Cruel Devotee

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Organized Play Member. 188 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




I'm looking at playing a Psammokinetic Knight, jumping into a game around 6th level and I'm trying to figure out a few things about the class.

The main thing I'm worried about is that the ki pool that replaces elemental overflow doesn't include anything to make up for the size bonuses you're losing, which are there, I understand to help with the kineticist being able to hit properly. Has anyone tried playing one at mid to high levels who would know if this is actually a problem or not a big deal.

Also it's kind of weird if I start with sirocco blast then when I get my expanded element there is no composite blast for that and no real way to get one. It seems like it wants to force you into the sand blast first.


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I think the proficiency system can be used to fix some of the issues I've seen people having with the siloing of class feats.

Advancing in the proficiency system for things outside of the skill system doesn't seem to do very much. At least not as much as I had envisioned during the early announcements of the system. Yes it gives a +1 bonus but it seemed like it would unlock all sorts of other cool capabilities in the same way skill feats do.

Right now there are several issues with siloing of class feats that really need to be spread across multiple classes, such as not having access to shield fighting feats as a ranger or metamagic feats as a cleric. Many of these feats are also repeated across multiple classes, wasting precious word count and book space.

It seems to me there should be more generic categories of class feats, like the combat feats and metamagic feats of old and have them unlocked by advancing in the proficiency system. This would help future proof the system for additional classes without having to reprint multiple feats over and over again.

I'm hoping this goes along with more ways for classes to swap proficiencies around so that you can have an armor master fighter that unlocks higher level armor feats or war clerics that can get higher level weapon proficiency then their brethren.


Pathfinder 2.0 looks like it could give us a great opportunity to expand the playstyles of all of the classes in a variety of ways. One of the ways I'm most interested in seeing this take place is making viable lightly armored dex builds, heavily armored strength builds for all classes be viable from the beginning and to feel different in how they play.

I'm not going to get into the dex to damage thing here, that's it's own can of worms. This is all about armor and being able to make something like a lightly armored fencer paladin or a heavily armored battlemage from the get go, without being locked into a specific archetype or feeling like you're giving up important class features to get it.

Something along the lines of heavy armor giving some light damage reduction and a bonus against effects that attempt to bodily move you like combat maneuvers while light armor has more mobility, better touch AC, possibly some sort of dodge action/reaction similar to how the new shield mechanic works.

Being unable to make a shirtless tattooed barbarian who uses their con to absorb attacks without one specific archetype or when I multiclass into monk to play an unarmored warrior but because the scaling AC bonus doesn't continue with multiclass they would become less and less viable over time was also an issue for me in PF1, and something that seems like it would be easier to fix in the base system rather than relegate them to specific archetype.


http://www.d20pfsrd.com/feats/combat-feats/greater-weapon-of-the-chosen-com bat

Greater weapon of the chosen should give you two rolls on every vital strike. I was think combining it with warpriest and a katana to make a more mystical sort of one shot one kill iaijutsu style samurai, using the warpriest's bonus feats to get access to the vital strike feats before they'd normally be able to.

There were also some vital strike feats for druidic casters in the ACG which look interesting but don't quite fit the theme. Anything else that might fit well with a one strike style samurai that I may have missed?


I've been trying to put together this build in a way I'm happy with for a while now and I have a bunch of ideas but nothing cohesive.

I'm trying to build a off beat melee/spell caster character who debuffs enemies with rapid fire attacks to lower their saving throws and then hits them with a save or suck spell. I know I want to be heavily wisdom based so monk/cold iron inquisitor with guided hand would work well I think. I'm trying to not worry about damage and instead end fights through other means.

So what would a be a good option for melee debuffs? The potential ones I've found are, pressure point strikes, thug's sickening sneak attack could work with that, dirty trick, stunning fist, and I'm not sure what else could work. I don't want to use intimidate, it doesn't fit the character.

I want to fit this in with feats for snake style because that fits the style of monk I want to play and craft wondrous item because I think it will be really helpful over time.

The Irorian paladin might work too with a wisdom/charisma base but I don't think the spell casting will be effective over time. Champion of Irori doesn't get spell casting and does lots off damage, which I don't want.

So how do I fit this all together? We're going up to level 16, 17 point buy and everything paizo is legal. The character is a middle aged human woman who learned a tight flowing fighting style called water boxing while trapped in a demonic prison, learning their weak points and finding faith in personal perfection and enlightenment.