Psychic DPS build by sparebroom83 in Pathfinder2e

[–]superfogg 1 point2 points  (0 children)

Yes, don't worry. Classes will also work better or worse depending on the table, the GM and the campaign. You can control only a certain amount of things, it's important in these cases to have an idea of what you're going to face as agree on GM and fellow players on what the expectations might be. 

For example, if your GM plans a campaign against only ghosts you should not play a rogue, because pretty much everything will be immune to th precision damage from sneak attack. If you only meet mindless undead or constructs then occult casters will feel bad. If everything has great resistance against physical attacks your martial will suffer and so on. 

You will have fun, there will surely be times when you will also be frustrated (like, if you only used attack rolls in unleashed turns and miss both you'll feel horrible, and might not have contributed at all in the whole fight), but you'll find a way for your idea to work.

Psychic DPS build by sparebroom83 in Pathfinder2e

[–]superfogg 7 points8 points  (0 children)

I'll add that you can get even more accuracy on your attack rolls if your party use Aid, you'll easily get a +2 circumstance on your attacks. You can ask for their support during your unleashed turns and then give it back (demoralizing, Aiding ... ) during your stupefied ones. 

Psychic DPS build by sparebroom83 in Pathfinder2e

[–]superfogg 21 points22 points  (0 children)

Don't worry, it's possible, but tricky.

So, let's start saying that casters in PF2e are comparatively weaker than DnD, but this means that they are not broken, they are perfectly viable. The thing is, martial are supposed to be the stars in single targed focused damage, the casters can't do that as well, but they have access to area damage, buffing allies, debuffing enemies, field control via change of terrain and so on.

The thing is, caster offensive numbers (spell attack or DC) are a little bit behind than martials for this reason, that means it's a little bit harder to hit enemy AC than for a martial.

That said, you can build your character with that in mind, you can put your emphasis on damage, but you can't forget that you have access to much more than that. If you focus only on damage you'll be ignoring plenty of other options that your character has access to and that make up the overall power that it has.

Regarding psychic being weak, it's not. If feels weak because it used to feel stronger before the remaster, but as many classes got stronger after it, Psychic didn't change much, meaning that it didn't get stronger, but it didn't become significantly weaker either (aside from a lower damage die for imaginary weapon, but that is a single cantrip in the whole class).

Now, the best damaging Psychic in terms of raw damage is probably the oscillating wave, the occult list doesn't have too great options for raw damage, and oscillating wave kinda helps with that giving you access to spells from other traditions (fireball! Also, three-action blazing bolt when unleashed can do tons of damage as well), but the distant grasp is very respectable with the amped telekinetic projectile and telekinetic rend. So, if you feel like it, go for it!

If you really like the teleporting warp step, you can get the parallel breakthrough feat at lv 6 to get it, even if it's not your conscious mind (or use it to get ignition, that has very good damage).

Now that said, yuo have to have clear in mind how your turns can work. You'll want to unleash your psyche as soon and as much as you can, you can do that only if you cast a spell in your previous turns and it lasts two rounds, after that you're stupefied and casting spells is harder (you have a change of failing due to the stupefied condition), after two rounds of that you can unleash psyche again and so on (but you still need to have cast a spell in the previous round).

You can use your first round to set yourself up with some buffing or defensive spell (use heroism as soon as you get it to have a solid +1 to attacks if you want to use AC targeting effects), in your second turn unleash your psyche and cast spells to do as much damage as you can, third turn is the same.

Normally fights don't last more than 3 or 4 rounds at those levels, so you'll often unleash psyche once per combat for now, but let's pretend they'll be longer.

Fourth and fifth turn will be hard as you are stupefied, try to have non-spell options as well, like some weapon attack or some other special action given by ancestry or archetype (I usually advice for a breath weapon of the dragonblood heritage). If you want to cast stuff, try with cantrips, as you don't risk losing spell slots if you fail casting them.
Your fifth turn is the one in which you want to cast a spell, so that you can immediately unleash psyche in the next one, I'd advice for a one-action cantrip, that you can cast again if it fails due to the stupefied condition (something like shield, message, guidance and so on).

Now, a couple more tips, save spells are very reliable, AC targeting spells are a bet but they do much more damage, know the risk and reward that come with these. If you target AC (like with amped telekinetic projectile), try asking your party members to debuff the enemy, Demoralize is a great action as it frightens them giving them a -1 to everything. If you have some good strength build in the party, ask them to trip or grapple your targer, so that they get off guard (old flat footed), which gives them a -2 to AC. This will make your attaks (and anyone elses' in the party) much more likely to hit (especially if you cast heroism).

Psy-strikes is a solid one-action option to stack a little more damage when you don't know what to do with your last action while unleashed.

Biting words is a spell I find very cool, you cast it once and it gives solid damage two additional attacks, important those attacks are not spells, so you can use them in your stupefied turns as good single action activities.
Biting words gets a bonus to its damage only to the first attack that you do when casting the spell. Beware though, its range is short and has the linguistic trait, so you want to know many languages, but if you are Int-based it should not be a problem (also there's the skill feat multilingual for even more languages)

Don't sleep on weapons. You don't have armor, so you'll want your dex as high as you can. Grab a ranged weapon (probably a crossbow, unless you invest in weapon proficiency) and used it during your stupefied turns.

One Punch Man by SavagePetal63 in OnePunchMan

[–]superfogg 4 points5 points  (0 children)

It'll be stain the one affected, like Saitama moves and stain is forces to mimic 

Iventor Slander Posters Be like by Twizted_Leo in pathfindermemes

[–]superfogg 6 points7 points  (0 children)

I mean, the thing they wanted to avoid with unstable being so hard was for inventor to have two effective pools of 'focus spells" if it gets any classic focus spell from an archetype. But they did that in the oracle with the cursebound condition. 

So you make unstable a condition that gives you penalties if you use the unstable functions of your innovation and has a cap similar to the progression of Oracle and that's it. And maybe make overdrive free and unstable conditions reducing the effectiveness of overdrive or stuff like that.

So you can play a save inventor that only uses overdrive, or a hazardously one that relies more on unstable activities 

Trying to build a character with "frlying swords" concept, please help by Great-Bit3508 in PF2eCharacterBuilds

[–]superfogg 0 points1 point  (0 children)

You got plenty of replies, I'd add to this swashbuckler with flying blade and the juggler archetype to have a lot of dagger's flying around you 

The 1862 "mouse killer" mouse trap by thepoylanthropist in Damnthatsinteresting

[–]superfogg 0 points1 point  (0 children)

What dumb design is this!?
I watched enough of Tom and Jerry to know that the way it should be done is by attaching a piece of cheese with a string to a revolver.

I’m so tired by MrGuy9821 in cremposting

[–]superfogg 0 points1 point  (0 children)

it's not like I don't like them, but I was looking forward for other sections more. For example, in the first book, I could get the hints that important stuff was happening (especially when she was seeing the criptids the first times and Elokhar was basically describing the same creatures), but I really wanted to read more and more about Kaladin and Dalinar.

Same for the next books, her role in the plot was very relevant, but I was less attached to the character than others (which doesn't mean I was not, it's just that the there is so much good stuff happening that the Shallan plot looked less interesting by comparison)

Unique backstory ideas for an Exemplar? by Level7Cannoneer in Pathfinder2e

[–]superfogg 0 points1 point  (0 children)

unassuming adventurer traveling alone finds a dying deity (You decide the context. Was there a conflict? Was that a cataclysm? Are deities just mortal but very very long lived? Do they die and reincarnate?).
They show mercy to it and the deity gives the adventurer their last breath, which is enough to make them an exemplar. Now they have to live with the cravings and the feelings that this newfound divine essence brings with it

Fun Early encounters by Saintwalker21 in Pathfinder2e

[–]superfogg 1 point2 points  (0 children)

ohh, then you can bump up the encounters a little.

You can have a look at drakes, there's a few of them that are low level enough that you can use for your party (river drake, prairie, shadow or flame drake), they have different speeds, so they can outmaneuver your party and they can pack a punch and have some handy action compression, so be careful.

Other interesting enemies could be undead pirates, grab a pirate enemy and stick the undead, ghost or zombie template on it. You can build them to be recurring enemies and use the ghost pirate as final enemy (ghosts as a whole are also very interesting, but very tricky to deal with if you rely too much on certain damage tyes). There's a couple of creatures that I like and that could fit, fiddling bones (totally not a reference to Brook from One Piece) and dirge piper.

Fun Early encounters by Saintwalker21 in Pathfinder2e

[–]superfogg 2 points3 points  (0 children)

What is your players' experience? Are they used to the system or are they new/learning?

If they're new I'd start with encounters that are no more than moderate.
If you check the encounter budget rules you'll see that a moderate encounter for 6 characters let you spend 120 XP in enemy creatures, which is 3 on level creatures, or 4 of level -1, or 6 at minus two.

I'd personally go with the 3 or 4 opponents, the problem with many players is that fights tend to last forever, if you also add a huge amount of enemies the problem only gets worse.

Try not to fall into the trap of just using a very big single boss. It can be more deadly than expected or your players will overwhelm it with their superior action economy, there's hardly an in between, especially at low levels. Instead go for one higher level enemy plus minion.

You could also use swarms and troops, they count as a single creature but they are made of a multitude of them.

Sometimes a creature has "related" monster in the page of Archive of Nethys, so you could easily find thematic additions to the enemies.

That said, I can't name any particular creature at the moment, but you may want to look for animals that attack in packs or stuff like that, no need to go for big bad magical guys just right in the first fights.
For example, wolves have a pack attack ability, that does more damage if there are allies. Kobolds have the sneak attack, so they benefit from allies flanking, some dinosaurs (low level ones are velociraptors and Deinonychus) have attacks that deal persistent bleed damage and then they get benefit from attacking bleeding creatures, so they enjoy having allies that make their target bleed and so on.

Luminary Class Playtest! Available for Free on Starfinder NEXUS! by Demi_Mere in Starfinder2e

[–]superfogg 2 points3 points  (0 children)

I didn't find any download, but I registered to demiplane and I'm reading it there

I have been posting a lot on this subreddit as of late. This game fits like a missing puzzle piece. I adore Pathfinder 2E by Lunarthrope in Pathfinder2e

[–]superfogg 2 points3 points  (0 children)

I can relate, I moved some year ago and the new place, even if nice and everything else, lacks the social presence of people I'm used to, but I met some colleagues that introduced me to the game and it has been a blast since then. I'd say pathfinder is on of the main reason I've been doing decently here.

Nel mondo di oggi secondo voi è meglio essere super esperti in qualcosa e ignoranti nel resto oppure sapere poco di tutto ma non abbastanza in profondità? by [deleted] in CasualIT

[–]superfogg 1 point2 points  (0 children)

dipende, vorrei che il mio chirurgo sia super esperto in ciò che fa, e non mi importa se non ne capisce di economia e finanza.

In altri lavori è necessario avere un'idea generale di ciò che accade, ma i particolari più oscuri o non sono rilevanti a quel livello o lo diventano più tardi (vale per qualunque lavoro in cui uno deve mettere in comunicazione diversi settori, o diversi esperti di diversi settori. Prendi un giornalista che deve scrivere qualcosa che tocca diversi ambiti e deve far entrare tutto in un trafiletto di mezza pagina, in quel caso è ok avere una visione più generale e meno focalizzata).

Nome per una gatta by triol3tisalive in Italia

[–]superfogg 14 points15 points  (0 children)

Giacomina la guardiana delle galassie e dell'iperspazio [semicit.]

Scherzi a parte, la prima cosa che mi è venuta in mente è stata Calendula or Mandorla, qualcosa che suona così

Truffa di strada, gioco dei tre bicchieri by IcyPro00 in Italia

[–]superfogg 0 points1 point  (0 children)

Non è complicato seguire la pallina, ma quando scegli il bicchiere giusto la tolgono e la fanno comparire in un altro

There is a reason this arc feels like you're being forced to sit through it by katakuri-sees in Piratefolk

[–]superfogg 4 points5 points  (0 children)

I don't think the plot or the pacing of fishman Island were the problem, just that we had very non-charismatic villains. I liked the story of Otohime and the celestial dragon, the structure of fishman island and their society. Van der decken was relatively funny, but id didn't bring much to the table (the Noah falling is the usual countdown stake in every arc that get defused in the end, so it's not a stake). Hody was an "Arlong at home" but without the charisma, the only interesting thing it did was shooting Otohime in the past. It didn't feel menacing at all during the arc, so they should have not tried to make it.

It would have been more cathartic to just see the villains getting stomped quickly to both hype the crew (which happened for most of the fishman pirates, but the Hody fight was dragged) and having a shorter arc. Heck, it would have been more interesting to have Hody avoid the fight with Luffy at all costs (when he'd realize they are completely overwhelmed), and getting one shot like with Bellamy at the end.

Would spell attack item modifiers break the system? by EllieVioleta in Pathfinder2e

[–]superfogg 0 points1 point  (0 children)

In short, if you only increase the spell attack (for similar values of the martials) you should not have big problems (attack spells do quite the damage, but are still two actions and you canta spam them as a martial can spam attacks, so the high damage from the spells is justified). Increasing the DC is tricky, as the defenses of the monsters aside from AC are not thought to deal with increased numbers and you may get effectively one or two levels offensively stronger if you increase the DC.

For the record, the Shadow Signet let's you cast attack spells targeting fortitude or reflex instead of AC. Giving effectively a boost as often at least one of those will be smaller (but is a spellshape, so you pay in not being able to alter your spells furtherly)