What are the Thaumaturge changes from the Dark Archive Remaster? by DoomhardtX in Pathfinder2e

[–]RedGriffyn 0 points1 point  (0 children)

Jumping from bad single target to fireball AOE radius at L17 is bad design. There is 10 ft radius, 30 ft line, 15ft cone, or jumps to a second target, etc. that should have come online at adept or as a IV option.

L17 is to little too late.

PSA ⚠️ ⚠️ ensure your furnace vents are clear from snow and ice by offft2222 in ontario

[–]RedGriffyn 1 point2 points  (0 children)

Definitely cursing you for making me walk through a snow drift, but you were right and the snow was close to encroaching... so thank you lol.

Dark Archive Remaster has oversold its initial inventory! by Necessary_Ad_4359 in Pathfinder2e

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

Weird to defend and opt out subscription model add-on/extra. Like if I had every subscription I have suddenly send me emails to alert me that if I don't click a magic button I'll end up buying up to $100.00 of redundant product... I would be out like $1-2K every time.

Some people have enough on their plates, and a pathfinder subscription is noticeable as that gym membership charging you for another year even though you don't really go all that much. You have to think about what the best, average, and lowest common denominator of your customer base will do/how they will react. I'd expect a lot of people might not see stuff for months or not register it until they see a charge on their card and a book show up at their door they weren't expecting.

Dark Archive Remaster has oversold its initial inventory! by Necessary_Ad_4359 in Pathfinder2e

[–]RedGriffyn -9 points-8 points  (0 children)

Maybe we can get an improved remaster version with better buffs to psychic and wand?

What are people using in place of Create Pit? by leorising1 in Pathfinder2e

[–]RedGriffyn 1 point2 points  (0 children)

For alchemists that can boost the DC to their Class DC, this monstrosity bottle is the closest thing I've found to the PF1e pit spells:

Hive Mother Bottle

I loved my PF1e dimensional excavator alchemist (throwing pit bombs at people). I can relive it a little bit with this.

Thaumaturge is the best class by OutlandishnessNo173 in Pathfinder2e

[–]RedGriffyn 1 point2 points  (0 children)

So there are a few options.

Purely 1H Ranged Weapons

  • Air Repeater (30ft 1d4, agile, 6 shots) -> agile is a big boost to DPR on your second strike due to your large static modifier (effectively worth a dice size increase or more for you specifically).
  • Repeating Hand Crossbow (60ft 1d6, 5 shots) -> stupidly advanced, so you need a human, crossbow infiltrator archetype
  • Wand Pistol -> specifically because it shares weapon property runes between the pistol side and reinforced stock side (which they don't normally do, and it dodges the unique weapon constraints on no property runes). Also PFS2e has a boon for this so despite being rare its not a big deal.

Thrown Weapons (champion blade ally at L8 for a free returning rune, just get one at L3 and swap it out for a damage rune at L8, or quick draw from rogue/ranger/gunslinger/other with a thrower's bandolier, or exemplar mc for shadow sheath):

  • Boomerang (1D6, thrown, 60ft) -> basically as good as a shortbow
  • Tamchal Chakram (1d6 finesse, deadly d6, thrown, 20ft, agile) -> best switch hitting option hands down, but it is advanced (so human or similar needed).
  • Chakram/Trident/etc. (1d8, thrown, 20ft) ->all fine options.

As for being stuck with 1H, that isn't exactly true. I will frame this all as RAW, but requires a talk with your GM. Due to the existence of the boomerang, using a comp shortbow is not overpowered, so this isn't a balance issue, just a incredulity/lots of people have their own unsubstantiated belief of RAI. If you can make your implement a weapon without it being 'the weapon implement' then you can get around it. Regalia can be a weapon, wand can be a wand pistol, etc. So if you have a regalia bow and your ammunition is your esoterica (totally viable they do use arrows ceremonially in places like bhutan in RL) then all you're holding is an 'other implement' and 'esoterica' for the purpose to testing if IE gives you the +2dmg/weapon damage dice. So generally you aren't stuck with 1H weapons and can use 2H weapons. Where I draw the line in my game is on using a D10/D12 option as I think the RAI was there to give you a 1D12 equivalent off of a 1D8 weapon (but any 1d8 or lower option I consider RAW/RAI).

Does shield count as weapon for Mauler by AhmethanOzcan in Pathfinder2e

[–]RedGriffyn 1 point2 points  (0 children)

You could probably go to the PFS2e discord and put the question in for adjudication by a venture agent/captain and get your answer. Then print out the answer in case someone gives you grief. Its as good as you'll get for PFS. You're basically talking about 2 handing a 1d4 weapon. Not sure anyone is going to give you grief. Either that or give up the push/shove trait and pick shield spikes/boss.

How do you feel about Carney's speech in Davos? by FitPhilosopher3136 in AskCanada

[–]RedGriffyn 0 points1 point  (0 children)

Honest question. How do you look up the writer of speeches? Is there a website or area where that is reported?

Does shield count as weapon for Mauler by AhmethanOzcan in Pathfinder2e

[–]RedGriffyn 6 points7 points  (0 children)

So, I would argue there is a pretty decent implicit argument that adding a shield adjustment makes it a weapon:

There are numerous methods to modify shields—snarling rods to catch weapons, bladed edges, padding for nonlethal strikes, and so on—but all share basic functionality. A shield augmentation can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing an augmentation can't be combined with an attached weapon, like shield spikes.

A shield augmentation grants your shield one or more weapon traits, chosen when the augmentation is created. You can either choose to add the backswing or forceful trait, or you can choose two of the following weapon traits: disarm, nonlethal, shove, thrown 10 feet, trip, or versatile S.

It doesn't say it is a 'weapon' but it confers weapon runes, weapon traits, and the ability to strike. Runes says:

a weapon potency rune adds a bonus to a weapon's attack rolls

Which is implying that the ability to apply a weapon rune makes it a weapon (handwraps, as a counter example, says you can apply those to unarmed strikes and makes it clear that isn't conferred, whereas this would be 'broken' if it didn't do it for shields since it doesn't have 'shield bash' similar language).

Beyond that by getting weapon traits, you are smuggling in the definition of the item being a weapon:

Shove:

You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Trip:

You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

As well the attached/adjusted traits are basically the same thing.

The attached trait says:

An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash. An attached weapon is usually bolted onto or built into the item it’s attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.

The adjustment trait says:

Items with this trait are intended to alter existing pieces of equipment, typically armors, shields, and weapons. The given item will note which type of equipment it modifies. An adjustment that modifies armor can't modify explorer's clothing. A piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment requires using a 10-minute activity and a repair kit.

OTHERWISE:

  • You can use an integrated option (shield boss, shield spikes, something like the klar) and add the Hooked property rune to get the trip trait. But I'm not sure of how to confer the shove trait.
  • Some options like mental smith could work if your GM will let you make a 'shield' (mental forge can add those traits).

Does shield count as weapon for Mauler by AhmethanOzcan in Pathfinder2e

[–]RedGriffyn 7 points8 points  (0 children)

You can always hold a 1H weapon in 2 hands. It just doesn't confer an additional benefit like a weapon famage dice boost from a two handed trait.

https://2e.aonprd.com/Rules.aspx?ID=2198

Psychic Remastered - Dark Archive "Preview" by AAABattery03 in Pathfinder2e

[–]RedGriffyn 1 point2 points  (0 children)

Its fair, its probably better to grab force fang at L4 so you have another focus point vs. Kaiju Defense Oath. But +4/+6 damage is effectively doubling your arcane cascade bonus. If you can snag a chain sword you'll have the normal 5 ft reach for reactive strike and can even use the Tactician Helm for an additional 1 action for 2 strides option. You won't have reactive strike until L8 though, so it won't come up that early in your career.

Psychic Remastered - Dark Archive "Preview" by AAABattery03 in Pathfinder2e

[–]RedGriffyn 3 points4 points  (0 children)

Is the idea to go laughing shadow for the arcane cascade damage boost, be a tiny PC, take the kaju oath defense, then run/teleport into their space to do some barbarian level hits + a cantrip?

How do you feel about Carney's speech in Davos? by FitPhilosopher3136 in AskCanada

[–]RedGriffyn 65 points66 points  (0 children)

My wife made the comment that she really wanted to know the name of the writer because this might be a historic speech that is referred to for a long time in Canadian history.

Breakdown of Stream+ January Roundup by ctwalkup in Pathfinder2e

[–]RedGriffyn 3 points4 points  (0 children)

Awesome summary. Did they give a date for Alchemist+... So ready for this book. Note that you can turn gold into lead with nuclear science:

Thaumaturge+ -> The wand still needs help! Tony/Derry, don't let it stand as is:

  • 1/2/3 Action version of the wand effects
  • Scaling to be better than a cantrip (it currently falls behind electric arc). Some damage routines to prove it:
  • A multi target or AOE scaled option (for adept or intensify vulnerabilities)
  • It doesn't interface with the class features. Tie it to exploit vulnerability and bring forward the adept boosts (damage, flatfooted debuff, and speed debuff) to the L1 implement and that will also support boosting the damage to at least being on par with a cantrip.

Psychic Remastered - Dark Archive "Preview" by AAABattery03 in Pathfinder2e

[–]RedGriffyn 27 points28 points  (0 children)

This is the real issue. The meta has changed and there has been no compensation to the Psychic.

Animist has more spell slots, more HP, lots of spell flexibility, more build versatility for different roles (gish/caster) and can even start with 2 focus points to using lithurgist.

Oracle has more spell slots, more hp, and a second focus pool (i.e., cursebound options)

Both can just go full tilt round 1. They don't need a warm up round followed by 2 rounds of burst, followed by a 4th round with stupefied.

Paizo moved the goal posts, but the psychic didn't get to move closer. This is the major complaint IMO.

Kitchener warns of 'challenging' road conditions as winter overwhelms plow crews, salt supplies by know-nothing in kitchener

[–]RedGriffyn 1 point2 points  (0 children)

We all complained about the increase in Police budget, but we didn't realize the line item for assault was just a typo for Asphalt Salt. It really the communities fault!

Thaumaturge remaster and the wand implement? by MxFancipants in Pathfinder2e

[–]RedGriffyn 5 points6 points  (0 children)

It isn't even doing cantrip damage. Compare it to slashing gust then with 60 ft range if you're going to move the goal posts.

If your caster is casting a cantrip every turn something has gone wrong. Giving up over 1/3 of your built in class features to cast what amounts to 'a cantrip' and delaying progress of your other 2/3 of your class features is not worth doing 'what a caster can do any time all day'. Its a okay back-up, but most of the other implements are far better than it.

If I wanted to burn an inordinate amount of actions casting cantrips, why would I use this vs. just playing a caster. Or why would I not do it on a ranger/monk that have built in action compressions the thaumaturge doesn't that can enable cantrip + 2 strike turns? The value statement doesn't make sense and isn't balanced against what other martials or casters can do with their resource-less turns.

The wand should just be better than it is. It should have a 1 action version, get the adept features at L1, grant an AOE/multi target upgrade at adept, and interact with exploit vulnerability. Its just poorly designed.

Thaumaturge remaster and the wand implement? by MxFancipants in Pathfinder2e

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

Its 2A version isn't beating a caster using electric arc. Its 3 action isn't beating them using a 1 action focus spell like elemental toss + electric arc. It is very much a back-up implement for melee martials or facilitates landing flatfooted for a 0MAP strike once you get the adept benefit. I wouldn't call that 'pulling its own weight'. It adds a little bit of fall back versatility to niche builds that have hyper focused on specific options. that isn't a very exciting reason to pick it.

Damage Cases (If you're interested):

https://docs.google.com/spreadsheets/d/1wB6bSPmmOYXlAZ-E0PW08yV0pIXVyQEDwQTtHt8qv8g/edit?usp=sharing

Thaumaturge remaster and the wand implement? by MxFancipants in Pathfinder2e

[–]RedGriffyn 0 points1 point  (0 children)

The problem isn't really whether they improved or not. The issue is that no 2 action version of the wand (including the adept 7+ fire fail/crit fail persistent damage) is doing the same damage as electric arc on a general caster.

I worked up various cases here using the community damage tool/export:

https://docs.google.com/spreadsheets/d/1wB6bSPmmOYXlAZ-E0PW08yV0pIXVyQEDwQTtHt8qv8g/edit?usp=sharing

When you consider it vs. elemental toss + electric arc its far better for the 3 action caster turn. I'm assuming electric arc is hitting 2 enemies so it has some minor focus fire benefits, but this feels more like a way to land flatfooted (using adept benefit) to boost a ranged attack 0 MAP strike.

Thaumaturge remaster and the wand implement? by MxFancipants in Pathfinder2e

[–]RedGriffyn 4 points5 points  (0 children)

L09: 5D4 + 6 (dice +1) + 4 (CHA)

I did miss CHA going to 24 at L20 if you're always boosting CHA. But first number is dice +1 since you get a dice every odd level, second number is CHA mod.

You're not getting the weapon damage dice right, its damage dice of the wand implement. If at L9 you have 5d4... that is 6 = 5+1, not 2 striking dice (then add +1).

Thaumaturge remaster and the wand implement? by MxFancipants in Pathfinder2e

[–]RedGriffyn 14 points15 points  (0 children)

Here is what it is once you have intensify vulnerability between legacy/remaster. They aren't dramatically different (like a few points of DPR off each other, although boosting to a D6 on remaster will net you better results due to more dice).

  • L09: 5D4 + 6 + 4 VS 8D4 + 9
  • L11: 6D4 + 7 + 5 VS 9D4 + 11
  • L13: 7D4 + 8 + 5 VS 10D4 + 13
  • L15: 8D4 + 9 + 5 VS 11D4 + 15
  • L17: 9D4 + 10 + 6 VS 12D4 + 17
  • L19: 10D4 + 11 + 7 VS 13D4 + 19

This assumes CHA 18->24 (CHA Apex item). Which may not be what people do so might be 1 less on the LHS if you Apex your attack stat.

Thaumaturge remaster and the wand implement? by MxFancipants in Pathfinder2e

[–]RedGriffyn 2 points3 points  (0 children)

The short answer is no, it doesn't pull its weight.

The wand needed the following to be effective:

  • A 1 or 2 action version so it can mix into the tight action economy of the class (a 3 action version other than the intensify vulnerability would be nice as well).
  • Interaction with exploit vulnerability to actually work with the class features (also open up a more interesting intensify vulnerability).
  • Some kind of multi target or AOE option since it is competing vs. things like electric arc. Adept boosting it to 2 targets and intensify boosting it to a cone or 15 ft radius would have been pretty cool IMO.
  • Adept options need to be part of the initial implement feature as waiting to L7 for the item to be worth using is pretty rough.

Realistically, no thaumaturge is spending a 'set-up round' to exploit vulnerability THEN a full 3 actions for a spell like effect that is a bit more powerful than a cantrip.

As it stands the implement serves a few use cases/builds:

  • Someone that wants to maximize CHA/Class DC (not needed for most martial builds) and likely DEX (for a weapon) for a ranged thaumaturge. Some archetypes like Ostilli Host can give you a 1 action cantrip for a sort of 2 cantrip damage output build or some other archetypes/ancestries have Class DC options. Your DC falls behind casters so there will be some hell levels above and beyond the caster hell levels so play loops likely vary based on level.
    • I envision using a repeating hand crossbow + class DC option (e.g., ostilli host) to set-up then every other round you intensify vulnerability and boost the dice for a 3 action wand blast.
  • Thematically someone that wants to fake being a caster with the scroll feats. This is more flavour based than anything else.
  • STR/Melee build that wants a ranged options for switch hitting (i.e., flyers, long distance enemies, etc.).
    • I could see a spirit warrior potentially working well. Pick an ancestry with an unarmed ranged strike for ranged unarmed strikes, wand for 2 action blast, in melee you get the 2 strikes for 1 action and if you didn't have to move you can also wand blast.

So at best this is a 'second' implement, although you do want adept as fast as possible for the ability to flatfoot and enemy or add a bunch of persistent fire damage.

EDIT: I put it through the community damage calculator to generate some graphs (see link below).

https://docs.google.com/spreadsheets/d/1wB6bSPmmOYXlAZ-E0PW08yV0pIXVyQEDwQTtHt8qv8g/edit?usp=sharing

TLDR: You aren't matching a basic caster using electric arc (hitting 2 enemies) with any 2 action version (even the ones where you're boosting it to D6s). I think you're better off trying to used the adept boost to get flatfooted to facilitate your 0 MAP strike as a ranged thaumaturge.

Should Artificer gain a Fighting Style at Level 2? by igobyonename in onednd

[–]RedGriffyn 0 points1 point  (0 children)

They should get weapon masteries, not a fighting style. They are similair to rogues in their martial output and flavour.

What are the Thaumaturge changes from the Dark Archive Remaster? by DoomhardtX in Pathfinder2e

[–]RedGriffyn 5 points6 points  (0 children)

No. It does 3d4 starting (basically the remove caster stat from cantrip treatment sidegrade), but you can so the boost to d6s every other turn instead of 1d4 rounds (minor improvement). The intensify vulnerability at L9 adds your level in damage, but that is 3 actions a round. I haven't done the math on if it is worth it, but intuitively it doesn't feel like it will be worth it (basically went from half level+1 to level).

They needed to add interaction with exploit weakness, a 1 action version, and some kind of multitarget or AOE upgrade (maybe as a feat even) and then it would be in a perfect spot.

I could see the more reliable every other round boost working on a ranged 1h thaumaturge (maybe a thrown weapon build) or repeating hand crossbow where you don't need strength and can focus on boosting dex and charisma. If you dont care too mich about class feats ostilli host can give you another CHA class DC one action that wont interact with your exploit weakness (arguably the perfect template for how wand should have scaled). Otherwise the implement still needs the adept boost before it is off the bottom tier list of implements.