Cayden Cailean, God of Hold My Beer CG (NG, CG, CN). B: A strong choice. Pretty good for the flight alone. Powerful enough that its worth considering multiclassing Cleric or Champion to gain access to. Pathfinder 2e player here! Click here for the full rules on Base Weapons. A highly technical weapon, the chain sword is valued by duelists and experienced soldiers alike in the nations of Nirmathas and Molthune. Mystic Beacon (C) increases the effective spell level of a casters next spell. Just fight fair and stay home while the diplomats are talking. The glittering hoard of a terrifying dragon. Earth Domain. Moonbeam (C for Clerics, D for Champions) is a ranged blast with an automatic debuff attached, and utility against silver vulnerability, but mediocre damage. The classic look for the Archives of Nethys. Solid directed AOE debuff, crippling on a critical fail, and improves at 5th level. As with Rebuke Death, it competes with Lay on Hands. Good for slowing down fights, and amazing against fire elementals, red dragons, and anything else fire related. | GumshoeSRD A variant of the Dark theme, with stronger color contrast. A variant of the Light theme, based on the Rulebooks. Warpriests (C). Nethys is unique among the divine in that he offers a full NINE granted spells, as opposed to the usual three. Nothing fancy, but it's never bad, and you'll be very happy with it. Either way, its pretty niche. The default theme for the Archives of Nethys, forged on the fires of CSS3. A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. Archived post. Solid selection of illusion spells, but a Harm only Font, a garbage Divine Lance, and an underwhelming selection of focus spells. This trait indicates the alternate damage type. The original alternate theme for the Archives of Nethys. C for casters, F for martials. The domains and spells are mediocre at best for a martial character until Travel kicks in, but even cheap flight doesnt make up for a crap weapon. The original alternate theme for the Archives of Nethys. All up a very solid package. If you do invest more heavily into Wisdom, he's a B. Just make sure you set up your backstory so that youre not violating your anathema. Not bad. The rapier is an adequate weapon for Warpriests, Fleet Step is a great spell for martials, the other two are still potent choices, you get access to the Might Domain, and he comes with Athletics training to boot. You need a lot of healing spells before this starts being worth it, though. Darkness, Destruction and Pain are solid domains, you get two alignments for Divine Lance, and you get two generally useful and one specifically excellent granted spell. You get the Battleaxe (d8) for your weapon, which lets you use a shield, the Destruction and Nature domains, your choice of Font, and some terrain control spells. The original alternate theme for the Archives of Nethys. Legal Information/Open Game License. Warpriests (D). Champions (C). C, but talk to your GM first. Unlike its name suggests, it doesnt remove the Wounded condition for a dying creature. Only recommended for an explicitly evil campaign, but it works well enough there. | Into The Unknown C for backliners, A for frontliners. A variant of the Dark theme, with stronger color contrast. | Gods and Monsters SRD Elven Songsword. This site may earn affiliate commissions from the links on this page. F, but better in specific campaigns. A kobold giant barbarian who suffers from the delusion that he's a full dragon that is cursed to spend most of his life in a tiny vessel except during life or death situations, and possibly not all the time during said situations, who is also a silver kobold and fights using a bladed scarf because his cursed smol body is also cold (silver dragons Generally useful, or has decent combos and tools for specific builds. The glittering hoard of a terrifying dragon! Cloistered Clerics (C). The glittering hoard of a terrifying dragon! A: An excellent choice that all characters of this class will want. | Everyday Heroes SRD Cloistered Cleric (B). Lucky Break (C) lets you reroll a failed saving throw as a reaction, which can get you out of tricky situations, but it doesnt improve your success rate, nor protect from a critical fail. You choose the damage type each time you make an attack. Now I can be useless against skeletons with two diffirent flavors! Group Sword These blades come in a variety of shapes and styles, but they are typically 2 feet long. Alignment enables Redeemers and Liberators. Having access to Trip at reach is basically all you're getting here. Read Fate (D) is a mini-Augury that targets a single creature and is very GM dependent. A variant of the Light theme, based on the Rulebooks. An alternative feel, based on the Rulebooks. For Champions, this can mean a small boost to their Fortitude or Will save, and for Clerics, it can mean a big boost to their Will save. Cloistered Clerics (C). Confidence, Fire, Trickery and Tyranny are all solid options for casters. Hurtling Stone (B if you have a good casting ability, D otherwise) is a single action ranged spell attack that scales very well. Generally reserved for particular builds and campaigns. Champions (B). This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. A really good base if youre picking up expert weaponry from another source in the long run (Fighter or Ancestry), or taking Ranger Dedication to specialise in archery. Alignment enables Redeemers only. Theyre nonlethal, but thats mostly upside. The rest of the package is underwhelming. Champions cannot currently serve Treerazer. Cloistered Clerics (C). Its good when you need it (mental covers a lot of stuff, and Will is a great save for Clerics), but wont come up very much. Destruction Domain. Depending on your campaign and what you're regularly fighting, this can approach A grade for its ability to Dispel debuffs like Hideous Laughter, Phantasmal Killer, Confusion, and Feeblemind. Sarenraes Warpriests tend to be best served with proper investment in Wisdom, which stretches you a bit early on, but all of the spells and domains are just as good for you as they are for the Cloistered Clerics. For Clerics and Champions however, its a core aspect of their being. Urgathoa, Goddess of Nightmare Fuel NE (LE, NE, CE). Cloistered Clerics want a good deity, and ideally a lawful or chaotic one, as to be able to maximise use of Divine Lance. Healers Blessing (D for Clerics, F for Champions) grants one target extra HP whenever it is healed by a healing spell. You get two types for Divine Lance, some nice area spells, a solid selection of domains, your choice of Divine Font and some messed up edicts and anathema. Lamashtu, Goddess of Big Scary Monsters CE (CE). A variant of the Dark theme, with stronger color contrast. | ACK-SRD Needs a high save DC. Champions (C). Eradicate Undeath (F to B, depending on how often you fight undead hordes) pumps out a big burst of positive energy to hurt undead. If you're using a longsword and a dagger, attack with the longsword first because you're likely to do the most damage that way. The default theme for the Archives of Nethys, forged on the fires of CSS3. Scimitar has Forceful. Light theme with purplish hues and a simpler font. A mace is a one-handed d8 weapon for you, which is where you want to be most of the time, since its as good as it gets with a shield, and you can get the boost to fire for Emblazon Armament. Darkened Eyes (C, or B if your party can work without light) is a single target debuff that negates low light vision and darkvision, and potentially blinds the target. Warpriests (D/A). Localised Quake (B) is a powerful, if short ranged, AOE that scales well. The original alternate theme for the Archives of Nethys. You get a good mix with utility, buffing, debuffing, area control and direct damage all showing up somewhere. Champions (B). Any hit with this sword deals 1 extra fire damage. Champions cannot currently serve Zon-Kuthon. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet. Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils. A variant of the Round feel, more compact. It is pretty good if you spend a lot of time infiltrating organised dungeons and bases. Solid damaging spells, and access to the Destruction and Earth domains. Weapon is a whip, the domains arent too bad for you, but its just really hard to recommend the crazy evil swamp frog god for any character. Its nifty if you need to close a gap to start a fight, or run away in a hurry, and the Athletics boost is good for grappling and tripping. The default theme for the Archives of Nethys, forged on the fires of CSS3. The original alternate theme for the Archives of Nethys. Overall a decent package. Free hand and weapon allows you to be able to grab, push and all those things. A variant of the Dark theme, with stronger color contrast. Swashbucklers fencer seems really up my alley, though the only two-handed sword Ive noticed is the elven curved blade, but flavoring it to be a straight blade probably wouldnt be a problem with most GMs. At spell level 5th, you gain a fly speed, which is fantastic. Mostly average domains (Truth is nice), underwhelming spells. | OGN Articles D, up to B in an undead heavy campaign. Longspear - Weapons (Base) - Equipment - Archives of Nethys: Pathfinder 2nd Edition Database Close Deck Character Creation + Ancestries Archetypes Backgrounds Classes Skills Equipment + All Equipment Armor Shields Weapons Feats + All Feats General General (No Skill) Skill Game Mastery + Afflictions Creatures Hazards Rules + All Rules I know longsword in this game is considered a one-hander, but irl I practice longsword fencing and was curious about how well it would work in pathfinder, a two-handed sword user that can tank with parrying/dodging rather than armor or a shield, and swapping to one hand to grapple and whatnot. Knowledge Domain. Earth and Travel Domains are okay, but nothing spectacular. Rebuke Death (B for Clerics, D for Champions) is a reasonably effective multiple target heal spell with a limited range. | Dungeon World SRD The edicts and anathema are very demanding, too. Touch of the Moon (B) is a weird status buff for frontliners, which cycles through strong and weak effects each turn. Attributes Cost 15 gp Critical Damage x2 Critical Range 19-20 Damage (Medium) 1d8 Damage (Small) 1d6 Damage Type Slashing Weapon Category One-Handed Melee Weapon Type Martial Human ancestry for Adapted Cantrip does a lot to make this work, bringing it up to an A. Warpriests (A). It also has Sweep. They apply these bonuses to both attack and damage rolls when used in combat. Blind Ambition (D) offers a small bonus to specific coerce checks. Magic weapons have enhancement bonuses ranging from +1 to +5. Tempt Fate (F) is a terrifyingly swingy tool that pushes yours or an allys saving throw towards either a critical success or a critical failure. A for Warpriests, C otherwise. Nature Domain. You choose the damage type each time you make an attack. The original alternate theme for the Archives of Nethys. Glimpse the Turth (D) gives you a chance of ignoring illusions while youve got it on but you basically have to suspect theres illusions in the first place. You do have to be evil, which is a downside in my book, but his edicts and anathema are surprisingly non-invasive provided the rest of the party also lacks any morality. The letter grade scaling is as follows. Its best against mobs, poor against bosses. Any character can fight with two weapons in Pathfinder 2e. If you dont see the value in this, you havent played enough Paladins. | Here Be Monsters Finesse plus disarm and trip opens up DEX based manoeuvres, though this gimps your damage. 599 4.0. Harm-only font, only one half-decent Domain (Tyranny), and some batpoop crazy edicts. Abadar, God of Capitalism LN (LG, LN, LE). | FateCoreSRD Champions (D). Warpriests (D). Warpriests (D). Tidal Surge (D) is similar to Pushing Gust, but takes only a single action and can be used in any direction. Cloistered Clerics (D/B). Cloistered Clerics (D). Edicts and anathema encourage you to be heroic- which can be risky for a squishy. Apr 6, 2021. From 5th level, hide your party as well. Something of uncommon rarity requires special training or comes from a particular culture or part of the world. The glaive is a decent enough weapon; a d8 is low for a two-handed weapon, but reach makes up for it (deadly is largely irrelevant for you). Protectors Sacrifice (D for Clerics, F for Champions) enables you to absorb some damage from when an ally is attacked. But Im still new to the system so I dont know if theres a better way to do it, I liked the aldori swordlord in the kingmaker video game I played, but that was 1e, and was my only pathfinder experience since when I played way back in high school. For lore reasons, Zon-Kuthon gets much more interesting with a Cleric or Champion of Shelyn in the party, since you get to represent the super edgy and broken older brother who is still super protective of his little sister. Scholarly Recollection (B if youre invested in Knowledge skills, C otherwise) grants the better of two dice for a Perception check to Seek or a Knowledge check youre trained in, at the low cost of a reaction. New comments cannot be posted and votes cannot be cast. The classic look for the Archives of Nethys. Filters: Numbers PFS Sources & Spoilers Options: Query type Result display Base Weapon Longsword Smoke constantly belches from this +1 magic longsword. A variant of the Light theme, based on the Rulebooks. Clerics and Champions must choose a deity, adhere to their anathema, and stay within their bounds of alignment. The Longbow is a great weapon for a little extra damage for casters. Perfected Mind (D) lets you reroll a save against an ongoing mental effect. Warpriests can be less picky on alignment, but Champions care heavily, since it determines their options for their Cause. Also, there are feats that allow two-handed users to use maneuvers (the Brutish Shove line of Fighter feats, for example). You get LG for Divine Lance, and access to the Earth and Family domains, but the granted spells are pitiful, with Earthbind being the only one worth noting. You get to use a greatsword as your weapon. Your edict pushes you to be evil, but its open to interpretation and therefore gives you adequate wiggle room to make it work. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. Just accept that this isnt the deity for the cloth priests. A magic weapon is enhanced to strike more truly and deliver more damage. Traveller SRD Asmodeus, God of Im Literally the Devil LE (LE). Champions care only about focus spells, since they can use whatever weapons they want, and cant access the spells anyway. Less is known about uncommon creatures than common creatures. Either way, it will be regularly useful. True Strike is okay, Enlarge is a nice buff, you get your pick of Divine Fonts, and the Destruction domain isnt too bad, but youve got a poor Divine Lance, and are expected to wear armour in combat, and can't really use Diplomacy as a tool. Just check with allies first. Weapon Surge (D, but often feels like F) grants a +1 status bonus to hit and an extra die of damage to one weapon attack. 283 4.0 Iomedae, Goddess of Paladins and Humanity LG (LG, NG). Destructive Aura (D for squishies, B for frontliners) lowers the damage resistances of anyone within it, with no save to resist. Alignment enables Redeemers only. Natures Bounty (B for Clerics, D for Champions) is essentially two actions for a large heal (and a meal), which can be repeated out of combat by refocusing. Maybe Death domain for extra HP, but it's largely inferior to Lay on Hands. An alternative feel, based on the Rulebooks. Alignment enables Liberators only. Note that there is an advantage to using a weapon with the trip special feature (a.k.a. A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. Passion Domain. A variant of the Round feel, more compact. If youre already casting a full spell each turn, its almost free. Cloistered Clerics (D). The multiple attack penalty you take with this weapon on the second attack on your turn is 4 instead of 5, and 8 instead of 10 on the third and subsequent attacks in the turn. Alignment enables Paladins only. Two actions to push 5-10 feet, with prone on a crit fail, is barely worth it for free, let alone for a focus point. Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Travel for flight is also worth consideration. PF2, on the other hand, treats small and medium interchangeably. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9, but they're summarized here, followed by the rules for weapons and dozens of weapon choices. You have to base it off what the weapon is. Cry of Destruction (C, or A if you can reliably make a Strike before you cast it) deals a respectable amount of sonic damage in a cone, increasing if youve already hurt someone this turn. | PF2 SRD Savour the Sting (C) is an efficient amount of persistent damage that comes with a buff as long as it lasts. Warpriests (B). It gets better if you're Shield Blocking to draw out the fight. Warpriests (A). #5. Face in the Crowd (C in urban intrigue, F elsewhere) lets you hide in a crowd. Cloistered Clerics (C). Treerazer, Wannabe Demonlord and a Hippies Worst Nightmare CE (NE, CE). You get some interesting buff spells, some okay domain choices, your pick of Divine Font, and two alignments for Divine Lance. If you can find the time, its flexible enough that itll always have some use. Destruction domain is amazing for you (sonic boost for Emblazon Energy is just extra gravy), and Might Domain is solid. Silver. It can represent extra damage on an AOE, but is more potentially clutch for Dispel Magic, the Remove line of spells, and other counteract tools (which Clerics have an abundance of). LG gives you the best Divine Lance, though. F: You should actively avoid this option. Throwing an item would be treated as Improvised Weapon, and I'd rule it like bombs in terms of missing the attack roll. You choose the damage type each time you make an attack. Light theme with purplish hues and a simpler font. But a two-handed weapon felt that it did not give anything. And it doesnt work with Major Striking runes. Veil of Confidence (C for Clerics, D for Champions) is a situationally useful tool which reduces the impact of fear effects on you. You get your choice of divine fonts, Athletics training, and a set of edicts and anathema which shouldnt be too problematic. Erastil, God of Settlin Down on a Nice Quiet Farm LG (LG, NG, LN). | Warrior, Rogue, Mage SRD Cloistered Clerics (C). Champions ( C ). The classic look for the Archives of Nethys. You get the Warhammer as a weapon, and the Earth and Protection domains. Touch of Idiocy and Hallucination are good spells, you get CG for your Divine Lance, and your edicts and anathema are easy to manage. 2; Cheliax: Two styles of longswordminimalist and infernally inspireddominate . Gozreh, God of Hugging Trees and Stormy Seas N (NG, LN, N, CN, NE). | Heroes and Monsters SRD The default theme for the Archives of Nethys, forged on the fires of CSS3. Light theme with purplish hues and a simpler font. 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( C ) increases the effective spell level 5th, you havent played enough Paladins and can be used deal! Valued by duelists and experienced soldiers alike in the damage entry when an ally is attacked wide sweeping or attacks... Weapon can be risky for a little extra damage for casters and votes can not posted... Into Wisdom, he 's a B feel, more compact with longsword pathfinder 2e (. And Champions must choose a deity, adhere to their anathema, and an underwhelming selection of spells. Already have reach with the trip special feature ( a.k.a good domains, and at.