Verik Vancaskerkin

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Organized Play Member. 166 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




Hello,

Rules got pretty complicated during last week session.
We were fighting 3 Shining Childs and I, as a wizard, cast Slow (6th level) on them.

DM said they all had spell turning on, so here are the first questions
1) Who uses the spell turning ? Is it any one of them at random ? Do they all have to use it ?
2) If one Shining Child sends the spell back to me, are the other Childs still affected or is the whole spell sent back ?
3) Since there are multiple targets with this spell, is it only targeting me back, or also my companions ?

The ruling that night was 1) only one uses it, 2) other monsters are thus unaffected and 3) I'm the only one slowed.

But here's where it gets interesting. I ALSO HAD A SPELL TURNING ACTIVE.

Per spell turning description: "If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds."

So I just sent my slow back to them AGAIN. And it triggered so many new questions:
1) The Shining Child who used spell turning got affected, that's a given. But what happens to the other targets ? Are they still affected ?
2) Can ANOTHER Shining Child use his own Spell Turning ? And what happens if he can ?

Thanks for any clarification, it really was a mess ^^


Hello,

I'd like to play a mutagenist in an upcoming campaign, where the healing output is rather low (5-man party and the only healing source would be the redeemer).

So I'd like to carry a bit of this burden, even if I know other classes (and even other subclasses) would be more suited to it. I really want to give the mutagenist a try this time ^^

I've read most guides floating around, but I'm still a bit confused. Could you help me build a mutagenist, taking into account that:
- We start at level 1 so the build has to be viable from the start (or at least from lvl 3 onward)
- I really want to give full-blown mutagenist a try, not another class with alchemist dedication nor a chirurgeon or bomber
- I should be able to fill-in as another secondary healer, deal reasonable damage and survive reasonably well.

Here are some ideas I had but they're pretty jumbled:
- I need a free hand for battle medicine, so Bestial Mutagen would be best for battle
- Another option would be to take martial artists dedication and use Drakeheart mutagen. I'd be more tanky but would deal less damage.
- Healing bomb at level 4 could help in a pinch but if I understand correctly it will only matter at level 7 when I can get a moderate elixir of life with +2 additive.
- Medic dedication could help with my action economy (doctor's visitation) but then I have no other dedication
- Since I'm MAD, can I skip wisdom and count on assurance to carry me through legendary medicine ?
- Is the valet familiar mandatory for such a build ?


Quicksilver mutagen says "You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, AND DEXTERITY BASED ATTACK ROLLS" (emphasis mine).

So an investigator using a shortbow or any dex weapon will benefit from it. But what happens if he uses his Devise Stratagem ? "When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier".

Is it still a dex-based attack ? Do you still benefit from the mutagen ?


I recently joined a campaign on roll20 and decided to take a thaumaturge. The GM allowed it, although none of us was very familiar with the class. All other players took core or APG classes like a rogue, a ranger, a wizard and a cleric.

We're currently lvl 8, I didn't take any specific shenanigans (I'm human, no multiclass, no busted feat interaction) but the GM feels that this class is "too powerful" and asks me if I can change it so as not to create an imbalance with other players.

The question here is not whether that's good GMing and whether I should comply or leave the campaign altogether, but whether he's right in his assessment of the class, or if we didn't take things into account.

I took the amulet implement at lvl 1, the regalia at lvl 5 and amulet adept at lvl 7. My feats are Diverse Lore, Scroll Thaumaturgy, Talisman Esoterica, Scroll Esoterica and Elaborate talisman esoterica. Pretty standard stuff, I didn't even go the familiar route and it could be more optimized.

1) Attacking

At level 8, if I succeed at my EV check (which is pretty easy since a standard DC is 24 and I have +18 on the roll), I can now either exploit the weakness of any monster (which was insane in some encounters) or in the worst case create my own weakness 6.

This means my +1 striking longsword hits for 2d8+4(str)+4(IE)+6(weakness)+2(weapon spe), so 2d8+16 average 25.

That's more than the rogue on flat-footed target (he does 4d6+6 so average 20) and the precision ranger on his hunted target (he does 2d6+6+1d8 average 17 and usually fires twice but second shot has lower chance to hit).

2) Being attacked

All other characters are made of paper, so I'm the designated tank. With the amulet, I can soak 10 damage from first hit, then get a lingering resist 5 from same damage type. Since most monsters come in pack, that often is a flat DR5.

When I'm not the one attacked, I can act as a Champion with my reaction, and getting a lingering resist is arguably as good as getting an extra hit in when you're a paladin.

I'm not level 9 yet but the amulet will also let me raise shield if needed (only against my target, but with the added bonus of bolstering saves). Talking about saves, I'm great here as well with master will save and expert in the two others.

3) Out of combat

This is where the GM gets pissed. It's ok for my thaumaturge to be good at fighting, lots of characters are. But he's also the uncontested king of OOC actions, miles ahead of everyone else.

- He's the party face and is better at it than any other class in the game, thanks to the regalia bonus.
- He's also the party egghead, and is better at it than any other class in the game, thanks to Diverse Lore. This means I'm master at every recall knowledge check (using CHA) and master - 2 (so expert) at EVERY DAMN KNOWLEDGE IN THE GAME. Sure, the wizard has 2 more in Arcana than me, but I'm the best at every other skill. I mean, which other class can both be the face and the intellectual ?
- He can use ANY scroll with his thaumaturgy DC, a thing every caster would kill for. He also gets a 1st level and 2nd level scroll from ANY tradition that he can change EVERYDAY. His talismans are also crazy powerful considering they're free (you can get feather fall, fortitude bonuses, free grapple and so many others).

Anyway, my DM feels no class should be a great DPS AND a great tank AND the best party face AND the best knowledge character AND get free scrolls and talismans.

So, what can I answer him ? Is he right ? I do feel powerful, and I don't want to overshadow everybody.


Hello,

I'd really like to play a monk on an upcoming AP, but I realized our party is very severely lacking in the damage department.

I know monk strength comes from things like fast movement and stunning fist, but I'll have to put the hurt on enemies if we want to win the upcoming fights.

We have:
- A sword and board redeemer
- A primal witch
- A bard
- An investigator

..and me.

The investigator is a new player and she's not minmaxing at all - which is totally fine, but makes me carry the brunt of the damage in a fight. The witch will take some damaging spells, the bard will be mostly debuffing, and the redeemer will do redeemer stuff.

So, how would YOU create this monk so he can really put the hurt on someone ? I can even sacrifice a little bit of survivability since I'll have a redeemer to babysit me, the witch plans to invest in life lesson and the bard will take soothe as a signature spell.

1) We don't have free archetypes
2) We play on foundry so most material implemented is ok

It's my first time playing monk and I'm really excited about it, but I'd love to have some advice on it.

Thanks a lot !


I know there's been a lot of threads about this spell but I still didn't see any elegant or definitive answer, and we now have the problem at our table.

For those who don't know, here's what Illusory object (level 1 spell) does:

Range 500 feet; Area 20-foot burst
Duration 10 minutes
"You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion."

If you heighten it to level 2, its duration is now one hour, with sound, smell and touch added.

So, here are a few things you can do with it RAW:

Beginner shenanigan: create a 40 foot-wide wall of stone in front of some opponents. Either they go around it (wasting one, perhaps two actions) or they try to disbelieve it (provided they have good reason to think it's an illusion) and lose at least one action, even on a success. So basically, with this basic use, you've wasted one or two actions on a group of opponents, even if they save. That's pretty wild for a first level spell.

Intermediate shenanigan: create a 40 foot-wide cage around melee opponents. Your ranged can still hit them without disbelieving, but the melee are now trapped. They'll waste all at least one action (hitting the cage, trying to disbelieve), probably more. Again, it's pretty potent.

Expert shenanigan: create a 40-foot-wide maze around the opponents. They'll waste at least two or three actions trying to get out.

There are lots of other uses as well (a dome to trap mages or archers...or to save one of your friends who's targeted; a sphere that blinds a flying opponent; not to mention the obvious RP uses like creating a cave, a waterfall, a bridge or whatever.

Anyway, here's my point: I'm mastering Age of Ashes, the players are level 5 and our bard is outshadowing every other caster with this spell. His background is all about illusions so I don't want to ban it (especially since I suggested some application for the spell myself) and I don't want to use the obvious answer of "hey, from now on all opponents you'll meet will also use this spell".

I'm just wondering how you're dealing with it at your table, or how you would deal with it should the occasion arise. I'm a bit uncomfortable to see a level 1 or 2 spell being more powerful than, say, resilient sphere (which is a pretty good spell on its own) or even mass slow.


Quote:

Saving Throw Fortitude; Duration 1 minute

You create a cloud of putrid mist in the area. The cloud functions as obscuring mist except it sickens creatures that end their turns within the cloud. (The concealed condition is not a poison effect.)

Critical Success The creature is unaffected.
Success The creature is sickened 1.
Failure The creature is sickened 1 and slowed 1 while in the cloud.
Critical Failure The creature is sickened 2 and slowed 1 until it leaves the cloud.

I just wrote a wizard guide and we got into a discussion about the Stinking Cloud spell.

Do people have to save against it when it is cast (and also at the end of every turn if they're still in it) or do they only save against it if they stay in it ?


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Hello,

After playing a lot of wizards in a lot of campaigns, and after arguing in a lot of threads about a lot of misconceptions (that's what I call opinions that don't go my way) , I thought it was my sacred duty to write a guide about the wizard.

But not any wizard.
The one and only wizard, the master of the arcane arts, the best spellcaster in the game bar none.

(Drumroll)

The Spell Blending Wizard

I hope you'll enjoy it ;)

Blue Frog's Hideously Biased Guide To Wizards

Disclaimer: english isn't my native, so please don't be too hard on me for spelling mistakes !


A friend at our table wants to give a shot at a bomber, but he's concerned about accuracy.

He's hesitating between taking ranger archetype for hunter's aim, or investigator archetype for devise stratagem.

Which would you choose ? Which might be the most accurate (assuming there are secondary targets if the stratagem rolls poorly) ?

As an aside, does hunted shot work with bombs, i.e. are they a ranged weapon with 0 reload once you take Quick Bomb ?

Thanks for your input !


Hello,

I was considering playing a bard for a new game, and I really liked the flavor of a mysterious wanderer playing the flute and mesmerizing its opponents with its music (a la Siren Sorrento, for those who like Saint Seiya).

And then, it occurred to me that not every performance is equal, and that there seems to be a huge imbalance between them.

Some performance don't need anything: Acting, Comedy, Dance, Oratory, Singing
Others do need an instrument AND have the manipulate trait: Playing any instrument.

So, basically:

I can choose to be a singer, in which case
- I can wield whatever I want in my hands (magic staff, rod, shield...)
- I can use performance even if I'm butt-naked (say, if I'm in jail, or just waking up)
- I can use performance in melee without provoking

OR
I can choose to play an instrument, in which case:
- Both hands are tied. No shield apart from a buckler, no staff
- If I lose my instrument, I'm screwed (yes, I'm aware there's a cantrip but that's a harsh price to pay)
- Manipulate makes me provoke in melee.

So what's the tradeoff ? How is this even remotely fair ? I'm ready to make some sacrifices for flavor, but this is pretty steep.

The only advantage I can see is that you can invest in a Maestro's Instrument to get an item bonus to performance, but Maestro's instrument is a very weak item by itself and you could be a dancer and get a scarf for the same result.


My cloistered cleric will soon hit level 3 and I was wondering about spiritual weapon.
The damage will probably be one dice lower than any martial (since they'll get runes next level) and accuracy will be lagging as well.

Even if I heighten it later, it will do better damage but the accuracy will still be very low.

Sooo... do you actually use it in battle ? Are you successful with it ?


Hello,

I'll be playing another sorcerer for an upcoming campain, and I'd really like to get One for All from swashbuckler dedication, since it makes me a great teamplayer and gives me a use both for a third action and a reaction in the round.

However, I'm strapped for feats and I cannot seem to find a place in my build to get it.

Here are the feats I consider mandatory for my build:
1 - Dangerous Sorcery (through natural ambition)
4 - Arcane dedication
6 - Advanced bloodline spell
8 - Crossblooded evolution

See the problem ? The only time when I can take a dedication is level 2. Since we'll be starting at level 1, I don't want to wait till level 10 to get my swashbuckler feat.

So, is there any way through ancestries and general feats to make this work ? Any ancestry that gives an extra feat or dedication ? I could be an ancient elf, but I still can't take basic flair until I'm level 4, so it doesn't work.

Help, am I forgetting some obvious solution here ?


Greetings,

We got into an interesting argument last game, as our cleric used Spiritual weapon while under the effect of a bless spell.

He was in the emanation (obviously) but the spiritual weapon was 20 feet away and not in the zone of bless.

Would he get the +1 status bonus to attack roll with his spiritual weapon ?


Hello,

My last character died, so we're trying something new, and I thought it was the perfect time to see if Oracle were as fun as they seem.

I'd like to go with an ancestor oracle since I love the mechanics. To me, it's probably the most colorful class in the whole game. Do what your ancestors tell you or get punished - but wait, they also fight each other for control. Really fun.

Anyway, the curse can severely hamper one's game if you don't roll with it, so I'd like to try a character that does just that: follow the voices of his ancestors no matter what - since the bonuses are pretty hefty.

So I'll go as soon as possible to Major Curse, then follow the will of my ancestors.

This means that if I am nudged by a spellcasting ancestor, I'll cast a spell. If I'm advised by a battle ancestor, I'll strike. And if I get the Skilled Ancestor, I'll trip, Demoralize or use Medicine like there's no tomorrow.

I'm thinking about some kind of melee build going heavy armor and shield, but I'm torn about my ancestry. I mean, ancestor Oracles is all about ancestry, and you get two more ancestry feats at level 1 and 11.

The shield is pretty useful here since I usually won't split my actions, and I won't have the accuracy to benefit from a second attack.

Fight turn: Move, Strike, Raise Shield. Or Strike x 2, raise shield.
Spell turn: Cast a spell, Raise shield or move.
Skill turn: Trip, Demoralize, Bon Mot, Medicine...

Here's a rough draft, but I'm sure you guys could make it so much better.

Ancestry: Human (Half-elf)
Class: Ancestor Oracle
Background: Warrior (Intimidate + intimidating glare)
STR 16
DEX 10
CON 12
INT 10
WIS 12
CHA 18

Raises in STR, CON, WIS, CHA.

Human: Armor Proficiency
Human: Adapted Cantrip (Electric Arc)
1: Reach Spell
2: Sentinel dedication, Titan Wrestler
3: Toughness
4: Divine Access (Isis for breadth or The Prismatic Ray for fireball), Steel Skin
5: Human: Adapted Adept
6: Armor specialist, Bastion Dedication
8: Advanced Revelation, Bon Mot
10: Quick Block
12: Greater Revelation
14: Mysterious Repertoire
16: Nimble Shield Hand
18: Divine Effusion
20: Oracular Providence


Most threads I've seen point out how much even +1 AC is a godsend in PF2, since it not only lowers your chance to get hit, but also to get crit.

So, while thinking about what to play in an upcoming campaing, I always tried to include a shield option in every melee chracter. The +2 to AC seems too good to pass up.

However, this means:

1) It prevents me to take some specific builds (two-handed ones, for instance, have no way of increasing their AC)
2) It messes up my action economy. Raising a shield or using any other form of parrying takes up an action that could be used for attacking/striking/intimidating. With the proper build, like fighter or bastion, it can take only a reaction, but then it competes with AOO, Shield Block and other reaction you might get (like opportune riposte). Sure, there are higher level stances who give it for free, but then half the game is already done.

So my question, for those of you who actually PLAYED the game and aren't just theorycrafting like me: are those +2 AC actually worth the cost ? Do you often raise your shield as a meleer ? Do you get hit often if you don't have one ?

A rogue with no shield seems easy to drop with 8hp/lvl, and nimble dodge takes a reaction AND only applies on one attack.

A swashbuckler is strapped for actions, so until level 10, it looks like there's little wiggle room with a shield: Panache-enhancer, Finisher, Raise Shield. Done.

A barbarian with a big two-hander is plenty scary, but does the penalty to AC and lack of shield turn him into a punching ball ?

Does a Melee Hunter have to take Twin parry as a feat tax so as not to die ?

So, yeah, basically: what are your actual game experiences and how dangerous is it to go without a shield ?


A friend wants to build a melee bard for an upcoming campaign. I'm helping him do it, but I'm not sure how effective he will be.

After thinking it through, I sadly think a Maestro Bard is a better melee fighter than a warrior bard.

Maestro has a better spell (though Fear is good, Soothe is almost a must-have). It also has lingering composition to lighten the load on actions. I'm not sold on Harmonize and Inspire Defense since he'll want to raise his shield a lot, so he won't be able to use too many actions on cantrips. What he'll have, though, is Inspire Heroics, and that's a tough one to lose if I don't take this path.

Warrior has, well, not that much actually. Being able to take martial weapons is good, but some weapons, like the rapier, are already great in the selection. Also, ancestries can always help here. So the good things come a bit later with Courageous Opportunity and Courageous Assault. However, Courageous Assault is kind of annoying since it takes one action... and needs us to use Inspire Courage when Dirge of Doom is most often the better choice.

I'm focusing here on the first ten levels since we're playing slow and it'll take a long time to get there.

MAESTRO BARD

STR 16
DEX 10
CON 12
INT 10
WIS 12
CHA 18

I know I could tank CHA, but a high CHA will allow him to use his spells when he's not in the thick of things, and also help him be the Face of the group.

Skills: Athletics, Diplomacy, Intimidation, Deception, Medicine, Occultism, Performance

FEATS
1 - Lingering Composition
2 - Champion Dedication
4 - Inspire Competence
6 - Dirge of Doom
8 - Inspire Heroics
10 - Champion Reaction

SPELLS
0: Detect Magic, Ghost Sound, Light, Mage Hand, Telekinetic Projectile
1: Soothe*, Fear, Liberating Command, True strike
2: Restoration*, Hideous Laughter, Mirror Image
3: Haste, Slow, Vampiric Touch*
4: Blink, Fly, Phantasmal Killer*
5: Synesthesia, Shadow Blast

Basically, once in melee range, a typical round would go Dirge of Doom/Strike/Raise Shield, with spells as backup. On nova rounds, it would go Inspire heroics/Inspire Courage/Strike/Strike.

What do you think ? How could you tweak this build ?


I'm specifically thinking about a Priest using cast down to end his round, then using thé three action harm next round.

Would it work ?


Hello,

I'm very excited about trying a melee harm build in an upcoming game. It might not be the best build ever, but there's something inherently satisfying about putting your hand on the chest of someone and shrivel his skin and eat his liver and... hum. Yeah. Anywayyyy...

This character has to be able to melee, and I don't want to use divine smite:
- Because it's less thematically fun for me to smite someone than to burst his skin open then strike
- Because I'm pretty unlucky with dices and I don't want to put all my eggs in the same dice roll.
- Because harm as a spell can benefit from harming hands (and dangerous sorcery, though I won't go that way).
- Because a successful save from the opponent is still half damage.
- Because Cast Down
- Because it's fun to make someone scream while you rip their heart from their chest. Wait, I already said that.

Most full rounds would be either:
1) Regular
Demoralize, Strike, Raise Shield or Strike, Strike, Raise Shield

2) Regular burst
Cast Down, Harm, Strike

3) Full burst
Harm, Harm, Strike

4) Prudent burst
Harm, Strike, Raise Shield

5) Spellcasting
Harm + spell or Strike + spell or Raise Shield + Spell.

Well, nothing new there. But now here's my question. I need to be at least average at hitting stuff (else the Strike part is useless) and at least average at using Harm (else everybody will resist).

So.

Most guides say that a melee harm build should be a warpriest, but isn't it more efficient going the Cloistered Cleric route (with a champion dedication of course) ?

The build would be like:

Race: Human
Ancestry: Versatile heritage for Shield Block
Human Feat: Natural Ambition
Class: Cloistered Cleric

STR 16
DEX 12
CON 10
INT 10
WIS 16
CHA 14

(Raises in STR, CON, WIS, CHA).

First few Feats
Human: Harming Hands
2: Champion Dedication
4: Versatile Channeling
6: Cast Down
8: Channelled Succor (for being a team player)

Levels 1 through 7 will be no different from a warpriest, except I'll have a domain spell and he'll be able to take versatile channeling 2 levels earlier and/or take a different dedication.
Levels 8 through 10 will be tough, trained proficiency in my weapon means I'll have to rely much more on my spellcasting. But that's ok since I'll have expert proficiency in it.
Levels 11 and higher, with full plate, a sturdy shield and expert proficiency, it seems to me I'll be ahead in every domain.

So what did I get wrong ? Most guides I've seen recommend to go Warpriest for a melee harm build. What's the point and what would I lose by going cloistered cleric instead of warpriest ?

Thanks and sorry for the wall of text ^^


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I really love the idea of the swashbuckler and I'm always playing dex-fighter daredevils in most games. There's something enthralling about being able to fight your way through with panache and wit.

However, I'm not quite convinced the swashbuckler does this better than the rogue.

WEAPONS
They both get about the same weapon skills, though the ruffian can play with a longspear for some reach. They both get expert, master, weapon spe at same level.

AC
They both get the same light armor (though the ruffian can get medium). The swashbuckler has some feat support for the buckler, but then the rogue can use a regular shield.

DAMAGE
Without panache, swashbuckler has nothing. With it, he gets +2 damage every attack and, once per round, can use a finisher for +2d6. Those numbers get +1/+1d6 at levels 5, 11, 13, 17. Unless you have a very specific setup (you had panache the previous round and kept it for a burst), you cannot get more than one finisher in a round.

On the other hand, the rogue has +1d6 for every attack if the target is flat footed. As long as you have one other martial in the team, you can get it easily (either through Mobility to get in position, or at level 6 it's free with Gang Up). The progression is the same, but the rogue can potentially attack 3 times and get 3 times the sneak attack. Third attack is less likely to hit, but even if two attacks hit, that's still a big gap in damage.

Also, the thief has dex to damage, while the swashbuckler has to invest in STR if he wants to deal more damage, which means gimping his other stats. I cannot picture a swashbuckler without charisma, so that's a tough act to balance.

SKILLS
Rogue is way better, with way more boosts and skill feats - even if the swashbuckler has some free in acrobatics or his special skill.

FEATS
Swashbuckler gets great feats, but they come very late - around level 10 - with free buckler rise or bleeding finish. Meanwhile, the rogue has great debilitations to help himself or his team, so it's kind of a wash.

So, why would anyone play a swashbuckler mecanically ? I mean, they're really cool, but I can play a rogue with 18 DEX and 16 CHA out of the box, use a rapier, and buckle my swash better than a swashbuckler.