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Andrast
Apr 21, 2010


Kyrosiris posted:

If you don't get how the average joe's perspective is going to be "necromancy = dead/undead poo poo" then I think you're just being intentionally obtuse.

In less stupid nonsense, has there been anything Alchemist-related in any of the Paizocon talks?

The alchemist revamp is coming out in Player Core 2 which isn't out until july 2024 so they aren't really doing much on that yet

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super sweet best pal
Nov 18, 2009

How's 2e Gunslinger play? Yee haw or yee nah?

pork never goes bad
May 16, 2008

The gunslinger in my current game seems to be having fun, though it's very swingy at early levels. I guess kinda everything is.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

super sweet best pal posted:

How's 2e Gunslinger play? Yee haw or yee nah?

how much do you like enormous crits? just the biggest, fattest crits around

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?
The problem with spell schools is not that they're confusing, the problem is that they're completely extraneous. Sure, we could laugh about how Barkskin feels like it could be conjuration or transmutation or maybe evocation if you're feeling spicy, but the real issue is that it does not matter at all which one it is. If you aren't a specialist wizard, all spell schools do is add an imperceptible drop of flavor. And the fluff in Secrets of Magic that tried to give spell schools more flavor still exists, so players can still just apply that flavor to their spells by themselves. If you have a more passionate argument for their continued existence than "they've been around so long, I'll be kind of sad when they're gone", you're being a contrarian.

On a more positive note, as far as I know Gunslingers are solid. They want more party optimization than similar ranged characters, but that's just because guns are designed around being slightly fiddlier but having big crits. The class itself is designed to let you be a cool gunslinger, and that puts it miles ahead of the 1e Gunslinger.

pork never goes bad
May 16, 2008

Dwarven scattergun is both brilliant and hilarious re: party optimization and optimal positioning.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

super sweet best pal posted:

How's 2e Gunslinger play? Yee haw or yee nah?

Gunslinger is basically "Fighter, but solely devoted to making guns(/crossbows) viable". It's pretty good

Arivia
Mar 17, 2011
There was a mention of a new martial crossbow in the revisions panel notes - called the arbalest. That should help too.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Arivia posted:

There was a mention of a new martial crossbow in the revisions panel notes - called the arbalest. That should help too.

New martial crossbow sounds like it isn't crit focused like the treasure vault one so it might be alright at low levels but once you get to the point where aid actions regularly work and someone can provide a status bonus to attack rolls you'll want to swap to the TV fatal crossbow if you are a gunslinger or fighter.

Higher base damage from levels 1-4 is going to be really nice for everyone though

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.

Lurks With Wolves posted:

The problem with spell schools is not that they're confusing, the problem is that they're completely extraneous. Sure, we could laugh about how Barkskin feels like it could be conjuration or transmutation or maybe evocation if you're feeling spicy, but the real issue is that it does not matter at all which one it is. If you aren't a specialist wizard, all spell schools do is add an imperceptible drop of flavor. And the fluff in Secrets of Magic that tried to give spell schools more flavor still exists, so players can still just apply that flavor to their spells by themselves. If you have a more passionate argument for their continued existence than "they've been around so long, I'll be kind of sad when they're gone", you're being a contrarian.

On a more positive note, as far as I know Gunslingers are solid. They want more party optimization than similar ranged characters, but that's just because guns are designed around being slightly fiddlier but having big crits. The class itself is designed to let you be a cool gunslinger, and that puts it miles ahead of the 1e Gunslinger.

The problem is that they aren’t extraneous because there’s a lot of archetypes, abilities, and items that tie into the school trait system. Captivator, hallowed necromancer, oatia skysage, runescarred, and runelord are the ones I remember for archetypes, and the magus and I think psychic have feats which care about spell schools used.

They should be extraneous, because they did very little and often did so in an actively confusing way, but there’s a bunch reliant on them

It’s a good change but one that’ll require finesse imo

Bottom Liner
Feb 15, 2006


a specific vein of lasagna
The new printings are going to have so many erratas in every reprint for years with all of the stuff they're changing and how interconnected everything is with keywords, etc.

Silver2195
Apr 4, 2012

Jen X posted:

The problem is that they aren’t extraneous because there’s a lot of archetypes, abilities, and items that tie into the school trait system. Captivator, hallowed necromancer, oatia skysage, runescarred, and runelord are the ones I remember for archetypes, and the magus and I think psychic have feats which care about spell schools used.

They should be extraneous, because they did very little and often did so in an actively confusing way, but there’s a bunch reliant on them

It’s a good change but one that’ll require finesse imo

As I said, the Mental trait means Captivator can still work with minimal changes. Some of the others will probably need specific spell lists to replace the schools, though.

Lamuella
Jun 26, 2003

It's like goldy or bronzy, but made of iron.


Just so everyone avoids the minor irritation I just put myself through: while Version 11 of Foundry is out now, the latest version of Pathfinder for Foundry only works on version 10, so hold off for a while before updating.

Enos Cabell
Nov 3, 2004


Lamuella posted:

Just so everyone avoids the minor irritation I just put myself through: while Version 11 of Foundry is out now, the latest version of Pathfinder for Foundry only works on version 10, so hold off for a while before updating.

I meant to post this the other day when I did the exact same thing.

Megazver
Jan 13, 2006

Lamuella posted:

Just so everyone avoids the minor irritation I just put myself through: while Version 11 of Foundry is out now, the latest version of Pathfinder for Foundry only works on version 10, so hold off for a while before updating.

"Don't upgrade Foundry to a new version for a while" should be the default behavior for anyone who owns it. It often breaks everything.

Lamuella
Jun 26, 2003

It's like goldy or bronzy, but made of iron.


Thankfully as long as you're smart and made a backup it reverts very easily.

appropriatemetaphor
Jan 26, 2006

KPC_Mammon posted:

After two campaigns my group doesn't really agree with monk guides that say KI strikes suck and stunning blows is S tier.

With fights usually three rounds long getting bonus accuracy and damage on one of them is really good. It can be the difference between hitting or critting and force vs ghosts or triggering a vulnerability can be a huge damage increase. Burst damage is also just plain good for tiping the balance of a fight so it stops being a threat.

Stunning blows has the incapacitate trait and Paizo APs love throwing higher level monsters at you. It has only been relevant once or twice over dozens of sessions.

M. Night Skymall posted:

We had 2 monks go 1-20 and I think we've hit a stunning blow a handful of times, and 0 of them felt impactful. They're really good for making your DM roll fortitude saves for no effect on every monk turn. Did see some decent Ki strikes though. But crossbows are terrible, especially on a monk.

Is it better to just take Brawling Focus then? Since the Critical Specialization effect doesn't have incapacitate trait? But that also has a Fortitude save that might just negate it every time.

Looking at: Reflective Ripple Stance --> ??? --> Flurry of Maneuvers --> Whirling Throw --> Rippling Spin -->

or a Fire version with Stoked Flame Stance. Which in that case Brawling Focus is probably the way to go since you get access to the 1d6 Burning on a crit.

M. Night Skymall
Mar 22, 2012

appropriatemetaphor posted:

Is it better to just take Brawling Focus then? Since the Critical Specialization effect doesn't have incapacitate trait? But that also has a Fortitude save that might just negate it every time.

Looking at: Reflective Ripple Stance --> ??? --> Flurry of Maneuvers --> Whirling Throw --> Rippling Spin -->

or a Fire version with Stoked Flame Stance. Which in that case Brawling Focus is probably the way to go since you get access to the 1d6 Burning on a crit.

You don't have to take a level 2 feat just because you're level 2, take a stance and ki strike. Although if you go stoked flame, then yeah definitely take brawling focus.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

M. Night Skymall posted:

You don't have to take a level 2 feat just because you're level 2, take a stance and ki strike. Although if you go stoked flame, then yeah definitely take brawling focus.

or a dedication, if one would be good for your concept

monks make fantastic medics

NeurosisHead
Jul 22, 2007

NONONONONONONONONO

Megazver posted:

"Don't upgrade Foundry to a new version for a while" should be the default behavior for anyone who owns it. It often breaks everything.

It was a solid 2 months after the V10 update before a few of the modules that I relied heavily upon were updated. It was a very bad time.

Rythian
Dec 31, 2007

You take what comes, and the rest is void.





Yeah I'm sitting out of updating anything for a couple of months this time around.

Syntaxed
Feb 20, 2004

atelier morgan posted:

or a dedication, if one would be good for your concept

monks make fantastic medics

Monks to me seem to need more than other classes to really take what's good at lower levels and retrain out to meet their concept later with stances and chains needed to satisfy the pre-reqs. Monks mainly have action economy as their benefit early on, so I'd agree taking Medic is fantastic and your party will appreciate you. Flurry of Blows just honestly isn't that good of a chance with the saves and usually you might get only 1 round in a fight if you're lucky even then. I wouldn't build a Monk based on crits unless your party is providing attack bonuses, intimidating the enemy and regularly playing smart with flanking, etc.

The most slept on low level monk feat is Monastic Weaponry though. Taking this + a stance that lets you use other strikes + A Bo Staff https://2e.aonprd.com/Weapons.aspx?ID=17 is super good at low levels. People seem to forget about Ready https://pf2easy.com/index.php?id=1086&name=Ready which takes the 2 actions for 1 action, which can be a Flurry of Blows you ready as make yourself in to a round-about attack of opportunity machine, even if it might be your 2nd or 3rd strike in a round. Since Bo Staff has Trip trait you can also ready a trip when they come in to 10 foot range which is also very useful to stay alive.

Big Mouth Billy Basshole
Jun 18, 2007

Fun Shoe
I finished up playing the first book of Outlaws of Alkenstar and thought I'd share my experience. This was my first experience playing PF2e, and overall, I enjoy the system quite a bit compared to D&D 5e. The character customization is a lot of fun, and combat overall is fun and dynamic.

Some spoilers after this point:

Story
The AP starts off strong with setting up the PCs against a corrupt cop and a robber baron. The first mission is a heist from the baron's bank and escaping from the cops, which was fun. After that point the story gets a little unrelated imo. The players are tasked with rescuing an inventor and the next couple story points revolve around him. It's not really clear how the inventory and the original baddies are related, and it feels like the PCs are just on an urelated series of quests.

Combat
Our team was a fighter, inventor, bard (me), a rogue (who dropped off after a couple of sessions), and a gunslinger (who replaced the rogue). Combat seemed to be pretty swingy between encounters. Some of them we blitzed immediately, others were a bit of a slog. Clockwork enemies were common, which was tough since they are immune to mental effects and resistant to physical damage, our damage was mostly physical or mental with very little fire damage coming from the inventor. There was an early fight against a rust ooze that was a pain due to the party makeup.

We also started to use the critical success/fail deck after a few sessions which I haven't been a fan of. To me it just makes the combat even swingier. The final boss of the book got essentially dropped after one round after the gunslinger crit on attack and got a good card from the deck to do something like quad damage.


Thoughts on playing a Bard.
Overall, this has been fun. The action economy is tight with the Inspire spells. Lingering composition seems mandatory to ease up and allow more flexibility each round. Some sessions feel way more impactful than others. The bard adds a lot of extra +1's to things which sometimes is enough to tip the balance in your favor and other times it doesn't matter much.

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?

Big Mouth Billy Basshole posted:

Combat
Our team was a fighter, inventor, bard (me), a rogue (who dropped off after a couple of sessions), and a gunslinger (who replaced the rogue). Combat seemed to be pretty swingy between encounters. Some of them we blitzed immediately, others were a bit of a slog. Clockwork enemies were common, which was tough since they are immune to mental effects and resistant to physical damage, our damage was mostly physical or mental with very little fire damage coming from the inventor. There was an early fight against a rust ooze that was a pain due to the party makeup.

I've heard this a lot about early Outlaws. If it helps, Treasure Vault added elemental ammo that's pretty affordable for low level characters, and it does a lot to help characters in the adventure path designed for Guns and Gears characters not run into an immediate roadblock with all the enemies that are hard for a lot of gunslingers to deal with.

Big Mouth Billy Basshole
Jun 18, 2007

Fun Shoe
I believe the gunslinger is taking or going to take alchemical crafting to make elemental ammo. I'm not super familiar with the class so not sure when she'll start using it.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Big Mouth Billy Basshole posted:

I believe the gunslinger is taking or going to take alchemical crafting to make elemental ammo. I'm not super familiar with the class so not sure when she'll start using it.

gunslinger gets a two feat chain that grants alchemical crafting and infused reagents (first at level 1, then at clvl-3)

no quick alchemy, but you can make bombs as well as bullets and bottled lightning is always a great choice no matter what you're facing

Syntaxed
Feb 20, 2004

Big Mouth Billy Basshole posted:

I believe the gunslinger is taking or going to take alchemical crafting to make elemental ammo. I'm not super familiar with the class so not sure when she'll start using it.

Tell your GM to get rid of the crit hit/fumble decks. They don't add much and are much better suited to a one-shot or mini arc campaign with disposable characters you don't really care about. D20 system with a 5% chance to crit fail and 5% chance to crit hit the monsters always have more dice they roll through a session. There are always more monsters but one WhAcKy CaRd dRaW and a character or group could TPK out. They just aren't worth it to a game that already has interesting tactical decisions.

It would really make me shy away from multiple attack roll characters and 3rd attacks would be really not worth it.

3 Action Economist
May 22, 2002

Educate. Agitate. Liberate.
3rd attacks are almost never worth it anyway.

Also, the decks are only supposed to be used on 1s and 20s, I find them flavorful, but they certainly could be bad, and I wouldn't miss them if my players asked me not to use them.

VikingofRock
Aug 24, 2008




IMO if you are playing with crit decks just lean into it and play as a flurry ranger whose backstory is that they are cursed / pissed off the fates / drew a deadman's hand.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Arivia posted:

the last time enchantment was required for making magical items was AD&D 2e, c'mon

Yes, and that is when I decided the schools were dumb. That's the system Gygax invented, and it was dumb. Folks can keep patching Gygax's vision, or they can say actually some other wizards categorise magic in a completely different way and move on.

boxen
Feb 20, 2011

3 Action Economist posted:


Also, the decks are only supposed to be used on 1s and 20s, I find them flavorful, but they certainly could be bad, and I wouldn't miss them if my players asked me not to use them.

The way my table plays it, the decks are only used with rolls from named characters. So when a player rolls a 1 or 20 on an attack they'll pull a card, and when a named creature does they pull as well. That way the effects on the players sort of even out (1's vs 20's), but every single monster in a dungeon isn't getting triple damage/blinding/beheading/whatever on a lucky roll.

Our table likes the cards for the extra randomness/silliness :shrug:

gurragadon
Jul 28, 2006

The critical succeed and failure decks are pretty fun. Our table pulls them whenever a crit is rolled, if the DM critical hits or fumbles against one of us that person pulls. We pull on every critical because some of the cards are kind of boring, just like extra damage and stuff.

They can be really good for setting up cool RP. A bandit critically failed throwing a bomb at our rogue trapped in a cage, and the rogue actually pulled the critical fumble card that the attackers bomb is grabbed midair by the person they attacked. He got to feel really awesome and because it was so relevant he also got to throw the bomb back for free.

appropriatemetaphor
Jan 26, 2006

Syntaxed posted:

Monks to me seem to need more than other classes to really take what's good at lower levels and retrain out to meet their concept later with stances and chains needed to satisfy the pre-reqs. Monks mainly have action economy as their benefit early on, so I'd agree taking Medic is fantastic and your party will appreciate you. Flurry of Blows just honestly isn't that good of a chance with the saves and usually you might get only 1 round in a fight if you're lucky even then. I wouldn't build a Monk based on crits unless your party is providing attack bonuses, intimidating the enemy and regularly playing smart with flanking, etc.

The most slept on low level monk feat is Monastic Weaponry though. Taking this + a stance that lets you use other strikes + A Bo Staff https://2e.aonprd.com/Weapons.aspx?ID=17 is super good at low levels. People seem to forget about Ready https://pf2easy.com/index.php?id=1086&name=Ready which takes the 2 actions for 1 action, which can be a Flurry of Blows you ready as make yourself in to a round-about attack of opportunity machine, even if it might be your 2nd or 3rd strike in a round. Since Bo Staff has Trip trait you can also ready a trip when they come in to 10 foot range which is also very useful to stay alive.

Yeah I was leaning in the direction of Bo Staff since the idea of standing off from enemies and whacking them a couple times then tripping seems cool.

This is just a backup character but I think I've settled on the Half-Elf magical orphan raised by monks or something STORY TBD with this build (lvl 4 in an Abomination Vaults run):

Level 1: Monastic Weaponry (Bo Staff) and Ki Strike (off Natural Ambition)

Level 2: Stunning Fist (I like that it's just a free thing off Flurry of Blows even if it rarely ever works), Titan Wrestler (for the trips)

Level 3: Otherworldly Magic for the Shield Cantrip.

Level 4: Stand Still, Assurance (Athletics)

Only thing I'm iffy on is whether to go 18 Str 16 Dex or the other way around? I'm leaning heavily towards 18 Str because an enemy can't hit you if they're dead.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
bo staff has the parry trait for +1 ac on demand so the only thing shield cantrip would be giving is the once per ten minutes damage reduction

if you want the flavor a useful noncombat cantrip might be the better option (detect magic is useful in exploration if you don't have an exploration mode role you intend to fill already)

Gwaihir
Dec 8, 2009
Hair Elf
Go for 18 str, you'll want it for the athletics checks and melee damage bonus for sure.

appropriatemetaphor
Jan 26, 2006

atelier morgan posted:

bo staff has the parry trait for +1 ac on demand so the only thing shield cantrip would be giving is the once per ten minutes damage reduction

if you want the flavor a useful noncombat cantrip might be the better option (detect magic is useful in exploration if you don't have an exploration mode role you intend to fill already)

Ah wow, bo staff is so good! We've got a wizard and now a sorcerer as well so don't really need the detect magic.

I'll probably grab a Versatile Heritage of some sort and then Ancestral Paragon a feat out of it.

A Duskwalker monk who popped out of the Otari graveyard or appeared in the Dawnflower Library sounds cool. Plenty of undead lurking in the Abomination Vaults so far.

Syntaxed
Feb 20, 2004

appropriatemetaphor posted:

Ah wow, bo staff is so good! We've got a wizard and now a sorcerer as well so don't really need the detect magic.

I'll probably grab a Versatile Heritage of some sort and then Ancestral Paragon a feat out of it.

A Duskwalker monk who popped out of the Otari graveyard or appeared in the Dawnflower Library sounds cool. Plenty of undead lurking in the Abomination Vaults so far.

In the spirit of not ALWAYS recommending Electric Arc (but it is always the best...), I'd say you should take Scatter Scree https://pf2easy.com/index.php?id=16946&name=scatter_scree as a cantrip if you want some utility + damage. Has the advantage of putting down two squares with some difficult terrain in a cramped hallway or the enemy can waste actions clearing it. There are many hallways AV as you've probably seen.

The difficult terrain means enemy can't Step in to a choke point and then you'd get some stand still swipes with a Bo Staff + it can do some bludgeoning damage which is decent even if your dc is kind of low. If enemies are next to each other can be nice to get two for one. Best part is you could Cantrip for Reflex Save + Two Strikes with Flurry of Blows at full map and 2nd strike map if you don't have to move. That would be a pretty strong turn of battlefield control and putting in your best swings and potentially getting a Stand Still attempt out of it.

Arrrthritis
May 31, 2007

I don't care if you're a star, the moon, or the whole damn sky, you need to come back down to earth and remember where you came from
What are some free dedications that go well with a casting focused cloistered cleric? I currently have Medic as a way to still put out massive healing without touching my harm fonts, but i'm wondering what I should do when I hit level 6/8; currently i'm thinking Undead Master or Time Mage, but the former i'm not sure how useful my zombie buddy will be and the latter i'm worried that I just won't have the spell slots available for any of those good time spells (although, I think our group doesn't have a source of haste available. Not sure)

Jarvisi
Apr 17, 2001

Green is still best.

Arrrthritis posted:

What are some free dedications that go well with a casting focused cloistered cleric? I currently have Medic as a way to still put out massive healing without touching my harm fonts, but i'm wondering what I should do when I hit level 6/8; currently i'm thinking Undead Master or Time Mage, but the former i'm not sure how useful my zombie buddy will be and the latter i'm worried that I just won't have the spell slots available for any of those good time spells (although, I think our group doesn't have a source of haste available. Not sure)

Have you considered chronoskimmer for dumb bullshit whenever you roll initiative or fail a skill check?

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Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

Arrrthritis posted:

What are some free dedications that go well with a casting focused cloistered cleric? I currently have Medic as a way to still put out massive healing without touching my harm fonts, but i'm wondering what I should do when I hit level 6/8; currently i'm thinking Undead Master or Time Mage, but the former i'm not sure how useful my zombie buddy will be and the latter i'm worried that I just won't have the spell slots available for any of those good time spells (although, I think our group doesn't have a source of haste available. Not sure)

Sentinel for armor is always an option

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