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Ed Reppert's page
Organized Play Member. 5,451 posts (5,543 including aliases). No reviews. 4 lists. 7 wishlists. 2 aliases.
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I note that Vision of Death, the Remastered version of Phantasmal Killer, makes no mention of the incapacitation trait.
Aberzombie wrote: It’s weird though. Only slow on certain things. Like email, and certain websites. Restart it.
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Aberzombie wrote: Happy Birthday John Macleod! I thought his name was Duncan. :-)
Sometimes the RAW are just wrong. :-)
Glad you did this. Now I just have to find time to read it. :-)

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Very quick and dirty, and no archetypes at level one, but something like this?
weird concept? 01
Human summoner 1 (Impossible Magic 63)
Medium, Human, Humanoid
Heritage versatile human
Background martial disciple
Perception +3
Languages Aklo, Common, Draconic
Skills Acrobatics +5, Athletics +5, Intimidation +7, Occultism +3, Stealth +5, Survival +3, Warfare Lore +3
Str +2, Dex +2, Con +1, Int +0, Wis +0, Cha +4
Items explorer’s clothing, steel shield, mace, backpack, bedroll, chalk (10), flint and steel, rations (1 week) (2), rope (50 feet), soap, torch (5), waterskin, 10 gp, 4 sp
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AC 15 (17 with shield raised); Fort +6; Ref +5; Will +5
HP 20
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Speed 25 feet
Melee [1] mace +5 (shove), Damage 1d6+2 B
Melee [1] shield bash +2, Damage 1d4+2 B
Occult Summoner Spells DC 17, attack +7; 1st (1 slots) gravitational pull[IM] Cantrips (1st) detect magic, light, needle darts[RE], telekinetic projectile, warp step[DA]
Focus Spells 1 Focus Point, DC 17; 1st boost eidolon, evolution surge
Ancestry Feats General Training, Natural Ambition
Class Feats Advanced Weaponry[IM], Meld Into Eidolon[IM]
General Feats Diehard, Toughness
Skill Feats Quick Jump
Other Abilities act together, manifest eidolon, share senses
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
I note that herolab still doesn't have IM fully integrated into the database, since it lists various spells and abilities still as from SoM (I changed the pertinent ones to IM).
Deriven Firelion wrote: I think casters should benefit from stealth and deception when using their weapons which are spells. I've never been quite sure why they can't. I see no reason why a spell can't be cast quietly. I agree, though I think such usage should come with a (small) penalty to the spellcasting roll.
To my last I would add that the versatile vial option I mentioned is, for each research field:
Bomber: you can select cold, electricity, or fire damage instead of acid.
Chirurgeon: your vials can heal instead of doing damage.
Mutagenist: your vials can be used to suppress one drawback from a mutagen you have imbibed.
Toxicologist: your vials are poisons rather than doing acid damage.
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Council of Thieves, the fifth Adventure Path, was the first to use the Pathfinder First Edition rules.
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What moosher said. Also, my (possibly flawed) understanding is that reference to drow was removed from PF2E because of the OGL/ORC thing. I infer that the term "drow" is IP which does *not* belong to Paizo. So I wonder how they get away with using it in SF. <shrug>
When I lived in Gosport, my favorite bookstore was London's Foyles, in Charing Cross Road. Spent way too much money there over three years. :-)

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Tridus wrote: (I think you technically need the lab to identify alchemical items as well, but I'd have to check that.) Nope. Toolkit is enough.
My take on Versatile Vials: You get 2+INT Versatile Vials at daily prep. This is the maximum number of Versatile Vials that you can have during a day. Call it six. You can use any of these vials as a bomb during an encounter. You can use Quick Alchemy to convert a vial to some consumable, like an elixir or a poison. Such consumables last until the start of your next turn. If you have fewer than your maximum number of vials you can use Quick Alchemy to create a Versatile Vial that can only be used as a bomb or for the versatile vial option from your research field, and which lasts until the end of your current term. If you spend ten minutes in Exploration mode when you have fewer that your maximum number of Versatile Vials you get as many as two back for each ten minutes in Exploration mode. Other than the different durations and the inability to make consumables from some of them there's no difference in these vials.
"You're late. You should have been here yesterday."
"No one told me that."
"Irrelevant. You're still late."
Two posts up I said I could make "up to" 8 or 9 items with Advanced Alchemy. But as someone pointed out to me (upthread here I think) after the Remaster you can't hold reagents in reserve, so given INT +4 I think I have to make all 8 or 9 items, using all my daily infused reagents. Is this correct?
I'd say no, having just re-read the Alchemist Class description, wherein it says under Advanced Alchemy "You can Craft a number of alchemical items up to 4 + your Intelligence modifier." So you can create fewer than 4 + your INT mod, you just don't get to "reserve" infused reagents for use later in the day. So is this correct?
I don't know, it's late, so I'm going to bed. :-)

Is this a sensible build?
Test Alchemist
Human alchemist 1
Medium, Human, Humanoid
Heritage versatile human
Background martial disciple
Perception +3
Languages Common, Dwarven, Halfling, Kelish, Osiriani, Varisian
Skills Acrobatics +6, Arcana +7, Crafting +7, Diplomacy +3, Occultism +7, Society +7, Stealth +6, Survival +3, Thievery +6, Warfare Lore +7
Str +1, Dex +3, Con +1, Int +4, Wis +0, Cha +0
Items studded leather, dagger, lesser acid flask, lesser alchemist's fire, lesser bottled lightning, lesser glue bomb, lesser skunk bomb[TV], lesser versatile vial (6), sling (20 sling bullets), alchemist's toolkit, backpack, bedroll, caltrops (2), chalk (9), chalk, flint and steel, fundamental crafting, lesser cheetah's elixir, lesser smoke ball, minor elixir of life (2), rations (1 week) (2), repair toolkit, rope (50 feet), soap, The Fundamentals of Alchemy (lesser alchemist's fire), torch (4), torch, waterskin, 4 gp, 5 sp, 8 cp
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AC 18; Fort +6; Ref +8; Will +3
HP 17
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Speed 25 feet
Melee [1] dagger +6 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P
Ranged [1] lesser acid flask +6 (acid, alchemical, bomb, consumable, infused, splash, thrown 20 ft.), Damage 1 A +1d6 pers A +1 A splash
Ranged [1] lesser alchemist's fire +6 (alchemical, bomb, consumable, fire, infused, splash, thrown 20 ft.), Damage 1d8 F +1 pers F +1 F splash
Ranged [1] lesser bottled lightning +6 (alchemical, bomb, consumable, electricity, infused, splash, thrown 20 ft.), Damage 1d6 E +off -guard +1 E splash
Ranged [1] dagger +6 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P
Ranged [1] lesser glue bomb +6 (alchemical, bomb, consumable, infused, thrown 20 ft.), Effects -10ft Speed pen DC 17
Ranged [1] lesser skunk bomb +6 (alchemical, bomb, consumable, infused, olfactory, poison, splash, thrown 20 ft.), Damage 1d4 Pois +stench DC 15 +1 Pois splash
Ranged [1] sling +6 (range increment 50 feet, reload 1, propulsive), Damage 1d6 B
Ranged [1] lesser versatile vial +6 (acid, alchemical, bomb, consumable, infused, splash, thrown 20 ft.), Damage 1d6 A +1 A splash
Ancestry Feats Natural Ambition
Class Feats Alchemical Familiar, Quick Bomber
General Feats Diehard, Pet
Skill Feats Alchemical Crafting, Cat Fall
Other Abilities alchemy, extra alchemy, familiar, field benefit (bomber), field vials (bomber), quick alchemy, research field (bomber), versatile vials
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Let me see if I have these basics down:
As a brand new alchemist, I have 8 alchemical formulas in my book. If I have an alchemist's lab (unlikely I think at first level due to cost, maybe available at second level) I can make any of those things during downtime. If I don't have a lab, I'm out of luck unless I can find someone else's that I can use. These last until used, I think. Okay so far?
In Exploration Mode, assuming I have INT +4, during daily preps I can use an alchemy kit and Advanced Alchemy to make up to 8 (9 with a familiar and the Extra Alchemy Master Ability) alchemical items that I know, in any mix (for example I could make 8 or 9 of one thing, or one each of 8 things, plus one more of something with that familiar). These last until my next daily prep or for 24 hours, whichever comes first. I would, presumably, adjust what I make based on my estimate of what I might encounter during the day. I suppose I should come up with a default list based on "I have no real idea what I will encounter today". I suspect "one of each" isn't optimal in that case, so what would you suggest?
I also get up to 6 Versatile Vials that can be used as bombs or, using Quick Alchemy (one action) in Encounter Mode (or, I guess Exploration Mode) to create one consumable (such as an elixir, including a mutagen) for which I have the formula. If at the moment I have fewer than my maximum VVs I can create I can make a VV. Consumables remain potent until the start of my next turn (so I can, I suppose, give them to an ally); a VV created with Quick Alchemy lasts until the end of my current turn, so I better use it quick.
Given VVs, perhaps one should make fewer bombs and more other things during daily preps. What do y'all think?
Figured one thing out: Pathbuilder doesn't differentiate between master and familiar abilities, they're all in the same familiar ability list. When you pick a master ability, it does tell you that it is one.
Dragonchess Player wrote: In PF2e, there are a few ways to play a "gish."
A bloodrager barbarian can mix fighting and spells.
A warpriest cleric with Divine Weapon (and possibly Channel Smite) can work, depending on the deity (and font).
If you expand the concept to more than just melee strikes, then spellshot gunslinger (with Spell-Woven Shot) and more general archetypes (any martial class) such as beast gunner and eldritch archer are options for "ranged gishes."
Battle Harbinger cleric? Maybe better than warpriest?
I don't know where I found it -- it doesn't seem to be on this list -- but I've been reading Captain Morgan's Class Selection Guide For PF2e and it's got some good stuff, but it's dated 4/4/2024 and needs updating for the remaster and something like six missing classes. Hoping he'll see this here. :-)

A gish is, as I understand it, a character who combines spellcasting with fighting. The original gishes were, I think, multi-classed fighter/wizards. The Magus is sort of that.
I wonder. First, are there other viable combinations of spell-casters and martials? Bard/Swashbuckler maybe? Barbarian/Psychic? :-) In the PF2E multi-class dedication which way would you go? Spell-caster with martial dedication? Martial with spell-caster dedication? Would you rather have the dual-class optional rule available?
Let's say there's a dozen (purely arbitrary number) viable "gishes" per the rules, including one or more dual-class ones. If you put them all in an arena and tell them to fight it out, will one come out a clear winner? If so, which one? Let's assume whoever is playing these guys is an expert at playing the game and playing the character, so he makes best use of the character's abilities and is not over shown by some other player's ability.
Be an interesting thing to set up in roll20 or Foundry or whatever. Maybe the Order of the Amber Die would find it interesting. :-)
ScooterScoots wrote: You have multiple wands, and some scrolls to cover when you run out of wands but wouldn’t expect to usually use that many in a day.
It is expensive but the ability is worth the cost.
Hm. Makes sense I guess, though for a neophyte estimating how many wands you might need in a day seems problematic. OTOH, one can (for a first rank spell) buy 15 scrolls for the price of one wand (and get the scroll two levels earlier than the wand), so I suppose if you can afford exactly three wands, you buy two and fifteen scrolls and see how that works out. If you aren't third level yet, just buy (or make) as many scrolls as you can and hope it's enough.
I did not find the ability I was looking for (Extra Alchemy) on that list. Of course, now that I look again, it's right there. Sheesh. :-)
Life is always a thing. :-)
I do appreciate your thoughts, thanks.

Tridus wrote: Infused Reagents are not a thing in the remaster. Are you playing a premaster Alchemist? Because in premaster? Yeah, you wanted some in reserve, and finding the right balance was one of the challenges of the class.
In the remaster, Advanced Alchemy creates 4+INT items during daily prep. You can't save these for later, and you can't use them for Quick Alchemy at all.
Hm. Looks like HeroLab is doing it wrong then. I'll double check it.
Tridus wrote: Like, our Alchemist is making 4 antiplagues with Advanced Alchemy every day, a couple of Fury Cocktails, and then some other stuff. Most of that is given out to other people. He only makes a couple of bombs with advanced alchemy (so they last long enough that he can use his Demolitionist ability).
Almost all his bombs are versatile vials as what bomb he wants changes on demand based on what we're fighting.
I see. Makes sense.
The forum cut off most of the rest of your post in my reply, but nothing there needs specific addressing, so never mind.
I did see the familiar ability; it's a Master Ability, and I don't see how to add it in Pathbuilder. Herolab has no problem with it. I'll look into the haversack.
Tridus: your descriptions of the various classes read to me like ways to reduce their complexity, not real substantive discussion of why they're complex or how their complexity differs from other classes in the same group. Which is fine for helping folks play the class as simply as possible, but that doesn't help them figure out how to play it as best as possible. That would require embracing the complexity, understanding it fully, and finding the best way to use it. "Grok it", as the Martian said. It's a complicated subject. Actually, it's 29 complicated subjects. :-)
Not asking you to show us what "grok it" entails for each class, and not arguing with your categorization, just saying that I still don't really get why the classes are categorized the way they are.

YuriP wrote: Ed Reppert wrote: Plenty of food for thought here, thanks.
One question: what's the difference between "managing" and "micromanaging"? :-)
It has never been formally well-defined, but micromanagement generally refers to a form of complex, hands-on management.
I believe the term originated in real-time strategy games. In those games, the primary management task involved handling your troops and overall strategy across the map to achieve your ultimate objective. Micromanagement, on the other hand, entailed managing the individual resources of specific units (or groups of units) to strengthen them—thereby boosting your chances of success in your broader strategic efforts.
In the context of RPGs, managing and allocating spell slots and other limited resources—while navigating a wide array of available options to enhance your own and your party's ability to achieve goals—serves as an example of micromanagement. This is because, while simply choosing which spells or alchemical items to use at the right moment doesn't guarantee victory on its own, managing these elements correctly alongside your main strategy significantly improves your odds or makes the task much easier.
Hm. My dictionary defines it differently:
micromanage | ˌmīkrōˈmanij, ˈmīkrōˌmanij |
verb [with object]
control every part, however small, of (an enterprise or activity): he did not want to give the impression that he was micromanaging the war.
I would think that managing and allocating limited resources is just "managing". <shrug> Now if, in an encounter, you're telling the wizard "you stand here" and the fighter "you stand over there", that's micromanaging. :-)
A new first level Alchemist takes a familiar. Pathbuilder says the familiar gets two abilities. Da Roolz say there's a list of Familiar abilities and a list of Master abilities. Pathbuilder does not afaics show a way to choose Master abilities instead of Familiar abilities. I want one Familiar ability (manual dexterity) and one Master ability (extra alchemy). How do I do that in Pathbuilder?
I tried submitting a bug report, but github wants me to jump through hoops I don't want to jump through. :-(

As a matter of strategy, should an alchemist during daily preps make one of each thing he can make using Advanced Alchemy, or should he hold some (how many?) infused reagents in reserve? Presumably he would use Quick Alchemy to create a Versatile Vial that lasts only until the end of his turn. Speaking of Versatile Vials I can see a neophyte Alchemist just using these as extra bombs, but I would think a really good Alchemist would find other ways to use them. Any suggestions?
A beginning Alchemist with +4 INT can make 8 items every day, and lo and behold he know the formulas for 8 items. These last until his next daily prep. He also has (automatically) 6 Versatile Vials. That's quite a lot of options.
At second level, he gains two common formulas, so now he has 10 formulas, but can still only make 8 items and 6 Versatile Vials. Those last two numbers change only when he can increase his Intelligence modifier, e.g. at fifth level, increasing by one each time he does that. So from level 5 to level 9 he can make 9 items and 7 VVs, and from level 10 to level 14, it's 10 and 8, from level 15 to level 19 11 and 9, and at level 20 12 and 10. Doesn't seem like a lot. Comments?
Note: Improvise Admixture (level 2 Feat) allows regaining some versatile vials during the day. Efficient Alchemy (level 4 Feat) adds 2 to the number of items you can create during daily prep. Advanced Efficient Alchemy (level 10) adds 2 more, and then 2 more at level 16, for a total of 14. Not bad. If you take a familiar (level 1 class feat) and the Master Ability Extra Alchemy you get one additional vial to your advanced alchemy (daily prep) vials. So you could end up with 15 at level 20.
One would think those would be basic abilities rather than feats, but I guess not. <shrug>
Does a religious symbol give a specific benefit to its wielder? Only clerics? Other classes? "Some classes, such as clerics, can use a religious symbol to use certain abilities". What abilities?
ScooterScoots wrote: Contingency + containment - Your contingency phrase is “I am the target of an effect”. You now have a reaction to block any effect you know is coming 1/fight. You’re stuck in the containment ball after, but that’s easily worth no-selling a breath attack, big scary monster melee, or dangerous spell. Get multiple wands of each, refresh after fights. I don't understand "refresh after fights". Wands are one use per day (save overcharging, which can get expensive) afaik.
Claxon wrote: I don't know that anyone has written down a list of "I want to buy this item at this level in this order, based on my available cash". I suppose you could, but I doubt many people do that.
Especially for consumable items, which is what you seem to be concerning yourself with more than permanent items.
Not really, I just grabbed some examples off the top of my head, and those popped up. Permanent items that would improve skill use, or Perception, or... I don't know, just about anything should imo at least be considered -- and one should be aware of them, which is harder, there's a lot of stuff out there. And I don't know much of it; that's part of the problem.
Plenty of food for thought here, thanks.
One question: what's the difference between "managing" and "micromanaging"? :-)
shroudb wrote: Alchemist also has a pretty high ceiling. You can make-do with just spamming bombs or clawing stuff while having temp hp buffs, for a low effectiveness, but if you have the system mastery to know all the "silver bullet" recipes and use Quick Alchemy to apply them on the spot, he can be very strong. But that does require knowing off the top of your head, each round, like 50 or so recipes that are good/usable. This alchemist is going to be pretty high level, unless he spends a lot of money on formulas, and even then he'd be high mid-level, maybe ten to 14 or so.
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I would say that if a weapon has multiple damage types, and you etch a rune onto that weapon that affects only one (or some) of those damage types, then the rune effect is applied only when the damage is of the type that the rune affects. IOW, base bludgeoning versatile piercing weapons with a wounding rune, the rune damage applies only when the weapon is doing piercing damage.

Some alchemist questions: when building a new level one alchemist, would you take the suggested list of formulas suggested in PC2 or would you take a different list, and if so which one and why? The suggested list is alchemist's fire, frost vial, cheetah's elixir, elixir of life, glue bomb, smoke ball, plus (bomber) acid flask, bottled lightning, (chirurgeon) antidote, antiplague, (mutagenist) bestial mutagen, cognitive mutagen, (toxicologist) arsenic, giant centipede venom.
Abomination Vaults has been mentioned. Assuming you're going bomber, would you modify your "default" formula book for the first level of AV? What formulas would you add at second level? At third level?
It would be interesting to see an encounter by encounter suggestion for which bombs/elixirs to make, whether to use mutagens (and on whom), and what tactics to use -- but that's a lot of work and I don't expect others to be all that interested. Oh, well.
I fix on AV here because it was mentioned above; suggestions about which formulas to take and what tactics to use will obviously vary according to what you know you're going to face. What would you plan to take and in general what tactics would you expect to use when you have no idea what you're going to face?
Is Alchemist the most complex class? Most complex non-spellcaster class?
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Would like to see a complexity ranking. Which are the least complex classes? Which are the most complex?
In general, I think spellcasters are more complex than martials. Is there overlap?
At the low end of complexity, I would start, I think, with Fighter. What's next? Barbarian?
And so on. :-)
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Can you point me to one that was based on complexity?
I'll make a thread. :-)
Well that sucks big time. :-(

Good points, Squark. Still, I'll keep the sap. :-)
Try this one:
Omari Tumen
Male human investigator 1
Medium, Human, Humanoid
Hair Black Eyes Brown Skin Dark
Height 70" Weight 145 lbs Frame Light
Heritage versatile human Ethnicity Garundi Birth Nation Osirion Current Home Absalom
Background archival assistant
Perception +6
Languages Ancient Osiriani, Common, Dwarven, Elven, Halfling, Jistkan, Osiriani
Skills Acrobatics +6, Arcana +7, Athletics +4, Crafting +7, Diplomacy +3, Intimidation +3, Library Lore +7, Medicine +4, Occultism +7, Pathfinder Society Lore +7, Society +7, Stealth +6, Survival +4
Str +1, Dex +3, Con +0, Int +4, Wis +1, Cha +0
Items studded leather, rapier, sap, shortbow (20 arrows), backpack, basic crafter's book, bedroll, chalk (9), chalk, flint and steel, healer's toolkit, rations (1 week) (2), rope (50 feet), soap, torch (4), torch, waterskin, 1 sp
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AC 18; Fort +3; Ref +8; Will +6
HP 17
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes; Trigger Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.; Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
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Speed 25 feet
Melee [1] rapier +6 (disarm, deadly d8, finesse), Damage 1d6+1 P
Melee [1] sap +4 (nonlethal, agile), Damage 1d6+1 B
Ranged [1] shortbow +6 (range increment 60 feet, reload 0, deadly d10), Damage 1d6 P
Devise A Stratagem [1] (concentrate, investigator) Frequency once per round; Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a free action if you’re aware that creature could help answer the question at the heart of one of your active investigations. Roll a d20, then decide on an attack stratagem or skill stratagem.
Attack Stratagem If you Strike the chosen creature before the start of your next turn, your Strike gains the fortune trait and you must use the result of the d20 roll for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent ones. When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier. If you Strike with a melee weapon, melee unarmed attack, or thrown weapon, it must have the agile or finesse trait to benefit from the substitution.
Skill Stratagem You can’t attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.
Ancestry Feats Natural Ambition
Class Feats Known Weaknesses, That's Odd
General Feats Toughness
Skill Feats Assured Identification, Battle Medicine, Forensic Acumen
Other Abilities methodology (forensic medicine), strategic strike 1d6
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Tridus wrote: Alchemist is a very complex class by PF2 standards. Agreed, which brings a thought: I've seen several "tier rankings" for the classes most of which seem to be based on, I don't know, personal opinion. Which is fine. What I haven't seen is a ranking by complexity. Anyone know of such? If not can we produce one?
Figures.
I have a bunch of files I downloaded from my library a while back that are named not with text but with strings of hexadecimal numbers. Now, I can go through every single file, unzip it, figure out what it is, and rename it properly, but that is going to be a royal pain in the ass and take several hours. I hope Paizo has fixed the library so that won't happen any more. :-(
Just read through this thread from the beginning. Saw a few references to a "known-issues" thread, a couple of which had links that don't work -- they just go to the top level of the forums. So is there a "known-issues" thread, and if so where can I find it?
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Sold his crossbow and shortsword, replaced with short bow and rapier. Replaced studded leather with leather, otherwise I would not have been able to change out his weapons. And yes, I sold them for full price, not half. :-)
I'll post a new statblock tomorrow. Right now I need sleep.
Squark wrote: What are your long term plans? Medic dedication for additional healing? Likely, yeah.
Good thoughts, Squark and Easl, thanks.
Tridus wrote: Why a crossbow vs a bow? Default in Herolab's "quick investigator kit" or whatever they call it.

I've got a feeling I could have done better with this start. What do y'all think?
Omari Tumen
Male human investigator 1
Medium, Human, Humanoid
Hair Black Eyes Brown Skin Dark
Height 70" Weight 145 lbs Frame Light
Heritage versatile human
Ethnicity Garundi
Background archival assistant
Perception +6
Languages Ancient Osiriani, Common, Dwarven, Elven, Halfling, Jistkan, Osiriani
Skills Acrobatics +3, Arcana +7, Athletics +2, Crafting +7, Diplomacy +4, Intimidation +4, Library Lore +7, Medicine +4, Occultism +7, Pathfinder Society Lore +7, Society +7, Stealth +3, Survival +4
Str +0, Dex +1, Con +2, Int +4, Wis +1, Cha +1
Items studded leather, crossbow (20 bolts), sap, shortsword, backpack, bedroll, chalk (9), chalk, crowbar, flint and steel, healer's toolkit, rations (1 week) (2), rope (50 feet), soap, torch (4), torch, waterskin, 8 sp
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AC 16; Fort +5; Ref +6; Will +6
HP 19
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes; Trigger Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.; Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
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Speed 25 feet
Melee [1] sap +3 (nonlethal, agile), Damage 1d6 B
Melee [1] shortsword +4 (versatile S, agile, finesse), Damage 1d6 P
Ranged [1] crossbow +4 (range increment 120 feet, reload 1), Damage 1d8 P
Devise A Stratagem [1] (concentrate, investigator) Frequency once per round; Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a free action if you’re aware that creature could help answer the question at the heart of one of your active investigations. Roll a d20, then decide on an attack stratagem or skill stratagem.
Attack Stratagem If you Strike the chosen creature before the start of your next turn, your Strike gains the fortune trait and you must use the result of the d20 roll for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent ones. When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier. If you Strike with a melee weapon, melee unarmed attack, or thrown weapon, it must have the agile or finesse trait to benefit from the substitution.
Skill Stratagem You can’t attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.
Ancestry Feats General Training
Class Feats That's Odd
General Feats Incredible Initiative, Toughness
Skill Feats Assured Identification, Battle Medicine, Forensic Acumen
Other Abilities methodology (forensic medicine), strategic strike 1d6
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
I need to come up with a backstory for this guy.
Aberzombie wrote: Even if I had a group, I’m not sure what I’d play anymore. D&D is a joke these days. Hârnmaster Kéthîra.
D100 system. No classes. No levels. Most everything is a skill and you can pretty much learn any skill you like. No "hit points" -- wounds are realistic, for example if you get hit with a sword in your upper arm, your wound might be minor, serious, or grevious. It might be a bleeder which if not treated quickly could kill you. Wounds can get infected. You could lose a limb. Or an eye. No spell slots. Casting makes you tired. Eventually so tired you can't cast any more until you rest. Create your own spells. People have been building the world for more than forty years, and it shows. The maps are amazing.
Check out the video tutorials on that resources page.

Radovan Virholt
Male human nephilim rogue 7
Medium, Human, Humanoid, Nephilim
Heritage nephilim
Background street urchin
Perception +15; low-light vision
Languages Common, Varisian
Skills Acrobatics +14, Athletics +14, Crafting +9, Deception +11, Diplomacy +11, Egorian Lore +9, Intimidation +15, Legal Lore +9, Medicine +11, Performance +11, Society +9, Stealth +14, Survival +11, Thievery +14
Str +3, Dex +3, Con +3, Int +0, Wis +2, Cha +2
Items 720 gp
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AC 22; Fort +12; Ref +16 (Successes are crit successes instead); Will +13; +1 circumstance bonus to saves vs. foe you have demoralized in the last 24 hrs
HP 101; Resistances fire 5
Deny Advantage As someone who takes advantage of openings, you are careful not to leave such gaps yourself. You aren’t off-guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
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Speed 25 feet
Melee [1] fist +14 (nonlethal, agile, finesse), Damage 1d6+5 B
Focus Spells 1 Focus Point, DC 21; 4th inner upheaval
You're Next [R] (emotion, fear, mental, rogue, visual) Trigger You reduce an enemy to 0 Hit Points.; Effect After downing a foe, you menace another. Attempt to Demoralize a creature within 60 feet, with a +2 circumstance bonus. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.
Class Feats Basic Kata, Monk Dedication, Monk Resiliency, Qi Spells, You're Next
General Feats Toughness
Skill Feats Battle Medicine, Intimidating Glare, Intimidating Prowess, Lie To Me, Pickpocket, Powerful Leap, Quick Coercion, Streetwise, Terrifying Resistance, Titan Wrestler
Other Abilities qi spells, rogue's racket (ruffian), sneak attack, surprise attack
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
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