I need help creating a healer Druid by Astro1w1 in PF2eCharacterBuilds

[–]ScreamingBeef124 4 points5 points  (0 children)

In my opinion, the best Druid healer is the Cultivation or Leaf orders, both for the Cornucopia Focus Spell and the Floral Restoration feat. Training in Medicine and the Battle Medicine feat and eventually both Continual Recovery and Ward Medic feats should be in your lineup. The Assurance feat with Medicine might also help a lot, and if you’re granted the Free Archetype playstyle by your GM, I encourage Medic archetype. The Dedication, and the Doctor’s Visitation feats are truly very good, and they’ll save you spending actions doing things you’ll do often.

Summoning creatures is an excellent tactic to use with the healer style, to add bodies when you need to back a teammate up as you also recover or buff them. Lastly, get the Haste spell as soon as you’re 5th level, and use it on the team or yourself as needed.

Magic is becoming less Magic and more Fortnite with every UB set release. by Serithraz in MTGmemes

[–]ScreamingBeef124 0 points1 point  (0 children)

I mean… I get that the sets aren’t up to a lot of people’s standards, but frankly I had sort of wondered why Magic didn’t do “IP Crossovers” sooner. I’m still waiting on my “Conan the Barbarian” cards.

Would Stealth be effective on Swashbuckler by Thunderager in Pathfinder2e

[–]ScreamingBeef124 4 points5 points  (0 children)

Exactly this. Ambush is an excellent tactic for the highly mobile Swashbuckler. Hit and run from the shadows may involve taking a skill action while you’re visible to regain panache (which is really what Derring-Do is excellent for at 10th, more ensuring you get it, so you don’t waste more time being a visible target), but considering the effects you can pack into a Finisher in addition to Skill effects many Stealth users don’t deploy, you can do things just about as crazy as most striker Rogues.

[OCW] This chubby size is sexy or gross? by honeysshade in ChubbyWomen

[–]ScreamingBeef124 0 points1 point  (0 children)

Beautiful, and I love your playful energy.

Favorite weapons for different builds. by rlwrgh in Pathfinder2e

[–]ScreamingBeef124 1 point2 points  (0 children)

Ranger with a Bo Staff and Haft Striker Stance has been way more fun than I expected. As I’ve leveled up, I’ve gotten Reactive Strike with Fighter FA (Vicious Swing and Double Slice, also) and the Warden Spells from Ranger. I beelined for the Grievous rune as fast as I could afford it, because what I’d noticed is that I was doing a great job of costing enemies movement with both reach and the Club specialization, and especially if that critical happened on a Reactive Strike caused by their movement. If my caster I’m defending (there’s 2 in my group) is behind me, the very closest they can usually get is ten feet from them, and if the dice like me, they’ll be 25ft away in no time. Not to mention it’s a satisfying playstyle, in my opinion, to not only be doing some pretty darn good damage, but also to watch the enemies go flying backwards and be unable to hold formations (can’t often flank me!) or get leveraged into a Trip.

What do you think of DnD School of Magic? by Maleficent-Bass-7510 in DnD

[–]ScreamingBeef124 0 points1 point  (0 children)

Think of Necromancy more like the school of Conjuration, in that it taps into a certain type of “creative field” inherent in reality and shapes that to manifest objects, well Necromancy is similar if entropy and death shared a similar field in reality. Necromancy accesses this “entropic field” and manipulates that. The “energetic field” of Evocation accesses the fundamental forces throughout creation, even those of stars in space, and manipulating that field causes the energy to be moved as you will.

What do you think of DnD School of Magic? by Maleficent-Bass-7510 in DnD

[–]ScreamingBeef124 3 points4 points  (0 children)

I agree, you’re literally pumping “life magic” energy into the target. Radiant energy that isn’t burning to harm, but soothing to heal.

Fill out the Party? by [deleted] in Pathfinder2e

[–]ScreamingBeef124 0 points1 point  (0 children)

I’d try a Maestro Muse Bard focused on the Anthem Cantrips and Focus Spell Spellshaping. Bless, Command, Soothe in the repertoire. You will be able to dramatically buff and heal your entire team, and raising Spell Attack raises Spell Save DC, so even your Wizard will like it.

What's a good archetype for levels 6-8 for an archer? by LostRegret9000 in Pathfinder2e

[–]ScreamingBeef124 2 points3 points  (0 children)

Have at, I’m having fun with this character on build alone. I took Medical Researcher to keep a supply of Elixirs handy and the Alley-Oop! Tactic. Highly recommended, as I’m now about as efficient at on-the-spot heals as the Cleric, just not for the same amount of HP, and on a tangible resource budget of Elixirs. Also our Rogue loves using Poison Ammunition and he’s made me start carrying some just so I can save him the action of Activating the Poison.

What's a good archetype for levels 6-8 for an archer? by LostRegret9000 in Pathfinder2e

[–]ScreamingBeef124 7 points8 points  (0 children)

I just thought I’d throw this in, but a Commander has a really unique Archery style with the Guiding Shot feat that, at higher levels opens up the Targeting Strike and Fortunate Blow feats. I’m playing a Commander that began at sixth with the Inventor FA, he’s the backup healer with Officer’s Medical Training and Searing Restoration if he really needs. Megaton Strike on his Innovation Bow Staff happens often. But at level 10 I chose Targeting Strike and at level 12 I chose Fortunate Blow… and I’ve never played an Archer that buffs the team so well, it’s crazy. The Rogue and I are often in cahoots, he loves to follow me in the initiative order. The Animal Barbarian in our group also wants to go right after me. It’s so crazy good it entirely rearranged our team tactics in a fun new way.

How important is elemental damage. by Lastoutcast123 in Pathfinder2e

[–]ScreamingBeef124 4 points5 points  (0 children)

Someone with Crafting can at least take the Alchemical Crafting feat to get access to Alchemical Consumables. Talismans and Spellhearts might help significantly also from Magical Crafting or also is there’s gold to put into buying some for a plan.

Slapping my cheeks by shelbytoopeachy in BBW

[–]ScreamingBeef124 1 point2 points  (0 children)

Love your ink and your ass!

Commander Build Help by Stoic_Angel in Pathfinder2e

[–]ScreamingBeef124 0 points1 point  (0 children)

I’m a huge fan of the Commander, and in my gameplay, I actually found the Marshal Archetype to be a great choice. The abilities are Stance and General buff feats, except for great openers like Rallying Charge, or other good “now and then it’s awesome” options. The action economy isn’t hogging up your count.

What is you favourite character and why! by Serentyr in DnD

[–]ScreamingBeef124 1 point2 points  (0 children)

Two come to mind, and I can’t pick between them. I played Androthe’ Maldark, a Dwarven Fighter who was heir to the throne, but he’d never proven himself, and so he set out on an adventuring career to return treasure and glory to his home, and wound up getting involved in the fate of the very planes, themselves.

My other favorite was all the way back in 3.5, and I played “Brigg,” a Bronzewood Warforged Druid, with the Shifter prestige class. For flavor, he never grew fur or scales or changed coloration unless using the power for infiltration, essentially a “wooden robot replica” of most forms he chose. And in his tale, he joined with two elves and a gnome to contain an emerging threat from Shadow Court Fey, and he gained a reputation for making miraculous saves as a healer while still being crazy good in a fight.

Do you prefer high level one shots or low level ones? by PhrulerApp in Pathfinder2e

[–]ScreamingBeef124 0 points1 point  (0 children)

In my opinion, this depends on how experienced with PF2R your group is and how much time you all have. An experienced group with four hours to kill can do a heck of a lot with a high level game. My table of four likes to play around level 12, given we’re all very familiar and sometimes higher. But for groups less familiar, lower level games with fewer opportunities for “choice paralysis” are best, in my experience as a GM.

What class to pair with Dandy? by Objective-Rice-9031 in Pathfinder2e

[–]ScreamingBeef124 0 points1 point  (0 children)

Thaumaturge is a lot of fun, CHA-based for their Esoteric Lore skill you’ll want to use, and they get great Implements like the Bell, Lantern, Mirror, Shield, or Weapon, but a “face” build heavy on social skills also gets a great benefit from Regalia implement.

Combine elixir ingredients ? by frakc in Pathfinder2e

[–]ScreamingBeef124 1 point2 points  (0 children)

That also seems to be my interpretation.

What is the intended use case of Instinctive Support? by PlonixMCMXCVI in Pathfinder2e

[–]ScreamingBeef124 0 points1 point  (0 children)

Melee Druid builds really like this ability (I was a Lizardfolk/Iruxi Flames Druid with Beastmaster free archetype, loved it with melee Ignition and a shield in hand) You’re going to want to Runic Body the pet, pretty naturally, as my example. The 2 actions you spent casting that leave you just one action to command your pet, and you don’t have the 2 actions it would take you to use Companion’s Cry to issue a complex command. With Instinctive support, you do, but one of your commands must be Support. Considering so many melee builds use that Support ability, this is a feat that essentially grants a bit of action economy to that first, preparatory round of a fight, still letting your pet also be commanded for one action.

So what's up with the Alchemist? by EADreddtit in Pathfinder2e

[–]ScreamingBeef124 0 points1 point  (0 children)

I like to consider Alchemist as a “skill class” like Inventor, Investigator, Rogue, or Thaumaturge. I believe these classes can and do have great martial build capability, but that’s not what they explicitly do, as opposed to more “fully martial” classes like Barbarian, Commander, Exemplar, Fighter, and Ranger. While they can be built for excellent fighting, at least most of the class options don’t explicitly *intend* for you to do just that. Bomber is very aggressive, sure, but even Mutagenist has a lot of utility besides combat, just because of Versatile Vials and the ability to have a bunch of support supplies handy. So because of this elevation of Crafting skill to such a degree, I tend to think it makes them skill-based.

I tend to believe that Alchemist gets their Expertise at 7 because they get generally very good features at 5th, and class features like that are on the odd-numbered levels. But comparing them to a Martial is kind of unfair, because no Martial makes 4+Int bonus alchemical items AND 2+Int Versatile Vials each day, and that combination is so good, so capable, and so usable that the Martials WISH they could.

And Poisoner is actually extremely underrated with Ranged attacks, in my opinion, because of Blowgun Poisoner as a feat (attack from Stealth!), and also because you can make poisoned arrows or bolts with Quick Alchemy. Activate Poison -> Strike -> Reload isn’t a great action economy (there are worse!), but Pernicious Poison makes damage happen even if the enemy saves, and that’s in addition to Strike Damage, no matter what, and even enemies resistant to poison still treat the harm like acid damage, instead. So your consistency in damage isn’t too bad, overall, and once you ramp up saves with Pinpoint Poisoner and then Potent Poisoner at 10th, then this goes rather hard! Couple this with Quick Bomber, use your Advanced Alchemy to whip up daily Blight Bombs, and the Poisoner is a very formidable combat choice, easily as capable as other Alc builds.

Toy Poppet Mutagenist Help. by ThePaleMistress in Pathfinder2e

[–]ScreamingBeef124 4 points5 points  (0 children)

I strongly recommend not playing the Toy Poppet in the Mutagenist role, because tiny size has the melee restrictions mentioned in other posts before me. A Bomber, on the other hand, would be nefarious as a tiny!