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For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
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Pathfinder 2E: "The Time of the O.R.C. has come."
Posts
“When an elf becomes a drow their skin and hair are altered by the transformation. It is unknown if this is merely a haphazard side effect or a legitimate part of the curse designed to separate them physically from their own family. Due to this both drow and elves use elaborate face paint to express their true allegiance.”
I meant Chronomantic Robotic Orbital Warmechs. Should have capitalised.
You should really, really rethink this unless you plan on spending a ridiculous amount of time hand-tuning each monster. A lack of reliable in-combat healing and ranged crowd control is an excellent way to accidentally kill your party, and you've removed basically every avenue for that.
Age old 5e stance was there were a few classes you shouldn't multi because then you're behind (e.g. Wizard). Others there were some multis where you got more powerful with the right mix. And then anything else was that you're willing to be behind for the flavor.
Given how easy it is to make tons of different choices in pathfinder, is there a similar feeling? I've seen some places that say it's built so that broad builds are successful, and others that say that specialization is what matters because of how many choices there are.
I'm building a Magus and at 4th level, I don't specifically like any of the class feats, so I'm thinking of taking a dedication, but giving up a special spellstrike to do it and I just can't figure out if that's a mistake.
More importantly, Starfinder does away with the need for a dedicated healer by having Stamina regenerate after a 10 minute rest, with HP being lost more rarely.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
In my Starfinder campaign, I just let everyone respec whenever they wanted. The envoy/solarian was disappointed in her damage output, so she went full solarian. The ysoki mechanic evolved into a skittermander technomancer over time and nobody blinked.
Unless you're going for gritty realism (and if so PF/SF might not be your best choice of system), locking players into builds they don't like is a completely unnecessary frustration point.
Really good point. Looking ahead, I'm not seeing the feat as a prerequisite for anything else, so I don't think it actually affects the build.
My general idea was to build Magus and do a dedication to Psychic to allow me to pickup Shield as a free cantrip along with being able to cast it on others with Tangible mind. I'm pretty worried the group transition over is going to be rough and people are going to get beat up as they figure out p2e over how they played 5e.
This is also why I made sure to train in medicine and took the medicine assurance feat at level 3 because I have a feeling that I'm going to need to Treat Wounds constantly.
Honestly I think you'd have better luck explaining what you're going for, making it clear that a spell list full of direct damage spells is no bueno, and then veto'ing individual spells you don't like. The Occult spell list (which Psychics get) has overlap with about 3/4 of the Divine list and 1/4 of the Arcane list anyway, but it's overwhelmingly debuff focused and flavored in such a way that you're going to have a hard time explaining how you're not a Sith. Moreover they have very few spells per day; Amps help, but they're also limited.
At the absolute least I'd allow Cleric and Sorcerer and maybe restrict access to the Primal spell list.
RAW you get one use of Battle Medicine per character per day. Medic dedication gives you one additonal use on any one character per day. It's okay in a pinch but not what you want to rely on unless you're in a party of nothing but Big McLargehuge.
I'd also have to drop Psychic Dedication at 4 to pick it up.
I'm not sure I want to fully head down that direction yet anyways, I was more just making sure medicine was going to beat that DC 15 so we have guarantee after-fight healing. Once we actually start playing, I'll have to see how badly it goes to decide if what we really need in more in combat healing as well. I'm pretty action limited because of Spellstrike, so I'm kind of hoping everyone else picks up some slack either with good dmg or someone else realizes we need healing and grabs something.
Yeah but the alchemist feels like shit to play. You're a walking vending machine. Woo.
Not liking any of the L4 Magus class feature seems odd, but it's with pointing out that there's nothing preventing you from grabbing an earlier one in the L4 slot. Magus's Analysis, Expansive Spellstrike, and Force Fang are all pretty good feats.
Analysis refreshes spellstrike for 1 action, but you have to make a successful check. I can already refresh spellstrike for an action, so that seems like a gamble of an action to refresh when I can just do it guaranteed (unless I'm missing something on recall knowledge). Force Fang I can see some benefit of, another focus point, but the attack itself looks like less dmg than a cantrip like Gouging claw.
The 4th level feats are Distracting spellstrike (I'm choosing Laughing Shadow Hybrid), or else the tattoo, steady spellcasting, or striker's scroll. None jump out as must haves.
I originally was planning on grabbing the Psychic dedication just for shield, but I just check at Level 6 and the Psi Development feat I can grab would give me Imaginary Weapon cantrip which is 3d8 at lvl 6. That feels like a fairly strong way to build towards, I think.
There's still a lot I'm missing with the game though, mostly in the skills and skill usage areas, so that might be where I'm building weak spots (because everything so far seems like it's Spellstrike oriented)
If Cha is a dump stat (which is a reasonable choice) it's unimpressive though.
Magus's Analysis is sort of in the same boat - you're burning an action to recharge and getting a bonus. It can be risky if you're not your party's skill monkey though given the chance to fail. (It's worth noting that the Arcane skill feat Unified Theory at L15 makes this *really, really good* but you can always retrain into it later.)
The core rules have recently been given new errata that states you are allowed to just get two free stat boosts of your choice with your ancestry instead of the usual boosts and penalties it comes with.
So you can have an Android without the CHA penalty if you want.
In Starfinder a lot of the races have alternate stat mods, with the Companion Android (affectionately known as "sexbots" in some circles, but having a lot of different purposes) having just a net +2 Cha.
Jesus Christ
And now this... History may not repeat, but it sure does rhyme.
She sneers, “You are too late, heroes! Now, at last—”
“Oh shit!”, a wizards cries.
Four! Five! Eight! An endless stream of orcs burst forth from the cauldron! I’m talking jus’ wall to wall orcs. Muscular, oiled orcs. So oiled! Why are they oiled?! Orcs everywhere, all up in the wizards business. You’re forced to back down the staircase as the orcs continue to multiply.
The local Pathfinder Society tables have been at capacity the past few weeks, and we've had a little more interest in Starfinder Society, too.
I will be amused to see how many 1st level orcs show up now that everyone can play them without boons.
Not in the core book, but the Thamauturge class from Dark Archive could be a good base class for Harry
It would be great to see SFS getting a boost out of this as well as PFS. I know at the last GenCon online there were a lot fewer tables of SFS compared to PFS, and it'd be great to see both of them getting a big boost of interest.
I can't decide between Half-elf or vanilla human. Mostly want the heritage benefit and ancestry feat to get me more skills. I'd considered starting rogue, and I would eventually multiclass into rogue, idk
edit-
I was a wee bit concerned at how much harder it might be to teach my group PF2. I had heard it was a bit more complex and flipping through the rules I'd say that is fair.
But, BUT!
5e was the first TTRPG for a lot of the people in my group and looking through PF2 I feel pretty confident that with their general knowledge of 5e teaching them PF2 will be easier than learning 5e with no general TTRPG knowledge.
I am a bit confused by what you mean with the orc thing
I'm still very much new to PF2 so feedback on the effectiveness or ideas about the idea is welcome.
Also do people have any thoughts on Half- Gnome/Dwarf/Halfing/etc (ie Half- "another playable race")? Feels like the ability to do that is implied, or maybe I'm just reading it favorably
In Society play you can generally only run character species from the core book unless you have a special "boon" prize from playing or GMing that lets you start a character from an uncommon origin.
In honor of the ORC, all players can now run characters with the orc species without needing a boon.
Although I did notice that going Half-Elf would let me wield that silly Elven 2-hand Finesse weapon. So maybe that + crossbow for simple and consistent options in combat.
The corebook has been sold out on Amazon, which is pretty impressive and annoying.