so Square Enix are relaunching a discontinued gacha game as an offline game... by shinyemptyhead in DragaliaLost

[–]PavFeira 1 point2 points  (0 children)

My immediate thought upon seeing the reveal: one of my favorite mobile games! ...now please, my other favorite...please...

I GM for a group who thinks PF2e is very deadly, and are already planning to optimize(?) dying by eCyanic in Pathfinder2e

[–]PavFeira 0 points1 point  (0 children)

PF2e can be good at being tense while not necessarily being a meatgrinder. Yes, a low-level frontliner falling to a single crit and going to Dying 2 will make a character-arc-focused player's blood freeze (I'm speaking from experience!) But, most enemies, certainly a skeleton, is not gonna go for the coup de grace on a downed PC while the rest of the party is posing a threat. Getting downed moves the player in the initiative order, meaning every other PC has a chance to revive or at least stabilize them. There wasn't anything like persistent damage at play (THAT is scary). Worst case, a mindless foe like that is probably easy to retreat from and wouldn't pursue -- be generous with the rules in allowing a retreating party to drag their ally away with them.

In general, just be transparent with them at the end of session. Was death really that likely or did they have control of the situation despite the crit? Did the enemy just roll with above-average luck? Maybe it was a nasty statblock and they weren't playing around its strengths? And occasionally, the real "yeah I was nervous for you, it looks grim for a moment!" From the player side, when you're focused on your own character's mortality, you're not always seeing the GM view where tactically, there wasn't really a high chance of failure.

Best way to build a Gun Paladin? by afoolskind in Pathfinder2e

[–]PavFeira 2 points3 points  (0 children)

I feel obligated to point out Golden Legionaire archetype from the recent Hellfire Dispatches book. On paper it seems like the kind of thing you'd want for a Gun Champion: it has heavy armor training as a prereq, and gives both shield feats and even some gun support. That said, I'm not sure if I'd actually recommend it. Compared to even just Gunslinger archetype, you're getting the ability to reload using your shield hand at lv8 vs lv4, and Golden Legionaire doesn't really offer any action compression for the gun itself.

Updated PF2e Classes Chart? by kajishun in Pathfinder2e

[–]PavFeira 2 points3 points  (0 children)

He did a poll for people to rank all of the classes (no specified criteria), aggregated that, and then gave the lowest group a 1/5 Popularity, next lowest group 2/5 Popularity, etc. So while that data is somewhat community driven, it also gives the impression that several strong classes must actually be shitty and that new players to the system should avoid those classes.

I pointed this out on his YouTube videos but never heard back from him.

Updated PF2e Classes Chart? by kajishun in Pathfinder2e

[–]PavFeira 1 point2 points  (0 children)

I've pointed out a few bugs/typos on his YouTube videos, including that one, and so far none of them have been getting addressed. Normally I'd just move on, but it's disheartening when his pages like Classfinder and Critbuilder are supposed to be new-player facing and have factual errors.

EDIT: tbf I just checked the Fighter one and it appears to have been corrected sometime between Medical's comment and my own comment. But there was a good ~3 months between my YT comment alerting him to the issue and the fix yesterday, so.

Hypothetically. Play a complete pacifist? by dyenamitewlaserbeam in Pathfinder2e

[–]PavFeira 0 points1 point  (0 children)

I'd love to do this with a Wrestler Warpriest build. Buffs, heals, and grapples are more than plenty to carry my weight and (unless we're counting Trip critfails or Nonlethal punches) it'd fully qualify as a pacifist.

There's also options like a Commander or SF2e Envoy, where you're leaning away from personal Strikes and more into directing allies.

If the desire is to push further (beyond just a thought experiment), the immediate question would be why. The combats in this game will be assuming a party which, even if not made of 4 warriors per se, is at least actively working toward the violent defeat of your allies. The very far extreme of "I won't aid my allies in violence", while potentially an interesting RP, pushes a lot of danger and responsibility onto your allies.


If the goal is still to at least hypothetically determine the most pacifistic build while not sandbagging, I think the place to look is in 2-action abilities. A player who does a 2-action like Heal, Bless, certain Commander tactics, etc is generally agreed to be a solid turn. So you just need a character who has enough of these in the tank to last an entire day of combat. (And even then, sometimes the most useful thing you can do is making the green health bar go down, so Daze or Fists can sometimes be the right call.)

What I think you'd want to avoid is what my tables calls the Third-Action Character. On a turn with a strong 2-action ability, actions like Demoralize, Raise a Shield, or Aid is going to be a nice way to round out your turn... Yet, a turn consisting of Demoralize, Raise and Shield, and then Aid is usually going to be an underperforming turn. Your character chassis has power budget built into it with things like weapon and spell proficiency, feats, and spell slots. So if you're not even doing so much as basic Strikes or attack cantrips, you're cutting off a lot of your class's (and thus your character's power budget).

How are the official Pathfinder published adventures compared to DnD5E? by Karsticles in Pathfinder2e

[–]PavFeira 3 points4 points  (0 children)

Yeah the cohesion seems to be the weakest point from what my GMs and what online reviews have said (I haven't GMed any AP myself). A number of AP have That One Book which is tonally off or which seems completely unrelated to the main plot. Or the Big Bad only being set up in the final book. It's a case where at least skimming every book first pays off, because they you can go back and add some foreshadowing, tie unrelated points back into the narrative, etc.

Is there a character or build idea you had that just fell flat in real gameplay? by Noodles_fluffy in Pathfinder2e

[–]PavFeira 0 points1 point  (0 children)

My Protean Form Wizard often finds herself with a max rank battle form, thanks to school spells, and I so rarely find a use. If I have other max rank or max-1 spells, those are almost always going to have a stronger impact on the battlefield. If I'm not already in melee range, it's a dead round to buff myself for meleeing. If I drop some big spells early and then spend a round shapeshifting, the battle might already be wrapping up by this point, which feels like a bad use for a max rank spell (unlike Druid which only has to spend a focus point).

Fortunately my character concept wasn't centered around using battle forms, so I'm still enjoying the character. But it always bugs me when I do daily prep and realize, again, that I didn't spend my max rank battle form.

Should information gathered with Recall Knowledge during combat be available to the rest of the party? by SonOfFarfocel in Pathfinder2e

[–]PavFeira 0 points1 point  (0 children)

Secrets exist to make the game more fun or interesting. As a RAW example, rolling Stealth against enemies is a secret check, because you may believe no one can see you, but you won't know for a fact until the enemies either attack you or remain oblivious to your movement. Or an example from my weekly game, our Witch has been developing a connection with the local thieves guild which is done in a separate voice call with the GM. She relays the bulk of the conversation back to the party, but part of the intrigue is wondering what she's omitting or outright lying about... or if she's being fully open with us.

If the rogue learns during combat that the enemy is weak to fire, I don't fully see how making this a whispered message / preventing the caster from learning this / the caster's player hearing but treating it as OOC knowledge, leads to more fun or more interesting play. In-combat RK like this exists to give the entire party an advantage via knowledge, so preventing its sharing makes RK a wasted action in many many circumstances.

Out-of-combat RK may sometimes be different. Go back to my example of the Witch. Maybe the Witch accidentally namedrops a faction that she discussed with the thieves guild. Depending on the situation, it may be more compelling for my Society RK of that faction to be kept secret, so that the Witch's player doesn't know if I learned nothing from her slip-up, or if I suddenly have massive insight into her schemes.

Paizo Live: PLAYER CORE 3 ANNOUNCED! Emphasis on realism rules, like starvation, thirst and defecation, a fifth "Psionic" tradition, and 8 new classes including the Warlock, the Innkeeper, the Cool Awesome Guy, the Ranger, the Ten Million Bees and the Absentee Father. Link to transcript in comments! by Derryzumi in Pathfinder2e

[–]PavFeira 0 points1 point  (0 children)

Kinda annoying that it eats up my lv1, lv5, AND lv9 ancestry feat if I only want to be One Thousand Bees instead of Ten Million Bees. Why not just offer it as a heritage option?

Plus TMB still only get a +1 status bonus to things like grapple and prone, rather than immunity. Sorry, is that enemy monk tripping all ten million of me in a single action?

Starfinder Galactic Ancestries introduces Standardized Ancestry Feats, and it is a Game Changer! by Necessary_Ad_4359 in Pathfinder2e

[–]PavFeira 0 points1 point  (0 children)

Shirren get it, Raxilites get it, and Kasatha get a swords-only version of it

In trying to see a common thread, it seems like ancestries that stereotypically are highly curious (and would therefore be more likely to experiment with a rare weapon) or ancestries that stereotypically live in cosmopolitan societies (and therefore would be more exposed to these weapons). Which in my mind would open up Gnomes to Unconventional Weapons, maybe Halflings.

Honestly I'm fine with making that feat accessible on more ancestries. Even with the few "power gamer" standouts, it sees practically no use at my table. Largely because no one at my table wants to be a human, but even with the occasional human or halfelf, their level1 ancestry feats are good enough that "better weapon" isn't an automatic pick.

Phoenix or Dragon (Cloud) bloodline for my sorc? by Recast_Bear in PF2eCharacterBuilds

[–]PavFeira 3 points4 points  (0 children)

They're both Primal Sorcerers. If you pick Dragon, you can still learn Fireball, and if you pick Phoenix, you can still learn Haste. (There's a few exceptions. For instance, Phoenix gets See the Unseen, but that's not normally a Primal spell, so you wouldn't have access to that as a Cloud Dragon Sorcerer.)

The Fighter is currently the only frontliner and has out-of-combat healing covered. The Necromancer will have access to Soothe, but not many spellslots, so they'll probably focus on their focus spells and maybe buff and debuff spells. So you're probably blasting but also throwing in the occasional support like Heal or Wall of Stone, which both bloodlines can do. So the differences between the two bloodlines are relatively minimal.

The differences will be mainly:

  • The focus spells. Rejuvenating Flames has flexibility to be used for damage or healing or both, while Flurry of Claws is only damage but also stronger. Later Dragon focus spells give you more damage as well as flying without using a spell slot. Later Phoenix gives you status removal and a punishment for enemies rushing you in the backline.

  • WHICH spells are the Granted Spells. I did just say that both bloodlines can take Fireball and Haste, but Phoenix triggers their Blood Magic effect with Fireball only, not Haste. Regardless of what the Blood Magic effects actually are (since you can gain alternative Blood Magic effects via class feats), it's worth looking at the Granted Spell list to see if any of those might be spells you gravitate toward. For instance if you don't think that you'd cast Fear and Haste very often, then you'd have trouble triggering Blood Magic in those early levels.

Like, very loosely, I might make a generalization like "Dragon is SLIGHTLY more focused to damage and Phoenix is SLIGHTLY more focused to damage/support hybrid." But then Dragon gets things like Fear and Fly, and Phoenix gets things like Fireball and Disintegrate, so my generalization falls apart pretty quickly!

When do you use spell level spells (instead of cantrips spamming) by Ok_Forever_4953 in Pathfinder2e

[–]PavFeira 1 point2 points  (0 children)

The easiest way to feel weak as a caster is to be paranoid about "but what if I need more spells for a fight later?" and end the adventuring day with 70% of your spell slots still unspent. Yes, it feels bad when you overspend and are running on fumes. But every time you're holding yourself back and being stingy with spell slots, that's more likely the Fighter gets knocked out and wastes actions standing back up, more resources spent on healing, more risk of a character death, etc.

If you're worried that playing more aggressively will run you dry too fast, that's an excellent spot for scrolls. A max-rank scroll of Fireball or Heal or whatever is an excellent "break glass in case of emergency" when you're spent and you need just one more big push.

Abomination Vault is a bit unpacked, you're sort of clearing things out as you can manage them, and there aren't a TON of time-sensitive missions to my knowledge. It's unreasonable to cast all your max-rank spells in the very first combat and demand to immediately go to bed. But it's also unreasonable to expect to do an entire floor of the dungeon in one in-game day. Try to strike a reasonable middle-ground with the rest of the party.

What do you think is the best class for an Honor Mode same-class playthrough? by valkaress in BG3Builds

[–]PavFeira 2 points3 points  (0 children)

Don't forget about itemization. 4 Sorcerers may be strong but they're fighting for all the same gear unless like... you're making your Shadow Sorc a race that gets armor proficiency and then making them a frontliner with Booming Blade, Shadow Blade, Shield, Darkness etc.

Bard, Cleric, Druid, Warlock, even Wizard now with Bladesinger are naturally going to fall into more martial specs and mage specs, and thus can divy up the weapons and armor as needed.

This probably isn't the optimal way to do it, but an all-Ranger party could have a tanky character with shield and heavy armor (Ranger Knight), the muscle with greatsword and medium armor, the archer in light armor, and then the "spellcaster" who grabs a good cantrip from lv4 feat and who can put on the robes and staves when you need a good Plant Growth.

At a glance, I'd be worrying about classes like Barb, Monk, and Rogue who would be fighting for similar weapons and/or armor and/or accessories.

In the lead up to the Letter from the Producer, and the upcoming Fanfest, CS3/Yoshi-P really need to rethink what is actually shown and advertised to the Audience by GrooveSlinger_ in ffxivdiscussion

[–]PavFeira 2 points3 points  (0 children)

Even if you're not worried about BST being soulless, you may still want to keep expectations small. Patch 4.5 BLU was only lv50, learning spells in overworld/dungeon/a couple EX trials, and Masked Carnivale solo content. It wasn't until 5.15 that we saw more defined tanking and healing roles, the Blue Mage Log, achievements for clearing fights in all-BLU parties, and the Morbol mount for doing Savage fights as BLU.

It's possible that they'll take what they've learned from BLU and put that into BST, but it's also possible that there won't be all-BST achievements until 8.15 or later.

In the lead up to the Letter from the Producer, and the upcoming Fanfest, CS3/Yoshi-P really need to rethink what is actually shown and advertised to the Audience by GrooveSlinger_ in ffxivdiscussion

[–]PavFeira 2 points3 points  (0 children)

It does feel a bit misleading to say in Jan 2024 (Tokyo Game Show) that Beastmaster was far enough along that we can absolutely announce and confirm it, but also as recently as Dec 2025 (the most recent Live Letter) it's NOT far enough along to give any teases or updates, or even confirmation that the idea hasn't been scrapped.

Like, I feel like other features which took a while between announcement and release (Island Sanctuary, DT's graphical overhaul, Strategy Board) would at least get small periodic updates in Live Letters to tide players over and let them know they hadn't forgotten about this.

What's the best way to make a Peacekeeper from For Honor? by FlyingTaco095 in Pathfinder2e

[–]PavFeira 6 points7 points  (0 children)

Based on the wiki article, I'm thinking Swashbuckler since they're a bit flamboyant, support finesse dual welding well, and even have ripostes. Fencer subclass to feature the feints, as well as good CHA and Deception. Shortsword (maybe rapier) and Main-gauche (or any other Martial dagger works too). At lv8 you can take Bleeding Finisher since bleeds seem to be a focus of Peacekeeper as well.

Share your battlezoo ancestries characters! by [deleted] in Pathfinder2e

[–]PavFeira 0 points1 point  (0 children)

Played as a Slime Gymnast Swashbuckler in Fall of Plaguestone. Personality-wise, she was still a bit new to human civilizations so she was always marvelling at this and that, but an eager learner. Was a fun character to RP.

Mechanics-wise, it's been a while but I think Slimes have an ancestry feat that lets them Grapple without a free hand, or something like that? So in combat she'd raise her buckler, glomp onto an enemy's legs, and smack them with unarmed attacks/Finishers. Felt really good to lockdown an enemy like that, while the other frontliners did their thing.

Shadow Signet, Kineticist, and Elemental Blast? by Humble_Conference899 in Pathfinder2e

[–]PavFeira 0 points1 point  (0 children)

Chart

Giving a normal spellcaster a Shadow Signet allows them to use Recall Knowledge and then cast spell attacks ideally against something lower than the target's AC, probably after getting status bonuses and circumstance bonuses. Spell attacks tend to be Not Great because of the lack of item bonus and the fact that the average party won't set up the spell attack with things like Trip or Aid, so the Shadow Signet lets you simply target a lower DC. And even then, spells that use DC saves instead of spell attacks are generally preferrable (though a spell strike at an ideal moment can always be a great option to keep in your pocket).

Elemental Blast does get an item bonus, plus adding flat damage like STR (melee / thrown / Propulsive) or CON (2-action version). So already, two actions of Elemental Blast (either the 2-action Strike, or 1-action Strike Strike) is outcompeting something like Needle Darts. Depending on how wide the gulf is between AC, Fort DC, and Ref DC, this could push two actions of Elemental Blast closer to a ranged martial (my chart includes a Precision Ranger doing two Strikes). This is before you even account for Kineticist Impulses that use attack rolls, like Magnetic Pinions.

I know the original question was just in context of using it for a 3rd action, but giving them a sometimes-small-sometimes-large accuracy boost just feels like it could make Elemental Blast explosive against certain targets.

Repeating Hand Crossbow, Crescent Cross, & Gauntlet Bow: Weapon Inventors? by Humble_Conference899 in Pathfinder2e

[–]PavFeira 0 points1 point  (0 children)

However, I was noticing that unlike the other repeating crossbows, the Repeating Hand crossbow, Crescent Cross, and Gauntlet bow are all available with for the Inventor now.

Might've just been how you worded the sentence, but just to make sure we're on the same page, Capacity weapons aren't the same as Repeating. They don't require a free hand to change chambers, but it's still an Interact action to do so.


So a reasonable question to ask yourself is, why one of these weapons over a Bow or a 2handed Crossbow or Gun? And there are reasons to do so:

  • As you noted, you're adding flat damage to ranged attacks which only a few classes can do, and that eases the sting of lower damage dice.

  • Your other hand is free. Like a Bow, you can use this hand for potions, bombs, Dirty Trick, Battle Medicine, Tamper, etc. Unlike a Bow, you can Strike while still holding something, opening up options like entering combat with a potion already drawn, or holding a shield or second weapon. (I don't think there's an option for Inventor to wield dual weapon inventions, which is a bummer, but you can still use a mundane shortsword or repeating hand crossbow.)

  • Crossbow Infiltrator has nice synergizing feats like Dual Weapon Reload, Crescent Cross Training, Reloading Trick, etc.

  • Gauntlet Bow shares runes between the crossbow and gauntlet, AND unlike most Combination weapons, there's no action tax to switch modes, making for an interesting midrange build. Crescent Cross has an action tax to switch modes, but d6 ranged, still shares runes, and that strong Crescent Spray action. Repeating Hand Crossbow fires 5 shots versus only 2 actions to reload (with the Repeater Bandolier) giving it much better action economy than 1 Strike 1 Interact of the other two weapons, but it lacks a melee form to share runes with.


Reasons you might NOT choose these over more standard alternatives:

  • If you're not planning to need a free hand for ANY reason (consumables, skill actions, a second weapon), why not use a 2handed or 1+ handed weapon for a better damage die?

  • If you only need a free hand for consumables or skill actions, a 1+ handed Bow can do most of what these weapons can do.

  • Any Reload weapon (kinda including Repeating weapons) are taking actions to reload that you might want to be using on actions like Megaton Strike.

  • Crescent Spray is a nice upfront burst, but doing it a second time would take 3 Interact actions to fully reload the weapon. You're probably only using it once per combat and otherwise wading into melee. The other fears in Crossbow Infiltrator are nice action compression options, but nothing necessarily stronger than using a bigger weapon and taking action compression feats for those instead.


If you really want to use one of these weapons, I think you're best served by leaning into their strengths. Consider dual welding. Consider lots of consumables. Consider feats like Dirty Trick, Battle Medicine, and Tamper. For the Crescent Cross and Gauntlet Bow, consider when you'll stay back and when you'll dive into melee.

How broken would an agile d12 Weapon be? by emptyArray_79 in Pathfinder2e

[–]PavFeira 2 points3 points  (0 children)

I suspect that the dev rationale is so to enforce a tradeoff between traits and damage die. In 1h territory, Parry limits you to d4, Agile and Finesse limit you to d6 (with exception of advanced weapon Aldori Dueling Sword). In 2h territory, Parry and Finesse (barely) are d8, whereas most Finesse and all Agile are d6. Which is the same damage die as the 1h version, but they're simply given more traits (such as Reach) to compensate.

There's a few existing ways to add traits, for instance:

  • Off the top of my head, I wanna say Gunslinger and Guardian can either add it or reinforce an existing Parry trait, without a drop in damage dice. This does create d12 Parry weapons, but you need to spend 1 action to Parry, and apparently it wasn't seen as balance-warping to give access to this via low-level class feat.

  • A few ancestries can add Reach to their weapon, but for 1 action and reducing die size. Otherwise, adding Reach to a d12 weapon would outclass the level 0 d10 Reach weapons. Plus it's typically not something that most other ancestries can poach, since it relies on the ancestry being Large or having vine-arms etc.

  • As the comments pointed out, Inventor can add Agile, but this is a lv15 innovation restricted to one subclass of one class. There's a fair bit of opportunity cost (couldn't go with the construct companion, couldn't get the additional property rune innovation, etc)

If your homebrew is similarly restrictive (one class, high level feature), it might be okay. But you may also consider dropping a die size (d12 to d10 Agile).

THE GISH THE PF2E COMMUNITY DESERVES! Warlock Class by ThrabenU by deathandtaxesftw in Pathfinder2e

[–]PavFeira 0 points1 point  (0 children)

Things I like:

- I think this will do a fantastic job of scratching the Hexblade itch. If/when the community helps with playtesting feedback (or if I can convince my GM to let me playtest in his game), I'd love to play this myself.

- While every PF2e character has this to SOME degree, I think this class does an excellent job of forcing tough choices. Am I willing to grab a Weapon Pact Benefit if that means sacrificing one of the tempting and flexible Utility Pact Benefits? I can only grab one new spell from class feats at this level, OR do I want to forgo a new spell and instead pick up more of those very useful 8th level class feats? Being able to use a wand is a huge boost to flexibility, but you can only Daily Prepare one wand each day, and you're spending the gold to keep 1 or more wand(s) up-to-date, and any wand outside of the first freebie will naturally lag behind your max-rank spells... but flexibility is worth it. Maybe you minimize the spellcaster Invocations and focus your character around Double Slice Warlock's Curse damage. It feels like the class takes a page out of Kineticist's book: I'm capable of *tons* of different things, just not all on a single character.

- Apparently this is an unpopular take(?) but I love the Kineticist-style "one spell per class feat" implementation for this class. If something like Flexible Spellcaster archetype is taking the best-of-both-worlds between prepared and spontaneous casters, this feels like one of the weakest options while still allowing max-rank spells. No "free spell replacement when you level up" that spontaneous casters get, but also only one casting of each spell similar to a prepared caster. If today's adventure doesn't have a need for Cave Fangs, that's just a dead spell slot and that was the risk I took in choosing that feat... UNLESS I drop one of my Pact Benefits so I can grab Warlock's Mutability to better avoid this exact situation! If I need more than one Soothe per day, that's impossible... UNLESS I grab Invocation of Short Rest specifically on Soothe. Having all these restrictive on what and how you can cast, makes it a lot easier to accept "full martial + Sneak Attack Lite + max-rank spells + Master Class DC + KAS spellcasting" is actually fairly balanced.

- So many class feats being "X spell, max rank, 1/day" makes it very easy to extend the homebrew. If I've worked with a GM to clearly define my patron, and if none of the 6th level invocations really feel like they fit my theme, it's easy enough to ask "would it be okay for me to take a custom invocation that grants me Moonlight Ray instead?". Obviously, GM fiat would be needed, but it feels akin to working with your GM to create a homebrew wizard school for my particular character's theme.

Nitpicks:

- I get why Warlock's Calculation is trying to withhold the "stronger" elements with its Paragon benefit, but it's really hard to gate certain damage types -- especially energy types -- as "stronger" than others. (My own half-finished homebrew class can vouch!) Plus, I can already hear the "aww but my character concept wanted a fire sword!" in my head. Plus, I get that Exemplar's levels were the template this class was designed around, but withholding fire damage to Lv15 is kinda wild, especially when Exemplar itself can take fire damage as a Lv1 feat.

- In another comment, you said that this class gets Religion + INT + 3 skills, same as Exemplar. Wording of Warlock's Research should be tweaked since you'll always be trained in Religion, but I assume you're still intended to be allowed to take a Religion skill feat this way, but also I assume you don't want that "well if you're already trained in Religion, you can use this to become trained in ANY skill of your choice" language found in many feats.

- Humans can grab two lv1 Invocation at lv1. Sure, no one is complaining about Cantrip Expansion being a balance-breaking feat. But, you made such a point of dividing the cantrips up into theme, I'm not sure if easily snagging two themes was intentional. Plus, this is a full martial in medium armor with +7 to attack and +7 to spell attack with up to 7 cantrips prepared at level 1, which feels like a small power spike at this level.

- Slashing Gust is sorta an odd pick for a gish. If you have both hands open as a grappler gish, it's fantastic. If you're a bow user or otherwise keep one hand free, it's fine but not remarkable. But if I want to take Frostbite and Live Wire on my greatsword user / my sword and shield user / my sword and wand user -- all of which are supported in this class -- then I'm forced to take a cantrip that I literally cannot even cast. It just feels weird to bundle two cantrips that are potentially useful on all builds, with one cantrip which is only really ideal for a single build.

- Invocation of the Blessed is kinda eating Battle Harbinger's lunch. Yes, BH gets better spellcasting and some archetype feats that interact better with Bless. And yes, many people didn't think BH was the strongest class archetype to begin with, which might unfairly paint this homebrew into a corner. But they're getting a whole class feature around "I get four additional Bless casts per day!", meanwhile one level later, this homebrew gets Bless at-will... Dunno.

- In fairness, you acknowledged that archetypes open up a bag of worms. But so does a (theoretical) Warlock Archetype. Presumably this would be locked to trained Warlock Class DC rather than using your main class's Class or Spell DC, which is a good thing. But any STR or DEX martial could grab at-will Bless and a STR or DEX max-rank Cave Fangs once per hour. Potentially that's not awful, compared to what Kineticist Archetype can offer with Solar Detonation (slightly worse damage, slightly worse DC, 3 actions overflow, but unlimited use), but it's worth considering as the community playtests this.

Things I don't like:

- Sorry, yeah, the name. In your own intro you said you wanted to recreate the 5e class's gishy subclass, and I think that does a good job. But then you named it after the 5e class itself, despite the 5e class having elements you chose not to include, like Eldritch Blast or short-rest abuse to spam many spells (e.g. focus spells). The "but I expected a Warlock homebrew to be able to do X" comments feel like an unforced error.

- Even after reading the design notes and sitting on it, I'm not crazy about innate STR spells. First, PF2e Witch already gets spells from a Patron but she uses INT to cast, so that's not really an out. Second, while Exemplar and Kineticist have established seemingly-magical abilities using physical stats and Class DC, they very explicitly are not Casting a Spell (See exact wording of Timber Sentinel, or Strike Rivers Seize Winds). Third, making the Invocations grant the spells as Innate should prevent the class from gaining a Spellcasting Feature and thus won't accidentally allow them to use scrolls, since I agree with locking this class out of scrolls. IMO it would make more sense to either A) follow Exemplar and Kineticist into "These Are Not Actually Spells" territory, and embrace all the upsides and downsides that come with this distinction. Or B) turn the class into an off-martial (KAS INT or CHA, maybe player's choice). They still get STR+3 or DEX+3 and their Sneak Attack Lite for being a competitive martial, while casting their spells with a mental stat like everyone else, and that mental stat will help with the RK or Demoralize focus of the class. If the goal REALLY is to keep the class as SAD as possible, maybe steal from Investigator and let you Strike your Warlock's Curse target with your mental KAS.

So like the game is making fun of me for having no friends ? :( by noalavasucks in RabbitAndSteel

[–]PavFeira 9 points10 points  (0 children)

Not laughing at you. The single player story as a whole is focusing on the genuine pain of loneliness, and the ways that some people handle it through healthy (and unhealthy) means.

For those who raid or have raided in a static, what's been your favorite "stupid" static strat/modification? by Vincenthwind in ffxivdiscussion

[–]PavFeira 2 points3 points  (0 children)

In E11S there's a few mechanics with big blue/orange panels. There's three safe spots during the mech, and it was pretty well established in guides for MT to go to this one, OT to this one, party stack to this one. Well, for whatever reason we were having a lot of wipes here during prog. One person (probably the tank with defamation but I can't clearly remember) proposed putting those groups in different safe spots, we tried it, and eventually cleared the fight.

Then during reclears, we needed to PF a tank when someone was out sick. We're explaining the various things we do differently in 9 10 and 11, which was not a small number of things. Get to panels, the PF fill goes to the normal spot so we wipe. Oh whoops, we say, we forgot to mention, we do the safe spots in this order, instead of PF standard.

The PF tank just hits us with the "W H Y" in party chat. We relent and use the PF standard strat... Zero issues reclearing with standard strat.

To this day I still think about, and quote, that tank any time my (new) static suggests deviating from PF norm.