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Malik Gyan Daumantas wrote:
I made a zealot(Fencer) and a warlock(Boltslinger) vigilante now i wanna see if i can make a magical child vigilante to round out the other 2.

Well, the Summoner spell list is mostly good for supporting others, so that's pretty much all a Magical Child can do, as it's essentially a crippled UnSummoner. You have Vigilante Social Talents to act as the face of the party, but both of the other two also have those. I assume that, since Vigilante is allowed, your campaign will be confined to a single city, so perhaps the Magical Child could lean more heavily on the social abilities than their party mates do. You're a Charisma caster, so your main ability score also supports it.


Malik Gyan Daumantas wrote:

You have a divine duelist who uses an estoc as their weapon

and a midrange caster who fires off magic bolts

That doesn't really give much indication of their capabilities at all. Both of those descriptions could refer to a ton of completely different things.


There's the Synthesist Summoner archetype, as previously mentioned, and there's also the Major Artifact Demon Prince Armour, though good luck getting your hands on it.


Kikko Armour, especially Mithral, is great statistically and, because of the way it is (often between layers of fabric), you can have it be worked into any sort of medium to heavy garment that you'd like it to resemble.


Nosta1300 wrote:

I want to play a blaster who

A: Has various Damage types at his disposal and can Deal reliable Damage
B: Have various Blast shapes among his Arsenal
C: Be able to attach various effects to the spells
D: be able to increase the potency of the spells by either class features or feats

You've very precisely described a Kineticist to the point where I'm not sure if you didn't decide to make this thread just to see people suggest Kineticist to you.

Ditch the staff, wands, and metamagic feats (obviously) and go with Fire/Earth/Fire, Earth/Fire/Earth, Air/Air/(Aether, Earth, Fire, or Water), or Air/(Aether, Fire, or Water)/Air. You'll have multiple damage types, plenty of blast shapes and extra rider effects, and multiple utility abilities. Just stay far away from archetypes and multiclassing; the only Kineticist archetype worth a damn (Kinetic Knight) doesn't fit your concept and is redundant with your party composition, and Kineticist multiclasses well with nothing. Ever.


Gnobel wrote:
I suppose I should have been a bit more specific when I said my character wasn't "combat focused." He doesn't like killing anything except maybe undead, which he still finds unpleasant. I'm aware of most of the typical options a druid has to be a valuable contributor to combat, but in staying true to the character I avoid almost all damaging spells unless they're good aligned like Burst of Radiance.

That's a BIG leap from one concept to another.

Basically the only effective Druid option for not just using Total Defense or spamming Burst of Radiance (great spell, but still not a good idea to restrict yourself to it without Spell Perfection and/or Magical Lineage) on your turns after your very limited buffs and battlefield control options are in place is Divine Fighting Technique(Sarenrae's Mercy). Sarenrae is your girl for basically any nonlethal build that isn't unarmed or a Vigilante, though she will still kick serious ass when the situation calls for it rather than being strictly nonlethal.
I do find it a little weird that you're okay with dealing lethal damage to Evil-aligned creatures when the particular spell used is Good-aligned but not otherwise.


LordKailas wrote:
+Dex gives you reflex save, AC, and initiative? Nope, I never cared about any of these things on my cleric necromancer.

Why exactly would a Cleric not enjoy a bit of a bonus to Initiative? They cast buffs and debuffs a lot, which help more the earlier you can get them up.


Senko wrote:
It's also easy to say the metals exist on Golarion as well just in small/unprocessed forms without damaging the lore to badly.

I had assumed a decent amount of starmetals, especially adamantine, were deposits caused by meteorites and such.


This archetype is, essentially, a way to avoid having a major dead class feature if you don't intend to use Wild Shape. The abilities aren't something you'll use as your main strategy, but rather something to supplement your spellcasting.
Something of note, though, is Vernal Growth's Standard Action touch Enlarge Person that targets any living creature. Usually, Enlarge Person has a 1 round cast time and isn't even on the Druid list, not to mention it being restricted to Humanoids.

Lady Asharah wrote:
The way I read it, the area *always* surges with live, even in deep dry desert, the ability is separated into the two parts, and the second part depends on "if the area can support plants". So in the desert you would get the burst of heavy undergrowth for 10 minutes, after which they will die in the sun. If they place can support plants, a (relatively) harmless circle of plants will remain behind, sort of as a mark of the druid's passage.

There's no other way to read it: absolutely nothing says there needs to be plants already in the area to use the ability, and the additional Plant Growth ability at 8th (the only thing that does require plants to affect) is not part of the same initial effect.

Siro wrote:
However, this appears to be material from PF1, and this is a PF2 forum. You may have more luck on the PF1 forums/you may get conflicting info based on PF2 mechanics.

Wouldn't it be nice if the PF1 section wasn't greyed out and pushed to the bottom as if to discourage remembering that PF1 exists? We'd have fewer mix-ups at the very least.


avr wrote:
Ultimate Wilderness is the later book so it's the accepted version.

Ultimate Wilderness is also a hardcover in the main RPG line, whereas Blood of the Beast is a softcover in the Player Companion line.


Dragon78 wrote:
What racial abilities do you think would make a race that has a -2 to all stats worth playing?

Bonus skill point(s) per level, a bonus spell slot of each spell level 1st-4th, and some sort of overpowered boost to Familiars, Eidolons, and Phantoms.


Yqatuba wrote:
What about the opposite i.e using a box lined with hot siccatite as an oven?

An easier way to do that would be to just make an actual stone oven since it's much easier to heat things up than cool them down.


Senko wrote:
Ah I never saw that crate of preservation because I never got the villain codex. I thought it was a bunch of villain NPC's. I may need to take another look at the codex's if they have such things in them.

Villain Codex added so much cool stuff for players, despite the name.


So, given how in-combat healing is usually a back-up or emergency plan in Pathfinder rather than a main focus, if a Wizard has a Wand of Infernal Healing for out-of-combat and has Particulate Form prepared a couple times, how is that not a healer?
And what about a character with a good Heal skill and Healer's Hands (potentially with something to boost that effect further, such as the Heal skill unlock)? That can potentially make anyone with lots of ranks in Heal and Knowledge(Planes) into a decent source of healing.
Roles are defined about as much by build as they are by class.


There are far more than just 4 roles, and many characters contribute to more than one at once. Beefy Beatstick, Melee Monster, Ranged Beast, Debuffer, Buffs & Support, Blaster, Battlefield Manipulation, Save or Die Specialist, Skill Monkey, Utility God, Party Face...


They're completely different and barely related games; the only way to "convert" would be to just homebrew up things thematically similar.


Warriorking9001 wrote:
Not to cut in when the forum question has already been answered but I have to ask... Why does your GM think that the psychic armory is OP?

Because it's Dreamscarred Press and likely IS overpowered, probably?

If you want to be able to do some effective throwing, the Gloomblade archetype has the exclusive Gloomstorm Conduit feat for just such an idea, though due to having limited rounds per day it's more for having the option to switch to ranged if you're in a situation where you can't or shouldn't be in melee.


The Haunted Spiritualist archetype is kind of what we're talking about here, flavour-wise, with the companion having a lot more influence over the classed character than usual.


Never multiclass a Kineticist except maybe Evangelist PrC.


FreezingWolf wrote:
@Bloodrealm. Wow, that is such a cool archetype. I had never heard of it before. Kinda wish it was compatible with the OG summoner.

I think part of the idea of it was to let you make an Eidolon more like a base Summoner. It was definitely made for people who enjoy using the Eidolon instead of a bunch of round-bloating summons.


Barnabas Eckleworth III wrote:
Like the girl from Firestarter. She blows stuff up with her mind. How cool is that?

Yoon, the Iconic Kineticist, would like to say hello.


PossibleCabbage wrote:
Can't Mythic PCs grant divine spells and have domains?

Yup. The Divine Source Mythic Path Ability allows you to do that, although you need to select it 3 times to grant 4 Domains like a demigod (once for 2 Domains and twice for 3) and you need to be at least 9th tier before you can grant all 9 levels of spells like one.

Baba Yaga is possibly the most powerful statted creature in Pathfinder (debatably tied with our buddy Great Cthulhu), but she's not able to be selected as a deity for spell granting purposes because she didn't select Divine Source as a Mythic Path Ability and she hasn't gained a real spark of divinity through some non-game method. The latter is the real difference between "powerful" and "deity", and it's not something quantifiable in game.
Divine Source does not actually grant you that divinity, either, by the way.
Divine Source wrote:
You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player's Guide) to your list each time and adding their spells to the list of those that you can cast.

Emphasis mine.


Calvon wrote:
Why would moving deny him his Empower ability that round?

I said it would deny him a free Empower because he needs to spend a Move Action to Gather Power in order to offset the Empower Metakinesis increasing the blast's cost by 1. He could still Empower it, but a Kineticist that takes Burn mid-day in a situation that isn't a dire emergency isn't too smart.


I suggest you play anything you want... as long as it's not in this campaign, not with this GM, and not with those stats. 3d6 in order is antiquated and cruel.
If you really want something... Summoner is pretty much the only thing you can do here because ability scores don't matter too much to a Summoner. Maybe go Unchained Summoner with the Soulbound Summoner archetype for a more powerful Eidolon in exchange for giving up the game-breaking Summon Monster SLA. Maybe Gnome for Con and Charisma (since you said you are now allowed to have the ability score bonuses) and grab a reach weapon in case someone comes too close to you.


blahpers wrote:
There's such a thing as overanalysis, Derklord. -_-

Especially since the Iconics represent one specific person each, not an average of the demographics of characters with that class. For example, I doubt the majority of Barbarians are female, but Amiri is, and she's the Iconic. In fact, her backstory is all about how the fighting men in her barbarian tribe didn't think she, a girl, should fight, but she proved herself as an individual and kicked some ass because that's what she wanted to do with her life.


All the images react, so the only way you know if you've hit the real one is whether or not one of the several copies of that person disappears. You don't know which of the remaining ones is actually the real person.


Let's just agree not to eat Minor Creation spell effects. I doubt they taste very good anyway.
I hate to support the physics idea when I'm a firm believer in Magic A is Magic A, especially since magic in Pathfinder is very much tied to conceptual definition rather than scientific physics, but... Minor Creation doesn't have any language similar to "This water disappears after 1 day if not consumed" from Create Water. Therefore, by RAW, I wouldn't eat the funny magic carrots just to be on the safe side.


Mysterious Stranger wrote:
One thing to keep in mind is that you cannot prove the GM wrong.

You absolutely can. It's just that the GM is allowed to change the rule from what is in the books. If they weren't intentionally houseruling it, they were wrong. They can, of course, implement the houserule then and there if they feel that they want their game to play it that way, but that doesn't mean they weren't technically wrong to begin with.


blahpers wrote:
For that matter, if we're talking about two Medium creatures with normal 5-foot reach in a bog-standard five foot wide corridor on diagonal squares of a bog-standard 90-degree corner, the touching creature has line of sight to the touchee, as the corner provides cover but not total cover.

That's my interpretation, too.


Ryze Kuja wrote:
No, you do not automatically know what conditions are on your allies. There is a class in Psionics called a Vitalist that can do this with their class abilities though. But you can ask your DM: "do I notice Frank acting funny? and if so, can I make a spellcraft, heal check, or knowledge check, whichever might be applicable?".

If you're citing the existence of that as evidence that you cannot tell... that's 3rd Party content, and thus doesn't count.


The Fighter being poorly built is a big part of this. Fighter is NOT a beginner class when it comes to building, even though it seems like it should be and it can be pretty straightforward when it comes to actually playing it. That said, you're selling the Fighter short with your assessment because they've just gotten their second iterative attack at 6th level. ... but only a +2 Strength is pretty abyssmal (from the +4, I'm assuming a +2 Strength, +1 from the weapon, and +1 from Weapon Training). That will be an issue and I suggest helping the player rebuild.
If the Cleric is built solely for healing and nothing else, they're playing a Cleric wrong. They should be buffing the party to start off, and then helping with combat, debuffing, and healing after that. The Cleric shouldn't be expected to keep up with a Kineticist or Fighter's damage if they're not built to do that, though.
The Alchemist can also support the party with Infusions if they have Infusions, and can buff themself to be better in combat, too, so you shouldn't count only the bombs.
Your Kineticist can only Empower their blast for free if they don't move other than a 5-foot step. Also, a Telekinetic Blast targets regular AC, so creatures providing soft cover to each other by standing in the way might be a real problem (Precise Shot eliminates the penalty for shooting into melee, but not the penalty for that, and even allies count). Additionally, with 6 Burn (they must have that much to get the damage number you quoted), they've effectively reduced their max HP by 36; more than half of that 69 maximum. I would assume that the Telekineticist is moving around a lot to keep out of harm's way and to get a good angle of attack and, as I said, that means no free Empower that round.
Telekineticists are more known for being utility gods rather than damage monsters, so I was a little surprised when this was your problem; from the topic, I expected you to have an issue with the damage being slightly low in comparison to your party.


blahpers wrote:
A housey suggestion: Since you're only plating the guard of a sword, I'd just chalk it up to being especially ornate and add an arbitrary amount of value to the sword. Adventurers find fancy jeweled weapons/armor all the time that work identically (or worse) than normal stuff but is worth more for its artistic or raw materials value.

That's part of what we called Masterwork.


zza ni wrote:
we banned Occult (Adventures book) classes way back in 2nd D&D edition. so i tend to gloss over them. no psychics etc in our games.

How did you ban the Pathfinder Roleplaying Game 1st Edition book Occult Adventures decades before it was written?

MrCharisma wrote:
That's sad, Occultist is my new favourite class. You could easily re-flacour them as arcane/divine casters without really effecting the balance.

The Silksworn archetype makes them arcane, and there's at least one archetype that makes them divine. You can also make a Spiritualist divine with the Onmyoji archetype.


If it had class levels, it would cease to be a class feature. Furthermore, gestalt is not actually part of the game (it's a houserule), so the question is rather irrelevant.


Shinoskay wrote:
I have been digging through wizard, rogue, magus, some sorcerer, a little druid, and most feats....

The Wizard and Magus Iconics (Ezren and Seltyiel) are male, and thus their class write-ups use male language.


Meirril wrote:
avr wrote:

FWIW a better way to find them on AoN would be to go to the monsters section, select monster families, and then go to a relevant monster family - empyreal lords, archdevils, great old ones etc.

However while there are no stats for anything with CR 40+ (for good reason) the writeup for Achaechek (CR 30) suggests that it possibly could kill a deity if it didn't have a hardcoded restriction forcing it not to.

Ok, looking at the list of beings included in demigods...they aren't gods. The most powerful of the Great Old Ones is Cthuluh and in the mythos, he is a high priest.

Empyreal Lords, Archdevils, ect. are all high servants that are close to divine. Close. As in not. They are powerful enough that you gain divine powers from worshiping them. Then again, you also gain divine powers from worshiping powerful ideas like the Green Faith. No deity involved.

And the inclusion of these beings is the limit of what a monster can be, not really a guideline on what a deity is capable of.

They are deities, they are just minor deities. They're less divine than a true deity, but they still are. That's what a demigod is in Pathfinder. They have 4 Domains instead of 5, and they are allowed to have their game statistics expressed with a stat block. They also don't need to serve a power higher than them, though some do.

True deities have 5 domains and are far too powerful to be expressed through the use of a stat block.


Status helps confirm things, but for the most part it's for when you and the other person aren't in each other's immediate presence (or you're at least out of line of sight). In fact, it even says "When you need to keep track of comrades who may get separated...". There's a good reason most people either don't worry about this issue when characters are together or just don't think of it. As discussed, though, certain effects should be less obvious than others, and that can get forgotten sometimes.


Volkard Abendroth wrote:
Bloodrealm wrote:
Mark Hoover 330 wrote:
I did do some math in a thought experiment last night with Magus, and I must be terrible at building PCs because I see all the ways to deal loads of damage with the class but how do you keep their to hit bonus up?

There are several things you can do. For example, Blade Tutor's Spirit is a 1st level spell on the Magus list and the attack penalty imposed by Spell Combat qualifies for it.

Also, why are you assuming Arcane Strike? Magus has better things to do with a Swift Action when they want to nova, like the Arcane Accuracy Magus Arcana or, later on, a Quickened Spell for an additional big attack.

Not every magus has a lot of uses for Swift actions outside of enhancing their weapon and Arcane Strike.

Kensai, especially bladebound kensai, frequently fall into this category.

Even the standard magus is going to want Arcane Strike when not going full burn. Unless your play style is a 15 minutes adventuring day, you are going to get plenty of usage.

Most people show the calculations for maximum output when they're talking about stuff like this in these forums, and I would think Arcane Accuracy, Accurate Strike, or a Quickened spell would often beat out Arcane Strike in those types of comparisons. Obviously Arcane Strike is good for resource conservation; I'm definitely not disputing that. Notice I said "when they want to nova".


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By RAW, no, not automatically, but you can likely recognize most conditions easily without any sort of roll due to basic body language and/or facial expressions.


MrCharisma wrote:
Mark Hoover 330 wrote:
I didn't realize that using Spellstrike doesn't AUTOMATICALLY impose the penalty from Spell Combat; those penalties only apply if the PC is making a full attack with their normal Light or 1-H weapon, then casting a Touch attack spell, THEN taking the Free action to deliver a melee attack instead of a melee Touch attack using their weapon.
Just to clarify: You take the penalties no matter which spells you cast as long as you're using Spell Combat. So if you use Spell Combat to attack an enemy and cast "Fly" you'd still take a -2 to all your attacks.

You can, however, use Spellstrike without Spell Combat, ONLY making the attack from casting via Spellstrike, without Spell Combat's penalties.


The Summoner, Unchained Summoner, and Spiritualist classes, along with their archetypes, should give you everything you need.


ShroudedInLight wrote:
What about scaling up the cantrips instead? There are only about 50 of them across the whole game and you don't need to risk breaking anything within the system itself wen you change individual spells up. Making spells like guidance, ray of frost, or spark more powerful with levels could be very interesting.

I like this, though you would need to avoid doing what D&D 5E PF2 some other games have done, which was make them scale TOO well. For damaging cantrips, you'd want them to scale more poorly than 1st-level Bloodline or Domain Powers in order to not entirely invalidate them, and you'd need to make sure other cantrips don't get more powerful than 1st-level spells.


Mark Hoover 330 wrote:
I did do some math in a thought experiment last night with Magus, and I must be terrible at building PCs because I see all the ways to deal loads of damage with the class but how do you keep their to hit bonus up?

There are several things you can do. For example, Blade Tutor's Spirit is a 1st level spell on the Magus list and the attack penalty imposed by Spell Combat qualifies for it.

Also, why are you assuming Arcane Strike? Magus has better things to do with a Swift Action when they want to nova, like the Arcane Accuracy Magus Arcana or, later on, a Quickened Spell for an additional big attack.


I apologize: the Oozemorph suggestion was a joke; don't actually use it. The pre-errata version was literally unplayable by RAW, and neither pre- nor post-errata are worth trying to make viable. I think several people have attempted to make something like what a lot of us wanted the Oozemorph to be, though, so you might poke around at 3rd Party stuff for that.


On a related note, for all your non-shiny aesthetic needs, try Kikko Armour! Any relatively heavy garment you want with handy plates inside it to keep you safe! Goes perfectly with mithral for a less weighty pseudo-light armour!

If you want the gold-plated aesthetic, I'd rationalize it being not ACTUAL gold in order to keep the weight and price down. And hey, I'm sure there's some Shocking Grasp Magus sitting around with a metallurgy hobby to help you invent an electroplating process!


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Guidance, Entropic Shield, Sanctuary, Unbreakable Heart, Liberating Command, Suppress Charms and Compulsions, Blessing of Courage and Life, Remove Paralysis, Stalwart Resolve, Admonishing Ray, Consecrate, Sound Burst, Dispel Magic, Second Wind, Prayer, Thaumaturgic Circle, Purify Body, Untold Wonder, Greater Dispel Magic, Balance of Suffering, Inspiring Recovery, Music of the Spheres, True Seeing, Hymn of Peace, Particulate Form, Overwhelming Presence, and Miracle or Wish.
I'll advocate Serenity from your list of considerations, too.


Cloudkill is made of the spell effect of Cloudkill. You wouldn't be able to reproduce it with a mundane composition. It isn't like Wall of Stone which grows out of the surrounding rock, Wall of Iron which specifies it is iron, or Obsidian Flow which transmutes the ground into splintered obsidian.
That said, it is very clearly based visually and conceptually on weaponized chlorine gas. It's definitely not ACTUALLY chlorine gas, though, because that should deal acid damage and require breathing (Cloudkill doesn't care if you don't breathe).


avr wrote:
Eldritch archer isn't interested in shocking grasp at all, they have a different bag of tricks.

Eldritch Archer has SO MANY possible tricks in its bag. You can do the obvious and shoot off ranged touch spells with Ranged Spellstrike for additional damage with or without Spell Combat. You can attack from a distance and cast an unrelated spell like a buff or other non-attack-roll spell in the same turn without provoking AoOs. You can get the Reach Spellstrike Magus Arcana and do the same thing as a regular Magus, except at a distance. You can make attacks at a distance and cast a ranged touch attack spell without Ranged Spellstrike so that you have a better chance to hit.


MrCharisma wrote:
The Roguish Chef wrote:
... he fully expects to win every encounter because that in his eyes is what makes a game fun ...

Sorry I was writing my last post when you posted this, so I didn't see it.

This is your problem. His expectations of the game are different to yours.

I want to make it clear that this is YOUR problem, not his. You may think he's being childish/whatever, but he's not "wrong" any more than you are - fun means different things to different people.

Now as to this being your problem, this doesn't mean you're wrong either. Unfortunately as the GM you do shoulder more responsibility though.

YOU NEED TO TALK TO HIM ABOUT THIS OUT OF CHARACTER.

Your two different expectations of the game are what's causing the problem, so discuss what's expected. As a discussion you should be open to his input, but at the end of the day you're preparing the game, so if he's not into what you've prepared he's probably better off in a different game.

This doesn't even mean you stop playing with him, but maybe he stops playing in THIS campaign. You can still play other campaigns/one-shots/etc with him, but if this isn't his cup of tea then why torture each other?

You're right. People have different ideas of what they want in a campaign. Some people want to have a game where they do whatever they want and the "story" builds itself in reaction to what the players do to the world, where other people want to play as a participant of a composed story with their character reacting to it. Neither is correct or incorrect, though obviously if either the player expects to just handwave the combats as a formality or the GM expects every encounter to be a challenging life-or-death struggle there is a deeper disconnect; in that case, talking about this out of character is even more important.


ErichAD wrote:
If he isn't using his spells and he's complaining about favored enemy, maybe he'd rather be playing a slayer. That aside, point out that he gets instant enemy at 10th level, which should help considerably. Though I'd make an effort now to clear up what the spell does exactly, since there hasn't been universal consensus on the topic.

This is exactly it. Slayer is essentially Unchained Ranger for people who aren't Animal Companion focused (Hunter is Unchained Ranger for the Animal Companion aficionados).

Ranger is a pretty awkward class and the player in question is bad at either playing it or building it, which means you have two problems combining into a larger one, and that's even without the numerous other issues mentioned.

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