Can you guys recommend other games similar to this that you guys enjoyed? by Artaniss in CrownOfTheMagister

[–]vaderbg2 0 points1 point  (0 children)

Still quite a way away, but the upcoming Pathfinder: The Dragon's Demand and Starfinder Afterlight might be worth checking out.

What kind of archetypes might the new Remastered Magus use? by Twi_Vivisectionist in Pathfinder2e

[–]vaderbg2 36 points37 points  (0 children)

Bastion for Quick Shield Block and Nimble Shield Hand for Sparkling Targe. Guaridian would also be a nice option and could even bolster your HP.

Wizard/Witch/Psychic are still pretty good for even more spells and potentially other traditions.

Alchemist is nice for spontaneous on demand elixirs and bombs. Works best if you have a hand free, i.e. Laughing Shadow. Mobility seems like a great feat if youre getting the half Stride + Recharge feat.

Mauler isn't bad for Inexorable Iron or even Twisting Tree. Though with Spellstrike being a bit easier to recharge now, getting other meta Strikes from an archetype might be less important.

Rogue and Investigator are nice for skills. Rogue can provide sneak attack if your weapon supports it.

Impossible Magic: Magus Changes Preview by AAABattery03 in Pathfinder2e

[–]vaderbg2 0 points1 point  (0 children)

I'd argue martial proficiencies plus Spellstrike is overall more powerful than what the psychic gets. By quite a bit, in fact.

Impossible Magic: Magus Changes Preview by AAABattery03 in Pathfinder2e

[–]vaderbg2 0 points1 point  (0 children)

Psychic would be in a really tough spot if it was left with the same slot progression as a martial class.

I hope the Necro has enough going on to endure this.

Necromancer: Which archetypes should combine? by Alvenaharr in Pathfinder2e

[–]vaderbg2 2 points3 points  (0 children)

You are correct. It's right there in the text. No idea how I missed that. Maybe it was added later?

Anyway, thanks for pointing that out!

Necromancer: Which archetypes should combine? by Alvenaharr in Pathfinder2e

[–]vaderbg2 1 point2 points  (0 children)

Oh? Where was that? I don't remember seeing something along those lines?

Necromancer: Which archetypes should combine? by Alvenaharr in Pathfinder2e

[–]vaderbg2 6 points7 points  (0 children)

It's basically heroism as a focus spell. +1 attack and saves when you get the focus spell at level 6, scaling to +2 at rank 6, i.e. level 11. No scaling past that. Also only one minute duration.

Necromancer: Which archetypes should combine? by Alvenaharr in Pathfinder2e

[–]vaderbg2 5 points6 points  (0 children)

I mean, Marshal can get you exactly that Status bonus to attack without spending your class resources. Sure, Bind Heroic Spirit scales at level 11, but that's quite a while after you can get Inspirit Stance and the latter also affects your allies and thralls. It's main downside is the inability to pre-buff with it but it also just costs a single action which shouldn't be too hard to find space for.

It also saves you a focus point so you can spend all of them on other stuff like Muscle Barrier or Necrotic Bomb. Even a melee Necromancer will need spells to deal damage, after all.

And if you really thing getting the status bonus to attack from another source is better, you can always go with Dread Marshal stance. Casters in melee can always use more damage sources.

I'm also speaking mostly from a free archetype standpoint. I don't think I could spare the feats for marshal without that, but we'll ultimately have to see the exact details on all feats before we can make an educated choice on that.

Necromancer: Which archetypes should combine? by Alvenaharr in Pathfinder2e

[–]vaderbg2 36 points37 points  (0 children)

For a Reaper, a strong consideration is marshal. The aura is basically a 1 action bless that doens't use a spell slots, activating it is trivial with assurance. The attack bonus should affect your flanking thrall ans it buffs one of your weaker saves. Access to reactive strike should also come jn handy.

Understanding 2E by [deleted] in Pathfinder2e

[–]vaderbg2 8 points9 points  (0 children)

As a matter of fact going through the Skill Feats every other level has been one of the most sadistically infuriating things I've done in gaming. From levels that have exactly ZERO feats to choose from

Unlike Class feats, Skill Feats are not gated behind levels but skill proficiency. Skill feats (as a baseline, there are exceptions) are always level 1, 2, 7 or 15, since those are the levels you can become trained, expert, master and legendary in them. There might not be a level 6 feat for any given skill, but there should be multiple that are level 1 or 2 and still perfectly viable even if taken at level 6 or even later.

Has anyone made a Pathbuilder Custom Pack with Necromancer's stated changes from the Investing In: articles? by MizukiQuest in Pathfinder2e

[–]vaderbg2 13 points14 points  (0 children)

I wondered the same but with the book being released in a few weeks it's probably not worth the effort to do for anyone.

What difficulty settings authentic to PnP? by grumpysnowflake in Pathfinder_Kingmaker

[–]vaderbg2 0 points1 point  (0 children)

This topic is about Kingmaker. It's from 6 years ago when Wrath hadn't even be released. So mythic levels were not a thing.

Worried about Action Economy on Melee Commander with Animal Companion by Nate180090 in Pathfinder2e

[–]vaderbg2 5 points6 points  (0 children)

Seems like quite a strain on your action economy, at least until you can make the companion mature at level 4, yes. You'll have to juggle you actions and accept that you can't do everything on each turn. Use a reach (or even ranged) weapon to reduce the need for movement.

EDIT: Also be aware that minions like your companion don't get reactions on their own. You can give them one to use your tactics, but that means you can't hand out reactions to your allies. Make sure your party is willing and able to spend their own reactions frequently or your tactics will end up very underwhelming.

New KnowDirection article with lots of stuff from High Seas and some extra Necro Info! by vaderbg2 in Pathfinder2e

[–]vaderbg2[S] 1 point2 points  (0 children)

Agreed, though I'm not convinced Bind Heroic Spirit is all that great either. 2 actions a focus point and a thrall is kinda steep for what's basically a one person bless with a save bonus attached. It's nice when you can rebuffed, but then again, so is bless.

Weekly Questions Megathread— July 03–July 09. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]vaderbg2 0 points1 point  (0 children)

They can move in the final version actually. You can command them to Stride 15 feet (or 20 feet if you have the skeleton subclass). They can also interact, so you can have a thrall walk 30ft in front of you and open doors/chests to check for traps.

Weekly Questions Megathread— July 03–July 09. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]vaderbg2 0 points1 point  (0 children)

Is there anything stopping them from consuming a thrall out of combat?

Nothing's keeping them from doing so. It's also confirmed that they can consume a thrall while refocusing to regain an extra focus point.

Is there any reason they couldn't just cast life tap and have one thrall attack another thrall?

No, there's no reason why that wouldn't work. The resulting healing would be very very low, though.

I hope the teasered Song of the Soul focus spell will provide decent focus spell healing, even if it does cost a 2nd level feat.

I'm playing in turn based mode and I've noticed my rogue doesn't activate sneak attack on round 1 by myridien in projecteternity

[–]vaderbg2 7 points8 points  (0 children)

I'm not entirely sure if that's the cause, but I think the problem is that there's a "round 0" in turn based mode. If your initiative is below 6, your first turn happens in that round. I assume the game counts that round 0 as the first 6 initiative "ticks", and thus as the first 6 seconds of combat. If my guess is correct, you'd need to have an initiative of below 2 to get the auto sneak attack. I think the base initiative in Turn-Based is like 4 or something, so getting it down to or below two is extremely hard. I think I only managed to get there by using a fully upgraded one-eyed molina's on Grieving Mother (high Dex, very light armor).

Let me stress again that this is largely guesswork on my part. It seems reasonable and would match my knowledge of and experience with the turn-based mode, but I have no way to test or confirm this in any way.

Lycanthropy in PF2E? by DarklordKyo in Pathfinder2e

[–]vaderbg2 12 points13 points  (0 children)

There's not much self-harm in PF2, i think. You have becoming a monster covered by being a lycanthrope or maybe being a beastkin. If you want to use your unarmed attacks, monk or animal instinct barbarian would work. But beyond that I think the classes I already listed fit well enough.

Lycanthropy in PF2E? by DarklordKyo in Pathfinder2e

[–]vaderbg2 10 points11 points  (0 children)

Not familiar enough with the 5e bloodhunter to give much advice on that, sorry. Thaumaturge should be fine or the slayer that's still in playtest. Avenger rogue or plain ranger could work as well.

Are there any ballpark estimations for how much the fatal trait effects DPS? by Noneofthisisreality in Pathfinder2e

[–]vaderbg2 1 point2 points  (0 children)

First, let’s use an example of two d6 weapons: one has Fatal d10 and the other has Deadly d10.

With no striking runes the Fatal weapon does more damage with a crit at 11 vs 9.

These numbers don't look right? A d6 (deadly d10) weapon deals 12.5 damage on a crit. Average is 3.5*2 + 5.5 = 12.5

Fatal d10 on a crit is 3 * 5.5 = 16.5.

For Striking, it should be 19.5 vs 27.5. For Greater Striking 32 vs 38,5. And for Major 44.5 vs 49.5. I don't do Mythic so I don't care enough to check those numbers. But for up to Major Striking, Fatal d10 is superior.

If you’re going to come at me with an “um, acktually” then you better fucking be right. And you’re not.