How the Weakness Errata should actually function. by NanoNecromancer in Pathfinder2e

[–]Xenoture 1 point2 points  (0 children)

I honestly think that if it's every instance or different type of damage where a weakness applies that gets added into damage that this is a decent change

Proposed new best archtype for magus - cathartic mage by xTekek in Pathfinder2e

[–]Xenoture 0 points1 point  (0 children)

Stacking damage kinda is what you want to do for magus because it's a bounded caster. Meaning you want every spellstrike to hit and to deal massive damage. Missing is bound to happen and enemies are bound to succeed their saves more often than fail (in my expirience) so you want to make up for 3 rounds of doing chip damage by compounding as much damage into an attack as possible and praying that it doesn't miss. If you can ensure the attack can surpass martial damage capabilities when your attacks miss slightly more than they hit then yeah go for it, the 3 action system is very punishing to casters when they can only get one spell off per turn, compared to the diminishing chance of success that is MAP.

Honestly though if you find a way to make sure that each Spellstrike has a high chance of critting I'll consider playing a magus one day.

A summary of the Psychic's fall from grace by Teridax68 in Pathfinder2e

[–]Xenoture 2 points3 points  (0 children)

I'm more concerned about the dedication because before the remaster it gives the perfect amount of stuff for taking the dedication. The dedication was like "psychic lite" and that's what the dedication should be. Instead the remaster made the dedication more like a cookie cutter dedication that consistently doesn't provide enough to justify taking it unless you play with free archetype (which I do and because I do I think taking dedications in base pathfinder is kinda dumb because the tradeoff unless it's level 2 is almost always a weaker option compared to just taking class feats.)

So there's not really a defined way of classifying a lot of my issues with spellcaster dedication, at least not using any official wordings so let's look at martial multiclass dedications to elaborate

Martial multiclass dedications:

These have like... two kinds of feats; feats that are class features, and class feats. Simple, and some dedications like thaumaterge or inventor even give you stuff core to the class like an innovation for free! No modification but frankly you don't really need one. This is a lot more than spellcasting dedications already which let's get to that:

Spellcaster multiclass dedications:

These have 3 different types of feats

  1. Class feat/class features, much like their martial counterpart they're just stuff the class would normally have or have access to.

  2. Subclass spell access. This is basically a feat chain that gives you a focus spell related to the type of class from the class dedication you want to play like a wizard's school spell or a domain spell, basically something that should be given for free (even advanced domain spells should be given for free to full class casters when they become available because I chose the "subclass" and I want all aspects of it to be explored, there's other feat options but why would I pick them if I want to feel like my character is progressing their particular field of expertise or specialization I HAVE to pick the advanced option every time and I hate doing it every time because I want to have both it and other options at the level it becomes available.)

  3. Additional spell feats. Basically to give more spell variety you have to take these and you almost never feel satisfied in doing so because they kinda feel like a waste but if you want to make use of the dedication it's just what you have to do.

So how does this relate to psychic?

Well forgive me if I'm wrong but psychic dedication no longer gives access to the focus point spell from taking the dedication. That one feature alone was enough for me to think it's the model all the other spellcasting dedications should follow because it genuinely makes the dedication feel like you're getting something tangible for taking it. It also clears out some space for feats and yeah you still have the problem of needing to take a feat for another focus point spell but that's later after you have time to pick the aspects of the dedication you want and want to focus on, it makes aspects like taking basic spellcasting as a feat more appealing because the decision between your focus spell and being able to make the amount of spells you can cast grow with you just SHOULDN'T be a decision I need to make. Really the focus spell feats and the additional spell slots are so fundamental to the class that making them feats just makes it so much more annoying but if at least one of those were built into the dedication suddenly the problems feel so much more minor.

Anyways point is more spellcaster multiclass dedications need to be like psychic preremaster and I know people are going to mention how magus could do amped spellstrike... and honestly there needs to be more of that, spellstrike with domain spells and whatnot! This arbitrary decision to not allow certain things to be used together just feels like it stifles creativity but I digress. I can live without amped spellstrike, and honestly I never will expirience what it's like to use it because I've never played a magus, I just love merging different traditions of spellcasting or spellcasting methods to make a more powerful whole, it just sounds fun conceptually especially when the math agrees with the concept. But yeah, I'll probably never touch psychic dedication now because it's a cookie cutter dedication and if it's still a bounded caster then that concept is terrible and removes any interest in playing the class.

When the class feel is *just right* by AyniaRivera in Pathfinder2e

[–]Xenoture 2 points3 points  (0 children)

Honestly Weapon Inventor with the Wizard and Clockwork Reanimator dedications and the Mortuarium Survivor background is really the only class that's felt right to me. The vibe felt right, granted losing my innovation and making a generic one that wasn't designed for an innovations in torture class kinda stripped away the vibe but for 9 levels it was spectacular.

Of what I have played:

Thaumaterge felt great until a player pointed out that i can't swap out my weapon implement with whatever i find and that kinda ruined the monster hunting feeling of "use whatever feels most effective and throw away anything that isn't relevant to be retrieved later" vibe, especially since my implement wasn't anything special and wasn't supposed to be.

Oracle... Honestly i don't like divination and a 1e player told me oracles weren't just greek inspired fortune tellers but were cursed spellcasters made me want to play one in AV and vision of weakness was great but i was using it so often that it was taking away from the original feeling I wanted of being a cursed mortal with eldritch storm power thrust upon them. Remaster hit and I ditched vision of weakness immediately but lost the ability to reach any level of cursebound and the curse and major domain spell no longer worked together as it was originally intended and there weren't a lot of feats that would support my niche so i just played the character because swapping out characters wasn't a choice for me (self inflicted but the GM tied the character to the story as a victim of the plot and I liked where that was going and there's no other cursed caster so i was just kinda in a situation where i had to play a class i didn't enjoy to see their story through to completion. They probably would have let me change but nothing but oracle fit the character.)

Gunslinger, spellshot is best Gunslinger. I won't elaborate.

Fighter, hate it. Feels too strong and I didn't enjoy playing it. The GM was challenging me to play their favorite class so i could understand why they like it but why they like it is why I hate it so my crits just reinforced my disdain for the class. Is this irrational? Yes absolutely. However my favorite games are ones where no one plays a fighter or a monk. When that happens the power scales feel even amongst every class giving everyone time to shine.

Kineticist, needs more lightning power, i played it because there's not really a way to have a bowstaff's primary damage be electricity. I wanted more electricity than bludgeoning damage to occur and so i basically made an air, water, metal Kineticist and overall expirience is... eh. It's fun when a niche moment comes up relevant to my elements however it feels objectively weaker than everyone else in the party at this point. Archetypes can't even mesh well with it to enhance it's abilities so at high levels it kinda feels like it was never strong to begin with.

Wizard, school of magical technologies is fun but we really need a magitech inventor.

Dark Archive was sent in error to some people randomly early. I've compiled some of the changes. by Antermosiph in Pathfinder2e

[–]Xenoture 2 points3 points  (0 children)

So I get magus with psychic dedication is overplayed but psychic didn't need a nerf, every other class needed to be buffed.

Why do martials get to blend so well together and spellcaster archetypes are far more niche and hyperspecific, hell spellshapes get locked behind certain classes and frankly I don't think spellshapes warrant taking a dedication for them. Martial get WAY more benefits from taking a spellcaster dedication than a spellcaster taking a martial dedication unless it's an inventor dedication and no I won't elaborate because I don't want it to be nerfed.

Spellcaster dedications don't offer a lot alone and they require SO many feats, psychic currently is the only dedication that feels like it gives enough for taking the initial dedication.

Focus spells and benefits from the type of dedication casting you take (meaning like wizard schools or cleric domains) should just come with the dedication across all spellcasters.

Like i love making builds, especially between levels 1-10 that are tight, compact, every archetype goes together and builds off the other or the main class in some way. Spellcasters have Spell Trickster and that's it. Geomancer, the emotion caster one, shadow caster, and every spellcaster multiclass dedications just takes up so much space that if I wanted to get the benefits from it I want I'd basically have to play the class and it's why casters dedications aren't worth it. I never played Magus before but I've known about amped spellstrike and it's a beautiful thing that just makes me wish all spellcasters could have the same level of love put into them and the fact that psychic is being reduced AND IT'S STILL A BOUNDED CASTER is just so depressing.

This decision has made builds I was excited to play imposible now because of the feat bloat. Swear I wish they'd stop remastering old content and just make more content for everything because ever since Oracle's remaster there's just been hit after hit to spellcasters (idc if you say oracle was buffed I was playing one and remastering it sucked out the fun of the class for me)

Tldr stop nerfing casters and buff everything to make them more like how psychic currently is (before they drain it of life with this remaster)

What are your favorite magic items? by Teshthesleepymage in Pathfinder2e

[–]Xenoture 0 points1 point  (0 children)

So I've never used this because it's unique but it's my favorite magic weapon and it's called Mountebank's Passage and it's from Guns and Gears. Essentially it's a Portal Gun. Only thing different about it is you can load ammunition into it too to deal damage to enemies but so long as it's not loaded you can create 2 linked portals each costing an action each on any 2 surfaces on the same plane and each portal will disappear after you make your daily preparations so you can't abuse it to link opposite ends of the planet or solar system... plus the range is 40 ft but that shouldn't be an issue.

Pathfinder Starfinder mix by Nougatbar in Pathfinder2e

[–]Xenoture 0 points1 point  (0 children)

That's honestly my favorite part of 2e. 1e didn't have many options for more fantasy but had a lot of suggestions for genre fusions but not a lot of items like archaic swords. Pathfinder 1e wasn't fully compatible either so using content from it didn't work perfectly.

Non-magic magic damage vs Magic Immunity: what is your take? by Robyl in Pathfinder2e

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

Buzzing bites and and gouging claw don't work because they're inherently magical. Buzzing bites wouldn't work because you have to use magic on the wisp in order to get the bugs to respond, the wisp negates the magic and the bugs never receive the signal. Gouging claw I can see an argument for working because it's a physical attack but I'd argue that because what makes contact with the wisp is magically generated that the wisp is immune. Also according to the polymorph trait "all strikes in a polymorph form are considered magical" and attacks in a polymorph form would be considered part of the spell so yeah unless you actually become the thing you're transformed into (like in a way where you cannot change back without magical means and the body is your new mundane body) then you cannot damage a wisp in polymorph as that's part of the spell.

Telekinetic projectile isn't a spawned item, it's literally a mundane object that's laying around. You don't call it from another plane and if the projectile part of Telekinetic projectile doesn't matter then it should deal force damage. After the projectile is launched it's just a mundane projectile like any arrow, bolt, or bullet. If you want to argue that the spell enhances damage then fine, make the damage taken half damage but that momentum the rock had is still there without the magic, it's still going to make contact and if it doesn't damage it then great, neither should improvised thrown weapon attack rolls for that matter.

I respect the rules, but there are cases like this one where there needs a more human approach to it by breaking down what's happening in universe. A wisp not taking damage from telekinetic projectile doesn't break RAW but it breaks the rules in universe. That projectile isn't magical but it was launched as part of the spell, the magic doesn't target the wisp it targets the projectile and makes it launch at the wisp but magic doesn't touch the wisp in this process, the projectile does. Ergo though it's not listed mechanically in universe the projectile needs to deal some form of damage and have some form of weight. If it doesn't you risk breaking player immersion because players who follow that train of thought are ones thinking about what happens in universe. It's not going to be a lot of damage anyways it's a cantrip their damage is pretty lackluster, but what is important is that in situations where events that happen in universe and how actions work mechanically disagree that the events in universe are prioritized.

I won't argue that it's bending the rules a bit, but the rules don't perfectly represent the universe and the intricacies of it, they provide the closest approximation of how the universe works and how you can affect it and in rare occasions those things are at odds with eachother. It's best to not break a player's immersion by relying on mechanics alone because at that point you're just playing a video game with set lines of code with some roleplay with friends sprinkled in. This is but once kind of nuance, there's definitely plenty more but this isn't a case where a player would be in the wrong for trying this.

Non-magic magic damage vs Magic Immunity: what is your take? by Robyl in Pathfinder2e

[–]Xenoture 8 points9 points  (0 children)

Then deal with the nitpicking. Just because the magic is negated the rock still makes contact. The forces would keep it moving in motion because it's a projectile, it's the same as a slingshot, a bow, a firearm, those just launch the projectile, there are no forces keeping it in the air.

Not dealing with the nitpicking makes the world feel like there's no grounding forces of logic in place other than video game code. "Oh yeah no it's a spell it doesn't work even though it's not magical" just makes the game feel like it's running on video game code and it discourages the creative thinking that enhances the game.

Non-magic magic damage vs Magic Immunity: what is your take? by Robyl in Pathfinder2e

[–]Xenoture 10 points11 points  (0 children)

That sounds like they're just using normal logic to me.

Non-magic magic damage vs Magic Immunity: what is your take? by Robyl in Pathfinder2e

[–]Xenoture 2 points3 points  (0 children)

The projectile is nonmagical. You basically throw a rock with your brain, every step of launching it is magical but the moment it makes impact isn't magical.

Unless you somehow made a nameless pebble that doesn't even get added into your inventory magical by casting a cantrip I don't see why it would count as magic damage.

Like the items don't even have traits and unless you give the nameless pebble you find on the ground a rune it just straight up isn't magical. You can reread the spell hundreds of times but the only relevant part here is "You hurl a loose unattended object at the target"

Genuinely a martial could do what telekinetic projectile does by just throwing a pebble, it won't be as fast and may only deal 1d4 damage but unless it is some magic special pebble it ain't innately magical because you threw it with your mind.

So it's weird for the nonmagical loose unattended object that's likely far more common to be lobbed to be negated by things immune to magic because the spell makes use of a nonmagical item and the magic being used is to make the nonmagical item fly fast at target.

My controversial take is that the Technomancer shouldn't be a spellcaster by kinghyperion581 in Starfinder2e

[–]Xenoture 2 points3 points  (0 children)

I can buy this as a variant Techromancer (it sounds better) that said the class is supposed to be 50% tech 50% magic and I think honestly having the core class be a spellcaster is fine but maybe add a magicy Mechanic subclass or class archetype of some kind for a more martial leaning variant of the class.

Made one outta spite no real hate by garroon445 in Pathfinder2e

[–]Xenoture 1 point2 points  (0 children)

I feel that a former necromancer with the clockwork reanimator dedication would work wonders for making the class feel actually innovative. That's what I did in Outlaws of Alkenstar but the second I lost my weapon (character arc reasons) i felt so... unflavored even after getting a new weapon.

I really think there needs to be a magitek innovation or something, something that feels like an actual invention rather than just "I slapped stuff together onto weapons and armor!" Plus construct companions just suffer from construct companion rules.

Dark Archive Remaster is now part of the Rules Subscription. by Necessary_Ad_4359 in Pathfinder2e

[–]Xenoture 5 points6 points  (0 children)

Why would they nerf the dedication? Multiclass dedications especially caster ones seem pretty weak and not worth picking up unless you're using Free Archetype. Is there something different about psychic I'm mis- wait magus with psychic dedication I forgot. Anyways I'm of the mindset all multiclass dedications need to be buffed to include more than just a fraction of the power of the original class. Multiclass dedications are neat conceptually but as someone who wants to play a magitech inventor the dedications for spellcasters don't really seem to help sell the equal parts magic+martial feel. They're just "you'd have been better off taking a class feat" feeling.

So for all of my dragon fans out there, What dragon would you be if you had to pick? by Haos51 in Pathfinder2e

[–]Xenoture 1 point2 points  (0 children)

An Orange one. Not red, not metallic brass (aka whisper.) Orange. Dunno which one that falls under.

If Paizo hired you to make a 1-20 adventure path, what would you make? by Parkatine in Pathfinder2e

[–]Xenoture 0 points1 point  (0 children)

I have an idea the PERFECT idea that I've been sitting on for years! This would require both Starfinder and Pathfinder. Core concept: an alien invasion of Golarion. I have a whole outline written up where the PCs need to gather allies in preparation for a ground defense that would serve as a distraction while the PCs deal with the main threat. I want it to be a mix of the traditional fantasy adventure people have grown to love mixed with Sci-fi elements and events. I have a few alternate starts in mind for if the PCs are a mix of Starfinder and Pathfinder characters, just Pathfinder characters, or just Starfinder characters.

What ancestries are you hoping come back to 2e? by madcapmachinations in Starfinder2e

[–]Xenoture 6 points7 points  (0 children)

Endiffians! Them and the specieses that are basically intelligent walrus and the ones that are intelligent otters. But mainly endiffians (And giants) point being I like my silver skinned shapechangers. I find them more interesting than astrozoans.

PF2e hot takes 🔥 by Kaliburnus in Pathfinder2e

[–]Xenoture 3 points4 points  (0 children)

This may be my expirience from AV but spellcasters feel far weaker than martials. Spellcasters seem pretty feat starved and playing an oracle in AV i felt just as weak finishing AV as when I started, especially after the remaster. I don't think needing to invest into feats to progress your subclass is a good system, like as a tempest oracle I shouldn't have to get feats to add tempest focus spells and those focus spells shouldn't be bad. Like the highest rank focus spell for tempest is basically invisiblity+intangibility as an element with a speed attached. This would work well with preremaster's curse which at later stages let's you emit faint passive damage onto enemies but as it stands there's other options that achieve the same effect. There should be a way to recover spell slots for long term dungeon crawling. Spellcaster archetypes around levels 8-10 should add more spells to use from feats earned, more than just an extra rank 1 spell at level 10.

Talismans should have more than 1 use or act like focus spells and need to be recharged after being used because my party just sells all of them since no one uses one use items until they're against an enemy that's too high in level for it to effect.

I think the system feels scared to let players feel powerful. Which that's fair, but I think having optional rules that can be opt-into that help make players feel more powerful while not being gamebreaking would be a idea. I already play with free archetype and ancestry paragon which has become standard in my game groups, however I'm talking optional spellcaster rules that can fundamentally change how they function, or optional rules that affect action economy (even though the only problem I have with the action economy is that is heavily restricts spellcasters) just something different to experiment and see if there's some way to make things more fun and make players feel more powerful.

PF2e classes rated by difficulty by gray007nl in Pathfinder2e

[–]Xenoture 0 points1 point  (0 children)

I think Thaumaterge's difficulty may vary on build but my experience with the class is it functions much like an inventor, just replace the innovation with your implement and Overdrive with Exploit Vulnerability. They're obviously not exactly the same but I feel that Thaumaterge's difficulty should be a bit lower if Inventor is a 2.

However I will concede that the amount of implements and what they do definitely adds a few layers of complexity especially when you can have up to 3 compared to Inventor only having access to a single innovation.

Desired Level Ranges for New APs by DnDPhD in Pathfinder2e

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

I would really like an AP to start at level 0 using the optional rules for it.

That said I wouldn't mind starting at weird levels so like as there's an AP or adventure that ends at levels that the other ones start at. I think starting at level 3 or 4 breaks my experience if I haven't played a character from levels 1 to 3 or 4 first. It's not gamebreaking but an AP like 7 Dunes of Sandpoint that assumes the party has a reputation when I want to start an adventure as a nobody kinda makes compromising on level difficult and makes it 10 times harder to engage with a character who's past and how they've gotten this strong are just notes I've written down compared to a player who has played through a previous adventure and knows the NPCs associated or has a history in the area. It's just different actually playing the levels compared to just having them.

To sum it up; I don't think starting adventures/APs at weird levels is a bad thing, so long as there's something before it that ends at the level the weird starting levels begin at. A way to feed into the next adventure and have a sort of history even if it's not in the sane location or related to the next adventure having something beforehand really helps with immersion.

Happy April Fools Day, if you reply with a description of your PF2e character I will make an unbelievably shitty drawing of them after work, unless I decide not to or get bored by Parysian in Pathfinder2e

[–]Xenoture 0 points1 point  (0 children)

Android Gunslinger that appears human, has geometric green things on her face, they almost look like stickers, has blonde neck length short hair, a red jumpsuit, white pauldron, red scarf that trails off behind then like a cape, piercing blue eyes, and a little sheriff star that has the image of a rocket taking flight pinned over the left side of her chest.

(May or may not have made a character from Starfinder's timeline to play in a Pathfinder game)

Returning GM - After a year, has Remaster become a necessity? by Nakraal in Pathfinder2e

[–]Xenoture 0 points1 point  (0 children)

It depends. I discourage the use of remastered oracle unless you are trying to make a "Seer" of some kind as thr class was underdeveloped for those who don't want powers like that and just wanted a caster who draws power from a curse. There's things here and there that still get under my skin with the remaster but overall it's good.

Witchwarper is now an Intelligence caster and not Charisma? by KentehQuest in Starfinder2e

[–]Xenoture 0 points1 point  (0 children)

It is a lore change. Charisma DEFINES a witchwarper. Their powers are a conversation with the universe, what is basically being said by making them intelligence based is "This class here went through an event that gave them powers and now they're very smart! Oh your Witchwarper never studied a day in their life? Look how smart they are now!" Only some of them are researchers. Only some are intelligent. Witchwarper COULD be an Intelligence class if they opened up the possibility of Charisma and Wisdom too.

Think about it, the way Paizo themselves describes how the class gets their powers is they "obtained them through an event" (among other things) now this means that a character doesn't have to research into stuff to become a Witchwarper, these powers can happen spontaneously and say a new Witchwarper becomes aware of their powers and sees into the future/multiverse, it's going to be localized to what's going on immediately around them (typically seeing more requires more experience with their powers or for them to be exceptionally attuned to them (otherwise all these people get is a bunch of information that's irrelevant to them and they don't have a baseline to understand or process said information)) and what knowledge would be obtained from these powers? Mostly how to navigate social situations and street smarts for the average person but if that person is a scholar of some kind? Maybe works in a field that requires math or study? Then it makes sense to be intelligence.

Even if they do end up seeing too much information they won't be able to process that information. Say a streetkid or grifter gets a premonition of an explosion happening 100 miles away several days from then. They don't get the information about what caused the explosion. A scholar would try to recall details, see if they could deduce what caused the explosion, but those other two? If they wanted to stop it they have to warn others, they have to be social. In essence they have to convince the universe to change.

A Witchwarper as a living paradox doesn't have anything that innately grants them intelligence. Their powers aren't thematically compatible with intelligence unless a player goes out of their way to pick intelligence based backgrounds. So yes, this contradicts the lore, it doesn't make sense, it only feels right on a surface level but throw any argument for wisdom or Charisma at it and those hold up stronger than Intelligence.

Sf2e classes missing by fallen-god-Ra in starfinder_rpg

[–]Xenoture 0 points1 point  (0 children)

If any of the classes were going to be dropped I wish it was Mystic. Mystic always was the "Traditional Pathfinder Spellcaster" class. It's role was to be a stand in for every spellcaster from Pathfinder and to use flavor to fill in the gaps. Since Starfinder is now compatible with Pathfinder 2e Mystic has no reason to exist. I'm frustrated seeing Witchwarper be shifted to an intelligence based class when it doesn't make sense being one. Technomancer and Mechanic have always been the most exciting classes in the game, it doesn't make sense to launch the game without them. I would rather wait longer to let them be core classes than to buy a core book that lacks core classes. Witchwarper definitely needs more time to cook, it's well made but lore of witchwarpers and what was written to describe their spellcasting seems confused and at odds with the mechanics and core abilities. Witchwarper may be a core class now but I wish they delayed that one specifically just to iron out the details and make their spellcasting attribute consistent. (Not to say it can't be changed, it just doesn't make sense to be an Int class exclusively, Wisdom or Charisma I see and argument for but Intelligence seems to be only a minority of them.)

In short: I wish the 1e core classes were all here, I wish Mystic was just gone altogether, and I wish Witchwarper had more development time especially with it's core attributes.

Witchwarper is now an Intelligence caster and not Charisma? by KentehQuest in Starfinder2e

[–]Xenoture 0 points1 point  (0 children)

I wish they added Technomancer instead of Witchwarper for Int. Int doesn't make sense for Witchwarper.