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Trixleby's page
435 posts. Organized Play character for Dargath.
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I was doing some math for the most basic, fundamental, expected expenses to a character but I have no idea if my assumptions are even right, but it is basically an assumption that you would want to pump you 3 skills you are taking to legendary for every character that isn't a Rogue or anyone else that gets bonus skills to skill up, and also basic fundamental property runes on armor, and in the cash of a reaper, for a weapon and that's about it.
This doesn't include other items like Spacious Pouch or any other bells and whistles, or even consumables.
Here is what it looks like, and maybe some of my assumptions are wrong, but I figured as a spellcaster you would want a +3 in your "Learn a Spell" skill, but maybe a grimoire on top to facilitate that would be considered a "bells and whistles" type purchase. However for the Gish (Reaper), there isn't a +3 occult item that ISN'T the Int Apex item, and I wanted a Strength apex item to take it to +6 Str/+6 Int to keep my strike accuracy up, so that leaves you with a max of +2 Occultism without the Endless Grimoire.
Here is a link to screen shots of my math, is this about right? So what about all the extra stuff, i.e. if you can't get a personal staff, then a regular staff on a caster, wands, scrolls, potions etc? Other worn items like spellhearts, etc etc etc?
Caster Expected Base Expenses
"Gish" Expected Base Expenses Part 1
"Gish" Expected Base Expenses Part 2
As you can see based on my calculations (which could be wrong) JUST the fundamentals (are property runes assumed??) it basically runs just shy of 300,000k and that's no potions, no scrolls, no wands, no learning new spells, no nothing. Just fundamental basic math fixer items that system (I guess?) expects(?) you to make.
Basically, title of the thread, how much gold are people expected to make to fund their career as an adventurer if you DO want extra non-basic math fixer items?
I was also kinda trying to figure out the gold curve each level would cost and how that measures up to real time gold intake, but I am still not sure on that. Some levels seem extra loaded and probably need to be spread out, whereas some seem kinda fine? But even if you do the Treasure By level table and divided the "party total" by 4 you end up...not even affording a +1 potency rune at level 2... so... ??????

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So I created a big brain dump document about the setting I am trying to create and the optional rules I'd like to try and run. I've been playing as a regular player since 2019 from home games to Pathfinder Society to a westmarch called WorldWeep on the unofficial Pathfinder 2e Discord, but I myself have only GMed in Worldweep a few times as 1 shots.
If anyone could review my document and has any insight as an experienced DM or any suggestions or anything I would appreciate it.
I have areas of concern like:
- I need a lot of maps for foundry, where does everyone get a bunch of maps from? I have some paizo maps in my library but I don't know how they work
- I need a lot of tokens for enemies, and I think I bought some foundry packs, but I am not sure
- I want to create a bounty board for a "pick a quest" type system to start off with, like in Monster Hunter or all the Isekai anime with an adventurer's guild where you pick some low level bounties that are like "kill some goblins" type thing but I'm not sure how to do it
- I have to figure out how to set up music in Foundry for atmosphere but I think my soundscape add-on is defunct and I'm not sure how to do it
Without further ado I have the document which can be read here from my google drive and also has comments turned on but also you can comment here any advise or insight or anything else that might come up as a GM:
https://docs.google.com/document/d/1VWI3UEpUP-WmL167xA5fzqTJegG9dUI06LPrij1 vSHQ/edit?tab=t.0
Edit: Actually I don't really know how to format well on this forum but would it be better to just copy/paste the entire contents of the document to here?
Campaign Concept: The Black Lantern Academy
Long ago, the barrier between the mortal world and the Spirit Realm began to weaken. Ghosts, curses, demons, and restless dead now appear throughout civilization. Most people can neither see nor fight them, but those born with "The Sight" can perceive the supernatural and manipulate spiritual magic, however those gifted with divine magic, or even primal magic as well as studying the arcane can all be effective against such spirits.
Because of this, either one kingdom or various kingdoms came together to found the Black Lantern Academy, a school dedicated to training Spirit Wardens, although this is merely a title for martials and casters of all traditions are welcome. (Should there be rival schools or just one school? Should each kingdom have their own school?)
Using the Pervasive Magic variant from Secrets of Magic, magic is everywhere. Students learn not just arcane spells, but spirit rituals, talismans, exorcisms, barrier techniques, and monster hunting. Primal casters, Divine Casters, and especially occult casters may also find something useful, and as always, there is support for the more martially inclined students. Sometimes the best way to beat a spirit back is with raw power.
Optional Rules Considered:
- Free Archetype (More character expression, more fun. Hello, Runelord + Undead Master + Lich archetype all on one character? Me thinks yes. Just try to build for cool/flavor than just min/maxing or trying to break the game math. Just make cool guys.)
- Automatic Bonus Progression (I think this gives room to have cooler loot and more focused and flashier items than “yeah I got my mage’s hat for my +1 to arcana so my wizard can be better at learning spells cuz like that’s the classes entire identity” which feels more like an item tax than getting actual cool items you might really want)
- Pervasive Magic (Kind of inspired the entire settings in the first place tbh)
- Item/Relic Sets (I just think they’re neat)
- Potential Ancestry Paragon (It feels very feast or famine, with some ancestries feasting with tons of great feats to flesh them out, and some with little to no support begging for either a “forced” versatile heritage or simply picking dead/bad feats or no feats which can feel bad, especially with a mixture of ancestries of those who are haves and those who are have nots in the same game)
- Maybe Proficiency Without Level (I’ve seen mixed reviews with like a 50/50 split on love it or hate it, I don’t know a lot about it but from the love it crowd it seems intriguing)
The Black Lantern Academy
The academy serves as the players' home base.
Students attend classes between adventures which can grant access to various boons, for example:
- Spirit Lore players would get access/learn the um advanced lore skill feat thingy that automatically improves proficiency as you level to spirit lore/undead lore/etc
- Demonology which can grant students the holy sanctification to enhance their damage against the unholy creatures they fight
- Curse Breaking which can give players a circumstance bonus to defeating haunts and curses found throughout the adventure
- Alchemy which provides alchemical supplies before each mission as well as potentially an alchemist or alchemy related dedication
- Weapon Training: useful downtime for learning new technique for martial characters to further their training
- Ritual Magic which grants access to various rituals to casters that will help with their field work.
- Field Survival which will grant access to healing potions and other consumables to help with each mission
- Research potentially tied into gathering information as a downtime activity, the research rules in GM Core to figure out what type monster they’re hunting, like Wesley in Angel or Giles in Buffy, or otherwise finding out more information to get people involved and to help strengthen the identity of prepared vs spontaneous casters? It seems like it fits
Professors assign exams, practical exercises, and eventually real field work. The exams and practical exercises may be things like downtime to craft items, earn income, gather information and other steps to prepare for the mission ahead making intricate use of the downtime rules which will tie into a, hopefully, clean gameplay loop.
Something to the effect of: Do downtime to either gather information, craft important items, learn new spells and abilities or retrain, then set off on the mission, hopefully complete the mission, return and get rewards and then take downtime before setting off on the next mission. Obviously real field work is where the missions happen and is the combat and exploration portion of the game, ideally.
The Adventurers Guild
Instead of a traditional adventurer’s guild, the academy operates an Assignment Hall which is a massive bounty board which contains requests from villages, nobles, churches, merchants, and governments as well as single individuals. Each assignment is graded by a rank which the students can climb as they improve in their abilities, enabling them to take on tougher missions.
Assignments include:
- Haunted houses which will make use of the haunt system introduced in, I believe, Dark Archives
- Missing persons/Investigating disappearances which will hopefully give some measure of survival and tracking type missions to enhance the class fantasy of rangers and character archetypes like that. Thaumaturges, Investigators, and so forth.
- Possessed children this may be a ritual or a skill check in which the players need to perform a ceremony to dispel the possession and then defeat the spirit which manifests
- Cursed relic recovery obviously a “recover the item” type quest. Potentially, as above mentioned curse breaking courses, may be able to cleanse the item and may be ways to obtain pivotal gear from player “wish lists” for certain items.
- Destroying undead nests very simple combat focused missions that may tie into a deeper story later on
- Escorting ritualists narratively essentially escorting spellcasters which will eventually cast rituals to either close dimensional portals or stabilize areas or other rituals which may help with finding people or even locating undead nests or other spirits/demons of interest
- Hunting rogue demons probably something like the culmination of an adventure, like investigating an area, then fighting some lesser threats and ending in something like a boss battle as the primary target of a mission which, again, can facilitate Rangers and hunt prey, Investigators tracking down a target, thaumaturges doing thaumaturge stuff, etc.
- Mysterious Circumstances coinciding with various anime and other inspiration something like disappearing towns that fall into mist, or other important sites or locations whose mystery needs to be unraveled and the creatures/beings behind the magic at hand stopped to save the people in question
- Investigating Cryptids at this point monsters, to most people, aren’t real and only those with “The Sight” can see or interact with this part of the world. Therefore cryptids, to most, don’t exist. However the Academy knows differently and thus dispatches agents to investigate and catalogue, or perhaps even slay out of control cryptids.
- Dark Archives quite literally using the Stolen casefiles to intersperse throughout the adventure to possibly tie into the greater narrative
Mission types could be combined, i.e. missing persons could lead to destroying undead nests, or escorting ritualists to do a scrying spell to locate a missing person and upon finding them, finding a cursed relic. Blending and mixing adventures/missions together to create more cohesive narratives later, but initially probably creating multiple “pathfinder scenario” type “bounties” similar to Pathfinder Society 1 shot scenarios that eventually get tied together, but for the beginning of the campaign is kind of just grinding levels and ranks to get a feel for the gameplay loop and preparing multiple scenarios for the players to choose from in the Assignment Hall.
Each completed mission earns:
Gold
- Academy reputation using the reputation in GM Core, or a homebrewed deeper version potentially
- Promotion in rank (I want to create a ranking system inspired by typical isekai type anime like bronze, silver, gold, etc up to orichalcum and adamantite style adventurer ranks? Or is this redundant with academy reputation? Too many layers?)
- Better equipment as provided by the school armory/shop. The school should have everything an adventurer needs, and for rare items perhaps specific missions need to be undertaken to gain the materials so the school can make it. Tie it all together. However, probably few things should be off limits. I would include like uncommon and rare spells in this and have a school library that grants access to such things
- Access to Advanced Classes within the school which, tied with rank and reputation could grant greater benefits to the characters. More circumstance bonuses with higher numbers, more consumables or higher rank/grade(?)/item level(?) consumables, etc. Or perhaps this is where uncommon/rare spells/rituals may be unlocked?
- Aftermath Feats if applicable? Aftermath Feats appear in Dark Archives around page 55
Hopefully this reinforces, as said above, the gameplay loop of accepting a quest/bounty/mission, doing downtime prep work to get prepared, gather information, sort of figure out the parameters of the mission, go out and do the mission, come back and get rewards, then repeat the cycle. Hopefully it’s fun?
The Greater Threat (Diablo 1 Inspiration)
While students deal with local hauntings, something much worse is happening beneath the world. As the students complete their lower level missions and do the above gameplay loop I imagine at some point something like either proper dungeons, or mini dungeons at least such as: Ancient catacombs, forgotten temples, and buried cities have begun opening around the world which beg for investigation. These would provide rewards as above. The question is, are the rewards self contained? It would probably suck to do a whole ass dungeon with no rewards and having to wait to return to the academy to cash in, right? How do dungeons tie into the overall established gameplay loop. Something to think about. A problem for later?
As the influence of whatever is causing this phenomenon strengthens you may see:
- Skeletons and Zombies and other lesser undead which may ambush players in graveyards by popping out of the ground when investigating other missions as outlined above
- General Undead i.e. vampires, ghouls, wraiths and other undead type monsters.
- Something about cursed energy and haunts possibly materializing spirit type enemies that need to be taken down, which also may tie into the above “rogue demon” but perhaps should simply be a “rogue monster” category?
- Cultists which may be worshipping the demons, empowering them (if a demon with cultists is elite, does defeating them weaken them to normal, or even the weakened template? Can combat be so dynamic in PF2E?)
- Fallen angels (or is this just covered by Erinyes or whatever they’re called in remaster?)
- Demons of various types, and/or also devils? Fiends in general? How does the breaking up of such categories in D&D and pathfinder lore come together here?
- Necromancers performing profane rituals, perhaps the opposite of the above mission type of escorting ritualists, but rather stopping rituals from opening more portals/summoning more crypts or whatever
- Velstracs performing sadistic experiments for a client
The campaign gradually shifts from ghost-hunting mysteries to desperate expeditions into increasingly horrific dungeons, much like the descent beneath Tristram in Diablo I. Something about the burning legion using the scourge to weaken the world's defenses in preparation for an invasion.
Although in Diablo, it was essentially 1 single mega-dungeon in which every level goes deeper, and every enemy grows stronger, gradually becoming more severe. I don’t know if I want to do a singular mega-dungeon, or spread it out like many isekei/fantasy anime where there are “legendary dungeons spread throughout the world that need to be conquered/explored for…” well a lot of the shows never actually get that far, I think? Lol either way, maybe multiple dungeons, maybe one giga-mega-dungeon.
Potential Influences from Berserk/Warhammer Fantasy:
An idea lives in my head that, perhaps much like Berserk when Griffith becomes Femto and is reborn, the fairy tale world and the real world begin to converge, and things once thought impossible or unreal begin leaking into the world. Also inspired by warhammer fantasy, potentially adding a bit of grimdarkness to the game, such as villagers last stands against invading Orc or Troll armies, dragons emerging, and other legendary creatures of fairy tales and folklore appearing and beginning to terrorize the world. Regular men and women being confronted with the bizarre, the strange and potentially growing as dark as the troll saga in Berserk, or keeping it PG-13, depending on player discretion. Fade to black or implied, or certain subjects skirted, but the idea of like the “Empire of Man” in a hostile world (I.e. warhammer fantasy) holding back the darkness as it slowly engulfs the world.
Either way, with whatever degree of grimdarkness or not sprinkled in, eventually the players learn that someone, or something, is intentionally weakening the barrier between worlds in order to invade for their own designs, again, see the above Burning Legion -> Scourge invasion idea taken from Warcraft. Specifically warcraft 3.
Campaign Structure
Early Levels (1–4):
- School life where downtime matters and can be emphasized on for characters strengths and class fantasy. I.e. crafters (inventors, runesmiths, generally people with crafting invested into) can make things, spellcasters can learn spells, lean into the benefits of the “classes”, the “gathering information type” classes can scout out, learn information and generally help the prepared casters know what’s coming and what to expect like Investigators, Rangers, Thaumaturges, etc. I want each class to shine with downtime and to flex on these rules to enhance the “active” part of the game.
- Small hauntings which involve the haunts and traps in order to vary encounter design so they aren’t all just kill missions over and over, unless players prefer simple kill missions.
- Spirit mysteries and disappearances/missing persons, which again, lean into various class fantasies and strengths, hopefully
Village requests for simple “kill xyz” monsters or “xyz has gone missing, please help” type missions which can be pulled from the Assignment Hall in order for players to kind of “choose their own adventure” at first
- Yokai encounters which will be “hunting rogue demons” category as well as manifested spirit energy into malevolent entities which could be impromptu emergency bounties or encounters combined with other mission types as an investigation they’re on coalesces the evil spirit energy into an active force
Mid Levels (5–10):
- Powerful curses something, something, counter curse effects, spells like remove affliction, as well as rituals to purify cursed objects which can in turn become powerful relics (relic system, relic set rules hello?) for players as well as rituals to defeat more powerful “haunts” from Dark Archives
- Demon cults I will forever have this scene from a Gotrek and Felix book where these slaanesh worshippers (and possibly beastmen) are cavorting in the woods doing some dark, diabolic ritual and gotrek and felix stumble upon the thing. It’s written like an insane fever dream, and it feels scary and hectic as they’re trying to survive these insane cultists. Maybe I can make something as cool as that story. Also just generally stopping people from summoning demons type missions.
- Undead crypts this is probably where mini dungeons or regular dungeons start appearing as described above already. Our first forays from single, bounty style missions to longer form elaborate dungeon design.
- Rival students encountering rival groups of adventuring NPCs who go to the same school, introduce the reputation system here, as well as a few other NPC systems like the Influence system, perhaps? Either way, I imagine later on, when things get serious the various teams, and maybe even teachers need to band together to fight greater threats probably in the 11-16 section.
- Regional disasters something, something permeating magic, disastrous/hazardous landscapes and even the aforementioned mysterious disappearances of places/towns that need to be looked into
High Levels (11–16):
- Ancient Catacombs more complex and larger dungeons which need to be delved to recover more cursed artifacts and uncover their mysteries in order to gain enough power to stop what’s happening
- Forgotten Temples would begin spawning around the world which may be focal points or channeling sites that are creating points of entry or weakening the barrier between the physical and spiritual world. Perhaps dungeons, or sites, that need to be invaded and taken down to close the portals/stop the ritualists to stop the enemies plans
- Hell gates opening which are leading to pouring out of lesser demons. I don’t know if mass combat works in PF2E, but perhaps a bunch of PL -1 through -4 or something enemies that can be defeated in droves and require a ritual or some kind of objective system/victory point thing to close/stabilize the portals? Perhaps a type of mission board with followers/fellow NPC students (former rivals?), teachers which can be commanded to go on missions and report back later with success?
- Ancient liches and other greater undead, like vampire lords, etc commanding armies of undead which may need to be dealt with if it isn’t too broad in scope. Perhaps these are the entities operating from and living within the ancient catacombs or defending the forgotten temples. Forces of evil which need to be confronted.
- Demon lords which are commanding the liches and other greater undead, like “final boss” type monsters which could be high points in an ancient catacombs dungeon or forgotten temples as like climaxes to the adventure in question
- Tying things together I want to kind of bring the storyline together of the previous era of isolated incidents as the broader plan and tapestry comes together to reveal the plot at large of the invasion being lead by at least one greater individual commanding all these other points of interest
End game (17-20):
- Journey to Hell/The Abyss/Final End game zone now that the players have shut down these temples and other points of access for the other side they need to actually go into the other side to end the threat and make a final stand. Perhaps this shouldn’t be quick, but rather a whole landscape and era unto itself
- Final mega-dungeon Whether it’s the landscape itself, the plane of existence itself or an actual location, this should be the final “zone” and final, culminating end point that focuses down to feeling like a building finale
- Final encounter defeating whatever evil god, gods, giga-demon lords, or whoever is behind the plot (LITERALLY DIABLO HIMSELF?) campaign ends. Everyone cheers.
Imagine a blend of:
40% Jujutsu Kaisen / Blue Exorcist / Black Torch / Soul Eater (academy life and spirit combat)
25% Mushishi / xxxHolic (supernatural investigations and folklore)
20% Generic isekai adventurer guild (missions, ranks, rewards, bounty board, monster hunter even)
15% Diablo I (gothic horror, undead, and demonic descent)
Maybe 10% Berserk/Warhamer Fantasy (varying degrees of comfortability with grim darkness, humanity fighting against threats greater than itself, villages making last stands against fairy tale armies, etc.)
Hopefully the result is a focused campaign where players experience both the camaraderie of a magical academy and the satisfaction of taking on bounty missions and a kind of “choose your own adventure” environment, all while uncovering a much darker conspiracy that leads them into terrifying, Diablo 1-inspired depths beneath the world. I want to retain the “choose your own adventure” style with, perhaps, introducing a “mission table” type thing where they can command NPCs to do things when the world at large is in danger so it kind of feels like an all hands on deck situation where there are various threats simultaneously around the later levels i.e. 11-16 and it sort of feeds a sense of urgency about what problems to solve, when, and where. I want the natural gameplay loop of train/downtime → accept assignments → investigate → complete mission → earn rewards → grow stronger → uncover the next layer of the mystery and repeat. Although there may be friction within the later levels as dungeon delving and downtime seem kind of mutually exclusive as well as the whole urgency thing. Maybe suspension of disbelief? Haha
To do:
- Create a more nuanced reputation system, potentially influenced by the world of warcraft model from hated through to exalted?
- Create a school adventure grading system and the implications (Do I use the SS, S, A, B, etc system, or the wood, iron, bronze, silver, gold, etc like League system [or Overlord the anime, and others] or the monster hunter star system?)
- Create more advanced and better classes from the school that offer more powerful rewards
- Figure out what advanced training might look like
- Figure out what kind of rewards or access a rare class might unlock perhaps the secrets to something like becoming a Lich or something along those lines?
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Book of the Dead is my favorite PF2E book of all time (so far), but it is also, now, the only book that hasn't been touched up by the remaster. Could we please get Book of the Dead Remastered? :')

I would really like to see a Divine Tradition Magus, or just the choice to pick Strength as the main class stat with a Warpriest. I think it could open up a lot of fantasy archetypes. They're still possible, with a regular warpriest, I think, but I have been playing a lot of off-the-wall concepts, such as a "martial" Summoner with Sentinal for Medium Armor and a Greatsword focused on self buffing with a Dragon Eidolon, and it's been fun, but after awhile you do begin to really feel that math as a pseudo-martial.
I would really like to capture the fantasy of a more Warcraft Paladin than PF2E's almost no magic Champion. I think with Warpriest you can get really close, but I think just being able to push Strength to +4 at level 1, or simply a Divine Magus would take it all the way. Especially if the Magus's extra given spell slots at later levels could be filled with Heal, similar to Cleric Divine Font, or Sound Body/Cleanse Affliction, etc.
Almost all of the pieces are there to pull off at least a Wrath of the Lich King era Level 80 Paladin. I've personally chosen Warpriest anyway with a Maul to try my hand at it.
I don't think anything really captures seals, but the closest is probably:
Seal of Light -> Divine Weapon or Emblazon Armanents
Judgement -> Spiritual Weapon
Blessing of Might -> Bless
Blessing of Wisdom -> Divine Inspiration, Moment of Renewal (get those spell slots back)
Blessing of Kings -> Heroism roughly (raises several "stats")
I don't think there's much to say for auras, not a lot of interlap here (or I didn't look well enough, and it doesn't matter that much)
Hand of Freedom -> Unfettered Movement
Divine Protection -> Protection, roughly. No way to just cut damage in half that I know of.
Hand of Protection -> Sanctuary (the version where you couldn't keep attacking with it on you)
Divine Sacrifice/Hand of Sacrifice -> Share Life (there's a few others, like life pact)
Divine Shield -> Indestructability (roughly)
Avenging Wrath -> Avatar(?)
Holy Light/Flash of Light -> Heal
Crusader's Strike -> Channel Smiteish
Divine Storm -> Mauler Archetype Avalanche Strike
Purify -> Stuff like Sound Body, Clear Affliction and basically status effect removal spells
Sense Undead -> I believe there's a spell called Sense Spirits around level 5ish
Exorcism -> Searing Light or whatever it's called in the new remaster
Holy Wrath -> Divine Immolation or Divine Wrath
Redemption is 100% raise dead or revival but in the campaign I'm participating in resurrection is disabled and not allowed. Nobody can come back to life. Dead is dead.
As for stuff like Consecration or Hammer of Justice there's nothing I can really find, but honestly I got 80% of the class in divine spells and it fits really well IMO.
So then it's just a matter of how to execute the vision
What do we do about weapons that came out after Gods and Magic and the Core Rulebook, like those in treasure vaults, that aren't associated with deities?
For instance: Earthbreaker.
Just for minor stuff like the Undead master archetype requiring alignment evil, since alignment is gone and things of that nature.
Little bit of terminology clean up to bring things out of OGL and into ORC, any thoughts on this?
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Basically title. I just want some axes for finesse builds.
I would like to build a blaster DPS character that focuses on Fire, Electric and Ice damage. I thought the kineticist would be a nice way to do it, potentially.
Air looks like it has some electric damage, fire is fire, and with versatile blasts and water there's some ice damage attacks.
I also don't mean only Final Fantasy 14, but like all the games, including one's not specifically named like Lulu from FFX was a "black mage" in all but name.
Just the concept you know?
Edit: The game I am in does not allow RARE options at all (no rare races, no rare feats, no rare archetypes, nothing with rare tag)
Just wanted to be a steampunk werewolf using the power of alchemy to beast out and mix it up in melee with fang and claw.
Crixleby Hobgoblin Mutagenist Alchemist
The main thing is that I realize Animal Barbarian would "do it better" but I just wanted to make a good mutagenist because I want an alchemist of each research field. This is the mutagenist I am trying to build.

My Barbarian died in Abomination Vaults so I need to make a new character.
The party composition is that of:
- an Inexorable Iron Great Gnoll Magus with a Polearm
- a Greataxe Orc Fighter
- a Monastic Weaponry (Katar) and Ki Strike using Lizardfolk Monk
- a Leshy Summoner with a Strength Plant Eidolon.
I’d like to make a Unbreakable Goblin Chirurgeon Alchemist.
I’ll go ahead and post my build that I have got so far for my Alchemist.
For the most part I am asking about what my daily preparations ought to look like and what my formulas ought to be (if I should make any changes). I have my items from the starting treasure wealth for new characters chart and the items I chose are based on that.
I am hoping for a tailored support experience for my party to enhance their strengths as well as provide decent healing. It should be known 2 characters have lay on hands I believe, the summoner has the heal spell in their repertoire and the monk has wholeness of body.
Without further ado the build as it stands: Mixleby, Goblin Alchemist.

Been brainstorming a character and I’m a bit stuck. I know a few things about the character and then there’s quite a few ♂️ variables. His primary motivation is chasing immortality. I am 100% locked in for Lich at level 12 either FA or normal.
I am 99% I want to be a Wizard. Im open to Sorcerer, Oracle or Witch too. I’m almost 100% positive I want to be a Necromancer school and I might have to be also for certain prerequisites.
I know the driving motivation for the character is to become a Lich. I know the primary motivation for the character is to become immortal. I know the character will be specializing in cold and necromancy spells.
I am considering Fetchling, Gnome or Elf for ancestry. Possibly even Fetchling Half-Elf. My hesitation on gnome is that I’m not sure a gnome/small lich looks like. The primary influence and mental image/artwork would be the Liches from Warcraft 3/WoW, primarily Kel’Thuzad. So I don’t know what a gnome would look like regarding this.
I was strongly considering Runelord (Necromancy). I’m looking into Reanimator, I’m looking into Undead Master… from 1-12.
I don’t know how well Animate Dead and summoned minions interacts with a Zombie/Skeleton Undead Master. I’ve heard summons suck anyway. I feel like a strong part of Necromancer is undead minions but I’m not sure how much about it should be.
Runelord is appealing in joining the character motivation -> gluttony. Obsession with power, with knowledge, voracious appetites to learn everything. The feats seem pretty cool.
The downside is the stats in general especially if I were to lean into the Polearm part. An Elf (and maybe Gnome idk) is a 6 HP ancestry on a 6 HP class. To use the polearm to any effect I’d probably need a 16 strength and an 18 int which means that using the floating +2 boosts I’d be at 16/12/12/18/10/10 for pretty much any of the ancestries which puts me at absolutely mega atrocious AC at like 15 or something and HP (13 at worst and for Fetchling 15). So even if I go Runelord maybe ignore the Polearm stuff?
Maybe 14/14/12/18/10/10 ? Otherwise I’m thinking 10/16/12-14/18/10/12
Reanimator seems like a distraction from the core of the character although a core of the character is necromancy but it feels even more hyper specialized and I’m worried distracts from the whole “I’m obsessed with not dying” and being a more general black magic caster than simply one who is especially good at raise dead. I don’t want to “lose” my character getting lost in the weeds. Might be a personal problem here.
I know I want Lich. I don’t know what Lich feats are actually good.
Do I even have room for wizard class feats in case I fall into a non-free archetype game? I feel like reach spell would be great for vampiric touch. Otoh if I go polearm Runelord I might be in melee anyway?
I’m looking at spells like Fear, Slow, Diseases, anything with the Necromancy trait that isn’t positive healing and anything with the Cold trait.
Just kind of in analysis paralysis here. If I go Runelord I think ignoring the polearm would be a good idea.
The feats I’m interested in I think would be either Embed Aeon Stone or Tattoo Artist then Aeon Resonance, Sin Reservoir, and Fused Polearm from Runelord.
I like pretty much everything in Reanimator but I feel like I run out of room even with FA before it’s time for Lich.
For Lich I like Drain Soul Cage, probably Spell Gem but maybe Bolster Soul Cage and Frightful Aura is cool too. This however locks me into basically boosting Crafting and Intimidation to some degree. Unsure about the third skill I should look toward.
I guess I need help focusing and parsing effective options and kind of getting more concrete answers than nebulous hang wringing over hypotheticals.
What would my action economy look like in a real game as a wizard with an undead companion as well as an animate dead summon… can I have both at once? Would it be something like Command an Animal (? What if it’s a zombie?) -> 2 actions for minion -> Sustain Animate Undead -> 3rd action (idk)
Also would I have room to cast any normal spells if I’m using an action to command an undead companion then using sustain a spell for animate dead.
I’m drawing on inspirations from Warcraft 3 Lich and Necromancer and The Undead faction in general, Diablo 3 Necromancer, Guild Wars 2 Necromancer minionmancer build.
I guess I have conflicting class fantasies:
Do I want to be a dark caster with deadly magic and buffs/debuffs to cripple my enemies, aid my Allies and deal damage? Where I might dabble in animate dead but it’s not the main thing (probably Runelord at this point).
Am I primarily a minion mancer commanding up to 3 undead at once? (Undead Master + Reanimator)
Maybe half and half with undead master and 1 permanent undead companion and then spells for my other actions kind of like a summoner? (Purely Undead Master).
Once I reach Lichdom that all seems mostly flavor and doesn’t do much except “feel cool” I guess lol

I'm working on two Magus that are similar, but different and one of them will be my 3rd Pathfinder Society project in addition to my ongoing Swashbuckler and Sorcerer projects (who I am enjoying quite a bit as it were.)
The characters in question are as follows:
https://pathbuilder2e.com/launch.html?build=390207
https://pathbuilder2e.com/launch.html?build=390208
I've got some play room here. I can do standard Elf stats for +2 str, +2 dex, +2 Int, -2 Con and put my start boosts into something like Str, Con, Int, Wis, or I can do floating +2's and do Str/Int and then final boosts into Str/Dex/Con/Int or I could potentially go finesse weapons and go Dex. Or one could go Strength and one could go Dex.
Both, or at the very least the Drow (Aramil Soveliss, in this case an Ancient Elf who regrettably doesn't have Darkvision, but the constraints of Pathfinder Society and the feats needed/wanted...) is heavily inspired by Seltyiel the Iconic Magus who uses something like a Longsword or Scimitar.
I think overall I picked the theme/spells/etc on both of them to help convey their personality (Aramil Soveliss dominates foes with overwhelming sword play and fire power, using blasting as a means to incinerate or chill foes to death) where the other Ravinsild (the Dhampir) uses necromancy/negative and cold damage, the chill of the grave to sap enemies strength and steal their life essence and in many ways fight like a death knight/vampire using death magic and cold magic to hamper enemies whilst bolstering himself.
So both want a higher Int for Saving Throw purposes etc. Now it's just a question of the martial side of the offense... also HP is a bit of a concern. I just don't know.
How would you do it?

One of the ways I build my character is based on a miniature. So I picked an Axolotl with a single sword and decided to make a Kobold and I wanted to pick a class that’s good at one handed weapons. I already had a Rogue and I already have several laughing Shadow Magus and Barbarian isn’t good at it and Ranger doesn’t seem to care much only dual wield or ranged for them and Fighter seems kind of boring…
So I ended up Swashbuckler… and it’s been kind of frustrating. I tend to play Pathfinder society or in the one adventure path I’m in nothing special is turned on (no FA, no Dual Class no nothing just basic rules) and honestly it’s a slog to do anything.
I thought the forum complainers might be wrong: because I was afraid to play a caster for so long due to negative internet stigma, then played a blaster sorcerer and it straight up just rocks. It just works. I don’t struggle with action economy or anything and it’s interesting and it’s not repetitive.
Well. The Swashbuckler sucks. If you’re not within 25 feet to try tumble through.. or 30 ft because Bon Mot (I’m Wit) then… no panache. You could use 2 movements one to get closer, one to tumble through for panache, and then confident finisher… but then you don’t have 20 AC from dueling parry. And I’ve been downed. A lot, and no I’m not running in solo I’m setting up flanking with my fellow melees for the flat footed bonus to both of us. Sometimes because it’s PFS it’s like oops all martials.
So the idea would be Bon Mot -> Confident Finisher -> Dueling Parry or Stride to Tumble Through to get closer -> CF -> DP. Or you know whatever, just basically set up for damage, do the damage, be defensive. However if it’s a bad game where I can’t roll above a 5 it just feels miserable and I guess that could be true for any martial, but for some reason it feels especially tilting to fail at panache over and over and over and you don’t even get the bonus movement speed unless you actually get panache..
It’s just been kind of a frustrating experience. Does it get better?
I just wanted a class that “just works” like the Sorcerer. I just use burning hands or horizon thunder Sphere or whatever damage spell and they roll and even if they succeed I still win anyway and they take some damage.

I will be joining a campaign 1-11 in the Abomination Vaults and I had a character idea I've been drumming around with that I've played in a vanilla RAW PFS game which works alright, which is a Gnome (Umbral) Arcane Summoner with a (Red) Dragon Eidolon.
The basic idea of the character is that she has been Isekai'd into Golarion from the Monster Hunter Stories (2) world and therefore she is a Monster Hunter (or technically rider) with a "light bowgun" and her Eidolon is her Rathalos. The sigil all Summoners get is her rider's bracelet that allows the connection between the two and allows her to ride him (Hence they are Monster Riders).
I was reskinning "Phase Bolt" as shooting a "bowgun" which doesn't technically exist.
Since this is allowing: Ancestral Paragon, Free Archetype, AND Dual-Class I am trying to figure out how to build a Way of the Spellshot Gunslinger with a Repeating Crossbow, haven't decided on FA yet, and already covered the Summoner bit.
I guess it would essentially be 2 martials with 1 being a wave caster for buff spells? Not sure what spells? Does haste even work on Summoner? I figure most combats don't really go past 5 rounds so a 5 round repeating magazine skirts the reload issue altogether? IDK
Help/advice appreciated

I have noticed a distinct lack of itemization explained in guides, and I often find myself ignoring magical items, but I suppose they are meant to be part of a character's budget. Right now I am playing 2 parallel characters in Pathfinder Society 2E. 1 is a Swashbucklers, 1 is a Sorcerer.
I imagine I may or may not need, at 3rd level, 1 or 2 skill boost items like one which boosts my Acrobatics on the Swashbuckler and Intimidate on my Sorcerer. Is there room for 2? I'd like to be good at diplomacy on my Swashbuckler too.
What about other stuff? Weapon runes for a martial at some point I'm sure. Aeon Stones? I don't know. I don't know what's good, what's good for what class, I've read through many, but how much money am I expected to have? How many magic items at what level?
On my Sorcerer I'd eventually like some scrolls, maybe wands, at least 1 or 2 staves I think, maybe just 1... Boots and Cloak of Elvenkind seem amazing, and the set bonus items seem cool overall.
I just have no idea what's good or how much I ought to have or anything. Maybe because there's so many options. Maybe it's like "Martials get 1 +1 to hit rune at level 3 and 1 skill bonus item and that's it" and Casters get 1 skill items boost and a flex item like that white pearl of healing aeon stone.

After taking in all of the discussion on Spellcaster balance, I've decided to finally take a step and create my very first Spellcaster, no less a blaster! For Pathfinder 2e, although I am limited to Pathfinder Society, and therefore cannot take such things as Sudden Bolt.
Nanapo Tiefling Gnome Imperial Bloodline Sorcerer (Magical Misfit Background) PFS
1 (A) Nimble Hooves, Stats: Str 8, Con 12, Dex 16, Int 12, Wis 12, Cha 18
2 (Sorc) Dangerous Sorcery, (S) Intimidating Glare
3 (G) Fleet, Expert Intimidation
4 (Sorc) Arcane Evolution [Skill:Crafting], (S) Multilingual
5 (A) Fiendish Resistance, Expert Arcana, Boost: Dex, Wis, Int, Cha, [Skill: Deception]
6 (Sorc) Bard Dedication [Enigma Muse], (S) Magical Shorthand
7 (G) Toughness, Master Intimidation
8 (Sorc) Basic Bardic Spellcasting, (S) Assurance [Arcana]
9 (A) Gnome Polyglot, Master Arcana
10 (Sorc) Signature Spell Expansion, (S) Automatic Knowledge [Arcana], Stats: Con, Dex, Wis, Cha
11 (G) Incredible Initiative, Expert Occultism
12 (Sorc) Occult Breadth, (S) Battle Cry
13 (A) Fiend's Door, Master Occultism
14 (Sorc) Expert Bardic Spellcasting, (S) Automatic Knowledge [Occult]
15(G) Canny Acumen [Perception], Legendary Intimidation, Stats: Dex, Int, Wis, Cha, [Skill: Religion]
16(Sorc) Greater Mental Evolution, (S) Scare to Death
17(A) Final Form, Legendary Occultism
18 (Sorc) Master Bardic Spellcasting, (S) Multilingual
19 (G) Incredible Investiture, Legendary Arcana
20 (Sorc) Bloodline Perfection, (S) Unified Theory, Stats: Str, Con, Int, Cha
In the following spell list GME will stand for Greater Mental Evolution and SSE is Signature Spell Expansion. I tried to go for a Black Mage themed list from Final Fantasy, therefore focusing on Fire, Thunder and Ice damage as well as debuffs, like Befuddle, Paralyze, Confusion, etc. I looked at the history of Black Mages and found appropriate spells within my tradition. I tried to make a list, after taking the advice, that could target every type of save to be a blaster.
Nanapo Lalimo Tiefling Gnome Imperial Sorcerer
Cantrips: Electric Arc, Ray of Frost, Produce Flame, Shield, [Bloodline] Detect Magic
1st level Befuddle, Burning Hands (Signature), True Strike, [Bloodline] Magic Missile, [GME] Grim Tendrils
2nd level Chilling Spray [H+1], Horizon Thunder Sphere [H+1] (Signature), Scorching Ray, [Bloodline] Dispel Magic, [GME] Flaming Sphere
3rd level Fireball (Signature), Lightning Bolt (Signature [SSE]), Slow, [Bloodline] Haste (Signature[SSE]), [GME] Fear [H+2]
4th level Sleep [H+3], Confusion, Ice Storm (Signature), [Bloodline] Dimension Door, [GME] Fire Shield
5th level Blazing Fissure (Signature), Cone of Cold, Dimension Door [H+1], [Bloodline] Prying Eye, [GME] Black Tentacles
6th level Chain Lightning, Flame Vortex, Cast Into Time, [Bloodline] Disintigrate (Signature), [GME] Slow [H+3]
7th level Haste [H+4], True Target, Eclipse Burst (Signature), [Bloodline] Prismatic Spray, [GME] Frigid Flurry
8th level Blood Boil (Signature), Chain Lightning [H+2], Polar Ray, [Bloodline] Maze, [GME] Burning Blossoms
9th level Massacre (Signature), Weird, Meteor Swarm, [Bloodline] Prismatic Sphere, [GME] Foresight
10th Level Time Stop, Cataclysm (Signature), [GME] Wish
I tried to stay on theme with the bardic spells too:
Nanapo Lalimo Tiefling Gnome Imperial Sorcerer [Bardic Dedication Spells]
Cantrips: Prestidigitation, Time Sense
1st level True Strike, Fear (Signature Basic)
2nd level Blur, Grim Tendrils [H+1]
3rd level Heroism (Signature Expert), Slow
4th level Confusion, Enervation
5th level Shadow Blast (Signature Master), Synesthesia
6th level Cast Into Time, Phantasmal Calamity
7th level True Target
8th level Synesthesia [H+3]
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I mean basically title:
1) I have 15 Pathfinder 2e Maps. What are they for? Do I print them out on some kind of large paper IRL? Are they for VTT? If yes, are they compatible with Foundry?
2) I have 11 Pathfinder Tales. What is a Pathfinder tale?
3) What are Pathfinder Organized Play things for? I have some Season 1 and Season 4 stuff. Would I use it to DM a Pathfinder Society Game for points? If so that is neat.
4) What are Pathfinder Pawns? I have a "Bigger Forest Map" (For what?) And Pathfinder Abomination Vault Pawns (Are they like monster tokens? DO I print them out? Are they for importing into a VTT?)
5) What are Flip Mats?
I guess the main question is: Where and how do I use this stuff?

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I created a 1 shot for D&D 5E and I wanted to start with goblins, and eventually work up to Hobgoblins working with Orcs, all the way to a final boss fight in which 4 Orcs protect 4 crystals which need to be broken so the Orc Spell Caster in the middle's shield will break and the party will be able to defeat him. He is channeling a spell to open a portal to their dark master (probably a super high level demon) and if the Orc Warlock isn't defeated in time the portal will open and the encounter will end. It's supposed to be exciting and use more mechanics than simply "beat up the monster".
Dungeon Map
When they first enter the dungeon there's a poison arrow trap mostly meant to fire at them and alert them: THIS DUNGEON HAS TRAPS!
This is a link to a hand drawn picture of the map and all the traps I had set. The bottom box with weird curving lines are supposed to be Goblins Tunnels with some sword and shield goblins engaging the party, and goblin archers hitting and running through the tunnels ambushing the party.
The second is a trap I was inspired by from Goblin Slayer in which there's a hard to see hidden passage past a break in the wall on the way to the very obvious straight ahead spider warren for goblin reinforcements to ambush the party from behind...or get ambushed if the party has great perception! Along the way there are spider webs all over the walls and a giant acid pit between the party and the spider warren.
Since the party will know they were ambushed from behind, and the goblins will have opened the secret door it will be clear hopefully they should proceed in this way and there will be a spiked pit trap down this corridor leading up to the first mixed orc and hobgoblin trap.
After this encounter there will be a ceiling axe trap where the axes swoop down from the ceilings to chop at them if they don't disable it.
Moving down to the Orc Door which I believe will require a key or a password, or brute force :) Behind this door lurks a tough Orc miniboss!
After defeating the miniboss a falling ceiling trap waits for the party, but it can be bypassed by going through the disgusting sewers if they happen to spot the difficult to see hidden tunnel.
Then they arrive at the aforementioned final boss with crystals and bodyguards and portal summoning.
I think I want the party to be level 3 or 5? Depending on how strong the encounters would be? I think it should gradually escalate in difficulty culminating in a pretty tough but not impossible final boss, I definitely want the players to win but be challenged throughout the dungeon. Maybe not at first, but slowly I want the heat to rise til they're feeling engaged at the end and it feels tense and exciting. Could this be done at level 1 to keep it simple?
I have read the rules on trap design and recommended DC, but I'm not sure how to translate some of this over to PF2E.
I've never DMed anything in my life and just wanted to try DMing for the first time with this hopefully simple one shot.
Does this seem fun to you? Would you want to play it yourself?

Is there a good way to share builds?
If you can see these: for the sake of pathfinder society, which I assume precludes all rare and uncommon feats and everything else, save for that which gives access to which character would you rather play alongside?
https://pathbuilder2e.com/launch.html?build=324501
I call the above character the "team character" because he has feats like gang up, and leave an opening and has a lot of interaction with other characters.
https://pathbuilder2e.com/launch.html?build=324502
I call this the "skirmisher rogue" in which I like to use abilities like Strike from the Shadows, Skirmish Strike and other mobility options to go in, hit, and run away.
I'm not sure which is preferable for semi-organized team play with random people each week and what others who play PFS would prefer to see out of a Rogue. I think one tends to get stuck in and fight it out more than the other. Right now I have done 1 session with 4 XP. I plan on pretty much just playing this because I can't find a home game or a private game.
I would really like a Paizo Style Goblin Rogue, Hobgoblin Fighter (Sword and Shield preferably) and probably some kobolds. I just love the Paizo specific art style and especially the goblins and hobgoblins.
I know there is Celebrity, but as a Thief I don't want a lot of attention on my character. Are there any Archetypes that are more...crafting/selling based? If possible I'd like to open a store selling stolen goods (I am a thief) or something like that.
So at level 1, as a Goblin Rogue Thief, I chose to take Goblin Weapon Familiarity in order to gain access to the Dogslicer for Pathfinder Society this upcoming Saturday.
When I eventually, hopefully, level up and progress my character what feats will I need to keep it relevant? Goblin Weapon Frenzy? Goblin Weapon Expertise to continue scaling? None of the above?
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So when using the focus Spell Wild Shape, at level 4 you automatically unlock animal form abilities as it heightens to level 2.
As you level the spell obviously automatically heightens, so by level 10 it is automatically heightened to level 5. As the spell heightens your forms get bigger and bigger, and it even says if you can't expand you lose the spell.
Is there any way to stay medium sized but get the better stats? I just want to play the equivalent of a World of Warcraft Feral Druid (100% uptime in combat in cat form for DPS) if at all possible but I don't necessarily want to be massive on the battlefield if I can help it, but still want good stats.
Pretty much the title. Trying to figure out the best way to approach making a Monster Rider from Monster Hunter Stories 2. I’ve sorted the monster out (Tigrex or Rathalos) I’m just not sure how best to get my “rider” (summoner) stuck in there and actually do anything especially with the limited spell slots.
That or you know maybe taking a fighter and tacking on the Eidolon via Archetype? However I don’t know if I could fully realize the monstie concept that route.
I suppose the last route is pretend I’m a support character with a “hunting horn” type build but how do the limited slots work in action in real games in y’all’s opinions? Enough to actually do much with?

I was reading the crafting rules (again) and noticed that often you require a Workshop in order to help with crafting an item, such as a Blacksmith's shop, or Alchemy Lab. I got to wondering if there are any rules for having a base, or a castle, or kingdom even, sort of like MCDM's Kingdoms & Warfare and Stronghold & Followers for D&D 5e.
In addition if you wanted said workshop and to be able to use it regularly is there some kind of portable base spell like a house you can miniaturize kind of like the capsuls in dragon ball?
If none of that is in the game, then are there teleportation circles like in video games where you can "fast travel" to known locations by doing some kind of ritual? I imagine each major city might have one in a mage guild or something?
Or maybe is the intention not to own it but to ask a blacksmith in whatever town you happen to be in to just use his station for a little bit while you work on something? Are you just supposed to borrow NPC's stuff when you want to craft something?
If one wanted to play as the iconic magus that's in all the art how would you build him? I can't tell if his little fire bird is a visual effect for his fire spells or if he has a familiar. I guess he'd be laughing shadow hybrid study? I don't know a lot about him, but I'd like to make a character like him.
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For those who do not know, in final fantasy, especially the early ones, but also adapted in, for instance FFX with Lulu, there’s a “job” called Black Mage. The Black Mage uses Ice, Fire and Lightning type spells as well as unaspected spells like Flare to deal damage, being a purely damage oriented job. The white mage, otoh, uses healing magic and potentially water, air and stone type magic to attack. They can often raise the dead, and very much fill a “Cleric” role the party although they’re not very good at combat.
I’ve heard spellcasting is heavily nerfed and attack spells especially so, so if one wanted to play a black mage inspired character would they have a bad time?
I have a Dragonborn Paladin in 5e and I noticed that many of the Kobolds feats overlap with the Dragonborn feats... but they’re small and Dragonborn are medium size. Or does it even make a difference?
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I’ve been looking at the Fighter and how it has Takedown, Snagging Strike, Combat Grab, and so forth... I wasn’t sure if multiclass dedication got flurry of blows or not, but basically making a ground and pound Fighter who takes down enemies, holds them there and then just uses a lot of attacks to take down one enemy at a time. It’s a build I really loved in D&D 4e and has been completely absent altogether in 5e and it looks like it might be viable again here in Pathfinder 2E.
I don’t really enjoy how the monk is pidgeonholed into being Dex in 5e and there’s no room for a tanky brawler that can hold their ground and go toe to toe exchanging blows with a monster instead having to constantly hit and run. If that’s a build in Pathfinder 2E any advice on how to get there?
I notice there are many feats that interact with Alchemist bombs, such as the goblins Burn It!, Quick Throw, Far Lobber and many more. Are Alchemist bombs the go-to attack for Alchemists or are they a niche weapon and you’re meant to use something else as the bread and butter mainstay attack?
I’m looking into playing a Goblin Chururgeon Alchmist as a support/buffer character but I wasn’t sure what I was supposed to use as my main source of offensive output.

Overall I am happy with the summoner. I would prefer a touch more spellcasting as in my mind I think of it like the old school Demonology Warlock where it was just you and your Felguard. Like Burning Crusade Era.
On that note, more Eidolon Types... perhaps what I’m wanting is something like the Sorcerer but instead of bloodline it’s your Eidolon. That is, Angel, Demon, Devil, Dragon, Elemental, Fairy, Beast, Genie, Shadow, Undead, Imperial, etc.. and each is a type of Eidolon.
I think the feats are cool and I like the focus spells. I overall enjoy what’s there. It feels like a demo more than “this is exactly how it will be”.
For a Demo I love it. Demo being short for demonstration, not Demonology.
I enjoy the feats which add more functionality to your Eidolon such as the ranged attack and the wings.
I also think I’m mildly bothered by the constraints of the Eidolon determining your spell school.... for instance I would almost rather run a Beast with its offensive power kit and play as a Divine Caster with full support and healing and literally being a team, like throw haste and Heroism etc and have big heals on my Eidolon and stand in the back, as a true support character while my Beast rampages. However the Angel doubles down on forcing Divine and FOR SURE being a support Eidolon.
I think being divine and having the Devotion Shadow, like Yuna with Yojimbo where it’s a bodyguard who protects you while you heal is another interesting concept, but it’s not possible at the moment. Even just having the Dragon as a Primal spellcaster... be the dragon. Twin Dragons. Dragon Disciple Archetype.
This seems to contradict with the bloodlines Sorcerer aspect I spoke of earlier, however I think having as many options as there are bloodlines, but having the Summoner choose their Spell School separately from their Eidolon would be the most satisfying. In addition I reiterate perhaps not a full caster such as the Sorcerer but turning the dial toward more casting, perhaps 8-10 spell slots in stead of being locked into 4 forever might feel better. As it is, as a foundation, I am pleased with the Summoner. In a perfect world I suppose the advices and tweaks I have spoken of above would be implemented, however as it is and for what it’s worth I would still play and enjoy this version as well.
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The Battledancer uses the Performance skill to fascinate a foe for panache.
If you gained the feat called Acrobatic Performer... could you use Acrobatics to Perform instead? The feat says “use Acrobatics to perform”. If I use Acrobatic to Perform does that still have synergy with other performance based feats?
In my limited experience it would seem they don’t.... unless there’s an archetype or something you can take on to save on action economy.
Turn 1 you’d want to hunt prey, then stride, then strike (if dual wielding using twin takedown)... okay but now there’s no room to command an animal. Or maybe you just don’t ever Hunt Prey?
Would it be like Command An Animal, Stride, Stride?
Could you do anything besides dual-wield? Sword and shield... when would you ever have the action economy to raise shield? With a two-handed weapon at least looking at the Mauler Archetype most seem to be 2 or 3 action abilities and often don’t include a stride.
It almost feels like they’re exclusively for Rangers who favor ranged weapons?
D&D 4E made my dreams come true with a PC Gnoll race and 5E broke my heart when they decided no PC Gnolls cuz they’re all evil demons worshippers now. It’s my favorite race because hyenas are my favorite animal. Do you think we would ever see PC Gnolls in PF2E?

I’m not sure which is better for playing the basic “Elf Archer” Fantasy.
I’d like to play an Elf Ranger in a campaign starting in 2 weeks (not this Friday but next Friday).
So I pick my Ancestry: Elf
I pick my class: Ranger
Making multiple shots per turn being somewhat the Elven Ranger fantasy (Legolas rapid firing arrows) I’m looking at Flurry for my Hunter’s Edge.
Feat at level 1 is Hunted Shot and that would look like Take an Action: Hunted Shot take two shots at -0, -3 for Flurry on my Multi-Attack Penalty.
Or I wait for level 2 to take Archer Dedication and at level 6 I take Double Shot, which is two attacks against 2 separate enemies (one being my Prey, one not, assuming) at -2. Well that’s actually a bit better than -3...
Then we get to level 8 to get Triple Shot and now I can make 3 attacks at merely -4 to hit against my prey. I don’t know how it interacts or if it does with Flurry. Otherwise I suppose I would Hunted Shot twice (?) (2 Actions) for 4 attacks at something like 0/-3/-6/-6 ? Rather than 3 at -4?
Is there any benefit to being a Flurry Ranger if I take Archer or alternatively does the Archer actually offer anything meaningful to the Ranger class at all?
Alternatively it doesn’t appear the Ranger goes particularly deep into “being an Archer” as it were anyway... most feats don’t seem to add more attacks or anything. Just extra status effects on top of an attack you’re already making such as making the target flat footed.
Do any Archetypes interact well with the Ranger? It seems like the Beastmaster has poor synergy with the Ranger due to BMC not getting the Ranger’s Hunter’s Edge effect... and the Archer may not really offer anything particularly meaningful either? I don’t know... slightly disappointed I suppose. I may be misunderstanding the rules though.

My Ranger is D&D 5th Edition is a Kenku Beast Master Ranger. He is using the alternative class features unearth errata that helps in many ways to facilitate who he is: however he has 3 core pillars of his gameplay: 1) Animal Companion 2) Sniper Fire and 3) Support.
The innate spellcasting feature allows him to heal, bolster allies AC and even take damage for them amongst a few other very useful buffs thanks to the alternative class feature expanded spell list providing several useful spells like Warding Bond among others. He also has healing spirit.
He’s using a Heavy Crossbow with the crossbow expert feat in addition to the sharpshooter feat for a -5 to hit for +10 damage on top of his 1d6 Hunter’s Mark damage which is now freed up from spell casting due to the alternative class feature just making it work for free equal to his wisdom modifiers per day before becoming a spell. The Heavy Crossbow is reflavored as a rifle and I typically take 1-2 shots depending per my turn. Crossbow expert gets around needing to reload.
He also has a pet raven being a beast master which again due to the changes from ACF and the way they reworked scaling does respectable damage as well as being a quite decent distraction which allows other melee party members to move around more easily.
This culminates in a back line support sniper with useful spells and abilities to support the group, quite good damage as well as a useful and meaningful animal companion.
I just have no idea how to make that in Pathfinder 2E and it’s a playstyle I truly enjoy. I’ve written down all of the class feats that complement this build but I just don’t know how to make it all fit.
Feats that support shooting well, whether they’re long ranged sniper based or not:
Legendary Shot
Perfect Shot
Assisting Shot
Point Blank Shot
Double Shot
Parting Shot
Running Reload
Triple Shot
Mobile Shot Stance
Multi shot Stance
Crossbow Ace
Hunted Shot
Hunter’s Aim
Far Shot
Snap Shot
Deadly Aim
Penetrating Shot
Distracting Shot
Targeting Shot
Greater Distracting Shot
Impossible Volley
Archer Dedication
Quick Shot
Archer’s AIM
Feats that are involved in Animal Companion:
Heal Companion
magic hide
Enlarge companion
Animal Companion
Mature animal companion
Incredible animal companion
Specialized animal companion
Masterful Animal Companion
Companion Cry
Camouflage-> Stealthy Companion
Side by Side
Support Type Feats:
Soothing Mist
Scout’s Warning
Warden’s Boon
Double Prey
Shared Prey
Warden’s Guidance
There may be more I missed but those are all of the feats that support shooting, animal companion and helping the party... except I only get 11. Also in my limited experience so far playing a different kind of Ranger... my animal companion sucks and constantly dies so it literally feels like Heal Companion and possibly Magic Hide and Must Takes on top of the improvement path feats which eats up around 7 of those...
I just don’t know how to recreate my character. If anything I guess his main identity is that he’s a sniper assassin, but the story is that he distracts the enemy with his pet bird while his brother (a rogue player in the campaign) sneaks around and back stabs the target while my character provides cover fire by taking out any guards who might be alerted, provides support and healing and generally like they work as a team. The bird is a distraction and gets enemy attention, the Rogue does Rogue stuff, and I shoot any interference and heal his wounds and provide other support to help him survive. I don’t know who to realize this in PF2E.
Can anyone provide some help or useful direction?
I have been working on a Lizardfolk Barbarian and reading through the class feats I got to the feat called Thrash. In my mind I was imagining, due to the Ancestry Feats and how you can get a bite attack, of making an unarmed strike with said bite attack and there would surely be some kind of grappling feat tree to improve grappling which would tie into using thrash as something of an “alligator death roll” after biting to grapple.
However having read the rules for grappling it says only one free hand. Also can you have a two handed weapon and just take one hand off when you want to grapple?
The build I was hoping for involved using a Greatsword and using my bite attack to weave into grappling and spamming thrash. So more often than not it would be first action hit with greatsword, second action bite attack and find a feat to let that grapple or something, then thrash. At this point I’m not sure if I can mechanically build out this idea though.
I read the Optimization handbook for the Ninja class and am using PCGen to create my character as of now.
I wanted to create a character similar in concept to this:
http://www.figurerealm.com/userimages/customs/15000/14797-1.jpg
It's Anubis from Ronin Warriors.
I created a Human Ninja 3rd level with a Kuri..something weapon (Scythe and Chain) which I assume is the same thing the figure in the picture provided is using.
Essentially he would fight at a distance and use his chains to pull in enemies and then just attack them with a Scythe.
His Quake With Fear special ability is little more than an intimidate check (which I trained in)
If there is a way I can provide a character sheet I have made so far and ask for suggestions..
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