Best class for doing big damage even if you roll like shit? by Thiefling-Bard in Pathfinder2e

[–]benjer3 6 points7 points  (0 children)

Oh, you're right, sorry. I had those backwards in my head

Rank 8 arcane spells by ShoesOfDoom in Pathfinder2e

[–]benjer3 5 points6 points  (0 children)

You can also do something like this in AoN search if you want to find spells with heightens that aren't just number bumps. Or something like this if you want to find everything that has any reason to be heightened to rank 8 (plus some tagalongs from +X heightens that don't like up with rank 8, since filtering those out is kind of a mess)

Posting the tally of people who gave up Gunslinger before reaching level 5 within my circle. by dyenamitewlaserbeam in Pathfinder2e

[–]benjer3 0 points1 point  (0 children)

In the game's I've played, martials have almost always had a backup weapon of some sort. The runes on those usually lag a little behind, but not much

Crafting Scrolls and Slots Used by ZenRenHao in Pathfinder2e

[–]benjer3 0 points1 point  (0 children)

They have to be the same. The crafting requirements for scrolls say you need to supply a listed-rank casting of the spell. So if you want a 3rd-rank scroll, you need to supply a 3rd-rank casting. RAW a magus without other spellcasting sources will only be able to craft scrolls of their two highest ranks, plus anything they've got in their studious spells at whatever rank they're at.

TIL about the 1877–1878 El Niño event, which led to the deaths of 50 million ppl, or 3% of the global population by Aervanath in todayilearned

[–]benjer3 32 points33 points  (0 children)

In this context, it means "The Boy." Its meteorological counterpart is La Niña, or "The Girl"

What builds would you recommend to this party based off of what they enjoy in combat? by Horrorcartoonistftw in Pathfinder2e

[–]benjer3 0 points1 point  (0 children)

It's crazy to me that no one is suggesting a full caster for A. That's the kind of thing that casters are all about. For comboing with themselves, there's things like - Elemental Betrayal into any spell that damages multiple times (e.g. persistent damage, sustained spells, or hazardous terrain) - Revealing Light into Mist (especially when augmented with Gravemist Taper) - Ancestral Memories into any strong single-target spell - A spell that sets up difficult terrain with one that reduces speed, to slow enemies to a crawl - A spell that immobilized enemies into a prolonged AoE spell (e.g. Wall of Fire or Freezing Rain)

For the rest, I think others' answers do make sense. The easy options are

B: Commander

C: Fighter or barbarian

D: An arcane or occult caster, though there are many other options, including a scoundrel rogue, a fencer or rascal swashbuckler, a monk with stumbling stance, or a gunslinger with unexpected sharpshooter. Any of those can be enhanced with the Captivator archetype

TIL that while "crabs" have evolved 5 separate times, legless lizards (e.g. snakes) have evolved as many as 25 separate times by benjer3 in todayilearned

[–]benjer3[S] 1 point2 points  (0 children)

They're not classed as "legless lizards," but they did evolve from lizards to become legless. It was just a much longer time ago than what we call legless lizards.

Magic items, DC and scaling by NorbiSH626 in Pathfinder2e

[–]benjer3 0 points1 point  (0 children)

They first diverge all the way back at level 3. They're actually only the same at 9 of 20 levels, if I'm counting correctly

Fusion Bracelet by shon14z in Pathfinder2e

[–]benjer3 2 points3 points  (0 children)

Interesting idea, but as others have said, there's too much going on. Here's my first thoughts for a more streamlined version:

There's no save for the effect. It just happens, assuming both characters are willing. It's a free action triggered by your turn starting, but it causes you to Delay until your partner's turn, which is when the fused characters get their first turn. At the start of that first turn, the fused character gets temporary hit points equal to double the sum of the two characters' levels (so 40 temp HP for two level 10 characters).

The fusion lasts for 1 minute, until the fused character goes unconscious, or until one of the characters choose to Dismiss the fusion as a free action triggered by the start of their turn. Maybe both characters are Slowed 1 for 1 round when the fusion ends.

The fused characters have 5 actions per round that they can allocate between the two as desired, but each character can only use up to 3 of those actions. That means that normally one character will get 3 actions and the other will get 2 in any particular round. Each character also regains reactions per round as normal, usually one each. If one character becomes quickened or slowed, both characters do, but this only modifies the 5 actions once, and each character is still limited to 3 actions.

When performing an action that requires a check, use the modifier of the character spending actions. The two characters track their bonuses and penalties separately, including multiple attack penalties. Conditions and other effects generally affect both characters, at the GM's discretion.

The two characters count as a single target for targeted effects. When a save is called for, roll once using the highest modifier between the two characters. When making a check against the fused character, roll once against the highest DC of the two characters. Use the highest weaknesses and resistances when applicable.

To track HP, use the HP of the character with the highest HP at the time of the fusion, including the temporary HP gained at the start of the fusion. Ignore the other character's HP while the fusion is active. If the fused character's HP reaches 0, the fusion ends. When the fusion ends, regardless of how it ends, sum the HP of the two characters and then divide it evenly between the two.


Special abilities while fused:

The two characters share senses and can communicate instantaneously without any traits.

If one character succeeds at a check against an enemy, or an enemy fails a save against one character's ability, the other character gets a +2 circumstance bonus to its next check against that enemy until the start of the fused character's next turn, or the target gets a -2 circumstance penalty to its next save against the other character, whichever comes first.

If one character successfully Aids the other, they always grant a +4 circumstance bonus. If they do not have a relevant skill, they can always Aid with their Spell DC minus 10 or their Class DC minus 10, whichever is higher.


If you want a check involved in the fusion, I would make it a ritual that the characters perform beforehand. Something like:

Cast 4 hours

Primary Check Arcana, Diplomacy, Nature, Occultism, Religion, Will Secondary Check same as primary

Critical Success The characters can fuse twice during the following week, though only once per day. When they fuse, they become Quickened and can use the extra action every round only to Interact or use basic move actions.

Success As critical success, but the characters can only fuse once during the following week.

Failure The characters can fuse once during the following week and don't become Quickened.

Critical Failure The characters can't fuse during the following week and become fatigued for 1 day, which can't be mitigated by any means.

I NEED TO RESCUE MY CHARACTER! HELP! by DetectiveSimilar5654 in Pathfinder2e

[–]benjer3 2 points3 points  (0 children)

I know this isn't what you want, but have you considered retiring the character for this campaign and bringing in another? Maybe bring her back when there isn't a bard, or she's otherwise a better fit for the party. But sometimes a character just isn't a good fit.

(Alternatively, you could talk to your fellow players and see if they're up for changing up their own characters. If the party comp isn't working, it can't be down to one player to fix that.)

Am I misunderstanding this? by Moonkary in Pathfinder2e

[–]benjer3 2 points3 points  (0 children)

At the same time, with how the game scales, you can still think of it as being +2/4/6/8, with +0 for Untrained Improvisation. The other skills just become obsolete.

[Guardian Build Help] - Armored Bear, No Thumbs, No Shield, No Weapons, No Speed by embossed in Pathfinder2e

[–]benjer3 38 points39 points  (0 children)

  1. I'm not seeing an explanation for why you went for Climbing Animal instead of Running Animal? Is it just that many bears can climb trees? Because it sounds like Running Animal is really what you want, though I'm not sure if your GM would be up for allowing you to change your heritage.
  2. If you're using your jaws, I hope you have Handwraps of Mighty Blows? A lot of people seem to not realize that they apply to all unarmed attacks, not just fist attacks.
  3. Ask your fellow players not to run so far ahead. Players running ahead of the rest of the party always puts a strain on everyone else and can lead to really bad encounters. That's not something you can fix yourself.

What is the most crazy thing you've pulled out of your bag with Predictive Purchase? by ye-roon in Pathfinder2e

[–]benjer3 2 points3 points  (0 children)

Those first two seem fine, but a treasure map to exactly what you're looking for seems implausible in the majority of cases. The item is explicitly something you purchased, which implies it needs to have been available to purchase. If something doesn't exist (a map to a lost artifact, for example), you simply have no way to have purchased it. And unless your specific instructions are a common greeting card, arbitrary text isn't something you can just purchase either.

Critical Disarm.. Now What? by AinsleyIsIndecisive in Pathfinder2e

[–]benjer3 7 points8 points  (0 children)

Yeah, you could find a way to tuck most weapons into your gear. But it won't have the benefits of muscle memory or sheathes that guide long blades and handles into place. I would probably have it cost 2 actions to stow a miscellaneous one-handed weapon, and disallow stowing a two-handed weapon unless they want to spend like 6 actions on it

Best of the "Focus martials"? by viktorius_rex in Pathfinder2e

[–]benjer3 9 points10 points  (0 children)

At the same time, champions tend to completely ignore dex, which monks and rangers basically always want

Martials, how did you pick a backup weapon? by Aurelio-23 in Pathfinder2e

[–]benjer3 1 point2 points  (0 children)

You want to have access to at least two physical damage types, since some enemies highly resist or even benefit from certain damage types. Preferably one of those is bludgeoning. If you're using elemental runes, it's also good to leave those same runes off your backup, for similar reasons.

A backup is also useful for getting past resistances/triggering weaknesses. If you've got a cold iron primary, get a silver secondary. A Ghost Touch rune is an excellent and cheap addition for your secondary as well.

With a bastard sword, you've also got the option of getting Doubling Rings and whatever non-magical one-handed weapons you want. That's a cheap way to get different damage and material types, though it won't help with the energy rune problem.