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Gortle wrote:
malboro_urchin wrote:
On an unrelated note: the Sleepwalker Archetype (Nethys link) is an excellent option thanks to their level 6 feat, Vision of Foresight. Spend one action to enter the dedication's Daydream Trance (which you get from the Dedication feat, and importantly for me, is not a stance), and once you're in the trance, you can spend one action to give True Strike-style advantage to the next skill roll before the end of your next turn. This should include Exploit Vulnerability, which tells you to make an Esoteric Lore check.
Yes Vision of Foresight is very strong for so many builds. None of my players have tried it yet but I'm concerned I'll need to nerf it. Roleplaying wise I'm not sure I'm ready for sleepwalking wrestlers.

So for this ability so you can decide which skill check or saving throw you want to use it before the end of the next round? It doesn't have to be the next skill check like True Strike is for attack rolls corect?


So guys I've been smashing my enemies with the barbarian. I'm at a crossroads whether or not to get some of these Grapple abilities to not inflict damage. So I've taken Suplex and Whirling Throw which are great. However next session I'm leveling up and I'm not sure if I should take an ability like Spinebreaker or Submission Hold. My Athletics is very good with Furious Bully and a near constant +1 status bonus to athletics checks put on me by another PC. I'm just not sure what to do on my second round when I have my enemy grappled, here's the options (ally gives us haste):

Round 2 (creature is grabbed already)
Action 1) Spinebreaker or Submission Hold?
Action 2) Strike
Action 3) Raise Shield
Action 4) Renewed Vigor

Round 2 (creature is grabbed already)
Action 1) Suplex
Action 2) Strike
Action 3) Raise Shield
Action 4) Furious Grab

Just wondering what you guys would recommend doing on second round, is it better to just deal straight damage like a Barbarian excels at, or try to mix the two (impose conditions and some damage)


Hmm ya good points, the focus spells make a big difference. One such one would be Draconic Barrage, just tremendous isn't it? Pop that every round along with a two action spell? I think Pure Blaster wouldn't be the goal, some utility is always nice.


Looking to play an arcane caster just because the party already contains a primal and divine caster. An occult caster would be ok too but they are looking for a blaster and I'm not sold on Occults blasting ability. I have no idea which class is best here for the blaster so I am looking for someone who can provide advice on race, attributes, class, which MC to dip into etc. the campaign goes to level 20, current level is 12.


gesalt wrote:

A sample build though,

Ancient elf - wizard

1) patron's puppet, nimble elf
2) basic lesson - life
3) adopted ancestry - human
4) enhanced familiar
5) natural ambition - cauldron or cackle
6) archetype casting, archetype conceal spell or ceremonial dagger
7) tough
8) spirit familiar or incredible familiar (opens option for a spellslime to ignore boss crits), or see 6)
9) multitalented - psychic
10) doubles double, major lesson (raise dead), or see 8)
11) fleet
12) hex focus, expert archetype casting or see 10)
13) elf step
14) see 12)
15) canny acumen
16) effortless concentration or see 14)
17) unwavering mein
18) master archetype casting or see 16)
19) Incredible Initiative
20) patron's truth

Eh, rough around the edges but it'll do. If wizard isn't your jam, anything else will also work. Rogue and gunslinger can even provide master reflex/perception if you want or you can go alch to nail that brewing witch flavor.

What if I'm starting this character at level 12, would you still get ancient elf for the Wizard Dedication at level 1 or go a different race say half elf and get wizard Dedication at level 2 or 4?


Dark_Schneider wrote:

Just get an archetype of the tradition arcane or occult so you add its spell list to your character. Then you don't need to trick the item.

So currently with your decisions you are not able to cast that spell from an item. The character creation is an important choice on any RPG.

Anyway surprised that your GM is so restricting with some things but looks like uses the garbage magical item shopping core rules with that Amazon that has everything (but wands of longstride haha) and in any quantity (it makes me sick).

Ya I wanna slap my GM, but we play over a VTT so i can't unfortunately.


nicholas storm wrote:
If the wand of longstrider is broken, just buy scrolls of it.

Lol ya I did that, he said "do you think I'm dumb?"


My GM is the worst, he doesn't even allow a wand of longstrider because he says it's "one of the most broken things in pf2e".

Maybe you could help me, what I'm trying to do is get Black Tentacles as a Divine Caster. My domain doesn't have the spell on my list, and I've MCd into Primal which also doesn't have the spell on its list. Is there any way I can obtain the spell to use?


The action cost to use Trick Magic Item is 1 action, is it possible to activate a 3 action spell while using Trick Magic Item?


Awesome! Thanks Nick


My GM is a jerk and said "wand of longstrider is broken it's not allowed"


Can you:

2- Druid Dedication
4- Basic druid casting
6- Basic Wilding
8- Divine breadth
10- Spell Trickster Dedication
12- Expert Druid Spell casting
14- Spell Trickster (Surrounding Flames)

So basically can I take Spell Trickster and without meeting it's two additional feats take another Druid feat?


Rock on brother, rock on!


I was just looking under some deities, what do you do if the domain spell is no longer in the game like Synesthesia and Mirror Image? What do you replace it with? Or is this a question for your GM?


Well what about if your entering a dungeon and you cast Prying Eye. Would using this to get a view of the entire place be a good way to reliably prebuff before entering each dangerous area/room?


Good point. Would you recommend Holy in Remastered now that it doesn't work as often, or would it be more campaign dependant.


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Now would you be able to carry a staff in the Buckler hand or would that be considered a "weapon"?


https://2e.aonprd.com/Feats.aspx?ID=554 would FoB work for this or again same thing has to be a "Strike"?


LOL I was just hoping it would be a diff answer


Does anyone know if Predators Pounce and Furious Grab would work?


Can Barbarians while raging cast somatic spells? Ie. Heal. This is assuming without Moment of Clarity.


gesalt wrote:

A sample build though,

Ancient elf - wizard

1) patron's puppet, nimble elf
2) basic lesson - life
3) adopted ancestry - human
4) enhanced familiar
5) natural ambition - cauldron or cackle
6) archetype casting, archetype conceal spell or ceremonial dagger
7) tough
8) spirit familiar or incredible familiar (opens option for a spellslime to ignore boss crits), or see 6)
9) multitalented - psychic
10) doubles double, major lesson (raise dead), or see 8)
11) fleet
12) hex focus, expert archetype casting or see 10)
13) elf step
14) see 12)
15) canny acumen
16) effortless concentration or see 14)
17) unwavering mein
18) master archetype casting or see 16)
19) Incredible Initiative
20) patron's truth

Eh, rough around the edges but it'll do. If wizard isn't your jam, anything else will also work. Rogue and gunslinger can even provide master reflex/perception if you want or you can go alch to nail that brewing witch flavor.

Which arcane school do you recommend here?


Would Replenishment of War apply to Channel Smite? Or does is strictly only apply to Basic Strikes?


Seems to be a good feat IF your able to strike twice in a round no?


Can Divine Infusion be cast on yourself and is the damage doubled on a critical?


Finoan wrote:

Inventor Weapon Innovation: Entangling Form.

I'm also seeing Hooked Rune but that is Rare and from an AP.

Oh wow, I didn't know this existed. The depth of your knowledge runs deep. So I could MCD into Inventor and it would come with it wouldn't it?


Gotcha thanks Hammer. Question, is there any way to put the trip trait on a weapon that doesn't have it?


What if I'm wielding a two handed weapon without the trip trait, could I release my grip on my weapon to attempt to topple foe with my free hand? Then obviously next round on my turn spend an action to regrip my weapon?


Finoan wrote:

That is a PF1 mentality and saying. Back when you could reasonably one-shot enemies.

In PF2 inflicting the Dead condition is still the end goal, but getting there is more challenging and takes more than one action. Inflicting other conditions with one action is quite useful.

And what a saying it was my friend


Can you hold a two handed weapon (ie. Maul) in one hand, then in battle grip the weapon with your second hand by spending an action? Or do you have to carry the two handed weapon with two hands at all times?


That is impressive and a good idea.


Epic nonetheless. It say:

Prerequisites expert in Athletics
You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips.

Does this mean you would have to MC into Monk and get FoB first and then FoM? Even though the prerequisites say expert in athletics only


Could you pair Derring-Do with Flurry of Maneuvers so you attempt to grapple roll twice, for example you only end up with a success on the first attempt, then roll grapple again on the second attempt and hopefully Crit. So 4 chances to Crit?


Im envisioning a true grappler on a swashbuckler chassis. Can I get some assistance with an optimized Gymnast build. The primary goal would be to control the enemy, damage would very much be a secondary thing. Starting at level 10 we all know he arrives. MCing into Wrestler would be nice, getting a fist attack that is better than D4 while still being Human or Half-Elf would be nice too but not critical.


Can a gymnast swashbuckler grapple with a Buckler in hand? Can he carry potions with a Buckler in hand?


Hmm good point just not sure if on a barbarian chassis it's worth it however. I remember years ago, a wise man once said "the best condition to conflict is death"


MAP applies to Submission Hold doesn't it?


Ohhh, thanks very helpful! It seems just slightly underpowered, as goes for Spinebreaker. Wouldn't it be better to simply go for the Restrained condition instead of Submission Hold?


Your iron grip slowly saps your opponent's strength. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects.

So we have the enemy grappled, then we use this (Submission Hold) to extend the grapple until the end of the enemies next turn. So my question is what does "instead of the usual effects" in the description mean. Isn't this basically just adding Enfeebled on top of Flat footed?

So instead of simply grappling to extend to the next round and possibly it resulting in a crit success to Restrain, the Submission Hold has zero percent chance of that but instead on a crit gets this?

Critical Success The target is enfeebled 2 until the end of its next turn and enfeebled 1 for 1 minute.

Lastly, since it only lasts until the end of the enemies turn, they don't even need to attempt to escape, they will automatically be free from the grapple won't they? Or will they remain "grappled" but free of the Submission Hold?


Ahh ya I think your right actually. Nevermind.


Ya I was just on Foundry and it's programmed like that, where it doesn't involve an attack roll just simply a Fort save. I also thought it was how you and other people interpreted it. But I think this feat just went from 5 star to 2 star real quick.


Is it possible to carry a potion in a hand where I am holding a shield, not Raising the shield.


Silencing Strike doesn't deal damage. No attack roll, it's just a fort save.


Can I use Combat Grab on an enemy I didn't attack for my first attack?


A question here in regards to maintaining the grapple, let's say you initially restrained the target via a Crit success, when maintaining if you only got a success would it just be grappled at that point or does restrained continue on till the end of the next round?


Absolutely


Great, thanks guys! What happens if you crit succeed on the Aerial Piledriver, it says it has no crit success effect, however would your "Unarmed Strike" crit specialization "brawling" take effect here?


Ok let's say you use Aerial Piledriver in that case instead


No I mean I first action Suplex, the enemy is prone from Suplex. Second action I Whirling Throw the enemy, wouldn't he continue to be prone if I threw him?


With this ability after a successful attack roll the enemy falls prone and stays grabbed. My question is how long does the grab remain, is that until the end of the current turn or at the end of the next turn?

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