New PF2 Builds that are now possible with the new weapons and armor


Advice

Scarab Sages

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So, after getting all hot and bothered by all the new weapons and armors, I decided to make a top ten list of all the new builds I could think of that are now possible using the new items. I included everything you need to build them, the new weapon/armor/shield they make use of, and even a little backstory about how they would be played (in my mind, that part is flexable of course.) If you have suggestions to add to the group, let me know and if I think it makes the cut, I'll put it up there with credit to you..

I tried to stick to new concepts that were in some way interesting new takes or new ideas that couldn't have been accomplished before. Like a Hobgoblin with a concussive bow . . . that's neat, I've never seen that before. Or a Swashbuckler with a bow staff, that's neat.

Anyway, I hope you enjoy. If you have any questions, please ask them POLITELY.


Neat. Only thing I'll note is flying blade only works with agile or finesse thrown weapons so boomerang is out.


In its place could be the shuriken swashbuckler now that throwers bandoliers are a thing. Can use finishers with an empty hand thanks to reload 0.

Scarab Sages

aobst128 wrote:
Neat. Only thing I'll note is flying blade only works with agile or finesse thrown weapons so boomerang is out.

They really need to fix that. Boomerangs SHOULD be allowed by flying blade.

I'll fix it later. I can change the build around slightly and it'll work still using Boomerangs.


VampByDay wrote:
aobst128 wrote:
Neat. Only thing I'll note is flying blade only works with agile or finesse thrown weapons so boomerang is out.

They really need to fix that. Boomerangs SHOULD be allowed by flying blade.

I'll fix it later. I can change the build around slightly and it'll work still using Boomerangs.

I think it might have been intentionally changed at some point along with the same restriction on rogues sneak attacking with thrown weapons. Not certain about that though.

Edit: was probably always like this.


I had an idea for a Braggart Swashbuckler with shuriken; Antagonize can be kind of hard to use since you're a melee character and you can just be attacked, but if you're playing with shuriken and hiding behind a polearm fighter then you've become extremely annoying very quickly.

The big issue is that demoralize is once per enemy and you can't really tumble through if you're trying to stay out of melee so it's hard to get panache. Not sure how worth it it would be to archetype into Ranger for Hunted Shot and just use the +2 on normal attacks instead of finishers.


aobst128 wrote:
VampByDay wrote:
aobst128 wrote:
Neat. Only thing I'll note is flying blade only works with agile or finesse thrown weapons so boomerang is out.

They really need to fix that. Boomerangs SHOULD be allowed by flying blade.

I'll fix it later. I can change the build around slightly and it'll work still using Boomerangs.

I think it might have been intentionally changed at some point along with the same restriction on rogues sneak attacking with thrown weapons. Not certain about that though.

Edit: was probably always like this.

Note, Flying Blade is more restrictive. Sneak Attack only limits Thrown melee weapons to Agile or Finesse. All other ranged weapons are valid for Sneak Attack.


Arachnofiend wrote:

I had an idea for a Braggart Swashbuckler with shuriken; Antagonize can be kind of hard to use since you're a melee character and you can just be attacked, but if you're playing with shuriken and hiding behind a polearm fighter then you've become extremely annoying very quickly.

The big issue is that demoralize is once per enemy and you can't really tumble through if you're trying to stay out of melee so it's hard to get panache. Not sure how worth it it would be to archetype into Ranger for Hunted Shot and just use the +2 on normal attacks instead of finishers.

Fencer m/c Gunslinger with Pistol Twirl will let you ranged Feint for panache.


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Fencer would be more straightforward for a thrown weapon swashbuckler build, but the point is to utilize Antagonize so feinting doesn't help with that.


tentacle potion is game changing

even if ability to hold item doesn't allow them to wield weapon it is still too good

Scarab Sages

25speedforseaweedleshy wrote:

tentacle potion is game changing

even if ability to hold item doesn't allow them to wield weapon it is still too good

Yeah, there was some talk about it allowing a thaumaturge to hold all three implements at once. Downside: I don't know how to get them so that you can have enough level 4 potions to just spend them all the time. If you find out a way to get free level 4 potions on a daily basis, let me know and I'll do a writeup of the build.


just buy multiple potion

consumable 4 level lower than character are very cheap

or use gardens of wonder rule and level 10 potion per day would cost the same as level 12 permanent item


Since this thread is about the new armors and weapons, I thought I'd let everyone know that I've updated my Armor Tables with the new armors and added the new finesse weapons to my Finesse Tables.

They might be useful references for these builds.

Scarab Sages

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Added the tentacle potion thaumaturge as a community build

Dark Archive

Here is my list so far. Very similar to you lol.

TV Builds

Haven't finished the skill picks on the Fighter/Monk version of the jalmeri heaven seeker archers, but the rest is fine.

Plan on looking at a Gunslinger MC Ranger to use the new orc repeating advanced weapon because you can attack twice and have the gun loaded for fakeout for 4-5 rounds. Hunt prey and far shot also help out with the 40 ft range by getting you out to 80 then 160 ft with no ranged penalty.

Sovereign Court

I am curious...why a Witch for the one with the hammer? Isn't it basically just a magus?


what i like to try is a forest stance monk with alchemist dedication for the extra reach mutagen.

unfortunately it only becomes really impressive at very high levels when you can get 15ft reach (20 with enlarge), but even at 10ft (15 with enlarge) reach which should be doable at 8 sounds like it could provide some very good control.

a 15ft-20ft aura that can prevent multiple enemies from moving altogetherwithout even spending actions/reactions sounds promising for control.

Scarab Sages

Andrew the Warwitch wrote:
I am curious...why a Witch for the one with the hammer? Isn't it basically just a magus?

So, no. Magus gets up to master in attacks and armor, but also a max of 4 spells at any given time with bounded spellcasting. The witch gets full spellcasting. In addition, a lot of people complain that there are instances where spells are useless, like against golems or will’o-wisps. Well this at least gives you an option in those instances. Plus it’s just fun when you witch crits for like, 3d10+6 or whatever.

As for why witch? I wanted a full caster that has simple weapon proficiency (for dwarven weapon familiarity) so no wizard. I say in the build you can do it with other spellcasters like sorcerers or whatnot, I just chose witch.


Pixel Popper wrote:
Arachnofiend wrote:

I had an idea for a Braggart Swashbuckler with shuriken; Antagonize can be kind of hard to use since you're a melee character and you can just be attacked, but if you're playing with shuriken and hiding behind a polearm fighter then you've become extremely annoying very quickly.

The big issue is that demoralize is once per enemy and you can't really tumble through if you're trying to stay out of melee so it's hard to get panache. Not sure how worth it it would be to archetype into Ranger for Hunted Shot and just use the +2 on normal attacks instead of finishers.

Fencer m/c Gunslinger with Pistol Twirl will let you ranged Feint for panache.

Was thinking pistol phenom for that purpose. Gives a bunch of utility abilities as well that a swash could use without ever actually needing to strike with your gun.

Wayfinders Contributor

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Nice job as usual, Vampbyday! Thanks for the hard work!

Scarab Sages

Hilary Moon Murphy wrote:
Nice job as usual, Vampbyday! Thanks for the hard work!

Thank you! I'm glad you like it.

Scarab Sages

Updated with another community request: an orc using the barricade Buster (Forgive the gun model, heroforge only has so many gun models.

Scarab Sages

Updated with a spraysling build.


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Another fun use for the Barricade Buster is as a Starlit Span Magus. Finally, the Gunmage is a viable build!

Also, Giant Barbarian wielding a Nodachi. You are the biggest boi, wielding the biggest sword. (Probably want to be a human for Unconventional Weaponry)

Finally, the best way I can think of to properly use the Wrecker weapon is a Dwarven Ranger. Precision edge, running reload, and you should be fine, I think.

Scarab Sages

Ventnor wrote:

Another fun use for the Barricade Buster is as a Starlit Span Magus. Finally, the Gunmage is a viable build!

Also, Giant Barbarian wielding a Nodachi. You are the biggest boi, wielding the biggest sword. (Probably want to be a human for Unconventional Weaponry)

Finally, the best way I can think of to properly use the Wrecker weapon is a Dwarven Ranger. Precision edge, running reload, and you should be fine, I think.

Not really sure about the other builds being that unique, but I did build out the dwarf ranger as it allows a dwarf to use the same weapon for melee and ranged, which is a build I haven't seen before.


To use the Barricade Buster, I personally like the idea of going Half Elf Precision Ranger and getting both Archer and Psychic Dedications. The First for Point Blank Shot, the second for Psy Strikes. Sadly, due to the volume of feats, it only works in FA games, and due to Volley, only after level 4.

d10 + half STR looks good enough to be able to forgo using an Animal Companion as a ranged precision ranger and not feel bad about it.

Would look something like this:

Human (Half-Elf) Ranger, Precision Edge
STR 14 DEX 18 CON 12 INT 10 WIS 14 CHA 10

Ranger Feats
lvl 1: Hunted Shot
lvl 2: Gravity Weapon
lvl 4: Far Shot
lvl 6: Animal Feature
lvl 8: Warden's Boon
lvl 10: Blind Fight
lvl 12: Warden's Focus
lvl 14: Double Prey
lvl 16: Shared Prey
lvl 18: Warden's Wellspring
lvl 20: Triple Threat

FA feats
lvl 2: Archer Dedication
lvl 4 Point-Blank Shot
lvl 6: Quick Shot
lvl 8: Sniping Duo Dedication
lvl 9 (Multitalented): Psychic Dedication
lvl 10: Any level 1 or 2 feat
lvl 12: Psi Strikes
lvl 14: Parallel Breakthrough
lvl 16: Basic Psychic Spellcasting
lvl 18: Strain Mind
lvl 20: Thought Sense

Ancestry feats
lvl 1: Unconventional Weaponry
lvl 5: Nimble Elf
lvl 9: Multitalented
lvl 13: Whatever
Lvl 17 Whatever

The idea is to start as a Ranger with a gun and become with time into sort of a spellgunner. With Psychic Dedication I would pick either Shield or Warp Step (combines really well with Animal Feature if you use one at turn 1 for one of the speeds and the other later on), for another 1 action Focus Spell to trigger Psi Strikes. The idea is to turn 1 use Hunt Prey and either use Point blank Shot and attack twice or Gravity Weapon/Animal Feature and attack twice.

With Parallel Breakthrough you can either grab another 1 action cantrip or go for Guidance.

I think it is a good mix of personal damage, defense, mobility and support. It also looks kinda cool to play.

Scarab Sages

Anyone elese find new and innovative uses for the new arms and or armor?


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Human/Kitsune poisoner thown weapons alchemist

My initial thought from the previews was utilising feint to get the flat footed (for pinpoint poisoner), but with the new camouphlage dye that's no longer necessary.

By level 8 that pinpoint comes online, you can already make greater camouphlage dye that allows you to hide in plain sight.

From new weapons we utilise the chakri, giving us the ability to retrive the missed (poisoned) shots and try again without relying on returning. If the shot hits, and the poison is applied, we have no need for the weapon either way, we just draw a new, poisoned one.

We use the thrower's bandolier ofc to have a healthy amount of prepoisoned weapons at our disposal, so we do not need to waste actions poisoning them.

ranger dedication gives us the mandatory quick draw, but also allows us to double our range vs particular distant foes, and also gives us access to nifty tools like Hunter Aim and Far shot.

In a free archetype game we can also go for the scout archetype to give us even more tools and mobility in the form of Fleeting shadow and Scout's pounce.

We picked Kitsune for the fox trick allowing a free action hide every hour. Alternatively Human can give us easier time aquiring the chakri and scaling their proficiency.

For perpetual poisons we will be picking up skunk bomb for an aoe sickened and the new poison that deals damage to undead to always have aat least something vs those.

Since we'll be spending most of our time hidden/undetected during our opponent's turns, we can much more safely be under constant Quicksilver mutagen for that added accuracy while minimising the risk of our depleted health pool. Ofc we also use the new collar to not waste an action to drink our mutagen when combat starts.


The Sapling Shield makes the Tower Shield Champion or Fighter more viable. Before, you could raise your shield and take cover behind it, but not block with it at higher levels since it would just break. Plus, you can convert it into a buckler for easy storage when you're not in a fight.


I think Sapling Sheild might be good for fighting mounted in tower formation, buckler sized when dismounted.

I wonder, do Sheild Augmentations work on Bucklers?


Arachnofiend wrote:

I had an idea for a Braggart Swashbuckler with shuriken; Antagonize can be kind of hard to use since you're a melee character and you can just be attacked, but if you're playing with shuriken and hiding behind a polearm fighter then you've become extremely annoying very quickly.

The big issue is that demoralize is once per enemy and you can't really tumble through if you're trying to stay out of melee so it's hard to get panache. Not sure how worth it it would be to archetype into Ranger for Hunted Shot and just use the +2 on normal attacks instead of finishers.

You can Demoralize again at level 9, and you can always tumble in and out of the fray. Seems like it has merit.

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