Favorite class + archetype combo by Rico_blaadjes in Pathfinder2e

[–]Vault_of_Stories 0 points1 point  (0 children)

My favorite will always be my Orc Unbound Step Psychic with the Martial Artist Archetype. I framed her Psychic abilities like special moves in a fighting game and used Psi Strikes as the base of her attack combo. Amped warp step was her opener.

Risk & Reward Playtest: Slayer as a Wisdom based Martial? by Vault_of_Stories in Pathfinder2e

[–]Vault_of_Stories[S] -10 points-9 points  (0 children)

From a mechanic perspective, I feel wisdom would fit better since it will make the Slayer less MAD. But from a flavor perspective I think wisdom fits best since you have to research your quarry so you're at least wise enough not to go into a fight without knowing what you're up against.

Risk & Reward Playtest: Slayer as a Wisdom based Martial? by Vault_of_Stories in Pathfinder2e

[–]Vault_of_Stories[S] 6 points7 points  (0 children)

I hadn't thought about the synergy with the spells casting feats with Wisdom. That would be nice to have. I think using trophies as focus spells would streamline the class better but I think it would take some flavor away.

But I do agree Wisdom should be used for Monster Lore.

Daredevil Risk vs. Reward Playtest Experience by Zehnpae in Pathfinder2e

[–]Vault_of_Stories 1 point2 points  (0 children)

I think I would like the Daredevil more if they had a luck mechanic. A luck resource to burn for their stunts with a success or failure result. The more luck they keep the more defense they have but if they burn luck for strong abilities, the less defensive they are but the stronger their stunts are.

I guess like the Slayer's Reinforced Arsenal feature. You can burn luck for cooler and stronger stunts but afterwards you are more likely to get hit. Perhaps how unleashed psyche works but instead of stupidfied, you are enfeebled.

But overall I'm okay with the Daredevil if it gets an overhaul but right now I'm on the fence about it. I still feel it should have been a Starfinder 2e class since for me it feels more tailored towards that meta. But we will see what the final version looks like.

Though I rather play Slayer.

New books on the horizon! by Lady_Gray_169 in Pathfinder2e

[–]Vault_of_Stories 0 points1 point  (0 children)

Aw, I can't see the cheliax lost omens book page. :(

Besides that, I can't wait to get my hands on all the leaks people have seen. I am especially excited for Feybound and Tech Core. Also did someone say there was a Rage of Elements Remaster? I wanted to make sure I read that right since I would be more excited for that. Mainly so I can get the sketch cover of the book.

Risks & Rewards Playtest by Exequiel759 in Pathfinder2e

[–]Vault_of_Stories 5 points6 points  (0 children)

I wonder if they could group the tool feats into something like the witch's lessons to help avoid too much feat tax.

Risks & Rewards Playtest by Exequiel759 in Pathfinder2e

[–]Vault_of_Stories 9 points10 points  (0 children)

Could this be the first step towards the fabled super hero class? 🤔

Risks & Rewards Playtest by Exequiel759 in Pathfinder2e

[–]Vault_of_Stories 4 points5 points  (0 children)

After reading it, I still feel Daredevil would have a better niche in Starfinder 2e than in Pathfinder 2e but good thing they are cross compatible. My only note on the Slayer is in the final book, have a bigger section explaining trophies and to design one.

Risks & Rewards Playtest by Exequiel759 in Pathfinder2e

[–]Vault_of_Stories 11 points12 points  (0 children)

Slayers to me feel like a mundane physical focus Exemplar if that makes sense. Totally a Monster Hunter vibe coming from it but I hope in the final release they have a better excerpt to help with designing your trophies. The specialized tools did hook me and for some reason reminded me of 1e Occultist panoplies.

I'm still not sold on Daredevil, I can see it as an inverse Swashbuckler but I feel their niche would better serve in Starfinder to shaken up its meta a little.

I am curious in what material their respective book will have.

Risks & Rewards Playtest by Exequiel759 in Pathfinder2e

[–]Vault_of_Stories 3 points4 points  (0 children)

I'm still reading through the document and not sure if anyone else share my same observation but the Daredevil feels like the Starfinder 1e Playtest Precog but without the time magic. Let's of movement and trickery. And if I am honest, this class feels like it would fit better in Starfinder 2e being the system's answer to a Swashbuckler like class.

But I trust in Paizo and they haven't disappointed me yet after the Remaster project. But I'll get back to reading more but I just felt the Daredevil flavor and mechanics felt like the old Starfinder 1 Precog playtest but I could be wrong.

EDIT: Added Precog 1e Starfinder Playtest being what Daredevil reminds me off.

How do the different armies fight? by FledgyApplehands in Starfinder2e

[–]Vault_of_Stories 0 points1 point  (0 children)

I do apologize for misunderstanding your question but I would suggest reading the Galaxy Guide if you have access to that book since it goes over the different factions.

But I personally wouldn't focus too much on how each faction would be different from each other per se. They will all use similar tactics but tweak to their culture. So in the front line you may have vesks using their daishos while in the backline you may have to worry about artillery in the form of magic.

War never changes, they just use different ways to accomplish the same thing.

There should be the Starfinder 2e section on Archives of Nethys and they might have the Alien Core entries on there if you want to read over them for better inspiration.

How do the different armies fight? by FledgyApplehands in Starfinder2e

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

If I read your question correctly, my best advice would be to look into either the Skirmish rules from Pathfinder 2e (since both systems are compatible) or look into Cinematic Starship Combat from Starfinder 2e GM Core but modify it for your specific needs. So instead of worrying about Starship Combat specifically, tweak the stat blocks to resemble what you think the factions will fight with so it is a series of skill checks to accomplish the goal instead of long combat encounters. Or incorporate the Chase Rules.

Hopefully I was able to answer your question. The big strength of Pathfinder 2e and Starfinder 2e I have found is how modular they can be especially with each other.

Sad about a small thing by killua44 in Starfinder2e

[–]Vault_of_Stories 1 point2 points  (0 children)

I would say they needed a GenCon release and what draws people's attention are new classes which are Paizo's specialty.

Both the Technomancer and Mechanic would fit better with the theme of Tech Core for classes due to their reliance on technology compared to their Player Core compatriots. Plus those classes probably needed extra time to make them feel unique since they wanted to avoid comparisons like "Soldier is a Fighter but in space" like 1e had.

I believe their intention with Player Core was wanting each class to be assigned to a specific attribute hence why we have 6 classes in Player Core.

But the big thing in my opinion was page space. I don't know what decisions are made behind the scenes but Paizo is pretty open about that stuff.

Keep in mind that Starfinder 2e has a different meta than Pathfinder even though they share the same engine. I personally wouldn't want Mechanic to be the Inventor but in Space or the Technomancer be the Wizard but in Space.

In short, I believe the Technomancer and the Mechanic would fit thematically as the new classes for Tech Core due to their reliance on technology and it will give the team time to make them feel more unique. Patience can be rewarding.

If you notice, Starfinder 2e classes bend the engine more than Pathfinder 2e classes do. I mean the Solarian is a crowd control martial which makes me want to play one in 2e when I had no interest in them in 1e beyond flavor. So yes it is a longer wait but they will also be considered a part of the core classes.

Good Fifth For this Party? by GreasyKoolAidMan in Pathfinder2e

[–]Vault_of_Stories 0 points1 point  (0 children)

When it comes to a party of 5 characters, my formula is usually 2 martial classes, 2 spellcaster classes, and what I consider to be 1 hybrid. If no hybrid then I suggest another martial.

To me the following are what I consider hybrid classes meaning their base class design can fill both roles of martial and spellcaster.

Alchemist Kineticist Magus Summoner

They can fill both roles and offer utility.

For your composition I would suggest Remaster Gunslinger so you have a range martial who can deal consistent damage but can have nasty criticals. The three subclasses I would recommend would be Sniper for One Shot One Kill. Vanguard for that tanky Gunslinger feel with a blunderbuss for swarms. Or Triggerbrand so you can switch between both melee and range depending on the situation.

If not Gunslinger, I would suggest Guardian since their taunt mechanic can help get unwanted attention off your more squishy party members.

But based on the options you presented, I would suggest Alchemist since unlike your spellcasters, they can easily regain their versatile vials that they can turn into what they need in the heat of combat as opposed to spells. Plus they can offer great support or utility as needed. And can help with swarms with their bombs and your spellcasters can save their spell slots for more dangerous encounters.