GandalftheGreasy's page

Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


RSS


Hey there, I’m a basically permanent GM who’s looking to actually play some PF2. I’ve been running APs for the last few years, currently EC and SoT, but I’ve only ever gotten to play twice. I would much prefer a text game, but voice is perfectly fine: I do also have two young kids, so I may unfortunately need to miss the occasional session thanks to their emergencies. I also can’t really play on Saturday or Sunday, as they are my busiest days. In terms of PCs, I have a samsaran alchemist built around accessing all kinds of lores for recall knowledge, a commander going into loremaster with a similar idea, and literally a metric ton of battle harbingers, because I for some reason love them.

I’m good with any AP or custom game, just let me know!


Well, that's disappointing.


I'm currently building a wild effigy/swarm shifter. Seems cool, right?

Well, someone over on Reddit pointed out that Wild Effigy explicitly grants its bonuses when using minor and major aspects, which Swarm Shifter replaces.

Would the bonuses from Wild Effigy still be granted in Vermin Aspect or no?


Erik Mona wrote:

I'm curious.

If you were in charge of Pathfinder, based on what you've read in any official source and what you've seen at your game table, what FIVE archetypes would you make sure to include in the first year of Pathfinder Second Edition?

Please list the name of the archetype and the base class it modifies. Feel free to tell me why.

It's ok if you don't like the way that concept is currently implemented. Just your top 5 in concept if not always in execution. Or maybe there's a mechanical element you like--that's cool too.

Assume for now that we're talking about archetypes that modify the base 11 classes in Pathfinder First Edition, plus the alchemist.

Thanks much for your time and consideration! I'm thinking about this stuff today, and I thought it might be fun for you to think about it at the same time!

Personally, I LOVE the construct rider for the alchemist. It's such an awesome concept. The implementation could be much better, but it's a great idea. Living Grimoire for the Inquisitor is another like that. Unique concept and actually good implementation, it's pretty great. I tend to enjoy melee builds that don't need to/can't wear armor, and Kensai for the Magus is definitely in my top five. Esoteric for the Magus is also cool, but it could use a better/earlier AC bonus. The last I'd have to say is Ectoplasm Master for the Alchemist. I mean, look. It sucks that some of the best spells that the Ectoplasm Master gets as extracts are basically unusable since they would just be suicidal, BUT it's still a cool concept with cool abilities. I would suggest, though, that the EM gets a way to apply its necromantic extracts to hostile enemies without a whole lot of trickery.