Female Halfling Alchemist (Construct Rider) 2
Bellis fingered the bomb in her pocket again. "I'm going to get help for the kids." she said, re-mounting her pony. She looked Weyland in the eyes before closing hers. "Deal with Lamm as you feel is best." She wheeled about and rode out the room, keeping an eye on the waters.
Female Halfling Alchemist (Construct Rider) 2
With the fighting over, Bellis returns and looks over the man who caused so much pain to so many. With one foot, she kicks the crossbow out of his hand and glares down at him, gripping her sickle in one hand and her last bomb in the other, and giving serious thought to forcing them down his throat.
Female Halfling Alchemist (Construct Rider) 2
Acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22 Bellis' Pony deftly trots down the broken boardwalk, avoiding the hazards in her path. Bellis spares a smile for the agility shown by her mounts, then scowls as she sights Lamm. "You!" She draws one of her remaining bombs and readies for a fight.
Female Halfling Alchemist (Construct Rider) 2
Perception: 1d20 + 3 ⇒ (18) + 3 = 21 "There are quite a few people sleeping," Bellis said quietly. "But not everyone. I see a candle-light moving around in the fore-room." Moving over to join Samantha, she whispers. "I've had some experience with locks at the Golemworks, let me try." Drawing her own toolset, she flips her pigtails back over her shoulders and starts to work. Disable Device: 1d20 + 7 ⇒ (14) + 7 = 21
Female Halfling Alchemist (Construct Rider) 2
so far, so good. Perception: 1d20 + 1 ⇒ (19) + 1 = 20 Well that was lucky! :) Bellis peered at the boards over a window. "Yes, you can see out between those boards in the windows." Pointing over to one of the windows. "There's a light in that window too. Someone might be over there."
Female Halfling Alchemist (Construct Rider) 2
Bellis stared at the card in her hand. She looks upward and closes her eyes. Someone knew the identity of her parents' murderer, but why didn't they step forward before? It seemed she(or he) wanted to take care of it with her help, but was that something she wanted to do? Was it something she could do? She'd killed Golblins before while escorting the caravan and distracting constructs at the Golemworks, but she wasn't sure if she could fight and kill another person, even if they were murderers. She decided to at least hear her out first. ---- Bellis blinked at the two humans in the house before her. "Hello there. Either of you give me this?" She said, holding up her card.
Temperans wrote: Gortle is talking about the fact that no matter how good a community is and/or how true a person's comment might be some people will dislike it because it goes against what they think. And what I'm talking about is that no matter how true a comment is, if it's off-topic, it not only doesn't belong there, but also damages the reputation of the community associated with the comment. Unsolicited advice is off-topic. There are options a community member can take to dilute or remove those comments.
Gortle wrote: Being different or raising an objection should be fine. Its not. It's fine to be different or raise an objection. It's not fine to offer unsolicited advice. Ginny Di's issue stems from unsolicited advice. Regardless of which community you reside in, if you care about your community's public reputation, you should know your available tools and what you can do to protect your community's reputation.
There exist healthier online communities that do self-policing. Youtube has a report button for harassment that can be used to silently fight toxic posts. Healthy communities also have a tendency for their non-toxic members to be politely vocal enough to drown out the toxic voice. Just adding my two cents in case you care about improving the PF community.
Don't skills scale at a faster rate than weapon accuracy? Monster saves (low save) and monster AC should be in the same ballpark regardless of level. If a character has trouble beating a boss monster's saves with skills, then the same character should have as much, if not more trouble bypassing a monster's AC with a weapon.
RexAliquid wrote: A battle oracle in their curse hits about as often as a barbarian, but instead of rage damage and resistances gets full spellcasting and fast healing. Seems about right as is. Do they? Oracles are Cha-key and have caster progression weapon proficiency which means they only match weapon proficiency with the barbarian at levels 1~4 and 11~12. They'll always be at least one point behind because of Cha-key vs Str-key attributes, and that also affects their weapon choices. If the oracle picks a Str-weapon, their attribute spread of Str-Cha means they sacrifice either Con / Dex / Wis, which affects their survivability. If they pick a Dex-weapon, they fight with a small weapon dice. And this isn't even accounting for weapon specialization differences or survivability differences due to 8hp vs 12hp per level or save progression differences.
I've played a level 7~8 construct summoner with ooze form + tandem strike + tandem movement. The build was a temporary placeholder until Guns & Gears became available so I could rebuild it as an inventor, so I played with a house-rule letting the summoner be Int-based instead of Cha. imo it was reasonably effective. Neither overpowered nor underpowered. Polymorphed flanking tandem strike hits hard, but is probably better with the primal spell list.
I understand the reasoning of the focus on medicine / diplomacy / intimidate. They're all good 3rd actions on a class that needs good 3rd actions, and visitation / intimidate / bon-mot / one for all doesn't have table variation whereas recall knowledge does. That said, I personally really dislike these builds - in a four-man party where different PCs cover different attributes and skills, having the Int-key character cover Cha/Wis skills puts pressure on the rest of the party to cover society / arcana / occultism / crafting. Imo, if recall knowledge is so bad that you feel forced going to Cha, what the player should do is to talk to their GM to make sure the payoff of recall knowledge is fair and meaningful.
If you can reload a reload 0 weapon without firing, then you can simply do it twice in one round, the first one to soak the interrupting critical hit, and the second before you fire your weapon. If you can't reload a reload 0 weapon without firing, then it follows that you can't reload a repeating crossbow / air repeater pre-combat. To me, this seems too weird to be true.
Imo it's not really a big deal.
I guess there's a point to be made for champion dedication + champion reaction, but imo it's enough of a fringe case that deciding to keep the feats different in the name of flavor/differentiation is ok. Opportune backstab doesn't really help for all three reaction feats because the additional reaction given is only available during the opponent's turn, not your ally's. Though I guess it could help if there are two fighters who both have the level 20 reaction feat and both have paladin reaction + opportune backstab.
A number of paizo adventure paths took the route of preparing a couple of skirmish encounters across various scenes throughout the battlefield / castle with some secondary objectives (destroy a siege engine within x rounds, prevent hostiles from attacking y creature, defeat all enemies within z rounds, etc). The result of the battle, or in your case, the number of remaining survivors, depended on how well the PCs succeeded in these secondary objectives.
This gets into advice / house rule territory, but regardless of what RAW interpretation these boards fixate on, what works best for your table might be different. Compared to a PC who gets a familiar without asking for one, a witch + familiar master PC probably spent their class feats on their familiar and wants their familiar to be useful. I'd try to work with the player to rule a more lax interpretation / add houserules like additional familiar abilities that specifically allow exploration activities, possibly some that cost more than 1 familiar ability. Or at the very least offer a free re-spec if they're disillusioned by stricter familiar-exploration RAW rulings.
This sounds like the perfect thread for greystone to go on a rant. The rules are clear about the eidolon.
Summoner, Act Together wrote:
Regarding the OP, we used to have the familiar feed elixirs, but that was before the dev clarification that familiars can't activate items. In our current game, the witch generally used the familiar for final sacrifice. Regarding scouting, though my PCs haven't ever attempted to scout with the familiar, I see no RAW reason to stop them. Familiars are quite obviously intelligent from their capabilities as a familiar as well as various lost omens familiar depictions. They act as they please after 1 minute of issuing no commands, and I assume this is the default state of most out-of-combat familiars and companions. Tasking the familiar to scout is open-ended enough that it's more of a general request than a specific command, so abiding by such a request similarly goes in line with the familiar acting as it pleases. Further assuming that familiars are helpful to their owner, I see no reason why a familiar wouldn't scout if asked. Though I suppose it's not a RAW given that a familiar is helpful, I think it falls under common sense that they are. I don't think a scouting familiar is stealing anyone's role. Most PCs don't scout with stealth anyway because there's a lot of risk involved by splitting the party + the chance of getting caught. From my experience, stealth based PCs are usually utilizing stealth for an hidden + initiative boost for encounter mode. A scouting familiar's closest roll overlap is prying eyes, not a stealth PC. Also I don't think a scouting familiar unfairly takes up screen time. Without specific familiar abilities, the familiar's owner doesn't have a way to see through the familiar's eyes. In game, if a familiar owner sends their familiar to scout, the "screen" stays with the PCs. The GM just decides if / when the familiar returns and what information the familiar brings back - there's no need to roll dice or simulate the scouting or choose an exploration strategy. On the other hand, if the familiar owner has a way of seeing through the familiar AND issuing commands from a distance (e.g. Familiar's Eyes / Familiar's Face), then the "screen time" spent is no different than any other case of divination such as prying eyes, which is to say, such screen time can be spent scouting anyway even without a familiar.
The Gleeful Grognard wrote:
Afaik, for the AP in which Kovlar makes an appearance, the PCs enter the city around mid-level 12, which is about one and a half-levels after +2 armor potency runes should normally become available (level 11). Investing in crafting would grant the party access to +2 armor without toughing it out for a few levels. Also regarding the AP featuring Hermea, the PCs enter that city at level 18, which is a whole level after apex items normally become available (level 17), so this phenomena happens at least twice. Edit: maybe level 19 for Hermea, so actually two levels late.
Teleport / burrow next to the repairers and attack them instead, or throw out a bunch of AoE or ranged attacks. Having legendary repair means you're facing level 13+ opponents, and those tend to have more tools at their disposal than a bunch of brutes who can't walk past a body-blocked corridor. Edit: alternatively, don't engage the PCs in a 10ft corridor.
If you're asking from a game-balance point of view of repairing construct companions, I don't think it's a big issue. Legendary crafting healing via repair heals a lot more than other one-action heals (50 ~ 70 depending on if you have the crafter's eyepiece), but you need adjacency and it's limited to your construct companion, which is kind of a low-priority target anyway. If hypothetically we get an ancestry that can be repaired, then we might start having balance issues. Edit: actually 50~70 per action isn't that far off from a level 9 / level 10 heal, which many animal companion classes can get via heal animal, and heal animal is range 30.
A 'stable surface' isn't a core-rulebook defined keyword or a listed category. It's technically up to GM discretion, but I expect most tables (mine included) wouldn't bother with the minutiae of specifying which floor is or isn't a stable surface. I can see some GMs saying certain floors requiring acrobatics checks to stay upright would not count as a stable surface, but in practice I think many tables would forget / omit this detail.
I skimmed the guide. I think you should mention battle-form polymorph spells. All of them synergize really well with the summoner:
Deriven Firelion wrote:
Just adding my two cents - PF1e GM prep felt terrible for me. I GM'd Carrion Crown, Reign of Winter, and Strange Aeons in that order. During Reign of Winter, I tried my best to modify every encounter to be fun and challenging for my table that consisted of PCs with wildly different power levels. I did this because PF1e allows so many different fun creative character build options that I wanted to give my players freedom to enjoy all of these options. However, the resulting power level imbalance was so bad, prep became so time consuming that I called to abandon the campaign during book 5. Come Strange Aeons, I tried a different approach. I gave my players infinite freedom in character creation - they could bring level 20 quadruple-classed homebrew lich-vampire-werewolves in book 1 and I wouldn't care. The single caveat being that the burden of balancing encounters was entirely on the players - if the campaign felt too easy or too hard, it's on the players to re-balance their own characters. This let me focus my GM prep on other parts like plot and integration of PC backstories, but it also felt pretty bad to GM, because I was nonverbally socially pressuring each player about the encounter balance all the way through. We finished the whole adventure. It was fun. It worked. Maybe there existed a better alternative, but this was the one I chose. Now I'm GMing / playing PF2e and my god, it is so, so, so much better. My players can powergame (or not) to their heart's content and I don't have to change anything besides personalizing AP details to fit my party.
No on both. Core rulebook, page 279:
Counting Damage Dice wrote: Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune. They don’t count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.
Darksol the Painbringer wrote: Actually, I stated that the GM can use PC options for NPCs against the PCs as a means of providing a challenging encounter. But go ahead and keep using a strawman to justify your ridicule instead of actually engaging in what has been said like other more constructive posters have. It is factually correct that if the GM uses NPCs with kip up, then the value of Iron Command goes down relative to other champion reactions. How common this is depends on the table and GM. I can imagine that there exists a table where Iron Command is really bad because of kip up NPCs. That said, if the end goal is to "provide a challenging encounter" and the GM decides that kip up is the method used to counter Iron Command and thus make a challenging encounter, I'd think the same GM could probably make a similar challenging encounter against other champion reactions using abilities other than kip up.
HumbleGamer wrote: On the one hand we have a creature not harmed ( probably didn't even realize what happened ), and on the other harm we have a harmed creature, who's been offering a healing potion. Potion usage assumes the divine lance'd NPC doesn't straight up die from the attack - NPCs don't follow the dying rules.
If you shape the object large but lego-like, you might be able to connect multiple objects created from multiple castings of creation together to make something bigger than a 5ft cube. If it's made of a heavy material, you could probably block a narrow corridor. Similarly, you could shape the object kind of 'C' shaped on two separate ends and create it between a narrow doorway as kind of a clamped-super-barricade. If you make a 5ft-cube's volume of folded paper or carpet or curtain, then you could unfold it afterward to get the surface area of something much bigger than a 5ft-cube. You could hang such a curtain in some room to block line of sight and make potential hiding spots.
HumbleGamer wrote: Seems more or less the same as before. Also the newer proposed rules are different than before as far as raw numbers are concerned. The first houserule increased level by 2 but the second houserule increases stats by 2. If you're familiar with the monster creation chart, it's pretty obvious that every two levels, all non-health / damage monster stats increase by 3, so already the new houserules are 1 point below the old houserules. The reaction bit I'm unsure of though. It really depends on the monster being summoned. Do you know which magic tradition is going to be used?
The explained reason is that in PF1e, summons were so strong they outshone martials. In the current edition, people say "summoned creatures are so weak that you might as well not bother with them."
1: Double Slice (Retrain to Sudden Charge at 5, retrain back at 19 if you care by then)
2: Champion Dedication
FA gives:
EDIT: optionally, at higher levels, you can pick Advanced Domain for Traveler's Transit to fly, seeing that the original build has no answer to flying enemies.
There exist a number of class feats in this game that directly increase your stats or grant more actions. Dangerous sorcery, spell penetration, champion's reaction, resiliency feats, save feats, fighter/monk action economy feats, and independent animal companion/familiar feats all directly increase power. These additional feats won't be enough to push a PF2e character to PF1e optimized character power levels, but they can amount to a significant enough increase the party's overall power level such that a GM might decide to similarly increase the level of the opposition.
I don't think the answer to a player dissatisfied with summoning is to tell them "Don't summon." After all, this is the houserules subforum, so finding a houserule solution that satisfies all players should be the answer. It's true that PF2e summons are not the powerhouses that existed in PF1e. For optimization, learning which summons are useable is an exhausting labor that players might not do. I think by adding straightforward power, you're headed in the right direction. In case you're unsure of the effects of the above feats, I can do a breakdown of what you might expect to see. We can assume the summon always gets flanking since the summoner gets to choose where it appears. The below calculations assume flat-footed AC on the target using the monster creation chart as reference. We can assume "High" for accuracy, damage, and AC, and assume "Moderate" for health pool. A level 4 summoner summons a level 2 minion. They're fighting a level 4 monster:
A level 5 summoner summons a level 3 minion. They're fighting a level 5 monster:
A level 6 summoner summons a level 3 minion. They're fighting a level 6 monster:
Once the caster hits level 8, their summons become 2 levels higher, and that effectively simulates their summon spell levels being 1 higher.
A level 8 summoner summons a level 5 minion. They're fighting a level 8 monster:
A level 9 summoner summons a level 7 minion. They're fighting a level 9 monster:
A level 10 summoner summons a level 7 minion. They're fighting a level 10 monster:
Jumping a bit, we'll take a look at levels 15~17:
A level 16 summoner summons a level 13 minion. They're fighting a level 16 monster:
A level 17 summoner summons a level 15 minion. They're fighting a level 17 monster:
A few words of warning regarding the math: I assumed flanking because it's very easy to get with summons, but depending on your party composition and tactic level, your party might also be benefitting from party-wide buffs like inspire courage or enemy debuffs like frightened, which might skew the math. I don't know how your group plays, so I assumed only flat-footed. Feel free to adjust the math to fit your expectations. From looking at the above, my straightforward opinion is that summons will do reasonable damage over time. It's definitely not weak any more.
Obviously, the above is not a complete picture of what your table might look like with these houserules. A lot of monsters have special abilities on top of their strike damage. Many can automatically grab or trip, for example. My impression of the above is that the summons will have competent offense, extreme defense, and high flexibility regarding special abilities and debuffs. Definitely strong and worth casting at the highest spell slot.
Arachnofiend wrote: Yeah no, I genuinely believe Bard is too good and it causes problems for the game - no other class has a standard routine so strong that it's hard to justify doing literally anything else. It's not often that you get so many complaints about a class so strong being boring as you get with the Bard. I kind-of agree. I wouldn't mind bard nerfs, but I'd rather see synesthesia nerfed instead.
Midnightoker wrote: Except if a Bard doesn't want to be someone that Intimidates or if they want to be good at other Skills that are not Intimidate (limited to 3 legendary skills) Your point was that bards don't have the versatility of witches with evil eye sustain + some other hex. "The bard happens to not choose the option that matches / exceeds the witch" isn't a counterargument against the bard's versatility: Midnighttoker wrote: Sustaining Evil Eye and then casting Elemental Betrayal or Life Boost on turn two is a level of versatility the Bard does not have. Midnighttoker wrote: Ah so now it's a Visual trait ability, which means it requires line of sight. which is easily met for a vast majority of situations. If you don't have line of sight against the enemy, witch hexes will also fail often. Midnighttoker wrote:
I am. My original point was that evil eye is better than intimidate ONLY if the party has trouble killing things, because then the duration of evil eye trumps the success rate of intimidate. Also, after the intimidator gets their first +1 item bonus to skills (as early as level 3~4), the 20% success rate / 20% critical rate continues all the way up to level 20, so "at certain intervals" is kind of an under-sell. Midnighttoker wrote:
The bard spends zero class feats, one skill choice and one skill feat. The witch lives with 2 less health and lower saves, a worse cantrip, and a class feat (basic lesson). If you can make the witch perform better than the above with a skill choice and a single skill feat, I'd love to see it.
Midnightoker wrote: I mean Demoralize is language-dependent, auditory, and lasts 1 round, and requires continuous investment from the Bard to maintain DC parity. 1) Intimidate has enough use outside of combat for the investment to be justified. 2) Intimidating glare only costs 1 skill feat.3) 1 round is enough for most cases in a competent party with reasonable damage output. It's a bigger problem to spend the action and fail, which happens with evil eye 20%+ more often than with intimidate. 4) It's a much bigger investment to pick the witch chassis for evil eye than to pick a skill increase investment for intimidate. Bard chassis is much better than witch chassis.
Midnightoker wrote: Sustaining Evil Eye and then casting Elemental Betrayal or Life Boost on turn two is a level of versatility the Bard does not have. Bards can just do inspire courage + intimidate. Intimidate is better than evil eye in a majority of scenarios assuming you have a competent party that focus fires.
Imo the biggest problem with evil eye is that it's best used in an uncoordinated, unoptimized party that has trouble doing damage. Otherwise, intimidate is generally better. A coordinated party with martials who don't skimp on damage can down at-level or +1 level monsters in 1~2 rounds of focus fire, so the only benefit of evil eye (the duration) doesn't really matter. For level +2 / +3 lieutenant and boss-type monsters, evil eye (and similarly all spells) generally fail to connect, so you want to pick options with an effect on a save. Once an intimidator gets their first +1 item bonus to intimidate, the success rate of intimidate is at least 20% more accurate compared to will save spells. Against an at-level or low-level monster with bad will saves, it's also 20% more likely to critical.
Does it have an easy grip? If yes, you don't need the crowbar. If no, then you need a crowbar.
Crowbar wrote: When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item). At my home tables, I'd not require the crowbar at all, seeing it only costs 5sp which means I'd assume all characters with athletics would have one by profession. If a player wanted to describe a force-open without a crowbar, I'd let them, seeing the cost of the crowbar is low and rule of cool and all.
In the context of playing pathfinder 2e APs, I find evil eye underwhelming. I played age of ashes with a charisma focused druid who used both fear spell and intimidate. Right now, I'm GMing extinction's curse (wrapping up book 1 right now) and one player is a witch with evil eye. Full disclosure, my table is pretty tactics savvy and combats don't last very long. Both the fear spells and evil eye don't land particularly often. Usually the monster saves, which means the fear spell gets partial effect and the evil eye is usually a wasted action. Intimidate, on the other hand, lands often. Mathematically this makes sense because intimidate is about 4+ points of accuracy higher than spell DCs across most levels. The hypothetical long duration of evil eye would be good if the enemy survived 4+ rounds, but most at-level or level-1 creatures live for maybe 1~2 rounds under debuff-stacking and focus fire. In my tables, a high-accuracy intimidate seems to perform much better than a long duration evil eye.
Just adding my anecdotal experience - at my table playing PF2e APs, Assurance(Athletics) has seen somewhat regular use and success on tripping foes. It doesn't seem bad to me at all. The ability to trade a third max MAP action for a guaranteed trip on select recurring enemies is a feat worth taking.
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