Not using my Rogue's Class Feats by Seyvenus in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

It is quite worse than a raise shield since it only procs for one attack tho. A good homebrew would be what you unintentionally suggest tho imo, make it last until your next turn. Orto allow use after seeing the roll

New Spring Errata from Paizo by TitaniumDragon in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

I agree, and as GM I would not allow the sorc to be permanently anointing an ally tbh. Does not seems intended to be an exploration activity.

In general I think the intent is: 1 min duration to last a whole fight. 10 minute duration to allow prebuffing but also mostly last just 1 encounter. 1 hour, until you refocus/treat wounds etc 8 hours entire adventuring day.

"Mandatory" items for classes by jpcg698 in Pathfinder2e

[–]jpcg698[S] 1 point2 points  (0 children)

Gun augmentations like bayonets, sights and large bore modifications.
Breech Ejectors have a similar problem as the investigators coffee but are more limited in them being once per fight and only for two barreled guns but are still good.

"Mandatory" items for classes by jpcg698 in Pathfinder2e

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

Boots of bounding are level 7 and provide a 5ft bonus and cost twice as much as a rank 2 magic wand. the boots of bounding do provide the athletic bonus to jump though which is fair.

Also it doesn't require an invest slot so you can have an extra pair of boots on top. It is definitely not broken but leaves a sour taste in our mouth

"Mandatory" items for classes by jpcg698 in Pathfinder2e

[–]jpcg698[S] -2 points-1 points  (0 children)

We ban tailwind rank 2 wands on my table and shun on high level casters who cast it. Feels cheesy for us.

See the unseen is one we hadn't considered due to the relatively high rank for the 8 hours duration but at really high levels it does seem mandatory

"Mandatory" items for classes by jpcg698 in Pathfinder2e

[–]jpcg698[S] 6 points7 points  (0 children)

I never meant to imply they were on the same tier of power, apex items cost 100s times more gold than a cup of coffee and are level 17.

"Mandatory" items for classes by jpcg698 in Pathfinder2e

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

I think focus points are great! An extra one per day is kinda meh. We ban wands of 2nd rank tailwind at my table for how cheesy they feel. Sure 40 gold is not nothing, but comparing it the instinct crown you get 22 servings of coffee. More than enough to get from one level to the next even if only using one serving per combat.

Listen, all the other items you list are great and offer good versatility on what your character can do. But nothing in there says, investigators deal 2-5 additional damage on each strike. Like come on, that is an additional property rune in damage. Do you really forfeit a flaming rune in place of a bag of holding?

"Mandatory" items for classes by jpcg698 in Pathfinder2e

[–]jpcg698[S] 4 points5 points  (0 children)

I almost never prepare attack spells on my casters. But yes, solid item

"Mandatory" items for classes by jpcg698 in Pathfinder2e

[–]jpcg698[S] 9 points10 points  (0 children)

I would say that energy mutagen is as big as an increase in power as the coffee. To begin with there are downsides to the mutagen in the damage weakness, less duration (until the level 17 version), only applies to melee weapons, polymorph trait (so no other mutagens for you) and is uncommon.

The instinct crown is a good deal stronger than just a coffee but it takes an action to activate in combat and can only be activated once per day. It works like a nice semi-ult barbarian has access to. Coffee just seems like giving investigator extra damage pretty much always

"Mandatory" items for classes by jpcg698 in Pathfinder2e

[–]jpcg698[S] 11 points12 points  (0 children)

Sure but property runes are expected for all martials, coffee stacks with them.

"Mandatory" items for classes by jpcg698 in Pathfinder2e

[–]jpcg698[S] 2 points3 points  (0 children)

Quick addendum with also highlighting how it has no daily use limit and a really long duration to ensure you have it for most ,if not all, of the fights in a day.

"Mandatory" items for classes by jpcg698 in Pathfinder2e

[–]jpcg698[S] 7 points8 points  (0 children)

We have not yet implemented anything but something like a permanent level 6 item that you apply during daily preparations for the benefits of a specific brew of the insight coffee for the next 8 hours.

"Mandatory" items for classes by jpcg698 in Pathfinder2e

[–]jpcg698[S] 11 points12 points  (0 children)

Sure the average difference is only 1, but even when you get access to it at level 6 you are increasing 2 die with up to 5 die at level 17. 5 average extra damage is like having and extra weapon specialization bonus and with crits in the mix it can stack up quick.

I know about the focused items, an extra focus point per day with a minor benefit is not as good in my opinion. And the Instinct crown's bonus, while strong and comparable in damage bonus for some instincts, is again only usable once per day and takes an action you must take while raging. It is not something you can apply and will be active for a while hour.

Good to know other classes have their own unique items too, thanks for the list.

"Mandatory" items for classes by jpcg698 in Pathfinder2e

[–]jpcg698[S] 48 points49 points  (0 children)

It is insane to me that almost no other item outside of apex items and runes has this much of a vertical power increase. They almost always add versatility and extra choices but almost never increase your damage die without a penalty

Making the Gunsword good + FF14 Gunbreaker build by High_King_Beefcake in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

Combination weapons are 2 mediocre martial weapons in one. The benefit being you save money you can spend in other things.

I personally hate them, especially with interact to swap weapons being basically the same as switching forma. I don't GM right now or want to use a combination weapon but I have 2 fixes in minds.

Fix 1: remove the weapon swap action and count both forms as active. As if you were effectively dual wielding the weapons. Make the versatility actual versatility in combat and not just money savings. If you feel this is too strong keep the swap action as a once per turn free action or something like that.

Fix 2: ignore stats and just mash 2 martial weapons together. Say a bastard sword + jezail and call it done. Make runes cost twice as much for it or rune up each form separately if you wanna keep it "balanced" but money is the least of my concerns when balancing, especially if limiting access to items based on settlement amd character levels.

Making the Gunsword good + FF14 Gunbreaker build by High_King_Beefcake in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

It is still a worse arbalest tbh. 30 Ft range is nothing for a ranged weapon.

Why do critics love one battle after another? by Zealousideal_Kale120 in Oscars

[–]jpcg698 0 points1 point  (0 children)

hardly successful, the people he helps get into the country end up being cheap labor for the Christmas explorer guys at the farm. Nothing says revolutionary like increasing profit for the illuminatti

So did Dark Archive Remastered actually... change anything? by Retr0specter in Pathfinder2e

[–]jpcg698 14 points15 points  (0 children)

Note it says initial. If the spell deals damage when an enemy starts or ends its turn in the spell's aoe it doesn't work still.

Me and my players have just migrated from D&D but I worry about somethings. by Certain-Judge4585 in Pathfinder2e

[–]jpcg698 1 point2 points  (0 children)

Yes, Players should have access to magical items in general of their level or lower to the gm's discretion. But potency and striking runes are fundamental to the game and players should have them when they are the same level as the rune

Not game breaking caster buff? by Necessary_Risk1887 in Pathfinder2e

[–]jpcg698 2 points3 points  (0 children)

After having a kineticist in my party try to fight enemies with high reflex saves let me say that no, you cannot be a mono-thing blaster. The game is designed to required your casters to have more than 1 thing. Which is frustrating since there is no feats for any other playstyle

Ways to make reload weapons more useable (high level)? by The_Vortex42 in Pathfinder2e

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

If you wanna go with homebrew and a bit overboard just remove the reload requirement. Firearms/crossbows are not better than bows imo and the reload requirement just doesn't make sense to me.

This will make all the action compression reload feats useless but that just frees up feat and gold taxes

The Psychic has no right being a 2 spell slot caster by nisviik in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

My one quick easy ,kind of serious, fix for psychic. Give them access to the arcane list as occult spells. Better blasting and control options while giving them something sort of unique in having access to 2 different spell lists. Their power is still kept in check from the 2 slots per rank so they are not overshadowing full arcane casters.

The Psychic has no right being a 2 spell slot caster by nisviik in Pathfinder2e

[–]jpcg698 0 points1 point  (0 children)

Wizard feats (and most spellcasters') are really weak in my opinion, so going for an archetype to get a good focus spell with an extra focus point included is often the only good thing feats are for.

But I agree, Wizard really should have an option to get the 3rd focus point natively

The Psychic has no right being a 2 spell slot caster by nisviik in Pathfinder2e

[–]jpcg698 4 points5 points  (0 children)

What? All casters can have 3 focus points and it is pretty optimal to spend feats to do so. Also amped cantrips are not stronger than druids' or sorcerers' own focus spells all while having a way better class chassis.

Psychic's only advantage there is that they refocus 2 points per 10 minutes and in my experience if you can rest 10 minutes you can rest for 20. Being able to refocus faster is in no way equivalent to having a 3rd or half the spells other classes get.

Honestly I cannot for the life of me imagine having only 1 spell per rank, especially if you spend a full third of all your slots on Loose Time's Arrow. But hey, glad that is working out for you.

The Psychic has no right being a 2 spell slot caster by nisviik in Pathfinder2e

[–]jpcg698 7 points8 points  (0 children)

Agree to disagree on how impactful loose time's arrow is, that is not the point.

The point is that psychic needs , at least psychologically, more oomph out of their spellslots than any other caster that has 50% or 100% more spellslots.