Rfkannen's page

Pathfinder Rulebook Subscriber. Organized Play Member. 109 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




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Hi, a white back I made a backup character for if my pc dies in any of the campaigns one of my dm runs (since they are all set in the same setting). I still like the character, but feel like my old build could be updated for modern options and remaster.

The character is an adventurer hunter. The kingdom he works for has noticed that adventurers can grow in power quickly, and can cause major political commotion, so they made an organization to secretly keep adventurers in check. His job is to join adventure parties, and try to help aim them in the direction of the enemies of the kingdom. If they refuse to do so, or start causing problems, he will report back to the kingdom, become an enemy npc, and come back as an assassin trying to whipe out the party (he would not actively make any moves against the party while a pc, and the party has been warned he would be a traitor and are cool with it)

The whole concept of the organization he works for (which a past pc of mine established) is that they are used to targeting threats much more dangerous than they are, and refuse to ever be in a fair fight (his department handles adventurers, but other departments handle, or set up other people to handle, high level threats like demonic incursions and dragon invasions). They always come into a fight with all the knowledge they can get, they like to sneak into encampments and posion food and sabotage equipment, trick people into unwinnable situations, attack from far away and then run before being caught, etc. They are annoying, and will slowly wear down their prey. Not sure how to represent that in a pc, since this organization was mostly formed as npcs (gm's suggestion to make a pc one, I liked the idea)

The organization also worships a "desert spirit", and has strong ties to the elemental planes of earth and air, with some fire connections as well.

What builds do you think would fit this type of character? I am interested in different versions, since I don't know what campaign he would wind up being in (since I don't know when my character will die). However, one campaign he could be for has a thief rogue and a scoundrel gunslinger, and I am interested in if their is a way I could get the concept without stepping on toes mechanically.

Any thoughts are appreciated!


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High levels are being able to do super cool stuff. In your opinion, which classes get to do the most cool stuff at higher levels? What is your favorite high level cool thing a class gets?


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For a while, I have had a backup character made specifically to make another player in my group cry (they find it hilarious and are cool with it). While I like the character, my build for them wasn't super flavorful, mostly because I came into it with a pre-determined class. I would love to get y'alls help maximizing the flavor into a fun build for this!

This player had a previous pc who ascended to godhood and became known as the rainmaker. Rainmaker's thing is using magic to make people's lives better. She made half the magic items on the continent, mostly utility things that improved people's lives; water systems, communication, etc. Her other divine feats were all water related; she put out a fire that was burning half a continent, she helped a city get clean water, she accidentally made undines a thing, etc. Just a god all about compassion and taking care of people. The gm and the rainmaker's player agreed I could stat her godly domains, skills, and weapon as long as it felt right.

The rainmaker had a niece who was born as an undine, My idea was that when the niece was around 5, she was terrified of the dark, so the rainmaker built a toy to help her feel safe. When squeezed, the toy would say something like, "don't worry, I'll keep the monsters at bay!". It was a quick gift, made in a single night, to help her feel better.

One hundred years pass, the rainmaker goes off and becomes a god, the niece grows up and has kids, who have kids, who have kids, etc. And the toy gets passed down for generations of this undine tengu family.

One day the toy's owner and her parents were on vacation away from the main family and got attacked by a giant monster. Everyone was killed, and the kid's final wish was for the toy to come to life and protect her. That wish, combined with the little bit of godly magic left in the toy, brought it to life. The toy scared off the monster, but the girl was too injured and died in its arms.

The toy was ashamed, as it had failed in what it believed its purpose was ( actually protecting its creator's family, which it wasn't really built to do). So it vowed to make the world safe for all children and went off to go adventuring to achieve that goal. It is deeply convinced that its creator is ashamed of it, and will punish it for failing its purpose, and it is doing everything it can to avoid her and her clergy.

Any ideas for building that backstory into a flavorful character? How would you build a sentient toy ,built by a god of crafting and water, who had the goal to protect all the world's children? Thank you for any ideas you have!


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In your experience, is a character that invests in one of the healing focused archetypes, and focuses on medicine, enough healing for a party? Or do you typically need a healing spellcaster to really keep up with severe and extreme encounters that might happen?


Pathfinder Rulebook Subscriber

Bards are an extremely cool class in pf2e, and the idea of a magical musician is always a ton of fun! The classic image of a bard is usually a medical folk singer with a lute, but there are tons of different genres that you could build a bard to play.

If you wanted to build a Bard who played a specific genre of music, how would you represent that genre mechanically?

Just to give some example genres: A Sea Shanty Bard, A blues bard, a classical bard, a Reggae bard, a hymn bard, a country Bard, etc.


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Long story short: group made characters for a new campaign. current campaign lasted way longer than expected (new campaign will start in Febuary). The gm isn't able to run right now, so I ran menace under otari for the group, with all the other players playing the same builds they will play in the other campaign. Afterwords, we decided it would be more fun to have an alchemist than my planned investigator, so I want to find a new build that fits the group.

The group: A thief rogue, wields a rapier, going to take cathartic spellcaster archetype, is the scout. A pistol phenom scoundrel rogue with an air repeater, is the high charisma face. A tyrant champion with the dual wielder archetype, is the tank.

The party worked out really well, the two rogues covered most skills, the champion was able to draw a lot of attention from enemies, the thief was able to be a great flanking partner to the champion. the scoundrel was able to snipe away hard to reach enemies and target people who ran away. The one thing they were missing was any major buffing abilities (and I am thinking an alchemist who hands out elixirs would be a great build to fill that)

My character: picture old elven doctor frankenstein. Creepy old elf man who cuts up corpses, does creepy experiments, is searching for eternal life, and is creepy. Mechanical goal would be to focus on buffs and debuffs. I would prefer to avoid spellcasting on him. Here is my investigator portrait of him https://twitter.com/rfkannen/status/1570854935159525376/photo/1 )

Campaign does not use free archetype.

Any recommendations for a suitably creepy elf alchemist build that would fit that party? I want him to both provide the support the party needs, and be as freaky as possible!

Thank you for any suggestions you have!


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In the spirit of Halloween, how would you build Halloween monsters as pcs in pf2e?

My take: "The Mummy". My thoughts for the mummy build were: Can curse people, has vaguely divine powers, is a mummy. I would go fervor witch, and at level two I would take both the mummy and curse maelstorm dedications. (drop curse maelstorm if not using free archetype). For skills I would focus on athletics (the mummy can run up and grab you) religion (you were probably an archpriest or monarch in life) and occultism (to grab the feat that lets you scare people with disturbing knowledge). When you can, grab the lessons to get good curses to throw out. It isn't a very optimized build, but I think it would work (though I'd love to hear alternative builds that might work better) Here it is to level 10. . https://pathbuilder2e.com/launch.html?build=248878

Any other ideas for Halloween monster themed builds?


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I've seen a lot of people say that the best way to build a warpriest cleric is to dumb wisdom and focus on strength and charisma. I was wondering, how does that work at higher levels? Focusing just on buff spells, athletics (from what I can tell they will need to use athletics more than strikes at higher levels), and their divine font. Are the high level divine buff spells enough to make them useful at higher levels? Or are they going to feel that drop in wisdom as spellcasting gets stronger? How do low wisdom clerics do at higher levels?


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How is the strategy of using buff spells on yourself in pf2e? It seems a lot less powerful than in pf1e, but is it still a viable option? What types of characters are best at it? What have your experiences with it been?


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I have an idea for a poppet champion, but I am unsure how to build it. I would love y'alls help!

For context: In a previous campaign in this world, there was a family-focused tengu druid pc who crafted a TON of magic items during the campaign, eventually becoming a god with a focus on crafting and weather (mainly rain and water in general). Her cult is pretty popular in the modern-day setting.

My poppet's backstory: The old pc had a niece afraid of the monster under her bed, so the pc made a giant stuffed animal knight with a simple enchantment to repeat the phrase "don't worry, I'm here to protect you!" when squeezed. The knight was passed down for multiple generations, its fur getting matted and its eye-popping out, by generations of tengu kids loving it. Then, one day, its owner's house was attacked by a giant monster who killed everyone inside. The child's dying wish was for the toy to come to live to protect her, and that, combined with the bit of divine magic the pc left by the pc, finally brought the toy to life as a poppet... but it took long enough that the monster had already fled to scene. So the poppet swore an oath to its creator, promising to protect all the world's children and slay the beast that it couldn't protect its owner from.

So poppet champion seems pretty obvious, but I am not sure how else to build it.

What heritage would you go with? What cause? (the dm and that player never statted up that pc's divinity, and both said I could go for whatever I wanted mechanics-wise, but the pc herself was chaotic good). I think champions work well with picking up an archetype, but I can't think of any that would fit this character, any ideas? Any tips for making a champion build that synergizes well with poppet feats?

Any ideas for building this character?


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Someone I play with is talking about relaunching one of her old 5e campaigns using pf2e. However I am curious, how well do you think this party would convert to pf2e?

We only had like 4 sessions, so I don't know all the other characters deal SUPER well but this is what I figured out:
* A little orphan annie style human wild magic sorcerer, really played into the wild uncontrollable nature of her magic. Magic was flavored as literally weaving together the web. Was focused on blasting magic, which is harder in pf2e.

* A firbolg barbarian. A tarzan type raised by giant apes, mechanically a bear totem barbarian who did a ton of damage.

* A halfling pact of the chain fey patron warlock. Was only in one session so I don't really know this characters deal.

My character was a member of a homebrew race; which were an empire of lawful evil half ice giant half elves. He was mechanically my best attempt to make a warlord in 5th edition, a valor bard. He was the party leader and did a lot of control and support magic.

Other facts about him that could possibly (but not necessarily) be represented mechanically: He was inspired to pick up music after his human bard husband died of old age (not sure what muse that is). He was devout to the god of pure law. His motivation was to fix the mortal races and make them live as long as his people did. His culture had a major necromancy thing going on, and he has some mild experiences with it but wasn't able to bring back his husband for unknown reasons. I was picturing him started to do mounted combat at higher levels (riding a Pegasus) but we never got to the levels where he could do that so it isn't nececary to carry over.

Would this party convert over well? How would you build it? (I am up for changing parts of my character to make the party work better)


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I am mostly a player, but a while ago I decided to get some practice running pf2e by gming menace under otari, finding players using reddit's looking for group subforum.

I was thinking of doing that again, since it was a lot of fun! However, I then remembered that pathfinder society has some sort of dm reward system. So I might as well run it with some extra player option restrictions to get those!

However there are two things that are making me not sure:

It seems like pathfinder society mostly wants dms who are fairly good at the system. I have a lot of experience with other systems (mostly 5e), but my only experience with running pf2e is that one time with the beginner box. I am also not super confident with the rules of pf2e so far and often have to check stuff like skill actions during combat when playing.

The society rules were kind of confusing, but it looks like pathfinder society only wants you to run either bounties or adventure paths. I would be wanting to run something in the length of 3-10 sessions, not 1 or 30. I am not sure pathfinder society has any adventurers of that length that are legal.

Should I wait to run pathfinder society till I am more confident in the system and am comfortable with my schedule in running a full adventure path? If you would suggest just going for it, any recommendations for what adventurers to run? (also where do you usually find players?)


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A year ago, my group made characters for a new pf2e campaign, but because of life stuff, it is only now starting (well, in about three months, but we have a definite plan!). I am excited about my character, but a couple of factors are making me consider whether I should switch him from being an alchemist to an investigator. Mainly, this is the dm and all the other players' first time pf2e; the dm is talking about possibly using automatic bonus progression, and also, the game is using foundryvtt.

The interactions between alchemy and automatic bonus progression are complicated, and I feel that using a virtual tabletop makes them more so. I would feel bad making the dm have to figure out how to run all that stuff while also running pf2e for the first time. And since we are moving from 5e, it might be nice not to complicate things for the other players with mutagens. I thought a forensic investigator with the medic archetype would be decent for getting my "creepy graverobbing doctor" character working smoothly. But, On the other hand, an alchemist might be necessary for this party.

The other players are:

  • A whip wielding goblin thief rogue who will be taking the cathartic mage archetype (but not any of the spellcasting feats)
  • A tiefling catfolk tyrant champion who plans on using two weapons.
  • An undecided build will be a charismatic ranged character who is some mix of a gunslinger, scoundrel rogue, and pistol phenom. The exact mix isn't decided yet, but it looks like he is leaning towards rouge with pistol phenom.

    This party completely lacks elemental damage, any buffs, and any debuffs. That's a problem! The dm can always make up for it (it is his first time with pf2e, but he has run a lot of pf1e, so he has a handle on that), but it might be nice to be balanced by ourselves.

    I also am worried that alchemist might fit my character more:
    Doc is a creepy old elf doctor and graverobber obsessed with his mortality. He is an anti-theist who despises the gods and magic. He studies corpses in hopes of understanding the nature of life and death, with the ultimate goal of improving on the god's designs, gaining immortality and creating a perfect new body for himself. The tyrant champion has a disease that is slowly turning him into an undead monstrosity, and my character has joined the party as his personal doctor to help slow the progression of the disease (and secretly use the champion as his test subject)

    For fun, here is a bunch of the art I have done of him: https://imgur.com/a/QylLcSW

    So yeah, there are positivies on both sides, and I am unsure how to build the character. This also feels like a significant decision, as with our schedule, this campaign will likely go 4+ years. I would hate to get stuck with an unfun character for that long.

    Would you go, investigator or alchemist? If you recommend investigator, any builds/feats that would suit the party or the character? Any other advice or thoughts?

    Edit: the dm is debating whether or not to use free archetype. If he does, it will be limited to mostly flavor archetypes that fit the campaign (its a naval point crawl, so stuff like pirate, lore master, archeologist, etc. He has said medic seems a bit too combat focused to fit as the free one.)


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    I was scrolling through my reddit history and found this post I made two years ago on a dnd 5e subreddit. The best answers in 5e kinda worked but didn't really fufill the fantasy I was looking for. How does pf2e do this concept? (I am not looking to play this character, I am just curious)

    "In most rpgs I have played, when you are a caster, you are either a cleric, a big walking tank, or a wizard, who stays as far outside of battle as possible.

    Spoilers for last night's owlhouse episode, but I saw this https://twitter.com/SpencerWan/status/1297388656655659008 and I loved how kinetic and tactile the fight was between these two mages, while still fully being a magic fight.

    So I am looking for something like that, a build that emphases movement, getting into melee on occasion, and stuff like that, but is still 100% caster, not a gish, only weapon they should be holding is a staff and they should focus on spells.

    The most important part is asthetics, I want something that looks (withought any reflavor) like a 100% classic mage, but has a bit more movement and close range combat.

    Any way to do that?"


    Pathfinder Rulebook Subscriber

    Power armor is rad, but the inventor armor innovation looks like it has less to actively do than the other innovations, and it looks like it could fall into the tank fallacy (tons of defense if you are hit, but not much reason to hit you)

    What have your experiences with it been? What is your opinion on it?


    Pathfinder Rulebook Subscriber

    Both the summoner and the inventor have options for having a construct you can ride around with. I really like the idea of playing a mecha rider, but I am not sure which of the two would be a better option.

    Which would you suggest?


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    Pathfinder Rulebook Subscriber

    pf2e vampires are no joke; every type of vampire has some sort of ability that grants them incredible ability to stay alive when they would usually die. Fortunately for vampire hunters, this is counteracted by some very harsh weaknesses that make a vampire's life incredibly complicated. This is why it is fascinating that book of the dead will allow players to play vampires starting at level 2.

    How do you imagine playable vampires are going to work? Will a level 20 character with all of the archetype's feats have most of the abilities of an NPC vampire? What do you think just the dedication feat will give a character? How do you think vampire weaknesses will be handled? Do you think it will just be the Moroi, or will all types be represented?

    What do you hope the answers are to those questions if they differ from how you think it will work?


    Pathfinder Rulebook Subscriber

    What are your thoughts on free archetype? Do you prefer games with or without it? Do you recommend it?


    Pathfinder Rulebook Subscriber

    The summoner is an interaction class with a lot of different build options, but what are the main roles that each half of them can fill?

    Off the top of my head:

    The summoner can be a:
    debuffer with intimidation and spells
    buffer, with all of the inbuilt ways to buff your eidolon and spells

    the eidolon could be build as:
    a melee controller with grappling and tripping
    a minionmancy spellcaster
    a skirmisher.

    What other roles can they fill?


    Pathfinder Rulebook Subscriber

    Pf2e now has a lot of options for animal companion mounts. For example, you could ride a normal animal like a horse or a camel, a fantasy beast like a drake or a giant bird, or go for for something unique and ride a completely alive animal that looks like a chair.

    How do you think the various mount options compare to each other? What type of character do you think would want each mount? Which one is your favorite?


    Pathfinder Rulebook Subscriber

    I had been planning on playing an alchemist in a campaign, but a comment on one of my posts has made me think of the possibility of instead playing an investigator.

    The campaign is mostly going to be fighting fiends, and will have a lot of travel and exploration. The gm is using the automatic bonus progression variant rule (with the change that alchemical item bonuses are now potency bonuses). The other characters are a ranged scoundrel rogue, a melee thief rogue, and either a paladin champion or a spirit barbarian. The campaign will go from level 1 to 20

    The goal is to play a creepy non-magical doctor, think something like Herbert West or Frankenstein. No matter what I am going to take the medic archetype to get the doctor vibe, and boost occultism so I can make zombies (the dm said I should be able to access rituals). Ancestry will be elf, not sure whether to go dhampir heritage or one of the normal elf ones.

    I like the idea of the alchemist because I really want to lean into playing a pure support role, I like doing something different every turn, I can get crowd control, the variety of items helps me rp as a mad scientist, and I won't overlap with the rogues. I like the idea of the investigator because it seems like a better healer, I can roleplay his medical knowledge letting him spot weak points in enemies he has studied, I can use a war razor as a weapon which feels flavorful, and since this will be my first long campaign as a player there is less of a chance of me messing it up. The alchemist my main worry is under preforming, as an investigator my main worry is not feeling like a support.

    What's your suggestion on which to pick? Why do you think that option fits?


    Pathfinder Rulebook Subscriber

    I am looking for a character build that would be good for learning pf2e. Specifically, my hope for this character is to try out as much of pf2e as I can, so that I understand how all the subsystems work, and I can hopefully pick up any future characters easier since I will get the basic gist of how they function.

    My best ideas so far are a warpriest with the herbalist dedication or an alchemical investigator with the wizard/witch multiclass. Either way you get experience with spellcasting, martial strikes, and alchemy. The warpriest also seems pretty simple, so there wouldn't be much slowing you down from learning the basics.

    Any other recommendations?


    Pathfinder Rulebook Subscriber

    I played my first pf2e character the other day, a dwarf mountain stance monk, and it was super fun! But I decided that I wanted to play something with a bigger focus on the social and skill part of the game, while still getting to play with the fun athletics tricks I could do as a monk.

    Ruffian rogue seems like the best bet, as I I can get a bunch of skills, can still trip people, and have charisma for intimidation!

    Other than that, any other tips for a good ruffian rogue build? This character is for pathfinder society one shots, so no uncommon content or much downtime. My goal with this character (other than just having fun playing some one shots) is to get an understanding of the system so I am ready for a longer campaign down the line where I will be playing a toxicologist alchemist, anything I should try out with this rogue to help prep myself for the alchemist? Any other tips?


    Pathfinder Rulebook Subscriber

    What characters do you think are the most fun at level one? Are there any you would avoid as you feel they need a couple levels before they get going? If you were to play a campaign that would stay at level 1, what would you play?


    Pathfinder Rulebook Subscriber

    My dm has this amazing fantasy western campaign prepped. Today, he mentioned that since pf2e has better gun rules than 5e, it might be worth switching systems. I want to play more pf2e, so I am super up for this.

    A problem with switching is that all the pcs have character concepts picked out for the campaign. So I thought it would be fun to show off how good pf2e's character creation system is by building my character in pf2e and having him be more thematic than his original 5e version. However I don't know pf2e very well, so I could use your help!

    For context, not-divine magic is illegal in this setting, and people will kill you if you show you have it. Jack was your classic scoundrel wanderer; with nothing but a guitar, he would lie and cheat his way from town to town. One day his luck ran out, and folks realized that he was using charms to be as charming as he was, so they shot him and left him to die in the desert. When the grim reaper came to pick up Jack's soul, jack challenged it to a game of poker; if jack won, he would be brought back to life; if he lost, he would go quietly into the night. Jack cheated, and the reaper noticed. The reaper revived Jack since he won, but since jack cheated, his flesh was rotted from the bone, leaving him a living skeleton, and the reaper left jack some chores he would have to do if he wanted a decent afterlife next time he passed.

    Aka, he is the protagonist of where the water tastes like wine, lol. I just really wanted to play a skeleton with a guitar.

    The character was a spirit bard with a dip in hexblade for eldritch blast, but I'm not tied to any of those mechanics (and he isn't supposed to be a gish). All I want is a bard with necromantic or psychopomp-themed abilities. The most important feature is the ability to hear the stories of dead people; 5e has tales from beyond; maybe this character can get some speak with dead power? Heritage is duskwalker. I didn't decide the ancestry yet. Anything cowboy or western themed is nice but not nececary. I want this character to be as death-themed as a bard can get, and I am willing to change his story to fit that more.

    Any tips for making this character in pf2e?


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    The main classes I most want to try out (after my alchemist) are barbarian and monk. However I am worried that playing those classes in a row could make gameplay kind of monotonous, as both have a lot of feats for tossing people around the battlefield and maneuvers. I really enjoy that type of martial control, but I am concerned that I will accidently make two characters who play exactly the same. so I was wondering if y'all had any tips for making members of those classes that wouldn't feel similar to play.

    The feats I am most interested in for each class:
    Barbarian: oversized throw, friendly toss, quaking stomp.
    monk: ki blast, ki form, timeless body.

    Any ideas? What types of builds would mix things up between those characters and feel different in gameplay?


    Pathfinder Rulebook Subscriber

    This is my first time building an alchemist, and I was hoping to get y'alls opinions on my build!

    My goal is to play a support character who goes around handing out mutagens and elixirs to the rest of the party. In particular, I like the idea of giving a juggernaut mutagen and a bravo's brew to the party's champion and giving quicksilver mutagens and centipede poison to the rogue. I don't care about melee combat; I just want to be able to hand out tons of mutagens.

    The campaign will be mostly about fighting fiends, and the gm has said that I can def get the uncommon bomb that does alignment damage. The campaign will also be nautical, which could make the new tattoos extra fun. It will be levels 1 to 20.

    The other members of the party are:
    a goblin rogue
    a catfolk tiefling paladin champion with a two-handed greatsword
    a mountain stance-focused monk.

    Class: alchemist
    ancestry: elf
    background: barber
    Heritage: ancient elf, rogue dedication, battle medicine feat.
    research field: mutagenist
    Starting ability scores: str 10, con 12, wis 12, dex 16, int 18, cha 10.
    starting skills: acrobatics, arcana, athletics, crafting, diplomacy, intimidation medicine, occultism, society, thievery
    Priority of skills: crafting, medicine, society
    Feats:
    lv 1: battle medicine, alchemical familiar, elven weapon familiarity
    lv 2: tattoo artist, revivifying mutagen
    1v 3: diehard
    lv 4: magical crafting, calculated splash
    lv 5: elven weapon elegance
    lv 6:speciality crafting (alchemy), combine elixirs
    lv 7: inventor
    lv 8:stick bombs, ward medic
    lv 9: tree climber
    lv 10: paragon battle medicine, calculated splash
    lv 11: advanced first aid
    lv 12: extend elixir, trick magic item
    lv 13: elven weapon expertise
    lv 14: biographical eye, perpetual breadth (bomber)
    lv 15: craft anything
    lv 16, eternal elixir, rapid affixture
    lv 17: magic rider
    lv 18: legendary medic, improbable elixir
    lv 19: legendary codebreaker
    lv 20: craft philosophers stone, additional lore fiends.

    What do you think? Any tips for improving it?


    Pathfinder Rulebook Subscriber

    My gm and I were talking and I came up with the PERFECT character for their next campaign, but I have no idea how to build her.

    Core tenants of the character:

    * A mad ships doctor who uses a lot of leeches and old timey medicine. The crew is a bit afraid of her.

    * Is an elf. (specifically a middle aged or older one)

    * elves in this world used to be immortal but were turned mortal by a magical apocalypses thousands of years ago. she wants to figure out a way to get the immortality back. Overly obsessed with it and will do anything to achieve her goals.

    * Part of a secret society of scholars with the goal of getting immortality.

    * Mechanically I am picturing her being some kind of support. The party members so far are: a mountain stance monk, a giant instinct barbarian, and an undecided.

    Any tips for building this character?


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    Pathfinder Rulebook Subscriber

    So I was considering playing a support focused oracle, and was looking through and picking out potential spells, and found that I really can not get a handle on the divine spell list. At low level you get some fun ones, heal, bless, magic weapon, but by mid levels I swear the spell list was divided by restoration spells niche enough that I would feel weird taking them on an oracle and fiendish flavored blasting spells. It kinda looks like primal or occult are kind of just better at the whole supporting thing at higher levels? If so that feels weird thematically.

    Is this true or am I completely misreading it? What do you think of the divine spell list?


    Pathfinder Rulebook Subscriber

    How do you find pathfinder 2e at high levels? I know a lot of games the math kind of starts to stop working and things take forever, does that happen to pf2e? Do you think pf2e's high level gameplay is fun? Are all the classes roughly equal at higher level play or are there any that really shine or fall off?(just looking at the rules, the fighter doesn't seem to get any fun tricks like rogues, monks, and barbarians do) What are your general thoughts on pf2e's high level gameplay?


    Pathfinder Rulebook Subscriber

    I like the idea of the oracle class but I'm not sure how to build one.

    What are some of the fun tricks oracle can do? what are some fun oracle builds? Any thoughts on building oracle characters?


    Pathfinder Rulebook Subscriber

    I like the flavor of the liberator champion a LOT, but I am not sure how to build one. Like does it strongly favor dexterity builds over strength or do both work? What weapons fit well with it? What skills are worth raising to legendary as a liberator? Is the marshal archetype fit as good a fit with it as it looks at first glance? If you don't use a shield what do you do with your third action most rounds?

    Any tips for building or playing a liberator?


    Pathfinder Rulebook Subscriber

    I have seen many people say negative things about the alchemist class; the main critique that worries me is that people say that many builds (especially the poison and medicine ones) are boring in play.

    Do you have any alchemist builds (either that you have played or just hypothetical) that you think are fun in play? I do not care if the build is particularly powerful. What do you think is fun about the build?


    Pathfinder Rulebook Subscriber

    I am currently in a 5e campaign that is going to have a pathfinder 2nd edition sequel. We are going to do character creation as a group, but I want to come in with a couple ideas, and so far I have none, so if you have any ideas or suggestions I would greatly appreciate it!

    It's a "pirates and devils" campaign. levels 1-20. We will start as pirates on the material plane, but be in the astral plane by mid level. All of our characters have to already be pirates. Pyschopomps and devils will both feature in the campaign, so playing a character who is tied to one of those two groups could be fun but is not nececary.

    I want to play something very different from my character in the current campaign, which is a 5e kobold/earth-genasi gloomstalker archery ranger. So I don't want to play an archer, a character who is dragon themed, a character who is elemental themed, or whose best skill is stealth.

    The campaign will have everyone have the free archetype (pirate) and will be using the automatic bonus progression rules from the game masters guide.

    For ancestry I definitely want to play one of: elf, gnome, sprite, or orc. And an aasimar, beastkin, duskwalker, or tiefling would be cool.

    Any ideas for what type of character might be good in an astral sea campaign and would work well with the pirate archetype?


    Pathfinder Rulebook Subscriber

    I have a reputation as my groups optimizer, I really like learning about systems, and I will admit I have fun having a powerful character. The best way I have found to utilize this impulse is to have the characters each in a different niche, so that the characters can be really good at their own role without overshadowing anyone else. I personally find the classic, 1 warrior, 1 thief, 1 mage, 1 cleric, setup very helpful for this (especially since my main group has 4 players).

    Pathfinder 2e has so many classes, and so many ways that each class can be build, that I am having trouble figuring out which of those rolls different characters can fill, and how to make a party where everyone does different stuff. In particular the casters don't fit great into the mage cleric dichotomy, so I am curious what pairs of spellcasters work well together without overlap.

    Any tips in general for making characters that have different niches would be greatly appreciated! My group is planning on trying out pathfinder 2e and I am SUPER excited for it, and want to make sure everything is set up for a good time!


    Pathfinder Rulebook Subscriber

    I have wanted to play a barbarian warlord type for a long time (ever sense I read the thane barbarian in dnd 4e) and my gm has a whole part of her setting that is barbarian warlords trying to conquer each other. This seems like the perfect time to try out the concept!

    what I know; I want to play a barbarian with the marshal archetype. What I am not certain is what instinct would work best, what weapons to use, what race to play, or what feats to take.

    Any advice?


    Pathfinder Rulebook Subscriber

    Thought that just popped into my head, are their any classes that are more or less suited to taking dedication feats and multiclassing.

    My thought was that some classes might rely more on their base class structure (proficiencies and stuff) while others might rely more on feats.

    What do you think? Are there any classes that are better or worse for taking multicasses out of?

    This question occured to me because I was thinking a gladiator monk could be fun, but then I realized there are a LOT of good monk feats, so it might not be worth it.


    Pathfinder Rulebook Subscriber

    One of the things that has me most exited about playing pathfinder 2e for the first time is getting to play martial characters that can do more than just attack and deal damage every turn. I was wondering, how would rate the tactfulness of different builds?

    My gut says that something like a 2 weapon fighting ranger is going to be pretty easy (attack twice, move, your done) while something like a sword and sheild fighter will be more tactical.

    I have trouble gauging some things, for example using a greatsword seems pretty simple, but it seems like fighters can get feats which add a lot of complexity and choice to that?

    Any tips for what types of martial character are more or less tactical? (with tactical meaning being able to make in combat choices, and also do things besides just damage)

    ps. I have heard the guisarme tossed around a lot, but honestly I am super tired of polearms being the best choice for everything in 5e, are there any other good tactical weapons? Is the guisarme as good as people say?


    Pathfinder Rulebook Subscriber

    My group is going to try out pathfinder 2e starting next week! we are going to play two level zero one shots, and then if we like one of the two a lot we are going to continue it onto a full campaign.

    we are using the level 0 rules from the game masters guide, with the apprentice thing where we get some features from a class.

    we have been playing mostly dnd 5e for a while, and I am exited to try out the new system! I was wondering if you had any suggestions for what type of characters would be good for getting a good feeling for the system?

    For one character; I am SUPER interested by the whole athletics system, it being able to trip and push and all that as basic abilities sound fun! So I am thinking one of my character's will be a martial with athletics and intimidation. Not sure what ancestry, class, or weapon though.

    I have no idea what the other character should be.

    Any ideas or tips? I want to get a good feel for the system!


    Pathfinder Rulebook Subscriber

    Got together with my group, and we made a fitting backstory for my new character, but im not sure how to build him.

    the character is a "simple southern lawyer" halfling who was framed, found god in prison, became a cleric of the god of betrayal, and is going after the man who framed him.

    I rolled in order for his stats, so they are, after racial adjustment;

    str 14

    dex 13

    con 11

    int 14

    wis 17

    cha 16

    Im not sure how to build him,summoning focused? Blasting? 100 on the healing?

    The party has an investigator skill monkey, an inquisitor tank, and a rogue melee dps type. No one is focused on ranged weapons. No one has any healing or buffing ability.

    heres a basic sketch of what he looks like to http://imgur.com/a/tiVvz

    oh also, in this campaign the god of betrayal is neutral, and im going to channel positive energy


    Pathfinder Rulebook Subscriber

    Hello Paizo forums, this is my first post!
    I like my current character, but I am pretty sure i'm going to die in the next session.

    So I was going to roll up a backup character just in case. I want to build a character that fits the group composition the best both in and out of combat. But I am not sure what would work best.

    Here is my group composition, sorry for not knowing the specifics

      * [Me] Beast morph alchemist. In combat a tank (I have 18 str and 17 con) out of combat...

      * melee inquisitor (got heavy armor through dm fiat) - in combat a tank, out of combat a intimidation guy.

      * Streets oracle- in combat, not all that much (hits things with a stick), out of combat, constant divination (I am pretty sure every single one of her spells in divination). She is going to take some damage spells next level, is going to be a blaster.

      * Rogue- (she rolled 20 charisma and 16 dex) - in combat does melee, out of combat out party face.

      * Arcane sorcerrer- So far he pecks things with his beak.

      * Investigator- in combat melee, out of combat our skill monkey.


    So what do you think would work best?
    Some things about our table

      * We are level 2 right now, the campaign will probably last 2 years and get till level 9.
      * suli, the occult classes, and third party content are banned. (Suli and occult are for lore reasons)
      * the campaign is largely religious, and the dm encourages religious characters (Not nececary though, our investigator and sorcerer do not worship). Not really important for builds, but may be taken in mind. Im not sure what the plot is yet, but I am pretty sure 2 gods have died off table so far.
      * Evil characters are allowed as long as they aren't the kind to harm their own party and would work with them. I sorta like the idea of playing an evil character, though Im not sure if i should.
      * a lot of play is out of combat. my last character suffered from build built only for combat. Id be good to have a dedicated role out of combat
      * I built a tank because I thought the inquisitor was an archer when she was built
      * the only person with a healing spell is the investigator who can only use it on himself

    Ps. Also what do you think it is that my group needs? What combat/out of combat roles could i fill?