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![]() If he'd like to stay with these classes, more synergy could help. An animal barbarian with monk using support abilities (ki strike, stunning fist, no stances). Exemplar can stay with titan breaker if he wants. An animal barbarian can use the monk flurry for action compressions. Exemplar gives a nice added damage with the immanence effect. Ki-strike adds to damage. Unarmed combat means he can use lots of trips, grapples etc. You can even add a shield for extra defense. ![]()
![]() Karkol wrote:
If you really want to optimize the melee flurry ranger, using advanced weapons, the Tamral Chakram is a very good option. d6, agile, deadly. Add damage runes as soon as possible, sneak attack from rogue which adds a lot of other good feats and if allowed, exemplar for Shadow sheath. If you go for str, dex, con, wis, you can even use them for throwing if needed. Falcata is a good weapon, but when you reach L18 with impossible flurry it loses out due to having to make 3 attacks with higher MAP. Flurry melee ranger is a very high damage dealer if you can commit all your actions for attacks. Even hasted actions. So quite boring in combat. Find an opponent, hunt prey, take it out with an all out attack. To lower the "burden" of hunt prey at later level, double prey is very useful. And always try to hunt prey before combat, where possible. ![]()
![]() For the Thaumaturge, I'm hoping for some ease on the implement change burden. Each passive implement should get an active component, meaning it would be easier to switch to passives also. Otherwise it looks to be playable as is, something I'm soon to find out. But good news, to see a remaster coming for both the Psychic and the Thaumaturge. ![]()
![]() shroudb wrote:
I actually thought that would be the case. Not sure why you would consider it permissive, as it is exactly what the text for the second implement mentions. While you're holding an implement in one hand, you can quickly switch it with another implement you're wearing to use an action from the implement you're switching to. To do so, you can Interact as a free action immediately before executing the implement's action. This allows you to meet requirements of having an implement in hand to use its action Actions are free actions, reactions and actions. Both the text for the free action of Tome and the reaction of amulet are similar (while holding the implement). Same for the mirror action after a quick check. The only thing paizo omitted was to use the action layout, but text-wise I see no reason for it not to be similar. ![]()
![]() Can't find an answer to the following: when using a passive implement and you switch to an active one, like the amulet for a reaction, how do you switch back to the passive one? I see you can switch as a free action to use any any action from an active amulet, as explained when you gain the second implement. But as far as I van read, that is a one way switch, meaning your stuck with the active implement. So if I want to use the passive effect again (regalia, for the demoralize bonus) you actually need to spend an extra action to switch? ![]()
![]() So multiple valid options. Gun could well work in FA die the amount of feats needed to make it work. Ranged using thrown weapons would also work (less investment in feats, but not fatal critfishing). The char is meant as a intimidate DPS build. The other option, as mentioned in OP, is rogue. Any idea how the Thaum would compare to the Rogue thief, damage wise? More background: we're switching from Dual class back to single class, due to new players and too many options. Char was a thief/sorcerer(dragon). Back to thief would be the easiest switch, but the Thaum has a more magicky feeling. ![]()
![]() QuidEst wrote:
We had the same with my bard char in pf2, high level play in fights vs bosses. It is something a gm must certainly want. It does have its own problems with allies by the way. No way for a bard to use visual or auditory effects essentially means it is only a caster. How do allies find/target someone with this combo of spells? Even sense allies (human ancestry feat) is gone I think. Not detectable bij all senses vs sense allies... It really gets funny when enemies start doing the same (the big bad guy in our case). ![]()
![]() shroudb wrote:
Cool combo indeed. But.... 1) it's a flourish, which doesn't work well with risky reload, which is kinda the main way to get the gun working. In turns where you reload in a "normal" way it could help (but yet another feat). 2) range of combi weapons is 30 feet max and damage is lower. It does give some nice option with the tome intensify with the extra +1 circumstance on top of the +1 for RK you can get if you hit. ![]()
![]() Red Griffyn wrote:
Hence my doubt and question on the thrower build. But on the other hand, it would be nice to make it work. Risky reload and quick draw can do a lot to have just a 1 action strike. Takes 4 feats to make it work (gunslinger, risk, quick, ammunition) compared to the thrower build, which needs the bandoleer and quick draw (+ an archetype, but rogue is kinda to strong not to take on the Thaum if you ask me. fatal is stronger than deadly, for most levels. Tamral chakram is both thrown and melee, which is another advantage if you're willing to use unconventional weaponry. ![]()
![]() Perpdepog wrote: I'm with TRB; I think spells like Blindness or Blur will be winners for you. I can't think of many more buffs in terms of accuracy off the top of my head. Heroism will eventually give you some more breathing room, action-wise, than Fortissimo does, but that's not until level 17. Agree. And even the heroism @6 for (just) the +2 will be better I think, combined with synesthesia instead of Tempest of Shades. Heroism frees up you actions and focus points, synesthesia is a 5th lvl spell which could last a minute, leaving you with extra true targets for additional accuracy for the Barb. That leaves the one action for aid and the option to cast any other devastating spell like uncontrollable dance. ![]()
![]() Quick draw:
Instant backup:
Somewhat different use cases. As for builds: keep it short. My thoughts at least. No need to over everything in detail. As an example the gunslinger build in this topic. Title: thaumaturge gun critfisher.
Keep high level out of it unless it is very specific for this build, but I find that once you start playing, the game always catches up with you anyway and takes the character along. ![]()
![]() Lol. Do your thang! Instant backup seems to serve the same purpose as quick draw, advantage that it's a reaction, but less used as a QuickDraw would be. Not sure if both are worth the feat, one should serve. A suggestion for your excellent guide would be to pen down some ideas for builds (not too detailed). Like some suggested approaches to character ideas you yourself like. ![]()
![]() Not my favorite reaction, but it does work when you have a weapon loaded indeed. It looks as if a thrower is a lot easier to build and play, a lot less feats needed to build. Throwers bandoleer and QuickDraw (or similar) would be needed, or like mentioned earlier, the exemplar with the shadow sheath. Quick draw is easy to get with a rogue archetype which is useful anyway. Tamral chakram with unconventional weaponry seems like a very good weapon. Any thoughts for a thrower build next to the above? ![]()
![]() John R. wrote:
I was just reading the texts and came to the same conclusion. Your specifically asking for an effect linked tot the implement. I have already done some changes in pathbuilder, and gunslinger is the first archetype indeed. Risky reload and quick draw are the first feats taken, to be able to quickly switch weapons (playing with partial abp, weapons and armor). Running reload to follow. Action compressions seems to be key if this is to work. With the ornate tattoo line ancestry feats and runescarred archetype there are quickly some spell options available. Sounds like it's doable. Lots of risky reloads... ;-) ![]()
![]() Thanks all. Sounds as if the guns might be a bit difficult to use. But the action compressions sound interesting if I'd like to try anyways. Risky reload to go all or nothing. Running reload and pistolero reload for the combination with intimidation. The bandoleer would also help to have a few dueling pistols handy in case the risky reload fails. Not much synergy between regalia and tome. Can implements be retrained? And then start with a reaction implement and either regalia or tome. Why would the intensify action not count as an action where you could change implement? Why is that something that would be a discussion point? While you're holding an implement in one hand, you can quickly switch it with another implement you're wearing to use an action from the implement you're switching to. To do so, you can Interact as a free action immediately before executing the implement's action. This allows you to meet requirements of having an implement in hand to use its action. It sounds pretty straightforward. Exemplar dedication with the shadow sheath ikon sounds like a good way to use thrown weapons, if guns don't work out. ![]()
![]() Hi all. No experience with the Thaumaturge at all, none of our group have ever played one. So thinking of trying one. After reading some of the guides and due to the background of the character, it seems like the idea of using a Thaum is viable (the other option being a rogue). Regalia as the first implement, for Cha skills, mostly intimidation for this char. Tome as second for the skill monkey part. Third implement mirror or amulet, but that's far in the future. As a weapon the slide pistol (capacity, concussion) and using tome intensify for the crits. Any other melee weapon or claw (dragon blood) as backup. Cha/dex. Some spellcasting (some good reasons by John R) via Ornate tattoo/runescarred or dragon sorcerer MC. Thoughts, advice, remarks? Free archetype game, L5/6 onwards. Thanks ![]()
![]() Auto progression and have some feats to diversify the AC's. Maybe have the option to add skill feats, or add a skill level, learn to communicate. Not familiar level options, but some overlap shouldn't be an issue. Use items, L-5 could be something to give, which doesn't impact power too much. Maybe even runes. ![]()
![]() Planar Survival
Prerequisites master in Survival
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![]() I had a ranger with a nimble bird, using the better (more AC) old rules. Worked fine till somewhere over 10, after which the bird died almost every encounter, even with the higher AC. So that was the end of the bird. High AC and low damage works fine. Nimble should be default. When AC is good enough, it doesn't really matter that damage is low and you can choose to use their support action. Feat investment is high, too high I would say. But with the current AC's I'll never take them again. ![]()
![]() Ravingdork wrote:
Fists are clearly "Favored weapons". Agree that they are not weapons, but for any feat mentioning favored weapon I would let that apply. There are cheaper option in ancestries to get rid of the non-lethal, like iron fists (orc) ![]()
![]() Low level mythic play started here. L5 now. First impressions:
Mythic points are easily and quickly spent during a mythic encounter. Also in combat these are very useful, due to combat skill (trip, intimidate) which can be rerolled using rewrite fate. Fun addition due to the GM coming up with all kinds of "mythic" challenges, getting to skill level using rewrite fate which are otherwise not achievable on low level. Any feat that mention having to use a mythic point to achieve something at mythic proficiency has little use due to rewrite faith. ![]()
![]() I'd say both, as the text clearly mentions everything from the class except two things. AON wrote: Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills As the stats increase belong to the class and it's not HP or skills, you get two stat bumps. If the main stats are not the same, that is, so a Sorc/Oracle (Soracle?) will still have one 18 only. ![]()
![]() By selecting two caster with the same main attribute (Cha), you also lose an attribute point as you can't raise Cha over +4. Also, as Oracle and sorcerer have similar profiles in saves, they'll be worse than if you choose a class which strengthens other saves. So you're now focussing your dual class on casting prowess only. But you are neglecting all other advantage a dual class could give you. A monk as second class would improve your saves, defense, movement and HP (plus a higher starting dex due to char creation). A rogue would improve perception/initiative, reflex, etc. Dual class can make you character a lot stronger in other stuff than just spellcasting. Is it just the blasting you want optimized? As I don't think it will be the optimized character. Combining martial and caster gives you a lot of options, with little lost for spellcasting power, as you can still pick up Oracle as an archetype and grab foretell harm. ![]()
![]() Deriven Firelion wrote: I'm glad someone brought up the dragon sorcerer. I was surprised their new initial focus spell does good damage and is ranged. It tops out at 10d8 and 10d4 for up to 120 point single target damage as a focus spell. That's pretty nice. Ranged, up to two two targets, on AC. That makes it compatible with magical trickster which adds sneak, so combines well with rogue, which in turn adds some survivability to the caster when dual-classed. ![]()
![]() I think the Mythic Magic feat L8 is going to shred monsters from L8 onwards. Choose blazing bolt an Horizon thunder sphere. Can use Sure strike. Horizon thunder sphere does half damage on a miss with the three action version. L8 and mythic proficiency meens you get a 6 points boost at that level (which lasts until prof goes to master, L15 I think). Blazing bolt can have three targets. Not an AoE spell, but close. And that 6 point boost is a lot. L10 might make it even better with the Shadow signet, as was already mentioned earlier. And there is always force barrage. I don't think an ambusher with three resilient saves at L13 has much of a chance because any caster can pick any three spells from any list with the feat. ![]()
![]() Darksol the Painbringer wrote:
There is also the requirement that a spell needs to be a sorcerous gift spell granted by your bloodline or a bloodline spell. So slow actually is (demonic) but Chain Lightning isn't. A quick check: don't think there were any damage spells, but fear, charm, slow, suggestion and similar multi-target spells are also spells granted by bloodlines. But the number of spells for a bloodline are quite limited. There's also the limit on blood magic effects that actually apply to possibly multiple targets. So while I agree it makes some spells stronger due to blood magic, the effect seems to be quite limited. And not sure it would be too good to be true. ![]()
![]() Actually, I am arguing that blood magic effect are not limited to a single target. 1) Blood magic happens when casting a sorcerous gift spell granted by your bloodline or a bloodline spell. 2) Blood magic can affect:
3) A Target is
So haste and force barrage targets cannot have any blood magic effect applied ever, due to no successful attack or saving throw. But in all the text of blood magic, no where does it say that blood magic can only be applied to only one target, except where that text is specifically added to the description of the blood magic effect. So RAW, using targeted sorcerous gift spell granted by your bloodline or a bloodline spell on multiple targets can grant multiple instances of the same blood magic effect. And it could well be RAI, by the specific use of ONE target in multiple descriptions of blood magic effects and perhaps the increased importance of blood magic for the sorcerer class, with the remaster. And it would have been very simple to say in the description of blood magic, that it can only ever apply to the caster or only one target, making the description of all blood magic entries a lot shorter and simpler. ![]()
![]() Nava.Nevermore wrote:
I came here for exactly the same thing.... Reading it that way makes the spell a lot less useful, quite sure I'd not rate it blue. ![]()
![]() Actually, it's not always you or ONE target. Some blood magic specifically calls out one target: Divine Aura wrote: You project a warming aura that protects you or one target, granting a +1 status bonus to saving throws for 1 round. Others just mention target, like the propelling sorcery above, or for example this one: Corruption of Sin wrote: You mentally broadcast brief glimpses into the darkest desires of the mind. Either a target takes a –1 status penalty to AC for 1 round, or you gain a +2 status bonus to Intimidation checks for 1 round. There are not many multi target spells of effect outside of AoE spells (clearly defined, just one target), which also happen to be blood magic spells. But there is a clear difference between a target and one target in the different entries. So my question remains relevant, in my opinion, and not answered by the answers above. ![]()
![]() Dr. Frank Funkelstein wrote: "designate one target" seems to exclude multiple targets to me, even it relates to an area the intention seems clear. Actually, an area spell has no targets, hence the comment of choosing one target in the area. Otherwise blood magic could not have been used at all while using area spells. So that remark is specifically overriding the general rule that area spells have no targets. So not related to the rest of the explanation, as far as I read it. ![]()
![]() Blazing bolt and flurry of claws are both spell attacks with multiple targets. Can any target hot be affected by the blood magic effect and thus be be propelled if you have propelling sorcery? Propelling Sorcery wrote:
Blood Magic wrote: Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast. It won't work for force barrage because no attack, but these two seem to be valid with multiple targets. ![]()
![]() I actually just started a sorcerer, dragonblood draconic (arcane). I was checking how to use the blood magic effect as often as possible, and last dungeon I actually used the propelling sorcery option quite often to move the enemy back. Flurry of claws is quite good, fear and blazing bolt are also spells you can use quite often to trigger blood magic. Psychic archetype for Infinite eye, because flurry of claws is already offensive, the guidance spell is a nice added support option. ![]()
![]() I've played a strength flurry ranger up to level 20 and it really shines in the damage department. You need to optimize, sneak attack, damage runes. Agile weapons, backstabber or twin. But also double prey. Master hunter is super for action economy. After level 10 it only gets better, before that, due to lack of damage runes it is not bad, but it gets very good after L10. It helps if there are chars who can give a damage bonus, like the witch or bard. And of course haste is optimal for melee flurry. Essential at L18, move -> attack 6x. Opportune backstab helps for more attacks. A melee partner was a thief rogue. Higher damage per hit, but only one or two attacks per round. With a bard in the party, even bosses could be shredded. Heroism, synesthesia, dirge combined. A L10 and higher flurry melee ranger is top tier on damage. Play it well, go for big targets to have less issues with Hunt Prey. I'll admit the actions are very repetitive. Hunt (RK) attack. With max Wis and nature and a bonus, chances for RK are also good enough. ![]()
![]() check this page. On the class guide page, there is a helpful guide by captain Morgan, maybe that has some help. ![]()
![]() Going through Gortle's excellent spell guide and saw the Ferrous form spell. It mentions fist strikes (I take it to mean unarmed attacks) to become 1d10 Your fist Strikes have a 1d10 damage die Not a battleform, doesn't mention any changes in traits for attacks. So would this mean a dragon sorcerer with Dragon Claws would suddenly have d10 attacks? Or your standard 1d4 unarmed would now be 1d10, keeping the agile & finesse traits? ![]()
![]() Briny bolt has the same issue as Hydraulic push, the extra effect for crit is 2d6 and dazzled, most single target spells are just double damage on crit. At lower levels this isn't much of an issue, but at higher levels the difference is huge. A similar spell, spell attack Horizon Thunder Sphere also adds dazzled on a crit, but is also double damage and has some other few possible effects. Not sure if the Tempest Oracle would improve much with the addition of Briny bolt. ![]()
![]() Powers128 wrote:
And to get the few of those that exist (Hydraulic push, hydraulic torrent) you need divine access, so yeah, feels like a feat tax. Plus the domains feel kinda random. Start of with electric arc, shocks with the major curse but no lightning domain or electricity spells added. ![]()
![]() Actually it depends on which Oracle you choose. Life, Tempest and Cosmos the drawbacks of the curse aren't actually that bad, while the advantages are "good enough" to very good even. But some indeed are almost unplayable. But having to find an archetype to use focus points is indeed weird. I do like Super B's solution, but that also depends if there are powers you can actually use that are worthwhile. As with more focus powers they range from absolutely terrible to good. A makeover to get the powers more in the same ballpark would help. ![]()
![]() shroudb wrote:
Yes shroudb wrote:
So this can be read as the general rule of the archetype spellcasting is overruled by the specific summoner ability.... ![]()
![]() rulebook wrote: All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately. The summoner has an interesting ability. As one of the classes which profits most from spontaneous Cha caster archetypes, what does this mean for the spells of the archetype? Compared with Dangerous sorcery which works for all spells including archetypes, or the Magus who can use any spells to spellstrike, this is written similarly to allow with any spell of the character. Thoughts?
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