
Alaryth |
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Long time since I posted (even if I still lurk around here reading), but I would like to use Pathfinder 2ed for Final Fantasy XIV setting.
I have clear how to do some things (Lalafell as halflings, Miqo'te as catfolk, bard is ranger with bard multiclass feats, while dancer IS Pathfinder 2 bard), but on other things, specially regarding tanks, I have no idea ow to proceed. Warrior is totally different on both settings, and Gunbreaker seems really different to anything on Pathfinder 2.
I have no problems doing some tweaking to PF2 classes, things like White Mage is cloistered cleric with some elemental ofensive cantrips. I would appreciate any help. ^^

NielsenE |
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Ample use of free archetype should help with a lot --
PLD = Shield Ally Champion, maybe with a cleric archetype
WAR = Fighter maybe with Barbarian Dedication, or Barbarian w/ Sentinel
GNB = Gunslinger (Vanguard or Drifter) w/ Sentinel
DRK = Fighter w/ Sorcerer Archetype
WHM = Cloistered Cleric w/ Primal sorceror archetype
SCH = This one is a bit tough IMO, Maybe an Abjurer Wizard w/ Cleric MC. Maybe Cleric w/ Familiar Master. Neither feels right
AST = Another tough one: Cosmos Oracle might fit for somewhat
SGE = not sure how it would work, but either Cleric or Abjuration wizard + Inventor archetype should feel close to theme, abilities might be a bit wonky
The melee's are a bit tough, since three of them are basically just Fighter with different weapon groups (sword, polearm, etc) The combat style archetypes don't line up too well (Mauler for instance)
MNK = Monk
NIN = Thief Rogue w/ primal sorcerer
DRG = Fighter maybe with acrobat dedication, but pure fighter is closer I think
SAM = Fighter
RPR = Fighter maybe with an occult casting dedication
BRD = Ranger + Bard as you said
DNC = BRD
MCH = Gunslinger w/ Inventor MC
BLM = Evocation Wizard or Imperial Sorcerer
SMN = Summoner
RDM = Primal Sorceror w/ Swashbuckler MC

Alaryth |
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Thanks for the answer. Some of those ideas seems good and I surely will use them. Right now I am thinking something like...
Paladin (PLD): Champion Paladin/Redeemer + Cleric (this one looks one of the easier to adapt)
Warrior (WAR): Barbarian + Sentinel (theme is near perfect, but mechanics are not, too much damage and lacks the absurd self healing)
Gunbreaker (GNB): Gunslinger Drifter / Vanguard + Sentinel (looks good)
Dark Knight (DRK): Champion with custom cause + Cathartic Magic (champion is perfect, but no current cause looks adecuate, should look evil but NOT being evil. Emotion should be Anger, Hatred, Misery or Remorse)
White Mage (WHM): Cloistered cleric + druid (near perfect)
Scholar (SCH):Honestly, no idea. This is one of the XXIV jobs I know less of. Only sure is that needs an useful familiar
Astrologer (AST): Oracle with a mix of Cosmos and Lore mysteries. Not perfect, but can work. No idea of which dedication
Sage (SGE): Looks more like a Starfinder class with those lasers and medicine in-combat healing. What would be the best analitical/"science" healer?
Monk (MNK):Monk, quite easy, even if XXIV monk is more glass cannon
Ninja (NIN): Rogue thief + some elemental sorcerer dedication, more arcane than primal.
Dragoon (DRG):Here I am more thinking on some variation of acrobat Swashbuckler with spears, dedication mauler.
Samurai (SAM): One weapon Fighter, no idea on dedication.
Reaper (RPR): Thaumaturge with Tome or Weapon implement + Summoner dedication (wonky dedication, but seems the more fitting one)
Bard (BRD):Ranger + bard (near perfect match)
Dancer (DNC): Bard + acrobat (not sure here; theme is near perfect, but mechanics are VERY different)
Machinist (MCH): Gunslinger + inventor (near perfect equivalent)
Black Mage (BLM): Evocation wizard + ocultist witch dedication (something caster-y and spooky for dedication)
Summoner (SMN): Summoner + evocation wizard (easy one)
Red mage (RDM): Magus laughing shadow + swashbuckler (should do the trick)
On ancestries...
Hyur - Human
Elezen - Elf, but with no long lifespan, that is for Viera
Miqo'te - Catfolk. Miqo'te Rules, always ^^
Lalafell - halfling, maybe with some dwarf details.
Roegadyn - Orc, with less savagery (not many big options on PF2)
Au Ra, Viera and Hrothgar...not good equivalents, sadly. Should work on them from zero.

NielsenE |
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A couple of things to think about --
1) Are you targeting a particular era/expansion of the setting. If you'
re skipping EW for example dropping RPR and SGE gets rid of two of the hardest ones to capture. Pre-ShB drops GNB and DNC, both had OK matches, but and still have lore reasons to be present. But the choice of setting also informs some of what balance/identity was critical at that time period. (Like WAR for instance was "too much damage" during some of the earlier expansions :) )
2) Most jobs in general are a touch too self-sufficent in FF since there's a lot of solo content. WAR with its insane self-healing is a poster child of it. So you'll always have to be prepare for certain bits of the job lore/feel to go away, you'll just need to decide what. Emnity/tanking is of course completely different so tanks will always have some interesting choices -- you can lean on Champion for the champions's reaction (and high AC), Sentinel (for high AC), or Fighter (other martial) for AoA/battlefield control.
3) Shield Healing, likewise is kinda tough, I don't think we have a solid "temp HP for others" cantrip yet. I did get some great use of of the Witch's Blood Ward hex. A custom patron for a Witch might work for SCH as a result. I'd still be cautious about leaning too heavily on a "useful familiar" for SCH though -- even the special Witch's familiar will not match up to the class fantasy in my opinion. I was looking at an Angelic Summoner w/ Witch dedication, but the eidolon doesn't have any healing abilities (unless you spend the a lot of feats on it. Fey Summoner w/ Witch dedication might actually work -- your eidolon gets the spellcasting feats automatically. You don't really care about the expanding Illusions/Enchantment though. If you're homebrewing stuff, exploring some alternate divine eidolon abilities might be able to get you close.
4) As another option on DRG -- Fighter w/ Dragon Barb Dedication. It loses the "acrobat" flavor for leaps but gets a small damager buff for the boosted life of the dragon buffs. Homebrewing a Polearm swashbuckler w/ dragon barb would probably be even better, but could be a balance nightmare.

HenshinFanatic |

3) Shield Healing, likewise is kinda tough, I don't think we have a solid "temp HP for others" cantrip yet. I did get some great use of of the Witch's Blood Ward hex. A custom patron for a Witch might work for SCH as a result. I'd still be cautious about leaning too heavily on a "useful familiar" for SCH though -- even the special Witch's familiar will not match up to the class fantasy in my opinion. I was looking at an Angelic Summoner w/ Witch dedication, but the eidolon doesn't have any healing abilities (unless you spend the a lot of feats on it. Fey Summoner w/ Witch dedication might actually work -- your eidolon gets the spellcasting feats automatically. You don't really care about the expanding Illusions/Enchantment though. If you're homebrewing stuff, exploring some alternate divine eidolon abilities might be able to get you close.
Rage of Elements has bequeathed unto us Rousing Splash that grants a target 1d4/spell rank temp HP for a minute as a cantrip (with the downside of making them temporarily immune for 10 min) and it's on both the divine and primal spell lists. There's a few other spells and impulses in there to keep in mind as well such as Mantle of the Unwavering Heart, the level 12 Metal Kineticist impulse Shattershields, the level 1 Wood Kineticist impulse Timber Sentinel (free protector tree), and the level 8 Wood Kineticist overflow impulse Sanguivolent Roots which is a semi-decent stand-in for Sacred Soil. The remastered version of the Fervor Patron for Witch also gives a small amount of temp HP to someone within 15 feet of your familiar every time you use or sustain a hex (including the provided hex cantrip). Unfortunately the best source of recurring temp HP still happens to be high level Numbing Tonics.

Tactical Drongo |

I was thinking about thisna few Times already with the Idea of homebrewing archetypes and whole classes, never got around to do it
Many of your Combos Go rather Well
For dark Knights I would actually Go Champion base and allow the evil dedications, but to Trigger the reaction on attacked Allied and a custom Set of edicts
With the black mages Mana mechanics one could probably use an oscillating Wave psychic
Samurai could probably get aldori duelist or regular duelist as dedications

HenshinFanatic |

I was thinking about thisna few Times already with the Idea of homebrewing archetypes and whole classes, never got around to do it
Many of your Combos Go rather Well
For dark Knights I would actually Go Champion base and allow the evil dedications, but to Trigger the reaction on attacked Allied and a custom Set of edictsWith the black mages Mana mechanics one could probably use an oscillating Wave psychic
Samurai could probably get aldori duelist or regular duelist as dedications
Issue with Oscillating Wave Psychic is the timing on the element switch. FFXIV BLM uses fire phase to headbang out some big damage in the form of hot flaming death until they're OoM, then switches to Ice to start regening that mana for the next mosh pit session. Oscillating Wave does the switch each energy damage causing spell.
I made an Amal'ja (lizardfolk/Iruxi) PLD going Paladin Champion (using Ragathiel as a stand-in for non-Primal Ifrit) and just refluffing visual effects to be ḑ̸̳̭̙̻̲͚̲͇̤̆̊̎ͅḁ̷̺̙̃̂̽̉̿͐̂͂͂̽͜ͅṛ̵̡̯̖̺͈͓̟̱̹̐́̒̍̄̍̆̈́̀̊̚͝k̶͍̻̮͙̹͉͇̲͐̍ė̶̽̋͝ ̮̐r̵̛͈̠̠̤̊͋̉͒̇̐͋̈́̇̈́̆ͅ ̵͖̗̯̼̣̮͇̺̯̜̮̒̾͊̓͜ȧ̸̺͇̻̝̺̿́n̸̹̹̪̝͑̒͒̏̕d̵̡̨̛̫̺̰͔̹̞͈̙̲̬̅͋͐̈̓̔̕͝͠ ̶̝͉̯̥͍͆̑̅̅̂ḙ̶̢̮͈̘͇̙̠͊̓̂̂̀̈́̊̇̅̇͜͝͝d̵̘̟̖̠̗̙̜̳̀̃̏̅̂̾͂̕ͅǵ̴̼̥̠͆̉̿̍̈̂́̋͋ĭ̷̇̇̂̑ ̡̡̭̬̟̪̹̩̥̄̉͂̈́͘͜è̵̛͉̆̔̒̇́̊̈͋͝r̴̙̖̅̍̓̔͝͝.

HenshinFanatic |

HenshinFanatic wrote:Unfortunately the best source of recurring temp HP still happens to be high level Numbing Tonics.There is the wood keneticist aura junction. Yes, it's only 3 at max; but it has no resource cost.
True Numbing Tonic meanwhile gives 25 THP/round for 10 rounds, and Alchemists can make 2 per Infused Reagent they expend during daily prep if they so choose (shame it doesn't have the Healing tag outherwise it'd be even better at 3 per Infused Reagent during daily prep). Also Perpetual Perfection picking Greater Soothing Tonic as an option for unlimited Fast Healing 5 for a minute with 10 minute immunity to healing HP through Perpetual Infusion/Potency/Perfection elixirs.

Dragonhearthx |
Dragonhearthx wrote:There is the wood keneticist aura junction. Yes, it's only 3 at max; but it has no resource cost.True Numbing Tonic meanwhile gives 25 THP/round for 10 rounds, and Alchemists can make 2 per Infused Reagent they expend during daily prep if they so choose (shame it doesn't have the Healing tag outherwise it'd be even better at 3 per Infused Reagent during daily prep). Also Perpetual Perfection picking Greater Soothing Tonic as an option for unlimited Fast Healing 5 for a minute with 10 minute immunity to healing HP through Perpetual Infusion/Potency/Perfection elixirs.
well yeah. But the aura is a 20ft aura with no action needed from anyone. (Not counting the 1 action to activate the aura which you are doing already).
I am also not saying it's better. But for passive shielding that the Caster gives its not bad. Although this is more of a Sage thing than a schoolar. Because wood keneticist also gives out damage midagation.