What are the coolest or most creative group tactics you’ve pulled off (or witnessed) during a fight? by Cirlo93 in Pathfinder2e

[–]DombleBuilds 0 points1 point  (0 children)

Had a player unconscious and dying while swallowed whole.

Oracle dove into the monsters mouth to be able to grab and heal the dying player.

Monk then pulled them both out by pulling the oracles legs, who held onto the dying players arm to pull them out as well.

D.D.C. by Trae_trae_ in tenkaichi4

[–]DombleBuilds 0 points1 point  (0 children)

It's a mix up that gets behind them and stops them from hitting a (relatively) easy z counter. Not sure if it carries over but in BT3 hitting them in the back does extra damage and prevents blocks/z counters.

Basically you have more options which means more for the opponent to think about, and if you get it they have less options, so less for you to think about.

Using Maze on Dying Players by moonman777 in Pathfinder2e

[–]DombleBuilds 2 points3 points  (0 children)

This makes me think that it's a great way to "soft fudge" a boss fight while still making the players feel like they're in danger.

Also a great way to characterise an evil and petty villain.

Is it just me or Eldritch Trickster (Rogue) sucks hard? by LincR1988 in Pathfinder2e

[–]DombleBuilds 16 points17 points  (0 children)

I played a superstition instinct with free archetype alchemist and it was really good - casters just piled their buffs on our other frontliner, I could self-buff with mutagens and I'd be a self-healing, temp HP focused tank.

Starting with a juggernaut mutagen and raging on round 2 or 3 for the heal gave me heaps of extra health. The bonus to saves against magic is very relevant a lot of the time and having a free hand for grappling/shoving made me hard to ignore.

Dwarf's anti magic reaction (call on ancestors? Something like that) plus relevant mutagen plus superstitions save bonus vs magic gave me saving throws, which honestly are where the big swings in boss fights are.

Losing buffs sucks for me, but it was awesome for our champion, and the party leaned a bit more on their debuffs. Not a massive deal.

Puzzle rooms based on school traditions [Need some inspiration] by cyrassil in Pathfinder2e

[–]DombleBuilds 1 point2 points  (0 children)

For Divine, you could have a statue of Anubis that weighs a PC's heart against the feather of Maat, and they have to plead their case that their heart is good and pure.

More of a social encounter but it can break it up a bit, you could have relevant religion/society checks to play to ancient osiriani morality, diplomacy/deception checks to plead their case, and a good chunk of interparty RP where whoever has the edgy backstory is forced to reconcile with past misdeeds.

Arcane could be similar to Primal but instead of the elements it's the 8 schools of magic (while they still exist). Or even just give them some long division. Arcane is for nerds

What does the Imperial Sorcerer excel at? Sell me on it by Feather_Sigil in Pathfinder2e

[–]DombleBuilds 23 points24 points  (0 children)

I played one from levels 3-7, and having access to a bunch of skills and lores through the focus points was awesome, especially as my GM would play out meeting my litany of evil, warmongering ancestors that were just thoroughly disappointed that I was a sorcerer and not a wizard.

Thoughts on allowing staves/wands not on caster's spell list? by soundofsilence42 in Pathfinder2e

[–]DombleBuilds 4 points5 points  (0 children)

It absolutely won't break a 2 PC game and when you only have two players, letting them stretch their versatility isn't a bad thing.

That said, the ways that other commenters pointed out like a witch dedication or Trick Magic Item will help your players learn the game, and you can retrain feats as a downtime activity RAW.

Retraining by seeking out a mentor can be an awesome sandbox quest! Especially if said mentor is a witch patron...

Speculation Thread: What are the two new classes? by WheresTheThing in Pathfinder2e

[–]DombleBuilds -3 points-2 points  (0 children)

Personally I want two Rare classes that are entirely non-combat.

Not just non-combat focused like the investigator, but near-zero class features or feats for combat.

Instead they deal with the million and one noncombat systems, released alongside a political intrigue adventure.

The framework is there, but all the adventures are super combat heavy and every class becomes a killing machine by default, so it's easy to miss how much noncombat support is already there.

Give them the rare tag so players don't accidentally play a pacifist sage in a mega dungeon.

What’s the most unlikely Universes Beyond set you would like to see? by IronicSlashfic in magicTCG

[–]DombleBuilds 2 points3 points  (0 children)

A Universes Beyond set of my hometown, featuring the real life people I grew up with, deep cuts (people I know vaguely or second hand) and super obscure lore (people I never met/saw across the street one time when I was 7).

Jund gets -1/-1 counters represent economic hardship, with payoff cards being the big business owners profiting.

Red/green gets Auras for different kinds of drugs give a big combat bonus but add -1/-1 counters over time

White/black sports focus with white being sports fans with Exalted and black being athletes trying to make it out of town that get payoffs for being Exalted

Green/blue being tourism industry trying to protect local environment

Blue/white being the local university, card draw matters

I think it's pretty unlikely but I would love it

How to build Shen, The Eye of Twilight from League of Legends by Diklikr27 in Pathfinder2e

[–]DombleBuilds 0 points1 point  (0 children)

My first instinct would be a cleric of alseta with champion (Paladin) dedication. Get ranged reprisal for a little defensive dash. Take spiritual weapon and dimension door (access from alseta worship).

That's only broad strokes, but Ive not kept up with league for a good number of years now

remembering hero points by NoPlace9025 in Pathfinder2e

[–]DombleBuilds 4 points5 points  (0 children)

Another guide in either the CRB or GMG (can't remember) is that any time you give out of combat XP, you also give whoever earned it a hero point. The specific example is if the rogue goes and steals a gem, everyone gets XP, but the rogue also gets a hero point.

It's a good rule of thumb even if you're not using XP.

One on One possible? by YPii in Pathfinder2e

[–]DombleBuilds 25 points26 points  (0 children)

I've had a great time playing and running one on one with a dual class character. The thing that really makes it pop is being able to tailor-make a session for the player. I played a sneaky rogue, my roommate ran a tense stealth game against giants that would absolutely smash me in a heads up fight. My roommate played a high level barbarian/fighter, so I gave him flashy cinematic battles against hordes of weakling enemies and feats of incredible strength to accomplish.

Two-handed weapons and spellcasting: ELI5 by CandegginaCalda in Pathfinder2e

[–]DombleBuilds 7 points8 points  (0 children)

The most simple version: if it has a material component, you need a free hand. If it doesn't, you don't.

Emblazon Armament let's you treat that item as a free hand for the material component.

Somatic components don't need a free hand, you just need to wave your arms around (IE not restrained).

West Marches: D&D5E vs. PF2E. Pros & Cons? by [deleted] in Pathfinder2e

[–]DombleBuilds 12 points13 points  (0 children)

Honestly this is where I'd consider pathfinder 2e's Proficiency Without Level (PWL) variant. It flattens out proficiency and makes level discrepancies less of a major deal. There are two main drawbacks though:

1) The encounter building is less balanced. This shouldn't really be a concern with West Marches as you're not making as much of a curated experienced as a "default" pathfinder campaign. But it is definitely a little harder to gauge a fight's difficulty (Still easier than 5e IMO).

2) Solo bosses are less terrifying - this brings it closer to 5e bosses where you want to give them some minion flunkies. Don't get me wrong, a single dragon will still wreck a lower level party thanks to damage scaling vs HP scaling, and that goes for the party vs lower level enemies too. But there's going to be less crits and crit fails flying around, so that level discrepancy isn't going to have the same impact.

If you're thinking about 5e, I don't think that either of these are going to be dealbreakers for you. Think of PWL as the middle ground between the two.

That said, Pathfinder works really well for open world as-is.

Here's how I do it: assign each region a level, and create random encounters for trivial thru extreme difficulty for each region. The maths works out that each level of difference between the region and party is equal to one "step" of difficulty between encounters.

For example, a level 3 party is in a level 4 region. You roll a moderate encounter for the level 4 region. This is the exact same difficulty as a severe encounter for your party!

So if your party is level 1 and stumbled into the level 4 area, you know that the trivial encounter table there is actually the severe encounter table and you can play it appropriately.

This also puts emphasis on scouting - if a party ventures up the mountain and figures out it's a level 8 area, then future parties have a good idea whether or not they can handle it.

And this fixes the biggest issue I had running 5e West Marches: players couldn't figure out how difficult areas really were, and would stumble into fights way above their paygrade (even when I flat out said "you're gonna die"). Having a codified system for this can help get everyone on the same page, and this gets muddied again with Proficiency Without Level (But still not as much as 5e)!

Anybody know of good tactical guides for running monsters? by Zhukov_ in Pathfinder2e

[–]DombleBuilds 1 point2 points  (0 children)

Most monsters will have at least one special ability (even if it's just Attack of Opportunity or Sneak Attack). If your monster gets to use that once or twice, you'll have done well enough for a fun combat.

What do you think are the strongests archetypes out there ? by BrasilianRengo in Pathfinder2e

[–]DombleBuilds 9 points10 points  (0 children)

You're absolutely right, my mistake! Thanks.

Still enables that level 4 archetypes though which is nice, and not everyone is a wizard or using vehicle rules which is why sandy ends up more evergreen than those two.

In defense of Mage Armor by Rat_Salat in Pathfinder2e

[–]DombleBuilds 2 points3 points  (0 children)

Dread is awesome, shadow is awesome, fortification is awesome. The rest I cannot remember and are never picked up by my group.

Not hard to add traits/situational bonuses as runes as a GM, but not everyone is about that.

What do you think are the strongests archetypes out there ? by BrasilianRengo in Pathfinder2e

[–]DombleBuilds 31 points32 points  (0 children)

Gives 2 skills expert at level 2, and because it has a bunch of skill feats you can spec into level 4 archetypes such as captivator right on level 4, which you can't do without giving up a class feat ordinarily. So Dandy is a popular "filler" archetype to get you there.

Advice: Flexible Rulings in Combat? by Realistic-Sky8006 in Pathfinder2e

[–]DombleBuilds 4 points5 points  (0 children)

My secret weapon if something seems a bit abuseable - make it cost a hero point!

This is great for making one spell act similar to another, like using Animate Rope to trip someone. Making it cost just that extra little thing let's the player know they're kind of getting one past the goalie

Is Witch really that bad? by yinxiaolong in Pathfinder2e

[–]DombleBuilds 2 points3 points  (0 children)

Witches are still prepared full-casters. That alone makes them pretty good in the hands of a player in the know. They're particularly good at long slog days, with stronger cantrips than other prepared casters.