blammit's page
Pathfinder Rulebook Subscriber. Organized Play Member. 35 posts. No reviews. No lists. No wishlists.
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Pathfinder Rulebook Subscriber
I've put together a pseudo-guide on battle form stats. It's entirely spreadsheet-based and designed to provide quick visual comparison between battle form options, (mostly) broken out by similar stat groupings (attack bonuses, for example). I don't have it broken out by spell tradition type, but there are indicators in the column headers of which spells are available for which traditions. There's significantly less commentary in this spreadsheet set than in my other guides because the format is built to impart information without having to read much in the way of text blocks. The only real blocks of text reside on the landing page, which is designed to provide guide orientation, and in notes/amplifications below the main body of each sheet.
The guide
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Pathfinder Rulebook Subscriber
Ravingdork wrote: Doesn't the recent errata state that you DO need Magical Crafting to transfer runes? Updated. I managed to miss that in the errata.
Dubious Scholar wrote: On Magical Shorthand:
It allows using Downtime to get spells at lower cost, specifically. It's basically an alternative Earn Income. Also, more importantly, it allows trying again if you fail to learn a spell without waiting for a level up.
Also updated, thank you.
And while we're at it, updated link.
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Pathfinder Rulebook Subscriber
gesalt wrote: Kinda weird that repeating hand crossbow is rated so low when unconventional weaponry (RHC) is available through drow culture and together with paired shots produces one of the stronger bases for gunslinger builds on the market. I hadn't considered that. I suppose there is a mechanical basis for it with the drow shootist archetype. I'll add them in the appropriate sections.
gesalt wrote: Way agnostic. I disagree here. Vanguard and Triggerbrand lose out on a lot of their kits with RHCs.
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Pathfinder Rulebook Subscriber
Sagiam wrote: Your example on Capacity is wrong. It takes an action to switch to a new barrel. So you could not shoot three times in a round.
Yeah, I brain farted and got it mixed up with the repeating trait. It's fixed now, thank you!
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Pathfinder Rulebook Subscriber
Dubious Scholar wrote: On magical ammo - while it requires Alchemical Crafting to make magical ammo, the book does not actually say that magical bullets are alchemical. There are a number of types of magical ammunition that are only available as bullets that do not have the Alchemical trait on their entry, so I'm inclined to think that's the intent. Unless I'm mistaken, traits are inherited. Rounds can always be made with black powder, which has the alchemical trait, and which is inherited for magical ammunition rounds. I don't think this was an intended rules interaction, but it doesn't strike me as a "too good to be true" interaction. The only exception I can immediately see is for pellets, since they can be rounds.
Dubious Scholar wrote: Edit: One Shot, One Kill only allows drawing for a free action. You have to strike normally, but gain a small damage bonus. It's by far the worst of the initial deeds, imo. Fixed.
Dubious Scholar wrote: Harmona Gun does in fact have Kickback. It's unfortunate. The Jezail is probably the best 2h gun for low str builds. ... This is what I get for looking at a thousand different things over and over for two months. Thank you for correcting me.
Dubious Scholar wrote: You seem to have overlooked the Gunner's Bandolier, which makes the historically-accurate fire once and draw a new gun playstyle work. I didn't overlook it. Drawing a weapon before each shot invalidates much of the gunslinger kit. It negates all of the action economy easements that any gunslinger gets with a reload. Someone else did point out that a gunner's bandolier adds trait and use case flexibility, which I have added.
Dubious Scholar wrote: Fake Out does not actually fire your gun, it merely has to be loaded. It's probably the one reaction Slinger's Reflexes is actually good for honestly. (Give your fighter +4 to hit twice, and laugh at the crits) Thanks for pointing this one out, too. That's one of the edits I meant to go back and iron over - it's fixed now.
I seriously appreciate your feedback - it's not always this polite.
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Pathfinder Rulebook Subscriber
My gunslinger guide: Front Toward Enemy: A Guide to the PF2e Gunslinger
Discussion thread
Also, Divine Gift: A Guide to the PF2e Oracle and Free Your Mind: A Guide to the PF2e Psychic are updated as of January 2023, and Talent Show: A PF2e Skill Feat Guide as of February 2023.
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Pathfinder Rulebook Subscriber
Gunslinger guide with some of the more updated options included.
I've decided to put it up as-is and work on editing over the next few weeks. There are a few bumpy spots that I'm still working on ironing out - cleaner language, more connections to useful items, and I'm pretty sure there are legacy descriptions that I meant to go back and re-edit that I haven't caught yet. I am once again reminded that editing your own work is difficult. I think it's in a done-enough state to be correct and useful, and I'll be improving it in the near future.
Front Toward Enemy: A Guide to the PF2e Gunslinger
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Pathfinder Rulebook Subscriber
I'm back with another guide! This time, I'm covering the psychic. The guide is currently in a very early stage, but it's got writeups of all the core psychic class features: conscious minds, subconscious minds, and class feats.
As with my oracle guide, I'll be building this guide out more as I go. Eventually, it'll include advice for every ancestry and versatile heritage, as well as every occult spell (and the few non-occult spells that certain conscious minds can use) and which skills are worth investment. It'll also have recommendations for particularly applicable archetypes, skill feats, and general feats, plus a short section at the end touching on psychic as an archetype for other classes.
I hope you all find this guide useful, and please feel free to give feedback!
Free Your Mind: A Guide to the PF2e Psychic
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Pathfinder Rulebook Subscriber
UnArcaneElection wrote: Do any of the above 4 guides have associated discussion threads yet?
Linked
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Pathfinder Rulebook Subscriber
AlastarOG wrote: I think there might be some bias overrating on the thievery skill feats.
I've had a lot of players take them, and they've almost never put any to use because there simply wasn't much to take.
Strongest argument I've seen to change a rating. I'll re-look at thievery and give it a harder look at what's situational. Most of my interpretation goes off of how common it is for an NPC to have an item that's a key part of its build/strategy or how common it is for a MacGuffin to be a key part of a story arc, but to your point, that's not as often the case as I think I tried to put into the guide.
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Pathfinder Rulebook Subscriber
Nintendogeek01 wrote:
I just attempted following the link, I got a "file does not exist" error. Is sharing turned on?
Should be working now. Weirdly, I just copy-pasted the link from the other thread... oh well. It's fixed. I think.
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Pathfinder Rulebook Subscriber
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Pathfinder Rulebook Subscriber
HumbleGamer wrote: Here's a whole thread about cloud jump, quick jump and leap well explained ( in my opinion ), if you wanna take a look at it. Rad, thank you. I'll take a look through that and edit as needed.
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Pathfinder Rulebook Subscriber
Hello everyone, I'm blammit, the author of Divine Gift: A Guide to the PF2e Oracle. I saw a comment a while back on Zenith's Guide to the Guides about wanting a skill feat guide, so I wrote one up, available here: https://docs.google.com/document/d/1P-jXDvoEAraMuy3QIMuFhrTNvq_Vh27UbPwFw5s tZrI/edit?usp=sharing
Looking for feedback on it. If you've got different experiences with various feats, feel like I missed some key value of a feat, or if I just plain old got RAW wrong somewhere, I'd very much appreciate you folks taking a look over it so I can make it as good as it can be. I'm also considering adding a section on archetype skill feats, but I started into it and it felt like it just didn't quite fit with the spirit of the guide. If you think it'd be a valuable addition, please let me know. Thanks for your feedback!
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Pathfinder Rulebook Subscriber
Alchemist should have the same medium armor proficiency progression as it does for light armor per the second errata.
"Page 71: Alchemists should have proficiency in medium armor to make things easier for mutagenists who pursue higher Strength and lower Dexterity. Add training in medium armor to their initial proficiencies as well as to their 13th and 19th level armor expertise and mastery class features."
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