I really appreciate you supporting those of us shifting over to Pathfinder. Even though it doesn't fit your channel name it shows a lot of good things about your personal character.
Kobe is pretty great, but it is also just good business, as a lot of people are looking to move to Pathfinder, especially those who are into this kind of content. Seems like it's just a savvy business decision not that having business-savvy detracts from Colby's character
Fun Pathfinder Tidbit!: Since natural attacks are just another type of unarmed attack in PF2e, you can have ranged unarmed attacks. Many ancestries get ranged unarmed attacks - Leshies that shoot seed pods, and Automota that shoot lasers. This means you can build a monk that, at level 1, can Flurry of Blows with *laser beams.*
How dare you inspire me to create an Automata Monk who has learned to accept their past as a manufactured soldier and become enlightened since their supposed destruction?!
You have done well young Padawan, impressive skills, one day you will too be a master. Funny memes apart, it's fun to watch someone that mastered D&D min/Max's find their first character sinergy in pathfinder. There so many ways and so many options to build the same concept that I can totally relate your struggle on choosing a perfect build path for your character. Because, again, there are so many ways... So many ways... "Ok time to make a different variation of the same build than and see what's best!" (that's me all the time...)
Hi, Colby. I recommend two tables to complete the analysis. First the automatic bonus progression table in the GMG. This allows you to know how much damage dice and item bonus to hit are expected in each level, without assuming magic items. The other one is the monster creation tables in the GMG. Specially the ones about defenses. Looking at party -4 and party +4 numbers let's you know the extremes you will be facing at each level. Moderate numbers for Party -2, Party+0 and party+2 defenses are probably the best to compare to how much you can do. Amazing build, by the way.
+1 on the monster creation table, it should give much more accurate readings on expected DPS. For some added context, the 15-20 AC used here would be average AC for level 1-4 monsters, low-level mobs for a level 6 character. A more accurate range (using the -4/+4 levels) would be 17-29 AC. I'm definitely looking forward to watching Colby dive deeper into this game! There's a lot to learn and a lot to love.
There’s also the party wealth per level table that says how much gold a party member should start each level with. That can be really handy for figuring out what equipment everyone has.
As someone who is transitioning from 5e to Pathfinder 2e I really appreciate you continuing to make these videos. I just finished the beginner box as a player and plan to move the game I run over to pf2e after the current campaign is finished. It is nice to have more content that I can point my players towards. Also, can I commission you to read me a bedtime story?
I like that now in 2e, the ways we want to describe our characters have more actual mechanical options to make these characters more real and meaningful. Yay ninjas!
Two notes: As mentioned by others, I would recommend using the Automatic Bonus Progression numbers when theorycrafting builds - they're the bonuses the math assumes you'll have at any given level. Also, if you are looking for a stopping point for builds that isn't level 20, level 10 or 11 is a good one, since most classes get some really big feats at 10 and the low level Adventure Paths go from 1-11, so you'd fall right into those. Edit: I lied, here's a third thing: Assurance (Skill) has one more benefit - it also removes the MAP from your skill check. With a monk you get to -10 very easily, so having something to do that doesn't get penalized is great. With Assurance Athletics you can do 3rd action Trip/Grab/Shove at no penalty (other than what you get with Assurance anyway).
Ignoring the MAP for Assurance - Trip is okay, but let's be honest, it still isn't much. Assurance gives you a check of 12/14/16/18 depending on your proficiency, but even 18 is not much for most checks. And Tripping against Reflex? When you get to Legendary Atheltics, probably every enemy you encounter can easily bet that 18 with ther Reflex-Bonus by rolling a 1 or 2. EDIT: Ok, I have overlooked the part where proficiency doesn't only give you 2/4/6/8, but also your level to it. so it maxes out at 38... which I have to agree with, isn't that bad.
@@MikaeruDaiTenshi Just an FYI there are no opposed rolls in PF2. The "active" participant, rolls, the party being acted on gets a DC (10+their bonus).
Stay hydrated with the 'Drinking & Designing Deep Dive' game, where you take a swig of your favourite beverage anytime Colby gets confused and says 'D&D' out of force of habit. :)
As to getting used to Pathfinder, it is basically like when you started making D&D videos. All you can do is establish a metric and come up with a character that does well on it. It is only after creating enough characters does a ranking system emerge, then you can learn from why the "top" characters are on top and why the bottom ones are on the bottom and start applying that to more advanced builds.
I would like to echo this. Would love to see a similar build up from the early D&D videos where you took a known "optimized" build for 5e (like the hexplade polearm master for dpr and the totem barbarian for dtpr) and then work into your own optimized builds to show what really can be done.
Still haven't seen the video yet as I'm writing this comment. My very first D&D character was a shadow monk, I couldn't even get to the point where I got disappointed by DND monks because he was one shot killed before anyone managed to roll initiative. My first experience with DND was awful. But this video is especially exciting for me because this is pretty much the first character concept I was excited to play ever. Thank you wholeheartedly, Colby!
As a person who has been playing Pathfinder second edition for a while, I would like to point out that the stun condition also has one additional effect that you neglected to mention. The stunned condition also specifically says that you cannot act while you have this condition. That means you cannot use any reactions or free actions even if they're triggering requirements have been met.
Some General Building tips: 1) On skill feats I find it's often best to check out Archives of Nethys which has the skill feats organized by their Skill. Thus you can see all the Athletics feats separated by themselves. This is useful because you can only really train up to Master/Legendary 2-3 skills and when you decided which skills you are going to be focusing on you can see what sort of skill feats are available to them which makes it easier to decide what to pick. In this case if you are going for Athletics the Titan Wrestler could be a good Skill feat as it gives you "Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you" rather than Assurance Acrobatics since your character seems to be going to Athletics route with trip in mind. 2) Assurance only tends to be good on skills you are actually going to increase. So if you are not going to increase Acrobatics it might not be that good as you progress to later levels you won't get the extra boost from being Expert/Master/Legendary to it and thus it will remain at basically 10+Lvl+2 for trained compared to a skill you reach legendary with that would be 6 higher than that. Though it really depends on what kind of DCs your going to be using it for. 3) You don't have to be Human to get Natural Ambition. There is a trick for anyone to get it. The Level 1 General Feat Adopted Ancestry pick Human plus the Level 3 Ancestral Paragon lets you pick a level 1 Ancestry feat so you pick Natural Ambition and get the Class feat. You can use Adopted Ancestry to dabble into multiple ancestries without needing to be a Half-whatever. The result is sacrificing 2 General Feats for 1 Class feat while also unlocking all the other human ancestry feats for later level ancestry feats and depending on the build this could be worth it. 4) Don't chase the Max DPR too hard as you might not be able to get it off all the time. For example with this char you have to be in the stance and next to the enemy to start. So turn 1 is gonna be 1 Action for Stance, 1 Action to Move, and 1 Action Flurry in most cases. If you are already in the stance but there is no enemy next to you and you have to move 1 Action that only leaves 2 actions left and Wolf Drag is a 2 action ability so sure they will be knocked prone if you hit but you can't follow up with the flurry punch. As such it could likely be better to use those 2 actions after the move to Flurry and follow up with an Assurance Trip/Grapple depending on if the enemy's Reflex/Fort is the lower save. In either cases the target is now flat footed for your allies. While they are grappled you don't get synergy from stand still since they don't need to stand at least it's not going to move unless it waste an action to try and escape. And the follow up turn you can do your Wolf Drag/Flurry combo. In closing PF2e character building I feel tends to be more about options and flexibility. As such it'd be cool to see diving a bit deeper on what options the character has at their disposal like I went over in 4 rather than just what their optimal damage output for a single turn is. I also think this sort of approach helps get into the PF2e mindset more as it helps you become aware of your options rather than stressing over not being in that optimal position to dish out max damage. This way it highlights more of what it's like to play the character to see if it fits someone's play style.
@@grymmgaming7035 I don't think you listened to what he said at the beginning of the video. He explicitly stated that for Pathfinder he will be making choices based more on playstyle than raw damage.
@PyroMancer2k I want to add one thing that i think can be easily overlooked but works raw (and makes sense to me flavor wise as well) in regards to Assurance: Assurance has the "Fortune" trait and as such you cannot use it with other fortune effects. BUT that also means you can use assurance to sort of ignore a misfortune effect on a skill you have assurance in, since those effects then cancel out. It's not an interaction that comes up suuper often, but i did see it some times and everytime we were stoked. As mentioned above, i also think this makes good sense from a flavor point, kinda like "You are so stable in this particular skill, the enemies spell doesnt really matter for your roll"? Hope you get what i mean :)
A nice little bonus with Stun that some people miss: It removes a creature's ability to take reactions ("can't act while stunned"). So if you don't have/use Mobility, or if another party member draws a potential reaction from a creature, you can potentially prevent this with your Stunning Fist.
When deciding what bonuses (runes) to put on your character builds, consider using the Automatic Bonus Progression variant rule. This will add runes and item bonus automatically as your progress in line with Paizo's intended balancing. Also, Pathbuilder 2e might be use useful tool for you when demonstrating these builds
Automatic Bonus Progression is actually a bit better than buying runes, because in practice you rarely have enough gold to buy the runes when they first become available. For example, Colby's Ninja would probably not buy +1 weapon potency until level 3 unless the GM is pretty generous with loot.
I really love the idea of mixing Pathfinder 2e content into the channel! I put the reputation for "un-optimizability" down to the smaller community and relative youth of the Pathfinder 2e system. If you're looking for some build ideas, the Magus has several options for immense single-target burst damage with the Psychic Archetype Laughing Shadow, multi-target burst damage with the Spellcasting Archetype Inexorable Iron, and survivability with the Sentinel Archetype Sparkling Targe. There are a lot of mechanically distinct ways to scratch the gish itch we share.
One note about choosing Backgrounds for PF2e builds, from my experience so far: you dont necessarily need to limit yourself to a Background that has your primary Ability Score as its primary Boost, since *all* Backgrounds come with the Boost "format" of [Choose 1 of 2 Options + 1 Free] This means as long as one of the options is an Ability score you would have considered as your otherwise Free Boost, you can still youse a given Background and simply choose your primary score as your Free Boost. This has lead to me looking far more at the much more specific Skill Feat for Background selection, although admittedly that will often result in choosing a Background with the fitting Ability Boost anyways, since you will often choose a Skill Feat for your primary Ability Score (at least that's what I end up doing) Really excited to see more PF2e Builds in the future, loving it so far ^^
I love this. I'm working on my first PF2e character build. She's a Dark Fields Kitsune Witch whose familiar is a fox. When I realized her familiar can take traits that let her become essentially a twin, or that she can use her alternate form to become a twin of her familiar... Well, I just can't pass up the endless possibilities for mischief provided!
Just a few things from a more experienced PF2 player: 1. When you select Ki Strike, you also need to select the nature of your Ki Strike; is it Divine (Godly or Infernal) or Occult (Things man was not meant to know). This does make a difference to some creatures who have resistances that can be overcome by weapons of the correct type. I recommend working with the GM to figure out which is best for your campaign. 2. When purchasing your gear I would recommend the player purchase the Monk Kit (53 sp), as it has most of the items you listed, leaving you to buy the Healer's Kit and Thief's Tools. The Monk Kit includes 10 darts, which is a good thing. You recommended Shuriken, but Monks do NOT start with proficiency in Shuriken unless they took the Monk Weapons feat. Darts do the same damage, 1d4 piercing, and can be considered the same as real world Bo Shuriken, keeping the feel you are looking for. You can also pick up the Sling as a possible weapon, which does 1d6 bludgeoning damage. The weapon is free, and bullets are 1 cp for 10, making them incredibly cheap and within your budget, but I will admit to bias and am known for putting a sling on pretty much every character, including casters. 3. Something to be aware of, Assurance (Stealth) and Incredible Initiative DO NOT work together. You can either use Assurance (Stealth) to be your default mode of exploration, and therefore your initiative (remembering that Assurance states that it is calculated as 10 + Proficiency, with NO other bonuses), or you can roll your Stealth with Incredible initiative (+2). I would recommend against taking both and choose which is more important to you and drop the other. I would replace the dropped one with Assurance (Medicine), as you should be over the standard DC15 Heal Wounds Medicine check by level 3 (level 5 if you chose CHA instead of WIS during character creation), meaning you will always be healing 2d8, even if you never raise the proficiency again. 4. For any martial character, which includes both Monks and Rogues, I would say it is pretty safe to say that they will have picked up an appropriate +1 Striking weapon for them. This means it is +1 to hit and an extra base damage die, and is one of the more important ways that martials contribute in combat. The Potency (+1) and Striking (extra damage dice) are called Fundamental Runes for a reason. The same is true for the Fundamental Runes for armor, when you get to them. They should be a part of your calculations. The fact that the cost can be spread out over multiple levels by buying the +1 Potency Rune at level 2, and later adding the Striking Rune at level 4, means that it can be achieved by pretty much any character. That said, ignoring property runes is fine since there are so many and figuring out which a given character is going to use would be an exercise in frustration. You might also be able to get away with ignoring Fundamental Runes for casters, depending on the class and build (for instance: you could ignore them on an Enigma Muse Bard, but not on a War Muse Bard). Other than those nit-pics, I really enjoyed the video and look forward to future installments. Edited: Clarity, Spelling
Two notes on number 3: 1. It's ambiguous whether you reuse an old stealth roll for initiative with Avoid Notice. I've seen arguments for it, but the sheer existence of feats like Quiet Allies implies that stealth checks to Avoid Notice in Exploration mode - be it to skip encounters entirely or to simply maneuver into a better position to start the encounter from - are separate from the stealth check used for the initiative. The only thing the Avoid Notice text implies is that if you roll stealth for initiative, that same check will be used both for the initiative and for seeing if you're noticed at the start of the encounter, using the Sneak action table for results. If exploration checks and the actual initiative check are separate, the two do stack, since you'd be using Assurance for the Exploration checks, then roll the initiative check normally. 2. I do agree that a medicine Assurance would likely still end up being a better investment. Stealth Assurance is kinda niche with what it can apply to, and 16 Dex is plenty for a sneak for normal rolls, particularly if that gets increased to 18 at level 5 and 20 at level 15. I'll add a clarification that Wisdom and Charisma don't affect Assurance at all, as neither are part of the proficiency bonus that gets applies to a skill. You'll match DC15 at level 3 whatever you choose, as you get +2 from Trained and +3 from level 3.
I subscribed today because I enjoy your content and delivery and I am done with 5e. Almost a decade of 5e and the designers still haven't addressed 90% of their communities concerns reinforces that WOTC isn't here for the community, but for the profit. Standing on the backs of content creators like you (which gives them free advertising) and stepping on your necks in the name of profit simply reinforces what we already suspected about them. I am here for the journey as I am totally new to PF2e, and the joy, at least for me, is in the adventure of concept creation.
It's obvious that I wasn't the only one that was refreshed by the monk of 2e actually being good. Likewise, and as a result, monk is the first class I will be using in 2e. I personally decided I wanted to do a sort of "Kung Fury" build. Since my DM is using the Free Archetype optional feature, that allowed me to make a Monk / City Agent with flavorful abilities like Loose Cannon and Flash Your Badge. Pathfinder is a fantastic system that allows me to play as a true Gunk hybrid.
If you want to include guns there's the Bullet Dancer archetype which is entirely focus around the combo of 'Kung fu + guns' as well. Though wanting to go City agent first, pick up Loose Cannon and Flash your Badge makes a lot of sense, then picking up the Bullet Dancer dedication at a later date.
@@luketfer Indeed, though we don't necessarily want to ignore our melee kung fu abilities, first and foremost. I consider the firearm my solution for mobs, especially ranged mobs.
For tips on this character concept, I'd be up for suggesting going Rogue with the Thief Racket and then using the Monk Dedication instead, but that's if you want more of a focus on all the ninja-ish things ninja can do outside of combat and a heavier focus on more deceptive fighting. For archetypes in general you can also supplement with Acrobat and Shadow Dancer (for that shadowy ninjutsu). Wolf Stance is perfect for this concept, so no reason to change that. Acrobat allows you to use Acrobatics for jumping (with the Graceful Leaper skill feat), helping you focus on Dexterity, and combining that with Athletics skill feats such as Cloud Jump allows you to leap to the Moon and back (not literally, of course). The biggest disadvantage to going Rogue instead of Monk is that you don't get that crazy good move speed increase, so you won't be as speedy across the battlefield. There's of course also the Assassin and Poisoner archetypes, if you want something more sinister.
"When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier." Unarmed is not a melee weapon so this racket do not work that way.
@@vacra The wolf jaw has the finesse trait. The rules for finesse are as follows: "You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this *melee weapon*. You still use your Strength modifier when calculating damage." Seems to me like the finesse trait means the wolf jaw must be a melee weapon. But I could very well be wrong.
With the +14 to hit an enemy with 15 AC, you’ll be critting on d20 roll of 11+. That increases the damage of your two straight attacks by 45%, second swing by 25%, and the -8 MAP third swing by 5%. Against enemy AC of 20, your first swings are doing + 25% damage, second and third swings +5%. You probably already knew that but just thought I’d throw it out there. Edit - I forgot to account for the fatal trait. Its very complicated.
I have a dwarf monk named Ook who was raised by gorillas. Gorilla stance, does strength damage when he grapples, whirling throw which is fantastic. Monks in PF2 are so fun!
Congratulations on another well-put-together video for PF2e! A couple quick points of advice (which I really hope don't come across as dog-piling as I'm in a bit of a hurry and haven't had time to check the comments): I think if you don't feel ready yet to set out a build all the way to level 20 (which is perfectly understandable), then level 11 is probably the ideal stopping place, for a number of reasons. First, the class feats kind of achieve a new tier of power at levels 10 and 20, broadly speaking, so this will give you sort of a mini-capstone to show off--for example, your ninja monk might take the wind jump focus spell, allowing him to fly-jump Crouching Tiger, Hidden Dragon style. Second, you're able to progress your skills to Master proficiency starting at level 7, so this will let you show off some of the more powerful skill feats--e.g., your ninja monk might want to take Kip Up from Acrobatics to keep enemies from using his own knockdown-centered tactics against him! Third, Paizo's adventure paths always cover either levels 1-20 (for a full-length AP) or 1-10/11-20 (for a short one), so a level 11 build will be either a complete roadmap for those shorter APs that start at level 1 (which is most of them), or a starting character for the ones that cover 11-20. Next, I think there are a few valuable resources you can look to for some objective guidelines when it comes to what sort of enemy statistics to expect at any given level. The Gamemastery Guide has a chapter on building creatures that has very detailed tables--and like all of PF2e's rules, these are available for free online! 2e.aonprd.com/Rules.aspx?ID=995 Looking at the section on AC, you'll see that you've lowballed enemy AC slightly. You can expect that most creatures you're fighting at level 6 will have an AC in the range of ~19-24. And lastly, not wanting to have to search through hundreds of magic items until you're more familiar with the system is, again, perfectly understandable, but luckily the Gamemastery Guide (and/or Archives of Nethys) can help you out here as well! 2e.aonprd.com/Rules.aspx?ID=1357 The automatic bonus progression variant rule shows explicitly at what levels the core bonuses that are normally granted by magic items--such as potency runes to enhance your attack bonus, striking runes to boost your damage, etc.--are assumed by the system's math to come online so that a group that wants to eschew lots of magic items can instead bake these bonuses into character progression. You can therefore use this table to see what sorts of bonuses a character of a given level can be expected to have, without having to read through all the individual items. Looking at this chart, we can see that your level 6 ninja monk can be expected to have a +1 bonus to attack rolls & AC, and to have boosted their attacks to two dice. (E.g., 2d8+5 for a wolf jaw strike, +1d6 if the opponent is flat-footed.) I hope all of this helps with future builds, and again, great video overall and I can't wait for the next one!
Thanks for adding Pathfinder 2e content! One thing to consider is adding optimal gear by level (CRB p509). Items are generally more accessible/craftable in PF2 than DnD so you'll see specific items added to build optimizations where in DnD items are restricted entirely by DM whim.
I'm just starting the video, but I really think you're going to love creating characters in PF2. The flexibility and variety available feels like it'll gel perfectly with your style of character creation.
So happy to see you putting out Pathfinder content. It's my favorite system and I'm super excited to see what awesome builds you come up with in the crunchier system!
I'm really glad to see awesome D&D creators getting into the Pathfinder2e space. We don't have nearly enough content, and I'm enjoying your's a lot. I'm sure you've gotten some recommendations for Skill Feats already, but I thought I'd offer my go-to ones I always look at when building characters that are the most powerful for the most variety of situations: Trained: *Cat Fall*: You already saw how potent this one is, but I can attest that it trivializes a lot of challenges (in a good way) and also opens up some tactical choices to use in combat *Arcane Sense*: Free cantrip *Quick Jump*: Necessary for feats that use Leap, though many of those have a similar ability baked-in *Titan Wrestler*: Bad at level 1, mandatory at level 15 *Bon Mot*: -2 to Will applies to saving throws as well as actions like Demoralize, incredibly powerful for some characters. Unlike Demoralize, it can be used over and over and requires an action to remove *Intimidating Glare*: Basically a +4 to Demoralize in the majority of fights *Additional Lore*: This is the only way I put ranks in Lore skills. Lore can be very powerful but its generally not worth spending skill increases on. This gives you legendary automatically by 15 *Battle Medicine*: I don't know if I need to explain this one *Risky Surgery*: +2 to Treat Wounds and +2d8 to healing. It works with Assurance too, you just don't get the +2 *Natural Medicine*: Nature can be used in a lot more situations than Medicine, so if all you want to do is Treat Wounds, this saves you 4 skill increases *Streetwise*: Allows you to use Society (and Int) to Gather Information, potentially instantly know the information you are trying to learn with Recall Knowledge, and you can still Gather Information normally if you fail. Might be one of the best trained feats along with Bon Mot *Terrain Stalker*: If an encounter takes place around your selected difficulty terrain, you can spy indefinitely and start the combat in a position of your choosing within melee of an enemy. Its somewhat niche but very powerful if it works *Forager*: Needed if you actually want to Subsist in nature *Pickpocket*: Need if you actually want to Steal, which comes up not too infrequently *Assurance*: Assurance. *Dubious Knowledge*: Incredibly fun and flavorful, and makes Recall Knowledge during combat more worth it *Skill Training*: Most of the time you have more than enough Trained skills and Untrained Improvisation is generally better, but this uses a Skill Feat instead of a General Feat *Trick Magic Item*: Unfortunately clunky, but allows martials to use wands and a wizard to cast Heal from a scroll. If you are regularly using them though, a feat dip into a spellcasting archetype might be better though Expert: *Powerful Leap*: Eventually outperformed by Cloud Jump, but for the majority of the time this is a +5 on Long Jump. With this and Fleet, you can automatically Leap 20 feet, ignoring most difficult and hazardous terrain. *Magical Crafting*: Unlocks (nonalchemical) crafting past level 3 *Intimidating Prowess*: +1-2 on Demoralize *Terrifying Resistance*: Basically gives you PF2's equivalent of Spell Resistance *Continual Recovery*: Trivialize Treat Wounds (healing focus spells already do this) *Mortal Healing*: Only applies to yourself, but increases your HP by a huge amount when its needed most *Quiet Allies*: Needed if you want to do anything involving group Stealth. Even if everyone is proficient, this still dramatically increases your chance of success Master: *Kip Up*: Never prone *Inventor*: Any item, on demand, if you have the money and downtime *Battle Cry*: Pretty good at level 7, amazing at level 15 *Terrified Retreat*: Basically a save-or-suck on demand against lower level enemies *Advanced First Aid*: Sickened is one of the worst conditions in PF2 especially when its 2 or greater, and this trivializes that threat *Battle Prayer*: The damage is bad, but it lets you proc weaknesses against those types of foes basically for free. All fiends have weakness to good, for instance *Swift Sneak*: Lets you Sneak places you normally couldn't, especially during combat *Planar Survival*: If you go to another plane, this is needed *Consult the Spirits*: Basically Read Omens 1/day, or 1/hour at level 15 Legendary: All of them These are just the ones I look at first as a baseline or if I don't know what else to choose. All of them offer some advantage that either directly or indirectly helps with combat or another life-and-death situation. Flavor and build comes first though, and most of the time I only need to pick a few from this list because I have a free spot. I know its a long post, but I hope that helps anyone getting into the game trying to figure out what Skill Feats to take
I think lawful damage is something like that meme from Phoenix Wright, when the guy screams OBJECTION! Also happy to see that you make your first build to PF2! Love your work, It's like a favorite evening show, when I take my dinner and enjoy 1 hour of peace :D
Hey man, long time viewer! Glad to see you finally make the jump to PF2, but I want to posit a question about the title: why not let this one be #1 so those who like PF don't feel like they're jumping into the middle of a preexisting series and put it in a Pathfinder playlist? Been learning the game myself and hope to learn a thing or three from you!
Fantastic suggestion. I actually skipped this video until I watched the PF #2 video because, when I initially saw this video in recommendations when it came out, I thought it was yet another D&D build.
I’m so happy for your success as of today. I’ve been with you since (I believe) 10k subscribers. Your videos just keep improving in quality, and it really shows. I know that you spend hours editing out “um”s now. I’m so excited for this video, and I’m glad that you finally have a Monk that you can play as and feel like your clone, Critlander. Ps: if you make it this far, please check out the Shadow Dancer archetype. I think you will love it.
Powerlevels are usually as follows: Class feats > archetype feats > ancestry/general feat (depending on the feat) > skill feat meaning human's ability to turn a ancestry feat into a class feat is generally really good if the class has good lvl 1 feats.
Great video as always! Just a thing about items, the game assumes you have the base "math-enhancing" items on their levels for balancing. Other items are not generally accounted for. If you want to have a general "guideline" for your calculations, it may be interesting to look at the "Automatic Bonus Progression" table to see on what levels you're expected to get what. Keep up the good work.
It's weird to see a video still be an hour long, but only go to level 6. That just shows how much nuance there is in PF2e. It's a like a word salad mixed with a buffet of abundant information. Kudos for figuring out the build. I hope you have lots of fun in the online game with this character. Glad you like the monk class. As someone who played the original Core monk from PF1e and the updated Unchained monk from PF1e, I was incredibly sad to see the 5e version. EDIT: Doing a bi-weekly video D&D and then PF2e makes perfect sense. Also, you definitely deserve a break. I hope you recoup nicely.
Can't say enough how much I appreciate you helping those of us who are transitioning from DD5e to PF2e. Thank you!... and hope to see more videos soon after your rest! 🍃
Glad to see you continuing with Pathfinder content! I’m in the process of switching - and was even before the OGL stuff. I just think it’s an elegant system, and I’m happy you’re breaking it down!
So excited for a new series from you with Pathfinder 2e builds. I really feel like this is something that hasn’t been done yet on youtube, or at least hasn’t become popular yet. But I like your style so I wish you success!
I know I'll be watching no matter what content you make. As someone who has also been drinking from the Pathfinder 2e firehose, I do like these videos as well and they get me excited!
Note that once someone uses Treat Wounds on a target, "The target is then temporarily immune to Treat Wounds actions for 1 hour" - that's not just *your* Treat Wounds, but everyone's. So while having multiple people with Medicine is good (it means there's hopefully always someone conscious to heal the main healer), it's not like you can all line up to treat each other and thus get your HP back super-fast. That's what Continual Recovery is for :)
I love how joyfully chaotic this video was; I feel like so many people are flailing together, trying to grok PF2e right now, that it almost looks like a party if you squint! Your DPR calculations are definitely a bit less widely applicable in this system, but I still support the spreadsheet - PF2e combat has a pronounced windup>knockout structure, where you're trying to use teamwork (flanking, demoralize, aid, status buffs) to set up a massive killing blow from one of your strikers; it's all Fastball Special, all the time. So it _is_ useful to know what one's "perfect round" would be. But, on its own, this kind of round is a hail mary; it would require team support in order for one to enact it consistently. Round to round, it would be more beneficial to know what tactics to employ in which situations. For example, without anyone to flank with, it's useful to know that the Feint action doesn't have the Attack trait, so you can use your Deception to make the enemy flat-footed for your first action, and then Wolf Drag or Flurry of Blows at your full attack bonus. Or, for example, it's useful to have backups if the enemy AC is too high (a very common occurrence with severe encounters), or if they have resistance to your damage types (ditto), what other weapons you can pull out and what actions you can take to eat away at the enemy's numerical advantage. I really like that, alongside being a "slave to the spreadsheet", you pay attention to round out your D&D builds - give them support options, healing, control, access to skills, etc. I think that kind of "these are all the tools you have access to, this is how you use them"-approach will be even more useful for PF2e buildcraft videos. When I first found PF2e, one of the things that scared me away is how little you can count on your own character. As a devout 5e optimizer, I felt spurned that I couldn't just cover all my bases during character creation. As it turns out, that's not quite true - yeah, optimization at character creation is less impactful, and you definitely can't just bludgeon enemies with your build, but knowing what your options are, when to employ them, and how to make yourself better at more of them (targeting multiple defenses, a variety of damage types, support options when you're ineffective against a specific foe) are what you really optimize for. And it's quite the involved optimization scene, just a slightly more hidden one.
I’m glad for the perspective of viewing Pathfinder from the perspective of a D&D player. My only PF monk experience was in playing the PF Wrath of the Righteous video game. I found the monk’s “penetration” (not sure if that concept is still in PF 2) didn’t keep up enough for me to enjoy the build. Your explanation is encouraging though and I might try the monk again. Thanks!
I’m one of those that enjoys the character build as much as the actual playing the game. However, I had gotten to the point with D&D 5e that there wasn’t too much more to learn and had therefore dropped my membership of your channel. With PF2e, character creation is all of a sudden really fun again, so I’m excited for these videos and am rejoining
32:02 when you're talking about Stunning Fist, it's worth noting that its an incapacitation effect, and I don't think everyone watching is going to know what that means. It might be worth going over that in future videos for now, or maybe with a side video like with the free archetype rule, since it has a pretty big impact on how the ability works in play.
After watching your episodes teaching Pathfinder 2e as a D&D veteran, I finally started taking a look at the rules for the first time. I've been playing D&D for 22 years now. I grew up with 3rd edition, and honestly missed a lot of what that ruleset had to offer. I had no idea that Pathfinder was not only an evolution of 3rd edition D&D rules, but an amazing evolution at that. All the issues I've had running games from 3rd through 5th editions (yes, I'm the group's "forever DM") are solved in Pathfinder 2e. Players constantly min/maxing with completely broken multiclass builds, though allowed by the rules, make it incredibly difficult to balance encounters and threats. Comparatively, this is a non-issue in Pathfinder 2e. I could go on, but what I'd like to say is: Thank you Colby. You've shown me the thing I didn't know I was missing :) Now I just have to convince my players to switch rule systems lol. Wish me luck!
Personally, when I was growing up you were either Team Ninja or Team Pirate. I'm happy to see my team (and that cool Snake Eyes Tee!) was represented first but I would like to suggest a future Pathfinder build for a swashbuckling Pirate so we can finally settle this once and for all! #TeamNinja
First pathfinder video and under an hour? Great job! Edit: ah. The level cap makes sense. Regardless, good job! I'll continue to be here for the builds
One thing to remember with stunning fist is that the stunning effect has the incapacitation trait. That means creatures above your level get one category higher than they roll. Stunning fist is amazing against mooks, but more of a just "oooh, I manage to get a stun 1 for free" pretty rarely against bosses.
Colby you are doing GREAT. It is so good to see you test out the PF2E olympic size pool. Any PF2E vet worth their salt welcomes anyone making honest beginners mistakes so no worries! Also you are nailing it with the "concept first" style of character creation because PF2E has without hyperbole hundreds of thousands of unique builds across: Ancestry, Background, and Class. You can be lost if you don't know what you're looking for in the myriad choices. Excellent perspective on the system
Love the video and would stick around for more pathfinder! For future reference, I’d recommend looking at the “Automatic Character Progression” house rule specifically for the attack and striking bonuses. A good number of tables assume loot to be out by this level, or use this house rule to assume these effects for martial attacks
One thing worth noting about monks is that shields, weirdly, are really easy to fit into the monks kit. There is very little that you need two free hands for (climbing I guess? but the combat climber skill feat exists) and you can make unarmed attacks using kicks or headbutts even if both your hands are full (say a shield in one hand and an enemy grappled in the other). With flurry of blows you spend a single action and are already at max MAP, so you really want some flexibility with those last two actions. You could even go all out with a tower shield and go Flurry -> raise shield -> take cover for a MASSIVE +4 to your AC. It's kinda annoying how universally good shields are for monks because you don't typically imagine the kung fu master lugging around a big steel shield, but mechanically it is very strong, and often has no opportunity cost. Remember that every + to AC makes you less likely to get hit AND crit, making each boost twice as valuable.
Lugging around the shield is definitely a jarring mental image, personally I'd flavour the shield as a bangle or gauntlet or something like that (and keep the mechanics otherwise the same) but yeah, shield monks are worth a look. (Captain America shield monk build sometime? :o)
That's my only beef with the shield mechanics in PF2e - they're a bit too accessible. The system is generally quite good at aligning the fantasy to the mechanics in places where even 5e stumbles (e.g., 5e casters all needing high Constitution and/or its save proficiency for their concentration checks - why is the WIZARD encouraged to be the super-fit guy who never gets sick?!). But it's _really_ hard to turn down a shield in PF2e, especially as caster or an unarmed/natural weapon character. So you end up with this weird imagery of adventurers going around with shields and no weapons in the other hand, very Steve Rogers.
@@ikaemos I heard someone somewhere complain about 2e's lack of a dodge action equivalent and I think raising a shield fits that niche quite cleverly. A small buckler is not as jarring for the fantasy and presumably more interesting options will come in the new Treasure Vault book.
I have a level 8 Dragon Stance Monk and I went toe to toe against my mom, a level 8 fighter. It was really freaking tough, but I managed to knock her out. I'm built with the idea of being a fire bender from ATLA lol
Just an FYI: Stunned is a bit better than just taking away some actions on the creatures next turn (if it only did that it would be almost the same as the slowed condition). It also says "You can't act while stunned" which means as long as someone is stunned they cannot use reactions, so you go stun that Hydra!
I love the foray into Pathfinder! I'd love to see a build for a Magus, it's definitely the class that intrigues me the most (specifically an Inexorable Iron magus, but you do what sticks out to you).
I played an Gymnast Acrobat with Athletics and Acrobatics as my focuses. Assurance is cool, but you really want to start increasing the number of ways you can use your skills. Starting out, i really like the Steady Balance(Acrobatics), Rapid Mantle(Athletics), and Quick Jump (Athletics) skill feats. Steady Balance gives you the ability to fight while balancing, and it makes it easier. it also allows for replacing your reflex save with an Acrobatics Check when grabbing a ledge. Rapid Mantle allows to pull yourself up and stand as a free action when you grab a ledge. it also allows for replacing your reflex save with an Athletics Check when grabbing a ledge. Quick Jump allows you to jump in a single action, and you don't need a running start. They have some overlap in funcionality, but combined they really give your ninja a "Domain" of their own. I've used these feats to my advantage in several fights to be impossible to pin down, and even cause enemies without my feats to waste actions fighting me in my Aerial domain.
At first I thought I wouldn't like videos like this one, because my group is going to keep playing 5E (and probably 6E) and not PF2. But your previous PF videos actually aroused my curiosity, so I've been trying out some PF2 builds on my own (which I don't think I'll ever get to use, but it's lots of fun nonetheless). And the truth is that I was really really looking to watch this video so I could "compare our damages" XD.
Regarding other ancestries: Grippli have a fun leap feat that lets them jump off enemies and trip as a free action. Several ancestries also get a clim speed. But yeah, human sure is solid for most things.
For your damage reports you can maybe use the automatic bonus progression on page 195 of the gamemastery guide as that is designed to scale your character according to the math of the system without magic items Edit: NVM everyone else already said this
Systems with raw power feats end up taking away choice from players who like optimization. At the first level they can take it they always take the +1 to Everything feat, and THEN they get to do stuff for their actual build. It also drives a bit of a wedge between those powergamers and the storyteller/actors, with the latter finding the optimizers a little flat because they're 1 or more feats less characterized, while the powergamers find the actor players foolish for ignoring the "obviously best" option to succeed at whatever they're attempting. A system where paths to victory lie in cooperation and teamwork more than clever builds has a chance to bring these people together in a positive way. It's nice!
The fact that in pf2 you can actually say "pick something else if you want" and you wont lost a lot in terms of power in the build THAT'S HUGE. In 5e if you mess up one single feat you lose 4 lvl and sometimes something huge like a +10 to damage or some key feat. I really hope that your videos will help all player to slowly move to Pathfinder 2 to at least "pick what you want" and not only play 5e
This is what I've been waiting for. I really enjoy how you analyze and dive into mechanics and possibilities for 5e. I am so glad that you are doing it for PF2. Looking forward to when you are comfortable enough to go to higher levels.
Hey, there's something that can help you to make pathfinder builds: the automatic bonus progression rule. This rule is made for games without runes and magic items that gives you numerical bonus. It just let's you have the numbers at the expected levels without the items and if you want to crunch numbers without worrying about what item to choose to each build, it can be really useful.
Love the video, and as someone who's been an advocate for PF2e since release, I've been loving seeing people dabble in it~ I'm commenting to firstly just, show UA-cam this is a cool video more people can see and hopefully make it easier for future videos to get that traction, and add my support to what many people have already said, which is the automatic progression table in the GMG. Pathfinder just requires those item boosts, so trying to do any DPR checks without them isn't really going to give you any idea of what your real damage is, especially if/when you start going into higher levels than 6th. Regardless though, fantastic job, and as someone who has also always been instantly drawn to monks in any system, it's great to see them getting love!
Another way to explain building in PF2e is that while there are options to increase your numbers, the game focuses a lot more on your choices giving you new ways to use your numbers.
This is great! I've been watching your stuff forever and have continued watching a lot of it even after switching to playing PF2e for the past year or so. Very exciting to see you jumping in! A couple of thoughts: Free Archetype: For folks who are switching over to PF2e, I think that assuming Free Archetype for your first game can be a mistake. I've had multiple players in my games who were overwhelmed with the amount of choice and regret starting games with this optional rule. You know your players better than I, but its not for everyone and I think with the wave of new players, it is a the idea it should be expected does a disservice. Of course, for the audience of a TTRPG optimization channel, I think Free Archetype for your builds is totally appropriate! Items and DPR: I think using the guidelines for Automatic Bonus Progression is a decent way to go, or just using the item levels. The Potency and Striking runes are pretty well expected (and balanced around), and property runes are a nice cherry on top, but could be ignored if more comfortable. Natural Ambition and Humans: An awesome feat, although Monks are probably the best use case because Ki Strike and the stance feats are all awesome and work together really nicely. I have a much harder time wanting it on a Rogue, for example, and am much more likely to look for other ancestry features instead. Assurance and Skill Feats: I find that the best uses for this feat are on characters with a low modifier in the skill, since the modifier is ignored, or for use with skills affected by MAP for guaranteed successes against lower level monsters or those with extremely low reflex or fort saves. Since the DC's you face tend to scale slower than the skills that you max out, you get better and better odds to succeed at your skill check as you continue to invest in it with ability boosts, skill increases, and items. As far as some great skill feats go, some good ones for this build might include Quiet Allies, Titan Wrestler, and Pilgrim's Token. Some feats that can be really awesome but don't really fit this build include Trick Magic Item (wands of Longstrider are awesome!), Crafter's Appraisal, Combat Climber, Quick Repair, and Additional Lore (one of my favorites, especially if your campaign has an identifiable theme). DPRs: Since moving in Pathfinder takes an action, I think having a 2 action DPR and a 3 action DPR would be a good way to go. In a lot of cases, you get the choice to move to flank or attack with 3 actions against a non-flatfooted target. That might be less true in a group filled with AoO users. Still, I think it would also do a lot to show how much DPR you lose when you have to move up to someone. My guess in a lot of cases (less so the Monk) is that it will be less than expected, which might help people think about how they might want to use that third action instead! I also think an important part in optimizing in Pathfinder is having good go-to two and three action combos. For calculating DPR, its a little overwhelming, but this tool is amazing: bahalbach.github.io/PF2Calculator/ For a less overwhelming version, you can look here: www.goblinentertainment.com/dmgcalc/ Great stuff! Sorry for the overwhelming wall of text. I get excited.... Looking forward to more!
Is there any chance you could do a Conrasu build? They're alien tree people. Maybe a grappler that covers itself in spikes and cosplays as the Tree of Pain from the Hyperion Cycle? Or just anything, the strange race options from Pathfinder are amazing!
I played with this build idea last night and would love to see your take on it. Kobolds have ancestry traits that allow them to better make snares. Rangers have class features to improve the snares, and there is an archetype all about snare crafting. I'd love to see how you'd put together a Tucker's Kobold PC sometime down the road.
The ever present problem with Pathfinder (regardless of version) is that there are a million Feats, but only a small percentage of them are worthwhile.
I respectfully disagree in regards to Pathfinder 2E. I agree that there was bloat and trap feats in 1st edition, however, 2nd edition is far better about feats being balanced and viable.
this idea is a holdover from pathfinder 1e. many feats in pf2e can be situational, but most, if not all, of them have some use that can make them worth taking, especially if you're in a themed campaign or going for a specific character concept.
Really happy to see so many D&D vets trying pathfinder it’s an awesome system and coming from a long time GM whose run dozens of different systems, 2e has by far been my favorite just do to the depth and wide array of options it gives while still maintaining a strong balance and a good encounter building system. Also honestly teamwork and strategy actually teamwork trump optimized builds in 2e’s system which is honestly fantastic because it means while your build will effect gameplay you can choose flavor based options and still be competitive which I’m really glad you caught on to.
Hey, if you are wondering what items a character should have at a specific level, a really great resource is page 510 of the Core Rulebook, it's the section on "New Character Wealth." So for example, a new 6th level character should start with: one 5th level item, two 4th level items, one 3rd level item, two 2nd level items, and 80 GP; or alternatively a lump sum of 450 GP. Therefore, it is well within expectation that your level 6 monk could have: +1 Explorers Clothing, +1 Striking Handwraps of Mighty Blows, Bag of Holding (Type I), plus 3 more magic items of 3rd and 2nd level, with 80 GP to spend on consumables such as potions! Hope that helps, loved the video, look forward to more!
Check out World Anvil Here! worldanvil.com/?c=D4 - Don't forget the promo code d4 to save 40%!
This is not a Ninja this is a Shadow monk at best
Also (i know we stopped at lvl6) I would look at Shadowdancer dedication at higher levels. It does well with the stealthy shadow monk.
Check out Pathbuilder2e for your build theorycrafting!
Sugestion: 7 lvl build, in this lvl you take the first master skill in the most classes.
9:30 "World Anvil supports more than 4d5 systems..." Huh. I've never seen a d5--
I really appreciate you supporting those of us shifting over to Pathfinder. Even though it doesn't fit your channel name it shows a lot of good things about your personal character.
I feel like most folks understand the D&D as a general term for table top games too
I know right. More creators should be like Colby.
Way too many of us have gone back to D&D already.
It's sad actually
So if someone doesn't make pathfinder content you're saying they have bad character
Kobe is pretty great, but it is also just good business, as a lot of people are looking to move to Pathfinder, especially those who are into this kind of content. Seems like it's just a savvy business decision not that having business-savvy detracts from Colby's character
Fun Pathfinder Tidbit!:
Since natural attacks are just another type of unarmed attack in PF2e, you can have ranged unarmed attacks. Many ancestries get ranged unarmed attacks - Leshies that shoot seed pods, and Automota that shoot lasers. This means you can build a monk that, at level 1, can Flurry of Blows with *laser beams.*
Also pixies, kitsune, and the L5/L9 (dryad) fey feats that are available to all ancestries.
How dare you inspire me to create an Automata Monk who has learned to accept their past as a manufactured soldier and become enlightened since their supposed destruction?!
@@WolfHreda Epic concept.
You have done well young Padawan, impressive skills, one day you will too be a master. Funny memes apart, it's fun to watch someone that mastered D&D min/Max's find their first character sinergy in pathfinder. There so many ways and so many options to build the same concept that I can totally relate your struggle on choosing a perfect build path for your character. Because, again, there are so many ways... So many ways... "Ok time to make a different variation of the same build than and see what's best!" (that's me all the time...)
@@WolfHreda So... Zenyata from Overwatch. Cool.
Hi, Colby. I recommend two tables to complete the analysis.
First the automatic bonus progression table in the GMG. This allows you to know how much damage dice and item bonus to hit are expected in each level, without assuming magic items.
The other one is the monster creation tables in the GMG. Specially the ones about defenses. Looking at party -4 and party +4 numbers let's you know the extremes you will be facing at each level.
Moderate numbers for Party -2, Party+0 and party+2 defenses are probably the best to compare to how much you can do.
Amazing build, by the way.
+1 on the monster creation table, it should give much more accurate readings on expected DPS. For some added context, the 15-20 AC used here would be average AC for level 1-4 monsters, low-level mobs for a level 6 character. A more accurate range (using the -4/+4 levels) would be 17-29 AC.
I'm definitely looking forward to watching Colby dive deeper into this game! There's a lot to learn and a lot to love.
These are both really solid recommendations. The comparison to static AC enemies just won’t work for PF2e
There’s also the party wealth per level table that says how much gold a party member should start each level with.
That can be really handy for figuring out what equipment everyone has.
google: pathfinder 2e damage calculator , put a graph with a reference build aside. (like warrior power attack or giant barbarian)
As someone who is transitioning from 5e to Pathfinder 2e I really appreciate you continuing to make these videos. I just finished the beginner box as a player and plan to move the game I run over to pf2e after the current campaign is finished. It is nice to have more content that I can point my players towards.
Also, can I commission you to read me a bedtime story?
lol!
@@DnDDeepDive I would absolutely commission Colby to read me audiobooks
Can confirm - I’m a new viewer, but I feel like I should put together a playlist of Colby’s previous D&D character builds for sleep tonight 😆
@@queenannsrevenge100 😴😴😴
I like that now in 2e, the ways we want to describe our characters have more actual mechanical options to make these characters more real and meaningful. Yay ninjas!
Two notes:
As mentioned by others, I would recommend using the Automatic Bonus Progression numbers when theorycrafting builds - they're the bonuses the math assumes you'll have at any given level.
Also, if you are looking for a stopping point for builds that isn't level 20, level 10 or 11 is a good one, since most classes get some really big feats at 10 and the low level Adventure Paths go from 1-11, so you'd fall right into those.
Edit: I lied, here's a third thing: Assurance (Skill) has one more benefit - it also removes the MAP from your skill check. With a monk you get to -10 very easily, so having something to do that doesn't get penalized is great. With Assurance Athletics you can do 3rd action Trip/Grab/Shove at no penalty (other than what you get with Assurance anyway).
Thanks for that update, I was wondering if Assurance Athletics would allow that functionality, and knowing that it removes the MAP is awesome.
Came to the comments to add that 3rd part. its probably one of the best reason to take Assurance.
Ignoring the MAP for Assurance - Trip is okay, but let's be honest, it still isn't much. Assurance gives you a check of 12/14/16/18 depending on your proficiency, but even 18 is not much for most checks. And Tripping against Reflex? When you get to Legendary Atheltics, probably every enemy you encounter can easily bet that 18 with ther Reflex-Bonus by rolling a 1 or 2.
EDIT: Ok, I have overlooked the part where proficiency doesn't only give you 2/4/6/8, but also your level to it. so it maxes out at 38... which I have to agree with, isn't that bad.
@@MikaeruDaiTenshi Just an FYI there are no opposed rolls in PF2. The "active" participant, rolls, the party being acted on gets a DC (10+their bonus).
If you're really clever and have someone recall knowledge on a creatures reflex save, you'd 1st action trip, then attack a prone creature ;)
Stay hydrated with the 'Drinking & Designing Deep Dive' game, where you take a swig of your favourite beverage anytime Colby gets confused and says 'D&D' out of force of habit. :)
As to getting used to Pathfinder, it is basically like when you started making D&D videos. All you can do is establish a metric and come up with a character that does well on it. It is only after creating enough characters does a ranking system emerge, then you can learn from why the "top" characters are on top and why the bottom ones are on the bottom and start applying that to more advanced builds.
I would like to echo this. Would love to see a similar build up from the early D&D videos where you took a known "optimized" build for 5e (like the hexplade polearm master for dpr and the totem barbarian for dtpr) and then work into your own optimized builds to show what really can be done.
Still haven't seen the video yet as I'm writing this comment. My very first D&D character was a shadow monk, I couldn't even get to the point where I got disappointed by DND monks because he was one shot killed before anyone managed to roll initiative. My first experience with DND was awful. But this video is especially exciting for me because this is pretty much the first character concept I was excited to play ever. Thank you wholeheartedly, Colby!
As a person who has been playing Pathfinder second edition for a while, I would like to point out that the stun condition also has one additional effect that you neglected to mention. The stunned condition also specifically says that you cannot act while you have this condition. That means you cannot use any reactions or free actions even if they're triggering requirements have been met.
Also being unable to act means they cannot contribute to flanking.
Some General Building tips:
1) On skill feats I find it's often best to check out Archives of Nethys which has the skill feats organized by their Skill. Thus you can see all the Athletics feats separated by themselves. This is useful because you can only really train up to Master/Legendary 2-3 skills and when you decided which skills you are going to be focusing on you can see what sort of skill feats are available to them which makes it easier to decide what to pick. In this case if you are going for Athletics the Titan Wrestler could be a good Skill feat as it gives you "Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you" rather than Assurance Acrobatics since your character seems to be going to Athletics route with trip in mind.
2) Assurance only tends to be good on skills you are actually going to increase. So if you are not going to increase Acrobatics it might not be that good as you progress to later levels you won't get the extra boost from being Expert/Master/Legendary to it and thus it will remain at basically 10+Lvl+2 for trained compared to a skill you reach legendary with that would be 6 higher than that. Though it really depends on what kind of DCs your going to be using it for.
3) You don't have to be Human to get Natural Ambition. There is a trick for anyone to get it. The Level 1 General Feat Adopted Ancestry pick Human plus the Level 3 Ancestral Paragon lets you pick a level 1 Ancestry feat so you pick Natural Ambition and get the Class feat. You can use Adopted Ancestry to dabble into multiple ancestries without needing to be a Half-whatever. The result is sacrificing 2 General Feats for 1 Class feat while also unlocking all the other human ancestry feats for later level ancestry feats and depending on the build this could be worth it.
4) Don't chase the Max DPR too hard as you might not be able to get it off all the time. For example with this char you have to be in the stance and next to the enemy to start. So turn 1 is gonna be 1 Action for Stance, 1 Action to Move, and 1 Action Flurry in most cases. If you are already in the stance but there is no enemy next to you and you have to move 1 Action that only leaves 2 actions left and Wolf Drag is a 2 action ability so sure they will be knocked prone if you hit but you can't follow up with the flurry punch. As such it could likely be better to use those 2 actions after the move to Flurry and follow up with an Assurance Trip/Grapple depending on if the enemy's Reflex/Fort is the lower save. In either cases the target is now flat footed for your allies. While they are grappled you don't get synergy from stand still since they don't need to stand at least it's not going to move unless it waste an action to try and escape. And the follow up turn you can do your Wolf Drag/Flurry combo.
In closing PF2e character building I feel tends to be more about options and flexibility. As such it'd be cool to see diving a bit deeper on what options the character has at their disposal like I went over in 4 rather than just what their optimal damage output for a single turn is. I also think this sort of approach helps get into the PF2e mindset more as it helps you become aware of your options rather than stressing over not being in that optimal position to dish out max damage. This way it highlights more of what it's like to play the character to see if it fits someone's play style.
He specializes in min max dps builds.
Play style and flavor choices aren't important.
@@grymmgaming7035 I don't think you listened to what he said at the beginning of the video. He explicitly stated that for Pathfinder he will be making choices based more on playstyle than raw damage.
This was extremely helpful. Thanks!
@PyroMancer2k I want to add one thing that i think can be easily overlooked but works raw (and makes sense to me flavor wise as well) in regards to Assurance:
Assurance has the "Fortune" trait and as such you cannot use it with other fortune effects. BUT that also means you can use assurance to sort of ignore a misfortune effect on a skill you have assurance in, since those effects then cancel out. It's not an interaction that comes up suuper often, but i did see it some times and everytime we were stoked. As mentioned above, i also think this makes good sense from a flavor point, kinda like "You are so stable in this particular skill, the enemies spell doesnt really matter for your roll"?
Hope you get what i mean :)
A nice little bonus with Stun that some people miss: It removes a creature's ability to take reactions ("can't act while stunned"). So if you don't have/use Mobility, or if another party member draws a potential reaction from a creature, you can potentially prevent this with your Stunning Fist.
When deciding what bonuses (runes) to put on your character builds, consider using the Automatic Bonus Progression variant rule. This will add runes and item bonus automatically as your progress in line with Paizo's intended balancing. Also, Pathbuilder 2e might be use useful tool for you when demonstrating these builds
Automatic Bonus Progression is actually a bit better than buying runes, because in practice you rarely have enough gold to buy the runes when they first become available. For example, Colby's Ninja would probably not buy +1 weapon potency until level 3 unless the GM is pretty generous with loot.
I really love the idea of mixing Pathfinder 2e content into the channel! I put the reputation for "un-optimizability" down to the smaller community and relative youth of the Pathfinder 2e system.
If you're looking for some build ideas, the Magus has several options for immense single-target burst damage with the Psychic Archetype Laughing Shadow, multi-target burst damage with the Spellcasting Archetype Inexorable Iron, and survivability with the Sentinel Archetype Sparkling Targe. There are a lot of mechanically distinct ways to scratch the gish itch we share.
One note about choosing Backgrounds for PF2e builds, from my experience so far:
you dont necessarily need to limit yourself to a Background that has your primary Ability Score as its primary Boost, since *all* Backgrounds come with the Boost "format" of [Choose 1 of 2 Options + 1 Free]
This means as long as one of the options is an Ability score you would have considered as your otherwise Free Boost, you can still youse a given Background and simply choose your primary score as your Free Boost.
This has lead to me looking far more at the much more specific Skill Feat for Background selection, although admittedly that will often result in choosing a Background with the fitting Ability Boost anyways, since you will often choose a Skill Feat for your primary Ability Score (at least that's what I end up doing)
Really excited to see more PF2e Builds in the future, loving it so far ^^
I love this. I'm working on my first PF2e character build. She's a Dark Fields Kitsune Witch whose familiar is a fox. When I realized her familiar can take traits that let her become essentially a twin, or that she can use her alternate form to become a twin of her familiar... Well, I just can't pass up the endless possibilities for mischief provided!
Just a few things from a more experienced PF2 player:
1. When you select Ki Strike, you also need to select the nature of your Ki Strike; is it Divine (Godly or Infernal) or Occult (Things man was not meant to know). This does make a difference to some creatures who have resistances that can be overcome by weapons of the correct type. I recommend working with the GM to figure out which is best for your campaign.
2. When purchasing your gear I would recommend the player purchase the Monk Kit (53 sp), as it has most of the items you listed, leaving you to buy the Healer's Kit and Thief's Tools. The Monk Kit includes 10 darts, which is a good thing. You recommended Shuriken, but Monks do NOT start with proficiency in Shuriken unless they took the Monk Weapons feat. Darts do the same damage, 1d4 piercing, and can be considered the same as real world Bo Shuriken, keeping the feel you are looking for. You can also pick up the Sling as a possible weapon, which does 1d6 bludgeoning damage. The weapon is free, and bullets are 1 cp for 10, making them incredibly cheap and within your budget, but I will admit to bias and am known for putting a sling on pretty much every character, including casters.
3. Something to be aware of, Assurance (Stealth) and Incredible Initiative DO NOT work together. You can either use Assurance (Stealth) to be your default mode of exploration, and therefore your initiative (remembering that Assurance states that it is calculated as 10 + Proficiency, with NO other bonuses), or you can roll your Stealth with Incredible initiative (+2). I would recommend against taking both and choose which is more important to you and drop the other. I would replace the dropped one with Assurance (Medicine), as you should be over the standard DC15 Heal Wounds Medicine check by level 3 (level 5 if you chose CHA instead of WIS during character creation), meaning you will always be healing 2d8, even if you never raise the proficiency again.
4. For any martial character, which includes both Monks and Rogues, I would say it is pretty safe to say that they will have picked up an appropriate +1 Striking weapon for them. This means it is +1 to hit and an extra base damage die, and is one of the more important ways that martials contribute in combat. The Potency (+1) and Striking (extra damage dice) are called Fundamental Runes for a reason. The same is true for the Fundamental Runes for armor, when you get to them. They should be a part of your calculations. The fact that the cost can be spread out over multiple levels by buying the +1 Potency Rune at level 2, and later adding the Striking Rune at level 4, means that it can be achieved by pretty much any character. That said, ignoring property runes is fine since there are so many and figuring out which a given character is going to use would be an exercise in frustration. You might also be able to get away with ignoring Fundamental Runes for casters, depending on the class and build (for instance: you could ignore them on an Enigma Muse Bard, but not on a War Muse Bard).
Other than those nit-pics, I really enjoyed the video and look forward to future installments.
Edited: Clarity, Spelling
Two notes on number 3:
1. It's ambiguous whether you reuse an old stealth roll for initiative with Avoid Notice. I've seen arguments for it, but the sheer existence of feats like Quiet Allies implies that stealth checks to Avoid Notice in Exploration mode - be it to skip encounters entirely or to simply maneuver into a better position to start the encounter from - are separate from the stealth check used for the initiative. The only thing the Avoid Notice text implies is that if you roll stealth for initiative, that same check will be used both for the initiative and for seeing if you're noticed at the start of the encounter, using the Sneak action table for results. If exploration checks and the actual initiative check are separate, the two do stack, since you'd be using Assurance for the Exploration checks, then roll the initiative check normally.
2. I do agree that a medicine Assurance would likely still end up being a better investment. Stealth Assurance is kinda niche with what it can apply to, and 16 Dex is plenty for a sneak for normal rolls, particularly if that gets increased to 18 at level 5 and 20 at level 15. I'll add a clarification that Wisdom and Charisma don't affect Assurance at all, as neither are part of the proficiency bonus that gets applies to a skill. You'll match DC15 at level 3 whatever you choose, as you get +2 from Trained and +3 from level 3.
I subscribed today because I enjoy your content and delivery and I am done with 5e. Almost a decade of 5e and the designers still haven't addressed 90% of their communities concerns reinforces that WOTC isn't here for the community, but for the profit. Standing on the backs of content creators like you (which gives them free advertising) and stepping on your necks in the name of profit simply reinforces what we already suspected about them. I am here for the journey as I am totally new to PF2e, and the joy, at least for me, is in the adventure of concept creation.
It's obvious that I wasn't the only one that was refreshed by the monk of 2e actually being good. Likewise, and as a result, monk is the first class I will be using in 2e. I personally decided I wanted to do a sort of "Kung Fury" build. Since my DM is using the Free Archetype optional feature, that allowed me to make a Monk / City Agent with flavorful abilities like Loose Cannon and Flash Your Badge. Pathfinder is a fantastic system that allows me to play as a true Gunk hybrid.
Are you guys playing Agents of Edgewatch?
If you want to include guns there's the Bullet Dancer archetype which is entirely focus around the combo of 'Kung fu + guns' as well. Though wanting to go City agent first, pick up Loose Cannon and Flash your Badge makes a lot of sense, then picking up the Bullet Dancer dedication at a later date.
@@luketfer Indeed, though we don't necessarily want to ignore our melee kung fu abilities, first and foremost. I consider the firearm my solution for mobs, especially ranged mobs.
@@YaBoiSebas Not yet 👍
Thanks for doing Pathfinder 2e content! We really need more awesome content creators (with amazing voices) like you!
For tips on this character concept, I'd be up for suggesting going Rogue with the Thief Racket and then using the Monk Dedication instead, but that's if you want more of a focus on all the ninja-ish things ninja can do outside of combat and a heavier focus on more deceptive fighting. For archetypes in general you can also supplement with Acrobat and Shadow Dancer (for that shadowy ninjutsu). Wolf Stance is perfect for this concept, so no reason to change that. Acrobat allows you to use Acrobatics for jumping (with the Graceful Leaper skill feat), helping you focus on Dexterity, and combining that with Athletics skill feats such as Cloud Jump allows you to leap to the Moon and back (not literally, of course). The biggest disadvantage to going Rogue instead of Monk is that you don't get that crazy good move speed increase, so you won't be as speedy across the battlefield.
There's of course also the Assassin and Poisoner archetypes, if you want something more sinister.
My guess is he was mostly trying to exploit- keep them prone. Also quick leap instead of last assurance.
Thief > Monk isn't super effective since you can't add Dex to Damage for unarmed attacks.
Don't think he's gotten to shadowdancer yet, might be sticking to the CRB atm (the APG is going to leave him incapacitated for a while :P)
"When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier." Unarmed is not a melee weapon so this racket do not work that way.
@@vacra The wolf jaw has the finesse trait. The rules for finesse are as follows:
"You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this *melee weapon*. You still use your Strength modifier when calculating damage."
Seems to me like the finesse trait means the wolf jaw must be a melee weapon. But I could very well be wrong.
With the +14 to hit an enemy with 15 AC, you’ll be critting on d20 roll of 11+. That increases the damage of your two straight attacks by 45%, second swing by 25%, and the -8 MAP third swing by 5%.
Against enemy AC of 20, your first swings are doing + 25% damage, second and third swings +5%.
You probably already knew that but just thought I’d throw it out there.
Edit - I forgot to account for the fatal trait. Its very complicated.
I have a dwarf monk named Ook who was raised by gorillas. Gorilla stance, does strength damage when he grapples, whirling throw which is fantastic. Monks in PF2 are so fun!
Congratulations on another well-put-together video for PF2e! A couple quick points of advice (which I really hope don't come across as dog-piling as I'm in a bit of a hurry and haven't had time to check the comments):
I think if you don't feel ready yet to set out a build all the way to level 20 (which is perfectly understandable), then level 11 is probably the ideal stopping place, for a number of reasons. First, the class feats kind of achieve a new tier of power at levels 10 and 20, broadly speaking, so this will give you sort of a mini-capstone to show off--for example, your ninja monk might take the wind jump focus spell, allowing him to fly-jump Crouching Tiger, Hidden Dragon style. Second, you're able to progress your skills to Master proficiency starting at level 7, so this will let you show off some of the more powerful skill feats--e.g., your ninja monk might want to take Kip Up from Acrobatics to keep enemies from using his own knockdown-centered tactics against him! Third, Paizo's adventure paths always cover either levels 1-20 (for a full-length AP) or 1-10/11-20 (for a short one), so a level 11 build will be either a complete roadmap for those shorter APs that start at level 1 (which is most of them), or a starting character for the ones that cover 11-20.
Next, I think there are a few valuable resources you can look to for some objective guidelines when it comes to what sort of enemy statistics to expect at any given level. The Gamemastery Guide has a chapter on building creatures that has very detailed tables--and like all of PF2e's rules, these are available for free online!
2e.aonprd.com/Rules.aspx?ID=995
Looking at the section on AC, you'll see that you've lowballed enemy AC slightly. You can expect that most creatures you're fighting at level 6 will have an AC in the range of ~19-24.
And lastly, not wanting to have to search through hundreds of magic items until you're more familiar with the system is, again, perfectly understandable, but luckily the Gamemastery Guide (and/or Archives of Nethys) can help you out here as well!
2e.aonprd.com/Rules.aspx?ID=1357
The automatic bonus progression variant rule shows explicitly at what levels the core bonuses that are normally granted by magic items--such as potency runes to enhance your attack bonus, striking runes to boost your damage, etc.--are assumed by the system's math to come online so that a group that wants to eschew lots of magic items can instead bake these bonuses into character progression. You can therefore use this table to see what sorts of bonuses a character of a given level can be expected to have, without having to read through all the individual items. Looking at this chart, we can see that your level 6 ninja monk can be expected to have a +1 bonus to attack rolls & AC, and to have boosted their attacks to two dice. (E.g., 2d8+5 for a wolf jaw strike, +1d6 if the opponent is flat-footed.)
I hope all of this helps with future builds, and again, great video overall and I can't wait for the next one!
Thanks for adding Pathfinder 2e content! One thing to consider is adding optimal gear by level (CRB p509). Items are generally more accessible/craftable in PF2 than DnD so you'll see specific items added to build optimizations where in DnD items are restricted entirely by DM whim.
Yay for pathfinder content! I am also learning the game lol.
Cheers for the shout out! Happy to help put more pathfinder goodness into the world
I'm just starting the video, but I really think you're going to love creating characters in PF2. The flexibility and variety available feels like it'll gel perfectly with your style of character creation.
So happy to see you putting out Pathfinder content. It's my favorite system and I'm super excited to see what awesome builds you come up with in the crunchier system!
I'm really glad to see awesome D&D creators getting into the Pathfinder2e space. We don't have nearly enough content, and I'm enjoying your's a lot. I'm sure you've gotten some recommendations for Skill Feats already, but I thought I'd offer my go-to ones I always look at when building characters that are the most powerful for the most variety of situations:
Trained:
*Cat Fall*: You already saw how potent this one is, but I can attest that it trivializes a lot of challenges (in a good way) and also opens up some tactical choices to use in combat
*Arcane Sense*: Free cantrip
*Quick Jump*: Necessary for feats that use Leap, though many of those have a similar ability baked-in
*Titan Wrestler*: Bad at level 1, mandatory at level 15
*Bon Mot*: -2 to Will applies to saving throws as well as actions like Demoralize, incredibly powerful for some characters. Unlike Demoralize, it can be used over and over and requires an action to remove
*Intimidating Glare*: Basically a +4 to Demoralize in the majority of fights
*Additional Lore*: This is the only way I put ranks in Lore skills. Lore can be very powerful but its generally not worth spending skill increases on. This gives you legendary automatically by 15
*Battle Medicine*: I don't know if I need to explain this one
*Risky Surgery*: +2 to Treat Wounds and +2d8 to healing. It works with Assurance too, you just don't get the +2
*Natural Medicine*: Nature can be used in a lot more situations than Medicine, so if all you want to do is Treat Wounds, this saves you 4 skill increases
*Streetwise*: Allows you to use Society (and Int) to Gather Information, potentially instantly know the information you are trying to learn with Recall Knowledge, and you can still Gather Information normally if you fail. Might be one of the best trained feats along with Bon Mot
*Terrain Stalker*: If an encounter takes place around your selected difficulty terrain, you can spy indefinitely and start the combat in a position of your choosing within melee of an enemy. Its somewhat niche but very powerful if it works
*Forager*: Needed if you actually want to Subsist in nature
*Pickpocket*: Need if you actually want to Steal, which comes up not too infrequently
*Assurance*: Assurance.
*Dubious Knowledge*: Incredibly fun and flavorful, and makes Recall Knowledge during combat more worth it
*Skill Training*: Most of the time you have more than enough Trained skills and Untrained Improvisation is generally better, but this uses a Skill Feat instead of a General Feat
*Trick Magic Item*: Unfortunately clunky, but allows martials to use wands and a wizard to cast Heal from a scroll. If you are regularly using them though, a feat dip into a spellcasting archetype might be better though
Expert:
*Powerful Leap*: Eventually outperformed by Cloud Jump, but for the majority of the time this is a +5 on Long Jump. With this and Fleet, you can automatically Leap 20 feet, ignoring most difficult and hazardous terrain.
*Magical Crafting*: Unlocks (nonalchemical) crafting past level 3
*Intimidating Prowess*: +1-2 on Demoralize
*Terrifying Resistance*: Basically gives you PF2's equivalent of Spell Resistance
*Continual Recovery*: Trivialize Treat Wounds (healing focus spells already do this)
*Mortal Healing*: Only applies to yourself, but increases your HP by a huge amount when its needed most
*Quiet Allies*: Needed if you want to do anything involving group Stealth. Even if everyone is proficient, this still dramatically increases your chance of success
Master:
*Kip Up*: Never prone
*Inventor*: Any item, on demand, if you have the money and downtime
*Battle Cry*: Pretty good at level 7, amazing at level 15
*Terrified Retreat*: Basically a save-or-suck on demand against lower level enemies
*Advanced First Aid*: Sickened is one of the worst conditions in PF2 especially when its 2 or greater, and this trivializes that threat
*Battle Prayer*: The damage is bad, but it lets you proc weaknesses against those types of foes basically for free. All fiends have weakness to good, for instance
*Swift Sneak*: Lets you Sneak places you normally couldn't, especially during combat
*Planar Survival*: If you go to another plane, this is needed
*Consult the Spirits*: Basically Read Omens 1/day, or 1/hour at level 15
Legendary:
All of them
These are just the ones I look at first as a baseline or if I don't know what else to choose. All of them offer some advantage that either directly or indirectly helps with combat or another life-and-death situation. Flavor and build comes first though, and most of the time I only need to pick a few from this list because I have a free spot. I know its a long post, but I hope that helps anyone getting into the game trying to figure out what Skill Feats to take
I think lawful damage is something like that meme from Phoenix Wright, when the guy screams OBJECTION!
Also happy to see that you make your first build to PF2! Love your work, It's like a favorite evening show, when I take my dinner and enjoy 1 hour of peace :D
Hey man, long time viewer! Glad to see you finally make the jump to PF2, but I want to posit a question about the title: why not let this one be #1 so those who like PF don't feel like they're jumping into the middle of a preexisting series and put it in a Pathfinder playlist? Been learning the game myself and hope to learn a thing or three from you!
Planning on making a new playlist for sure.
Fantastic suggestion. I actually skipped this video until I watched the PF #2 video because, when I initially saw this video in recommendations when it came out, I thought it was yet another D&D build.
Colby I'm not sure how you land the coolest sponsors but keep it up! Loved every one so far almost as much and I love your channel!
I’m so happy for your success as of today. I’ve been with you since (I believe) 10k subscribers. Your videos just keep improving in quality, and it really shows. I know that you spend hours editing out “um”s now. I’m so excited for this video, and I’m glad that you finally have a Monk that you can play as and feel like your clone, Critlander.
Ps: if you make it this far, please check out the Shadow Dancer archetype. I think you will love it.
Will do! (Eventually :P )
Powerlevels are usually as follows: Class feats > archetype feats > ancestry/general feat (depending on the feat) > skill feat
meaning human's ability to turn a ancestry feat into a class feat is generally really good if the class has good lvl 1 feats.
Great video as always! Just a thing about items, the game assumes you have the base "math-enhancing" items on their levels for balancing. Other items are not generally accounted for. If you want to have a general "guideline" for your calculations, it may be interesting to look at the "Automatic Bonus Progression" table to see on what levels you're expected to get what. Keep up the good work.
It's weird to see a video still be an hour long, but only go to level 6. That just shows how much nuance there is in PF2e. It's a like a word salad mixed with a buffet of abundant information. Kudos for figuring out the build. I hope you have lots of fun in the online game with this character.
Glad you like the monk class. As someone who played the original Core monk from PF1e and the updated Unchained monk from PF1e, I was incredibly sad to see the 5e version.
EDIT: Doing a bi-weekly video D&D and then PF2e makes perfect sense. Also, you definitely deserve a break. I hope you recoup nicely.
Can't say enough how much I appreciate you helping those of us who are transitioning from DD5e to PF2e.
Thank you!... and hope to see more videos soon after your rest! 🍃
Glad to see you continuing with Pathfinder content! I’m in the process of switching - and was even before the OGL stuff. I just think it’s an elegant system, and I’m happy you’re breaking it down!
So excited for a new series from you with Pathfinder 2e builds. I really feel like this is something that hasn’t been done yet on youtube, or at least hasn’t become popular yet. But I like your style so I wish you success!
I know I'll be watching no matter what content you make. As someone who has also been drinking from the Pathfinder 2e firehose, I do like these videos as well and they get me excited!
I'm wondering about the damage reports in a new system, this is gonna be interesting
Finally a monk that lives up to the promise of it's awesome flavor! D&D didn't do them justice...
Note that once someone uses Treat Wounds on a target, "The target is then temporarily immune to Treat Wounds actions for 1 hour" - that's not just *your* Treat Wounds, but everyone's. So while having multiple people with Medicine is good (it means there's hopefully always someone conscious to heal the main healer), it's not like you can all line up to treat each other and thus get your HP back super-fast. That's what Continual Recovery is for :)
I love how joyfully chaotic this video was; I feel like so many people are flailing together, trying to grok PF2e right now, that it almost looks like a party if you squint! Your DPR calculations are definitely a bit less widely applicable in this system, but I still support the spreadsheet - PF2e combat has a pronounced windup>knockout structure, where you're trying to use teamwork (flanking, demoralize, aid, status buffs) to set up a massive killing blow from one of your strikers; it's all Fastball Special, all the time. So it _is_ useful to know what one's "perfect round" would be.
But, on its own, this kind of round is a hail mary; it would require team support in order for one to enact it consistently. Round to round, it would be more beneficial to know what tactics to employ in which situations. For example, without anyone to flank with, it's useful to know that the Feint action doesn't have the Attack trait, so you can use your Deception to make the enemy flat-footed for your first action, and then Wolf Drag or Flurry of Blows at your full attack bonus. Or, for example, it's useful to have backups if the enemy AC is too high (a very common occurrence with severe encounters), or if they have resistance to your damage types (ditto), what other weapons you can pull out and what actions you can take to eat away at the enemy's numerical advantage.
I really like that, alongside being a "slave to the spreadsheet", you pay attention to round out your D&D builds - give them support options, healing, control, access to skills, etc. I think that kind of "these are all the tools you have access to, this is how you use them"-approach will be even more useful for PF2e buildcraft videos. When I first found PF2e, one of the things that scared me away is how little you can count on your own character. As a devout 5e optimizer, I felt spurned that I couldn't just cover all my bases during character creation. As it turns out, that's not quite true - yeah, optimization at character creation is less impactful, and you definitely can't just bludgeon enemies with your build, but knowing what your options are, when to employ them, and how to make yourself better at more of them (targeting multiple defenses, a variety of damage types, support options when you're ineffective against a specific foe) are what you really optimize for. And it's quite the involved optimization scene, just a slightly more hidden one.
This is like a whole other world of unexplored content for you. Thank you OGL crisis!!!
I’m glad for the perspective of viewing Pathfinder from the perspective of a D&D player. My only PF monk experience was in playing the PF Wrath of the Righteous video game. I found the monk’s “penetration” (not sure if that concept is still in PF 2) didn’t keep up enough for me to enjoy the build.
Your explanation is encouraging though and I might try the monk again.
Thanks!
I’m one of those that enjoys the character build as much as the actual playing the game. However, I had gotten to the point with D&D 5e that there wasn’t too much more to learn and had therefore dropped my membership of your channel. With PF2e, character creation is all of a sudden really fun again, so I’m excited for these videos and am rejoining
"A dead ninja does zero damage." Unless you build it with the Book of the Dead. lol
Great build.
32:02 when you're talking about Stunning Fist, it's worth noting that its an incapacitation effect, and I don't think everyone watching is going to know what that means. It might be worth going over that in future videos for now, or maybe with a side video like with the free archetype rule, since it has a pretty big impact on how the ability works in play.
After watching your episodes teaching Pathfinder 2e as a D&D veteran, I finally started taking a look at the rules for the first time. I've been playing D&D for 22 years now. I grew up with 3rd edition, and honestly missed a lot of what that ruleset had to offer. I had no idea that Pathfinder was not only an evolution of 3rd edition D&D rules, but an amazing evolution at that.
All the issues I've had running games from 3rd through 5th editions (yes, I'm the group's "forever DM") are solved in Pathfinder 2e. Players constantly min/maxing with completely broken multiclass builds, though allowed by the rules, make it incredibly difficult to balance encounters and threats. Comparatively, this is a non-issue in Pathfinder 2e. I could go on, but what I'd like to say is:
Thank you Colby. You've shown me the thing I didn't know I was missing :) Now I just have to convince my players to switch rule systems lol. Wish me luck!
Personally, when I was growing up you were either Team Ninja or Team Pirate. I'm happy to see my team (and that cool Snake Eyes Tee!) was represented first but I would like to suggest a future Pathfinder build for a swashbuckling Pirate so we can finally settle this once and for all! #TeamNinja
Or you could make a pirate ninja
Swashbuckler + Pirate Archetype + Gunslinger Archetype :) It would be really cool video tho
Do what you love first and foremost, but I am absolutely loving the P2e content. It helps as I learn the system as well
First pathfinder video and under an hour? Great job!
Edit: ah. The level cap makes sense. Regardless, good job! I'll continue to be here for the builds
Nice, I like the Pathfinder coverage!
It's always fun to see people's eyes shine as they realise how fun you can have making characters in 2e (martials included this time!)
One thing to remember with stunning fist is that the stunning effect has the incapacitation trait.
That means creatures above your level get one category higher than they roll. Stunning fist is amazing against mooks, but more of a just "oooh, I manage to get a stun 1 for free" pretty rarely against bosses.
Found this out the hard way in our game yesterday :P
Colby you are doing GREAT.
It is so good to see you test out the PF2E olympic size pool.
Any PF2E vet worth their salt welcomes anyone making honest beginners mistakes so no worries!
Also you are nailing it with the "concept first" style of character creation because PF2E has without hyperbole hundreds of thousands of unique builds across: Ancestry, Background, and Class.
You can be lost if you don't know what you're looking for in the myriad choices.
Excellent perspective on the system
That intro is just so wholesome and amazing
Love the video and would stick around for more pathfinder!
For future reference, I’d recommend looking at the “Automatic Character Progression” house rule specifically for the attack and striking bonuses. A good number of tables assume loot to be out by this level, or use this house rule to assume these effects for martial attacks
I'm stoked you're doing Pf2e now! I can't wait to see what you do next!
I agree with the free archetype suggestion, we practicly always play with that outside of Pathfinder Society games, in all groups I am part of.
One thing worth noting about monks is that shields, weirdly, are really easy to fit into the monks kit. There is very little that you need two free hands for (climbing I guess? but the combat climber skill feat exists) and you can make unarmed attacks using kicks or headbutts even if both your hands are full (say a shield in one hand and an enemy grappled in the other). With flurry of blows you spend a single action and are already at max MAP, so you really want some flexibility with those last two actions. You could even go all out with a tower shield and go Flurry -> raise shield -> take cover for a MASSIVE +4 to your AC.
It's kinda annoying how universally good shields are for monks because you don't typically imagine the kung fu master lugging around a big steel shield, but mechanically it is very strong, and often has no opportunity cost. Remember that every + to AC makes you less likely to get hit AND crit, making each boost twice as valuable.
Lugging around the shield is definitely a jarring mental image, personally I'd flavour the shield as a bangle or gauntlet or something like that (and keep the mechanics otherwise the same) but yeah, shield monks are worth a look.
(Captain America shield monk build sometime? :o)
That's my only beef with the shield mechanics in PF2e - they're a bit too accessible. The system is generally quite good at aligning the fantasy to the mechanics in places where even 5e stumbles (e.g., 5e casters all needing high Constitution and/or its save proficiency for their concentration checks - why is the WIZARD encouraged to be the super-fit guy who never gets sick?!). But it's _really_ hard to turn down a shield in PF2e, especially as caster or an unarmed/natural weapon character. So you end up with this weird imagery of adventurers going around with shields and no weapons in the other hand, very Steve Rogers.
@@ikaemos I heard someone somewhere complain about 2e's lack of a dodge action equivalent and I think raising a shield fits that niche quite cleverly. A small buckler is not as jarring for the fantasy and presumably more interesting options will come in the new Treasure Vault book.
I have a level 8 Dragon Stance Monk and I went toe to toe against my mom, a level 8 fighter. It was really freaking tough, but I managed to knock her out. I'm built with the idea of being a fire bender from ATLA lol
Just an FYI: Stunned is a bit better than just taking away some actions on the creatures next turn (if it only did that it would be almost the same as the slowed condition).
It also says "You can't act while stunned" which means as long as someone is stunned they cannot use reactions, so you go stun that Hydra!
i love that you went ninja because it was my Fav way back when we played pathfinder!
I love the foray into Pathfinder! I'd love to see a build for a Magus, it's definitely the class that intrigues me the most (specifically an Inexorable Iron magus, but you do what sticks out to you).
I played an Gymnast Acrobat with Athletics and Acrobatics as my focuses. Assurance is cool, but you really want to start increasing the number of ways you can use your skills.
Starting out, i really like the Steady Balance(Acrobatics), Rapid Mantle(Athletics), and Quick Jump (Athletics) skill feats.
Steady Balance gives you the ability to fight while balancing, and it makes it easier. it also allows for replacing your reflex save with an Acrobatics Check when grabbing a ledge.
Rapid Mantle allows to pull yourself up and stand as a free action when you grab a ledge. it also allows for replacing your reflex save with an Athletics Check when grabbing a ledge.
Quick Jump allows you to jump in a single action, and you don't need a running start.
They have some overlap in funcionality, but combined they really give your ninja a "Domain" of their own. I've used these feats to my advantage in several fights to be impossible to pin down, and even cause enemies without my feats to waste actions fighting me in my Aerial domain.
Pathfinder video. Let's gooo!
i like the aproach with the new intro
At first I thought I wouldn't like videos like this one, because my group is going to keep playing 5E (and probably 6E) and not PF2.
But your previous PF videos actually aroused my curiosity, so I've been trying out some PF2 builds on my own (which I don't think I'll ever get to use, but it's lots of fun nonetheless). And the truth is that I was really really looking to watch this video so I could "compare our damages" XD.
Who won?!
*sees Colby doing pf2e* OMG it's not even my birthday! Keep it coming good sir.
You should create an unbreakable goblin build. With their 13th LvL ancestry feat, they're basically Gummi bears
Theyre also capable of the highest hp in the game
Regarding other ancestries: Grippli have a fun leap feat that lets them jump off enemies and trip as a free action. Several ancestries also get a clim speed. But yeah, human sure is solid for most things.
Great video! Seems like a class I would love to play. 😈 Loved the Ninja art too!
For your damage reports you can maybe use the automatic bonus progression on page 195 of the gamemastery guide as that is designed to scale your character according to the math of the system without magic items
Edit: NVM everyone else already said this
Systems with raw power feats end up taking away choice from players who like optimization. At the first level they can take it they always take the +1 to Everything feat, and THEN they get to do stuff for their actual build. It also drives a bit of a wedge between those powergamers and the storyteller/actors, with the latter finding the optimizers a little flat because they're 1 or more feats less characterized, while the powergamers find the actor players foolish for ignoring the "obviously best" option to succeed at whatever they're attempting.
A system where paths to victory lie in cooperation and teamwork more than clever builds has a chance to bring these people together in a positive way. It's nice!
The fact that in pf2 you can actually say "pick something else if you want" and you wont lost a lot in terms of power in the build THAT'S HUGE.
In 5e if you mess up one single feat you lose 4 lvl and sometimes something huge like a +10 to damage or some key feat.
I really hope that your videos will help all player to slowly move to Pathfinder 2 to at least "pick what you want" and not only play 5e
Don't worry about not being an expert at Pathfinder 2e. You're on a journey, and we're happy to come along.
So excited for this deep dive! I know monks are good in pf2e and I like their feat options, but I haven't figured out a proper build for them.
This is what I've been waiting for. I really enjoy how you analyze and dive into mechanics and possibilities for 5e. I am so glad that you are doing it for PF2. Looking forward to when you are comfortable enough to go to higher levels.
Hey, there's something that can help you to make pathfinder builds: the automatic bonus progression rule.
This rule is made for games without runes and magic items that gives you numerical bonus. It just let's you have the numbers at the expected levels without the items and if you want to crunch numbers without worrying about what item to choose to each build, it can be really useful.
Love the video, and as someone who's been an advocate for PF2e since release, I've been loving seeing people dabble in it~ I'm commenting to firstly just, show UA-cam this is a cool video more people can see and hopefully make it easier for future videos to get that traction, and add my support to what many people have already said, which is the automatic progression table in the GMG. Pathfinder just requires those item boosts, so trying to do any DPR checks without them isn't really going to give you any idea of what your real damage is, especially if/when you start going into higher levels than 6th.
Regardless though, fantastic job, and as someone who has also always been instantly drawn to monks in any system, it's great to see them getting love!
Another way to explain building in PF2e is that while there are options to increase your numbers, the game focuses a lot more on your choices giving you new ways to use your numbers.
This is great! I've been watching your stuff forever and have continued watching a lot of it even after switching to playing PF2e for the past year or so. Very exciting to see you jumping in!
A couple of thoughts:
Free Archetype: For folks who are switching over to PF2e, I think that assuming Free Archetype for your first game can be a mistake. I've had multiple players in my games who were overwhelmed with the amount of choice and regret starting games with this optional rule. You know your players better than I, but its not for everyone and I think with the wave of new players, it is a the idea it should be expected does a disservice. Of course, for the audience of a TTRPG optimization channel, I think Free Archetype for your builds is totally appropriate!
Items and DPR: I think using the guidelines for Automatic Bonus Progression is a decent way to go, or just using the item levels. The Potency and Striking runes are pretty well expected (and balanced around), and property runes are a nice cherry on top, but could be ignored if more comfortable.
Natural Ambition and Humans: An awesome feat, although Monks are probably the best use case because Ki Strike and the stance feats are all awesome and work together really nicely. I have a much harder time wanting it on a Rogue, for example, and am much more likely to look for other ancestry features instead.
Assurance and Skill Feats: I find that the best uses for this feat are on characters with a low modifier in the skill, since the modifier is ignored, or for use with skills affected by MAP for guaranteed successes against lower level monsters or those with extremely low reflex or fort saves. Since the DC's you face tend to scale slower than the skills that you max out, you get better and better odds to succeed at your skill check as you continue to invest in it with ability boosts, skill increases, and items. As far as some great skill feats go, some good ones for this build might include Quiet Allies, Titan Wrestler, and Pilgrim's Token. Some feats that can be really awesome but don't really fit this build include Trick Magic Item (wands of Longstrider are awesome!), Crafter's Appraisal, Combat Climber, Quick Repair, and Additional Lore (one of my favorites, especially if your campaign has an identifiable theme).
DPRs: Since moving in Pathfinder takes an action, I think having a 2 action DPR and a 3 action DPR would be a good way to go. In a lot of cases, you get the choice to move to flank or attack with 3 actions against a non-flatfooted target. That might be less true in a group filled with AoO users. Still, I think it would also do a lot to show how much DPR you lose when you have to move up to someone. My guess in a lot of cases (less so the Monk) is that it will be less than expected, which might help people think about how they might want to use that third action instead! I also think an important part in optimizing in Pathfinder is having good go-to two and three action combos.
For calculating DPR, its a little overwhelming, but this tool is amazing: bahalbach.github.io/PF2Calculator/
For a less overwhelming version, you can look here: www.goblinentertainment.com/dmgcalc/
Great stuff! Sorry for the overwhelming wall of text. I get excited....
Looking forward to more!
I am really appreciating all the helpful comments from the Pathfinder guys!
I love the new pathfinder 2e content. Keep it up!
Only level six? Such restraint, much self control, very bravery. Thank you for keeping the pace sensible!
Theres enough stuff at lower levels to make a pc interesting
Good stuff. As a person who is also new to pf2e, this build opened up my eyes to a few things.
I just made the switch to PF2e and learning it similar to 5E
Is there any chance you could do a Conrasu build? They're alien tree people.
Maybe a grappler that covers itself in spikes and cosplays as the Tree of Pain from the Hyperion Cycle?
Or just anything, the strange race options from Pathfinder are amazing!
I played with this build idea last night and would love to see your take on it. Kobolds have ancestry traits that allow them to better make snares. Rangers have class features to improve the snares, and there is an archetype all about snare crafting. I'd love to see how you'd put together a Tucker's Kobold PC sometime down the road.
Dig the energy my man. I'm here for any future PF2E content.
The ever present problem with Pathfinder (regardless of version) is that there are a million Feats, but only a small percentage of them are worthwhile.
I respectfully disagree in regards to Pathfinder 2E. I agree that there was bloat and trap feats in 1st edition, however, 2nd edition is far better about feats being balanced and viable.
this idea is a holdover from pathfinder 1e. many feats in pf2e can be situational, but most, if not all, of them have some use that can make them worth taking, especially if you're in a themed campaign or going for a specific character concept.
@@PalagiAlomagi I have limited experience with 2e and haven't wanted to try it because of 1st edition, so my biases are showing.
D&D 5e refugee here...thanks for expanding into PF2 content, at least one of my groups is moving to PF2! ;)
It has begun!
Really happy to see so many D&D vets trying pathfinder it’s an awesome system and coming from a long time GM whose run dozens of different systems, 2e has by far been my favorite just do to the depth and wide array of options it gives while still maintaining a strong balance and a good encounter building system.
Also honestly teamwork and strategy actually teamwork trump optimized builds in 2e’s system which is honestly fantastic because it means while your build will effect gameplay you can choose flavor based options and still be competitive which I’m really glad you caught on to.
I'm subscribing because your build video for 2e was amazing. Keep up the 2e builds and you will keep me subscribed!
Cheers!
Hey, if you are wondering what items a character should have at a specific level, a really great resource is page 510 of the Core Rulebook, it's the section on "New Character Wealth."
So for example, a new 6th level character should start with: one 5th level item, two 4th level items, one 3rd level item, two 2nd level items, and 80 GP; or alternatively a lump sum of 450 GP.
Therefore, it is well within expectation that your level 6 monk could have: +1 Explorers Clothing, +1 Striking Handwraps of Mighty Blows, Bag of Holding (Type I), plus 3 more magic items of 3rd and 2nd level, with 80 GP to spend on consumables such as potions!
Hope that helps, loved the video, look forward to more!
Idk if mentioned, but there is an unarmored armour called explorers clothing, which is basically "you get 5ac cap from dex but can wear runes now".