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I have a friend that is slowly going blind. I was woundering if there was a braille character sheets or a highly simplified character sheet that could be converted braille. He is scared that he will eventually not be able to even see a character sheet.


I have been giving it some thought, and have come to a conclusion of a big change i would like to see.
Additives are removed from the class feats, and become focus spells.
How this would work is that as a free action and you use an alchemical item [that is a particular item] is the trigger. That way your advanced alchemy can also have additives.
Additive trait will also be changed. It will now read to the effect of "when you use an additive the item and focus point are lost at the end of your next turn." This is to prevent cheese and to help making booking easier.
The alchemist gains these focus additives at levels: 1, 4, 8, 12, and 16. These are treated like focus spells except they are non-magical in nature.
We change up the levels of additives and seperate diblitaing bomb into seperate parts. That way we can make certain parts better or different.
For example, dazzel is now a 1st lvl additive and it is a will save that lasts a minute, with makibg the save again at the end of each of its turn. Off guard is still 6th level, but is a reflex save and it lasts until the end of your next turn.

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:
1. attack mutagens have been changed to standard weapon progression.
2. Diblitaing bomb additive can now be added to bombs and poisons. It is a seperate effect from what it was used in.


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Honestly, I think they should separate the cloistered cleric and the war priest. Making the war priest its own class, probably something similar to the dnd paladin with the divine smite ability.


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.


Does shield boss/spike work with double slice? Also does agile shield grip last "indefinitely"? (Until used again of course)

Are there any other skills that you can think of that would fit this play style?


I am trying to decide what impulse I want to get for my character. I am level 6 and playing defensively. My feats are:
Fresh produce
Timber sentinel
Extend kenisis
Weapon Infusion
Safe Elements
Ravel of thorns

We have a bard with soothe, an alchemist Bomber with soothing Tonic and a barbarian with treat wounds.
Do we need another source of healing with dash of herbs? We are in an actual Dungeon crawl so tight hallways and rooms. I was thinking that wooden palisade would be great as a CC option. Dividing the enemy, just flat stoping combat for a time, givingus hight advantage, or stopping them from running away.

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
Class: Witch
Heritage: Toy 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.


Has anyone played a pure metal keneticist yet? How did you like it? How often did you come across enemies that were effected by your aura junction or "if metal" abilities?

(Just by reading it, it seems to have far to many overflow abilities and "if metal" requirements)


I am simply looking for a straight answer. Do these damage types hurt "not the opposite" creatures?

Can holy damage hurt animals now?
Can vitality hurt the living bandit?

This sort of thing.


This is not a complaint.

Does anyone know why the developers did not make Potency Runes for spell attacks?

I can see why they wouldn't want to increase spell DC, but why not spell attacks?


This is not really for advice but rather a general discussion.

When you are making a keneticist, what gear do you normally go with? This includes but not limited too weapons and armor.


I would like to make a skeleton cleric, but skeletons have negative healing. I was wonder how would you switch that to positive healing? (Outside of homebrew)

Why would I make such a character? Because of a webcomic. "Monsters can be heros too." That's all.


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):
Requirements: munitions crafter, expert in crafting.
You gain a focus point. [Generic focus point rule text]. You gain the focus spell "perpetual ammo"

Perpetual ammo:
Cast time: 1 minute
Duration: 8 hours

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.
Mud shield
2 actions.
1 minute sustain.

Earth, water, conjugation, composite, impulse.

You coat your arms in mud as a shield and raise shield.
You gain +1 to AC and have shield block. Hardness 2. If you are hit with fire, cold, poison, or electricity you can use shield block to gain resistance to that instance of damage.
You can only shield block twice before the mud crumbles away, dismissing the spell.
Sustaining this ability counts as raising your 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.
The only reason I could find is that you get 2 more hardness from shield block. But is it worth losing your armor when you get critted?


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.
I know that I will be doing a wood keneticist with probably "wandering preacher" for the background, but I don't know what stats and skill I would or should pick up.

(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 had an idea for a character but I'm not sure how to build it.
Idea: inventor, who is a stage coach driver, with a construct companion, who is the horse.

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.
"Choose one creature adjacent to the initial target and within reach."

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?
I know there are only 2 weapons that this question would apply, but it's an odd feature. [Hatchet and mambele are the weapons]


"...if you're legendary in Occultism and the gems' value equals or exceeds 15,000 gp, the item bonus increases to +3."

So, do you have to have 7.5 large diamonds to get this bonus? The only gems I can find are worth Maximum of 2,000gp. Or am I missing something.


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.
Bomber: makes a bomb and adds 1d4 fire damage.
Toxicologist: makes a poison that deals 1d4 poison damage.
Mutagenist: makes a mutagen and gives a 1d6 claw attack.
Chirurgeon: makes an elixir and gives 1d4+1 healing. (Same condition applies from perpetual)

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]


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Is it just me or is there a lack of throwable smoke grenades? Smokesticks are only at your feet and the alchemist additive "smoke bomb" is really expensive at early levels.

I am looking for a way, at early levels, to block line of sight with range users. or at least be concealed by them.


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:
Blight bomb - lesser, moderate

Status:
Skunk bomb - lesser
Dread ampoule - lesser
Pespine grenade - lesser
Bottled lightning - lesser

Control:
Pernicious Spore Bomb - moderate

Boosters/Helpers:
Quicksilver - moderate
Numbing tonic - lesser
Soothing tonic - lesser, moderate
Brovo's Brew - lesser
Spiderfoot Brew - lesser
Water Bomb - lesser

(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.


Would it break the game if the attack bonus given by the alchemist goggles was a status bonus instead of an item bonus?


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.


The picture provided for the Lancer weapon doesn't make any sense. How are you supposed to hold it?

https://2e.aonprd.com/Weapons.aspx?ID=346

[Sorry if the link doesn't work, I don't know how to do these things]


What saving throw does the vengeful spirit deck use?

"The card flies through the air to strike at that target, inflicting 4d6 damage, with a basic saving throw against your class DC."


Duel class: goblin, junker.
Inventor, construct companion.
Summoner, construct eidolon.

You are going to have zero actions for yourself.

I am also under the assumption you could have both out at once.


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:
"Special: The damage die for your clay fist is 1d8, and it loses the agile and finesse traits of a typical fist."

Orc iron fist:
"Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait."


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.


Does medical researcher need alchemical crafting to work?


I am going to be joining a pathfinder 2e game where I have been told the GM doesn't pull his punches. He will try to kill you. And that the difficulty will be souls like.

Got any advice on what to build or what things to focus on?

The party is going to be the size of 2.


I am going to be joining a pathfinder 2e game where I have been told the GM doesn't throw his punches. He will try to kill you. And that the difficulty will be souls like.

Got any advice on what to build or what things to focus on?


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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)


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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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