Maedar

GeneticDrift's page

RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Marathon Voter. Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 1,911 posts. 5 reviews. No lists. 1 wishlist. 5 Organized Play characters.


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Lots of things are immune to stun, so maybe think about what enemies you might be fighting.

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If you want more on the playtest medium the designer talks about it here

I don't have the playtest document but I am enjoying the current medium class. Marshal is a really good spirit.

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Dasrak wrote:
TheBobJones wrote:
I love gish builds and would love to find a way to build an EK with heavy armor full spellcasting and decent in battle.

Sadly the best option to cast in armor as an EK is to just slap Still Spell on everything, and that's not a very good approach. If you're playing mythic then arcane armor training is viable (if feat intensive) but in non-mythic it eats into your swift action economy and that's a deal-breaker.

Esoteric Knight is interesting but ludicrously feat-starved since you really want to spend 6 feats on Favored Prestige Class and Prestigious Spellcaster x5.

There is a tier 3 archmage ability, component freedom, you can choose somatic and ignore spell failure.

Psychic casters don’t need to worry about arcane spell failure, for non mythic arcane casters I can think of a few options: cast hour long buffs without armor on, you can choose spells without somatic components, still spell, wear folding plate for shorter pre buffing, craft wands, staves, rings/armor/weapons with spell storing, contingency, minor/major spell like ability feats.

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archon update

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Secret Wizard wrote:

Yes. Eldritch Knight builds will have access to 9th level spells. For this reason, they make for excellent shapeshifters, able to make a great use of things like form of the dragon.

Other than that... I don't think they have much going on really.

There are other cool gishes out there too, Kinetic Knight is fun.

Esoteric knight looks fun too. It's the occult magic version.

Also useful for these builds prestigious spell caster feat

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played an Aether kineticist lvls 1-17. I don’t have my sheet around but here was my basic build plan. Aether has wonderful utility talents and infusions.

Feats, utility, infusions:

Starting feats
Point-blank shot
Precise shot
Toughness
Ability focus
Weapon finesse
.....

Wild talents
lvl 2 telekinetic finesse
lvl 4 telekinetic haul
lvl 6 telekinetic invisibility
lvl 8 telekinetic maneuvers
lvl 10 kinetic healer
lv12 kinetic revivification

infusions
lvl 1 pushing infusion
lvl 3 extended range
lvl 5 bowling infusion
lvl 7 foe throw
lvl 9 flurry of blasts (didn’t like this one)
lvl 11 wall
lvl 13 grappling
lvl 15 disintegrating

I also played a kinetic knight 1-17 mythic 6. Mythic combat reflexes + kinetic form + kinetic whip is ok. Started to miss the ranged blasts though. I don’t suggest the wood element, as I took for this character, almost every utility talent was universal. Eventually I expanded into positive and negative elements which actually was good.

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These feats may help, item mastery .

As for good spells:
Teleport, fireball, haste, summon monster (make them cast spells), simulacrum, combat buffs.

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Your feats and ability scores look good.
Lots of other good feats too but these are fine.

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It's also a good spell if an enemy is spamming darkness/deeper darkness and you can't see through it but they can. Even the playing field.

Also the feat magic trick is cool with it.

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An AI species would be awesome. Maybe comes with rules for sleeves to experience this universe.

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Dryder wrote:

** spoiler omitted **

Thank you for your help!

I've only played the first two parts. Isn't it an intimidate check vs will DC?

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The ShadowShackleton wrote:

I think this is a fair question. Created a thread that maybe should have gone in Advice on what to do when players don’t show up but just found it in Homebrew instead.

Probably should have phrased the title and question better but it’s hard to know what General Discussion is supposed to mean in that context.

I took a look at your thread. You asked for help in making a system for running PCs as minions for missing players. 100% homebrew forum.

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NemoNoName wrote:
GeneticDrift wrote:

Did I miss someone pointing to the Transmuters focus power Physical Boost

Seems easy to put a 10 min duration and choose int, wis, char skills for the same benefit.

Oh, sure, let's make slightly stronger and more flexible versions of the most boring Focus spell. This is what game needs.

Seems odd to quote me, I didn’t make the thread. It’s not the most boring focus spell either, keep reading.

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Did I miss someone pointing to the Transmuters focus power Physical Boost

Seems easy to put a 10 min duration and choose int, wis, char skills for the same benefit.

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Occult content. PF1 occult adventures is amazing and I want to see more in pf2.

Spirit loci around the world, strange occult phenomenon, spirits, haunts, occult groups (good to evil), wierd items and artifacts. Piles of Rituals.

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Magic exists outside of the rule books. Future releases are not new discoveries, they existed the while time.

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Midnightoker wrote:
GeneticDrift wrote:
Aldori sword lords.

Since the Aldori Sword Lords are being introduced as an Archetype, I feel like that lends itself to my argument.

There's plenty of space for Swashbucklers.

So much so, that I think that it could belong to a lot of different Classes. Fighter, Champion, Rogue, etc.

Now I know MCD are a thing, but that doesn't mean it has to be a Class just to supplement an "everyone can get this" concept. You could just do an archetype.

I am fairly certain Paizo will roll out a new Class for the Playtest called "Swashbuckler" that will probably be a lot more than PF1 Swashbuckler (it literally has to be since those guys already exist). What I'm hoping is that if it is that different, they at the very least reconsider the name (or make it a Class Path of the "Bravado" that chooses Rapier/Finesse weapon as it's focus).

Archetypes to me are stronger for these concepts than Classes, IMO, because Classes are generally defined in a space that no one has access to. So far, the "concept" of Swashbuckler is already in existence.

If we try to mirror that to other classes, it's easier to see their niche that no one else really fills:

- Monk - High mobility unarmed combatant - Discipline and style
- Fighter - High offense combatant - Learned expert, adaptive
- Barbarian - High disruptive combatant - innate power and hardy
- Ranger - High BFC Combatant - nature themed and gritty
- Champion - High defense combatant - divine themed and flamboyant
- Rogue - High stealth combatant - advantage seeking and capitalizing

Now, can a Swashbuckler exist along side the above?

Sure. You can make room for anything. The Vampire Hunter D Class is pretty indicative of that.

But if I was ever playing a Ranger/Inquisitor that killed Vampires for a living and that's all I did, the first thing I'd be thinking is "guess I picked the wrong class".

It's not enough that a Class has a unique mechanic. It has to have a unique role in a squad IMO....

I’m not sure of your point. I am happy to have roles covered by multiple classes, archetypes, backgrounds, and feat choices. The more ways to make an idea the better.

Anyone can be a vampire hunter, but class and ability names help players get into the game and help direct you in making choices. I don’t see how you can pick a wrong class if you are having fun and it meets your goals. If you built an angry character and later saw the barbarian sure the fighter does it well but the barbarian runs with that specific theme. Should the rage and totem mechanic fit in the fighter frame?

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As long as the swashbuckler doesn’t feel like a collection of fighter abilities I’ll be happy.

Like how a wizard, sorcerer, Druid, cleric all feel different. They have different thematic spell lists and even an arcane sorcerer feels different from wizard. We have good division with champion, monk, rogue, fighter, ranger, and barbarian already using themed abilities plus special features (flurry, sneak attack, rage, hunt prey, and focus powers).

A cool iconic feature + many themed abilities with a depth and breadth of options will make this swashbuckler alright. We’ve pirates, fencing, Robin Hood, dread pirate roberts, count rugan, three musketeers, Aldori sword lords, and other in game weapon styles. There is plenty of room here for a class in PF2.

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Did you have the correct HP? A character can reasonably have about 20 HP at lvl 1. Race hp is a big part of this so your numbers could reasonably be lower.

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Burn still can function in 2nd edition. No need to drastically change it.

The kineticist is a good base for a lot of concepts that are magical but not spell casters. Replace the elemental theme with something else (tattoos, possession by spirits/entities, animal powers, runes of power...what ever).

I would like a character class that is actually 2 bodies. Something like three actions divided between the bodies and class abilities to work well in tandem with your self. - a summoner May be able to do that fine if on half wants to be a spell caster.

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inquisitor was my first pathfinder (and PFS) character. He was awesome. Such a versatile character that was able to support, fight, and take the hits. I am very interested in how these 6th lvl casters port over to PF2.

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Cast heightened form of the dragon, or true strike + disentigrate, or haste and true target, or a spell that doesn't have an attack roll that hits a weakness, or buff the fighter/Barb/champion/monk/rogue.

As a wizard you have many options.

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bespell weapon link

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I figure weapon and armor feats are on the way. PF1 had a feat near the end that I missed that allowed different damage types weapon versatility

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It is an awesome feat. Fun and functional. Having just started a pf1 campaign I’m sure it’s something I will suggest to players as we level.

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What fighting styles are protected?

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Corwin Icewolf wrote:
What about a naked barbarian? That's a pretty common fantasy trope, Is it doable without going to a monastery for a while? Because it's doable in 5e. It's trickier in pf1 but it can be done. Actually I think pf1 might have an archetype for it, so maybe not so tricky.

Barbarians are masters in unarmored defense, it holds up well if you keep your dexterity high.

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Assurance in acrobatics and anyone can act like a dex based character.

Bard/barbarian/ fighter should take lingering composition

Monk weapons being 1 damage behind isn’t a problem

I guess only people who didn’t know the acp of heavy shields can be 0 used bucklers. Assurance ignores penalties and can be a great with athletics as a 3rd attack.

Monks not using shields can use a move or shove action to reduce enemy actions

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Ashborne wrote:


*** Caution - - - - Rant Ahead ***
All the complaining about spellcasters being too powerful in late-game forget that in order to get to that point, they had to suffer agonizingly to get there. They deserved to be rewarded for not having the same amount of fun as the others for most of the game. Also, when you look at the practicality of it, they should be anyway. Martials are mortal, bound to the physical world. Spellcasters, as they progress, shuffle off mortal constraints and draw closer, metaphysically, to becoming ascended beings, and a fighter or barbarian can't, and shouldn't be able to compete with that. Also, a GM should be able to balance fights to keep a spellcaster from dominating the playing field, or any class really. Either by specific enemies that spellcasters can't...

[edit] I reread my post and decided to just say I disagree completely. From experience and my understanding of character class assumptions. Casters start strong and become OP and have since at least dnd 3.0. I’ve never seen fluff on casters being beyond mortal flaws and limitations. Sounds like you are thinking of Gandalf and other divine beings.

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The episode quickly grew on me as the players got into it. Really liked it by the end.

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Do you believe they should be? Crit effects of spells are much more potent than weapons. I have a lot of the book left to read so I cannot rule out something you missed. Many conditions help either lower ac or checks.

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Seems like the entry feats are not equal. A class feat for a skill seems fine to me, as you might not qualify for gaining skills another way. Two skills and cantrips is an amazing feat.

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Arachnofiend wrote:
An archetype would also mean that your gunslinger can't use guns for the first level of play.

The only things preventing using a gun at lvl 1 is lack of rules and getting access to one (rarity).

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Physical boost is good and can target others.
Shifting form looks good too. It can open up your spell slots for other spells.
The lack of choice with cantrips is sad though.

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Colette Brunel wrote:

How are 2e player characters supposed to stack up to the skill modifiers of NPCs and monsters? From what I understand, a level X PC is equal in overall power and competence to a level X NPC or monster. This is why four monsters of level X are an "extreme" encounter for four PCs of level X: both sides are evenly matched, and thus have a 50/50 chance of taking one another down. In other words, a 1st-level PC is supposed to be equal in overall power and competence to a 1st-level catfolk stalker from the bestiary, a 13th-level PC is a match for a 13th-level dryad queen (hamadryad), and a 20th-level PC is an equal peer to a balor or a pit fiend. I have faith that Paizo has hashed out the math to make this true for combat purposes, but does it really apply to skills?

This is actually relevant for skill-oriented challenges, which I believe Paizo is trying to emphasize as actually meaningful in 2e.

A 13th-level dryad queen (hamadryad) has Acrobatics +25, Athletics +19, Crafting +23 (+25 woodworking), Deception +30, Diplomacy +30, Intimidation +27, Nature +24, Performance +28, Stealth +25, Survival +24. The Deception +30 and Diplomacy +30 are beefy.

How high can, for example, a 13th-level PC's Perception get to counter that Deception? 13 level + 6 master + 5 Wisdom modifier = +24, and that is assuming master Perception and Wisdom 20. I cannot see how that is supposed to stack up with an equal-level skill monkey monster's own skills.

A Dryad queen sounds like something that should be better than an equal level pc at charisma skills. It’s in the same ball park as the equal lvl pc skill.

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Glassia wrote:
Wanted to ask if there was a class, homebrew or not, that focused on modifying or replacing your own body parts, be that grafting from animals, evolving yourself through genetic changes, or using machinery and synthetic materials to improve your soft and fleshy meatsack of a form. Thanks in advance for the help!

There are archetypes that focus on cybernetics. Alchemists can grow additional body parts and mutate themselves. Kineticists can negate crits and sneak attack because they become partly elemental. So I think you can lean into that concept with a number of classes.

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DC 10+1/2 lvl + stat. Unless stated otherwise infusion save stats are:
Form infusion saves are dexterity based saves.

Substance infusions are constitution based saves.

Kinetic form increases your reach but doesn't adjust damage at all. I find it worth it's 1 burn per day. But if you have multiple defense talents you may want burn to go elsewhere.

Elemental overflow is what improves your stats and other bonuses.

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My aether kineticist used quickened force blast w/ride the blast to get into position. Then kinetic whip full attack. I believe whip reach stacks with the bonus reach from size.

Flanking rules don't change so if you are airborne the flanking buddy would need to be below the target.

Force Ward was amazing in my experience as it counts attacks that don't breach the temp hp as a miss for rider effects.

Disentigrateing infusion was fun for making doorways when dealing with fortified positions.

Foe throw was fun for bonking enemies together. Targeting minions with low saves to throw at their boss.

If you don't expand gaining an extra water/universal talent is useful, So I won't say it is needed.

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Sounds like you don’t need advice!

I have a kineticist with Kinetic form which makes you large/huge, increasing your reach. You might want the feat combat reflexes to run with a build like that.

Expanded element wise, aether is great if you need to funnel burn somewhere and telekinesis is fun. Earth is great too, especially with its magnetic blast.

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Conqueror Breastplate

I've never used the magic item creation rules, but it probably could cover pricing this.

My loose price would be around here.

11250 (lvl 3 wand) + 30,000 (determination) + 9000 (+3 armor) + 350 (masterwork Breastplate) + ??? frightful presence.

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Volkard Abendroth wrote:
FWCain wrote:

I'm keeping it fifth-level, for the comparison stated previously.

* Baleful Polymorph is a save-or-else spell -- so is mine.

* BP has a _permanent_ effect -- mine does _not_.

* BP _requires_ outside help to reverse -- mine does _not_.

The only remaining question I've asked is, what other spell lists should have access to this arcane spell, please?

Thank you,
Franklin

A spell that does not render the target helpless, affects only specific targets, and whose affects can be mitigated wth a move action is not even close to a 5th level spell.

The closest published analogy is Lipstitch, a 2nd level spell.

A character with no gear is effectively helpless. It's more like anti magic field except only one Target and a save negates. It can be quickened and followed up with a spell to eliminate the gear or character.

Hold person can be removed in one action and gets a save each round and is not equivalent. A target of this spell will either be incompacitated or his friends will have to win the fight without them. Thinking this is less than 5th lvl is a way off. At least make it that high to due to the book keeping it causes.

The spell lists are fine. It would be a stretch to add it to occult classes. On my phone so these might be repeated. It would fit as a summoner and Bard spell. And a magus knocking the socks off with spell combat is a funny image.

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Make it a tattoo

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It's to strong. That NPC/PC will never recover the items in ideal use and will likely be dead, dominated, or possessed.

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The maximize/empower question is irrelevant and the SA harm question has already been answered per previous postslink.

There are 7+ threads discussing maximized or empowered spells and sneak attack. Neither way it is answered changes the answer to your question.

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Agénor wrote:

If it were the case, then there would be no immunity to precision damage. Damage from Sneak Attack isn't damage from Harm otherwise they wouldn't be separable.

In the example, the target isn't immune to the attack, the spell portion of it deals zero damage to the target but the attack succeeds, any effect to which the target isn't immune to triggers.

Incorrect. Sneak attack is extra damage not separate damage. If a creature is immune to sneak attack or has a chance to negate it and succedes then you don't roll it.

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If a target is immune to an attack it is also immune to the sneak attack damage. Sneak attack just makes the damage a bigger number.

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I used this pull ring of scent since it’s an animal archive item I got gm approval first. Add mindblank for added fun.

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Sneak attack is part of the damage and would be limited by the spell. link

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Happy to share. I just discovered it as well.

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Have you seen the magic trick feat for unseen servant?

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