Red Dragon

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Neat guide! One ancestry that I think is also worth a look is the orc, specifically because their Iron Fists ancestry feat lets you add the shove trait to your fist attack, which I will note is already agile. It’s especially nice if you’re going the monk route and plan to get Handwraps of Mighty Blows already.


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The “wielding a tree” part sounds fun. As for magic, I’d focus on taking Primal Spells that mainly help with exploration an investigation, like Detect Magic & Seashell of Stolen Sound.


In addition to Swashbucklers, the Silvertongue Mutagen is a nice buff for Bards, since some of their focus spells require a Performance Check.


I've theory crafted a Two-Handed Investigator before that takes the Mauler archetype which looked kind of fun.


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I quite like both of the dwarven cultures in Garund and how they're tied to the sky rather than the earth.


There are a few interactions, like the Conduct Energy action you can use if you're wielding a Resonant Weapon, that need you to use an action with the Fire trait beforehand. So you could heal with one action while boosting the damage of the strike you'll be making with one of your later actions.


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The Recycled Cogwheel feat from the Trapsmith Archetype is needed if you want to deconstruct and later redeploy a snare that you have already set up.


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You die and are raised again, but as a ghoul who is a complete servant of their hunger and is unable to control it like a PC Ghoul could.


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Well, if the monster the PC wants to become is Undead, there's archetypes for that.


gesalt wrote:
FLanasaurasRex wrote:
HumbleGamer wrote:
...

Thanks for such a detailed reply. It was really helpful info. Just one question: I’ve read a few places that occultism interacts is a good one to develop because it influences quite a few bardic feats. The only one I’m aware of is the interaction with levelling up bardic lore. What else is beneficial about this.?

Also isn’t using skill increases on occultism a waste as bards get a boost (at around level 7 i think). It it simply a case of getting it online earlier?

If you're going Enigma, then you want legendary occultism by the end of the game to pick up Studious Capacity (16) and Deep Lore (18) which have it as a prerequisite

Occultism is also needed if you take the combat reading (4) or eclectic skill (8) feats, but I don't find these to be particularly useful.

There's also no free occultism skill boost. You're thinking of the boost to occult spell DCs.

Polymath Bards who take the Esoteric Polymath feat also want to boost up their Occultism Skill, since it helps them learn spells to add to their Occult spell book.


VampByDay wrote:
Kelseus wrote:

For your color ratings, you should include a number of stars next to the colored word. Like this:

Blue Option (****)
Red Option (*)

This is helpful for our colorblind or seeing-impaired friends trying to read the guide.

I would also suggest bolding any word that is colored. It helps it pop while writing the guide.

Yeah, I thought about that, but I also really enjoy in-between rankings (like yellow/green) and I’m unsure how to do that with stars. I also reserve holding for feats/spells that are new to the book, but I need to be more consistent with implementing that.

@Blave: Huh, it DOES damage friends, but it only kills/head explodes enemies. I’ll fix that.

Maybe after each mixed-color ranking, you could include a mixed-Star ranking? Like after a half-orange half-green option, you include (**/***).


Ranger is probably a decent multiclass archetype for an Infinite Eye Psychic. 14 Dexterity as a prerequisite for Ranger Dedication is pretty doable, Hunt Prey gives you a circumstance bonus to seek your Prey which combos nicely with Omnidirectional Scan (at least, if you're using that Cantrip to Seek for a hidden or undetected enemy to point it out to your allies), and they can also use the Master Spotter feat to boost their Perception up to Master proficiency which works nicely with Foresee the Path and just initiative in general.


aobst128 wrote:
One thing that could be useful for 2 handed firearms if you plan to use risky reload / flesh wound / dance of thunder or otherwise plan to make more than one attack on your turn is don't be ashamed of using a Harmona gun or like previously mentioned, the taw launcher, which has conveniently has been errata'd to count as a crossbow so you can get proficiency with it with advanced shooter at 6th level. Nothing wrong with going with some good consistency.

The Taw Launcher was also errated to have the Conrasu trait, which means a Conrasu character can start with one at Level 1 with the Conrasu Weapon Expertise feat.


One idea I’ve had the is to use the Gunner’s Bandolier so that your Gunslinger can carry a bunch of different guns to deal with different situations. In most encounters a Dueling Pistol or Clan Pistol will do the job. However, if you run into a swarm, draw your Dragon Mouth Pistol instead. If you run into an enemy weak to slashing or bludgeoning damage, keep a Hand Cannon to deal with those. And you can use a Hand Crossbow or a Gun outfitted with an Air Cartridge modification if you’re fighting in the rain or underwater or any other location where your gunpowder could get soggy.

And all these weapons will be kitted up with the Fundamental Runes you need to succeed because they’re also holstered in your Gunner’s Bandolier.


Automatons can integrate a Jezail into their arm at level 5, and 2-hand it for Fatal Aim, meaning you can play a PF2 version of Samus Aran. They can also be holstered in a Gunner’s Bandolier if you want to make use of that item.


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I don’t know how it would work, but an evil campaign where the PCs are trying to supplant House Thrune to become the new diabolic overlords of Cheliax sounds like an interesting way to do another evil Cheliax-focused campaign.


Edeldhur wrote:

That is a good advice. Thanks NielsenE!

Any recommended finesse weapon which would make sense for an outdoors, wild kind of guy? :)

It’s uncommon so you’d need to get your GM on board, but the Dueling Spear from Grand Bazaar is 2-handed Finesse spear, and hunting with spears sounds very outdoorsy. At least to me.


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VampByDay wrote:
Ventnor wrote:
VampByDay wrote:
Ventnor wrote:

Another archetype that might be worth looking into for the Psychic is the Spell Trickster, which can modify several spells they can cast (depending on your Conscious Mind) without needing an action.

Of course, there is also the question of how a spell mod feat would interact with an improved Psi Cantrip, even before it gets amped.

I vaguely remember reading somewhere that amps don't work with metamagic feats as both are worded "If the next action is to cast a spell." Because the next action would be to do a free action metamagic feat, I don't think they stack, but I most certainly could be wrong. I'm far, far from 100% on that. I'll look it up and get back to you.
That’s the thing. Spell Trickster spell modification feats are not metamagic. They change the way a spell works without using any additional actions.

I'm leaning no for two reasons. One is that a lot of Dark Archive treats !amped cantrips and unamped cantrips as two different spells. For example, !amped guidance just overides the cooldown on plain ol' guidance.

Secondly, and I admit this is tenous as well, Spell Trickster specifically says that if you modify a spell, it can't be modified again. Now, I know the intent was that you can't trickester-modify it, but, well, amps are a form of a modification to a spell.

I mean, there is no clear ruling, that's just the way I'd lean as a GM.

Also, first 2 levels of feats are up for the psychic.

I'd still say that Spell Trickster would be a good pick up for an Oscillating Wave Psychic since several Spell Trickster feats can add some targeting and control options to Fireball, a key spell that they get access too. Plus, since they won't be getting the Psi version of Mage Hand or Shield, they should get some more utility with their non-blasting cantrips from this archetype.


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VampByDay wrote:
Ventnor wrote:

Another archetype that might be worth looking into for the Psychic is the Spell Trickster, which can modify several spells they can cast (depending on your Conscious Mind) without needing an action.

Of course, there is also the question of how a spell mod feat would interact with an improved Psi Cantrip, even before it gets amped.

I vaguely remember reading somewhere that amps don't work with metamagic feats as both are worded "If the next action is to cast a spell." Because the next action would be to do a free action metamagic feat, I don't think they stack, but I most certainly could be wrong. I'm far, far from 100% on that. I'll look it up and get back to you.

That’s the thing. Spell Trickster spell modification feats are not metamagic. They change the way a spell works without using any additional actions.


Another archetype that might be worth looking into for the Psychic is the Spell Trickster, which can modify several spells they can cast (depending on your Conscious Mind) without needing an action.

Of course, there is also the question of how a spell mod feat would interact with an improved Psi Cantrip, even before it gets amped.


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To play devil’s advocate, the two-hand trait does say that the damage die increase only happens when the weapon is held in two hands. Since a weapon that is being thrown is held in no hands as soon as you throw it, it probably reverts back to the one-handed damage die.


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Weapon selection might not be a bad section. You know, once you get past the obligatory “just get a flickmace you doofus” disclaimer.


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I like this idea.


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Water Kineticists do have a lot of cold-themed impulses in the Playtest, but a simple “you can deal cold damage with your blast” would be good too.


graystone wrote:
Oh and Cryptic Spell [druid 4th level] feat from the new book lets you conceal manifestations in natural terrain with a Nature check. So Rogue’s Eldritch Trickster/multiclass druid might be the thing to go for for stealthy casting. Getting Wis as your casting stat isn't bad either [who says no to raising a save stat?].

“You guys, I think that tree just cast scorching ray at me!”


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keftiu wrote:

A friend proposed this, and it's too fun not to share: a Changeling Thaumaturge with multiclass Sorcerer for the Hag Bloodline. I feel like it comes around to the "occult detective with a little spellcasting" in the most roundabout way imaginable, but it has me really excited.

I'm inclined to copy it on a Nagaji once LO:IL drops, reflavored to fit a Spirit Naga (as they sometimes form covens with hags).

Fetchling Thaumaturge archetyped into Shadow Sorcerer?


So, the Tengu Feather Fan feats lets a Tengu cast cantrips & certain spells they get by activating a magic item. Doing so uses your Class DC, which means Tengu innate spells cast through a Feather Fan can benefit from the effect of the Cursed Effigy feat.

Of course, the problem with this idea is that the Tengu Feather Fan isn't an implement, esoterica, or a weapon.


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I'd like a Primal Elemental Eidolon and an Arcane Genie Eidolon.


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Conspiracy Theory: Necril is a long con being played by Kabriri, the demon lord of ghouls. Kabriri invented Necril, which is why it is associated primarily with ghouls, and used his divine power to interweave it into the fabric of negative energy. Those who become fluent in Necril become bound to his domain. Kabriri's ultimate goal is to gain enough power through these souls to devour Urgathoa and become the true god of undeath.


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YuriP wrote:
Why not? I didn't switch the weapon to firearm mode in this example? Why it looses the parry trait?

I think because it only has the party trait when you’re using it in gun mode. If you interact to change to spear mode, it gains thrown 20 ft. & tethered but loses parry.


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Some Elemental-themed apocryphal domains would be useful for Clerics, Champions, & Oracles. Some of the elemental domains have some weak Focus Spells associated with them currently.


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YuriP wrote:

Three Peaked Tree is a fun weapon to use with Staff Acrobat and IMO fulfills well the circus thematic of the Archetype.

Some feats becomes very curious and interesting. A player can turn an opponent flat-footed at range shooting or throwing. Whirlwind Stance +2 circumstance bonus is very interesting specially for a 2H weapon.

"Alright, Elfy McGunhaver. It's your turn now. What do you do?"

"I use my first action to throw my gun at the dragon!"


Whenever a Magus with the Twisting Tree hybrid study wields a simple staff in two hands, it gains the parry trait. So I guess certain Magi can use Whirlwind Stance.


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How about a Gnome Barbarian with the Dual Weapon Warrior archetype who dual-wields flickmaces?


keftiu wrote:
What do we think the odds are of ice and sand being replicable with the six starting elements?

It's possible. If the Kineticist's elements are treated similarly to the Thaumaturge's implements, then mixing and matching elements wouldn't be out of the question.


Unicore wrote:

Being locked into one damage type is a pretty big setback in PF2, so I imagine there will be a fair bit of feat support for doing different damage types.

I have never been interested in the PF1 kineticist so I am not bringing high expectations into the play test, but I had similarly low expectations for the Magus and the gunslinger but got turned around on them both.

My guess would be a low damage die base (d6), with very high accuracy to put to rest the “I want a super accurate energy blaster.” Which has been a rumbling for a very long time.

If they go the unarmed strike route for Eldritch Blasts, maybe something like Legendary Proficiency in unarmed strikes with the Kineticist trait?


keftiu wrote:
WWHsmackdown wrote:
I medium sized kobold fire kineticist is my dream character. Don't know about the medium kobold, but the rest is starting to take shape and I couldn't be more excited.
I'm still holding out hope for Wyvarans in the Impossible Lands book. I'm skeptical they'll be there, but it would be a dream.

According to the stuff Magic Sword noted, Wyvarans aren't in the Impossible Lands book. New ancestries are Vanara, Ghoran, Nagaji, Vishkanya, and rhino-folk whose name I don't recall off the top of my head.


Welp, just today we learned that the next big Pathfinder 2e class is going to be the Kineticist which will premiere in the Rage of Elements book. We'll be seeing a playtest of the class on Monday August 8th, in which we'll see 4 of the 6 elements that they will be able to use when the Kineticist officially releases. The iconic for this class is still Yoon, who was the iconic for the Kineticist in Pathfinder 1e, although it looks like she's had a training montage or two since then.

Now, anyone want to predict what we might be seeing? I'm personally hoping Paizo will find a way to play more with the space of Focus Spells. We saw some experimentation with the system in the new Psychic class, both with that class's playtest & its official release, and I'm guessing there can be more done with that design space.


graystone wrote:
Ventnor wrote:
The Raven Black wrote:
Blave wrote:
The Raven Black wrote:
Greatsword as your Regalia implement.
Of polish it thoroughly to use as mirror?
Lantern too if it magically emits light.
Hang a wind chime on the pommel and use your greatsword as a bell.
Just make the pommel end in a tuning fork.

I know this has turned into a meme thread, but I do think a tuning fork as a bell implement is a legitimately rad idea.


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The Rogue’s Eldritch Trickster racket nets you a multiclass archetype with the Basic/Expert/Master Spellcasting feats, which includes the Psychic. And as far as I can tell, Psychic is probably the best archetype for an Eldritch Trickster to use, for a few reasons:

1.) No verbal components. For a stealthy rogue, no having to do a loud chant is huge. There are still visual elements to spellcasting, but you can’t have it all.

2.) Psychics can use Intelligence or Charisma for their key ability score, opening up a lot of different builds.

3.) several of the conscious minds have Attack Roll spells that you can combine with the magical trickster feat for sneak attack damage. Also, you can amp some of them as well. A stealthy rogue who starts off a battle with an amped Produce Flame or an amped Telekinetic Projectile is going to be laying on a lot of hurt from the word go.

So, yeah. There’s my thought: unless your concept really calls for Wizard or Cleric, your Eldritch Trickster Rogue should do some mind pushups. Thanks for coming to my TED Talk.


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The Raven Black wrote:
Blave wrote:
The Raven Black wrote:
Greatsword as your Regalia implement.
Of polish it thoroughly to use as mirror?
Lantern too if it magically emits light.

Hang a wind chime on the pommel and use your greatsword as a bell.


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I think the idea is, you can try to walk across a narrow beam without being trained in acrobatics, but you’re probably going to fall off of it.


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I'm predicting a new Primal Spellcaster of some kind. Each of the other traditions has two classes dedicated to it. Arcane has Wizard & Magus, Divine has Cleric & Oracle, and with the Dark Archive Occult has Bard & Psychic. But so far, the Druid is the only dedicated Primal spellcaster in the system.


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Well, no. One major factor is that the Witch is a prepared caster, while the Psychic is spontaneous. The witch is still the only class that can cast prepared occult spells. Their hexes are also different than the Psychic's amps. Not better or worse, but definitely different. The thematic underpinning of both classes are also different. One is learning magic from an inscrutable teacher while the other has found a way to unlock the power of their mind.


So, I'll start by dropping the text of this ability from Archives of Nethys, and will italicize what I want to talk about.

Archives of Nethys wrote:

Conservation of Energy

Energy can't be created or destroyed, only transferred or changed. Whenever you use your magic to add or remove energy, you must then balance it with the opposing force. The first time in an encounter that you cast a granted spell or a standard psi cantrip from your conscious mind, decide whether you're adding energy or removing it. Once you add energy, you must remove energy the next time you cast one of these spells. When you Refocus, you restore yourself to a neutral state, allowing you to once again freely choose whether you add or remove energy on your next spell.

Adding Energy: The ability gains the fire trait, any damage it deals is fire damage, and any resistance it grants is to cold damage. It loses any traits matching damage types it no longer deals.
Removing Energy: The ability gains the cold trait, any damage it deals is cold damage, and any resistance it grants is to fire damage. It loses any traits matching damage types it no longer deals. Fiery body grants ray of frost instead of produce flame when cast this way.
Mindshift: When you use an action that has the mindshift trait, you can choose to add or remove energy to it instead of making it mental. Alter it as normal for adding or removing energy and change any save it requires to a Reflex save.

So, let's say that I'm playing a 2nd-level Psychic with the Oscillating Wave Conscious Mind who took the Psi Burst Feat at level 2. Here's the text of Psi Burst, for reference

Archives of Nethys wrote:

PSI BURST ◆ FEAT 2

[CONCENTRATE] [EVOCATION] [MINDSHIFT] [OCCULT] [PSYCHE] [PSYCHIC]
Frequency once per round

With a passing thought, you direct violent psychic energies at a nearby creature. Target one creature within 30 feet. It takes 1d4 bludgeoning damage with a basic Reflex save. At 3rd level and every 2 levels thereafter, the damage increases by 1d4.

So we see that Psi Burst has the mindshift trait, which means my psychic can add or subtract energy from it. Let's say I perform a round where my Psychic starts by unleashing their Psyche after casting a cold spell on the last round, and then casts Burning Hands which deals fire damage. So far so good. According to rules of Conservation of Energy, my next granted cantrip or spell has to deal cold damage.

Lets say I then use my third action to use Psi Burst. If I choose to add or subtract energy, am I restricted to subtracting energy and making this ability deal cold damage because I cast a fire spell for my last action? And equally important, does doing so mean I am now flipped back to needing to add energy to my next spell, making the next qualifying spell I cast deal fire damage rather than cold?


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Gandalf actually works well built as a Thaumaturge. Better than a wizard, even! Wizards in Middle-Earth are restricted in how much of their power they can actually wield, and the few displays of power Gandalf uses can be easily replicated by the scroll Thaumaturge feats.

As for his implements, they are his sword and his staff. His sword, Glamdring, is weapon implement of course. His staff is a regalia implement, the symbol of the Valar granting him leadership over the wizards of Middle-Earth as Gandalf the White. Also, Gandalf’s main role is in supporting the efforts of those fighting against Sauron: the Regalia implement being a big ol’ buff repository is very thematic in that regard. His final implement is probably a tome.

He also has the Cavalier or Beastmaster archetype, for Shadowfax.


A first-level feat that would make a Gunslinger immune to scatter damage from their own gun would be decent, I think.


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While this wouldn't really work with a monster rider build, one thought I had to make a more melee-adjacent summoner is to have the summoner learn some Battle Form spells. Maybe even multiclass into Druid to get Wild Shape, though that would likely not be as good towards the end of the campaign since multiclass Druids can't get the real high-end Wild Shape feats.


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aobst128 wrote:
Hadn't looked too closely at time skip. Wow. It could be worth it to go into your major curse once you can haste your whole party for another round. Your party magus will love you.

Make your Flurry Ranger Blender Buddy a mobile Flurry Ranger Blender Buddy.


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A couple combos that I thought of:

Bell + Wand: Making a foe clumsy means their reflex save are worse.

Bell + Weapon: Similarly, a clumsy foe has lower AC.

Lantern + Wand: This one only works at the end of your adventuring career, but you don't roll a flat check to target a concealed target with an AoE attack. Reveal any invisible foes with the lantern, and then drop a mini-fireball/icestorm/lightning surprise on them.

Mirror + Weapon: Mirror lets you flank with yourself, and to be in more positions to react with Implement's Interruption.

Regalia + Weapon: The Regalia's Paragon Aura is buffing your weapon damage rolls, including the damage from Implement's Interruption (assuming you're holding your regalia in one hand and your implement weapon in the other, and why wouldn't you?).

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