LOL Funny enough if you take that aid build on a bard, you can use Perform for all your Aid checks and you can auto-succeed on every one. Taking bard IS optimization! ;)
Optimization on the traditional sense does still exist in the game. For instance, you can have an Aid build that human [adopted halfling] that gets +4 on aid checks, grants a +4 on crit Aid checks and can't roll under a success plus roll a Diplomacy check to Aid. Or a Forensic Medicine Investigator taking Medic to optimize Battle Medicine.
About the only ways in game to make this work are"
The Rope Mastery Feat, level 10
Combat Grapnel, net or Aklys can also work as can a Harpoon Bolt if you don't mind a little damage. There is also an actual lasso in the game, a specific magic item called Lawbringer's Lasso which "is a net that can be used to Grapple creatures up to 30 feet away" so it looks like any attempt to lasso acts like a net.
It's got roughly the same fluff sentence, so it looks definitely magical to me. The one that isn't is Adamantine Strikes, which is just hitting really hard.
I can say the same thing with the Energy Mutagen.
"You can adjust your body to make unarmed attacks infused with the mystic energy of rare metals" isn't substantially different from "the mutagen suffuses your body with energy that spills out of you whenever you attack" IMO. "Mystic" is a non-sequitur to me as it's undefined in game and has non-magic common languages uses. It can mean mysterious, obscure, enigmatic, inducing a feeling of awe or wonder or relating to mysteries or esoteric rites. [so says merriam-webster]
There is only SO much you can debate about the "fluff sentence" when talking about rules when 'natural language' is assumed for non-defined words.
It's a different ability from the one that makes your unarmed attack Magical. *shrug* When a non-magic elixir can make you grow scales, fangs and claws [or adds elemental damage to your unarmed attacks], I don't see the change to something that acts like silver in a different category. I mean when you can use an Energy Mutagen to "suffuses your body" with "acid, cold, electricity, or fire" in a non-magic way, I'm not seeing the difference if you replace those elemental damages with the "energy of rare metals".
Captain Morgan wrote:
I said a CONSUMABLE like silversheen NOT an alchemical item...
Though if you take into account that elixirs are bring back the dead, grant immortality, suffuses your body with elemental energy and polymorph yourself, I'm not sure "mystic" couldn't be used to describe elixirs too especially as mystical covers more ground than magical as mystical isn't a keyword or limited to magical things. For instance, nothing indicates that a monks Metal Strikes ability is Magical.
Yes, I think it much harder to argue that an arrow isn't being manipulated than it is to say it is.
Captain Morgan wrote:
Would still be weird for bite attacks. Drinking liquid silver would not be good for you.
Would it? When does it ever say it's actually silver? You don't have to drink silver as a monk to have your unarmed attacks with Metal Strikes count as such so why would a consumable? As Metal Strikes mentions, there is a "mystic energy of rare metals" so why couldn't it be that instead of some pure silver liquid?
Captain Morgan wrote:
A Consumable item, like Silversheen but for unarmed attacks, seems plausible too: just make it an oil that the owner activates.
You sure can but the catch is that they can't be in your animal companions mouth when you do it: several weapons are made with teeth, like the Leiomano, so you could rip out all it's teeth and make such a weapon and there are ways to make weapons count as Precious materials. I doubt that's the answer you're looking for though.
EDIT: I DID think of one way: Silver's Refrain: a bard cantrip that allows "Weapon and unarmed attacks by allies in the area are treated as silver."
There ARE some familiars that start with no movement: baba yaga and star orb familiars. So it's not unheard of.
"The object familiar has no Speeds and must select a Speed familiar ability before it can move, coming to life in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day."
"The familiar has no Speeds and must select a Speed familiar ability before it can move, animating in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day; when it‘s an immobile stone, it can't select any familiar or master abilities that require it to move."
I assume that a normal prosthesis weighs around the same as what is replaced as nothing is noted for bulk. For the magic ones that do list bulk, I'd say those do count towards bulk attached or unattached.
I think we can tell that normal ones are a net neutral by looking at the immovable arm: it has a 1 bulk item built into it and retains that 1 bulk with the rest of the arm attached.
Ok, thanks for the reply. On my screen there is 0% indicator that that is any different from the rest of the page. I had clicked in that general area but I guess I missed the box.
Why is that? Your jellyfish stance kick is reach as is your gill hook grapple. Unless they too have reach, I don't see how they are attacking back.
You don't have reach so you can only grapple within our normal reach anything past that is ranged combat which is 20' increments but to use tethered you are limited to 10' meaning to throw 15'+ you have to let go of the rope. This, IMO, the 20' of rope are used to wrap around targets.
You can also look at the Aklys fr a weapon with an attached rope that uses it for Tethered and not reach. Tethered + rope is there to retrieve your weapon not to increase your reach.
Well you could use jellyfish stance: the unarmed attack is reach and not limb specific so you could kick the target of your grapple without moving.
And? The question was if they need their own stats: the game already has creatures in game that don't so it's answered. Eidolon already have a leg up on familiars by having attacks. That and they can actually carry tools if they take the right ability.
*shrug* How long were battleforms not allowed to escape because it was an attack action and battleforms could only use attacks given by the form?
As to mundane gear, you don't carry/wield things like doors or ladders [already placed] so they seem safe IMO. As such, I wouldn't count them as gear at all: you're using them as much as you are using the ground/stairs to walk on.
Yep on both points.
Maybe it's a little tedious but you can repeat the class survey for each tested build changing what need.
That'd skew some questions that are meant for the class in general while giving the normal results for that build. *shrug* I went over the differences in builds in the open response survey.
EidolonSource Secrets of Magic pg. 253
"An item with this trait can be used or worn by an eidolon only, and an eidolon can't use items that don't have this trait. (An eidolon can have up to two items invested.)"
The trait makes no mention of the item being a magic item. The Gear and Your Eidolon does say magic items, but that doesn't contradict the trait as magic items are items and saying magic items are excluded in itself says nothing about normal items.
So you're assuming that hypothetical Kinetecist just so happens to be part of the Aspis Consortium organization or otherwise has fought against and looted specialists from it?
No. As you pointed out it works with a whip too that has a similar set of stats that include reach.
And there ARE the Former Aspis Agent background, being from Rahadoum originally and/or Unconventional Weaponry as ways to access.
Yet the usage of EW to avoid AoO is relative because in practice when a kineticist is put in a situation where it needs to use EW to prevent the AoO the mere fact of "cast" the EW triggers an AoO. So you need to know that opponent in question is already able to do AoO before enter in it's range.
You could Step and make a weapon with reach, such as an asp coil. It's not great but I did something similar with normal blasts and switching to air to avoid AoO.
So in general I don't recommend to any kineticist to fight at melee because you will be in a situation where you will be worse and way more limited than any other class or melee monster. Usually the usage of "keep out the distance" tactics is better for kineticists.
Myself, I'd prefer if impulses 'picked a lane', as in either go all in on being spells or go all in on being more physical effects. Having them with a foot in each just leads to weird results. The whole extra action [gather] and having the equivalent to casting components [concentrate and manipulate traits] for every action, even the basic blasts, just makes them worse than either one and makes it so they don't play well with other parts of the game.
All hail Terrornip! Deity of Turnips and Terror. Feast and be Feasted upon. Their dirt will take us all.
Brassica, the reaper, lord of all cruciferous vegetable who will fertilize the soil with the blood of his enemies! Imagine a turnip Root Leshy with a large scythe, stalking those that drag his brethren out of the ground and feast on their flesh!
I think 'champions of domains' makes more sense. So instead of a specific champion of nethys, pick one of the domains [Destruction, Glyph, Knowledge, Magic, Protection] so if you worship nethys you might be a destruction champion or a magic champion. Or a turnip god for a toil champion or a nature or earth one. To me it makes more sense to focus on a particular aspect of a god.
One of my largest frustrations is that the Champion class feels so much more like the "alignment warrior" class than any sort of "knight of my deity" feeling. Between that and Warpriest Clerics being kind of a joke, I'm... surprised people feel like the devotees of the gods are over-represented in PF2.
There is a difference between being represented and being represented well: I feel that there are a LOT of classes that access divine power and can worship a god but that doesn't mean that I feel that great about some aspects of those options like... well everything about the warpriest. I'd rather focus on making existing options better than adding more.
On champions, they have always been an alignment forward class so I'm not surprised by the class: it's why I don't play them. Maybe when they get to neutral and/or alignment agnostic causes/tenets.
Don't forget the feat to get medium armor for your strength Universalist. Oh, and another to use str for your blasts... How many feats was it again? :(
Yes you said that but you didn't explain what you mean by it. It's kind of a non-sequitur for the OP's question as is.
In my games, the players don't get a magical cure-all for their eidolon.
It's not that though: pausing means both positive and negative effects are affected for good and bad. If it doesn't pause you can unsummon your eidolon and let the duration time out that way for some afflictions: for instance, like confused, stupefied, enfeebled, fleeing, fear, ect. Neither option is a loophole.
Yeah, I have a few ways to get access: Shoanti have bolas so being from saga lands should allow access, bounty hunter grants access with a feat, 2 gods have it as a favored weapon, Orang-Pendaks use them [a DM might let you be adopted] and Leng spiders make them so being a former slave of one might give access [say from the Kidnapped or Abandoned in a Distant Land deep background event].
For Aklys, dero use them... and that's about it.
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.
An inventor can make it with a Modular Head [Modular trait + nonlethal if you want], Integrated Gauntlet [free-hand trait] and Rune Capacity [+1 property rune so you could have Brilliant (greater), Flaming (greater), thundering (greater) and Shocking (greater)]. Oh, and they could two hand it and have a free hand too.
Melee characters should keep a ranged weapon as a backup, but I wouldn't expect them to put much character resources into it. It's a plan B. At a certain point my primary plan would become access to flight magic (including as a potion) and flying to melee that enemy. But having a bow as a backup is still a good idea.
Aklys and Bola make great backups for those going strength as the Ranged Trip ability lets you make an athletics check instead of an attack roll.
I go with some damage and a save [DC using con modifier] based on the element: earth [trip], air [shove away], water [force a balance check], fire [flatfooted].
Earth shield is better than a kineticist carrying a shield.
Not in all cases: if you're looking for bonus to AC , any old shield will do. And on a class with sooooooo many things wantng you to spend your actions/round, an ancestry feat for Shield might be a better bet than a constant slow effect/2 action activity from the Earth Shield.
An Earth Kineticist and a champion together are probably going to be the tankiest front line in PF2.
If tanky is what you're going for, it does a good job but it doesn't leave much room for much else. This means that you're giving up on the majority of your class feats in combat as they give you activities you just don't have the actions for and use the Earth Shield.
Sibelius Eos Owm wrote:
Not really. Any caster that could use Mordenkainen's Sword most likely had magic missile too [x7 1d4+1 damage with no save is a good problem solver for a 1st level spell].