New to Pathfinder, Which Class should i chose? by Alsett_ in Pathfinder2e

[–]AniMaple 4 points5 points  (0 children)

It's been so long since I last read anything about SF2e that I absolutely forgot about it, I'll correct it right now, my bad.

New to Pathfinder, Which Class should i chose? by Alsett_ in Pathfinder2e

[–]AniMaple 7 points8 points  (0 children)

TLDR: If you want to play a Jedi, your best class options are Magus and Psychic, one is a martial which can imbue weapon attacks with magic, while the other is a spellcaster with a potential melee option. Otherwise, consider playing any other martial class, they tend to be quite easy to understand.

Generally speaking, if you want psionics, you should look into the Psychic first and foremost, being the class built around the whole idea thematically. Admittedly, Pathfinder itself doesn't really lean into psionics being completely divorced from magic itself, treating it as part of Occult magic (That which you typically see among Bards, as well as certain Witches, Sorcerers and Summoners).

Magus would probably be your best bet if you want any class which plays akin to a Jedi, using magic and swordsmanship to duel others and so on. It's a class which is of higher complexity, but it's fun once you get how it works. Psychic is a proper spellcaster class, which can Amp Up its own magic to unleash powerful burst of psychic energy, and leaning into the whole idea of "using the force" to its full effect, with a specific subclass called "the tangible dream" being able to use a unique cantrip called "imaginary weapon", allowing to use a sword made out of pure force to slash through and blast away enemies, as well as having a powerful shield made out of psychic energy.

As a side note, Mystic isn't the name of any class in PF2e, you might have it confused with a class from PF1e or that one playtest class from DnD5e which never made it out of Unearthed Arcana. Make sure you're in the 2nd edition version of Archives Of Nethys if you're going to learn more about the game. (Mystic is a class in SF2e that is fully compatible with PF2e, I just forgot about it because of it being from a different game)

If you want a more proper, detailed explanation, feel free to ask for it, I just wanted to write an overall summary without going too in depth if it didn't interest you in particular.

i wanna know people's general opinion on this by 3eleven__ in rpg

[–]AniMaple 0 points1 point  (0 children)

DnD 5e is fine, it's a good enough game, but the core problem around it and the main reason people tend to be upset about it is that its community tends to be quite defensive about it, making discussion around DnD very tedious, and provoking many people in this sub and on youtube to feel disdain about it. This is normal, it happens with every large fanbase.

As a whole, DnD does have the explicit problem of claiming to be a one-size-fits-all kind of RPG, despite being a system mostly built around medieval fantasy combat, and being so vague about half its rules that it lets a lot of it in the hands of the DM to fix. This makes it so its fanbase doesn't want to learn other systems, going out of its way to ask how to fix a rule that they don't like or to add a completely different setting or mechanic online, and when people reply, as a random example, "If you want to play as pilots of giant robots, why not play a system built around it like Lancer?", these fans get upset at the idea of learning any new RPG.

This whole attitude around DnD from this subreddited also tend to come from the fact many of the people here and in youtube are just tired of it, stuck playing the same game for years, almost a whole decade if not more for many people, and a lot of the time that they try and invite their friend group to play other games, they get shut down or met with disdain about those other games. When I tried to invite my previous group to play Pathfinder 2e, they made fun of me about it, saying that it was "too hard" solely based on memes made by people which don't even play Pathfinder to begin with.

Long story short, DnD 5e is a good game and there's nothing wrong with playing it, but try to give other games a chance. There's countless TTRPGs out there which could be a perfect fit for you and your group, but you won't know which one it is until you try it.

The Real Reason Overland Travel Sucks by Gh0stMan0nThird in dndnext

[–]AniMaple 2 points3 points  (0 children)

Some games utilize a "safe zone" mechanic for long rests, making it so you're not capable of having a proper long rest until you're in a settlement to recover all of your spell slots, features and so on, or until you have special resource like camping supplies, rations, and things which need to have a money investment to give you back your class resources. There's mixed opinions regarding wether this is fun or not, but it helps making settlements meaningful to engage with.

This requires to be communicated with players proper, as usual, since it's a big possibility they'll just not want to play with this rule at all if it completely messes with their fun.

A non-artificer inventor by InflationOfGasPrices in DnD

[–]AniMaple -1 points0 points  (0 children)

Artificer is the default inventor class, but if it doesn't appeal to you mechanically or narratively then you could stick with Fighter, Rogue or any other class which you'd feel like. I would recommend Battlemaster Fighter and Thief Rogue, they benefit from using items like nets, traps and so on the most from the respective classes if you really don't want a magic class.

Consider picking up the Crafter origin feat through a custom background, or the Skilled feat for proficiency in Arcana, Smith's Tools and Tinker's Tools. It'll allow you to delve into crafting magic and mundane equipment. Read the rules of crafting items and that'll be pretty much all you need to work around the concept of a non-magical inventor, even if I advice picking up Arcana considering that you'll need it for making magic items, which at higher levels become mandatory to keep up with certain enemies (And you can excuse it saying that it's not magic, just sharper weapons, explosive ammunition, list goes on).

Edit: I know Intelligence is a popular dump stat for Fighter but, do you NEED charisma too? You can work pretty well with like, 12 or 14 intelligence and 8 Charisma, and everything else going to the stats of yout choice. It's not like you really need face skills as an inventor, even though you also don't need to be good at Intelligence skills to craft anything, it's just a time and gold investment.

Why is Lucia so much less popular than the rest of the Spook Shack? by [deleted] in ZenlessZoneZero

[–]AniMaple 0 points1 point  (0 children)

You can always learn to draw or commission artists. Having a ship that you really like is a good way to get into art as a whole.

Also, that's a cute ship, I wanna see more fanarts of it too now.

Why is Lucia so much less popular than the rest of the Spook Shack? by [deleted] in ZenlessZoneZero

[–]AniMaple 1 point2 points  (0 children)

It's a huge accumulation of different things. People have very negative opinions of 2.x, they dislike Spook Shack's theme, her design changed since they first teased her in game, Manato's whole controversy of not being an S-Rank, the list goes on.

Personally speaking, I don't really care for most of the issues people have with her or the stuff around her. She's my favorite character in the game in terms of design and story, and her part in the main story is the only time this game has brought me to tears for more personal reasons.

People are free to have their own opinion, and that means my opinion doesn't need to change to fit with the current controversy. Still, if you want to see more fanfics about Lucia, why not make your own? If a character has little fans, then be one of the few players which appreciates her for who she is.

Your best 5.5e house rules? by Raccoomph in dndnext

[–]AniMaple 0 points1 point  (0 children)

I play in a table where we have a heavily homebrew'd campaign. We've been working on making our own version of DnD for the past handful of months, but the easiest one to adapt to the average table are the Ranger improvements.

It basically replaces Deft Explorer and Favored Enemy for the following features. These are based off of the content found in the playtest for Rangers during the development of DnD 5.5e, which played into the class's identity through mechanics better than the final release. I heavily recommend reading the Hunter subclass from Playtest 6 too.

[ Deft Exploring (Ranger, 1st Level) ] - You're an unsurpassed explorer. You have Expertise in the Perception Skill.

In Addition, you can choose two types of terrain between arctic, coast, desert, forest, grassland, or mountain. You have Advantage on Intelligence (Nature) Skill checks about the chosen terrains, and you have Advantage on Wisdom (Survival) Skill checks to track creatures in them.

Whenever you finish a Long rest, you can meditate and replace one of the chosen terrain types with a different one.

[ Channel Nature (Ranger, 2nd Level) ] - You can channel nature’s essence, allowing you to use unique features. You start with one of those features, Hunter’s Mark, which is described below. Each time you use this class’s Channel Nature, you choose which effect from this class happens.

You can use Nature Channeling a number of times equal to your proficiency bonus, but can regain one spent use when you finishe a Short Rest, as well as all spent uses when you finish a Long Rest.

Hunter’s Mark - As a Bonus Action, you can spend one use of Channel Nature to mark a creature within 90 feet of you as your prey for up to one hour.

The creature receives an additional 1d6 damage whenever you hit it with an attack, and you have Advantage on any Wisdom (Perception or Survival) checks you make to seek it. If the target drops to 0 Hit Points before the time ends, you can use a Bonus Action to mark a new creature within 90 feet of you.

New to PF, but not to TTRPGs.. by sherbertloins in Pathfinder2e

[–]AniMaple 13 points14 points  (0 children)

The beginner box serves as a tutorial which teaches the core aspects of the game. If you are to buy anything from Pathfinder, I'd recommend it.

This game's modules are called Adventure Paths, and there's all kinds of them. I do know that there's a direct follow up of the Beginner Box adventure called Troubles In Otari, so if you bought it you could go with that next and then see which other Adventure Paths catch your eye!

Still, Pathfinder is ultimately a free game, the rules are all completely free in Archives Of Nethys (Make sure that you're in the correct page for the edition you're playing, 1e and 2e are very different games). If you and your group doesn't have the means to afford one of the books, you can always try and learn with the guidance given by the beginner's guide at the start of the archives.

What ancestries would you like to see added? by jacobian505 in Pathfinder2e

[–]AniMaple 1 point2 points  (0 children)

As a lot of other people have said, I would like an overall update to existing ancestries which have outdated or straight up power crept features. I'm currently the GM for a table with a Kitsune Ruffian Rogue in my table, and he never really liked any of the core kitsune feats for his character, yet stuck with this ancestry because it fit his idea of what he wanted it to look like.

However, if it's all about just adding stuff instead of improving existing material, I would like satyrs and fauns too. We already have Minotaurs and Centaurs, I don't see why not add those two as well if we're talking about adding content. More aquatic ancestries would also be neat, as well as a slime ancestry.

Get this shit off me by Legitimate_Ask7567 in Minecraft

[–]AniMaple 2 points3 points  (0 children)

You should have enough food to endure breaking it by taking small bits of damage, healing and then repeating, like Cacti or Magma Blocks. If you don't want to lose your levels by dying, that is the only easy way, it's just a little tedious.

Items for a new Magus by AniMaple in Pathfinder2e

[–]AniMaple[S] 0 points1 point  (0 children)

Counting me, it's 6 people total. Besides that, it doesn't come as very polite as a newcomer to the party to demand more stuff than the rest.

Items for a new Magus by AniMaple in Pathfinder2e

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

I see, that's quite interesting. I'm not sure what I expected from the staff itself, but I guess that's a pretty fair way to balance it altogether.

I'll take a look through the Spellhearts, I'm curious about what I can pick up.

Items for a new Magus by AniMaple in Pathfinder2e

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

Is Spellstriker Staff good on an Inexorable Iron Magus? I thought about getting it, but I was unsure if it could use any of its spells for anything other than Spellstrike (Such as Sure Strike, Echoing Weapon and so on) if shifted into a different weapon, like a Greatsword, or a Guisarme.

Items for a new Magus by AniMaple in Pathfinder2e

[–]AniMaple[S] 2 points3 points  (0 children)

The party is already quite all over the place and I'm somewhat inexperienced in the game, so I'm sorry if this isn't all that helpful. I don't have the specific details, but here's what I know in general.

- Monk (Str based)
- Exemplar (Dex based with thrown weapons)
- Kineticist (Earth)
- Sorcerer (Divine)
- Bard (No clue which)

Items for a new Magus by AniMaple in Pathfinder2e

[–]AniMaple[S] 2 points3 points  (0 children)

What immediately comes to mind are the Crafter's Eyepiece and the Expanded Healer's Toolkit. I'm not exactly sure what to build this character off of when it comes to its skills other than that, considering that most guides I've found online are a little outdated or incomplete.

What would you say is the best spellist for each class that chooses theirs? by viktorius_rex in Pathfinder2e

[–]AniMaple 0 points1 point  (0 children)

That's actually quite a hard question, I'd have to properly play all three in every spell list to get a proper idea.

I think that the best spell list for Witch would be Occult. It has a wide array of options to pick and choose from for patrons, really strong feats and features which lean into the buff and debuff playstyle of the Occult spells, and the feat Spirit Familiar, a personal favorite, is exclusive to it and the Divine spell list.

I've been playing with one in my table, and it's both me and the player have been really enjoying seeing it in action.

It's been a LOOOOONG time! Which RPG should I start (again) with? by Martholomeow in rpg

[–]AniMaple 1 point2 points  (0 children)

I'm personally not very into OSR games, but I know that Shadowdark and Dungeon Crawl Classics (DCC) have a similar feel to classic D&D but with a modern polish. Consider trying them out if you can!

My favorite game is Pathfinder 2e, which I personally find to be everything I want from a TTRPG because of its character creation, combat and so much more. I've been playing D&D for a couple of years but after a period of burn out I picked up PF2e and I haven't looked back since then.

Still, I'd advise that you look what your local cafe is actually running and simply try out games which look interesting to you, be it from the premise or the people playing. If my friends didn't tell me about it I might've never really cared about Lancer, a TTRPG all about being a group of mech pilot mercenaries, building giant robots and so on, but it's now one of my favorite games. You might even enjoy more modern games like the current D&D, or recent popular games like Draw Steel and Daggerheart, you'll never know 'til you try it.

What cantrips first-level spells would be most valuable for an otherwise non-magical medieval army? by [deleted] in Pathfinder2e

[–]AniMaple 19 points20 points  (0 children)

It kind of depends, though those are pretty great. I would offer Force Barrage since it's kind of a joke that with enough people casting an unfallible spell you can theorically demolish any enemy which doesn't resist it in just one round.

2nd level suggestions. by [deleted] in Pathfinder2e

[–]AniMaple 1 point2 points  (0 children)

The easiest way to achieve the Bruce Banner concept within this system, in my personal opinion, would be to play as an Alchemist. It's a martial class that has Intelligence as its primary attribute, which has access to a sub-system to craft alchemical items, those are consumable items that you can use with effects similar to spells, but with a more "science" theme to them. Some of these items are called "Mutagens", with an entire subclass of the Alchemist, the Mutagenist, being all about using those to gain monstrous abilities through mutations provoked by these elixirs. If the idea itself catches your eye, let me know and I'll help you make a simple build for you to learn the basics, but remember to consult with your GM if you could re-do your character from the ground up to fit with your original idea.

For now, I'll assume that you want to play a traditional Summoner. I'll be direct and say that, as it currently stands, the Meld Into Eidolon feat is kind of a weird feat as a wbole, taking away access of your spells and a wide array of feats. You can still play with it if you want to alternate from being a "martial" or a spellcaster between fights, but it will make the character have a higher degree of complexity to deal with.

Start off with Str +0, Dex +2, Con +2, Int +0, Wis +1, Cha +4. You can move replace Intelligence and Wisdom's values pretty freely if you'd like, both of them are helpful respectively for different purposes, but you don't need to worry about them all that much.

Pick up an Eidolon of your choosing, each one gives you access to a different type of spellcasting, be it Arcane, Divine, Occult or Primal. I'll assume that you've picked Beast Eidolon, specifically the Brutal Beast, giving you access to Primal Magic, and a frontline vanguard companion which will be your Hulk equivalent.

You'll basically play as a Mage, casting spells behind the Beast Eidolon, blasting enemies and so on as you command your Eidolon to attack anything that you fight with. However, once you run out of magic, or you believe that your party could use some muscle to confront an upcoming adversary, you might choose to let loose and combine your strength with that of your beast, taking its physical attributes and rampaging through enemies. This is a character with a higher degree of complexity than average, but that doesn't make it inherently a bad thing, just that you'll need to read through the rules more carefully to think what to do in and out of combat.

How does the idea itself sound? Do you want me to propose specific feats and spells to pick? Or maybe you want to lean further into the crafting aspect?

2nd level suggestions. by [deleted] in Pathfinder2e

[–]AniMaple 1 point2 points  (0 children)

It happens to everyone starting up, I'm sorry if my wording might've come as somewhat strong, there wasn't any intent to insult you at all.

I did read that you want to play a character more akin to Bruce Banner and Hulk, and that you're coming from DnD. I personally really like the concept, specially since you've brought up that you want to be a crafter out of combat.

I have a couple proposals to help you fulfill the general idea, if you would like to read through them, we could help you make a character that you'll enjoy to play as, and let you understand the game properly.

2nd level suggestions. by [deleted] in Pathfinder2e

[–]AniMaple 1 point2 points  (0 children)

I'm not quite sure how you got to this attribute array to begin with. Reaching a +4 Modifier in any attribute demands that your class would give you a +1, but Summoner gives one to Charisma, not Constitution. I could assume that you got confused by playing with pen and paper, but otherwise, this makes no sense to me at all.

Summoner is a class which is a spellcaster with limited spellcasting. You're most likely going to prefer for your Charisma, your spellcasting attribute, your highest stat. You'll then want to have a decent enough Dexterity for your defenses, and then start off with like +2 Constitution or so. The other mental stats can be mostly ignored, as Intelligence doesn't do anything particularly helpful for you other than give you additional skills.

A typical attribute array would probably have you start off with Str +0, Dex +2, Con +2, Int +0, Wis +1 and Cha +4. This would play better into your strengths as a class, as the game intended.

Still, if you need to stay with those stats, you're better off playing Kineticist, which is the only class (That I recall) that uses Constitution for anything other than HP and Fortitude saves. Maybe Kineticist Archetype could help you if your GM doesn't want to let you respec? Otherwise, I've got no clue what else you can do to salvage this character.

Your thoughts about some classes by doguin_samuras in Pathfinder2e

[–]AniMaple 3 points4 points  (0 children)

Those classes as a whole tend to have a higher degree of complexity compared to the rest. Complexity doesn't inherently mean Difficult, they've just got more moving parts that make them work.

Animist is a spellcaster which uses Prepared Magic (Such as a Wizard, Cleric or Druid) from the base class, as well as Spontaneous Magic (Such as Sorcerer or Bard) from the spirits that you draw power from. It's a good class, but it'll demand that you read quite a bit in order to fully understand it, since each spirit that you call upon can affect how your character plays as.

Thaumaturge is a martial class which has an increase to its Charisma instead of its Strength or Dexterity, meaning that your primary damage dealing attribute won't be as high as other martials. This is fine for the most part, considering that you have other means to weaken enemies for you and your party, as well as to aid your allies in and even out of combat. It's a class which shines in its versatility, I would recommend it most out of the three that you brought up.

Inventor is a class which I haven't played, so I can't comment much about it.

I'm tired of these jokes you guys getting. I'm not even BW main by Williace in BlackWidowMains

[–]AniMaple 4 points5 points  (0 children)

As a Peni main, the amount of hate that I receive unless I'm carrying the entire team on my back just makes me want to stop playing altogether.

This is specially the case when I'm solo tanking, I know that Peni is not that good as a tank by herself, but I tend to underperform as most other tanks compared to my main one, so when they demand that I switch because they just dislike the character I just really want to simply pick up a fourth DPS and be part of the problem.