You are joking, but it’s really easy to build a subpar kineticist. I’ve done 2 tests so far, one with a 10th level water kineticist, and a 1st level air kineticist. The 10th level water kineticist was amazing. The first level air kineticist… was not.
I’m allowing elemental weapon (composite longbow) for the playtest, but earth blast does the same damage and water 2 points less, although with much lower range. Doesn’t change the fact that when built in a very specific way kineticist can do reasonable damage.
It’s why I want CON to damage, so it allows more builds to do similar damage that they can already do without jumping through all the hoops.
Elemental weapon (bastard sword or composite longbow), +4 strength, +2d6 from property runes, +2 weapon specialization, +1 from elemental wisp.
Winter’s clutch adds +11 cold damage to anyone within 20 feet, which pulls it even closer to barbarian.
If all you care about is damage, at level 11 a kineticist can do 2d12+2d6+7 melee or 2d8+2d6+5 with a 100’ range, with any element, as a single action. Not barbarian numbers, but respectable.
I’m more worried about there being a one true build.
In combat, simple and complex characters are pretty close. Under certain circumstances, the complex character may eke out a few percentage points more here and there but usually not enough to matter significantly.
Out of combat, the complex character rules.
For example, the great axe power attacking fighter is simple as it comes. Move and power attack, power attack then move, or maybe use a skill and power attack. For the wizard or alchemist, they need to jump through a lot of hoops to even come close to the same power level in combat.
Out of combat, the fighter only has a couple of good skills ( usually athletics and maybe one or two others) to contribute, while the wizard or alchemist has many more tools at their disposal.
So yes, if all you care about is combat go simple. You will hit the power ceiling easier and more consistently.
Assuming the magus is covering thievery and you got medicine, the biggest hole is you have no charisma based characters. Too bad bard is off the table as that would fill the hole perfectly.
If the magus is not covering thievery, then a rogue (dex/cha focused) would be the best choice. Swashbuckler would also work.
You usually just switch targets, but yes you do want an alternate way to gain flat-footed at range in case you fail your recall knowledge or there are no more targets.
Still better than getting into melee range of an enemy. You could get hurt that way.
Since it looks like we will not finish due to work and stuff, I’m going to go ahead and talk about our testing of the psychic.
We wanted to try something we’ve been meaning to do, the super fighter team, focusing on making a fighter the best they could be. We had a fighter (obviously), bard, eldritch trickster (divine) rogue and an infinite eye psychic. We were going to try multiple levels but only did level 1, and only 1 session at that.
General comments: Super-fighter was super-effective, at least at this level. At one point the fighter could crit on a 7, for 6d12+17! Granted, it was against a zombie shambler, but still. Even the rogue was seeing good results and they weren’t the focus.
We went with spell attack for the mental scan roll. Cooperative Nature is very strong with mental scan, maybe too much so, especially with the cooperative soul follow-up. It makes humans the go to choice for psychics.
The psychic chose mage armor as their one spell per day so it would have the biggest impact. They said that they would probably never cast true strike and hated that it was required. They requested maybe object reading as an alternative. Not sure about that one. Home game I’d allow it.
They never amped detect magic, and only amped guidance once, which turned out not to matter besides taking a 10 minute refocus to get the point back. Hopefully there will be more options to use amps when the book comes out. On another note I never realized guidance and aid stacked before which is nice to discover.
While we only did first, the psychic was underwhelmed by the feat options. They said in an actual game most class feats would be used for archetypes.
Combat was very samey. Amp mental scan a target and TK projectile or daze, depending on what the results say. Partly because the fighter was wrecking everything.
For something called infinite eye, their perception was pretty bad, tied for lowest in the party. Not a big deal, but was mentioned.
Overall feeling is that with a little tweaking psychic will be in a good place but not quite there yet.
Crunch-wise it was the verminous hunter that started with the companion already dead. I was going to talk to the GM to see if I could swap out the teamwork feats and summon animal spells for something else but was ok if it wasn’t allowed. I was uninterested in summoning animals really.
Fluff-wise I pictured him as a warrior who was linked to the world of vermin, internalizing the blessings of the insects to make him a better survivor.
Never got a chance to play him.
When the Advanced Class Guide first came out, I worked on a verminous hunter/feral hunter cross who called upon the insect world to give himself the vermin boosts and picked spells that both fit the theme and were more long lasting buffs (ant haul, endure elements and so on.) I have no idea on how to do him in PF2. Maybe fighter with a shifter dedication when it is available?
I’m trying to understand why sturdy runes shouldn’t be a thing. If you don’t want to shield block you don’t have to pay for it and if you are willing to spend the gold for both the base shield and the rune you will get the effects of both.
Can those who don’t agree with the sturdy rune house rule please explain the objections you have before I implement them in my game?
It seems that many people have an issue with the verisimilitude of battle medicine and not using a kit or empty hand. Let’s see if we can come up with a justification for it.
Let’s say I am playing a monk with battle medicine. I want to define this as striking certain acupressure points causing the body to release its own resources to heal the injury. (It’s also why I can only do it once a day as it takes that long for the body to recharge.)
I then point out that I can do it with, say, a stick instead of my fingers. I am still hitting the point only with the stick after all.
I then teach my friend the fighter how to do it as well, using the hilt of his sword. He picks up the skill and feat so now he can do it too.
Finally, I actually did this a thousand years ago. This knowledge has spread to many healers throughout the land.
There. We now have an in-game reason why people can heal without needing a healer’s kit or an empty hand.
I find that building the character and knowing in what direction you are taking them usually informs me on how to play them. For example, what skill do you want to first take to legendary? Then ask why’d they want to do so.
Let’s say you want to be a legendary diplomat. Ok, why as a gnome would you want to do that? Maybe you find humans fascinating and want to write biographies of every human you meet. They are so varied and have such interesting stories to tell. Sometimes the stories are incredibly happy and sometimes they are amazingly sad, but you want to know them all. You are constantly writing down in your notebooks their stories and life. You started as a barkeep but wanted to meet even more of these fascinating creatures. And becoming an adventurer was the easiest way to do so. And you will never run out of humans to write about, so you will never have to worry about the bleaching.
My concern in that regard is while there may be nothing in the rules about non-sensible scaling, the people doing the adventure design will do such scaling under the idea that skill use should challenge the players.
Like the mayor the characters try to convince at first level is equivalent to a third level character, but the same mayor when dealing with tenth level characters is now equivalent to a 12th level character. Or that the wall of the fortress is now built of smooth adamantine instead of rough-hewn rock to make climbing it more difficult, simply to be difficult.
My only real issue is with someone who is just trained can treat 6 patients at once. Personally, I would prefer that trained can heal 1 person, expert 2 at once, master 4 at once and legendary 6 or 8 at once.
I'd also like it to explicitly state that the patient cannot take any actions while being treated ("Sit still, darn you") and if they do you have to start again.
N N 959 wrote:
He wanted to play a ranged hunter type character. He didn't want to go two weapon nor did he want an animal companion. (The druid was going the companion route.) If I remember, he also didn't like the monster hunter, which left crossbow ace as his first level class feat. It was also the reason he went half-elf, as he didn't want another class feat, and the general feat he would have taken was fleet, so he took half elf and got low light vision at the same time. (He took fleet as his third level general feat.)
He didn't really like any of the 2nd or 4th level feats, so he decided to multiclass cleric. At first it was so he could pick up deadly simplicity at 4th for crossbow, but he also wanted to be able to use divine scrolls and wands. Since as a multiclass you have to actually be able to cast the level of the spell for scrolls and wands, he took basic spell casting instead, choosing magic weapon as his spell and buying a few scrolls and a wand of heal. This gave us a backup healer.
He was the MVP for the manticore fight, being one of two characters with decent ranged capability (the other being the bard's magic missiles). He cast magic weapon on the crossbow and with crossbow ace wad dealing decent damage. With a dex of 18 and magic hide +1 armor, he also had the highest AC in the party. He was the one who had expert in survival, too.
After the fight, with the druid and bard mostly out of spells, he used his wand to heal those who were still injured.
In doomsday dawn part 2 we had a half-elf ranger crossbow specialist who multi-classed into a cleric of Abadar. He used hunt target to power his crossbow ace feat, but the reduced penalty never came up (because crossbow reload speed).
The player said that it was the only way he could get the ranger to work like he wanted. He was pretty effective for the parts that we played.
I have a player who likes playing support characters. You know what her favorite class in PF 1 was? Kinetic Chirurgeon. She loved the class. She said that it was the first time she felt like a real healer, because the healing wasn't limited in how much healing she could do, but how much healing the others could take. She also had backup abilities to help the support role (slick for making people trip or drop their weapon, kinetic cover for battlefield control) plus an okay damage to contribute to damage.
It was an interesting way to play, really. The group was never in danger of being killed, but as the day progressed, they became easier to knock out, so eventually they would have to rest to clear all of the non-lethal damage. It did seem that they were much more willing to press forward, even "injured", because there was less of a fear of losing their characters.
Since PF2 is getting rid of non-lethal damage, I'm not sure how such a class would work. I'd still like to see a similar class.
Okay, let's say you are a level 1 crafter, trained. Someone commissions you to make a dagger, and is willing to pay full price (2 sp). You pay 1 sp for raw materials (let's assume you already have the artisan's tools you need, even though they are 50 sp). It takes 3 days for a level one crafter to make a level 0 item. Afterwards, since you want to make money, you check the chart on page 148 to see how many days it takes to reduce the cost instead of using sp to just complete it. A level 1 crafter can reduce the cost by 1 sp/day. So, after 4 days, assuming you don't fail, you make a dagger that earns you a sp. If you do fail, start over.
If you are making a longsword, it works out the same except it costs 5 sp up front, and takes 8 days, earning 5 sp.
Now looking at practice a trade, you see that as a level 1 trained crafter, you make 1 sp a day, don't have to pay upfront costs and don't technically even need to pay for artisan tools. It's the same 1 sp/day you were reducing the cost by for crafting, just abstracted out. You even make a few copper even if you fail the roll.
As you go up a level, the amount earned is still comparative. The amount you reduce the cost by per day for crafting matches what you would earn for practicing a trade, without worrying about buying the materials or finding a buyer for the completed item. All that is abstracted out to make it simpler.
If I was the GM, and you wanted to go through all the effort of finding a buyer and making the item, I'd let you, but would point out you would make more just by using the practice a trade rules.
Staff of Minor Healing
For chapter 2 of Doomsday dawn, the druid was deciding between a Staff of Minor Healing and Hide Armor +1 as her level 3 magic item. She liked the fact that she could substitute slots for charges, since it meant you didn't have to memorize heal spells. Then she noticed that using it with either charges or slots still cost resonance.
Her response: "You mean I have to invest a point of resonance and it still costs resonance to use? Screw that, I'll just use a wand of heal instead." (She used a word a bit stronger than "screw".)
She did convince the barbarian to use one of his level 2 items for a backup wand.
My group just finished part 1 of chapter 2. We had and elf and a half elf with a speed of 35, one of which was a druid who cast longstrider on the other two party members upping them to a speed of 35. The party got to the start of the encounter section with 8 miles left on the third day. They got to the top of the mountain and the door of the temple by end of day 4. No camels needed.
The way they are going, they are going to completely miss the Night Heralds.
One of my players is looking at taking ranger with cleric multiclass for chapter 2. He will be worshipping Abadar and take Deadly Simplicity with crossbow. That along with Crossbow Ace means he will be doing 1d12+3 with it. He will also be able to use a wand of healing (level 1) to assist with the healing needs of the party, as well as a couple of cantrips for emergencies.