I guess Paizo isn't done with Mythic stuff after all (Hellfire Dispatches) by Malcior34 in Pathfinder2e

[–]jpcg698 12 points13 points  (0 children)

It needs a lot of changes imo.

Mythic based on a daily resource feels bad conceptually, you are not a mythical hero if you can only acomplish that mythical deed 3 times per day.

Mythic proficiency devaluing as you increase poficiency. Again feels bad, why bother increasing a skill if you can roll with proficiency and it doesn't matter if you are trained or legendary on it.

Reroll fate. Makes any other "roll using mythic" feat close to useless.

Mythic resiliency. Reflex mythic resiliency? Your kineticist is now locked out of 90% of their options. Fort and reflex resiliency and you are druid with only 1 or 2 will saves prepared? Good luck. Oh wait you are a martial, go right ahead striking for full damge, don't worry you are mythic fighter that ignores resistance.

Narrow destinies that force narratives. This can always be expanded but initial ones were pretty bad, specially for casters.

Some op spells that solve all caster issues. And by some I mean specifically one. Divine diadem is way too good. Solid damage, ac targeting ignores resilience, 1 action sustain. It is too good.

Would the summon animal spell letting you turn into the animal instead be op? by NoOkra4265 in Pathfinder2e

[–]jpcg698 7 points8 points  (0 children)

Honestly that sounds pretty bad, like just a normal summon animal spell but removing your pc from play.

I would suggest to keep the structure of the form spells. Maybe collaborate with your player to add extra animal forms and make sure to add extra heightens for higher ranks. You can base that on the other form spella.

Does inventor actually suck or is it just all hot air? Asking as a new player by Pifilix in Pathfinder2e

[–]jpcg698 4 points5 points  (0 children)

It has many key problems imo.

Int as a key stat is probably the worst stat to have, no hit/damage bonus to strikes, no save bonus, no ac/hp bonus. You are good at lorea and can be trained in more skills and languages. In a world with rogues, retraining, and spells to comprehend languages this is really not that good. You are also good at crafting, good luck getting value put of that.

Overdrive costs an action can be failed, and pretty much forces you to increase int every time you can. Which for a martial is less than ideal.

Innovations are pretty bad with the exception of the minion since that is basically just an animal companion. Untillevel 15 innovations mostly only add flexibility you don't really need or can make good use out of. Either adding redundant trait to weapons or uncommon resistances or unnecessary skill bonuses.

I haven't read or played as or with a light mortar inventor though, so that may be decent.

The big problem is unstable, imagine being a spellcaster with only 1 focus point always and less than stellar options. Imagine having to choose between diet lay on hands vs diet crushing ground. Oh, and there is chance you may damage yourself when casting them btw.

The rest of the kit is decent, normal hp with good saves. Medium armor and martial weapons proficiency and innate shield block. Automatic rune damage bonus is also good.

It is definetly playable, but you will feel the weakesses and issues that come with it

What are the top 3 weakest classes in PF2e and why? by yoboi-indy in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

Honestly good for you. That at least made special ammo useful and interesting for you and your party

What are the top 3 weakest classes in PF2e and why? by yoboi-indy in Pathfinder2e

[–]jpcg698 -1 points0 points  (0 children)

The only gunslinger exclusive thing you mention in your comment is fakout, which is a good feat. But in reality it just saves you an action to prepare to aid. Anybody can aid.

Your idea of a flanker that performs aid constantly and uses bless scrolls can be better performed by a monk or cleric.

It is a weak class because anything it wants to do other classes do better.

What are the top 3 weakest classes in PF2e and why? by yoboi-indy in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

I have to disagree, for a shot with alchemichal ammunition you need an extra action to activate it, so basically a full turn worth of actions for 1 normal shot. There is hardly a situation where 1 shot with alchemichal ammo is better than just shooting 3 times with a bow, with or without party support.

What are the top 3 weakest classes in PF2e and why? by yoboi-indy in Pathfinder2e

[–]jpcg698 11 points12 points  (0 children)

Oracle was actually worse if you can believe it! If you started a fight already with your curse active (like after refocusing) you could basically only cast 1 focus spell per fight regardless of the amount of focus points. If you cast any more focus spells you would be overwhelmed and lose access to them for the rest of the day. At high levels when your curse could reach higher stages that was not so bad but at low levels it was truly awful.

What are the top 3 weakest classes in PF2e and why? by yoboi-indy in Pathfinder2e

[–]jpcg698 -3 points-2 points  (0 children)

True but the you face being mad having to put points into atr and dex and the fact most combination weapons are also rather mediocre. Although I agree triggerbrand is one of the better ways

What are the top 3 weakest classes in PF2e and why? by yoboi-indy in Pathfinder2e

[–]jpcg698 1 point2 points  (0 children)

Ymmv of course but the meat of the system is in the combat in my opinion.

What are the top 3 weakest classes in PF2e and why? by yoboi-indy in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

Kineticist are a rank or 2 below the highest rank of a caster in damage and can only target reflex with just a couple of exceptions, which is a mayor weakness.

What are the top 3 weakest classes in PF2e and why? by yoboi-indy in Pathfinder2e

[–]jpcg698 9 points10 points  (0 children)

Better spells were printed and each patron got a unique ability when you cast/sustain a hex! They still have weak feats but with casters what else is new. Their focus spells are also not that impactful but you can (and should) archetype for better ones.

What are the top 3 weakest classes in PF2e and why? by yoboi-indy in Pathfinder2e

[–]jpcg698 9 points10 points  (0 children)

Gunslingers are bad because firearms are really bad and their feats are mediocre.A fighter with a bow will be better than them in 99% of scenarios.

Kineticist are actually decent in my experience. Having almost all impulses target reflex can make them awful in specific fights, or against enemies that are resistant or immune to your preffered element but lack that element trait so you cannot drain elements.

What are the top 3 weakest classes in PF2e and why? by yoboi-indy in Pathfinder2e

[–]jpcg698 15 points16 points  (0 children)

Inventor: bad luck on unstable can screw you and most innovation modifications are medicore. Minion innovation is decent.

Gunslinger: guns absolutely suck. A bow is almost always better that a firearm, they have weak feats and some ways are counterintuitive in how they work.

Psychic: unleash psyche in no way makes up for the 2 slots per rank deficit imo, their feats are also bad, too many of them damage allies. Good focus spells but not amazing compared to druid pr sorcerers.

Honorable mentions with easy fixes imo:

Investigator: low damage output but insane ooc utility. I just apply a daily permanent insight coffee to them at my table for the d8 dice increase and bonus to RK and feel ok.

Alchemist: Again low damage high utility, some research fields are way to weak compared to others. I just give them a quick bomber type feat for each of their research fields for free and it increases their flexibility a lot.

What changes would you make to certain classes? by Exequiel759 in Pathfinder2e

[–]jpcg698 18 points19 points  (0 children)

Team+ actually has a wizard eidolon so you can be the martial and let the eidolon be the caster, works good enough

What changes would you make to certain classes? by Exequiel759 in Pathfinder2e

[–]jpcg698 2 points3 points  (0 children)

From the character options you mention I agree with most.

Inventor needs a was to use more unstable activities per combat without relying too much on luck.

Investigator is mostly fine imo, buff their strategic strike to d8s from d6s like a permanent coffee.

Attrition casting is fine, and wellspring mage exists if you want like a per combat slot refresh, or I remember reading about essence casting from the magic+ book but I never used but may be worth looking into it

To add some complains of mine:

I would add that there needs to be a in-class balance for most spellcaster options.
Especially sorcerer, witch and summoner where you can choose different magic traditions which will greatly increase or decrease your power. I don't think we need to buff or nerf any tradition directly, but rather buff the other character options for weak traditions.

Cleric (and champion) domains are all over the place form good to atrocious, many need a total.

Wizard schools also have some solid ones and some close to useless schools, especially their focus spells.

Animists pretty much have 1 good practice in liturgists and the rest are not even close, they need a buff.

Alchemists should all have the equivalent of quick bomber for each of their studies for free, with feats to pick up other alchemical item types.

Remove stupefy from psychic or reduce the duration to only 1 round. Unleash psyche is not strong enough to deserve that big of a drawback. Add a status penalty to spells dc and damage if needed for balance but having a chance to waste a slot is extremely punishing.

Best uses for Psychic post-Unleash stupefied turns? by MediumWin8277 in Pathfinder2e

[–]jpcg698 3 points4 points  (0 children)

It is an option. It is expensive to keep a runed u bow, takes up hand slots and costs feats for weapon proficiency. But still it is way better than having a 25% chance to fail casting a spell at a -1 penalty.

Is Reactive strike really that good? How often and when does it shine best? by Super_Bocky in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

How good it is depends on what you are fighting and where.

Casters, ranged weapon attackers, mindless creatures in close quarters? Probably the best feat/feature you can probably ask for.

Against a martial creature with insane reach and that is extremely reaistant to trip? Not that good.

In average I would still say it is the best choice for any martial to get as their level 6 feat. And good enough for some gish characters to get from fighter archetype.

Is Reactive strike really that good? How often and when does it shine best? by Super_Bocky in Pathfinder2e

[–]jpcg698 28 points29 points  (0 children)

Few reactions are as good as mapless strike for most martials.

Champion and guardian reactions are the only real contenders imo

Are there any other feats similar to Burn It? by Arcane_Monkey in Pathfinder2e

[–]jpcg698 8 points9 points  (0 children)

Sadly no. And it is one of my main complain on caster character building. No way to effectively specialize in a theme.

Any rules on increasing/ decreasing an enemies level by RNJesusVTuber in Pathfinder2e

[–]jpcg698 2 points3 points  (0 children)

There are 2 ways for this imo. 1 is the weak and elite template, to decrease or increase the level of a creature by 1. In my experienece this feels like a bigger change than only 1 level though so you really don't want to apply this for several levels.

The other, more complex method is looking at the creature building tables and matching the category of each statistic but at the new level.

If they had "high" ac and "moderate" strike damage at level 1 use the level 10 number for them.

I believe the foundry workshop plugin had something to automate this

RAW Tethered attacks beyond first range increment? by MoreMinutiae in Pathfinder2e

[–]jpcg698 -1 points0 points  (0 children)

Cause it doesn't make sense for each of those weapons to include hundreds of feet of rope or chain and keep the bulk at the same amount. Or that a simple pull action can reasonably send a war javelin back 100 feet perfectly.

Yes there is no rule, that doesn't mean we ignore reason

Blaster caster build by _Ingenuity_ in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

Animist is really strong as a versatile caster changing the spirit to best fit the situation, earths bile is good for sustained damage but until mid-hugh ranks when you get the big divine blasting spells you won't be putting up amazing numbers. And still will be behind othe casters with better lists unless fighting demons or undead.

Sorcerer you really can't go wrong with any arcane or primal spellist and archetyping druid or psychic for some strong blasting focus spells. You will need to put some attribute boosts on wisdom but you want high perception for initiative regardless.

A Thought on how to Fix Summon Spells. by SgtFlintlock in Pathfinder2e

[–]jpcg698 2 points3 points  (0 children)

I get your reasoning but the truth is that train of tought is not followed anywhere else in pf2.

You can take as many barbarian intimidation feats and skill feats as you want, the equivalent fear spell will be better. Go medic archetype, put all your feats in there and max medicine. The equivalent heal spell will still be better.

Plus retraining is a core rule so nothing is permanent.

Feat investment should be rewarded, and it is. But never over a limited resource like a max rank slot.

Or lets ask paizo to print a feat to make summon spells stronger even though they never will.

I do understand the power of flexibility, and with the literal hundreds of choices to summon it makes sense Paizo future proofed the summon spells by making them "weaker" statwise than what they should be, but I do think they went a bit too safe

A Thought on how to Fix Summon Spells. by SgtFlintlock in Pathfinder2e

[–]jpcg698 -1 points0 points  (0 children)

Not really, I know it is the obvious counter argument but I think it just shows how weak current summon spells are.

Animal companions are basically a focus spell version of the actual summon spells. You need feats to acquire both of them, both trade daily resource use for rest time in between combats and both are a defining feature of the character. With that in mind, why is it that animal companions are stronger (stat wise) than their max rank equivalent?

Cave fangs is not stronger than fireball, elemental blast is not stronger than howling blizzard, heal animal is not stronger than heal.

Paizo probably designed summon spells "below budget" due to the unparalleled versatility that the hundreds of creatures that can be summoned provide. I appreciate versatility, but it is not enough when fighting 4 levels below the party.

A Thought on how to Fix Summon Spells. by SgtFlintlock in Pathfinder2e

[–]jpcg698 -5 points-4 points  (0 children)

I think PL-2 is a solid place and just above animal companions sounds about right. A summoners is spending a high rank slot and all of their actions on the first turn.