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I have been giving it some thought, and have come to a conclusion of a big change i would like to see.
Also at 1st level, each subclass gets a unique additive. Bomber can remove the splash and turn the splash into percistant damage. Chiurgon gets heal bomb and it is anything with the healing trait (range 30ft). Mutaginist adds a +1 status bonus to his mutagens that gain an attack for the duration of the mutagen, +1 status to ac otherwise. Tocitologist gains another 1st rank additive. Notes:
I know it's to late for the remaster, but I would like to see a separation of the cloistered cleric and the war priest. For the cloistered cleric, I would take inspiration from WoW and focus of the Heal and Harm font. So you would have a cleric that focuses on healing, with the doctrine being the communal healing feat tree. And a holy fire cleric that uses the harm feat tree. The war priest becomes its own class and it is similar to DnD paladin. This is a spontaneous half caster. It gets a free action ability that, upon hitting the target, you can uses a spell slot and deal a d4 spirit damage and a d4 persistent spirit damage based off of the level of slot used. At later levels it takes more successful checks to get rid of the persistent damage. [Up to 3] The subclasses of this class would be a sword and board (also gains shield block) or a 2 handed weapon (which you get a special ability to add parry to any weapon granted by this class) You get light and medium armor. And simple weapons; but you get trained in a martial weapon training depending on what subclass you choose. Sword and axes for the SaB and bows and clubs for the 2 handed. Lastly, you deal 1 spirit damage to your attacks with weapons granted by your subclass. This increases as well.
I am trying to decide what impulse I want to get for my character. I am level 6 and playing defensively. My feats are:
We have a bard with soothe, an alchemist Bomber with soothing Tonic and a barbarian with treat wounds.
Or should I get an earlier feat? We are in melee a lot, so I don't think they would do well. We are fighting undead at the moment.
One thing I love about PF2E, is the pure customization. Race: Poppet
The idea is to be size tiny instead of small and have a Poppet familiar. You and the familiar are magically connected and together make magic happen. My question is what Patron should I choose, and what spells should I focus on? Keep in mind this is my first Witch build. I have read over the Witch but never really made one.
The focus spell "debilitating dichotomy" says you get one degree of success higher than you rolled. Resolve says if you rolled a success on a will save you get a critical success. Is there an interaction here? If I rolled a failure, would it count as a critical success because the spell turns that failure into a success and resolve turns successes into critical success.
I always found it odd that you cannot make more than 2 bullets with your reagents. (Aside from lvl-0). So I thought up something that could help. Essentially it a form of perpetual infusion. I am going to skip over the generic stuff so just bare with. This has no scaling. Feat ?? (8 or above):
Perpetual ammo:
Upon casting the spell choose the following damage type: acid, cold, electricity, poison. You craft 5 pieces of elemental ammunition (lesser) of the chosen damage type. Casting this spell again will destroy any previous ammunition made this way.
I'm sure not the only one here, but I think the keneticist should go back to testing. Or rather back to the polishing table. There are quite a few things that need to be addressed on how things work. This makes the current form seem a bit too rough for my liking. I am new to pizo, so I am not sure this is the norm when it some to newly added classes.
Primarily looking at Hail of Splinters , how much persistent bleed damage does the target take on a success and a critical failure? Other spells I have seen, have it broken down; but when it is written like this, how are you supposed to know?
Feat 4.
Earth, water, conjugation, composite, impulse. You coat your arms in mud as a shield and raise shield.
(+4) increase hardness by 2.
Is there any reason to choose metal carapace over hardwood armor ? I know these are different elements but metal carapace just seems to be an inferior choice to hardwood armor. They have the same AC and Stat requirements and neither get armor specialization, but one breaks on a critical hit while the other does not.
Why do we not have a skill feat that allows one to use intelligence for medicine checks? Doctors have to receive an education. So you know, they have a high intelligence. I know that Crystal healing is a thing, so I guess one can homebrew that it works for treat wounds as well. But this is just something I found odd. (No, I have no idea what intelligence skill you would use)
I would like to build a vampire/undead hunter build but I'm not sure what I should focus on.
(Constitution is a given of course) Wood keneticist because wooden stakes and vitality damage.
In the CRB and the APG, we got starting kits for each class, but something I have started to see is that new classes are not getting the same treatment. So I ask you, as a general rule of thumb what would be the best over all starting kit for players to take? I know "building your own" would probably be the preferred route, but this is for new players, who are playing a class that doesn't have a starting kit (suggestion).
Is the feat kinetic activation useless for the wood keneticist? Especially when in comes to staves and wands and other non-consumable magic items.
I am confused about the forked bipod . It seems to me that I spend one action to "attach" it to the firearm then the kickback trait is just effectively gone. Am I missing something?
Is it just me or is the Gnoll feat Right Hand Blood the worst ancestry feat pizo made? Not only do you have to take 2d8 damage to only get a +1 item bonus to treat wounds, but you have a flaw in wisdom. It is also a level 5 feat, and a +1 (item bonus) healers tools is level 3.
I am going to be playing kingmaker with one other player.
I do know the companion has to large in size in order for it to pull a cart. (Note: the books available are the following: core, apg, gng, som, game master guide, and lost omen- character guide, world guide, & gods and magic) Thank you.
Basically a redo the witch. The class is flavored that you allow a spirit [your familiar] to control your inner power. Whither it is a spirit, whisp, or some other creature. This form of control makes the class unique. It is a blend of spontaneous and prepared casters. You have spell slots like spontaneous casters, but a during daily preparations you can assign spells. The catch is that you have only 2 spell slots and only 2 spells known for each spell rank. You also only have 3 cantrip slots. Once per hour, You can spend a 10 minute activity to commune with your familiar to change a known spell or cantrip. The familiar still acts like it is now. A spellbook of sorts. But it cannot consume scrolls to learn new spells.
Axe critical effect.
What if you threw it? Does the axe fly off and hit another target? The within reach is what is throwing me off. Reach of what?
In the remaster I would like to see an ability that gives the alchemist (effectively) a perpetual item at level 1. The item itself does nothing. This is so that you can use just the additives you picked up. (To also justify picking up smoke bomb) They add many more additives to the class, and some that are exclusive to certain fields. For example. These would be considered additive 1.
Also additives are removed from class feats instead they get thier own slot. At level 1 you get an additive and you get another one every 2 or 3 levels after that. Also you can change your additives when you level up. At a later level you can change the duration your daily preparations. [Notes: a bomber additive and a mutagenist additive are difficult to come up with]
Some questions I had concerning this alchemist tree. 1. First and foremost, is the tree worth taking? 2. Is it better to use bombs that have debuffs already or to use bombs that are pure damage related? 3. What condition from each feat is best to use? 4. If a bombs "on hit" effect gives a debuff to fortitude saves does that effect the save for debilitating bomb? [I personally am not sure if any bomb does this] 5. Why doesn't perfect debilitation have a prerequisite of "debilitating bomb"? [Am I missing something]
I am planning on making an alchemist and I wanted your opinion on the formulas I choose. Currently it's a level 5 character. (So 16 formulas) Damage:
Status:
Control:
Boosters/Helpers:
(Note: this is going to be a replacement character just in case mine dies. Hence why i said "currently" 5th level)
Since pathfinder2e reddit has gone private. I thought it wise to open a thread here. Any tips on building an effective bomber? I have come to the conclusion that bombers are more of applying statuses and exploit weaknesses, but I would like to hear what others think. FYI I'm not just referring to the debilitating bomb tree, a lot of bombs give statuses upon hitting.
My suggestion is to allow reagents from multiple sources to "stack." To keep this balanced however, you must respect each source. For example alchemist with the fireworks performer dedicated. You would have alchemist reagents and fireworks reagents. You cannot use alchemist reagents to make fireworks and vice-versa. For those who have used pathbuilder2e, this would look familiar. You would have 2 separate lists with the reagents number tied to them. So at level 2 you would have 6 alchemist reagents but only 2 fireworks reagents. So you could only "launch fireworks display" twice per day. while still having 6 reagents for your alchemist things.
Using the golem crafter dedication as a monk, how does the accursed clay fist interact with monk stances? The wording of the feat is different from other "fist" attacks like the orc. So does the damage die of your monk stance go up to a d8? Golem crafter:
Orc iron fist:
Made a new thread due to more information. Key update: the GM does allow dual classing and free archetype. There is still only 2 players. Any ideas on what to play would be great. Based off the last posts I came up with an alchemist monk that uses drakeheart and either crane stance or rain of embers stance. Followed by the goddless healing tree. Fre archetype is rogue for sneak attack.
I just find it odd that the "halfling sling staff" and the "spraysling" have the propulsive trait. Especially when halflings have a flaw in strength. It will take you 3 stat boosts just to get something from it. Then the ancestry feat kinda makes it worse. It makes these weapons simple weapons but the vast majority who only have simple weapons won't start getting the propulsive damage until level 5 or 10. I can see what they were trying to do but the flaw makes it a bad one.
For the non chirurgeon alchemists, I do recommend getting the soothing tonic. Especially if you are doing out of combat healing. The tonic gives more healing than the same item level counterpart. Also, if you plan on crafting potions you might want to consider soothing tonic as well. Because it's cheaper. The only con for the tonic is the time it takes to heal. 1 minute. Soothing tonic (moderate): 28 gp and 30 hp Elixir of life (moderate): 30 gp and 26 hp(max)
What changes would you like to see for the alchemist? I do have a couple. 1. Like the inventor, the crafting skill auto increases as you level. This is kinda a given on the reason why. 2. Alchemist get the "hefty hauler" feat for free. The reason why is that you will get more and more weight as you go on and are either forced to get this or increase strength (maybe even both) so the you are not over encumbered. (Either the hefty hauler feat, or alchemical items from batches have no weight for the alchemist)
This is an idea for a dedication. It's main purpose is to fill the roll of never being without a weapon. It takes inspiration from the weapon improviser dedication. Conjure Weapon Dedication [2]: When you choose this, choose a melee weapon group. You are trained with simple and martial weapons of the choosen group. If you gain an increase to weapon proficiency this also increases. You use an interact action to manifest a weapon from the choosen group, the weapon cannot be sold and disappears 1 round after it leaves your hand. You can dismiss the weapon as a free action. Feat 4: you can choose the bow or dart weapon group for your conjured weapon. When you conjure a weapon that requires ammunition, you also manifest 10 ammunition. Feat 4: for a single action you can manifest your weapon then strike with that weapon. Feat 6: you can turn fundamental runes into tattos, etching them into you body, when you conjure a weapon you can apply those runes onto the weapon. You must use runes that are compatible with your weapon. Feat 8: you gain the critical specialization effect for the weapon group of your conjured weapon. Feat 10: on a critical hit with a melee weapon, you can destroy the melee weapon, shattering it to deal D6 of precision damage. You add another d6 per striking rune. 2d6 for striking. 3d6 for greater striking. 4d6 for major striking. Feat 10: when you conjure a weapon, you can choose force, fire, cold, or electricity add a D4 to your damage rolls of that damage type.
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