Aaron Shanks wrote:
Hi Aaron, sorry to bother you again with this but, just to make sure. AP Subscribers do not get the book as a subscription, but if they preorder they get the PDF. Correct?
Aaron Shanks wrote:
Thank you! Atrapos from Foundry did mention Devs from Paizo were getting experience by doing bounties so, hopefully we get more. I'll spread word of them to get more people interested and get this going. 1e is having a little less work done but hopefully we can go both directions. Foundry is way better than Roll20 IMO
Mark Moreland wrote:
Always glad to see Paizo people involved with our comments. One humble request would be to please, please take our money and do a deal to market your Adventures (both 1e and 2e if possible) to Foundry VTT. They are a great VTT but I cant tell how many people would just rather buy modules and APs like they did in FG and Roll20, instead of investing HOURS to upload them. D&D is bound to do this, just hope Paizo could sooner than later.
TwilightKnight wrote: What makes you think 2E had a "sluggish start"? I'm not talking number wise, but its no secret that there was a bit of a stumble with the playtest. However, a great product was delivered. Still, some people have been reluctant to try it, this could change that. Just based on what ive seen on forums and groups.
I wish they nail this beginner box, it would put them right on the top! 2e has had to earn every fan it has after a sluggish start, but its so promising. Great reviews and fast content has placed it where it needs to be, Paizo just needs to do this one right and reap the rewards. A digestible, well edited handbook without messing with the rules (ahem, Starfinder box). A memorable adventure and lots of tips, guides on it. Fall of Plaguestone was far from Introductory.. this will surely hit the spot, hopefully. I like it handling 3 levels and not all classes, ancestries. Whatever is in there needs to just be handled fully and here, we, go!.
James Jacobs wrote:
Fair enough. I guess campaign books in context are larger than the softcover ones they used to make. The Absalom book sounds too big (contradicting myself). I would just like for character options to have a bit more content, the Lost Omens' Character Option was short, as was the Starfinder's Operation's Manual. But APG sounds good! And I got in the Kingmaker crowdfunding so I'm excited about the crazy amount of value that has :) Thank you for the reply.
Gorbacz wrote:
I'm wanting more content out of full price, not cheaper books.
HammerJack wrote:
You are correct! Though it sounds a flagrant and most pointed rule, its weird that it was not on the first round. Hope it does get addressed at some point.
Hi everyone. So the conclusion is, that since this wasnt fixed on the errata then specific for attack roll stands as a villager being able to hit a Red Wyrm? - Or as it happens more, every other creature in PF2e being able to hit with their 3rd action strike. No one official ruled on this on comments or interviews or anything? Its sad we have to take by stream-play examples as reference.
I would of like to see a lot of classes incorporated as Archetypes or prestige classes. Are we going to see ALL the classes we went through already? A lot of them dont feel like they should be a class of their own, i.e Investigator, Shifter, etc. Wish they would had started with the most successful ones at least :/
Magda Luckbender wrote: @lex_dm: Leaving aside some minor thread necromancy, here's one way to do something vaguely similar that definitely does not suck at 1st level. Doesn't work for a warpriest, only for a Cleric, Inquisitor, or Paladin that gets a Domain. 1st level damage is huge plus you can safely use most maneuvers. Please don't play this build in a non-optimized group, as such a PC will drastically outperform most other low level martial PCs. Wow :o Powerful indeed. Sounds like a superhero. Thank you. Cant say ill use him cause like you said, too OP. I am leaning toward an Inquisitor, just not sure what yet, I really dont want to do an archer though I know the multiple attacks benefit from the awesome Bane ability. A tank inquisitor sounds good, vital strike..? though limiting the bane attack to 1 hit sounds bad.
Keep Calm and Carrion wrote:
Cant let this go. I was hoping to do a Spiked Chain Warpriest but the chain was nerfed, and now im hoping to pull a whip guy.. I much prefer the reposition possibility than a tripper.. A Str-based whip using Warpriest that doesnt suck at first levels. I guess thats impossible at lvl 1 and I would have to use a simple weapon while it catches up? Also, in RoTR giants might hard to CMD..
Hey everyone, I' currently playing in Giantslayer.
Goblin
Str: 11
Class Abilities: (Rogue) Combat Trick x2 (Combat Feats)
Deeds, Panache
Feats: Weapon Finesse
Basically this character can move across the battlefield, avoid attacks of opportunity by either evading attacks of opportunity with Acrobatics or dodging with high AC (feats) Once engaged, my goblin mouses his way into melee, aiming for sneak attack his larger opponent. This makes enemies have a disadvantage to both the goblin mouser and his allies as follows: -4 on attacks made against the rogue because of the disoriented condition by the unchained rogue debilitating sneak attack strick And a -6 on attacks against adjacent allies (-2 because of sneak, -4 because of mouser archetype) Tangle Feet can cut off pursuit or repositioning attempts and Roll With It can be an escape plan if things get heated. All and all, this seems like a lot of fun although my goblin is dependent on having a tank or barbarian be on the frontlines while he tip toes amongts the giants, Please let me know if you have any feat suggestions or ways to go forwarding with this 7th level character.
I know this is sort of an old question... Here's the info: We have a Magus being grappled by a crustacean, in a silenced lock. He will not be able to break free but has a Ring of the Ram on his hand. Can he use it against the grappling opponent OR on himself to break free? How would you interpret this? Thanks.
Kurald Galain wrote:
True, our combats like most of them out there at this point last 3-4 rounds...so I guess I dont have time to do all of it. You'll have to forgive me about the feats I previously mentioned, I double checked because It was strange you didnt know them and then I realize that OGC website was giving me third party options. Feats were pretty neat, they had as a requisite to be lvl 1 in Eldritch class and have spell focus on the school that the feat was related to. But alas they are not acceptable (extra turns with those effects and you would had probably agreed with me). I will look into those archetypes,although 12th lvl Arcanas look kinda good.. Since you know your way around a Magus, I would appreciate further suggestions on Multi classing and feats.. consider my Magus doesnt have recall or knowledge pool or blending.
Kurald Galain wrote:
So the extra turns granted by Stamina for Arcane Strike do little to better it? I was thinking about the feats related to schools that the EK has access to, may be broken is the first though that crossed my mind (take 1 level here to access them..worth it?) So far my team makes up for Haste and enchant weapon really outlasts most combats...but I do see your point moving forward. BTW: My Magus is lvl9 now and other than reaching lvl 10 for 4th lvl spells I see little point in continuing (did I mention he is a Kensai/blackblade?)...any dips you do recommend? Thanks Kurald.
There has been a fair share of comparison with Eldritch and Magus, although i'm looking at the prestige class and I think its more feat related. I'm hoping I can get an expert's opinion on Eldritch might here. Generally I wouldnt be interested in Arcane Strike... Our DM integrated the Stamina system, which I'm not sure if you are familiar with but for our purpose it allows me to hold on to Arcane Strike for more than 1 round. This I should think, makes Arcane Strike viable if not broken..So I need an expert on Arcane strike and also on how to guide my Magus lvl 9 to master it. Any thoughts?
I have a build with Tangle feat. Seems there arent recent ones, thought putting mine here might spark something. Speaking of recent... Goblin
1st Roll with it
This build works by positioning himself in the battlefield by any means. Passing a larger foe and using tangle, on the way to the one he wants... then dodging the attack and getting inside the reach to sneak attack next to someone. Let me know what you think and future development please.
Scott Wilhelm wrote:
Your build sounds very cool Scott!! My dynamic is based on combining the Unchained Rogues effect of debilitating strike (disable his 5ft step).. I will get to flanking position with the Mouser ability from Swashbuckler and remain there hopefully... escape plan would be the roll with it ability lol. I was very interested in your use of the roll with it feat. Like I said in my other thread, I want more attacks to get more rounds of debilitating status. I need help with future feats and maybe something to avoid "awesome blow" ability from giants and such. Thanks Scott!
I have a build that has sneak attack, and I am aiming at doing more than one attack to maximize this. The build can't accurately use two-weapon fighting because he needs a free hand to attack and use his abilities. Its a goblin character with the unchained build and swashbuckler thrown in for other abilities. Would you recommend a bite attack or something more? (the new sneak attack effects are great and an additional attack without waiting to be level 8 would be great, regardless of the output) Thanks!
I always had trouble making this build even when Swashbuckler came out... now, with the Unchained Rogue! Its awesome :smallsmile: Str:7
AC and every statistic is not included you can guess. *Stats were rolled and it applies -2 Str, Cha and +4 Dex. The unchained rogue gives him Weapon Finesse and at 3rd level, his Dex to damage (which makes him all but useless levels 1-2).
Saving feats wasted on slashing grace, dervish dance (sick of everybody dancing) and weapon focus, will allow this build to focus on mobility (and also a couple of cool gob feats). Below I will describe the feats and abilities for a 5th level build. Unchained Rogue (4) Swashbuckler (1) 1st - Finesse Training (Rapier), Sneak Attack 1d6, Trapfinding.
*Swashbuckler at 5th level will take the Mouser archtype. Feats. 1st - Roll with it (Goblin Feat)
This build is designed to fight larger foes (Playing the Giantslayer path), as you can see, my feat-hungry build is all of a sudden pretty good thanks to the talents. Another fun feat I am for is "Tangle Feet" a gob feat with great flavor and mechanics. Please feel free to advise me as to which Items would be cool, or feats and levels in classes. I think I will keep Swashbuckler although Rogue does not look to bad any more :o *A synergy is moving up close to a giant, making him miss his attack (+7AC from feats) and invading his space via Mouser. Making sneak attacks and disabling his 5-foot step while we gang up on him. Giantslaying will be fun!
I always had trouble making this build even when Swashbuckler came out... now, with the Unchained Rogue! Its awesome :smallsmile: Str:7
AC and every statistic is not included you can guess. *Stats were rolled and it applies -2 Str, Cha and +4 Dex. The unchained rogue gives him Weapon Finesse and at 3rd level, his Dex to damage (which makes him all but useless levels 1-2).
Saving feats wasted on slashing grace, dervish dance (sick of everybody dancing) and weapon focus, will allow this build to focus on mobility (and also a couple of cool gob feats). Below I will describe the feats and abilities for a 5th level build. Unchained Rogue (4) Swashbuckler (1) 1st - Finesse Training (Rapier), Sneak Attack 1d6, Trapfinding.
*Swashbuckler at 5th level will take the Mouser archtype. Feats. 1st - Roll with it (Goblin Feat)
This build is designed to fight larger foes (Playing the Giantslayer path), as you can see, my feat-hungry build is all of a sudden pretty good thanks to the talents. Another fun feat I am for is "Tangle Feet" a gob feat with great flavor and mechanics. Please feel free to advise me as to which Items would be cool, or feats and levels in classes. I think I will keep Swashbuckler although Rogue does not look to bad any more :o *A synergy is moving up close to a giant, making him miss his attack (+7AC from feats) and invading his space via Mouser. Making sneak attacks and disabling his 5-foot step while we gang up on him. Giantslaying will be fun!
It does not stop a full attack if they cut thru the cape in one strike, if there is a way to make it stronger they would have to waste a full-round action on removing the darn thing :) My concern here is...what if your opponent is the one with reach? Not only would you not get away but they would. Scarfs sound pretty nice now! As is the feat is not worth it, but since I like its flavor Im looking for ways to get it better. Thanks RumpinRufus.
shroudb wrote:
Well, that sounds creative but not very practical! I was looking more at investing in something that would work everytime...
So im considering this feat and think that Dodge is useful to get other cool ones. Have either one of you seen this in action? I know 1 Panache and 1 I.Action might seem like much but saving against a full attack or worse might be worth it. Im thinking special Materials and or Magic to reinforce or make the cape thrown like a tanglefoot bag or something? Although there is a pretty broken use out of Cape of Feinting that might just do that. Also, I was thinking of having my main cape equiped and carrying ¨extra¨ capes and drapes and such for this. One last thing, it doesnt specify but could you see a small SB throwing his cape at a Dragon?.. a size restriction would have made sense.} Thanks!
Yeah, sorry for the misleading title, he is a goblinoid :p I am interested in mobility/full-attack, but level 17th is way out there. I am more concerned with getting there, mid levels are very important in our Campaigns, so much in fact that there is really nothing worth investing so much to get to. Sorry I didnt specify earlier, I guess I will stay the course. Any recomendations for the Swash Build?
Hi everyone, Lets start by saying we had access to Advanced Races and gave it a go. I came up with Goblinoid Subrace: Mogg. All you need to know is I pretty much wanted a small ¨human¨ since it comes with a bonus feat but also wanted to roleplay a Gob. With this in mind this is my current Character. Squee. Mogg Swashbuckler lvl 3. Str:12 (Rolled lucky 4d6) HP: 31
Weapon Focus (Scimitar)
The reason why I went with Dodge is to have access to Mobility-Spring Attk.
This should help you get a feel of what the character aims for. Now, my questions are regarding advancement pass level 5 (I think its worth reaching 5th level for the great weapon training it gets), im not sure if I should go on til 7th level when you get the good Aimed shot or if its best to Multi-Class at some point after level five. What would you do? If you have any better feat suggestions, or ways to go on class (I am open to stay mono classed), please let me know. Thank you.
We had this situation happen recently, please let us know your thoughts. Our Magus came head to head with a Rust Monster, thanks to a failed knowledge check we failed to realize this was a rust monster at all. The first strike from the Rust Monster broke the black blade (which in retrospect is impossible considering its unbreakable)now, the second one destroyed it. Considering it didnt break in the first strike would it: A) Be destroyed in the second touch (its not Indestructible). B) Be ignored by the rust monster since it failed to ¨rust¨. C) Black Blade alerted immediately of its danger. D) Not be affected at all. Thanks for the input.
Hello, I need advice on taking either a Gunslinger or a Gunslinger/Paladin. Im starting on a 12th lvl Character, of which I would go as : Gunslinger/Mysterious Stranger (1)
Going double-barreled, and making use of Smite (considering Im facing outsiders/dragons) I would assume this build has more damage potential than a pure slinger. Trying to keep this from going all broke, I would use one pistol and have to other hand free to charge (also looking to go like Dark Tower's Roland with three fingers in the reload hand) Probably going to be in the front lines and would seek Snapshot and all (I'm regularly facing larger or larger creatures) I would think the 108k that a character starts with will take care of the horrible misfires.. Please let me know you thoughts regarding feats and Items! Also class levels if you consider different options. Thanks!!
I'm considering Gunslinger 1
I'm not sure if the Inquisitor is worth the dip of 5lvls into, even though one would get Bane and all the other abilities, BAB and possible prgression in another class is highly worth the thought.. I do want to combine but at this point im not sure either if an all level class would be better instead..
Well, this is exactly what I was looking for.. I hope you guys are still looking into this one, specifically the Ender730 (would like to know how it worked out) I had a built that worked Gunslinger1/Paladin X Now, it had synergy with the Mysterious Stranger Archtype's deed Focus aim.. and I couldn't get enough of Smiting Evil on a two-barreled gun! I'm working on a 11th level character.. and want to go with one of these builds.. or can a combination of the three of them be done? Or is it better to keep it simple? Any thoughts will be greatly appreciated. (do consider the fixes that come with the wealth of an 11th lvl char)
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