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We take on the first of the final tasks set before us by Lord Geb. It all starts in the Epiphenomena where we meet with old friend Seldeg Bhedlis, then delve deeper into the Urgathoan Cathedral.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
We're back with Pathfinder Wizards, and somehow giving Tyler ten more levels of spellcasting has not improved the situation. Ash has evolved from sneaky magical assassin into a nearly undetectable menace who can freeze time and ruin your life before you know he was there. Randall has discovered that there is apparently no such thing as enough bonded-item spell slots. And Tyler's angry robot can now scream at you until you die, drop meteors on your friends, and disintegrate whatever is left. At this point, these aren't adventurers. They're reasons cities have evacuation plans. SHOW NOTES We're finishing our Pathfinder 2e Wizard builds, taking Ash, Randall, and Tyler from level 11 all the way to level 20. At these levels, the Wizard starts showing exactly where its power lives. New class features are few and far between, defenses remain deeply Wizard-shaped, and some of the high-level feat choices are surprisingly thin. But the spells? The spells get ridiculous. Ash continues turning his Red Mantis Sprite into the world's most irritating magical assassin. Phantasmal Calamity wrecks minds, Redirect Teleportation makes escaping him considerably harder, Duplicate Foe lets him turn your own face against you, and his growing collection of invisibility and stealth abilities eventually makes finding him a campaign objective all by itself. By the time he picks up Disappearance and Legendary Sneak, the plan has basically become: you don't see Ash unless Ash has made a tactical error. Tyler's Rune Lord continues leaning into wrath, explosions, and increasingly hostile interpretations of spellcasting. Blinding Fury makes enemies literally too angry to perceive things properly, Falling Stars brings the expected amount of meteor-related destruction, and Scare to Death gives his angry robot the possibility of simply yelling at someone until they fall over dead. Naturally, Tyler immediately starts figuring out how to combine that with Sure Strike and Disintegrate because apparently death by terror wasn't conclusive enough. Randall keeps feeding the Universalist Wizard's bonded-item engine. Superior Bond and Reprepare Spell give him even more ways to keep spells flowing, because the answer to "When do you have enough spellcasting?" is apparently "What kind of quitter asks that question?" Along the way, we hit some of the Wizard's best high-level toys. Contingency lets you prepare for problems before they happen. Time Beacon lets you rewind a terrible turn and try again. Metallic Meteorite Glyph introduces the exciting tactical concept of repeatedly hitting someone with space rocks. Effortless Concentration frees up actions for sustained spells. Infinite Possibilities gives prepared casters a valuable wildcard when the perfect spell wasn't prepared that morning. Then we reach 10th-rank spells and restraint leaves the building. Ash stops time with Freeze Time and starts planning elaborate traps while everyone else stands around unknowingly waiting for reality to resume. Randall grabs Cataclysm because sometimes the correct number of damage types is all of them. Tyler considers Manifestation, giving him access to nearly any spell he could suddenly decide he needs. There is also an extended disagreement about line of effect after Ash discovers that Phantasmagoria cannot simply murder everyone inside a building without worrying about pesky things like walls. Apparently Pathfinder has rules specifically designed to keep Wizard war crimes within reasonable geographic boundaries. Ash takes the news well. By level 20, everyone somehow lands on Spell Shape Mastery, turning many of their favorite spell-shaping tricks into free actions. Ash becomes harder to identify, read, locate, or meaningfully interact with. Randall takes Lore specifically about Ash's Sprite, immediately putting himself on Ash's hit list. Tyler takes Too Angry to Die, because there was really no other possible ending for the angry robot. Twenty levels later, the Wizard remains exactly what it promised to be: fragile, complicated, occasionally frustrating, and capable of solving problems with a spell list large enough to qualify as infrastructure. KEY TAKEAWAYS High-level Wizards are still defined more by their spells than their class features. The Wizard's defensive and weapon progression remains painfully slow, so positioning and magical defenses continue to matter. High-level spellcasting is where the class really comes alive, with options like Contingency, Time Beacon, Phantasmal Calamity, Falling Stars, Disappearance, and a frankly unreasonable number of meteor-related solutions. Ash's Red Mantis build becomes an extremely capable infiltrator and assassin built around stealth, deception, illusions, invisibility, and making other people look responsible. Tyler's Rune Lord doubles down on damage, persistent effects, intimidation, and the general philosophy that being angry enough should eventually become a damage type. Randall's Universalist shows how powerful Drain Bonded Item can become when you keep investing in ways to recover and recycle spells. Reprepare Spell trades downtime for reusable low-rank utility, while Infinite Possibilities sacrifices some raw spell-slot power for tremendous flexibility. Effortless Concentration is an easy standout for Wizards who rely on sustained spells. Scare to Death on an angry Rune Lord is exactly as stupid and wonderful as it sounds. 10th-rank spells are deliberately limited, but Freeze Time, Cataclysm, Manifestation, and the other options make that single slot feel appropriately enormous. Spell Shape Mastery is a fantastic capstone if your build has invested heavily in spell-shaping feats. Free Archetype opens even more directions, including Rogue or Captivator for Ash's assassin, additional spellcasting options for Randall, and apparently more explosions for Tyler. Pathfinder's line-of-effect rules are all that stand between civilization and unrestricted Wizard war crimes. Most importantly, Tyler got twenty full levels of Wizard and still wanted more. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
This week on Stronghold the crew explores the pitfalls of moral nihilism!
Tyler loves wizards. We know this because he told us. Repeatedly. For ninety minutes. So naturally, we gave him an entire episode to explain why the best solution to every problem is a spellbook, an alarming number of prepared spells, and occasionally sucking magical energy out of your left shoe. Meanwhile, Ash builds a tiny invisible assassin, Randall discovers that wizardry can apparently involve throwing a greatsword at someone from several hundred feet away, and everyone learns the most important rule of Pathfinder spellcasting: Fireball is a tool, not a personality. Tyler disagrees. SHOW NOTES It is finally time for Tyler's Roman Empire: Wizards. In Part 1 of our Pathfinder 2e Wizard build, we take the class from levels 1 through 10 and dig into what makes the PF2e Wizard different from its D&D 5e counterpart. Wizards are still the spellbook-carrying nerds we know and love, but their real power comes from choosing, preparing, and using the right spells rather than simply solving every encounter with Fireball. We break down Arcane Bond, including the extremely important revelation that your bonded item can technically be your left shoe, then walk through the Arcane Theses and the different ways they reshape how a Wizard manages spells. Spell Blending offers big high-rank spell slots, Spell Substitution gives prepared casters some much-needed flexibility, Experimental Spell Shaping opens up spell modification options, and Improved Familiar Attunement lets you drain magical power from your adorable animal companion without technically hurting it. Probably. Then we build three very different Wizards. Ash creates a sneaky Red Mantis spellcaster built around stealth, spying, invisibility, and framing innocent people for magical crimes. Randall embraces the School of Unified Magical Theory and somehow turns his scholarly Wizard into a man who hurls increasingly large weapons at enemies. Tyler goes full Rune Lord of Wrath because apparently simply playing a Wizard was not Wizard enough. As the builds advance, the differences become even clearer. Ash gains tools like Split Slot and Shroud of the Mantis to become an increasingly slippery magical infiltrator. Randall discovers the ridiculous potential of Bond Conservation and starts chaining recovered spells together while continuing to throw weapons at people. Tyler adds persistent fire, bleeding, spell shaping, extra spell slots earned by waking up angry, and increasingly elaborate ways to make one enemy have the worst day imaginable. By level 10, we have three Wizards who share a spell list and almost nothing else. We also discover that Ash is apparently building according to the defensive philosophy of being somewhere else when the damage happens, which leads to perhaps the purest Wizard philosophy of the episode: here for a good time, not a long time. KEY TAKEAWAYS A Pathfinder 2e Wizard is defined primarily by their spells. What you learn, prepare, and cast matters far more than simply collecting class feats. PF2e Wizards are powerful, but they do not have the enormous caster-versus-martial power gap familiar to many D&D 5e players. Fireball is good. Fireball is not the answer to every question. Tyler remains emotionally unconvinced. Arcane Bond effectively gives you another use of a prepared spell, and your bonded item can be almost anything you own, including, unfortunately, a shoe. Arcane Thesis dramatically changes how your Wizard handles spellcasting. Spell Substitution is especially forgiving if you are new to prepared spellcasting, while Spell Blending can be extremely powerful but more complicated. Arcane Schools provide curriculum spells, additional curriculum spell slots, and focus spells, while the School of Unified Magical Theory trades the curriculum for much greater flexibility with Drain Bonded Item. Wizard class feats can sometimes feel underwhelming because so much of the class's power budget lives in its spells, making Wizard an appealing class for archetype options. Ash proves that Wizards can make surprisingly effective stealth and infiltration characters. Randall proves that being a Wizard does not technically prevent you from solving problems by throwing a greatsword at them. Tyler proves that Rune Lord Wrath can turn waking up angry into an actual character resource. By level 10, the three builds demonstrate just how differently Wizards can play despite all starting from the same enormous Arcane spell list. Most importantly, Tyler loves Wizards. We know, buddy. We know. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Last time on Impossible Magic, we discovered that the Magus can finally move, the Summoner can finally summon, and Pathfinder's three-action economy is apparently more of a polite recommendation. Now we're back for Part 2, where Paizo hands Ash an infinite supply of disposable corpses, gives Tyler a class built entirely around weaponized graffiti, drops roughly six hundred spells on his to-do list, and introduces magic so impossible that you're legally allowed to cast it exactly once. Welcome back. Somehow, things have gotten worse for the GM. Show Notes We survived Part 1, so naturally it's time to make things significantly more complicated. We start with the Necromancer, Ash's immediate new obsession and perhaps Pathfinder's most enthusiastic endorsement of reusable corpses. Necromancers summon disposable thralls, sacrifice them to power Grave Spells, choose between the martial Reaper and thrall-heavy Puppeteer Fatal Methods, and customize their undead aesthetic through Blood, Bone, Flesh, or Spirit Grim Fascinations. Blood immediately attracts Ash's attention because apparently the correct amount of bleeding is all of it. The class also gets Mastery of Life and Death, allowing it to play surprisingly flexible games with vitality and void damage. Between healing from dead thralls, creating seas of grasping limbs, exploding minions, summoning enormous undead monstrosities, and eventually dropping a living graveyard onto the battlefield, the Necromancer delivers exactly the sort of wholesome family entertainment we expected. Then we meet the Runesmith, Pathfinder's newest experiment in making someone at the table track even more things. Runesmiths etch persistent runes onto equipment, trace temporary runes onto creatures, modify them with diacritic runes, and invoke them for additional effects. The result is a flexible new magic system with tons of room for clever combinations, action compression, buffs, debuffs, and the inevitable player who arrives with a spreadsheet explaining why drawing twelve symbols on the barbarian causes reality to explode. Or, as Tyler puts it, weaponized graffiti. From there, we explore the new Wizard schools, including enchantment-adjacent magic, divination, dimensional manipulation, and what can only reasonably be described as Minecraft Wizard. Automatons also get new options, including more durability and, most importantly, laser eyes. Then we arrive at approximately six hundred new and updated spells, which Tyler receives with the calm enthusiasm of a man watching years disappear from his life. Standouts include Bone Shield, Murder of Crows, Bone Moth's Kiss, Heartbolt, Living Thunderbolt, and the deeply important Fishing Spot, which creates an extraplanar fishing hole because sometimes saving the world can wait until after you catch a Scholar Salmon. Finally, we reach the actual Impossible Spells. These aren't conventional character options so much as campaign-level magical plot devices. They can set enormous areas on fire, erase entire periods of history, leave permanent supernatural consequences, and can generally be cast only once by a character. So despite the book's title, Impossible Magic is apparently possible. Once. We wrap up with strange rituals, spell catalysts, armor and weapon runes, grimoires, spellhearts, staves, magic tattoos, and enough other magical equipment to keep optimizers occupied until Paizo releases another book and starts the process all over again. The final verdict is overwhelmingly positive. The Necromancer is flavorful and mechanically exciting, the Runesmith introduces a genuinely different approach to magic, the spells are unusually creative, and even the archetypes and magic items feel packed with ideas worth playing. Key Takeaways Necromancer is built around disposable thralls that can attack, block space, fuel Grave Spells, and be sacrificed for increasingly ridiculous effects. Reaper supports a more martial Necromancer while Puppeteer leans harder into controlling and sacrificing thralls. Blood, Bone, Flesh, and Spirit Grim Fascinations dramatically change the flavor and utility of your thralls. Blood looks especially strong, including ways to bypass bleed immunity and regain HP when thralls die. Mastery of Life and Death gives Necromancers unusual flexibility with vitality and void effects. Runesmith introduces an entirely new magical playstyle built around etching, tracing, modifying, and invoking runes. Diacritic runes modify other runes, opening the door to increasingly elaborate combinations. Runesmith has enormous potential for optimization, especially as players discover new ways to exploit its action compression. The new Wizard schools offer some much-needed alternatives, including dimensional and terrain-manipulation themes. Automatons get additional defensive options and, critically, laser eyes. Impossible Magic includes roughly six hundred new and updated spells, ranging from genuinely useful combat magic to wonderfully bizarre options like Fishing Spot. Bone Moth's Kiss begins with a cute little moth and ends with your bones gradually becoming a medical emergency. Living Thunderbolt lets you become lightning, fly through creatures, and damage them as you pass through their spaces. Impossible Spells are primarily GM-controlled plot devices rather than normal spell selections. A character can generally use Impossible Magic only once, after which their soul is permanently marked against doing it again. The book also includes new rituals, grimoires, spellhearts, staves, catalysts, armor and weapon runes, tattoos, and other magical equipment. The overall reaction is extremely positive. Necromancer gets most of the immediate hype, but Runesmith may be the sleeper hit once players start discovering what the rune system can really do. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
We meet with Geb and deliver Bulgee's soul. We have some time to ourselves, during which we go on a mission for Gurdrug. We, again, find ourselves in audience with the Lord of the land, who presents a number of... fetch quests?Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Impossible Magic promises to break the boundaries of spellcasting, which apparently means letting the Magus move, allowing the Summoner to actually summon things, and giving Ash even more ways to kill player characters. We've got lightning-powered sword dashes, six-action summon turns, weapons made out of your own soul, teleporting rogues, and an archetype that looks at another caster's spell and says, "Actually, I'm in charge of this now." Paizo may have called the book Impossible Magic, but after reading some of these archetypes, the only impossible thing is pretending Pathfinder still has a three-action economy. Show Notes Impossible Magic is here, and Pathfinder 2e's magic users are getting some long-overdue attention. We start with the returning Magus and Summoner, two classes that had great concepts but spent years fighting their own mechanics almost as often as they fought monsters. The Magus gets one of the biggest glow-ups. More spell slots and dramatically improved action economy mean Spellstrike finally feels like the centerpiece of the class instead of an elaborate three-action hostage situation. New options like Running Recharge, Sprinting Spellstrike, Twofold Twine, and the gun-toting Volatile Spark make the class more mobile, flexible, and gloriously anime. Then we tackle the Summoner, which has accomplished the revolutionary feat of becoming good at summoning. Expanded spellcasting means you can actually spend spell slots on summons without feeling like you just burned half your daily resources. Combined with Act Together, an Eidolon, and summoned creatures, the class can start doing deeply irresponsible things with the action economy. Just remember: summon creatures for useful abilities, not just attacks. Unicorn healthcare is apparently the future. We finish by digging into Impossible Magic's archetypes. Captivator weaponizes being ridiculously charming, Hedge Mage becomes the master of an absurd number of little spells, Living Nexus eats magic and turns it into violence, and Soulforger gives you a magical weapon powered by your convictions and potentially your terrible life choices. Spell Shifter gets especially weird by manipulating spells already in play, while Veil Dancer offers teleportation, concealment, and stabbing people from gaps in reality. World Rouser rounds things out by turning the surrounding environment into a growing magical support zone. And somehow, despite spending more than an hour on all of that, we still barely scratched the book. Key Takeaways Magus is dramatically better thanks to more spell slots and major improvements to its action economy. Running Recharge looks like an extremely strong Magus option because it combines movement with recharging Spellstrike. New Magus options lean heavily into the class fantasy, including dual weapons, firearms, area Spellstrikes, and extremely anime movement abilities. Summoner finally has enough spellcasting to actually summon creatures without sacrificing most of its daily resources. Act Together combined with an Eidolon and summoned creatures can produce some spectacular action-economy nonsense. Utility summons may outperform creatures chosen purely for damage. Healing, spellcasting, and special abilities are where summoning really shines. Hedge Mage is built around mastering low-rank magic, cantrips, and heightened spells rather than gaining a traditional collection of high-rank spells. Soulforger is extremely flavorful and potentially powerful, but brings enough rules and subsystems that it practically deserves its own episode. Spell Shifter can manipulate ongoing magic by sustaining, redirecting, altering, or dismantling spells, making it one of the book's most unusual archetypes. Veil Dancer is essentially teleportation plus stealth plus stabbing, or as the episode puts it, a little bit of Misty Step: The Archetype. Impossible Magic appears very willing to bend Pathfinder 2e's sacred three-action economy in the name of making magic more fun. The overall verdict is strongly positive: there is a lot of mechanically interesting, flavorful material here, and there is far too much of it to cover in one episode. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia https://ashelydm.com/ https://ashelydm.com/ Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
After stealing some souls, we finally get the chance to find the one we've been looking for before beating a hasty retreat. From there we all have a bit of "me time" before regrouping to go talk to Lord Geb.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Combat after combat in Reprieve, and still we've yet to encounter particularly strong resistance. However, a much greater danger is making itself slowly present.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
We continue deeper into Reprieve, which we discover is a soul rehabilitation hospital type thing, here in the Boneyard.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
The crew manages to figure out an ingenious puzzle, finds their way through a perilous maze, and answers a mysterious man's mysterious question.
We step into the Boneyard and face off with the first people/psychopomps we meet.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
In deze aflevering schuiven Mees en Thomas aan voor een openhartige bespreking van Pathfinder second edition (remastered). Ook geven we een stukje historische context. We merken al snel dat niet iedereen dezelfde mening heeft en dat is okay! Voor ieder wat wils. Ben jij een echte mathfinder? Of vergeet je ook altijd je schild omhoog te houden...Kerkers en ComediansMain Quest ConVeel luisterplezier!Support the showDND met een zachte G is de Nederlandse podcast over tabletop RPG's door Mardie en ChritOnze website ➡️ dndmeteenzachteg.nlOnze Discord server ➡️ https://discord.gg/f7QDF2Q9TBOnze instagram ➡️ @dndmeteenzachtegOnze bluesky ➡️ @dndmeteenzachteg.nlStuur je vragen en verhalen naar ➡️ dndmeteenzachteg@gmail.comVind ons op je favoriete podcast platform ➡️ dndmeteenzachteg.nl/shareIedere maand een exclusieve bonusaflevering voor supporters van de podcast!
Having cleared out all but one denizen of the hidden Pharasmin Temple, we set to work learning what we can and planning a course of action. After some acts of desecration, our "prisoner" tries to run away, and things get just a bit dark. Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Stuff happens, there's a big house and loud noises and an old lady who doesn't get out much. Anyway, listen to the episode. Bye!
We delve deeper into this ancient and hidden Pharasmin temple, gleefully being the baddies the whole way through.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Hello friends and fellow adventurers! Welcome to a recording we made way back in 2015. The assembled members of MNmaxed are kind of busy for the next month or so, so we're releasing this old play-through of the PF1E Adventure - Broken Chains.Years before we actually published anything under MNmaxed, we wanted to make a podcast, and this was our very first attempt, previously unreleased! It's terrible, but someone out there might find it enjoyable. And fear not! Episodes of Blood Lords will continue to be released on this channel.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Hello friends and fellow adventurers! Welcome to a recording we made way back in 2015. The assembled members of MNmaxed are kind of busy for the next month or so, so we're releasing this old play-through of the PF1E Adventure - Broken Chains.Years before we actually published anything under MNmaxed, we wanted to make a podcast, and this was our very first attempt, previously unreleased! It's terrible, but someone out there might find it enjoyable. And fear not! Episodes of Blood Lords will continue to be released on this channel.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Hello friends and fellow adventurers! Welcome to a recording we made way back in 2015. The assembled members of MNmaxed are kind of busy for the next month or so, so we're releasing this old play-through of the PF1E Adventure - Broken Chains.Years before we actually published anything under MNmaxed, we wanted to make a podcast, and this was our very first attempt, previously unreleased! It's terrible, but someone out there might find it enjoyable. And fear not! Episodes of Blood Lords will continue to be released on this channel.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Nobody expected the second half of the cleric episode to begin with a discussion about wolves conducting hate crimes against coyotes, crows acting as aerial bounty hunters, and the lasting trauma of Game of Thrones season eight. Somehow this naturally transitioned into Pathfinder clerics, giant dragon towers, vampire bat transformations, and a godless revolutionary whose greatest enemy remains organized religion. In hindsight, this was probably the only possible outcome. Show Notes In the second half of our Pathfinder 2e Cleric build series, we advanced our morally questionable holy figures from level 11 all the way to 20. Before we even reached the introduction, however, we somehow found ourselves discussing wolf vendettas, crow conspiracies, Game of Thrones, British pronunciation crimes, and Pulp Fiction-inspired monologues. Naturally, this was exactly the kind of preparation required for high-level clerics. Randall returned with his godless anti-religious war priest, continuing his crusade to dismantle divine authority while simultaneously benefiting from divine magic. The contradictions only made the character stronger. Ash continued building a dragon-obsessed kobold servant of Dahak, leaning heavily into domains, summoning magic, and draconic heritage feats. Tyler doubled down on his undead survival machine, creating a cleric who would rather become increasingly horrifying than ever experience death again. As the builds progressed, the characters became increasingly absurd. Randall evolved into a social revolutionary capable of literally preaching atheism to enemies. Ash transformed into a majestic kobold empowered by dragons and armed with enough fire to solve nearly any problem. Tyler embraced his inner vampire, eventually turning into a bat, draining enemies, and becoming nearly impossible to kill. High-level spells stole much of the spotlight. Summoning dragons, collapsing enemies with Implosion, unleashing Massacre, and transforming into avatars of divine power all showcased just how spectacular Pathfinder's spellcasters become in the late game. Meanwhile, Randall's philosophy remained unchanged: peace is important, and anyone who disagrees can discuss it with the business end of a glaive. By the time we reached level 20, our collection of short kings had somehow become terrifying demigods. None of them were remotely good people, but they were certainly memorable clerics. Key Takeaways Levels 11 through 20 dramatically increase a cleric's power through doctrines, master spellcasting, and powerful class feats. High-rank divine spells provide some of the most cinematic effects in Pathfinder 2e. Harm-focused builds can become incredibly durable through self-healing and defensive feats. Domain spells continue to scale well into the highest levels of play. Heritage feats can dramatically shape a character's identity and capabilities. Avatar provides one of the most flavorful capstone spells available to divine casters. Additional 10th-rank spell slots are difficult to pass up at level 20. Warpriests gain survivability but still lag behind dedicated martial classes in weapon proficiency. Pathfinder 2e offers many ways to support unusual character concepts, including technically illegal godless clerics. Team Fun Size successfully evolved from weird clerics into full-blown nightmares for any GM. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Nobody expected the second half of the cleric episode to begin with a discussion about wolves conducting hate crimes against coyotes, crows acting as aerial bounty hunters, and the lasting trauma of Game of Thrones season eight. Somehow this naturally transitioned into Pathfinder clerics, giant dragon towers, vampire bat transformations, and a godless revolutionary whose greatest enemy remains organized religion. In hindsight, this was probably the only possible outcome. Show Notes In the second half of our Pathfinder 2e Cleric build series, we advanced our morally questionable holy figures from level 11 all the way to 20. Before we even reached the introduction, however, we somehow found ourselves discussing wolf vendettas, crow conspiracies, Game of Thrones, British pronunciation crimes, and Pulp Fiction-inspired monologues. Naturally, this was exactly the kind of preparation required for high-level clerics. Randall returned with his godless anti-religious war priest, continuing his crusade to dismantle divine authority while simultaneously benefiting from divine magic. The contradictions only made the character stronger. Ash continued building a dragon-obsessed kobold servant of Dahak, leaning heavily into domains, summoning magic, and draconic heritage feats. Tyler doubled down on his undead survival machine, creating a cleric who would rather become increasingly horrifying than ever experience death again. As the builds progressed, the characters became increasingly absurd. Randall evolved into a social revolutionary capable of literally preaching atheism to enemies. Ash transformed into a majestic kobold empowered by dragons and armed with enough fire to solve nearly any problem. Tyler embraced his inner vampire, eventually turning into a bat, draining enemies, and becoming nearly impossible to kill. High-level spells stole much of the spotlight. Summoning dragons, collapsing enemies with Implosion, unleashing Massacre, and transforming into avatars of divine power all showcased just how spectacular Pathfinder's spellcasters become in the late game. Meanwhile, Randall's philosophy remained unchanged: peace is important, and anyone who disagrees can discuss it with the business end of a glaive. By the time we reached level 20, our collection of short kings had somehow become terrifying demigods. None of them were remotely good people, but they were certainly memorable clerics. Key Takeaways Levels 11 through 20 dramatically increase a cleric's power through doctrines, master spellcasting, and powerful class feats. High-rank divine spells provide some of the most cinematic effects in Pathfinder 2e. Harm-focused builds can become incredibly durable through self-healing and defensive feats. Domain spells continue to scale well into the highest levels of play. Heritage feats can dramatically shape a character's identity and capabilities. Avatar provides one of the most flavorful capstone spells available to divine casters. Additional 10th-rank spell slots are difficult to pass up at level 20. Warpriests gain survivability but still lag behind dedicated martial classes in weapon proficiency. Pathfinder 2e offers many ways to support unusual character concepts, including technically illegal godless clerics. Team Fun Size successfully evolved from weird clerics into full-blown nightmares for any GM. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Hello friends and fellow adventurers! Welcome to a recording we made way back in 2015. The assembled members of MNmaxed are kind of busy for the next month or so, so we're releasing this old play-through of the PF1E Adventure - Broken Chains.Years before we actually published anything under MNmaxed, we wanted to make a podcast, and this was our very first attempt, previously unreleased! It's terrible, but someone out there might find it enjoyable. And fear not! Episodes of Blood Lords will continue to be released on this channel.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Hello friends and fellow adventurers! Welcome to a recording we made way back in 2015. The assembled members of MNmaxed are kind of busy for the next month or so, so we're releasing this old play-through of the PF1E Adventure - Broken Chains.Years before we actually published anything under MNmaxed, we wanted to make a podcast, and this was our very first attempt, previously unreleased! It's terrible, but someone out there might find it enjoyable. And fear not! Episodes of Blood Lords will continue to be released on this channel.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Hello friends and fellow adventurers! Welcome to a recording we made way back in 2015. The assembled members of MNmaxed are kind of busy for the next month or so, so we're releasing this old play-through of the PF1E Adventure - Broken Chains.Years before we actually published anything under MNmaxed, we wanted to make a podcast, and this was our very first attempt, previously unreleased! It's terrible, but someone out there might find it enjoyable. And fear not! Episodes of Blood Lords will continue to be released on this channel.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Somewhere in Golarion, a tiny halfling cleric stands on a battlefield declaring that war is bad and violence solves nothing. Seconds later, he charges into combat with a hammer-and-sickle-decorated glaive, threatening to enforce peace by force. Meanwhile, a dragon-worshiping kobold is handing out experimental body modifications like coupons, and an undead enthusiast is one bad day away from becoming a lich because dying once was already one time too many. Somehow, this became a cleric episode. Show Notes This week we tackled Pathfinder 2e Clerics from levels 1 through 10 and quickly discovered that none of us had any intention of making wholesome heal-bots. Instead, we ended up with a collection of morally questionable short kings dedicated to violence, dragons, and undeath. Before diving into the builds, we spent some time discussing Pathfinder's deities, faiths, and philosophies. Ash walked through the Laws of Mortality philosophy, which somehow manages to oppose religion while occasionally becoming just as fanatical as the people it criticizes. Randall immediately embraced the concept and created a pacifist war priest whose solution to conflict is apparently more conflict. Ash also shared details from a new Starfinder campaign involving amnesiac characters trapped aboard a failing space station, creepy recordings, reality-bending horrors, and accusations of stealing ideas from Randall. Ash clarified that any theft was actually from Knights of the Old Republic II, which is apparently perfectly acceptable. Once the episode officially started, we built three very different clerics. Tyler embraced undeath through Urgathoa, focusing on survivability and refusing to ever experience death again. Ash created a dragon-obsessed kobold devoted to Dahak with enough fire and draconic abilities to make every problem look flammable. Randall built a tiny anti-war field medic whose philosophy boils down to peace through overwhelming force. Along the way we discussed doctrines, domains, divine fonts, Battle Harbingers, favorite weapons, and why evil gods consistently seem to have the coolest toys. By the end of the first ten levels, we had accidentally assembled Team Fun Size: three short clerics with deeply questionable life choices and entirely too much confidence. Key Takeaways Pathfinder clerics are extremely front-loaded and gain many important features at level 1. Faiths and philosophies offer interesting roleplaying options but usually provide fewer mechanical benefits than traditional deities. Warpriests gain armor and weapon advantages while Cloistered Clerics focus more heavily on spellcasting. Divine Fonts are far more flexible after the remaster because they no longer depend on Charisma. Harm-focused clerics can become surprisingly durable through self-healing and temporary hit points. Domains provide powerful focus spells and can dramatically shape a cleric's playstyle. Battle Harbinger and class archetypes show how Pathfinder 2e can radically alter classes without creating entirely new ones. Short ancestries apparently became an accidental theme, resulting in Team Fun Size. Randall's anti-war cleric demonstrated that ideals and practical solutions do not always align. Ash's Starfinder campaign premise proves that creepy space stations never go out of style. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Somewhere in Golarion, a tiny halfling cleric stands on a battlefield declaring that war is bad and violence solves nothing. Seconds later, he charges into combat with a hammer-and-sickle-decorated glaive, threatening to enforce peace by force. Meanwhile, a dragon-worshiping kobold is handing out experimental body modifications like coupons, and an undead enthusiast is one bad day away from becoming a lich because dying once was already one time too many. Somehow, this became a cleric episode. Show Notes This week we tackled Pathfinder 2e Clerics from levels 1 through 10 and quickly discovered that none of us had any intention of making wholesome heal-bots. Instead, we ended up with a collection of morally questionable short kings dedicated to violence, dragons, and undeath. Before diving into the builds, we spent some time discussing Pathfinder's deities, faiths, and philosophies. Ash walked through the Laws of Mortality philosophy, which somehow manages to oppose religion while occasionally becoming just as fanatical as the people it criticizes. Randall immediately embraced the concept and created a pacifist war priest whose solution to conflict is apparently more conflict. Ash also shared details from a new Starfinder campaign involving amnesiac characters trapped aboard a failing space station, creepy recordings, reality-bending horrors, and accusations of stealing ideas from Randall. Ash clarified that any theft was actually from Knights of the Old Republic II, which is apparently perfectly acceptable. Once the episode officially started, we built three very different clerics. Tyler embraced undeath through Urgathoa, focusing on survivability and refusing to ever experience death again. Ash created a dragon-obsessed kobold devoted to Dahak with enough fire and draconic abilities to make every problem look flammable. Randall built a tiny anti-war field medic whose philosophy boils down to peace through overwhelming force. Along the way we discussed doctrines, domains, divine fonts, Battle Harbingers, favorite weapons, and why evil gods consistently seem to have the coolest toys. By the end of the first ten levels, we had accidentally assembled Team Fun Size: three short clerics with deeply questionable life choices and entirely too much confidence. Key Takeaways Pathfinder clerics are extremely front-loaded and gain many important features at level 1. Faiths and philosophies offer interesting roleplaying options but usually provide fewer mechanical benefits than traditional deities. Warpriests gain armor and weapon advantages while Cloistered Clerics focus more heavily on spellcasting. Divine Fonts are far more flexible after the remaster because they no longer depend on Charisma. Harm-focused clerics can become surprisingly durable through self-healing and temporary hit points. Domains provide powerful focus spells and can dramatically shape a cleric's playstyle. Battle Harbinger and class archetypes show how Pathfinder 2e can radically alter classes without creating entirely new ones. Short ancestries apparently became an accidental theme, resulting in Team Fun Size. Randall's anti-war cleric demonstrated that ideals and practical solutions do not always align. Ash's Starfinder campaign premise proves that creepy space stations never go out of style. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Hello friends and fellow adventurers! Welcome to a recording we made way back in 2015. The assembled members of MNmaxed are kind of busy for the next month or so, so we're releasing this old play-through of the PF1E Adventure - Broken Chains.Years before we actually published anything under MNmaxed, we wanted to make a podcast, and this was our very first attempt, previously unreleased! It's terrible, but someone out there might find it enjoyable. And fear not! Episodes of Blood Lords will continue to be released on this channel.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Hello friends and fellow adventurers! Welcome to a recording we made way back in 2015. The assembled members of MNmaxed are kind of busy for the next month or so, so we're releasing this old play-through of the PF1E Adventure - Broken Chains.Years before we actually published anything under MNmaxed, we wanted to make a podcast, and this was our very first attempt, previously unreleased! It's terrible, but someone out there might find it enjoyable. And fear not! Episodes of Blood Lords will continue to be released on this channel.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Hello friends and fellow adventurers! Welcome to a recording we made way back in 2015. The assembled members of MNmaxed are kind of busy for the next month or so, so we're releasing this old play-through of the PF1E Adventure - Broken Chains.Years before we actually published anything under MNmaxed, we wanted to make a podcast, and this was our very first attempt, previously unreleased! It's terrible, but someone out there might find it enjoyable. And fear not! Episodes of Blood Lords will continue to be released on this channel.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
We regroup outside the secret Pharasmin temple after getting our asses kicked by some golems. We rock back in the next day hoping for some better results. In the aftermath we make a new friend who we are already planning to betray to a horrible fate.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
The gang deals with grand theft magic, party people, and extreme vertigo as they try to get a goddamn straight answer out of a dancing Archi-bot.
We start by doing a bunch of buying and selling, delving into the world of high-end magic runes. From there we head to the ruins we've heard about where we have a couple encounters, which absolutely do not all go according to plan.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
The crew returns to finish building Pathfinder 2e Fighters, but first they must survive the true final boss of tabletop podcasting: technical difficulties, cursed spell names, mysterious bugs, and Tyler being physically defeated by his cat (again). Somewhere between Spider Missile, Bigby's Big Spider, and a cat-based sneak attack on the microphone cables, the episode remembers it is supposed to be about Fighters. Show Notes In this episode of the RPGBOT.Podcast, we continue building Pathfinder 2e Fighters from levels 11 through 20, and the class goes from reliable martial powerhouse to legally questionable blender with opinions. Randall keeps chasing the dream of the biggest possible hit, Tyler builds a reaction-fueled control monster with a gnome flickmace, and Ash leans into the archer fantasy with trick shots, ricochets, and enough arrows to make every hallway a liability. The discussion covers high-level Fighter class feats, armor and weapon proficiency progression, automatic bonus progression, ancestry feats, and the awkward joy of realizing halfway through a build that you should have planned for a composite longbow. Along the way, the hosts talk through why planning a Pathfinder 2e character to level 20 can save pain later, why Pathbuilder is a gift to society, and why high-level Fighters are so good at critting that some feats sound better than they actually are. Also, Quorra the cat attacks Tyler's setup, which is probably the most accurate simulation of a Pathfinder encounter in the entire episode. Key Takeaways Pathfinder 2e Fighters become legendary with their chosen weapon group at level 13, making them terrifyingly accurate compared to other martial characters. High-level Fighter feats can dramatically shape a build, from Whirlwind Strike and Overwhelming Blow to Impossible Volley and Weapon Supremacy. Automatic bonus progression helps track expected gear math, including armor bonuses, weapon damage dice, and apex attribute boosts. Planning a Pathfinder 2e build ahead matters, especially when weapon traits, feat chains, and ability boosts affect long-term effectiveness. Archery builds can work well, but they require more careful feat and equipment planning than some melee Fighter builds. Reactions become a huge part of Tyler's control build, especially with riposte options that punish enemies for missing. Weapon Supremacy is a strong capstone because being permanently quickened for extra Strikes is exactly what Fighters want. Cats remain undefeated against podcast equipment. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
The crew returns to finish building Pathfinder 2e Fighters, but first they must survive the true final boss of tabletop podcasting: technical difficulties, cursed spell names, mysterious bugs, and Tyler being physically defeated by his cat (again). Somewhere between Spider Missile, Bigby's Big Spider, and a cat-based sneak attack on the microphone cables, the episode remembers it is supposed to be about Fighters. Show Notes In this episode of the RPGBOT.Podcast, we continue building Pathfinder 2e Fighters from levels 11 through 20, and the class goes from reliable martial powerhouse to legally questionable blender with opinions. Randall keeps chasing the dream of the biggest possible hit, Tyler builds a reaction-fueled control monster with a gnome flickmace, and Ash leans into the archer fantasy with trick shots, ricochets, and enough arrows to make every hallway a liability. The discussion covers high-level Fighter class feats, armor and weapon proficiency progression, automatic bonus progression, ancestry feats, and the awkward joy of realizing halfway through a build that you should have planned for a composite longbow. Along the way, the hosts talk through why planning a Pathfinder 2e character to level 20 can save pain later, why Pathbuilder is a gift to society, and why high-level Fighters are so good at critting that some feats sound better than they actually are. Also, Quorra the cat attacks Tyler's setup, which is probably the most accurate simulation of a Pathfinder encounter in the entire episode. Key Takeaways Pathfinder 2e Fighters become legendary with their chosen weapon group at level 13, making them terrifyingly accurate compared to other martial characters. High-level Fighter feats can dramatically shape a build, from Whirlwind Strike and Overwhelming Blow to Impossible Volley and Weapon Supremacy. Automatic bonus progression helps track expected gear math, including armor bonuses, weapon damage dice, and apex attribute boosts. Planning a Pathfinder 2e build ahead matters, especially when weapon traits, feat chains, and ability boosts affect long-term effectiveness. Archery builds can work well, but they require more careful feat and equipment planning than some melee Fighter builds. Reactions become a huge part of Tyler's control build, especially with riposte options that punish enemies for missing. Weapon Supremacy is a strong capstone because being permanently quickened for extra Strikes is exactly what Fighters want. Cats remain undefeated against podcast equipment. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati
Humpty Dharo in an elevator Humpty Dharo could have rolled betterClark and Cara sit there aghastThey better get Dharo from the shaft.
We finish our business in Lower Argoron, finish our business in Yled, and head back to Mechitar where we learn we're going to need to take our business to the Boneyard.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
We move into the final room of Lower Argoron, where we meet a monstrous bird and some extraplanar evil. Before all said and done, everything becomes clear as the mystery untangles.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Call the police and the fireman.
We bust in on old friend/enemy Shara, and the fight is on. She some lich with her as well.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
After defeating the undead dragon, Urbulinex, we continue on in Lower Argoron. We come across a small colony of interesting dwarves who are pretty cranky. They're maintaining some machine, and after battling a few of them we finally discover some important information.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
We make our way down to Lower Argoron where we meet a laughable new friend. Gurdrug is more concerned about gold, and Arius is more concerned about bones. Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
We delve into Upper Argoron, looking to bee-line down into Lower Argoron. Along the way we face some giant opposition.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
The party wakes up and finds the city's celebrations haven't quite gone to plan.
We go over level 17. We then put our plan in action to intercept a grave giant currier who traffics in shadow ash. After that encounter, we put together some clues and head deep under the city of Yled.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Still in the Shadow Realm chasing after Giassi, we face down with a shadow giant who is more formidable than the others we've encountered. From there, it's the playwright herself, and her huge spotlight construct.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
This week, the group answers the longstanding questions: If your friends jump off a bridge, would you?
We're in the Shadow Realm after chasing after Giassi. Still unsure if she was fleeing or kidnapped or something, we battle our way through some Kuthites and aggressive instrumentation.Extra organ music this week provided by FaboMusicRPG https://www.patreon.com/cw/FaboMusicRPGGet more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
At Giassi's Playhouse, we continue putting on a show. Once it's over, we find ourselves diving into shadows.Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show
Faced with their greatest challenge yet the group decides to passive aggressively pout instead.
On with the show! We go to Giassi's Playhouse, only to find ourselves as part of the show. How will we perform for an audience? Will Spencer be wearing shoes?Get more great MNmaxed and PF2E content on our YouTubeTalk to us and other MNmaxed listeners in DiscordTo support MNmaxed, check out our PatreonAdditional audio is provided by TabletopAudio.comSupport the show