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Not sure I agree with the Arcane Archer working better as a ranger archetype, since the Ranger is traditionally a divine caster. If the Fighter has the Eldritch Knight, Arcane Archer seems like a natural fit as well.
I do expect these archetypes will change quite a bit before an official release, I'll have to remember to respond to the survey next week.
Curses! My one blazing eye was turned another direction at the moment.
Arcane Archer: Interesting, I think this may be the first case where a technique (arcane arrow) can be wasted on a miss. Still, it's a big payoff move. I like the bonus skills as well. Too bad Grasping Arrow has a set DC rather than a scaling one, have we seen that before?
Knight: I'm not a fan of mounted combat, so I'm biased. I am excited that marks are coming back, as previously one had to take Sentinel to get a Defender type effect going in 5e.
Samurai: Fighting Spirit is an interesting option, it overlaps a lot with Barbarian. Elegant Courtier feels lacking for lvl 7, could easily offer 2 profs.
Sharpshooter: I don't like this path because it's clearly better for archers than crossbow users. Crossbow Experts already get the lvl 10 benefit, and have a good use for their bonus action. Arcane Archer was exclusively for bows, and this is kind of more of the same. My feedback for the poll would be to make this more crossbow friendly.
I demand a recount! The Voidweaver alone has 8 eyes!
The Circle of Dreams makes the Druid good at doing some quick healing (and helping the hurt ally get out of dodge), then some exploration bonuses (Hearth is unexciting, Hidden Paths is kind of cool but fairly late).
Circle of the Shepherd allows you to fuse with seraphim (wait, wrong game). Nope, instead you call animal spirits (sorta like one of the previous Ranger UA redesigns), and better summoning once you gain access to those spells.
Circle of Twilight takes on a drain blaster theme, and hates undead. The other abilities aren't too exciting, but usually the circles are defined by what they do at lvl 2 anyhow.
There's also an optional rule for providing guidelines about how many Wild Shape forms a druid should know, and how they might use K: Nature or Animal Handling to learn more forms (in addition to learning via leveling)
The cleric domains have a binary caster or melee divide. If the domain is meant for melee, they get heavy armor and usually some melee power later, while caster clerics eventually get Wis to cantrips.
My character preferences are always for no armor or light, so the heavy armor domains aren't for me, but I can recognize their value to others.
Heine Stick wrote:
How about magic items? I'm, uh, asking for a friend.
Exciting UA news today!
Also sounds like bountiful times for UA going forward, as in, higher frequency.
"We have a bunch of D&D content for you to playtest, discuss, and mull over. We have enough material, in fact, that we will be releasing Unearthed Arcana multiple times a month for the next few months. Look for the material on Mondays, and get ready to answer surveys about what you see here."
My group usually accepts UA stuff, we've found it fairly balanced overall.
My personal bias is against this, different level/wealth just doesn't appeal.
For balance, I think it'll be hard to gauge how well it works out. Some items add more power than others. Will lower level characters level faster? Will new magic items go to those without any?
At face value, I'd prefer the higher level, except maybe if I got to choose the magic item.
My group is working on a homebrew setting, and one of the races I've made prominent in the world is Grippli.
They were created by the deity of Community, Artifice, and Psychopomp, and for the most part, created to assist with the latter aspect.
The world has the aquatic niche filled by Merfolk and a variant of Lizardfolk, so that's not a focus for these Grippli. Their race is best known for spirit magic and martial arts.
They are for the most part using Kor stats (from the WotC Zendikar document). I've crossed out the abilities Kor have that they don't (also of note, they are 5ft slower than Kor due to their size), and listed the differences in this document.
My group has yet to review it, so I thought I might get some feedback on the crunch here first, and refine it to a more balanced version.
For my part, I don't think that gap needs to be filled. I'm fine with weapons that take both hands to operate doing higher damage than those that don't, and there are feats catering to those styles that allow them to do things archers/2handers can't (Defensive Duelist, Dual Wielder, Crossbow Expert, Shield Master).
The simplest way to fill it would probably be just removing the 2handed weapon requirement from Great Weapon Master, since the feat is essentially Power Attack + Cleave.
I still don't think bundling 2.5 feats together is a good idea. Defensive Duelist is already a good feat on its own, and requires a finesse weapon in hand, and similarly Dual Wielder's +1 to AC requires you to not have a shield.
In the long-term, Monks exert a lot more control within their 4 attacks on flurry (or 3 otherwise) than other classes thanks to Stunning Fist. Likewise in the long-term, Bladelocks add two stats to damage.
I haven't observed a Bladelock at that level, but I have played a lvl11 Monk and it wouldn't have been fair if my damage was higher (especially with how easy it is to setup Advantage with Stunning Fist).
My experience with the ranger in 1-5 play is that it already hits hard with just Colossus Slayer.
Now if the Ranger goes TWF style with Quarry and Favored Enemy applying, they'll be hard to match for slaying prowess.
Fortunately that protection doesn't extend against their initial FE, or picking Humanoid would make them ridiculous mage slayers.
Here it is folks. A full 20 levels from the mothership. I thought the Ranger was fine, but I'm interested to dive into this.
Edit for Initial Impressions:
Favored Enemy returns, I'm not a fan.
Natural Explorer at lvl1 is nuts.
The new animal companion will again provide action economy advantage, not a fan but a lot of people wanted this. The traits listed are kinda humorous in how noble they are. The ranger doesn't get Extra Attack, but they can get the beast to attack twice (in addition to their own attack).
Hunter Conclave is the OG ranger, which I liked. Looks unchanged, though I haven't done a side-by-side check.
Deep Stalker is a UA archetype, also brought back.
I think Ranger may be a tempting dip now. Additionally, classes that get Extra Attack and want to multiclass into Ranger for 5 or more levels are served well by the new Companion, since they won't end up with Extra Attack redundancy (unless I'm missing some clause).
Watched Kokoro Connect (going back to older shows), it was fairly cute and lighthearted. In case anyone else missed it the first time around, I recommend it if you think watching a group of friends dealing with mystical uncontrollable phenomena (such as body swapping) could be interesting.
It doesn't look like crunchyroll has the sequel Michi Random episodes though.
Lord Snow wrote:
Back a year later, and yup, that was it. I did finish it, and I definitely liked how absolutely horrible everyone is. Went on to read Best Served Cold and The Heroes.---
Currently I'm reading the sequel to The Black Prism, The Blinding Knife. I like the world building and magic system, it reminds me of Sanderson's work, but the styles are different.
Yeah, the Battle Master does a pretty good job of emulating a Samurai.
Aikijutsu is a dissonance point for me, but I can see where you're coming from on it.
For the Challenge, you could make it a bonus action from the start, but have it bind the Samurai to the same conditions (disadvantage to attack anyone outside the challenge). If the challenge is ended (by losing concentration or one of the participants dying), the Samurai can't re-challenge the same creature until after a short or long rest.
For a ribbon, you could give them some sort of Honorsense. Interact with someone for 1min, get an idea of their guiding principles and advantage to Insight checks against them.
General: No ribbons in this class (except for features most Samurai will probably never want to use when playing their vision of a Samurai). Ribbons are generally a Good Thing in my opinion, for example I like how the Battle Master gets a tool proficiency and Know Your Enemy (which doesn't have dungeon crawling combat applications most of the time so much as sizing up NPCs)
Stand Strong in a Storm and No Mind have periods in their formatting, and shouldn't.
Iajutsu: Seems fine.
Aikijutsu: Anyone that wants to be a grappler will be jealous of this ability, but when most people think of Samurai they think of cutting people up with a katana (and possibly wakizashi,or maybe mounted archery), not martial arts. For those players, this cool grappling power will be essentially a ribbon.
Samurai's Challenge: Using it as an action hurts. Not sure if that's a price I'd pay for on-demand Goading Attack (from the Battle Master), without the Attack itself. You could even lose concentration on it before the challenged creature's next turn comes up, which would definitely be a feelbad.
No Mind: I definitely expected Mind Blank here, not Haste. The EK can do Haste 2/day at this level, and 2/short rest usually means every encounter, so this is pretty powerful.
Might of King Susano: Pretty cool capstone.
Wildshaping is the fundamental class feature of Moon Circle druids. Land Circle focus more on spells, and get some utility out of wildshape forms rather than combat power.
Nissa could probably do it anyway if she wanted to, she just focuses on other things, like elf superiority and animating lands.
Thanks for the feedback Jacob and TRB!
It's been a while since I checked back in, I was taking a look at the stats we collected in Season 9.
The following item types had over 50% survival rate after the final cull:
These types had a low amount of submissions (15 or less each). In fact, the number of submissions were so low for some of these that it probably speaks more about the designers that opted for them than the item type itself (only 3 Chest items submitted, and 2 of them made it through to the end).
So if people are looking for a challenge, how about this: Design an item that uses one of the above slots.
Finished Angel Beats a couple of days ago. It took me a while to get into it (it starts off with guns, but then most of the side characters are 1-dimensional jokes, so I was confused as to whether it was going to be serious or not).
Once it got going though, it was good. You get to know some of the side characters better, and the others are there just to pad out the group/get worfed, which is okay. I think the second half made the show worth it, which is strange as usually shows start strong then fall off.
The protagonist was likable too. Unlike Subaru in Re:Zero.
Hype train alert!
Some regional human subraces previewed.
Thanks Jarrett, good feedback there.
This item started from the name, and the mechanics fell into place after. I'm not really sure what to do about the name to make it more PF-ish.
The secondary power is the razzle dazzle/cinematic part, which really appeals to me from the designing seat (reversal of fortunes at a dramatic moment!), but from a player's POV, you see the statistically long odds of it actually happening (5%-10% of a critical threat per attack, ~40% of confirmation, 50% of negation, ??% of Drag success). It might not be enough to win the voters.