Pathfinder Player Companion: Dirty Tactics Toolbox (PFRPG)

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Just some minor updates. I'm working on cleaning some things up and altering wording in some areas, which is going to just happen over the month. Additionally, I've added the Dust Bunny specific familiar from Tuesday's comedic article. Though not all content within the article is entirely balanced, I do believe the Dust Bunny is very in line with what to expect and elected to include it as it's a serious consideration one might make for a familiar choice. Also, it's adorable!


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A new familiar? In an April Fool's article? I guess thoss things really just do show up everywhere.


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I was originally introduced to Paizo via Starfinder funnily enough, but had always known of Pathfinder since 2012 due to my Earthdawn 1e and D&D 4e gaming groups. I eventually transitioned to playing D&D 5e, but PF 1e was always this funny oddity with what I was told had, "Too much math and really weird character options."

Eventually, I heard PF 2e had released and my same friend who introduced me to Starfinder 1e began telling me about it as well, but I was mostly more interested in Starfinder at the moment. Then, of course, they told me the secret passphrase to get me interested in the system entirely "They just added kitsune". I grabbed and read through all the mainline releases out by then and then proceeded to enjoy my few pages of kitsune content. I quickly realized the system had everything I loved about Starfinder and what originally made me excited for TTRPGs I hadn't really experienced since those 4e days. If anything, Pathfinder 2e is what truly got me into the TTRPG space and checking out even more systems from other publishers.

In the end, I didn't even play a kitsune in my first PF2e campaign, I played a kobold! But I have played several kitsune since then.


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Annunciation of the Outer Gate is a spell I'm a huge fan of as a lover of all things occult. It's just got some amazing flavour going for it. Otherwise, I've been using Pocket Library a lot since it was printed in Secrets of Magic. I'm quite sad it's suddenly Rare!


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When Magus first came out, I made a Laughing Shadow Magus with the Weapon Improviser archetype I dubbed the "Chair Warrior". It was overall pretty mediocre, but still fun. Honestly, overall happy to see the Resurgent Maelstrom Magus, really improves on the idea and makes it a lot more playable, which I appreciate. It's certainly not amazing, but it seems fun, which is what I care about primarily.


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I've been sick the past week, so I've been slow writing stuff up in general, but the guide now has the new content from Lost Omens: Rival Academies covered! Additionally, it was brought to my attention AP 208 had a general companion item, so that was added as well.


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TheKazM wrote:
Mangaholic13 wrote:
TheKazM wrote:
I am relatively new to Pf2e so apologies in advance if this is a very basic question, I am making a Witch at 11th level (to replace a dead Bard) and in this truly excellent and very helpful guide, you've noted "Familiar Master is one of the best archetypes for familiar aficionados who don’t happen to be a witch." Why is Witch excluded?

Because Witches can do some pretty crazy and powerful things with their familiars that the other classes cannot.

For instance, depending on the patron, the familiar can unleash different effects whenever the Witch casts or sustains a Hex.

A good example is the "Stitched Familiar" and "Spirit Familiar" Witch feats. Those give your familiar the ability to ATTACK! Sure, they can only do it once every 10 minutes, but no other familiar can use damaging moves.

But why does that exclude Familiar Master from being one of the best archetypes for Witch specifically? Is it simply that Witch has better options? I am making a resentment Witch so I am more interested in the survivability and maneouverability of my familiar as opposed to damage output.

It's also important to note that Witch gets pretty much all the feats available to Familiar Master already. It's a perfectly fine archetype to take if you don't have anything else in mind for archetypes and you were going to take Enhanced Familiar anyway, but Witch in particular gets no benefit in specific from it.


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Glad to hear there's going to be some undead familiar options for the Necromancer in the full release. Was one thing I felt was really missing.


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Cobyslarni is such an interesting yet absolutely hilarious concept for a school full of planar pact makers. Leave it to a fey to make a school all about making deals and effective pacts with other powerful creatures.


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New year, new build! I've added a fun and thematic Grandeur Champion of Apsu Shield build to the guide that uses the Poppet's Minuscule Mentee to have your own personal bard for your knight in shining armor.

Otherwise, the guide has also been updated and maintained for a whole year now! This was my first time doing guide writing of this scale for a TTRPG and truthfully, I was quite anxious at the time about how it'd be received. However, folks have been very helpful in aiding me improving it and I've had a number of people messaging me in thanks. So, I want to say thank you to all of you who've commented here or elsewhere! I couldn't have made the guide what it is right now without your help. I look forward to seeing what new familiar options come with 2025!


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It's nice to see Set get the option for Holy and Unholy and some much kinder anathema. I know one of my players was quite sad to see the deity all evil, but it seems he got a more neutral take on his character now!


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With Divine Mysteries soon out, my work for new books is done for the rest of the year (and hopefully for a bit, holy, so many familiar stuff this year). However, in this update, you'll find the addition of the Choir Politic and Paradox of Opposites patrons and their familiars, along with the long awaited remasters of the Baba Yaga, Mosquito Witch, and Pacts (now The Unseen Broker) patrons and their new familiars. Otherwise, there's a new subsection for witch covering object familiars, along with new sections on the Rivethun Emissary archetype and deities for familiar users (which includes the god of familiars and witch, Atrogine, as its only member currently).
Why did I add a section for a single deity that contributes no actual build advice? It is because I must talk about everything directly related to familiars. I also think Atrogine is really cool as a nonbinary deity focused on curiosity and helping out witches, while their familiar helps out other familiars.
Either way, expect the return of a build I'm reworking soon, along with an aforementioned animist build, and other builds I got in mind. Until next time!


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Pretty much all the changes I wanted for Exemplar got added! The new ikons added for War of Immortals are also super cool. Especially love Horn of Plenty and Starshot. Otherwise, a fan of all the familiar stuff Animist got too!


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Updates for War of Immortals have been made! An Animist section has been added, along with an Exemplar build. I'll add an Animist build later next month. Do enjoy!


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I've had some Tian Xia characters I've been waiting to fully put together for a while, but the main one was a Yaoguai Cultivation/Flame Druid. Heavily tea themed, started out as a tea plant, has a tea leshy familiar, focuses on using fire/plant magic to grow and make tea, ect.

Though I initially made them for an Abomination Vaults game with the mind to use Yaoguai when it came out, the release of options like the Cultivation Order and Familiar Sage really brought the build together. A minor focus on Crafting to make magical potions and teas given by the Cultivation order. While Familiar Sage provides a nice way to get Enhanced Familiar and some other neat feats like Phoenix's Flight which really brought the idea where I wanted it.

Otherwise, I have a Lady Jingxi/Kofusachi Cleric I really want to play that's all about collecting stories and a Monastic Weaponry Bo-Staff Monk with strong Wukong vibes I'd love to try out.


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Glad this got changed! Was a good bit worried about it and how it'd affect things moving forwards for fan creations, but it all worked out in the end it seems.


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Lost Omens Tian Xia Character Guide is coming in and my oh my is there a lot for familiars! New ancestry feats, new specific familiars, new abilities, a whole new archetype! This is taking some time to evaluate all things considered and I want to put together some new builds as well using all these tasty new options (I also have other work to do for my writing job). So, expect an update later this week.

I'd love to hear all of your thoughts on some of the new options in the meantime, however. Especially on the Familiar Sage archetype and the new Kindling master ability. The latter is something I'm unsure of how to evaluate, especially when the Shikigami specific familiar is entirely made for Kindling. Though second opinions always help!


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I decided to take a bit of time to mull over everything, see what I did and didn't like about the updates. However, the update is now out and the guide is fully remaster compatible with the release of PC2! A brief overview of some changes:

- Fey Dragonet got pushed to a 4 star ranking with its lower investment requirement.
- Pipefox got pushed to a 3 star ranking with the loss of an ability.
- Construct got some clarifications in the section where I actually go over it rather than with the Poppet.
- The Blessed Turn, Gumiho's Beloved, and Honey Hawking Healer builds all got updates with the changes to their respective classes and archetypes. The point of each one still remains the same.
- I settled on 3 stars for Item Delivery. It's good, but does require a lot of investment to make great.

Otherwise, I added any new abilities and updated ones that got changed or replaced, and moved the Imp and Fey Dragonet to their new homes in the 7 and 5 cost specific familiar sections. I'm likely to add a new build or two in the coming weeks, along with adding in Lost Omens Tian Xia Character Guide's Familiar Sage archetype and Origami specific familiar (along with whatever else it brings) when that comes out next month! If you have any comments or feedback, please let me know as always.


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Trip.H wrote:
Ritunn wrote:

With folks starting to get PC2 (alas I still wait to get my hands on it), the new familiar options and specific familiar changes have been revealed. I did want to go over some stuff first though!

Alchemists got a lot of changes, including to Alchemical Familiar which now gets Construct for free. However, I'm going to need to do a total rebuild of the build in the guide! Especially with the addition of the Item Delivery familiar ability, which finally allows familiars to easily transport and feed allies consumable items (which was the whole point of the build). Probably the best new option ever for alchemists (and for any item delivery familiar). Either way, quite excited for these familiar changes and I look forward to writing about them for all of you! At latest, the guide will be updated during GenCon, but I hope to be able to update it this week if possible.

If you want to skim the Alch news thread, there's discussion of the familiar change news, starting here:

https://paizo.com/threads/rzs4qj44&page=4?First-impressions-of-alchemis t-news#196

Many are discussing the item delivery as a 3 for 2 action save / bonus of Command --> [take] + [move] + [Feed/Handoff]

My take, the item delivery ability's main issues:

* Pre-req of item in the master's hand. This means that:
* * the action cost of getting item in-hand has already been paid.
* * Any time the desired patient is in reach of master, delivery is useless.
* * The master has the option to throw the item to an ally for 1A via remaster Interact; familiar delivery must be more desirable for some reason.
* * familiar & master must be sharing a square ahead of time

* familiar ends the action in the ally square:
* * The 3:2 save is deceptive. Actions must be spent to move the familiar back to the master.
* * moving across the battle map means familiar is put at combat risk.

The ability is not really an action save, but a possible way to feed allies that cannot pop the cork...

Opinions seem a bit divided on the thread currently. I personally don't think it's necessary on alchemist (though I still like it a lot, I definitely used a lot of hyperbole in my previous statement), and it's currently the best familiar ability I've seen for familiars that want to bring items to allies. If, however, folks can just throw consumables over to allies willy nilly no issues with Interact now, then obviously it's not as good.

However, if there's extra stipulations or it costs your ally's actions, then I do still quite like it. Alchemist of course has the ability to throw healing at allies now with little issue, but this is at least fairly safe for you and doesn't require any rolls. One merely needs to take Independent at the end of the day to get their familiar to move back for free next turn as well. There is to be concern over the safety of your familiar, but they should be able to at least take one or two hits from an AoE if you get unlucky at later levels.

Overall though, I can't make any accurate comments until I have the book in front of me! So these are nothing more than initial impressions. I'm still exicted either way for Item Delivery since it's something I've wanted for a long time as someone who plays with familiars on a majority of my characters. I imagine the changes to abilities that exclusively work with alchemy will wow me even more! But we shall see.

I appreciate the comments from both of you.


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The new Bravado trait is exactly what my Swash players were looking for before. I'm glad that you still get a little something on a failure now! Should be an amazing change for the class overall.


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Trip.H wrote:

How does everyone here rule the Spirit Guide familiar that is given a melee Strike?

Bound to Mortal wrote:

Your familiar gains unique benefits from its bond to you. Your familiar gains an additional 10 Hit Points and can make an either a jaws or claws unarmed attack using your normal melee attack bonus. You choose whether it has a jaws or claws unarmed attack when you first gain the spirit guide as your familiar. If it has a jaws unarmed attack, the attack deals 1d6 piercing damage and is in the brawling group. If you choose the claws unarmed attack, it deals 1d4 slashing damage, has the agile trait, and is in the brawling group

The largest question about this is how the familiar's damage is intended to scale. There's a later Feat in the Archetype, Spiritual Flurry, that seems intended for it's included off-guard until the end of your --current turn-- (but you are at MAP 10), to be tailored just for your familiar to follow up with its own attack.

Yet, I have no idea how the author intended for the familiar's strike damage to increase.

"your normal melee attack bonus" seems to be limited to the "to hit" side of the equation, and maybe would grant STR to damage. That said, the notion of doing 1d4 + STR damage at higher levels (especially on a creature with 0 reach) is... rather unusable at high levels.

As far as I can tell, this is just another rule gap / hole, so I can at least prompt to see how yall would fill it.

(I might be doing a sequel campaign after Gatewalkers, and I do want to take that single chance I'll have to at least try out that archetype, if possible)

Personally, I just boost it up when you get your better striking runes to have it scale in a similar fashion to animal companions (but less damage due to no "weapon spec"). Doesn't really break anything since it's basically just an animal companion as a familiar and it makes my players happier.


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Theaitetos wrote:
Ritunn wrote:
Shadow has some perfectly creepy focus spells that also happen to be pretty solid on top of an amazing list of bloodline spells that makes for a great sneaky illusionist.

I like the Shadow bloodline, it's one of my fave 1e bloodlines, but what is so great about the bloodline (focus) spells? Dim the Light is an awful design for a 1st-level bloodline spell. Those spells should be a useful staple for casters, who struggle with few spell-slots in the early levels, yet you can't even use Dim the Light until level 5.

There are just 3 granted spells that trigger it: Darkness, Chilling Darkness, and Shadow Siphon; and 2 of those spells are unusable with it! Darkness is a 3-action cast, thus you can't Sneak after Dim the Light, and Shadow Siphon is a reaction, thus you can't cast Dim the Light. Sure, you can add other darkness/shadow spells to your repertoire at higher levels, but having the player search for possible 3+ level spells just so he can use his basic focus spell... that's just horrible design.

I hope the 1st-level bloodline spells get a proper rework, especially Shadow. For why not let Dim the Light trigger on any (non-cantrip) spell instead of just darkness/shadow spells? Why not give Dim the Light some Heightened effects like turning it into a free action or including a Sneak action in the reaction? Or just make Steal Shadow the 1st-level bloodline spell (reduce damage via "reverse Heightened"), and find a new thing for Dim the Light. For example, it could work like a mix between Shadow Siphon and Arcane Countermeasure with a big bonus towards countering Light trait spells, i.e. "Dim the Light". Or you could even make it something like Undermine Reality.

And...

Yeah, Dim the Light is a real head scratcher. Penumbral Shroud is available at 1st rank to the Occult list, but it's not exactly an amazing spell. I went and took the Shadowcaster dedication to have a decent spell to use for it at level 2, but that was 2 focus points. I'm hoping they expand it to the void trait at least in the remaster, but we'll have to see when they release it. Otherwise, I do quite like Steal Shadow and Consuming Darkness at least.


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Some pretty simple updates today. The Crysmal Shardling's name got changed in the errata, so updated as needed. Additionally, added the alchemist build at last. Talked with some alchemist players to figure out what abilities folks valued the most for it and I think I was able to put something solid together with the information given. Do enjoy!


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The Raven Black wrote:

Thank you for this guide. Quite helpful.

Ritunn wrote:

Paizo loves Leshy Familiar apparently (and who doesn't?), as we got two new orders that gain access to it in the latest AP, Cultivation and Spore. As such, I've referenced both in the guide where needed and updated the druid build to make use of the Cultivation order instead of Lead. Nothing changes about it other than now it has Int instead of Cha.

And I now demand from Paizo the druidic Order of Lead.

Sounds heavy.

My fingers' desire to turn leaf into lead whenever I type strikes again! That would certainly be an interesting order, however.


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The guide has been updated for Howl of the Wild! You'll find information covering the following:

- All 3 new witch patrons.
- Scatter Swarm and Greater Lesson: Lesson of the Flock witch feats.
- A new subsection in the ancestry section covering those weird giant moray eel mount feats for Athamaru.

I'd love to hear opinions regarding these new options! I'm a good bit iffy on some of them, but these initial ratings are based off discussions within my groups rather than the wider community until more people can get the book. I did leave out one feat for the zoophonia bard muse in the 18th level Pack Performance feat as it's mostly for use with Summon Animal and animal companions rather than familiars even if you can technically target them due to being animal minions. Zoophonia bard is real cool though, pretty unique playstyle for a Beastmaster FA Bard.

Additionally, I'm currently tinkering with an alchemist build and you can expect to see it in the guide soon, though I may delay it to the PC2 release. Thanks for reading!


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With Howl of the Wild comes out comes a new witch patron, the Devourer of Decay, with an equally new and interesting patron familiar ability. I'll be updating the guide once I've taken a bit more of a look through Howl of the Wild, but you can expect updates soon (with perhaps a new build or two).


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Probably my favorite martial to come out to date since Thaumaturge, and one of the better playtest classes.

Overall, I think a lot of the components of the class are solid. I find the movement options from your tactics and other options like Stupefying Raid do offer solid caster support in addition to plenty of martial support. While feats such as Combat Medic and Officer's Education are simple, but really neat additions and I'm glad to see some shield support for the class.

The only things I think that could need improvement are lots of what's been mentioned here before, and that's better scaling for your mount, including some higher level feats for it past level 10. Shields Up! allowing casters to cast Shield would also be a neat addition since in my experience, there's only really ever 1 or 2 users of shields of the physical vareity in a party if any at all. Plant Banner also seems incredibly dangerous to use right now and maybe requiring an roll to remove it, like Athletics, could make it at least safer to use. Lastly, being able to preapre 1 more tactic and perhaps start out with 5 once we get some more in the full release would be really nice to have some more niche options available in addition to the ones you're going to want to work with your party comp best low levels.


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Now that Monster Core has been out for a bit, I'm wondering what monsters, new or remastered, people love from the book? Personally, I love the cuckoo hag. A hag inspired by the Other Mother from Coraline with its own little twist is really inspiring for a lot of characters and certainly makes me think of several quests I'd love to run for players.


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Wow! I'm learning so much of nothing! This is what I always wanted.


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There's a haunting feeling to Desna's death. A world that feels lost and ignorant of the impending doom that now awaits them much larger than they could ever concieve. The darkness of the Dark Tapestry can be a terrifying presence, and the thought that it could get exactly what it wanted without Desna around is concerning at best.


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Twiggies wrote:

Thank you for this guide, flipping through it now to see what I could do with a kineticist because I theoretically want a little fire guy for my kineticist so bad but it's so hard to justify over other more immediately useful things.

Also the images are so cute! Could you source the artists in them please? I'd love to see some of their work and also it's nice to credit artists.

You can find them all in the art credit section! Most of it is just art of my PCs by my friend, GrimmTindalos, but you'll be able to find everyone at the bottom there.


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Imot

I rolled 90 and got Imot. Funnily enough I've already played a cleric of Imot, so I'm very familiar with the deity already!

Edicts: Search for omens in the natural world, push the boundaries of mathematics, study past disasters
Anathema: Withhold your understanding of a portent, prevent the destruction of things that cannot be saved

Citotl's life turned upside down when a fey cursed him for his arrogance. Disaster followed in his footsteps. In Imot however, he was able to find some solace. Disaster was everywhere. In the stars, in the cards, in the flowers, the fish and more. It loomed over, ready to consume all that it touched and to all he gave the wisdom of this fate, gladly putting impending doom on his foe's doorsteps. After all, if he was doomed, the least he could do was take as many as the cruel and wicked as he could with him to see Imot in the Boneyard. But when disaster eventually would call for the lives of his allies, he would see himself depart from their side lest he mourn the ones he wished to see go the least.

Lahkgya

Since I've already played a cleric of Imot and had a great time, that felt like cheating, so I rolled for another just to see and ended up with Lahkgya.

Edicts: Steal luxuries for yourself, destroy property for fun, demand bribes to spare creatures from your torments
Anathema: Work honestly for something you could steal instead, kill a monkey

Chichipi was always looked down on by the other vanara, and when no one would take him in, Lahkgya did. His worship led to stolen opulence and happiness in excess as he went on elaborate crime sprees against the richest families they could trick and steal from. But, when he was finally caught by a group of adventurers hired to find him, he was given a choice: use his skills for good or rot in a jail cell. He chose the former. Though it was tough to adjust to at first, working with goody-two-shoes adventurers. He kept them alive as needed and dealt with traps as he saw fit. Though when it came to any rewards that were offered, he refused them in lieu of taking a thing or two from the party's patrons when they weren't looking. After all, he didn't quite steal so much as decide the reward himself. They wouldn't mind that, would they?

His party members certainly weren't fond of him, but his skills no doubt kept them alive, and his earnest desire to break anything he was told to was refreshing. If they ever needed someone spooked, they just needed to tell him to go at it until they gave them what the party needed, and this seemed to please Chicipi at least. He may be a kleptomaniac, but he was their kleptomaniac, and thankfully never stole from them. Perhaps they should keep hiding their purses just in case though. Wait, what do you mean a few of Lord Valdren's ornamental blades are missing their rubies?

Lahkgya is a hard one, since I know many people despise the kleptomaniac rogue trope. Though I think a roguish cleric who begrudgingly helps the party and just steals from everyone else is a bit more acceptable in a good few groups... even if it does cause trouble sometimes. Though that's my experience with things!


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Trip.H wrote:

Guides like this are always quite helpful, and much appreciated.

The placement/discussion of Lab Assistant does make me think that I am missing something about that ability.

If I had to guess via the context clues, is the idea/reading that when the familiar performs Quick Alchemy, the item is in the Alchemist's hand? Not the familiar's?

Especially when paired with Independent, that would certainly merit a 4 star recommendation...

You make a fair point, that certainly passed by my mind when doing the write-up and it does end up in the familiar's. It does still have the advantage of being able to do quick alchemy and administering it, or simply doing it twice for the price of 1-action, so I value it plenty, however. I should mention that it will be in your familiar's hands though, as that is an important point.

Captain Morgan wrote:

I forgot to check this guide when building my most recent witch, but it made me feel better about taking a shadow familiar for Starless Shadow. At level 4 it eats all of my abilities and lacking independent sucks.

For the wilding abilities, it might be worth mentioning that while it is the worst patron combat ability it is a pretty nice scouting tool.

Once you're able to get back Independent, it will be a really good time, I assure you on that! But, I do hope you enjoy playing witch, it's a fun time, especially when you get flavor like that. You do raise a good point on Wilding Steward though and I have added that as an advantage accordingly.


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Against all the odds, you, yes... you, just passed the Test of the Starstone and gained a spark of divinity, joining the ranks of Cayden, Iomedae, and Norgorber. All of Golarion is wondering however, what kind of deity would you be? What spells and domains may you provide to your clerics? What areas of concern would have your attention? Is there any edicts and anathema you'd want enforced? Thus I pose these questions to see what kind of deity you may be in Golarion for the faithful to flock to! For a simple example:

Areas of Concern: asking questions, gathering information, record keeping
Edicts: ask questions when no answer is to be found, learn about others, write about what you learn
Anathema: purposefully lie when answering a question, destroy documents
Domains: glyph, knowledge, time, truth
Spells: 1st: share lore, 2nd: timely tutor, 3rd; sea of thought

You need not go this in-depth, however, a simple explanation of how you see yourself fitting into the greater cosmology is plenty enough! After all, a seat or two might need to be filled this year.


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Been a bit, but I took some time to make some revisions for flow, grammar, and spelling! Additionally, I've added in a Thaumaturge build example making use of the poppet specific familiar. Currently working on a Scion of Domora build, and that should be added in the coming weeks. I'm expecting to have some new stuff to add in once my copy of Howl of the Wild comes in (but who knows?) and I'll be updating accordingly as soon as possible if needed!


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That's a real fun idea! Love the thought of a dragon that consumes magic to fuel their own powerful spells. Absolutely splendid look too!


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A dragon that makes flesh suits then squeezes itself into them to blend in instead of the usual Change Shape, and makes grand conspiracies, is not something I knew I needed in my Gamemaster arsenal, but something I will definitely be using.


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Seeing that there's going to be a focus to have monsters match closer to the actual folklore they originate rather than going with the pop culture takes on them has me really excited. Pathfinder already did pretty alright with that, but there was always a few I was kind of disappointed with. The ones mentioned are already a great start, but I'm looking forward to seeing what else gets a makeover!


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Added a druid and kineticist build to the guide and added some extra art to enjoy as folks take a read through. Currently intend to put together a build for alchemist, magus, and thaum for the guide to have one for every class listed in there, and then throw together a build for Scion of Domora due to its unique nature. Hope folks enjoy the additions otherwise, and if you got some themes or concepts for the classes I still need to do, feel free to throw them at me!


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Personally, I much prefer witch over sorcerer, but I think they both have their merits. I have a preference for prep casters over spoon casters, including valuing the stronger familiar more than some might.

However, I do find that the sorcerer has better focus spells in some circumstances. A few, like those from Aberrant, Demonic, Hag don't impress me very much though, but that's only a minor issue when you can just pick a different bloodline or just deal with 1 or 2 mediocre focus spells. The biggest killer for sorcerer for me though is actually pretty silly, and that's the granted spells. It's nice to get extra spell slots, but I despise having a quarter of my spells chosen for me. In some cases it's not a big issue, such as with the Draconic and Fey bloodlines, but when it comes to something like the Harrow bloodline it just feels annoying. Despite these minor annoyances, I do think sorcerer is a good class all around and does better than witch when it comes to social circumstances and sheer casting power. If this is what you're looking for, then it's a great choice.

What I like about witch, and why I would choose it over the sorcerer, is the familiar and spell versatility. The groups I play with often make time to anticipate what might be fought next and figure out how to best deal with it, so prep casting provides a huge boon over spoon casting in that regard. Other than this, the new unique witch patron abilities can be really helpful I find based on the bit I've played and seen so far, and I adore that you get them in addition to the low action cost of the hex spells. Intelligence as a main stat also means you can invest into Crafting to make your own scrolls and staff pretty effectively! Much better now that Craft takes a lot less time to do. If you want a unique familiar, especially a specific familiar, with little investment and prefer prep casting like I do, then witch is the best choice.


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At last, a very strange but effective corgi mount sprite fighter build has been added based around the whip weapon! This is in addition to an equally weird star orb kitsune fey sorcerer build I'm quite proud of that makes use of the rarely used Ancestral Blood Magic and Ancestral Mage feats. Do enjoy! If you have any suggestions for other builds, I'd be glad to throw them together and add them to the guide if I'm interested in it.


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Added in a witch and wizard build into the guide! Currently working on a Sprite Corgi Mount build to also add in, so expect that in the build section as well quite soon.


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Wanted to submit my familiar guide for the list - Magnificent Menagerie: A PF2e Remaster Familiar Guide.

Discussion Thread


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Crown of Witchcraft and Librarian Staff now have ratings! Additionally, I have added 1-5 stars as an additional way to show ratings to help with anyone who may be colour blind. I appreciate all the feedback so far! Going to take a break for Christmas, but I want to add in some basic familiar and PC builds when I got time.


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Hello there!

I've been working on a comprehensive guide to familiars over the past couple of days, doing my best to offer ratings and advice regarding their usage, with the new additions and changes in the PC1. Hopefully, you find it useful. If you have any suggestions for changes, I'd love to hear it! Thanks a ton.

Magnificent Menagerie: A PF2e Remaster Familiar Guide


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Best late Christmas gift ever


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Absolutely excited for this! Been wanting some new content for harrow for PF2e, especially a harrower archetype.

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