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I'd consider looking at the champion tennets and causes, because they would probably end up forcing some specific gameplay not suited for the character ( for example, an evil character taking the paladin specialization would be tied to tennets of good and the paladin cause, making that combination not working ).

In addition to this, you should probably take a look at the domains and their spells, in terms of accessibility ( depends your pantheon ).


Talking about balance, what about renouncing to it rather than trade it for something else?

The OCD should be ok and you'll be simply playing the same character ( or a very slightly "needed" version of a fighter).


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Mine would be a writer and a dreamer, extremely curious about the surface.

He decided to run away from the darklands, leaving his home and world behind, in order to explore and witness ( recording everything) how's the world up above, hiding from those who dwell there.

During the years, he have learned the common, as well as other languages.

His records would be from his perspective and, gradually, he'll move on from just sitting and just looking to interact with them, in disguise, providing help and tips about the issues good people could have, went needed.

I though about an eldritch trickster rogue, using his high mental and social skills to better record, and also provide help.

No weapons but magic, always trying to avoid fights in change of a more peaceful solution.


The Major issue I had playing AP with a party of 5 was the room size.

Characters having companions, animals, size increase, as well as enemies. It was really hard to move within some rooms ( not all rooms, but some of them).

Apart from that, more enemies ( to balance encounters) and one more player, ended up with more time required for each round, slowing down the pace.

I think APs give their best with 4 ( or even 3 ) playersplayers, but if I were to play with 5/6 players, I'd ask them not to take animals/companions and to limit summons/size increase during combat.


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@GM_3826: Consider that the rarity system provides on the one hand limits in terms of mechanics and on the other hand provides a hint in terms of how "common" is an ancestry rather than another one.

For what concerns mechanics, the classic examples are:

- size increase
- flying

If the GM doesn't want to have to deal with either flying speed or size increase ( or even both of them ) they'd be able to easily deal with that becasue none of the base ancestries has those capabilities, and every uncommon / rare option is always and only up to the GM.

Common ancestries can be played without "gamebreaking" ( not necessarily, but it's an extra the GM couldn't like to deal with ) features that "might" be available with uncommon or rare ancestries.

Keep also in mind that depends the rarity, either flying speed and size increase will be available sooner or later

- Flying speed ( Common: Not available - Uncommon: Available by lvl 17 - Rare: Available by lvl 13 )
- Size Increase ( Common: Not available - Uncommon: Available by lvl 17 - Rare: Available by lvl 13 )

So, there's either the accessibility and the lvl you'll get that option to keep into account ( "I prefer not to give unlimited flying speed by lvl 13, but I am ok with it being permanent by lvl 17. After all the champion gets it by lvl 18", for example ).

For what concerns how common an ancestry is , well... that says everything. Some ancestries will be common in some parts of Golarion, uncommon in others and even rare in some.

But overall, you'll probably always find the common ones ( I am not really into Golarion lore, but I could understand that in some zones like Geb, living common ( common ancestries ) being would be not common at all.

A GM may feel unease to have weird ancestries to deal with ( they couldn't be accepted in town, and that would be an issue for urban adventures ), just to say one.

So, I'd keep in mind that some are more common than others in overall terms, but that depends the country the adventure is set, this may vary.

I'd also keep in mind that the group of heroes is unique, the protagonsit of the story, and that makes sense for it to have some peculiar characters. But it's a consideration of mine ( everything should be discussed with the DM, and because so you mileage may vary ).

At this point, I don't expect new common ancestries.
But, if things are going to change in terms of lore and world events, some ancestry might end up being common rather than uncommon.

But I don't expect something that complex.


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Mind to share the stats of both giants type?

I see the gmg somehow point out too also look at the enemy abilities

Quote:
Consider also the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If you’ll use five at the same time, you’ll want their turns to move swiftly and avoid complex special actions. A creature likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme.

Reason why you don't want to stack creatures that have multitarget abilities they can spam.

Or, you could stack them and just not use their abilities meant to provide aoe spam at will.

This means that you can use frost giants or any other enemy, for flavor purposes, but you could just give them some of their abilities to make the encounter fair and square.

Ps: I wouldn't rely on elites ( having a party of 5 we tried them over and over), as they mostly invalidate the characters because of their bonuses. It's better to put one more low level creature that the adventurers can smack even with their third attack and, mostly, that doesn't harm too much the spellcasters DC.


It's a double edge tactic to go with invisibility all the time, on a character who prioritized either STR and INT ( resulting in low saves, low hp, low AC ).

If the character goes down because of aoe, it would require a 11+ flat check in order to be healed. It's something I wouldn't risk.

A boss Dragon's Breath could put you down on a failure or a critical failure, for example.

I went down a couple of times with my invisible DEX magus, with better HP pool, AC and saves than a wizard, and risked to die once.
It was hard for the healer to help me.

And the more the game proceeds, the more the AoE ( and sometimes, AoO ).

I don't quite understand whether you want to just bite sometimes or want to do a bite build. Moving + Bite would suck ( vampire pun intended ) 2 out of your 3 actions, not allowing you to cast during your round.

This would lower your character damage, resulting in a huge party penalty.


Some creatures ( like dragons ) have better stats than their counterparts of the same level.

It can happen to find severe encounters harder than intended, that sees creatures above the player's increase level ( for example, lvl 4 characters fighting lvl 6/7 creatures, or lvl 12 character fighting lvl 14/15 creatures ), but being lvl 13 ( all characters have their improvements ) it's not the case.

Apart from that, that's definitely the player's fault.

Being lvl 13 and go on lvl 9 giants rather than kill the dragon asap seems just a very bad tactics.

A frost giant has +21 hit, while all characters are going to have 34 AC ( 35 if with full plate, 36 if champion with a full plate ) without using the raise shield action.

It makes no sense to go on -4 enemies when the +2 one breathe on the team or stomp a character with claws and fangs.

The encounter seems pretty affordable.


2e took care of hybrids and permanent buffs, which is IMO excellent, and a -2 hit wouldn't stop a wizard from hitting -1/0/+1 enemies.

Given the 3 action system, balance was required to come first than flavor.

I suggest you to normally bite low level ones and trustrike + bite against strong enemies, being efficient as a martial with their first attack ( if you started with 16 dex ) or maybe even more.

Apart from hitting, you major issue will be, imo, the lack of HP.

Finally, what about a magus with wizard dedication rather than a wizard?
Maybe it could fulfill the concept aswell.


Song of the deep could be pretty interesting for the characters to have.

It's also pretty cool in terms of possible flavor, and it's nice because it doesn't force players to choose a specific ancestry or heritage ( which always sucks) because of mechanics and advantages.


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Aenigma wrote:
Castilliano wrote:

Where does it say that Small & Medium creatures use the same weapons & armor in PF2? (Other gear I'm pretty sure has to be that way.)

Yes, they have the same stats, but so do all weapons from a tiny creature's longsword to a huge giant's (other than Bulk).
Wait, so a small goblin's greatword and a huge storm giant's greatword deal the same amount of damage? That's... totally illogical and unrealistic!

Giants, which are monsters, will have a flat extra damage resembling their power.

And Monsters/Creatures are built different from characters.
For balance purposes.


Falco271 wrote:
Why would you go precision combined with dual wielding weapons? Third attacks are kind of wasted. Precision could just as well go sword and board. Though shield doesn't go to well with switch hitting.

Because it's bow alternated with dual wielding.

No enemies within melee reach may end up not going melee at all, for example.

So, overall, precision is better ( I may consider changing my Hunter's edge at higher level though).


Lucerious wrote:
HumbleGamer wrote:
graystone wrote:

You add the item bonus [from your handwraps] to attack rolls as an item bonus to the Athletics check. A +3 to your grapple is pretty good if you plan to use Grapple. Granted, it doesn't stack with Armbands of Athleticism which adds to Athletics making that item more versatile but getting it for free with your base attack 'weapon' means there is less need to get the Armbands as quick as you might otherwise.

Isn't a scam?

Getting +X on athletics checks from the weapon potency runes shouldn't affect the athletics DC the grabbed/restrained character would have to hit to break free.

I wouldn’t call it a scam, but you are correct about the DC. However, the success of the action itself is often more than enough, and even if the enemy has an easier time breaking free of a grapple it still is spending the action.

Yeah, I mean, I'd always go with an athletics item bonus regardless the fact I could get it from potency runes on the active check.

Lessen the difficulty by 1/2/3 would mean allow the grabbed/restrained one to break free way more easiliy ( eventually, using less actions than required ).


graystone wrote:

You add the item bonus [from your handwraps] to attack rolls as an item bonus to the Athletics check. A +3 to your grapple is pretty good if you plan to use Grapple. Granted, it doesn't stack with Armbands of Athleticism which adds to Athletics making that item more versatile but getting it for free with your base attack 'weapon' means there is less need to get the Armbands as quick as you might otherwise.

Isn't a scam?

Getting +X on athletics checks from the weapon potency runes shouldn't affect the athletics DC the grabbed/restrained character would have to hit to break free.


Well, a sorcerer can easily get either wis and int as off stats, if they wanted too.

I'd always prefer a sorcerer because I consider 33% extra slots and spontaneous spell casting better than anything else.

Verdatility and more resources, plus synesthesia.


What do you mean with champion with the paladin archetype?

Paladin is a champion specialization ( from Tennets of good, for LG aligned characters).

As for the class, I'd definitely go with a primal sorcerer with the witch dedication ( even if it would be another one charismatoc character).

- primal tradition offers heals and damage, along with some supportive stuff.

- sorcerer gives 4 spells per spell level, resulting in 33% extra spells.

- by lvl 8, with Crossblooded evolution, you can get synesthesia from the occult tradition, which is the most powerful available debuff.

- You'll get higher charisma than any other character in your group, making you the best choice for social interaction ( or able to provide aid during social encounters).

- witch dedication ( divine) will allow you to get a familiar, more cantrips as well as life boost. A focus spell that costs 1 action which gives fast healing to one target for 4 rounds. By lvl 12 you'd be able to use it twice per encounter, saving resources.


Lucerious wrote:


You also never said anything about the character being a precision ranger, but I guess I didn’t need to assume flurry. Either way, none of that changes the idea of what your original quandary was or at least seemed to be.

The precision ranger part was merely an addition.

I mentioned that I was going to go with that since I saw you mentioning flurry more than once ( but it wasn't important at all, as it doesn't matter when it comes to draw weapons ).

As mentioned in the first post, I tried to find a way to draw 2 weapons at once, but couldn't find anything. So I decided to look for alternatives in terms of action efficiency.

I somehow got a confirm that such feat doesn't exist, and learnd about some alternatives.

In the end, quick draw, was the best ( imo ).

I could have used glove of storage to draw one for free, but since I would have needed one action to draw the second, and another one to twin takedown, relying on quickdraw and saving the gloves of storage for a potion or similar, seems the best deal I could get ( in terms of efficiency ).


Well, the build was meant to be precision ( way better if you intend to alternate between bow and dual wield ).

So it would be -0/-5 with a bow and -0/-4 while dualwielding.

@Lucerious: Guntermench is saying that if you strike an enemy under the effect of hunt prey, your MAP is going to be the same regardless the order of the attacks.

1) Strike , Strike , Twin Takedown ( -0/-4/-8/-8 )
2) Strike, Twin takedown, Strike ( -0/-4/-8/-8 )
3) Twin Takedown, Strik, Strike ( -0/-4/-8/-8 )

they all end up being with th same map ( I assume with agile weapons in both hands ).

What changes is that twin takedown allows the character to merge the damage of both strikes for DR purposes.


Yeah in terms of action efficiency quick draw would be the best deal.

Thank you both!


Hey,

I was looking for a feat that allows the character to draw 2 one handed weapons at once during combat.

The ideal was for a normal dex based ranger using either a bow from the distance and 2 weapons when close combat ( making a good use of either twin takedown and hunted shot).

Couldn't find anythinganything but using gloves of storing to put a short sword within them.

Using one action to draw a weapon and a free action to summon the one within the gloves.

But a feat would have been nicer.


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Nice recap for starters.

One little consideration: Have you considered using a standard template for listing class features? That way might be easier for people to read them.

I mean something like giving each "stat" an order in a given list.
Seems you started that way in the first classes but got lost on the way.

For example: investigator lacks perception, summoner lacks HP, swashbuckler lacks either perception and HP, Thaumaturge lacks perception, etc... ( and their order is not always the same ).

Can't say whether it was intended or not.

Anyway, using a standardized sequence would definitely make things more clear to read.

Class: "Hit points", "Perception", "Core Stat/s", "Skills ( low/balanced/high )", Fortitude, Reflexes, Will, Class Features, Etc...

It's just some random example to show you what I intended to say.

Cheers!


Super Zero wrote:

It ignores MAP, which is good.

It's a mediocre result which is bad.
You know exactly what you'll get every time, which is great!

It'll never work against on-level enemies' good saves, but against a weaker save or a weaker minion it can work. The real benefit is if it works, you've just found a guaranteed success and you can keep doing it! And if it doesn't, you just stop. You only lost one action.

HumbleGamer wrote:
Guntermench wrote:
Quote:
1) How much knowledge of the opponents you have. Sometimes you can make a reasonable guess who is the minion with the low reflex save, other times you can't.
I mean, if you've got nothing better to do you can just try one. If it works, great! Do it every turn. If it doesn't? Try another one.

So you lost your action for that round.

Which means that apart from having a limited pool of choices ( not sure what % is each level out of 100% ), you also have to take into account that sometimes you'll be wasting your action.

Not saying it's not worth it, but that it's a little more complicated that "it doesn't work? Try another one".

You're not wasting it any more than if you'd tried something else and failed the check. Less so, because you learned something useful!

That's opinable, especially because the other check would involve using your stats + item bonus in addition to proficiency ( on a non MAP check, obviously ).

I am not saying it's not the right thing to do ( after all, if a character invested in athletics and assurance, that's the way for them to go, unless combat alternatives ), but rather that a player should consider failures when comparing that combo to other alternatives ( for example, is checking on an enemy better than raising a shield or demoralize them? ).

For example, I'd expect a character going for assurance athletics against an armored soldier or a large/huge creature that looks clumsy ( for example a zombie hulk, but I don't necessarily expect them to go trying assurance over and over, while they can have some alternatives like intimidate, aid, RK, and similar.

There will be situations where the character would go for it even when not entirely sure about the odds ( for example, being in melee with an enemy, with no alternatives but athletics ), but I think there may be better possibilities for the character.

If the player built them with nothing but athletics, well... then the way is to go for assurance athletics all day long. I can definitely agree on this.


Actually, it was.

My post was in reponse to this previous one

Malk_Content wrote:


As for knowledge. Spending one action to maybe know what a save score is AND possible get a Trip, better than recall knowledge that is.

with "need".

This means that even expending 1 action to perform a generic RK is not granted to reward you with what you want to exactly know.

Leaving apart that even being rewarded with "low reflexes" might end up with the target being immune to your attempt because of a higher fortitude than you assurance check.


Deriven Firelion wrote:

In my experience, there's lot of actions spent on movement where you don't get many three action rounds. If you're fighting a group of trivial enemies CR equal to CR-2, at low level you're moving into battle, focusing on particularly dangerous targets, letting your casters pepper them with ranged spells. You're battle is constantly moving. These trivial or lower level fights usually kill quite a few targets very quickly.

Most of your stand and deliver 3 action rounds are against bosses. Bosses don't usually have low saves or AC, which is why they take longer to kill because the usual tactics for taking out weaker targets don't work.

I haven't found the third action Assurance Athletics comes up that often in trivial battles and won't work in the hard battles. I did try it when I read about it on here, then after a time of seeing it not particularly useful got rid of it and never used bothered again.

I usually use Assurance for Crafting to make the calculations quick and easy. A wizard with Assurance can craft a lot of low level items fast and without messing around with rolls with Assurance.

That's my experience with Assurance.

I like intimidate ( even trained, with items and a good charisma ) can easily carry up to lvl 10.


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Captain Morgan wrote:


Assurance is really, really good for climbing and swimming and occasionally useful for tripping or grappling. Occasionally useful in combat is the best you can hope for out of a skill feat, really.

HumbleGamer wrote:

knowing the save on a RK, unless a specific class feat that allows you to directly ask the dm for that one, feels a little odd.

It may happen that sometimes the DM will tell you a save, but not all the times. RK is trying to focus yourself in other to remember something about the creature. Not necessarily what you need.

That's not true. It says: You recall the knowledge accurately or gain a useful clue about your current situation.

So either you're remembering the specific thing you're looking for or you gain a useful clue. Saying "not necessarily what you need" is the worst possible way to handle RK, ignores the rule, and assures no one will bother with it.

False.

It can be anything.

Given a troll, you can have "fire weakness", "low fortitude", the "low will", "a specific attack the troll has", etc.

Any is useful ( the DM won't tell you the troll lives XX years as it is not "useful" ) depends how you intend to play.

Forcing ( or expecting ) a specific save is not what the RK is meant to do. There are specific feats that do exactly what you mentioned.

You can homebrew that way if you want, or be more permissive with your group.


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knowing the save on a RK, unless a specific class feat that allows you to directly ask the dm for that one, feels a little odd.

It may happen that sometimes the DM will tell you a save, but not all the times. RK is trying to focus yourself in other to remember something about the creature. Not necessarily what you need.


Ravingdork wrote:
Even if status did work, it might tell you that they are cursed or diseased or whatever, and not tell you anything about the kind of curse or disease.

That's true, but it's kinda irrelevant in this 2e.

Curses ( at least the one available to players ) are a joke, and whatever the curse/disease affecting the character, they are going to remove it anyway.

"I sense you are afflicted by a curse/disease."
"Oh God, what kind of curse/disease?"
"I don't have any Idea, but I'll just remove it anyway."


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Guntermench wrote:
Quote:
1) How much knowledge of the opponents you have. Sometimes you can make a reasonable guess who is the minion with the low reflex save, other times you can't.
I mean, if you've got nothing better to do you can just try one. If it works, great! Do it every turn. If it doesn't? Try another one.

So you lost your action for that round.

Which means that apart from having a limited pool of choices ( not sure what % is each level out of 100% ), you also have to take into account that sometimes you'll be wasting your action.

Not saying it's not worth it, but that it's a little more complicated that "it doesn't work? Try another one".


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Brdjanin wrote:
Ravingdork wrote:
Even if he isn't respecting you like an adult, that doesn't mean you need to demean yourself by acting unnecessarily childish.

One of funniest things is that we are quite old group... I'm 56 and that irritating player is 45 !?!?!?

If he was some child or some older younger person, than I could accept such behavior... but man !!!

My friend, he's lucky you are way too kind ;)


Seems just a way to give psychics a refocus 2 for free and before lvl 12, giving them a handicap if they use non psychic focus spells.

Nothing explicitly mentions the perk increases to 3 by merging 2 refocus ( and given how big would be the difference, as well as the lvl 18 feat), I doubt paizo forgot about it.

Being tied to their spells in exchange of being able to refocus 2 since lvl 1, and not be required to expend a lvl 12 feat to get refocus 2, covers up for being less versatile than other classes from lvl 12 to 17.

Leaving apart they are able to do so with 20 min rest, if allowed to to exploit it with:

- cast 2 non psychics spells during combat
- refocus 1
- cast 1 amped cantrip
- refocus 2

A refocus 3 class since low level would be cool, but it's definitely not the psychic.


It's pretty solid as transition from lvl 1 to lvl, 8/9.

Then you can move on different attacks or abilities that allow MAPless athletics, or keep assurance to use it against low level creatures ( plus some other characters with low reflexes, like spellcasters or big creatures).

Ps: you are required to increase athletics by lvl 3/7/15 if you want to benefit from assurance. Otherwise, assurance is worthless.


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Taja the Barbarian wrote:
HumbleGamer wrote:

If the player doesn't know, don't tell them.

Let them find it out during the game ;)
Well, that's just evil...

Well, given the player...

Quote:
player insisted that he will cut head with 19+ or he will leave...

... I think I might enjoy being Evil...


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If the player doesn't know, don't tell them.
Let them find it out during the game ;)


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Wouldn't this spoiler lots of info?

Eventually, even randomly ( for example, what if a character is cursed and the wizard uses detect magic to explore a room after the fight? Finding out that a character is cursed while looking for magic loot may not be the best deal ).


Ed Reppert wrote:
I suppose it's better than the 1980's "A-Team" genre where everybody is spraying bullets all over the place but nobody gets hurt.

Well, given the dying system, it's also unlikely for a character to die.

But with this -10/+10 system, giving extra penalties would definitely end up messing with the encounters ( mostly, resulting in characters waiting till they are efficient again ).


Wand of Continuation gives you a 30 sec extra duration.

Extend spell is the exception.
If the party doesn't rest, it's pretty good as it saves a lot of spells.


If you explicitly want a companion with the mount ability, keep in mind that rough rider gives you the possibility to choose a wolf if a specific perk gives you, for example, a companion with the mount ability.

But the wolf AC has no mount ability at all.

The choice would the be between using a non animal companion as mount ( rolling nature checks to move it) or ask your DM to reskin a horse as a wolf.

Giving a wolf AC the mount ability would be unbalanced, but it's a possibility too if either you and your DM are ok with it.

I am not particularly fond of normal animals and how they move in this 2e, reason why I'd ask to reskin a horse and go with a cavalier or beastmaster archerype ( I'd go with one of those archerype even with a champion or a ranger, as their AC progression is slower).

Otherwise using a wolf ACas mount ( even without the mount ability) would be totally ok too ( you'll have to renounce to something though).

Quote:
You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions.


Getting a wand with increased duration.


cerhiannon wrote:


I think they are referring to the shadow effects where you can’t see things based on your position that may change your plans. Like a hallway (wall, door, or the like) you can’t see until you complete your movement, but would be readily visible after the first 5 feet. Or your party moves up to an encounter around a corner, only one PC has sight around the corner maybe they are on the far side of the hallway you are in, maybe the just have an extra 5 foot speed. The GM then end has to describe everything each time a PC gets vision around the corner.

I am not sure I am following.

Assuming a corner, during a combat scenario, the character can easily move 5 feet per time antil they complete their stride. That way the character would be able to change their path once a new section of the map is available to them.

A room description would be probably told once ( the first time a character enters a specific zone ), so a little metagame would be inevitable ( but I also can't find of a solution for this, apart from sending the description in PM to the ones who enter the room, though I wouldn't do it ).

If a character is next to a corner, behind a column, next to an open door, and similar, there's a mod which allows the owner to see different parts of the zome beyond what they are next/adiacent to by just moving the cursor ( This would mimick the character moving within that very space ).


SuperBidi wrote:


and then it's a complete mess to see anything whatever your vision and the overall lighting.

How is that?

Darkvision works perfectly on foundry, and light effects too.
Also, with the right mod, you can also peak by moving the mouse after having selected a character with normal vision, mimicking diffirent angles of vision from the same spot.


graystone wrote:
HumbleGamer wrote:

To me makes sense using the light cantrip on the duskwalker, even if they have darkvision.

Druid and bard use weapons or shield?
Because one of them holding an everburning torch could help.

If needed, the torch can be dropped at the beginning of the encounter, lighting from that spot.

a Shield Sconce helps out as it uses the same hand as a shield.

Didn't know that one!

Pretty good item.


To me makes sense using the light cantrip on the duskwalker, even if they have darkvision.

Druid and bard use weapons or shield?
Because one of them holding an everburning torch could help.

If needed, the torch can be dropped at the beginning of the encounter, lighting from that spot.


Sanityfaerie wrote:
HumbleGamer wrote:
Summon Axiom and Summon Anarch allow the character to summon Monitors.

This the question explicitly being about True Neutral Monitors.

Is that possible, incidentally? Do True Neutral Monitors even exist as a thing?

Right, I missed the N part.

Here's the psychopomp list ( all psychopomp are N ).


Summon Axiom and Summon Anarch allow the character to summon Monitors.


Blackstorm wrote:
HammerJack wrote:


They don't exist. Familiars don't have those things that aren't in the familiar rules at all. You don't find them anywhere.

Modifiers and AC
Your familiar’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don’t have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn’t have or use its own ability modifiers and can never benefit from item bonuses.

I'm the 5th level familiar on the attack has +5? It's low... I ask you to excuse me.
Quote:
If it attempts an attack roll or other skill check, it uses your level as its modifier

Since you mentioned the bird in your opening thread, are you talking about familiars or animal companions ( afaik, Familiars have no attacks )?


I wonder why paizo decided to go with reload weapons an reload 0 weapons in the first place.

Currently it's like world of shortbowscraft.

Making all weapons with reload 0 ( lowering the damage die of some of them ) would have made things easier ( mentioning that reloading doesn't trigger AoO ) and a larger variety of weapons for the players.


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Super Zero wrote:
HumbleGamer wrote:

To me the anadi heritage

Quote:
You envenom your fangs. If the next fangs Strike you make before the end of your turn hits and deals damage, the Strike deals an additional 1d6 poison damage. On a critical failure, the poison is wasted as normal. At 12th level, this poison damage increases to 2d6.
but also any other anadi feat involving fangs ( Hunter's fang and disorienting venom), shows that it's intended to be nothing but fang attacks.
I don't see how that's related at all. A feature that powers up their fangs means they can't punch?

I think I did read it wrong.

I thought the op were asking whether an Anadi would be able or not to use the fang unarmed attack for unarmed attacks with legs.


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SuperBidi wrote:
Armor Specialist has been errataed. It's no more a skill feat.

So you are now stuck with the sentinel dedication if you don't want to expend class feats to just get armor proficiency scaling?

How unfortunate.


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Remember that some archetypes give also access to skill feats that count towards the archetype feats number.

The classic example is the sentinel dedication.

- You take the sentinel dedication using a class feat by lvl 2
- At lvl 4 you take steel skin, using a skill feat.
- at lvl 6 you take armor specialist, using a skill feat
- still at lvl 6 ( since there are no rules in terms of order you get feats ) you can also use a class feat to enable a second dedication/archetype.


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SuperBidi wrote:

You raise a question: What means optimized?

Having 18 in your main stat can be considered optimized by some players when for other players it's just basic. After all, what's that concept of a stupid Wizard? Sure, it's funny, but I'd be surprised of a system where every build are balanced including the most preposterous ones.
Another question is: What is a cookie-cutter build?
People looking online for builds definitely exist. But in PF2, you don't need much system mastery to create a competitive character. So I don't think there are many people using online builds like they used to in PF1.
On the other hand, some builds are quite common. If you want to play a Bomber Alchemist, you have some leeway but the core of your build will be set in stone the moment you choose your class and Research Field. So it's hard to know if it's a cookie-cutter build or if it's just the system pushing you in a specific direction.

My experience (quite a bunch of characters, maybe a hundred as of know) is that you see both very classical characters and very weird ones. It mostly depend on the player. Some players are playing classical fantasy characters (elven archer, greatsword barbarian, super intelligent wizard) and others like to mess up with the game as it let you do it without punishing you much.

I realize my answer is not really an answer...

A friend of mine made a dual wield dex based ranger/unexpected sharposhooter ( shordsword with repeating hand crossbow with bayonet ) with flurry hunter's edge.

They did almost no damage, but the player liked their character concept.

I also made my laughing shadow magus dex based ( 10 str ) with 1d6 weapon using TKP ( playing it as a thief, delivering powerful sneak attacks dealing only physical damage ).

The character did not enough damage to keep up with other characters.
In addition to this, enemies with DR applied it to strikes as well to TKP, making the spellstrikes not so effective ( magus spells were meant to give chronomancy / teleporting effects to the character ).

I had to switch to psychic dedication in order to deal some damage.

Have to say that dex based build with 10 str, that doesn't involve extra damage ( finisher, sneak attack, precision hunter's edge, devise a stratagem, etc... ) may be the issue here.

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