0 Followers
0 Following
0 Posts
find me on mastodon! @[email protected]
I like it not being tied to a subsystem I don’t care about. Like, I hate Palace of the dead knockoffs and am not convinced by the deep dungeon we got during EW, if I was forced to do either or both, I’d probably have a miserable time, while, when it’s tied to tomestones, at least I can just spam crystalline conflict and frontline for it, which is content I’m happy to participate in. Maybe the tomestone skin is a bit “gamey” for something that should be special, but the gameplay effect of “do what you like for your relic” should absolutely be preserved

I can’t quite parse what you mean by that, do you mean with either or?

yeah I meant a/ what can you do using specific ability and then b/ what can you do in general without them

What are the combat uses of a familiar?

https://pawb.social/post/1242527

What are the combat uses of a familiar? - Pawb.Social

I heard some rumors of people being rabidly defending the power of familiars during the pf2e playtest, however, this diverges significantly from my own play experience. What are the usual, concrete combat uses of a familiar, assuming using specific familiar abilities, and assuming no specific picks or combo?

I’m assuming they’re also changing the wish-like spells for each school like alter reality then? I’d like to see if outside of that they’ll put back a joker style spell (the cast any spell of a lower level part of wish) or if it’s something they’re moving away from. It feel like a good option to have as a caster, one way or another, and I’m not sure I’m a fan of seeing it fully go away
Probably fully?
Beastkin because I’m a rabid furry and likely wizard because magic is cool
Looking at the success effect (without persistent damage) it feels like an overpriced fireball at 5th level, I don’t know how relevant/powerful spirit damage will be though, not like the divine list is know for it’s good blast so it might see play regardless due to that
Not sure if that’s including or excluding the action total since you only get 4 to split for 2 character (instead of 6 between 2 actual characters). Like, if your eidolon was a full fighter and your summoner a full sorcerer, you’d already “roughly” be worth 2/3 of each of them from action economy alone (modulo the fact that the last action is a bit weaker than the first one). I’d probably put them between 1/2 and 2/3 but definitely closer to 1/2 when considering the action economy
Oh yeah, not a bad thing! Just an expensive one, on a class that already has cash issues it can feel limiting that you’re geared toward having more diverse skills but are too poor to. The core of the argument was for attack and spellcasting supporting item anyway
not fully vanilla, But Witches+ Conjure Gadget + Blood Duplicate has gotten me some mileage, gadgets aren’t magical nor made of precious stuff, and being able to get an extra consumable like a smoke fan out of my hourly cast is pretty handy. Vanilla, it probably works similarly with other restricted item conjuration spells like Creation as a mean to quickly get an extra copy
Blood Duplicate - Spells - Archives of Nethys: Pathfinder 2nd Edition Database

This spell deals you 1 piercing damage as you shape a magical duplicate of the target from your blood; you can't cast this spell if you don't have blood. This spell can't duplicate an item made of precious materials, or materials with a rarity of uncommon or higher. If you're ever more than 5 feet from the duplicate, the spell's duration immediately ends. The Perception DC to recognize the duplicate as false using any sense except touch is equal to 10 + your spellcasting ability modifier + your <a style="text-decoration:underline" href="Skills.aspx?ID=4">Crafting</a> proficiency bonus. The item feels wet and obviously fake to the touch. When the spell ends, the item collapses into a puddle of blood that quickly evaporates.