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Organized Play Member. 343 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Lead by Example wrote:
Basically, to sum all this up, I'm wondering what everyone's design is for this weapon, and how it works, like, at all.

That is not a rare occurrence when goblin technology is involved.

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no, you stay at maximum of 2

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The most powerful classes? In the core book. Case closed.

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Person of Interest is 1 action, and as a lvl 2 feat available early via basic deduction. Even if your GM does not grant the free DaS, you can get it this way. Only against a single target though.

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I would allow a readied "run away if monster comes close enough to strike". It is costly with 2 actions and a reaction, not guaranteed to trigger (enemy approaches somebody else), not guaranteed to succeed (enemy might have reactive strike or similar, or can use another action to follow you) and probably rather niche.

Unless a group tries to solve each encounter with something like that, it looks like a smart idea in some rather rare cases, not a "i win" button that can be pressed every time.

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Sounds like you have a good idea of a build. Regarding psychic, imaginary weapon is the biggest power boost, and you really want three focus points to use (and maybe even an ancestry option to regain one) - which you probably won't have if archetyping at lvl 9.
Maybe you can consider going psychic first and wizard second? The low level wizard archetype options are kind of bad, and expert spellcasting is at lvl 12.

For my own magus i used investigator (before psychic) to make sure that my spellstrike is going to land (or crit), and after getting imaginary weapon i use my spell slots for utility mainly.

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No, as it is the same feat, and only feats that state that they can taken multiple times can be taken multiple times.

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I think its just icky to have "assured" and "risky" in the same procedure.

As risky surgery cannot be used for Battle Medicine and in most other situations the outcome of a treat wounds above a failure doesn't matter much, i really wonder why people would go down there.

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You know beforehand if the roll is bad, don't make that a bad thing.
If you roll a 20, you can pull out your fatal gun and fire it with risky reload, or use something else that is powerful and one-time use, for example a spellstrike from a magus dedication.

Attacking another target is an easy out - if there is one.

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Hands rule

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The latter. No game.

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Ulfen Guard Guardian, for more guarding!

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As a rare class, it is a decision the GM has to make.
One of my GMs is like no way, the class is banned as we play before the gods rain.

Another is like whatever, your Kholo Hunter has eaten the heart of a mythical creature he bested in combat, you have a divine spark, lets go.

You probably should not populate your game world with hundreds of them before the gods rain, but there won't be Pinkerton storming your residence if you do.

Counter question from me would be: If a settlement mentions 90% humans, would at least 3 of the 4 player characters have to be human?
In my games, that would be a clear no, player characters are special.

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I have read the quotes from Sayre, and while i see that "stylish movement" sustains, i can't follow the argumentation that tumble through does not actually need any tumbling through, as there was nothing said about that.
In any case, i think leaping, stepping and tumbling are plenty strong to sustain as an ability.

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Blue_frog wrote:
Earth's Bile + Phantasmagoria means every opponent hit by your earth's bile are now at -2 save to your Phantasmagoria.

Every opponent that failed its save against your Earth's Bile

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We have one in our SoT group, currently lvl 8. It is okay, but i am not really convinced so far - maybe its not built or played optimally, maybe high level play is different.

"Garden of healing single-handedly solves all out of combat healing"
i don't consider out of combat healing an issue in need of a solution, there are so many options...

Earths Bile is nice, but more as an additional 1 action added to real blasting. If you use channelers stance, you can't do both in the first turn.

I think it is mostly Liturgist that feels broken, with the free sustain when you move.
Embodiment of battle is sustain, basically making you slowed 1 - unless you are a Liturgist, then you just have to move every turn.
Did not see that in combat though, so its not based on play experience.

I see the druids primal list as a bigger asset i guess, the apparition spells can(!) be a good addition to the primal list, but other than fireball a lot of blasting staples are missing, and you have only a single slot per rank until level 10, where you get a second slot for your lower ranks - still no change to blasting.

In any case, my experience is limited as stated above, i'll give more credence to players that have seen higher level combat with the class.

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I think the order spells, especially the advanced ones, are a lot better.
Primal spell list is a bit better as well, but the heal spells of a cleric are really strong.
Still, i don't see that big of a difference, and surviving the early levels is also worth something.

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Yes.
Not my top priority though, i think it is pretty undisputed.

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Riddlyn wrote:
Magus with investigator MCD can allow you to know when to spellstrike with spell slot. Can make for some truly impressive crits. But you can only do it once every other turn until/unless you can get your DaS to be a free action

The "person of interest" feat helps with that, allows you to assign an enemy as the target of your investigation.

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Training lore skills works, they are skills - you don't get automatic scaling for that though.
(you most likely won't get an official answer from Paizo here, sorry)

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For me its spontaneous spellcasting.

I think most people recognize Oracle as a strong class, but mourn the loss of class identity due to the remaster.

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As you know the amount of damage you would take, you should avoid blocking hits that would damage your shield overmuch, especially critical hits - unless that would save your life.

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Everybody is envious of diverse lore, especially charisma classes.

A completely different way, but sometimes even more powerful, would be Oracle archetype to grab Whispers of Weakness, at least as far as combat applications of recall knowledge are concerned.

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For Thaumaturge i would like an option to remove manipulate from Exploit Vulnerability, and a way to actually use a passive implement with another.

Magus would need an option to avoid reactive strike as well.
Currently playing a Starlit Span, and while it is quite powerful, it is also not a very engaging build - most class features and class feats are useless as all power seems to be in the ranged spellstrike feature - and the rotation is really boring.
Without being able to spellstrike it is a really weak martial, giving more incentives to do other things then just spellstrike+recharge would be nice.

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My first advice would be to be aware of reactive strike - nearly everything you do as a Thaumaturge provokes it.

Using a gun will be really rough for action economy. I tried to make it work for my own Thaumaturge in Alkenstar, but went with a reach melee weapon instead.

With Regalia and Tome you should talk to your DM about switching them, especially as Regalia does not have an active ability and both are dependent on you actively wearing them.

I used marshal as an archetype to equalize my to-hit malus (charisma KAS) and to get reactive strike.
Later on i added psychic and the amped warped step was really helpful to bridge distances.

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Exemplar is now a second class that can properly use reload-weapons:
"When you Spark Transcendence, you can Interact as a free action to reload or draw a weapon ikon, either directly before or directly after your transcendence action."
(lvl 3, The Deft)

Going back to Outlaws of Alkenstar:
Our Gunslinger struggled a lot during the AP, there were lots of PL+2/+3 enemies where getting a crit was a 20 only thing, and the damage was pityful. Munition to trigger weaknesses saved his grace, and we loved him for fake out of course.

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My main pain point is not even related to gunslingers: For our Outlaws of Alkenstar campaign, everybody wanted to use firearms, but only the Gunslinger can overcome the horrid action cost of reload.
A Thaumaturge with an air repeater is mechanically sound, but who wants to walk around with a toy weapon in a city of gun smiths?

I would prefer if there were other benefits of being a Gunslinger instead of being the class that can actually use firearms outside of some niche combos like investigator+risky reload.
Using the archetype lets you wait forever to get something but risky reload, and even that is a lvl 4 feat.

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yellowpete wrote:
without triggering manipulate/move reactions

Casting the spell is manipulate, and it states that moving an unconcious ally does not trigger reactions, which would mean that a concious ally or yourself would still trigger reactions when moving.

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Maybe checking out some Kineticist guides can help you to find combinations that work well.
Otherwise play a class that you like better, there are loads of options.

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You do not get a Hunters Edge with the Ranger Archetype, only training in survival and the hunt prey action.

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I think roll20 would need quite a team working for a very long time to get even close to the comfort of Foundry. And while I appreciate Demiplanes efforts to show me the rules in a nicer format, I appreciate not having to buy every book (again) even more.
In any case, good news for the people using roll20!

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SuperBidi wrote:
Also, even outside PFS some GMs use PFS rulings (I know I do).

I do as well, it is usually good guidance. I would not go as far as "kill" a character (concept) with such changes though. Letting somebody continue to play an unremastered oracle - if they want - would be an absolute no-brainer for me.

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I don't think mindless would be such a big issue (108 creatures on AoN), you could fall back to other spells and/or support instead of blasting in those cases.

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The level-to-rank conversion is easier to understand if you compare it to the spell-ranks a full caster get:
At lvl 3, they get rank 2 spells
At lvl 5, they get rank 3 spells
At lvl 7, they get rank 4 spells
etc (lvl/2 rounded up)

Creatures with innate magic effects are treated as a spellcaster of that level (unless their stat block says something different)

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"you must be wielding melee weapons or be able to make an unarmed attack"

Flanking on AoN

Don't ask LLMs for game rules

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Having the defensive staying power can be an advantage in some situations - whittle the enemy down while taking their attacks in (shielded) stride.
In other situations it might be more beneficial to attack recklessly.

I played a redeemer champion in Malevolence, the whole group was not really high damage: A pistol slinging investigator, a lantern thaumaturge and a witch with ambitions of a fist fighter.
Some combats took long, but usually we were at least able to withdraw, and we had quite some standing power.

In the homebrew group i play on this fine sunday, we have a giant barbarian, my ruffian rogue, an unholy champion and a fire/earth/wood kineticist - its a bit of a race to finish enemies before they get us to the floor (the kineticist just added timber sentinel to get us some more staying power). Also a lot of fun to play, but completely different!

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I would nomintate Inside Ropes
As a cantrip, you can start to terrify from the very beginning.

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I'd also vote for ignore

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I like that the Occult spell list offers possibilities for a wide range of play. A purely whimsical list would maybe fit a certain character, but would not leave much room for change.

You have a limited arsenal of spells anyway, there are lots of options but only a few relevant to your character, choosing only ones matching a certain theme should be entirely possible.

Spell schools is kind of a wizard thing mechanically, but you can just use it as a theming element for every kind of caster.

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SuperBidi wrote:
The build I've given is the best Demoralizer in the game, competing with spell-based Fear spells.

Which has little to do with Swashbuckler, and more with the ancestry used.

Using a luck-based approach of panache generation (flashy dodge) to cast cantrips may be mechanically viable in some situations, but does not sound swashbucklery to me - electric arc as an option does not come from the class and, being one of the strongest cantrips, can offer a strong option for almost any build.

magnuskn wrote:
Also, for athletics maneuvers the Gymnast Swashbuckler is very comparable to other frontline classes and pulls away after level 10 due to Derring-Do.

I agree here, Derring-Do looks quite awesome. If you want to play a grappler or trip-based controller, there are lot of other options though that don't need 10 levels to "come online".

The Gymnast is missing the strength key attribute option and playing catch-up with strength martials - including the Ruffian. I find it baffling that they did not include this option.

I think swashbuckling is awesome, but flavor is free and game mechanics are not - for a lot of swashbuckling there are better mechanical options, and especially thief rogue being so synergistic is relating a lot of possible builds to a "okay, i played everything else already" place.

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Quentin Coldwater wrote:
I hope I can sort of piggyback off this conversation: would it be possible to play a divine inquisitor? Not in the sense of "our" inquisitors, which sought out heretics, but someone who literally questions the power and scope of the deities? Coud a Cleric (or maybe a Champion) be critical of their own faith, of their own deity, and still be a proper follower of that faith? Or would it be better to drape that flavour over a non-divine class, such as maybe a Wizard who uses their intellect?

There is a Pathfinder novel that i recently bought and read, "Death's Heretic", where the protagonist is a rather unwilling executor of Pharasmas will. He hates the church and, hailing from Rahadoum, the divine power per se.

I don't want to overpromise, it is not a philosophical treatise, more a novuelle noir adventure romp (from a very male perspective).

Personally i don't think most inhabitants of Golarion see religion as inherently transactional, but probably because it is just a fact of life.
As was previously said, most deities do not grant power for submission.

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Deities have anathemas, if you break them you may lose spellcasting or other divine powers. That does not mean you are a servant without your own agency, and i am sure there are a lot of clerics that rate their own comforts a lot higher than executing the perceived will of a god or godess.

As an atheist i enjoy playing a devout follower of a god:ess or a pantheon from time to time, but i don't see edicts and anathemas as really limiting - you decide what you want to play, after all.

There have been quite some tries at variant rules of clerics that don't follow deities directly in previous editions, if you feel strongly about it you can probably talk to your DM about something like that (or play an oracle).

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I think this sounds quite good, setting up the battlefield with spells, then buffing your teammates.
(Heroics is now called Fortissimo btw)

One for All makes you very versatile, good choice on a charisma caster.

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Sounds lovely.

If you don't know them, the "We be Goblins" adventures are really good, played them on Conventions and had a hoot.

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Maybe the Magnificient Menagerie Familiar Guide will help you to parse the rules, especially the "How familiars work" section.

In my opinion, you don't need rule elements for flavor, you need them if you want to use a familiar to influence the outcomes of the game, be it in exploration, in combat or in social encounters.
You could use a familiar as a scout, for example, or to help you with skill checks or do them on their own.

Without further investments, your familiar will have two abilities, and if it should be able to fly that would consume one. If you want it to scout, it should probably be able to communicate its findings, it will need speech or touch telepathy, or maybe share senses to let you see through it.
Two abilities is not a lot, but you can change them with your daily prepreations. If you want more, you would have to invest more feats for familiar master archetype or the like.

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The Total Package wrote:
Also if you MC into Swashbuckler and go Wit do you get Bon Mot for free?

No, you get only the things listed in the dedication.

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Well, for her it is not 1 Bulk, and the Hidden Pocket Outfit has much larger pockets compared to a medium sized one, i would say.

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messy wrote:
Goblins are hilarious! I laughed three times while reading about them.

Wait until you find the Tanuki!

Regarding the Monk: Wisdom becomes a bit more important if you want to cast (offensive) focus spells: "your key spellcasting attribute is Wisdom"
That is quite niche though, for most monks wisdom is "only" will saves, perception and possibly skills. Still important, but no longer the one attribute every monk needs.

Class skills: A few classes have a skill they are automatically trained in, like crafting for an inventor or religion for a cleric.
You are totally right though, there is a lot of freedom there!

Gear: It will become expensive, but your wealth will rise even faster, the luxury item from two levels ago will be dirt cheap!

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Well, he is playing a Gunslinger as a class, bard is the archetype.

Fishing for crits depends a lot on the enemies you are fighting and the group composition, if you face pl+3 and don't have anybody providing you with offguard (like grapple or trip) you will struggle.
We had this problem in Outlaws of Alkenstar, as many of the relevant fights were against higher level enemies.

Not maximizing your dexterity is a bad idea i fear, as you need every point of attack bonus to trigger fatal.

One thing i liked on our gunslinger was fake out, together with cooperative nature it provided lots of bonuses for very little cost.