Dargath's page

Organized Play Member. 342 posts (670 including aliases). No reviews. No lists. No wishlists. 13 Organized Play characters.



Vigilant Seal

I would really like to see a Divine Tradition Magus, or just the choice to pick Strength as the main class stat with a Warpriest. I think it could open up a lot of fantasy archetypes. They're still possible, with a regular warpriest, I think, but I have been playing a lot of off-the-wall concepts, such as a "martial" Summoner with Sentinal for Medium Armor and a Greatsword focused on self buffing with a Dragon Eidolon, and it's been fun, but after awhile you do begin to really feel that math as a pseudo-martial.

I would really like to capture the fantasy of a more Warcraft Paladin than PF2E's almost no magic Champion. I think with Warpriest you can get really close, but I think just being able to push Strength to +4 at level 1, or simply a Divine Magus would take it all the way. Especially if the Magus's extra given spell slots at later levels could be filled with Heal, similar to Cleric Divine Font, or Sound Body/Cleanse Affliction, etc.

Almost all of the pieces are there to pull off at least a Wrath of the Lich King era Level 80 Paladin. I've personally chosen Warpriest anyway with a Maul to try my hand at it.

I don't think anything really captures seals, but the closest is probably:
Seal of Light -> Divine Weapon or Emblazon Armanents
Judgement -> Spiritual Weapon
Blessing of Might -> Bless
Blessing of Wisdom -> Divine Inspiration, Moment of Renewal (get those spell slots back)
Blessing of Kings -> Heroism roughly (raises several "stats")

I don't think there's much to say for auras, not a lot of interlap here (or I didn't look well enough, and it doesn't matter that much)

Hand of Freedom -> Unfettered Movement
Divine Protection -> Protection, roughly. No way to just cut damage in half that I know of.
Hand of Protection -> Sanctuary (the version where you couldn't keep attacking with it on you)
Divine Sacrifice/Hand of Sacrifice -> Share Life (there's a few others, like life pact)
Divine Shield -> Indestructability (roughly)
Avenging Wrath -> Avatar(?)

Holy Light/Flash of Light -> Heal

Crusader's Strike -> Channel Smiteish
Divine Storm -> Mauler Archetype Avalanche Strike
Purify -> Stuff like Sound Body, Clear Affliction and basically status effect removal spells
Sense Undead -> I believe there's a spell called Sense Spirits around level 5ish
Exorcism -> Searing Light or whatever it's called in the new remaster
Holy Wrath -> Divine Immolation or Divine Wrath

Redemption is 100% raise dead or revival but in the campaign I'm participating in resurrection is disabled and not allowed. Nobody can come back to life. Dead is dead.

As for stuff like Consecration or Hammer of Justice there's nothing I can really find, but honestly I got 80% of the class in divine spells and it fits really well IMO.

So then it's just a matter of how to execute the vision

Vigilant Seal

What do we do about weapons that came out after Gods and Magic and the Core Rulebook, like those in treasure vaults, that aren't associated with deities?

For instance: Earthbreaker.

Vigilant Seal

Just for minor stuff like the Undead master archetype requiring alignment evil, since alignment is gone and things of that nature.

Little bit of terminology clean up to bring things out of OGL and into ORC, any thoughts on this?

Vigilant Seal

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Basically title. I just want some axes for finesse builds.

Vigilant Seal

I would like to build a blaster DPS character that focuses on Fire, Electric and Ice damage. I thought the kineticist would be a nice way to do it, potentially.

Air looks like it has some electric damage, fire is fire, and with versatile blasts and water there's some ice damage attacks.

I also don't mean only Final Fantasy 14, but like all the games, including one's not specifically named like Lulu from FFX was a "black mage" in all but name.

Just the concept you know?

Edit: The game I am in does not allow RARE options at all (no rare races, no rare feats, no rare archetypes, nothing with rare tag)

Vigilant Seal

Just wanted to be a steampunk werewolf using the power of alchemy to beast out and mix it up in melee with fang and claw.

Crixleby Hobgoblin Mutagenist Alchemist

The main thing is that I realize Animal Barbarian would "do it better" but I just wanted to make a good mutagenist because I want an alchemist of each research field. This is the mutagenist I am trying to build.

Vigilant Seal

My Barbarian died in Abomination Vaults so I need to make a new character.

The party composition is that of:
- an Inexorable Iron Great Gnoll Magus with a Polearm
- a Greataxe Orc Fighter
- a Monastic Weaponry (Katar) and Ki Strike using Lizardfolk Monk
- a Leshy Summoner with a Strength Plant Eidolon.

I’d like to make a Unbreakable Goblin Chirurgeon Alchemist.

I’ll go ahead and post my build that I have got so far for my Alchemist.

For the most part I am asking about what my daily preparations ought to look like and what my formulas ought to be (if I should make any changes). I have my items from the starting treasure wealth for new characters chart and the items I chose are based on that.

I am hoping for a tailored support experience for my party to enhance their strengths as well as provide decent healing. It should be known 2 characters have lay on hands I believe, the summoner has the heal spell in their repertoire and the monk has wholeness of body.

Without further ado the build as it stands: Mixleby, Goblin Alchemist.

Vigilant Seal

Been brainstorming a character and I’m a bit stuck. I know a few things about the character and then there’s quite a few ‍♂️ variables. His primary motivation is chasing immortality. I am 100% locked in for Lich at level 12 either FA or normal.

I am 99% I want to be a Wizard. Im open to Sorcerer, Oracle or Witch too. I’m almost 100% positive I want to be a Necromancer school and I might have to be also for certain prerequisites.

I know the driving motivation for the character is to become a Lich. I know the primary motivation for the character is to become immortal. I know the character will be specializing in cold and necromancy spells.

I am considering Fetchling, Gnome or Elf for ancestry. Possibly even Fetchling Half-Elf. My hesitation on gnome is that I’m not sure a gnome/small lich looks like. The primary influence and mental image/artwork would be the Liches from Warcraft 3/WoW, primarily Kel’Thuzad. So I don’t know what a gnome would look like regarding this.

I was strongly considering Runelord (Necromancy). I’m looking into Reanimator, I’m looking into Undead Master… from 1-12.

I don’t know how well Animate Dead and summoned minions interacts with a Zombie/Skeleton Undead Master. I’ve heard summons suck anyway. I feel like a strong part of Necromancer is undead minions but I’m not sure how much about it should be.

Runelord is appealing in joining the character motivation -> gluttony. Obsession with power, with knowledge, voracious appetites to learn everything. The feats seem pretty cool.

The downside is the stats in general especially if I were to lean into the Polearm part. An Elf (and maybe Gnome idk) is a 6 HP ancestry on a 6 HP class. To use the polearm to any effect I’d probably need a 16 strength and an 18 int which means that using the floating +2 boosts I’d be at 16/12/12/18/10/10 for pretty much any of the ancestries which puts me at absolutely mega atrocious AC at like 15 or something and HP (13 at worst and for Fetchling 15). So even if I go Runelord maybe ignore the Polearm stuff?

Maybe 14/14/12/18/10/10 ? Otherwise I’m thinking 10/16/12-14/18/10/12

Reanimator seems like a distraction from the core of the character although a core of the character is necromancy but it feels even more hyper specialized and I’m worried distracts from the whole “I’m obsessed with not dying” and being a more general black magic caster than simply one who is especially good at raise dead. I don’t want to “lose” my character getting lost in the weeds. Might be a personal problem here.

I know I want Lich. I don’t know what Lich feats are actually good.

Do I even have room for wizard class feats in case I fall into a non-free archetype game? I feel like reach spell would be great for vampiric touch. Otoh if I go polearm Runelord I might be in melee anyway?

I’m looking at spells like Fear, Slow, Diseases, anything with the Necromancy trait that isn’t positive healing and anything with the Cold trait.

Just kind of in analysis paralysis here. If I go Runelord I think ignoring the polearm would be a good idea.

The feats I’m interested in I think would be either Embed Aeon Stone or Tattoo Artist then Aeon Resonance, Sin Reservoir, and Fused Polearm from Runelord.

I like pretty much everything in Reanimator but I feel like I run out of room even with FA before it’s time for Lich.

For Lich I like Drain Soul Cage, probably Spell Gem but maybe Bolster Soul Cage and Frightful Aura is cool too. This however locks me into basically boosting Crafting and Intimidation to some degree. Unsure about the third skill I should look toward.

I guess I need help focusing and parsing effective options and kind of getting more concrete answers than nebulous hang wringing over hypotheticals.

What would my action economy look like in a real game as a wizard with an undead companion as well as an animate dead summon… can I have both at once? Would it be something like Command an Animal (? What if it’s a zombie?) -> 2 actions for minion -> Sustain Animate Undead -> 3rd action (idk)

Also would I have room to cast any normal spells if I’m using an action to command an undead companion then using sustain a spell for animate dead.

I’m drawing on inspirations from Warcraft 3 Lich and Necromancer and The Undead faction in general, Diablo 3 Necromancer, Guild Wars 2 Necromancer minionmancer build.

I guess I have conflicting class fantasies:

Do I want to be a dark caster with deadly magic and buffs/debuffs to cripple my enemies, aid my Allies and deal damage? Where I might dabble in animate dead but it’s not the main thing (probably Runelord at this point).

Am I primarily a minion mancer commanding up to 3 undead at once? (Undead Master + Reanimator)

Maybe half and half with undead master and 1 permanent undead companion and then spells for my other actions kind of like a summoner? (Purely Undead Master).

Once I reach Lichdom that all seems mostly flavor and doesn’t do much except “feel cool” I guess lol

Vigilant Seal

I'm working on two Magus that are similar, but different and one of them will be my 3rd Pathfinder Society project in addition to my ongoing Swashbuckler and Sorcerer projects (who I am enjoying quite a bit as it were.)

The characters in question are as follows:

https://pathbuilder2e.com/launch.html?build=390207

https://pathbuilder2e.com/launch.html?build=390208

I've got some play room here. I can do standard Elf stats for +2 str, +2 dex, +2 Int, -2 Con and put my start boosts into something like Str, Con, Int, Wis, or I can do floating +2's and do Str/Int and then final boosts into Str/Dex/Con/Int or I could potentially go finesse weapons and go Dex. Or one could go Strength and one could go Dex.

Both, or at the very least the Drow (Aramil Soveliss, in this case an Ancient Elf who regrettably doesn't have Darkvision, but the constraints of Pathfinder Society and the feats needed/wanted...) is heavily inspired by Seltyiel the Iconic Magus who uses something like a Longsword or Scimitar.

I think overall I picked the theme/spells/etc on both of them to help convey their personality (Aramil Soveliss dominates foes with overwhelming sword play and fire power, using blasting as a means to incinerate or chill foes to death) where the other Ravinsild (the Dhampir) uses necromancy/negative and cold damage, the chill of the grave to sap enemies strength and steal their life essence and in many ways fight like a death knight/vampire using death magic and cold magic to hamper enemies whilst bolstering himself.

So both want a higher Int for Saving Throw purposes etc. Now it's just a question of the martial side of the offense... also HP is a bit of a concern. I just don't know.

How would you do it?

Vigilant Seal

One of the ways I build my character is based on a miniature. So I picked an Axolotl with a single sword and decided to make a Kobold and I wanted to pick a class that’s good at one handed weapons. I already had a Rogue and I already have several laughing Shadow Magus and Barbarian isn’t good at it and Ranger doesn’t seem to care much only dual wield or ranged for them and Fighter seems kind of boring…

So I ended up Swashbuckler… and it’s been kind of frustrating. I tend to play Pathfinder society or in the one adventure path I’m in nothing special is turned on (no FA, no Dual Class no nothing just basic rules) and honestly it’s a slog to do anything.

I thought the forum complainers might be wrong: because I was afraid to play a caster for so long due to negative internet stigma, then played a blaster sorcerer and it straight up just rocks. It just works. I don’t struggle with action economy or anything and it’s interesting and it’s not repetitive.

Well. The Swashbuckler sucks. If you’re not within 25 feet to try tumble through.. or 30 ft because Bon Mot (I’m Wit) then… no panache. You could use 2 movements one to get closer, one to tumble through for panache, and then confident finisher… but then you don’t have 20 AC from dueling parry. And I’ve been downed. A lot, and no I’m not running in solo I’m setting up flanking with my fellow melees for the flat footed bonus to both of us. Sometimes because it’s PFS it’s like oops all martials.

So the idea would be Bon Mot -> Confident Finisher -> Dueling Parry or Stride to Tumble Through to get closer -> CF -> DP. Or you know whatever, just basically set up for damage, do the damage, be defensive. However if it’s a bad game where I can’t roll above a 5 it just feels miserable and I guess that could be true for any martial, but for some reason it feels especially tilting to fail at panache over and over and over and you don’t even get the bonus movement speed unless you actually get panache..

It’s just been kind of a frustrating experience. Does it get better?

I just wanted a class that “just works” like the Sorcerer. I just use burning hands or horizon thunder Sphere or whatever damage spell and they roll and even if they succeed I still win anyway and they take some damage.

Vigilant Seal

I will be joining a campaign 1-11 in the Abomination Vaults and I had a character idea I've been drumming around with that I've played in a vanilla RAW PFS game which works alright, which is a Gnome (Umbral) Arcane Summoner with a (Red) Dragon Eidolon.

The basic idea of the character is that she has been Isekai'd into Golarion from the Monster Hunter Stories (2) world and therefore she is a Monster Hunter (or technically rider) with a "light bowgun" and her Eidolon is her Rathalos. The sigil all Summoners get is her rider's bracelet that allows the connection between the two and allows her to ride him (Hence they are Monster Riders).

I was reskinning "Phase Bolt" as shooting a "bowgun" which doesn't technically exist.

Since this is allowing: Ancestral Paragon, Free Archetype, AND Dual-Class I am trying to figure out how to build a Way of the Spellshot Gunslinger with a Repeating Crossbow, haven't decided on FA yet, and already covered the Summoner bit.

I guess it would essentially be 2 martials with 1 being a wave caster for buff spells? Not sure what spells? Does haste even work on Summoner? I figure most combats don't really go past 5 rounds so a 5 round repeating magazine skirts the reload issue altogether? IDK

Help/advice appreciated

Vigilant Seal

I have noticed a distinct lack of itemization explained in guides, and I often find myself ignoring magical items, but I suppose they are meant to be part of a character's budget. Right now I am playing 2 parallel characters in Pathfinder Society 2E. 1 is a Swashbucklers, 1 is a Sorcerer.

I imagine I may or may not need, at 3rd level, 1 or 2 skill boost items like one which boosts my Acrobatics on the Swashbuckler and Intimidate on my Sorcerer. Is there room for 2? I'd like to be good at diplomacy on my Swashbuckler too.

What about other stuff? Weapon runes for a martial at some point I'm sure. Aeon Stones? I don't know. I don't know what's good, what's good for what class, I've read through many, but how much money am I expected to have? How many magic items at what level?

On my Sorcerer I'd eventually like some scrolls, maybe wands, at least 1 or 2 staves I think, maybe just 1... Boots and Cloak of Elvenkind seem amazing, and the set bonus items seem cool overall.

I just have no idea what's good or how much I ought to have or anything. Maybe because there's so many options. Maybe it's like "Martials get 1 +1 to hit rune at level 3 and 1 skill bonus item and that's it" and Casters get 1 skill items boost and a flex item like that white pearl of healing aeon stone.

Vigilant Seal

After taking in all of the discussion on Spellcaster balance, I've decided to finally take a step and create my very first Spellcaster, no less a blaster! For Pathfinder 2e, although I am limited to Pathfinder Society, and therefore cannot take such things as Sudden Bolt.

Nanapo Tiefling Gnome Imperial Bloodline Sorcerer (Magical Misfit Background) PFS
1 (A) Nimble Hooves, Stats: Str 8, Con 12, Dex 16, Int 12, Wis 12, Cha 18
2 (Sorc) Dangerous Sorcery, (S) Intimidating Glare
3 (G) Fleet, Expert Intimidation
4 (Sorc) Arcane Evolution [Skill:Crafting], (S) Multilingual
5 (A) Fiendish Resistance, Expert Arcana, Boost: Dex, Wis, Int, Cha, [Skill: Deception]
6 (Sorc) Bard Dedication [Enigma Muse], (S) Magical Shorthand
7 (G) Toughness, Master Intimidation
8 (Sorc) Basic Bardic Spellcasting, (S) Assurance [Arcana]
9 (A) Gnome Polyglot, Master Arcana
10 (Sorc) Signature Spell Expansion, (S) Automatic Knowledge [Arcana], Stats: Con, Dex, Wis, Cha
11 (G) Incredible Initiative, Expert Occultism
12 (Sorc) Occult Breadth, (S) Battle Cry
13 (A) Fiend's Door, Master Occultism
14 (Sorc) Expert Bardic Spellcasting, (S) Automatic Knowledge [Occult]
15(G) Canny Acumen [Perception], Legendary Intimidation, Stats: Dex, Int, Wis, Cha, [Skill: Religion]
16(Sorc) Greater Mental Evolution, (S) Scare to Death
17(A) Final Form, Legendary Occultism
18 (Sorc) Master Bardic Spellcasting, (S) Multilingual
19 (G) Incredible Investiture, Legendary Arcana
20 (Sorc) Bloodline Perfection, (S) Unified Theory, Stats: Str, Con, Int, Cha

In the following spell list GME will stand for Greater Mental Evolution and SSE is Signature Spell Expansion. I tried to go for a Black Mage themed list from Final Fantasy, therefore focusing on Fire, Thunder and Ice damage as well as debuffs, like Befuddle, Paralyze, Confusion, etc. I looked at the history of Black Mages and found appropriate spells within my tradition. I tried to make a list, after taking the advice, that could target every type of save to be a blaster.

Nanapo Lalimo Tiefling Gnome Imperial Sorcerer
Cantrips: Electric Arc, Ray of Frost, Produce Flame, Shield, [Bloodline] Detect Magic
1st level Befuddle, Burning Hands (Signature), True Strike, [Bloodline] Magic Missile, [GME] Grim Tendrils
2nd level Chilling Spray [H+1], Horizon Thunder Sphere [H+1] (Signature), Scorching Ray, [Bloodline] Dispel Magic, [GME] Flaming Sphere
3rd level Fireball (Signature), Lightning Bolt (Signature [SSE]), Slow, [Bloodline] Haste (Signature[SSE]), [GME] Fear [H+2]
4th level Sleep [H+3], Confusion, Ice Storm (Signature), [Bloodline] Dimension Door, [GME] Fire Shield
5th level Blazing Fissure (Signature), Cone of Cold, Dimension Door [H+1], [Bloodline] Prying Eye, [GME] Black Tentacles
6th level Chain Lightning, Flame Vortex, Cast Into Time, [Bloodline] Disintigrate (Signature), [GME] Slow [H+3]
7th level Haste [H+4], True Target, Eclipse Burst (Signature), [Bloodline] Prismatic Spray, [GME] Frigid Flurry
8th level Blood Boil (Signature), Chain Lightning [H+2], Polar Ray, [Bloodline] Maze, [GME] Burning Blossoms
9th level Massacre (Signature), Weird, Meteor Swarm, [Bloodline] Prismatic Sphere, [GME] Foresight
10th Level Time Stop, Cataclysm (Signature), [GME] Wish

I tried to stay on theme with the bardic spells too:

Nanapo Lalimo Tiefling Gnome Imperial Sorcerer [Bardic Dedication Spells]
Cantrips: Prestidigitation, Time Sense
1st level True Strike, Fear (Signature Basic)
2nd level Blur, Grim Tendrils [H+1]
3rd level Heroism (Signature Expert), Slow
4th level Confusion, Enervation
5th level Shadow Blast (Signature Master), Synesthesia
6th level Cast Into Time, Phantasmal Calamity
7th level True Target
8th level Synesthesia [H+3]


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I mean basically title:

1) I have 15 Pathfinder 2e Maps. What are they for? Do I print them out on some kind of large paper IRL? Are they for VTT? If yes, are they compatible with Foundry?

2) I have 11 Pathfinder Tales. What is a Pathfinder tale?

3) What are Pathfinder Organized Play things for? I have some Season 1 and Season 4 stuff. Would I use it to DM a Pathfinder Society Game for points? If so that is neat.

4) What are Pathfinder Pawns? I have a "Bigger Forest Map" (For what?) And Pathfinder Abomination Vault Pawns (Are they like monster tokens? DO I print them out? Are they for importing into a VTT?)

5) What are Flip Mats?

I guess the main question is: Where and how do I use this stuff?


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I created a 1 shot for D&D 5E and I wanted to start with goblins, and eventually work up to Hobgoblins working with Orcs, all the way to a final boss fight in which 4 Orcs protect 4 crystals which need to be broken so the Orc Spell Caster in the middle's shield will break and the party will be able to defeat him. He is channeling a spell to open a portal to their dark master (probably a super high level demon) and if the Orc Warlock isn't defeated in time the portal will open and the encounter will end. It's supposed to be exciting and use more mechanics than simply "beat up the monster".

Dungeon Map

When they first enter the dungeon there's a poison arrow trap mostly meant to fire at them and alert them: THIS DUNGEON HAS TRAPS!

This is a link to a hand drawn picture of the map and all the traps I had set. The bottom box with weird curving lines are supposed to be Goblins Tunnels with some sword and shield goblins engaging the party, and goblin archers hitting and running through the tunnels ambushing the party.

The second is a trap I was inspired by from Goblin Slayer in which there's a hard to see hidden passage past a break in the wall on the way to the very obvious straight ahead spider warren for goblin reinforcements to ambush the party from behind...or get ambushed if the party has great perception! Along the way there are spider webs all over the walls and a giant acid pit between the party and the spider warren.

Since the party will know they were ambushed from behind, and the goblins will have opened the secret door it will be clear hopefully they should proceed in this way and there will be a spiked pit trap down this corridor leading up to the first mixed orc and hobgoblin trap.

After this encounter there will be a ceiling axe trap where the axes swoop down from the ceilings to chop at them if they don't disable it.

Moving down to the Orc Door which I believe will require a key or a password, or brute force :) Behind this door lurks a tough Orc miniboss!

After defeating the miniboss a falling ceiling trap waits for the party, but it can be bypassed by going through the disgusting sewers if they happen to spot the difficult to see hidden tunnel.

Then they arrive at the aforementioned final boss with crystals and bodyguards and portal summoning.

I think I want the party to be level 3 or 5? Depending on how strong the encounters would be? I think it should gradually escalate in difficulty culminating in a pretty tough but not impossible final boss, I definitely want the players to win but be challenged throughout the dungeon. Maybe not at first, but slowly I want the heat to rise til they're feeling engaged at the end and it feels tense and exciting. Could this be done at level 1 to keep it simple?

I have read the rules on trap design and recommended DC, but I'm not sure how to translate some of this over to PF2E.

I've never DMed anything in my life and just wanted to try DMing for the first time with this hopefully simple one shot.

Does this seem fun to you? Would you want to play it yourself?


Is there a good way to share builds?

If you can see these: for the sake of pathfinder society, which I assume precludes all rare and uncommon feats and everything else, save for that which gives access to which character would you rather play alongside?

https://pathbuilder2e.com/launch.html?build=324501

I call the above character the "team character" because he has feats like gang up, and leave an opening and has a lot of interaction with other characters.

https://pathbuilder2e.com/launch.html?build=324502

I call this the "skirmisher rogue" in which I like to use abilities like Strike from the Shadows, Skirmish Strike and other mobility options to go in, hit, and run away.

I'm not sure which is preferable for semi-organized team play with random people each week and what others who play PFS would prefer to see out of a Rogue. I think one tends to get stuck in and fight it out more than the other. Right now I have done 1 session with 4 XP. I plan on pretty much just playing this because I can't find a home game or a private game.


I would really like a Paizo Style Goblin Rogue, Hobgoblin Fighter (Sword and Shield preferably) and probably some kobolds. I just love the Paizo specific art style and especially the goblins and hobgoblins.


I know there is Celebrity, but as a Thief I don't want a lot of attention on my character. Are there any Archetypes that are more...crafting/selling based? If possible I'd like to open a store selling stolen goods (I am a thief) or something like that.


So at level 1, as a Goblin Rogue Thief, I chose to take Goblin Weapon Familiarity in order to gain access to the Dogslicer for Pathfinder Society this upcoming Saturday.

When I eventually, hopefully, level up and progress my character what feats will I need to keep it relevant? Goblin Weapon Frenzy? Goblin Weapon Expertise to continue scaling? None of the above?


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So when using the focus Spell Wild Shape, at level 4 you automatically unlock animal form abilities as it heightens to level 2.

As you level the spell obviously automatically heightens, so by level 10 it is automatically heightened to level 5. As the spell heightens your forms get bigger and bigger, and it even says if you can't expand you lose the spell.

Is there any way to stay medium sized but get the better stats? I just want to play the equivalent of a World of Warcraft Feral Druid (100% uptime in combat in cat form for DPS) if at all possible but I don't necessarily want to be massive on the battlefield if I can help it, but still want good stats.


Pretty much the title. Trying to figure out the best way to approach making a Monster Rider from Monster Hunter Stories 2. I’ve sorted the monster out (Tigrex or Rathalos) I’m just not sure how best to get my “rider” (summoner) stuck in there and actually do anything especially with the limited spell slots.

That or you know maybe taking a fighter and tacking on the Eidolon via Archetype? However I don’t know if I could fully realize the monstie concept that route.

I suppose the last route is pretend I’m a support character with a “hunting horn” type build but how do the limited slots work in action in real games in y’all’s opinions? Enough to actually do much with?


I was reading the crafting rules (again) and noticed that often you require a Workshop in order to help with crafting an item, such as a Blacksmith's shop, or Alchemy Lab. I got to wondering if there are any rules for having a base, or a castle, or kingdom even, sort of like MCDM's Kingdoms & Warfare and Stronghold & Followers for D&D 5e.

In addition if you wanted said workshop and to be able to use it regularly is there some kind of portable base spell like a house you can miniaturize kind of like the capsuls in dragon ball?

If none of that is in the game, then are there teleportation circles like in video games where you can "fast travel" to known locations by doing some kind of ritual? I imagine each major city might have one in a mage guild or something?

Or maybe is the intention not to own it but to ask a blacksmith in whatever town you happen to be in to just use his station for a little bit while you work on something? Are you just supposed to borrow NPC's stuff when you want to craft something?


If one wanted to play as the iconic magus that's in all the art how would you build him? I can't tell if his little fire bird is a visual effect for his fire spells or if he has a familiar. I guess he'd be laughing shadow hybrid study? I don't know a lot about him, but I'd like to make a character like him.


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For those who do not know, in final fantasy, especially the early ones, but also adapted in, for instance FFX with Lulu, there’s a “job” called Black Mage. The Black Mage uses Ice, Fire and Lightning type spells as well as unaspected spells like Flare to deal damage, being a purely damage oriented job. The white mage, otoh, uses healing magic and potentially water, air and stone type magic to attack. They can often raise the dead, and very much fill a “Cleric” role the party although they’re not very good at combat.

I’ve heard spellcasting is heavily nerfed and attack spells especially so, so if one wanted to play a black mage inspired character would they have a bad time?

Vigilant Seal

I have a Dragonborn Paladin in 5e and I noticed that many of the Kobolds feats overlap with the Dragonborn feats... but they’re small and Dragonborn are medium size. Or does it even make a difference?


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I’ve been looking at the Fighter and how it has Takedown, Snagging Strike, Combat Grab, and so forth... I wasn’t sure if multiclass dedication got flurry of blows or not, but basically making a ground and pound Fighter who takes down enemies, holds them there and then just uses a lot of attacks to take down one enemy at a time. It’s a build I really loved in D&D 4e and has been completely absent altogether in 5e and it looks like it might be viable again here in Pathfinder 2E.

I don’t really enjoy how the monk is pidgeonholed into being Dex in 5e and there’s no room for a tanky brawler that can hold their ground and go toe to toe exchanging blows with a monster instead having to constantly hit and run. If that’s a build in Pathfinder 2E any advice on how to get there?


I notice there are many feats that interact with Alchemist bombs, such as the goblins Burn It!, Quick Throw, Far Lobber and many more. Are Alchemist bombs the go-to attack for Alchemists or are they a niche weapon and you’re meant to use something else as the bread and butter mainstay attack?

I’m looking into playing a Goblin Chururgeon Alchmist as a support/buffer character but I wasn’t sure what I was supposed to use as my main source of offensive output.


Overall I am happy with the summoner. I would prefer a touch more spellcasting as in my mind I think of it like the old school Demonology Warlock where it was just you and your Felguard. Like Burning Crusade Era.

On that note, more Eidolon Types... perhaps what I’m wanting is something like the Sorcerer but instead of bloodline it’s your Eidolon. That is, Angel, Demon, Devil, Dragon, Elemental, Fairy, Beast, Genie, Shadow, Undead, Imperial, etc.. and each is a type of Eidolon.

I think the feats are cool and I like the focus spells. I overall enjoy what’s there. It feels like a demo more than “this is exactly how it will be”.

For a Demo I love it. Demo being short for demonstration, not Demonology.

I enjoy the feats which add more functionality to your Eidolon such as the ranged attack and the wings.

I also think I’m mildly bothered by the constraints of the Eidolon determining your spell school.... for instance I would almost rather run a Beast with its offensive power kit and play as a Divine Caster with full support and healing and literally being a team, like throw haste and Heroism etc and have big heals on my Eidolon and stand in the back, as a true support character while my Beast rampages. However the Angel doubles down on forcing Divine and FOR SURE being a support Eidolon.

I think being divine and having the Devotion Shadow, like Yuna with Yojimbo where it’s a bodyguard who protects you while you heal is another interesting concept, but it’s not possible at the moment. Even just having the Dragon as a Primal spellcaster... be the dragon. Twin Dragons. Dragon Disciple Archetype.

This seems to contradict with the bloodlines Sorcerer aspect I spoke of earlier, however I think having as many options as there are bloodlines, but having the Summoner choose their Spell School separately from their Eidolon would be the most satisfying. In addition I reiterate perhaps not a full caster such as the Sorcerer but turning the dial toward more casting, perhaps 8-10 spell slots in stead of being locked into 4 forever might feel better. As it is, as a foundation, I am pleased with the Summoner. In a perfect world I suppose the advices and tweaks I have spoken of above would be implemented, however as it is and for what it’s worth I would still play and enjoy this version as well.


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The Battledancer uses the Performance skill to fascinate a foe for panache.

If you gained the feat called Acrobatic Performer... could you use Acrobatics to Perform instead? The feat says “use Acrobatics to perform”. If I use Acrobatic to Perform does that still have synergy with other performance based feats?


In my limited experience it would seem they don’t.... unless there’s an archetype or something you can take on to save on action economy.

Turn 1 you’d want to hunt prey, then stride, then strike (if dual wielding using twin takedown)... okay but now there’s no room to command an animal. Or maybe you just don’t ever Hunt Prey?

Would it be like Command An Animal, Stride, Stride?

Could you do anything besides dual-wield? Sword and shield... when would you ever have the action economy to raise shield? With a two-handed weapon at least looking at the Mauler Archetype most seem to be 2 or 3 action abilities and often don’t include a stride.

It almost feels like they’re exclusively for Rangers who favor ranged weapons?


D&D 4E made my dreams come true with a PC Gnoll race and 5E broke my heart when they decided no PC Gnolls cuz they’re all evil demons worshippers now. It’s my favorite race because hyenas are my favorite animal. Do you think we would ever see PC Gnolls in PF2E?


I’m not sure which is better for playing the basic “Elf Archer” Fantasy.

I’d like to play an Elf Ranger in a campaign starting in 2 weeks (not this Friday but next Friday).

So I pick my Ancestry: Elf

I pick my class: Ranger

Making multiple shots per turn being somewhat the Elven Ranger fantasy (Legolas rapid firing arrows) I’m looking at Flurry for my Hunter’s Edge.

Feat at level 1 is Hunted Shot and that would look like Take an Action: Hunted Shot take two shots at -0, -3 for Flurry on my Multi-Attack Penalty.

Or I wait for level 2 to take Archer Dedication and at level 6 I take Double Shot, which is two attacks against 2 separate enemies (one being my Prey, one not, assuming) at -2. Well that’s actually a bit better than -3...

Then we get to level 8 to get Triple Shot and now I can make 3 attacks at merely -4 to hit against my prey. I don’t know how it interacts or if it does with Flurry. Otherwise I suppose I would Hunted Shot twice (?) (2 Actions) for 4 attacks at something like 0/-3/-6/-6 ? Rather than 3 at -4?

Is there any benefit to being a Flurry Ranger if I take Archer or alternatively does the Archer actually offer anything meaningful to the Ranger class at all?

Alternatively it doesn’t appear the Ranger goes particularly deep into “being an Archer” as it were anyway... most feats don’t seem to add more attacks or anything. Just extra status effects on top of an attack you’re already making such as making the target flat footed.

Do any Archetypes interact well with the Ranger? It seems like the Beastmaster has poor synergy with the Ranger due to BMC not getting the Ranger’s Hunter’s Edge effect... and the Archer may not really offer anything particularly meaningful either? I don’t know... slightly disappointed I suppose. I may be misunderstanding the rules though.


My Ranger is D&D 5th Edition is a Kenku Beast Master Ranger. He is using the alternative class features unearth errata that helps in many ways to facilitate who he is: however he has 3 core pillars of his gameplay: 1) Animal Companion 2) Sniper Fire and 3) Support.

The innate spellcasting feature allows him to heal, bolster allies AC and even take damage for them amongst a few other very useful buffs thanks to the alternative class feature expanded spell list providing several useful spells like Warding Bond among others. He also has healing spirit.

He’s using a Heavy Crossbow with the crossbow expert feat in addition to the sharpshooter feat for a -5 to hit for +10 damage on top of his 1d6 Hunter’s Mark damage which is now freed up from spell casting due to the alternative class feature just making it work for free equal to his wisdom modifiers per day before becoming a spell. The Heavy Crossbow is reflavored as a rifle and I typically take 1-2 shots depending per my turn. Crossbow expert gets around needing to reload.

He also has a pet raven being a beast master which again due to the changes from ACF and the way they reworked scaling does respectable damage as well as being a quite decent distraction which allows other melee party members to move around more easily.

This culminates in a back line support sniper with useful spells and abilities to support the group, quite good damage as well as a useful and meaningful animal companion.

I just have no idea how to make that in Pathfinder 2E and it’s a playstyle I truly enjoy. I’ve written down all of the class feats that complement this build but I just don’t know how to make it all fit.

Feats that support shooting well, whether they’re long ranged sniper based or not:
Legendary Shot
Perfect Shot
Assisting Shot
Point Blank Shot
Double Shot
Parting Shot
Running Reload
Triple Shot
Mobile Shot Stance
Multi shot Stance
Crossbow Ace
Hunted Shot
Hunter’s Aim
Far Shot
Snap Shot
Deadly Aim
Penetrating Shot
Distracting Shot
Targeting Shot
Greater Distracting Shot
Impossible Volley
Archer Dedication
Quick Shot
Archer’s AIM

Feats that are involved in Animal Companion:
Heal Companion
magic hide
Enlarge companion
Animal Companion
Mature animal companion
Incredible animal companion
Specialized animal companion
Masterful Animal Companion
Companion Cry
Camouflage-> Stealthy Companion
Side by Side

Support Type Feats:
Soothing Mist
Scout’s Warning
Warden’s Boon
Double Prey
Shared Prey
Warden’s Guidance

There may be more I missed but those are all of the feats that support shooting, animal companion and helping the party... except I only get 11. Also in my limited experience so far playing a different kind of Ranger... my animal companion sucks and constantly dies so it literally feels like Heal Companion and possibly Magic Hide and Must Takes on top of the improvement path feats which eats up around 7 of those...

I just don’t know how to recreate my character. If anything I guess his main identity is that he’s a sniper assassin, but the story is that he distracts the enemy with his pet bird while his brother (a rogue player in the campaign) sneaks around and back stabs the target while my character provides cover fire by taking out any guards who might be alerted, provides support and healing and generally like they work as a team. The bird is a distraction and gets enemy attention, the Rogue does Rogue stuff, and I shoot any interference and heal his wounds and provide other support to help him survive. I don’t know who to realize this in PF2E.

Can anyone provide some help or useful direction?


I have been working on a Lizardfolk Barbarian and reading through the class feats I got to the feat called Thrash. In my mind I was imagining, due to the Ancestry Feats and how you can get a bite attack, of making an unarmed strike with said bite attack and there would surely be some kind of grappling feat tree to improve grappling which would tie into using thrash as something of an “alligator death roll” after biting to grapple.

However having read the rules for grappling it says only one free hand. Also can you have a two handed weapon and just take one hand off when you want to grapple?

The build I was hoping for involved using a Greatsword and using my bite attack to weave into grappling and spamming thrash. So more often than not it would be first action hit with greatsword, second action bite attack and find a feat to let that grapple or something, then thrash. At this point I’m not sure if I can mechanically build out this idea though.


I read the Optimization handbook for the Ninja class and am using PCGen to create my character as of now.

I wanted to create a character similar in concept to this:
http://www.figurerealm.com/userimages/customs/15000/14797-1.jpg

It's Anubis from Ronin Warriors.

I created a Human Ninja 3rd level with a Kuri..something weapon (Scythe and Chain) which I assume is the same thing the figure in the picture provided is using.

Essentially he would fight at a distance and use his chains to pull in enemies and then just attack them with a Scythe.

His Quake With Fear special ability is little more than an intimidate check (which I trained in)

If there is a way I can provide a character sheet I have made so far and ask for suggestions..