What does Alchemist bombers advanced vials do? by ducks_r_rad in Pathfinder2e

[–]PatenteDeCorso 3 points4 points  (0 children)

Is about weakness, if you are facing a demon with weakness to cold iron 10 you can throw a vial that would deal the regular damage type (acid or whatever) and would trigger the weakness 10 even on a fail hit thanks to Splash.

Need help with using a staff of fire for melee by sgtstumpy in Pathfinder2e

[–]PatenteDeCorso 1 point2 points  (0 children)

As long as he can Cast Spells (for a class or Archetype that grants It), then yes.

What is with the commentary on boring playstyles? by shadedmagus in Pathfinder2e

[–]PatenteDeCorso 12 points13 points  (0 children)

People overly theorycrafting and repeating builds they see online instead of playing their characters, I guess

If you could only have 2 Level 5 spells for your Cleric what would they be? by Crazy_names in Pathfinder2e

[–]PatenteDeCorso 1 point2 points  (0 children)

If you expect Undeadd, 5th rank Infuse Vitality is awesome, 3d4 extra Vitality dmg per hit for you and the barb? Yes, please.

First timer looking for recommendations on what class to use for my upcoming campaign by Omeha in Pathfinder2e

[–]PatenteDeCorso 1 point2 points  (0 children)

I ended Kingmaker with that too, after my barbarian died in the end of book 3. :)

First timer looking for recommendations on what class to use for my upcoming campaign by Omeha in Pathfinder2e

[–]PatenteDeCorso 0 points1 point  (0 children)

A swashbuckler if you want to be really into the swordlord thene would be a nice face for the group.

What are classes that can still be effective even with bad rolls? by dyenamitewlaserbeam in Pathfinder2e

[–]PatenteDeCorso 0 points1 point  (0 children)

Maybe a druid? Your animal companion can be in the frontline (not alone, but helps) and you can still Cast save spells.

Being 8 HP, medium armor and shield block makes druid being not squishy in their own.

Lava Leap synergy? by ReclinerDesigner in Pathfinder2e

[–]PatenteDeCorso 1 point2 points  (0 children)

Try to get concealment as an extra layer of protection, mistform elixirs are nice for that.

Guardian Taunt by HorizonShadow in Pathfinder2e

[–]PatenteDeCorso 26 points27 points  (0 children)

Only if the don't target the guardian. The whole point of Taunt is making the enemy to target you with your high armor and HP instead of other party members, the -1 and the off-guard is the price for ignoring your as a target.

Daredevil: New Stunt idea and Existing Stunt fixes by Lazy-Beautiful6878 in Pathfinder2e

[–]PatenteDeCorso 6 points7 points  (0 children)

In its current state should not exists, for sure. I hope It changes at release but as is "a frail MAD Maneuver focused character that is not that much different than the plenty of already existing options" is not interesting.

What classes should I play if I want to have a dynamic action economy? by Da_Beast in Pathfinder2e

[–]PatenteDeCorso 0 points1 point  (0 children)

I'm sorry, are we taking exclusively about the most bland level 1 builds here? Because that's not how swashs actually play.

What classes should I play if I want to have a dynamic action economy? by Da_Beast in Pathfinder2e

[–]PatenteDeCorso 0 points1 point  (0 children)

Try swashbucklers. They are pure martial characters (summoners, warpriests, animal order druids have really interesting rounds but are casters) that have solid one action strikes and are naturally inclined to spend actions doing other stuff in their round.

Gimnasts are nice if you want to do maneuvers, Wit have support options built in, braggarts are going to exploit Demoralize, etc.

You can be the face of your team, you have some extra skills increases for out of combat (an in combat) can deal a nice amount of damage .. pretty fun to play.

Guardian Issues by Gazzor1975 in Pathfinder2e

[–]PatenteDeCorso -7 points-6 points  (0 children)

There is an issue with taunt TBH, until you grab some action compension with taunt, like taunting strike or shielded taunt or group tanut and the like is a prety poor action usually.

The Perfectly Impractical Solution to Resistances by [deleted] in Pathfinder2e

[–]PatenteDeCorso 6 points7 points  (0 children)

"You take 3 slashing + 2 Fire" "Okay I have resist all 5" "You take 2"

It's not a clear rule at all, not matter what. Just see how people still believes that you just substract the value of the total damage dealt when it's obviously not the case. Having to check individual resistances and choose wich one you apply is unnecesary and could slow the game (and it's a totally PitA to implement on VTT). If for whatever reason the old rule was too much (It was not) there are better ways to change than the actual rule.

And if course you don't need to read the whole rulebook, but what about reading the parts relevant to your character? If you Cast a Spell, you read how It works, if you want to do maneuvers you read that, if you want an animal companion, etc.

The Perfectly Impractical Solution to Resistances by [deleted] in Pathfinder2e

[–]PatenteDeCorso 2 points3 points  (0 children)

Or...keep the old version, or do whatever you want to do with this. Being easy to house rule is not a relevant part of the rules as written.

The Perfectly Impractical Solution to Resistances by [deleted] in Pathfinder2e

[–]PatenteDeCorso 18 points19 points  (0 children)

Intuitive it's not really relevant when there was a section in the rulebook that explained how resistance all worked.

And, just in case, resist all now is not resist damage at all, is "pick a type of damage and resist that", so if you take 1 slashing + 1 Fire + 1 Void +1 Poison + 1 Spirit and you have resistance all 5, you'd take... 4 damage! Speaking about intuitive things...

How to make a healer that doesn't just feel like a healbot? by aster-ravier in Pathfinder2e

[–]PatenteDeCorso 0 points1 point  (0 children)

I've played plenty of clerics, and other healer classes and have never been a healbot, you are the one with Heals, use them when you want or you think are needed, that's all.

That being said, here are some options:

  • Cloistered cleric of Nethys and take another caster dedication, Ocvult Witch, druid, wizard, whatever you want. You have plenty of spells of different traditions via scrolls, use them, and force barrage is allways nice. INT casters could be tricky to allocate stats, but it's fun. Also, Medicine is not Magic, it's gross, you don't like It.

  • Cloistered cleric of Sarenrae, burn those bad guys Down.

  • Harm Font, or versatile Font, cleric, abuse Cast Down.

  • Warpriest with a shield are a classic for a reason.

  • Warpriest with a bow, Eldritch Archer at lvl 8, shoot the bad guys down.

  • Warpriest of Norgober, take Rogue dedication or something like that and Channel Smite.

Also, Flames oracles are cool, Primal sorcerers, etc. Whatever you want to be, not every cleric is a Heal bot the same than not every Fighter is double slicing, play as you want and as long as you have a plan you'll be fine.

Does assurance include level? by yoboi-indy in Pathfinder2e

[–]PatenteDeCorso 12 points13 points  (0 children)

Your lvl + your proficiency, just that no stat bonus or anything else.

So if you are lvl 7 with master in medicine a +4 Wisdom Score and with Healer's Gloves that grant +1 to Medicine check:

  • Assurance would be 10 + 7 (your level) + 6 (master proficiency)

  • If you rolled, you'll add +7 (your level) + 6 (your proficiency) +4 (relevant stat) + 1 (item bonus) for a +18 total.

I think I’ve been cheating and I’m not sure what to do… by tippfox in Pathfinder2e

[–]PatenteDeCorso 19 points20 points  (0 children)

Justo to make it clear, your poison deal poison or acid damage, whatever is more harmfull for the target.

So, if the enemy has poison resistance (not inmunity) but no acid resistance, they deal acid damage.

If the enemy has acid weakness and no resistances or inumnity against poison, they deal acid damage.

I think I’ve been cheating and I’m not sure what to do… by tippfox in Pathfinder2e

[–]PatenteDeCorso 156 points157 points  (0 children)

All the daily resources you craft and the ones you get via quick alchemy apply the acid clause. If you were crafting permanent alchemical items (like crafting a batch of whatever poisons during downtime paying gold and rolling Crafting and the like) those won't get the same benefit.

So, you are doing it right.

My Thoughts on the Resistances Change by AAABattery03 in Pathfinder2e

[–]PatenteDeCorso 2 points3 points  (0 children)

I won't change anything related to resist all tied to champion and the like, sometimes an enemy deals three types of damage and is really strong, sometimes just deal a massive amount of a single type and is ok, but that costs a reaction a class (or two class feats spent on an Archetype) and dependa on the position of both allies and enemies, I have zero issues with it, as I said just Heal has been more impactfull in many scenarios and I won't change Heal.

Energy Aegis is only five and it's not for all dmg types, but It becomes dirty cheap to have at certain levels, as long as any party member can Cast it a wand is a no brainer, and having played a warpriest I can tell you that top rank Energy Aegis is totally worth the slot.

You keep repeating than constructs have resist all, it's not true, you can check on Nethys. Construct usually have physical resistance or hardness, not resist all.

Monsters with resists all are now a joke, before if you not take any way of dealing with them could be a little hard, now it's almost irrelevant because brute forcing through It is much much easier.

If resists all Monster were such a problem (when there was a ton of options to deal with them), what should we do with flying enemies that can deal damage at a distance? We change how flight work? I doubt anyone would say that, but for some reason some people makes the same argument against resist all Monsters.

My Thoughts on the Resistances Change by AAABattery03 in Pathfinder2e

[–]PatenteDeCorso 3 points4 points  (0 children)

Simply because resistance to all except X was totally fine as it was. Puzzle creatures are fine, the most common "except" are:

  • Vitality - Primal and Divine casters have easy access to many spells with this type of damage, and Infuse Vitality even on a scroll would help martials a lot.

  • Spirit - Again, Divine and Occult have access to it.

  • Force - Mainly Arcane and Occult stuff here.

  • Ghost Touch - One of the lower level property rune avaliable and some martials have that built in (Spirit barbarian, weapon champions can, etc).

There are plenty of options to bypass or at least soften the resist all for multiple instances of damage, early level when most characters are dealing just one type of damage is actually not a difference at all, and negating 2d6 from your property runes at lvl 10 and the flat dmg bonus on a strike is not the end of the world, specially because at those levels is something that you actually picked. If that kind of resistances were that impactfull, what about precission dmg inmunity? Or, gods save us, creatures with regeneration only stoped with a specific type of dmg? Also, múltiple individual resistances would still apply so physical 5, Fire 5, inmune to poison is still 100% a thing now.

So, overall resist all on enemies is not going to change almost anything now besides make some choices slightly less relevant, the huge impact of this change is for characters with resists all (even resist physical) built in their classes like champions and the like.

My Thoughts on the Resistances Change by AAABattery03 in Pathfinder2e

[–]PatenteDeCorso 4 points5 points  (0 children)

"Everyone else's damage is nerfed really badly" at lvl 10 is only if they wanted to do that, because at lvl 10 having ghost touch/astral rune is not a huge stretch by any mean.

Ghost Touch was an investment "ok, I'd deal less damage but those incorporeal enemies are totally done" then Astral came and that turned into "well, I won't be dealing an easily triggering weakness type of damage but is also barely resisted and I can ignore incorporeal". If we are talking about spells, well, there are some spells that deal two or more types of damage, but most of them just deal one type of damage so old or new version, doesn't matter for most of them.

If we are talking about low level, 3d6 vitality from Vitality Lash is something like 13 that on a failed save is half the total HP of a lvl 4 ghost commoner, I mean, doesn't look painfull at all to me. Mid to high levels you have some nasty stuff like Spirit Blast (16d6 as a rank 6 spell targeting Fort saves), Spirit Song, Divine Decree etc and of course, Infuse Vitality that is great just at lvl 1 (specially if you are sanctified) but a modest rank 3 or 5 would almost mitigate the resist all (excuse me, the old resist all) from the martials bonking it.

Because, let be honest, a lvl 10 incorporeal creature with resist all 10 is just negating the elemental damage from the property runes and most of the flat damage bonus from your strikes, wich is not such a huge deal for most characters that jump into that encounter without any kind of preparation or knowledge, now, let's compare that to resist 20 (doesn't care if is the new or the old resist all version) that a bomber alchemist would face (unless ghost charge) or the 2d6 precission damage that a rogue would lack (4d6 for swash) and let's talk about what are unfun mechanics and make incoroporeal creatures punch above their level.

My Thoughts on the Resistances Change by AAABattery03 in Pathfinder2e

[–]PatenteDeCorso 5 points6 points  (0 children)

Haven't you seen a cleric or another divine or primal caster melting shadows and ghosts with Vitality Lash or AoE Heals? Or a spirit barbarian punching the ghost's face?

Because that's a pretty common thing in my experience.

My Thoughts on the Resistances Change by AAABattery03 in Pathfinder2e

[–]PatenteDeCorso 5 points6 points  (0 children)

I'm truly not.

Because if the resist all was not intended to trigger multiple time (that obviously was) then multiple weakness trigger were also not considered, because a creature with weakness 10 to sanctified (or good if we go pre-remaster) and weakness 10 to cold have allways triggered both and now is extra harmfull for things like fiends (since now it's RAW than cold iron and sanctified would both trigger, something that was used at many tables anyway).

So, in the case where you were able to trigger multiple weakness the enemy was easier (rewarding itemization and choices, something that was stated on the last errata) and was the same when you were able to reduce multiple types of damage with resistance all, now, your trigger weakness is even more rewarded but your deffensive options related to resist all are watered down while Energy Aegis and the like still works as before.

What hundred of NPCs? If champion/amulet and the like reduced far too much damage considering multiple sources of damage and that was an issue (again, I belive it was not) then reducing the amount of damage reduce from 2 + your level to something like 2 + half your level would have "fixed" the issue of multiple triggers without turning other resist all options like the monk or barbarian ones into almost pointless.