to inflict penalties to opposing parties, either to one or to several opponents. ''The basics'' shall be composed of the demoralize action as well as the athletics suite of skill, synergy with these skills through key ability or spellcasting ability shall be considered. Control shall be rated as follows: 0: No ability to inflict penalties other than the basics, low synergy with the basics. 1: No or little ability to inflict penalties other than the basics, but good synergy with the basics (think basics+ critical specialisation) 2: Good ability to inflict penalties outside of the basics and good synergy with the basics 3: Great ability to inflict penalties outside of the basics as well as ability to inflict multiple penalties with one action/turn efficiently or the ability to inflict the same penalty to multiple opponents reliably. Exploration(5 points):
Exploration is the ability to enact change on the narrative in roleplay/exploration mode. Key ability synergy with charisma skills, high proficiency in perception, narrative changing abilities, the ability to generate items spontaneously, and the ability to pivot quickly from one configuration to another are rated here. Quickly means a day or under. Exploration shall be rated as follows: 0: No or little ability or synergy to influence the narrative through class features. 1: Little ability to impose change on the narrative (ex: Master Perception but not much else) 2: Moderate ability to impose change on the narrative (ex: flex abilities, ability to quickly buff skills, access to utility spells) 3: Moderate ability to impose change on the narrative, but with ease of pivot between those abilities, or great ability to change the narrative. 4: Great ability to impose change on the narrative, but with ease of pivot between those abilities, or scenario changing ability to affect the narrative 5: Scenario changing ability to affect the narrative, with great pivot time. Downtime(5 points):
Downtime is the ability to generate economical gain and growth during allotted downtime days during campaigns, as well as perform special campaign specific actions that have the downtime trait. Takes into consideration class features but also key ability synergy with the 3 main downtime skills (crafting, lore, performance) Downtime shall be rated as follows: 0: No class ability to downtime, no key ability synergy with a downtime skill. 1: No class ability to downtime, low ability synergy with a downtime skill (Ex: Champion is incentivized for charisma, but not for performance) 2: Class ability to downtime, key ability synergy with a downtime skill, access to features that are best performed in downtime (things that are best done when not adventuring, trapping, reinforcing, locking, moving fast, etc.) ''Must have any of 1'' 3: Class ability to downtime, key ability synergy with a downtime skill, EASY access to features that are best performed in downtime (things that are best done when not adventuring, trapping, reinforcing, locking, moving fast, etc.) ''Must have 2'' 4: Class ability to downtime, key ability synergy with a downtime skill, EASY access to features that are best performed in downtime (things that are best done when not adventuring, trapping, reinforcing, locking, moving fast, etc.) ''Must have 3'' 5: 4, but with extra features like auto scaling skills or special downtime powers. Classes to be evaluated:
Alchemist Bard Cleric (cloistered) Cleric (Warpriest) Barbarian Champion (Good) Champion (Evil) Druid Fighter Magus Investigator Monk Ranger (Flurry and Precision) Ranger (Outwit) Rogue Witch Sorcerer Swashbuckler Wizard (Spell substitution) Wizard (Others) Gunslinger Inventor Summoner Oracle Thaumaturge Psychic. Overall I believe this to be a fairly reasonable rating system, not perfect, but not irrelevant as well. I will post the rankings on this google doc, so I can keep it up to date as new classes come out
PossibleCabbage wrote:
And then there's the piss poor book editing and review. I remember one of the 5e books had an endless reference loop for drones and just.... No rules for drones when you parsed it. Despite drones being actively a thing that was in the game !
VampByDay wrote:
Yah and restoration, remove disease, etc etc. They can also easily prep utility like tongues, teleport, shadow walk, lock, glyph of warding, etc. And lessons of life IS clutch
Applied_People wrote:
As a side note: in my iron gods game in the ultimate fight agaisnt Hellion, the swashbuckler with medic dedication did just that. With panache swashys have as much speed as monks so she was constantly moving around with doctors visitation and healing everyone, tripping the low ref DC boss and she did almost no damage, but she was the most impactful character in the fight. Definitely a rewarding playstyle that the monk would also be great at.
Temperans wrote:
It really adds up! The level 9 witch in iron gods is easily 700-900 behind other PC's in gold because I've been generous on the spellbooks.
Guntermench wrote:
Noted, wasn't sure and had spotty wifi !
I've never really liked the monk, that being said I think pf2e did a fair take on it. I would however fix minor things like: Monastic weaponry being included into the class without a feat. Brawling focus being integrated at 7 like the other martials. Right now monk weapons, a big part of the flavour and theme, are horrible for them. Aside from that, not really my cup of tea but pretty decent.
Two things: 1: Electric arc can easily be added to a psychics arsenal through their ancestry magic class feat and ancestry powers (humans, tengu, etc. ). I'm looking at a tengu psychic build level 3 right now, and I got to say that the ability to shred out 2d4+8 damage on two targets as an int occult caster with the right DC has me excited! 2: spell attack rolls are tricky and a subject of many debates *gestures at thread*. I agree with the Dev's ultimate decision of not putting item bonuses, that being said as a Gm I have tentatively added consumable items that give item bonuses to spell attack rolls, as well as permanent items that add item bonuses to spell attack rolls but only ones with certain trait. Ex: Souldrinker is a sacrificial +1 striking cunning dagger that allows you to gain death knell when you use it to kill an ennemy. It also gives a +1 item bonus to spell attack rolls with spells that have the evil trait. It is a level 8 item. In my understanding of the scaling , if you do add item bonuses to spell attack rolls it should NOT be on par with potency runes. +1 at levels 8 and 16 would be my take.
The Raven Black wrote:
**Gestures wildly at the entirety of catholic philosophy and ethics**
Kyrone wrote:
But at the same time as a prepared caster only having 2 spells for your 2-3 spell slots can be somewhat limiting, especially if you're picking one that's situational cause you need it right now (like turning level 7 and really needing the veil spell cause you're about to go on an infiltration mission)
I have been running an undead game for a year now (kingmaker but with characters that are all dhampir and run a necromantic empire ) One of them is a cleric of Urgathoa and if you know kingmaker you know that there's undead in there (vordakai being the main one). How I've presented it to my player is that... They don't know. Gods don't negotiate and deal with their followers, especially not goddesses like Urgathoa. You can get a phylactery of faithfulness to know when you'd violate anathema though ! That being said, Urgathoa is not the most merciful or understanding of deities, so I feel like players having "a logical and reasonable" reason as to why they're killing an undead would be lost on her. It doesn't matter to her, you devote yourself to her and in exchange she grants you power. Part of that devotion is the tenant that you will put undead life above all else's no matter the cost. That being said, as mentionned above, if you're not DIRECTLY killing the undead but enhancing someone who is, well, Urgathoa also strikes me as a deity who enjoys a good loophole that craddles the line. And if you're a GM and you think your players are playing loosey goosey with the Anathema, I'd like to remind you that Urgathoa's minor curse is HILARIOUS! "You must overindulge or partake in forbidden feasts before you find yourself even remotely sated. You need to eat 20 times as much food as normal to avoid starvation, though you always feel hungry regardless of how much you eat. If you dine on the flesh and blood of sapient creatures, you need to eat only the normal amount of such meals and your hunger abates." This would be my starting point to punish an anathema violator. PS: cleric of anathema in Geb can be very potent because of anthemic reprisal. If everyone in your party is an undead, anyone attacking your party is committing anathema against your faith ;-)
I fully agree that being prepared is the dividing line here. An issue with prepared casters though that I have mostly only recently come to understand (and read the tier list thread to see just how much I understand the advantages of being a prepared caster) is the drop in purchasing power. Learning spells in your spellbook costs a lot of money, vs spontaneous spellcasters who will need to use the learn a spell activity like 3-4 times in their career. Half of the wealth of the witch in my iron gods game has gone to making their familiar lick the pages clean of the spellbooks the group has found. They're very versatile! But it's cost a lot ..
With the new class coming out, I find myself looking back over my currently running games and thinking to myself "wouldn't this character be better as a psychic instead of an occult with?" The three characters I have in mind are: Occult patron tengu who's a paranormal detective in a legend of the 5 rings style game. Haughty elf witch who's known as a darkmaster to her elf peers, currently a curse elf witch. Upcoming night curse fetching shadow caster witch, but the player is considering not playing witch cause psychic is so interesting. So in all of these cases the answer is that I do want to play the psychic for that character role more than the witch. I did not necessarily want a familiar with all of these and it's not like familiars are unique to the witch class anyways (fetchling shadow caster build wanted a shadow familiar but shadow caster provides it...) And outside of the familiar the witch class provides.... Very little. Aside from that it was very synergistic with its INT key ability and occultism synergy but now... Well two of the subconscious minds have int as key ability, and psychic casts occultism and has better skill synergy with occultism through class abilities. So I'd say that the occult witch has very much been made irrelevant by the psychic, who delivers a weird, dark take on occult casting and reliable, repeatable powers and focus point usage that the witch just fails at delivering. Which leaves the witch with 3 more familiar powers. Don't get me wrong, I like familiars...but they don't make a class by themselves. Also 1 spell slot more per level, which isn't that bad since you can use class feats as a psychic to even out, and the class feats are overall better too, giving you near spell abilities. Share your thoughts.
Greetings, I have a bit of an interrogation about the forbidden thought cantrip: You place a psychic lock in a foe's mind that prevents it from a specific action. Choose “Strike,” “Stride,” “Cast a Spell,” or a specific action you know the creature to have (such as “Breath Weapon” against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take 1d6 mental damage plus your spellcasting ability modifier (with a basic Will save). The target is then temporarily immune for 1 minute. Why use the "lock" terminology? Is the action forbidden until the save is successful? It doesn't sound like that from the cantrip, it sounds more like if they do the locked action they just take molding damage. Then on an amp, if they fail they're stunned 1. Does that mean they lose all remaining actions in the round? How do other people read this one ?
This is one of those few areas where I think 5e did it best with how they classify "monk weaponry" It's simple, elegant, and you kinda make it work, and it unlocks exotic monk builds like bare chested samurai or exotically dressed fan girl monk fighter that are simply not viable in 2e. I might actually homebrew that a bit in my Isekai game since one of the players wants to play a Monk.
aobst128 wrote:
This is one GM's judgment but I'd definitely let you reflavor an air repeater as a shuriken gun !
For unicore, I edited this in: Also I find item bonuses to skills to be much more practical, I rarely get weapons for this trait, cause armbands of athleticism give you +2 to maneuvers AND climbing/swimming/jumping. Then the apex items just give you +3 across board and are am assumed item. So AT BEST those traits are niche and situational. Stances are better all of the time.
Unicore wrote: Isn't the value of Monk weapons that they have lots of traits like disarm, trip, grapple, shove, etc? The value here is that 1 shifting rune pretty much gets you an item bonus to any combat maneuver you want to perform without spending feats on stances that have the matching trait. Yah but the stances do too. Also I find item bonuses to skills to be much more practical, I rarely get weapons for this trait, cause armbands of athleticism give you +2 to maneuvers AND climbing/swimming/jumping. Then the apex items just give you +3 across board and are am assumed item. So AT BEST those traits are niche and situational. Stances are better all of the time.
Red Griffyn wrote:
You're not playing wrong, but several other classes have great bow synergy. Thaumaturge ain't ont of them. And paizo is definitely not dumping on bows, we have a like 350 post thread that's about how bows are overpowered over everything else including guns. With math And excel tables and stuff. So your comment kinda sounds like a "woe is me" comment.
Before guns and gears came out I was kind of expecting the guns to have a high damage high risk reward, a bit like what the inventor gave us. Something like an overturned damage option, I'm talking d10/d12 ranged weapons with the deadly trait and maybe backstabber for the big ones, and some d8 options with reload 0 and maybe agile. Something that's overtuned vs bows/crossbows. But then you balance that out with misfires on a critical miss, making the weapon jam, taking 2 or 3 actions to unclog (less if gunslinger) and dealing minor damage to you. I was a bit disappointed, but I can understand why it swung that way.
here is the breakdown, with the fighter assuming they have point blank shot and start it round 1. When greater striking runes come into play and longbow overtakes shortbow as best candidate for point blank shot, fighter switches to a longbow. The gunslinger is better at outputting damage in the mid level ranges with the fatal trait, but that tappers off as the fighter styles just explode in the higher levels. Overall though I'd say it's pros and cons
I'm not in front of comp right now but to Michael's points I'll run the gauntlet excel calc I had going for the magus vs fighter thread and try to work in mechanics on both sides and check out an edge. I already had the full calc from one to 20 for a shortbow fighter. Adding a gunslinger comparison should be easy. Also afterwards I'll specify it, but the shortbow shooter has the edge in reactions, because of the reload mechanics the gunslinger is terrible at using s#~$ reactions, where the shortbow user is great at them.
Ventnor wrote:
I had understood that quick draw would not allow you to switch from the melee to ranged mode on a combination weapon, I could have been wrong.
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