You can /kind of/ do it as a ranger.
Precision Edge ranger specifically. With Crossbow Ace and Running Reload.
Running Reload gives you one of the two interact actions you need to reload, and there's nothing stopping you from using Running Reload multiple times in a round.
So you can Hunt Prey, draw weapon, Strike in round 1. If you already have the xbow out, you can then Hunt Prey, Hunter's Aim. 1d12+1d8+2 is pretty awesome at level 1.
Next round you can be a bit more strategic, which is cool. You can use Running Reload twice to basically double move, then Strike. But that's all you can do. You're stuck with JUST that as your ability to effectively use a heavy crossbow.
Just use a regular crossbow and call it a day.
(Basing these a bit after what others have already said)
You quickly study your opposition, planning on how to best take them down. When you roll Initiative, select one target you are aware of. You may make a Recall Knowledge check against that target as a free action. If you succeed or critically succeed, that target is flat-footed to you during your first round of combat. You may continue making Recall Knowledge checks as normal against an individual target; each time you succeed, they are flat-footed to your next attack in that same round. If you critically succeed, they are flat-footed to you until the end of your turn.
You are trained in Society and one other skill of your choice- choose from Arcana, Nature, Religion, or Occultism. You may choose Int as your key ability score.
When a creature is flat-footed due to Surprise Attack, that creature also takes a -1 penalty to their Reflex saves and DC, as well as their Fortitude save DC against Grapple and Shove maneuvers. In addition, whenever a creature critically misses you in combat and that creature is within your weapon's reach, you may take a reaction to Strike that opponent.
You are trained in Survival and Acrobatics. You may choose Wis as your key ability score.
Your bulk has the ability to make others feel the pain you absorb and unbalance them. When you are critically hit with a melee attack, as a reaction you may make a fortitude save vs a Hard DC based on the creature's level (See table 10-5) or their class DC, whichever is higher. On a success, the creature takes damage equal to twice the number of weapon dice that was dealt to you, or three times on a critical success. Regardless if you succeed at the fortitude save or not, the creature is then flat-footed to you until the end of your next turn.
You are trained in Athletics, and can choose Con as your key ability score.
The only different between AoO and Disrupt Prey is that you must have already used Hunt Prey and ranged attacks don’t trigger it. Reach based rangers still get plenty of use out of Disrupt Prey, even if it is slightly weaker
After going back and forth a bit with some folks elsewhere, I think the simplest explanation is probably the right one: the bloodline ability affects spells with an * at all spell levels, regardless of how you acquired the spell at that level. So a water elemental could never learn fireball to deal fire damage.
I'd still like to discuss this ambiguity more, so I'd still love to hear other people's thoughts on the matter.
Of the spells an elemental sorcerer leaves that takes spell slots, burning hands and fireball are the only two with the * indicating the elemental trait changes.
So a 5th level water elemental sorcerer learns fireball at 5th level, gaining the water trait in place of fire and dealing bludgeoning dmg.
But let’s say I don’t pick fireball as my 3rd level signature spell. I’ve learned the spell and that’s that.
At 7th level when I gain 4th level spells, I could learn fireball again since it’s not a signature spell and it would normally deal fire damage.
And if I pick fireball as my 4th level signature spell, as far as I can tell I can now cast fireball at any 3rd or higher spell slot and I can make it deal either bludgeoning or fire damage as I choose.
Is that intended? Am I correct in my interpretation? What are any potential unintended consequences of doing this?
*Edit: interestingly, the bloodline does not state the new elemental trait replaces the old one, you just add it. So a water elemental sorc who casts fireballs casts it with both the water and fire trait.
Yeah without Quicken Spell/effortless concentration the action economy doesn't really work out.
And Haste doesn't work to solve the issue either since you can only Stride or Strike with the spare action.
Nothing is stopping a wizard from preparing all their spell slots with True Strike. So not a totally valid point.
And fwiw, wizards with divination staves can get more castings of true strike per day than sorcerers can.
Yeah that was something they changed pretty quickly, if I recall. I vaguely remember it had already been errata'd by the time I got around to playing 1e regularly, so it got changed 4+ years ago
I'm a bit surprised it took so long for someone to bring up Kineticist :)
Because a con-based caster is pretty much describing the kineticist exactly.
Off-topic, but I am actually working on a full homebrew kineticist as a focus-based caster. When I'm done I'll have the multiclass archetype for it and everything! Got the chassis done (and gave them a d6 HD because their casting stat IS con) and just need to work on the feats.
An 18th lvl barbarian with 10 str has higher DC than 30. Maybe it was meant to be changed to DC 40? But that still is too low at 19th level when they get Master proficiency in class DC.
That needs to be fixed. Class DCs are fine just the way they are, the feat would be fixed just by removing that part about the DC.
Something I got a lot of use out of from my spontaneous caster oracle in 1e was my ability to just cast a lower-level spell in a higher level spell slot, even if it didn't have any heightened effect.
And sure 2e isn't the same game, but I think it's a core aspect of spontaneous casters to be able to cast the same spells over and over and over again. As such, I think it's really important that a spontaneous caster is able to cast a lower-leveled spell using a higher level spell slot without the heightened effect (assuming it's not a signature spell)
Sorry to rez this question after a week, but I'm still on the fence about where I would stand if this ever comes up in a game I GM. I would like to be consistent.
So if Person A and Person B are standing adjacent to each other, and B is wielding a heavy crossbow, can A spend 2 actions (and only two actions) to reload B's crossbow? If yes, then for my own sake, I would likely rule that familiars with manual dexterity could also reload a crossbow. If no, than familiars cannot.
Knowing nothing about the real-life interactions of crossbows, I have no actual clue if it's feasible for a non-wielder to reload a crossbow wielded by someone else.
I'm looking into the crossbow ace ranger with Precision hunter's edge, and I was informed of an oddity in how the Penetrating Shot and Double Prey feats interact with the precision hunter's edge.
So if I Hunt Prey on both creatures A and B, A is providing lesser cover to B, and I use Penetrating Shot targeting both of them, do I get the bonus precision damage on both targets?
Precision Edge states:
You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
This can be taken two ways: either the "prey" in the bolded part is singular, in which case the bonus damage absolutely applies to both targets- much in the same way a character with double prey could Strike target A and get bonus damage, Stride, then Strike target B for bonus damage. OR "prey" is plural and the bonus damage only applies to one target.
Any ideas as to which it is?
You can always Learn a Spell, and if you pick up the Magical Shorthand skill feat you can use downtown using the same rules as earn income to discount or even eliminate the cost of learning new spells.
I don’t see it as much of a problem since heightening lower level spells seems like such a good option anyway.
As the title; specific interaction would be to spend one action to command a familiar with manual dexterity to reload a heavy crossbow that you are wielding, effectively getting the same reload speed as a light crossbow.
Not actually considering utilizing this, but I imagine there are (or will be, if guns are reintroduced to the game) other scenarios in which utilizing a familiar kind of breaks the balance of certain weapons or other items.
So if you're coming from 1e and you are starting in 2e, throw pretty much every mechanic from 1e out the window. 2e overhauled pretty much every mechanical aspect of the game.
Probably at the moment the highest damage output possible is through a greatpick-wielding fighter, a d12 weapon wielding titan barbarian, or a TWF+flurry edge ranger with agile weapons. all with 18 str at level 1.
Sorcerers and druids can output a fair bit of damage through their spells as well, but are limited (as all spellcasters are) by their spells/day.
Clerics are... well you're not playing a cleric if you're minmaxing for damage output.
Bards and rogues have a lot of utility and buffs/debuffs and can deal good damage. Rogues are really strong classes overall but the above mentioned martials will outpace their damage output.
Wizards are probably the best spellcasters as usual. They have incredible feats that allow them to potentially cast more spells/day than even a (19th level or lower) sorcerer. But damage output isn't your game if you're comparing most spellcasting with the above mentioned martial classes.
Champions and Monks have their strengths- You'll get a lot of utility from champs if your party works as a solid unit, and monks are unique and fun.
You want the most powerful build? That's a really loaded question, it even was one in PF1e too. Play what you want, each class has their strengths and weaknesses, and all can be powerful.
My post got eaten by the forum gods (fickle creatures, they are), let's try again.
In a vacuum, warpriests seem like they are able to keep up with a fighter in terms of martial capability, but the reality is, a Fighter will (or should) have access to status and circumstance buffs just like a warpriest, because mechanically speaking a heroism being placed on a fighter gets more bang for its buck than on a warpriest.
That being said, warpriests are still full casters and a warpriest has every right to reserve their spells for self-buffs. And while the divine spell list is small (only for now, hopefully), there are a good few gems on there.
I can do you one better. 20th level Elf monk with Fleet and Nimble Elf, MC Barbarian for Furious Sprint (at level 20 lol).
Elf -> 30ft
Puts us at a base of 70ft, or 350 ft in 4 seconds with furious sprint. or 560 ft in 6 seconds. With Haste and using another Stride that puts us a grand total of 630 ft in 6 seconds. Which is 71.6 miles per hour, according to google.
*You could also acquire this much earlier with Fleet Step instead of monk levels, but that's only for one minute.
If you want to be a cleric that is on the front line, you should be able to build one. Comparing it to other martials makes a lot of sense.
That being said, something I put together for a good aligned cleric was utilizing the champion dedication. Cloistered Cleric, Versatile Human with Toughness at 1st level, +Str/Wis/Cha, -Dex/Int makes you a dumb cleric but can net you 16 Str/10 Dex/10 Con/8 Int/18 Wis/14 Cha at level 1. Champion Dedication for heavy armor (pick up splint mail until 5th, switch over to full plate once you get 18 Str). By level 11 you pretty much have EVERYTHING the warpriest gets as a cloistered cleric, so you'll also get legendary spellcasting too. And 14th level nets you expert in heavy armor, only one level after a warpriest gets expert in medium. The downside to this setup is that from levels 7-10 this character is still stuck with trained proficiency in weapons while the WP gets expert. But after hitting 11th the cloistered cleric just outpaces the warpriest in pretty much every way.
Out of curiosity, exactly how many times can you cast True Strike with Jensen? By my count I can get to 8/day: Your highest spell level you can cast is 3, so the staff starts with 3 charges; you then expend your single 3rd level spell slot for 3 more charges, and prepare your single 1st and 2nd level spells to True Strike. Total of 8 castings of True Strike.
Am I missing anything?
Also, is Felling Strike included in your feats and features as the feat chosen through combat flexibility? I assume it is, because otherwise I don't see how you have that and Bespell Weapon.
I love the character; it never occurred to me you could put shifting on a staff to allow you to cast spells through it AND use the actual weapon you want.
Also, great backstory, I love it :D
They are slowed 1 until the end of your next turn. The fort save to avoid being slowed is equal to your class DC, meaning if your key ability is Str as a champion, it's 10+str+class proficiency
Brawling critical specialization wrote:
The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.
Something to keep in mind: unless you have 18 or higher Dex, just take light armor prof (or if you have 14 Dex take rogue dedication to get surprise attack, an extra skill feat, AND light armor prof). Your AC from levels 1-12 will be better than unarmored and if you have a chain shirt it’s as good as expert unarmored proficiency.
Bespell weapon is great if you know a target has weaknesses. Fighting against a Cinder Rat? Hit em with a ray of frost, bespell weapon, then follow up with an attack from Hand of the Apprentice. You've just made them take an extra 1d6+5 damage you otherwise would not have been able to do without bespell weapon.
Stand Still is a reaction that works similarly to AoO, but it only provokes from movement rather than move or manipulate actions. So 2 feats for AoO or 1 feat for a weaker AoO, it’s up to you.
A Wizard who combines Eschew Materials, Conceal Spell, and Silent spell plus Shrink Item to hide his spellbook. Never gives away that he's casting spells if he can help it, and if caught pretends he's a sorcerer. His friends wonder why he always spends a full hour and ten minutes in the garderobe in the mornings, though.
To be fair the sorcerer also has to spend an hour prepping in the mornings.Which is SUPER WEIRD to me, I might add.
I did the math though. The damage just doesn't seem worthwhile for the feat. Using the example of a dragon instinct barbarian you're doing Str+Weapon Specialization+Rage. At level 8 that's 14 damage with a basic fort save. If they save it's a mere 7.
As opposed to a +1 striking greatsword dealing 2d12+14. Way more damage. Sure you have to consider MAP and if you're striking at -10 it might be more worthwhile to trash for at least something but imo there are other better single actions out there than doing 7 or even 14 dmg.
It does specify prepared spell slots which are gained through Wizard Druid or Cleric (currently). It does not specify it has to be from the wizard spell list or any other particular spells- they just need to be prepared. And the Arcane or Wizard traits don’t specify any rules stating they only work with arcane spells or Wizard features.
Spell substitution has the same language, so it should work with cleric spells too- assuming I Learn a Spell to get the cleric spell in a spellbook.
Wizards who MC into Druid or Cleric (or other prepared casters in the future) can use Drain Bonded Object to recast their prepared spell slots they gain from the basic/expert/master spellcasting feats from the archetype. Which favored Universalist wizards since they can drain 1/spell level/day rather than just 1/day.
Currently attempting to see if that makes for a decent mystic theurge.
I'd been toying with ways to build a "mystic theurge" type character for the last few days and I realized Wizards who gain additional spell slots by MCing to prepared casters (Clerics or Druids) can use the Drain Bonded Object to recast those spells. Which favors a Universalist wizard, who can drain 1/spell level/day.
I don't think you get as many spells per day overall than the build Blave suggested but you get a stronger main spellcasting tradition (Assuming a more traditional Mystic Theurge is being made- Arcane/Divine) than if you were a divine-blooded sorc MCing into Wizard. And assuming you still MC alchemist at 9 for some decent elixirs to help with utility/minor buffs as well you're still pretty well off.
It's something I'm still tweaking to see what fits best with what I'm hoping for, but I think it's a good step towards recreating a "traditional" mystic theurge.
I'm wondering for those who have played a fair amount at this point what sort of Lore skills you may have encountered or found particularly useful.
There have been a couple of society scenarios where Pathfinder Society lore came in handy.
I also imagine Ship or Vehicle lore would help a lot too, as a driver/sailor.
That's correct. You are always at least trained in your innate spells. If you happen to have ANY spellcasting proficiency higher than trained, you can apply that proficiency to your innate spells.
Cool, that's what I thought. I just wanted to check if I didn't miss any obscure rule or anything. Thanks!
The relevant rule in question wrote:
You’re always trained in spell attack rolls and spell DCs for your innate spells, even if you aren’t otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too.
Say I'm a Gnome occult sorcerer with First World Magic to grab Electric Arc as an innate spell from the primal tradition. Once I become expert in Occult spell attacks/DC, considering the innate spell rules don't specify the innate spell must be from the same tradition to match proficiency, would my Electric Arc become expert as well?
It seems to be yes, but I just want to double check with the community.
Uhhhhg Okay, I did miss that part in the rules. Fudge it all to heck.
I'll hold out hope that we get some sort of official errata or something that puts all unarmed strikes in the brawling category or something. Until then, my character is shelved for the future or for a homegame with GM approval.
As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldn’t count, because the next thing you are doing is starting an activity, not using the Strike basic action.
It's an example so expanding on that, I interpret this to be if something says "This happens when you Strike" is essentially saying "If the action you use is a Strike, this happens" in which case it appears things like Power Attack would not apply.
Power Attack is not a Strike, it's Power Attack. You cannot substitute an action for Strike in the phrase "If the action you use is a Strike, this happens."
I made an edit, were i added the description from unarmed and the razortooth goblin, i hope it helps!
As I've stated, it logically makes sense that they would fall into the same category as other unarmed strikes, all of which have been brawling.
But ALL other unarmed strikes, from the barbarian's Animal Instinct to the Monk's stances to the Razortooth Goblin, have stated explicitly what group they belong to. My point has been that no such wording exists for the unarmed strikes provided by these sorcerer bloodlines, and it's an inconsistency in the CRB that should be addressed to maintain consistency, as that's the name of the game for society play; I don't want to have to need to ask every GM I play under whether or not my ability that I am basing an entire character concept around falls under the Brawling group. If they say no because it doesn't explicitly say so like the others, then my whole shtick is thrown out the window.
...they're unarmed attacks. He bolded exactly what they are, Syries.
And what, pray tell, is the weapon group for unarmed strikes?It's not defined. Fist is defined on the weapon table. Most other unarmed strike attacks are defined, but there's nothing saying all unarmed attacks are part of the brawling group.