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Ican't sivn in on paizo from my pc
currenhly uding my phone to make this message.
tried clearing browser cache and tried it on firefox and edge


I am trying to evualate the couragous onslaught feat.
It is a good feat but the feat tags for the prerequisite feats seem rather high.
For non warrior bards it effectively 4 feats
Multifarious bard
Courageos advance
Courageous assault
and Couragous onslaught.
What are the general experiences with this feat?


If I understand the rules correctly prepared spellcasters can change their cantrips every day when they pick their daily spellswhile spontaneous spellcasters can only change their cantrips by spending lots of downtime.

So prepared spellcasters seem alot more flexible with their cantrips then their spontaneous counterparts.
So I am trying to figure out what options spontaneous spellcasters have to compensate for that disadvantage.
Spend class feats to learn more cantrips or multiclass and get more cantrips.
Carry multiple staffs with an different cantrips and pick a different staff during the daily preparations depending on the cantrip you need.
are there any other options?
or shouldn't I be worried about cantrips that much?


I made a level 6 tailed goblin ruffian rogue with the level 5 racial tail spin feat and the level 4 rogue feat the harder they fall.
tail spin
"You excel at using your tail as a weapon to upend your foes. Attempt a single Athletics check to Trip up to two adjacent creatures. If you roll a success against a target, you get a critical success against that target instead."
the harder they fall
"You make your foes fall painfully when you trip them. When you successfully Trip a flat-footed foe, your target takes 1d6 bludgeoning damage. On a critical success, the target takes 1d6 bludgeoning damage plus your sneak attack damage."

I have 2 questions about the tail spin feat.

1.how does using it count for multiple attack penalties if I try to trip 2 enemies with it?

2.Does it combine with the harder they fall level 4 rogue feat the way I think it does?
If I use tail spin against a flat footed enemy and I succeed, that success is turned into a crit and I do 1d6 bludgeoning damage +sneak damage.


I am trying to build an investigator.
I am considering the archer archetype because of the weapon crit that the archer archtype gives the investigator doesn´t seem to get on his own.
And the level 8 feat archer´s aim seem to be really good for the investigator.
Point blank shot feat seems like a good stance.
And the parting shot feat seems like a good action to get out melee range and get advantage at the same time.

Are there any other archer feats I should consider? Are there any good investigator feats I have overlooked?

Startin out as a level 5 or 6 character
my probable stats:
Str 10, Dex 18, Con 14, Int 19, Wis 14, Cha 10.
or
Str 10, Dex 18,con 12, Int 19, Wis 16, cha 10. on races with con/str/cha penalties
But I might swap some stats around to get cha 14 if I want to play around with more social skils.
I am not entirely sure which race or methodology I want to pick.
Alchemical sciences gives me 4 versitile vials per day (5 at level 10)
healing potions are always nice, I have no idea where I can find a good list for alchemical tools.
empiricism looks nice for being a good investigator
forensic medicine looks good fpr being an extra medic. But I think the group already has good healing options.


I am trying to build an eldritch archer just for fun.
I think I'd prefer a fighter as starting class because of the better weapon proficiancy.
But the fighter doesn't seem to have that many low level archery support feats.

level 1. point blank shot
level 2. Either exacing strike or assisting shot. but neither seem that aluring to me.
Level 4. double shot
level 6: Eldritch archer dedication
level 8: so many good choices there: basic eldritch spell casting, enchanting arrow, magic arrow.
level 9: combat flexibility:flexible fighter feat :)
level 10: see level 8
level 12: expert eldritch archer spellcasting


I am playing a bard and I am considering to retrain my inspire competence and some other feat into the swashbuckler´s dedication and to get the one for all feat.

One for all seems to be better in most ways:
1. It's not a 'song' so it doesn't disrupt other compositions like inspired courage.
2. It's not limited to skills, so it can be used to aid an attack of an ally
3. it uses diplomacy instead of performance. Diplomacy seems more usefull to me then performance.

Ok it has 30 foot range instead of 60.
And it doesn't have the change failure into success effect.
and autocrit at legendary

Am I missing something in my analysis?


Spontaneous casters seem to be disadvantaged in how their cantrips are handled compared to the cantrips of prepared casters.
perpared casters can change their cantrips every day while spontaneous casters can only change their cantrips when they level up or spend downtime to do so.
That makes a spontaneous caster a lot less flexible then a prepared caster.


I just wanted to be sure that I understand the modifications of the armored skirt correctly.
are these the right stats for the armors modified by the armored skirt?

medium
chain shirt AC +3 DEX cap 2 armor check -2 STR 14

heavy:
scale mail AC +4 DEX cap 1 armor check -3 Str 16
chain mail AC +5 DEX cap 0 armor check -3 STR 18
breastplate AC +5 DEX cap 0 armor check -3 STR 18
Halfplate AC +4 DEX cap 2 armor check -2 STR 14
Full plate AC +5 DEX cap 1 armor check -2 STR 16


How do staffs work for characters that use both spontaneous and prepared spells?
Can you use both features?


How do staffs work for characters that use both spontaneous and prepared spells?
Can you use both features?


most races have their racial weapon feats.
level 1: easier access to racial weapons.
level 5: crits
level 13: proficiancy equal to highest proficiacy.

at first I thought that only the level 1 feat might be usefull for fighters.
But then looked more carefully at how fighters work.
at level 5 the fighters picks a weapon type and gets mastery with that one.
And gains the ability to get the crit special from weapons he mastered.

So if I understand the rules correctly and I want to play a fighter that likes to swap weapons there is good value in the level 5 and 13 weapon feats.

If I want to play an elven fighter that specializes in swords, but still likes to use a bow, he can take the level 1 and level 5 feat so he can also crit with the bow.
at level 13 I can replace the level 5 feat with the level 13 feat and become legendary with all my racial weapons.(removing the need for the level 5 feat)


I am thinking about creating a fighter with the wizard archetype.
Using the staff of divination to cast true strike when needed.
level 2 wizard dedication
level 4 basic wizard spell casting
level 6 basic arcana (not quite sure which wizard feat, probably familiar)
level 8 advanced arcana: bespell weapon.

I'm not sure which weapon would work best, thinking about the gnomish flickmace.
using my 3rd level spell to charge the staff of divination should allow me to cast true strike 7 times a day. 1 from wizard, 6 from the charged staff.

would this build work?
or am I sacrificing to many class feats for a limited use trick?


I will be playing in a new pathfinder 2 campaign starting at level 1 and I am considering playing an alchemist.

There are a couple of things I am wondering about concerning the alchemist.
But first my analysis of the alchemist

from a mechanical point of view alchemist are effectively casters with a slighly different flavor.
They get int+level reagents per day
So that's 5 reagents at level 1.
So potentially 10 'perpared spells' with advanced alchemy
or 6 advanced alchemy items and 2 quick alchemy uses later
or 5 quick alchemy uses.

Alchemists get their 'cantrip' at level 7 (perpetual infusions)

Alchemists use dex to make their bomb attacks.
So their to hit bonus is 10+ 3dex +2 trained+level+item bonus
level 1 16 dex 3 + trained 2
level 2 17
level 3 19 dex 3 + 1 item + trained 2
level 4 20
level 5 22 dex 4 + 1 item + trained 2
level 6 23
level 7 26 dex 4+ 1 item + expert 4
level 8 27
level 9 28
level 10 29
level 11 31 dex 4+ 2 item + expert 4
level 12 32
level 13 33
level 14 34
level 15 36 dex 5+ 2 item + expert 4
level 16 37
level 17 39 dex 5+ 3 item + expert 4
level 18 40
level 19 41
level 20 42

Not quite finished I'll add to this post later