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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Erik Mona wrote:

I suspected the alignment part would generate some conversation.

I'm sure Jason will go into this a little deeper in today's stream, but just because we are removing the classic nine-alignment grid does not mean we are abandoning the idea of certain creatures being "good" or "evil" in a cosmic sense.

The significant majority of Pathfinder rules regarding alignment hinge on that aspect, so expect the remastered books to cover this in a way that doesn't wreck the champion or demons, for example.

Alignment is a philosophical personality trait matrix which is convenient as character shorthand, but could be pressed out of the rules in favor of other mental constructions. I see it best as an optional ruleset.

And if Pathfinder isn't married to the Law/Chaos & Good/Evil Axes of Alignment, there is room for alternative alignment systems.

What about a Natural World/City-State & Magic/Science Alignment Axes or Reptile/Mammal & Air Breather/Water Breather alignments?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Please rename the "Thaumaturge" class back to Occultist. It's a much more accurate description of what the class does.

If this means renaming the kitchen sink occult magic tradition into something else, that's find with me. Occultism and Bardic traditions are not a good fit IMO either.


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Please give us a single shipment per month for all subscriptions shipping option.

Shipping and Handling costs on the many per month shipments are obscene. Case in point, my most recent subscription pending to ship is a single Adventure Path book at $17.49 with a shipping and handling cost of $7.37 -- 42% of the cost of the item!

I would like all my monthly subscriptions to ship in a single shipment to save on the ridiculous shipping and handling costs.

With the subscriptions broken out into many separate boxes, the multiple subscription discount is almost entirely eaten by the high shipping and handling costs.

At this rate, I would do better to order all my Paizo products via amazon.com where I have free shipping.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

How about these

Some sort of Undead: Ghoul, Wight, Human level Smart Skeleton, Brainz intact and functional Zombie
Utahraptor -- Medium size Velociraptor variant as seen in Jurassic Park
Neanderthals and/or other proto Humans

And all of the Goblinoids usually used as PC target practice.


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Human: CON +2, CHA +2, WIS -2

Why CON +2 ? Who else runs ultra-marathons for fun?

Why CHA +2 ? Humans are the most sociable of all the ancestries.

Why WIS -2 ? Proof is left to the reader. Just check the news. :(


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James Jacobs wrote:

I do hear that folks are eager for a PC snake themed ancestry, and that will probably push nagaji closer to the top of the to-do list. While we do weigh customer feedback and requests when deciding what content we wish to produce, though, it's not the only factor that helps us make decisions. For serpentfolk, the 9 reasons above also come into play, for example.

As for drow, they are different for a few reasons.

1) Drow are very similar in appearance to humans, and even closer to elves, both already core ancestries.

2) There's a multi-decade tradition of non-evil drow; like it or not, Driz'zt has done more than any one other thing to popularize PC drow as options.

3) Serpentfolk have a long tradition in literature as being evil and antagonistic monsters.

4) Serpentfolk history and culture still has a lot of mysteries to explore in the context of adventures that feature them as adversaries.

5) The creative director of the campaign setting prefers serpentfolk as one of many types of creatures to be reserved as monsters rather than to "normalize" them by granting them PC ancestry status.

6) Nagaji are already our serpent-themed PC race, and I'd rather continue to explore them in that role rather than skip them over for something less appropriate. Note that this includes potentially reworking or standardizing their appearance, which we were kinda all over the place on in 1st edition, like catfolk.

7) If we made serpentfolk a PC ancestry, we'd have to soften their themes as villains, and we've done that enough already with numerous other ancestries in 2nd edition; for a game that focuses mostly on combat, it's important to maintain combat targets for heroes to fight against, and the less human in appearance things get, the easier it is to maintain the creatures as monsters.

8) Golarion's (and thus Pathfinder's) thematic focus on ancestries is on humanocentric creatures. The further one drifts from a human, the less likely it is that we'll open that one up to being an ancestry as a...

Ok, I'll play a Nagaji, but use a Serpentfolk mini and art on my character sheet.


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Salamileg wrote:
Forget darkvision, I want an ancestry with echolocation! Let me scream to create a mental image of the room around me!

No need to scream, just tongue-click like real world echolocating humans do.


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Megistone wrote:
Shinigami02 wrote:
...Errol Flynn was an actor. Who played Robin Hood in the movie I mentioned. I doubt he personally went on any daring adventures, and I'm pretty sure the only weapons he ever wielded were props.

Errol Flynn was the main character, but if you don't know already, check what the archer Howard Hill did in that movie (and beyond). It's an amusing read.

The two even became friends after the shooting (pun intended!).

DVD of Adventures of Robin Hood has a bunch of extras showcasing Howard Hill's archery.


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Gods slumming as competing NPC adventurers in an adventure path.

Sun Wukong -- Drunken Master Monk
Brigh -- Engineer (of course this means we need an Engineer class)
Black Butterfly -- Witch w/Butterfly Familiar
Sivanah -- Illusionist


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Salamileg wrote:
I kind of hope the CE champion isn't called the antipaladin. I've never liked the name, and now that the class is the champion it wouldn't quite feel appropriate. Especially if the LE and NE causes aren't called "antiredeemer" and "antiliberator".

Suggested Antipaladin names as per alignment:

Lawful Evil -- Blackguard
Neutral Evil -- Scourge
Chaotic Evil -- Reaver
Chaotic Neutral -- Anarchist


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The problem is that the word "Occult" has lots of cultural expectations that are contrary to the cultural expectations associated with the word "Bard". Although occult works swimmingly with all those classes in the "Occult Adventures" book.

Mystic/Mysticism would have worked better for the fourth source of magic. The Bard, the classes in Occult Adventures and even a big pile of not yet released psionic classes would make sense with a Mystic magic source.


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Good to see at least one goblinoid/stereotypical evil bipedal humanoid race as a core race, although now I'm shipping for orcs, hobgoblins, gnolls, lizardfolk, ratfolk and kobolds too -- perhaps in the first World Guide.

Moar options is betters!


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Orcs, Ratfolk, Revenants, Neanderthals, Gorillas, Lizardfolk and Utahraptors (medium size Velociraptors).

Give me a couple more minutes and I'll give you a few hundred more requests. :)


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I'd like to see Performance, as well as Deception, Diplomacy, Intimidation, as attack modes in a social combat system. Defenses would be opposed checks of Discipline (opposes Performance), Intuition (opposes Deception),
Judgement (opposes Diplomacy) and Spirit (opposes Intimidation).

Discipline, Intuition, Judgement and Spirit would be Wisdom skills.
Examine, Notice, Search and Survival would be Perception skills.


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Things I'd like to see for the Ancestry feats:

1) Front load characters with Ancestry feats, dialing back the number of class/general feats if needed.

2) Split Ancestry feats into Biology based feats and Cultural based feats. Biology based feats would only be selectable at 1st level.

3) Increase the number of Ancestry feats at 1st level to at least three Ancestry feats.

4) Increase the number of Ancestry feat choices available.

5) Add ancestries for Orcs, Gnolls, Kobolds, Hobgoblins, Drow, Tengu, Tiefling, Aasimar, Neanderthals, Lizardfolk, Kitsune, Tanuki, Gorillas, Orangutans, Constructs, Gremlins, Revenants, Ratfolk, Lycans, Dhampirs, Svirfnebelins and Utahraptors.


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Crayon wrote:
I suspect it's to discourage the silliness of a character using a longbow indoors or in a dungeon without giving the weapon such a significant Bulk that characters would be reluctant to carry one at all.

If they want to discourage bow usage in a dungeon, all they need to do is take the ceiling into account. What if when using a bow indoors, you have a maximum range of one range increment per 10' ceiling height, otherwise you are bouncing arrows off of the ceiling.*

*Actual numbers subject to change based on someone less lazy than me running the muzzle velocity of a bow and the arc of the arrow's flight vs. gravitational drop.


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What if Ancestries and Background conferred signature skills? That would allow for some customization of skill lists.


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David knott 242 wrote:
What about the Monster Hunter feat?

The Monster Hunter feat chain is pretty much the only Ranger class feats which work for a two-handed melee ambush monster.

Granted this is a playtest and thus options are restricted for more thorough testing, but the Ranger either needs more class options to enable a two-handed wilderness melee special forces sort of ranger or archetype support or else a cross class dip via the fighter dedication.

Hopefully more class feat options will be added for all classes.


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I wish they would have jettisoned the ancestry specific ridiculous "weapons" like Gnome hooked hammer and Orc knuckle dagger.

Replace that noise with actual, historically used weapons such as the estoc, the exotic polearms (bec de corbin, bill, bill-guisarme, lucerne hammer), testubo, naginata, sansetsukon and other Asian feudal weapons.

At the very least mention Arming Sword, Side Sword and cultural variations of the swords in the descriptions for shortsword, longsword, bastard sword, greatsword, falchion and scimitar.


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Paladin could use a Crusader archetype conferring smites, enhanced abilities versus Oath targets and a nearly reckless offensive skew.


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I'd suggest promoting Perception to full Ability Score status with associated skills of Examine (identify item, appraise item, detect forgery), Search (locate object/items, find tracks, find traps, find hidden/secret doors), and Notice (passive perception).

That way Perception could be increased like any other ability score.


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Is there anything to substitute a general feat for Ancestry or Class specific feats? Can class dedication archetypes replace a class feat?

For example, I'm theorycrafting a ranger build emphasizing two handed melee weapons (i.e. The Justicar) and I don't want any of the animal companion, two weapon fighting or ranged weapon because they don't fit my character concept. Sure I can pick something useless with regards to my character concept, but I'd rather not waste the feat slot.

Ideas?


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+1 to allowing a Dexterity or Strength key score choice.

A key ability score of Strength would be useful if you want to build a switch hitter like Aragorn -- equally adept with Longbow for ranged combat and Andúril for melee.

And a key ability score of Strength is almost required to emulate The Justicar from the Paul Kidd D&D novels -- laying waste with righteous fury with Benelux (a prissy, lawful good, intelligent two handed sword forged from Positive Material Plane matter).


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Jason Bulmahn wrote:

Hey there all,

Interesting to see many of the same debates we had internally playing out here on this issue. I want to point out that humans have a few mechanical benefits that are not shared by any other ancestry. Two floating ability score boosts with no flaw is the best in the game when it comes to build flexibility (compared to the two set boosts, one floating boost, and one flaw of the others). When you look at a feat that gives you other perks on top of that (better speed, languages, vision, or skill use), the costing really does start to even out.

As for orcs, there are a handful of Orc feats in the book to make half-orc perfectly viable. I am not sure that there is much value in debating the presentation at the moment (they are an addendum at the end of the human entry) as that is all going to change quite a bit in the final book. We will certainly be asking a number of questions during the playtest about this presentation and the way these half-ancestries are included in Pathfinder.

If Human ancestry wasn't mechanically superior to other ancestries you would not have to hobble the half-* races for balance. Humans are more flexible than the other ancestries, but in my opinion should not be objectively better than the other ancestries.

If you limit Humans to CON+2 (they are tough compared to the other animals on spaceship Earth), CHA+2 (they are relentlessly social), WIS-2 (they are pretty foolish too -- just check the news) and a floating +2 and dial back the bonus feats to match the other races. Then Half-Orcs should be able to select any ancestry feat from the Human, Half-Orc and Orc lists, excepting any feats which say Human only or Orc only. Half-Elves would work similarly.


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MerlinCross wrote:

Spell classes seeming to break the game again. Because of course they will.

If casting a spell ate into the resonance budget that would balance the bugbears out of the caster/martial disparity.


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Deadmanwalking wrote:
Doktor Weasel wrote:
Although I wonder if all (non-human) ancestries are going to use the +2 to one physical, one mental and -2 to one stat formula.

The system is strongly predicated on the stat mods for Ancestries being +,+,-, and then a floating +. I'd bet good money that won't change, pretty much ever.

The one physical/one mental thing, though, that might be more variable. I could easily see Hobgoblins as +Dex, +Con, and then maybe -Wis, for example.

I see Hobs as CON+2, CHA+2, WIS-2 -- the same way I see Humans.


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Issues and comments about Resonance:

1) I see the desire to make Charisma not a dump stat by tying it to Resonance and I agree with the ends, but not the means.

A better way to make players not dump Charisma would be to make it more useful via in choices and game effects that expand player agency. What about adding a social combat system to Pathfinder that is as flexible and nuanced as the mundane combat system? With different attacks, defenses and options with varying resource costs, such a social combat system would be rewarding to play.

2) I agree that there needs to be some boundaries on how much magic a player can use to rein in the absurdity of 12 cloaks, 11 helms, 10 belts ... and a Phoenix in a Treant sort of equipment loadouts and the monstrous complexity and degenerate emergent effects that much swag brings to combat.

Players do deserve options, but when the game table is sagging under the weight of their amended character sheets and everyone suffers from analysis paralysis, it's too much. Yes, the complexity pain point here is very player and table dependent so there should be some guideline in the GM Handbook allowing for house rule Resonance calibration, like the ability score starting point buy limits can be adjusted game reasons.

3) I like the idea of some sort of mechanical limit to the magic equipment and gold piece limits are not getting the job done. However, Resonance is very Gamist in feel which I don't like -- I prefer Simulationism respecting Narrativism as long as Gamism doesn't suffer. But the Resonance Limit will need a boatload of game play, analysis and feedback to dial in, so please don't deploy it half-baked.

To that end, because it will take considerable effort to calibrate Resonance, I hope the designers have understudy game rules to deploy if the new starring rules flub it.

4) But the thing that really irritates me as a Purple Prose encrusted Wordsmith of Lovecraftian non-Euclidian perspective is that the word Resonance is a semantically bad word choice to describe the magic item limit. Resonance means positively reinforcing, but the rule concept is inherently a negative feedback loop! A better word would be Dissonance.


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KingOfAnything wrote:
Secane wrote:
Emeric Tusan wrote:
LeesusFreak wrote:
KitsuneWarlock wrote:
LeesusFreak wrote:
What happened to sense motive? What umbrella is it under?
If I had to guess, I'd say Deception.
Unless your Intimidation is your resistance to being intimidated, that doesn't seem continuous...
It is rolled in to perception or at least it was at Paizo con.

Perception is gone from the list above?

So the question is where does Sense Motive and Perception fall into now?

Perception isn't a skill, it is just something every character has.

IMO, Perception should be promoted to Ability Score with associated skills of Search, Notice and Examine.


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Neo2151 wrote:

So I'm not interested in alignment issues or mechanical issues (though some mechanics will come up) - this is purely about thematics within Golarion with the information we know.

A Paladin has been described as:

Paladin Blog wrote:
divine champions of a deity

How does this not equally describe a Cleric?

So the traditional response (I would guess) to this is that Clerics are the "spell-casters" to the Paladins "warrior."
The issue I see with this is that Clerics have always been warriors. There is no "wizard-like robed priest" class; there is only the "wears armor and wields their deity's favored weapon in battle" class (Archetypes aside).
(I'd even say that the only reason we ever saw the Warpriest come into existence is that the Cleric was simply bad at doing it's job, through no fault of it's own, because of combat mechanics; ie, the buffing took too long in actual combat because PF combat is extremely quick. Were it not for that particular unfortunate circumstance, the Cleric would fill it's role just fine and Warpriest would have been unnecessary.)

And now, with BAB being replaced with Proficiency, the gap closes even more!

I understand that mechanically they work differently and Paladins have an extra code they must follow, but thematically, in-world, they seem to serve the exact same purpose; champion the cause of their deity. And they do it in essentially the same way; a combination of spells and fighting.

What I'd like to see for the divine powered character classes:

Paragon as the heavy armored martial with a bunch of extraordinary, supernatural divine abilities and little to no spell casting. Paragons would be a Deity's elite troops. The current Paladin would be a LG aligned Paragon. Paragons of other alignments for non-LG aligned Deities would work similar to the Paladin.

Cleric would be a Divine "gish" class mixing martial ability and spells (Vancian casting, not spontaneous) with good abilities in both power silos -- more of a Warpriest than the conventional Cleric. While Clerics would be good martial combatants and effective spellcasters, Paragons would be better in pure martial combat ability. Similarly, while Clerics would be effective spell casters, but not as powerful as a Deity's Oracles and Priests.

Inquisitor would be the Divine "expert" class mixing effective martial combat skills with exploration, investigation and utility skills. Inquisitors would be a Deity's troubleshooters and investigators with limited extraordinary abilities and spells. Inquisitors would be spontaneous casters.

Oracles and Priests would be a Deities primary spellcasters with moderate exploration skills and limited martial abilities. Oracles would have more supernatural Deity granted boons while Priests would be primarily spell casters. Oracles would be spontaneous casters, while Priests would use Vancian casting.


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Fuzzypaws wrote:
avatarless wrote:
Deranged Stabby-Man wrote:
And Yeah, Paladins shouldn't gain Legendary Armor INSTEAD OF The Fighter. If it was the case where Fighter gained Legendary Weapons AND Armor, I'd be fine with it, but this just feels weird.

I'd like to see the Fighter get:

Best Armor abilities
Best Weapon abilities
Some usefulness in the exploration, problem solving and social combat silos.

I'd like to see the Paladin get:

Second Best Armor abilities, situationally bolstered by divine abilities (heals and protections)
Second Best Weapon abilities, situationally bolstered by divine abilities (smites and and enemy challenge/aggro abilities)
Some usefulness in the exploration, problem solving and social combat silos.

This goes along with some other ideas I have liked, but I do think paladins / warpriests thematically work as being super good at armor. I think ultimately a good setup would be:

  • Fighter gets legendary armor and (multiple) legendary weapon groups. They are good all around at nonmagical combat.
  • Paladin / Warpriest gets legendary armor and (one) master weapon group, bolstered by their abilities. So when "turned on" they can still be better at tanking than a fighter.
  • Ranger gets (one) legendary weapon group and master armor (but not heavy armor), bolstered by their abilities, so when doing "their thing" they can be better at offense. But the fighter is still better all-around at non-magical combat when the ranger isn't "turned on."
  • Berserker (because feh to the increasingly out of place name "barbarian") gets master weapon and their choice of either master armor (Viking) or master unarmored (Conan). These are bolstered by their rage so when "turned on" they are amazingly tough and powerful, but in a way orthogonal to how Fighters operate.
  • Monk gets legendary unarmed and legendary unarmored, so they approach the Fighter but in an orthogonal way more dependent on their unique talents.

And of course, all of them should be decent...

You said it much better than I did, kudos! Also, renaming Barbarian to Berserker is long overdue.

Perhaps the Paladin/Warpriest of varying, but Deity respecting, alignments could be renamed to Paragon (as someone suggested earlier in the thread). If we get this suggested Paragon class into the playtest soonish, maybe it can make the PF2 GA release.

With respect to tradition and those who believe Paladins must be Lawful Good, we should exclusively refer to Lawful Good Paragons as Paladins. Hopefully everyone can live with that idea.


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Deranged Stabby-Man wrote:
And Yeah, Paladins shouldn't gain Legendary Armor INSTEAD OF The Fighter. If it was the case where Fighter gained Legendary Weapons AND Armor, I'd be fine with it, but this just feels weird.

I'd like to see the Fighter get:

Best Armor abilities
Best Weapon abilities
Some usefulness in the exploration, problem solving and social combat silos.

I'd like to see the Paladin get:

Second Best Armor abilities, situationally bolstered by divine abilities (heals and protections)
Second Best Weapon abilities, situationally bolstered by divine abilities (smites and and enemy challenge/aggro abilities)
Some usefulness in the exploration, problem solving and social combat silos.


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Nox Aeterna wrote:

Interesting i guess. The kind of blog i cant judge really without numbers and the rest of the system to compare things.

The concept of more customizable armor is nice, but if they are really so different we wont all just pick the one who gives the highest bonus of the category only time will tell.

Im also wondering which skill is now based on CON.

Perhaps some sort of Health/Resistance or Endurance/Fitness skill, used to resist disease and recover vitality.

Hopefully not the Concentration skill.


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Weather Report wrote:
The Ranger now means so many different things to so many different people, at this point it should maybe be represented through subclasses/archetypes.

Aragorn and Faramir were the templates, but Minsc and Boo, The Justicar, Halt, Gilan and Will have broken the ranger clean out of the Middle-Earth form factor.


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Link to Pathfinder playtest forums goes to Pathfinder Playtest splash page, not the forums!


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Didn't see the podcast, but Jekyll is a nice name for an alchemist. ;)


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From a lore perspective, each and every stereotypically evil, traditional PC adversary Orc and Goblinoid could use some love. Outside of the pyrotic, hangry, vandalistic Goblins, the Pathfinder Goblinoids have been largely stamped out with AD&D 1st edition hand me down cookie cutters.

I want Goblinoid lore to be more PC Ancestry friendly in Pathfinder 2. Sure, PCs need NPC antagonists and the Goblinoids excel at this, but a world where Humanoid == stereotypically good and Goblinoid == stereotypically evil, doesn't excite me. Gimme shades of grey and even colorful and non-dysfunctional societies please.

Ideally, all the Goblinoids would have playable ancestries in campaigns that aren't one shots ala "We be Goblins!" or exclusively fodder for passive aggressive players attempting to troll and grief their game tables. At the very least, I'd like to be able to kit out a party of Orcish and Goblinoid PCs that had believably greater aspirations than "burn it down".

Retain the existing lore for some of Golarian's Orcs and Goblinoids, of course, but give us some new Orc and Goblinoid societies. Golarian is a huge place with many unexplored areas. Pathfinder 2 could flesh out an entire continent of new lore Orcs and Goblinoids!

And from a pie in the sky wish list, I'd like a no ECL adjustment, current Ancestry power level equivalent PC playable Undead ancestry. Gimme a World of Warcraft Forsaken or Kobold Press Darakhul Ghoul inspired Undead Ancestry pretty please. Call them Revenants, style them Zombies with intact and functional Brainz and park them in Nex, Geb and/or Golarian's polar regions (perhaps styled as Song of Ice and Fire White Walker knockoffs).


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I hope that Paizo will give any complaints about overpowered, underpowered or outright broken rules from a statistics point of view careful analysis.

IIRC, there were numerous complaints in the PF1 playtest regarding race/class/feat balance from a purely arithmetic view, which were brushed off in the playtest only to be borne out by subsequent gaming.

Lore and worldbuilding are purely subjective, niche protection/exclusivity and character ability/power siloing is a system design decision, but game system math behavior is objectively provable and in my opinion, there's no excuse for badly broken game system math.

Mistakes happen, things are overlooked and the schedule crunch is a PITA, but if a sizable group of playtesters carp about systemic brokenness, I'd recommend taking their complaints seriously.


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Love me some more classes.

First buy/rent/steal these classes from their respective owners.
All of Dreamscarred Press's Psionic Classes
Rite Publishing's Luckbringer
TPK Publishing's Malefactor
A World of Warcraft style Death Knight/Anti-paladin

Then stat me up some of these classes:
A no-spells Ranger
A Shaman class that lets me play Fool Wolf
An Apothecary -- non-spellcasting mundane healer/buffer
A Medieval-punk Engineer
Eldritch Knight and Arcane Trickster style core classes
A courtier/diplomat class that was better at the fast talk than the head bashing

Although the OP is leg pulling a bit, a wheelman/zoomer logistics/quartermaster class might be interesting. Give it some fixer connections like The Wolf in Pulp Fiction, a bunch of merchant/scrounging abilities like Crapgame in Kelly's Heroes and a solid skill background in the explorer leg of <insert your favorite adventuring game here> and it would be playable at a table that wasn't purely Murderhobo.


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UnArcaneElection wrote:
The Raven Black wrote:

{. . .}

On another note, I dislike that Necromancy (literally magic of death) is used for healing people freely. But it seems I'm in the minority here

It doesn't have to be necessarily just magic of death causation. It can also be magic of death prevention or even rollback.

I have no issue with the Necromancy school expanding to encompass healing and life magic. Putting the life and death magic in a single school make cohesive sense.

However in that case, the school really needs a different name since Necro- is literally the Greek Language root for death in words.

Perhaps Physiomancy could work as a magic school name. The death and debilitation spells would still be Necromancy subschool spells. Also, with a name like Physiomancy, the Polymorph spells could be relocated here too.


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Arming Sword, Side Sword, Coat of Plates and any other historic weapon or armor not even available as alternative descriptions attached to existing items.

And get rid of the silly <Ancestry> pseudo-weapons (Orcish Double Axe, Gnome Hook Hammer, etc.) added only to give each <Ancestry> a cultural weapon.


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cfalcon wrote:

"It also does imply an aspect of rapeyness that is well out of date"

It's not out of date. Orcs are an evil race. Rape is evil. Orcs are fecund and love rape. That's clearly one of many evils that they are all about. There's nothing "out of date" about having an evil race do evil things. Orcs should make you uncomfortable, they are vile.

That's Orcs as their flavor text is currently written. But this is Pathfinder 2 -- we can update the lore!

It'd be nice to have Orcs aren't 100% pure evil traditional tropes. Sure, have some Orcish tribes reminiscent of Tolkien's Uruk-hai, Games Workshop's Orks, and AD&D Chaotic-Evil experience point containers. But some "Noble Savage" Orcs spiritually akin to the World of Warcraft Orcs would be a nice change. How about a tribe of Orcs with Gengis Khan's Horde cultural trappings? Fierce warriors, yes, but also culturally sophisticated with complex mores and a robust set of laws.

Similarly, keep a few tribes of Pathfinder eating machine pyro vandal Goblins around as foils and comic relief. However, there's room in the setting for less jokey/cartoony Goblins. What about Goblin mercenaries in the vein of the Galloglasses or even cheap knock-offs of World of Warcraft's Ferengi/Jersey Shore Goblins?

Bonus points for socially acceptable Hobgoblin, Bugbear, Kobold and even Gnoll cultures. Perhaps Persian Immortal/Spartan-esque Hobs, Laplander/Finnish Arctic Pastoralist Bugbears, Industrial Revolution/Dickensian era Londoner Kobolds and Bantu/Bedouin/Berber infused Gnolls.


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I see humans as CON +2, CHA +2, WIS -2, Bonus +2.

The Human Charisma bonus is pretty well established in lore, as humans are everybody else's second best friend. They're gregarious, party animals with forceful personalities.

As to justifying the CON bonus, real world humans have awesome endurance:

Some humans run ultra marathons with fast finishing times measured in days. Sure wolves and other canids can run for days, but Humans do it for fun!

Mountaineers climb into thin air for the sheer challenge. They swim for miles, recreationally. Some people have literally walked around the world.

What other animals compare to us in regards to endurance, stamina and constitution?

For a stat penalty, I'd suggest WIS -2, as we are fairly foolish as a species. We do lots of dumb things we really should know better about.

Finally, throw in an Bonus +2, to either buy off the Wisdom penalty or bump up one of the other stats.


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Paradozen wrote:
Gregg Reece wrote:

I actually feel that we're going to end up with an AP that frees the Goblins. Erik Mona has hinted that the last AP of PF1e is going to change a lot of things.

I've jokingly said that Aroden was going to come back, but it could be something where a non-evil deity for Goblins arises or some other major shift in how goblins are acting in the world.

Maybe it is discovered that Aroden was really 3 goblins in a trenchcoat, and his death was really just him going into a cave and eating so many rare mushrooms that the resulting high made prophecies trippy and unreliable. He emerges and now humans, the most populous species, feel an obligation to protect goblins. Wars are waged for 10 years, new setting begins when unstable armistices and peace treaties are setup protecting goblins.

Solved goblins and what happened to Aroden!

Jokes aside though, a goblin hero-god changing the culture of goblins and society alike is a solid idea.

IIRC, there's a long standing rumor that Norgorber is really a four Halfling adventuring crew who infiltrated the Starstone for phat lewts. What if a literate, demi-civilized goblin alchemist did the same?


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Bloodrealm wrote:
Wultram wrote:
Paladins? It is a loaded term and as such the class should have a more generic name. Paladin would remain as a in world term.
As I've said elsewhere, the issue could be resolved by having a class mechanically similar to Paladin, and having them choose a specialization requiring one of the four corner alignments with Paladin being the specialization for LG and Antipaladin being the one for CE. There would need tweaking to give them each different abilities, but it wouldn't be that hard and Seelah could remain a core iconic despite Paladin not technically being a class.

"Agreed, with the proviso that Anti-Paladin is renamed to Reaver! :) My depravities as a Unholy Chaos warrior can not be measured in inverse by the yardstick of the traditional Paladin!"

Kisses of the Mother's Lash, Depravity -- 20th level Reaver of Loviatar and First among her Nine Diseases. :)

P.S. Paladin archetypes for the other alignments and Deities would also be acceptable -- Avatarless


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Logan Bonner wrote:
MidsouthGuy wrote:
Please tell me we can still roll for stats and don't just get them based entirely on ancestry, background, or class. Don't give me another game with that stupid 'Standard Array' mechanic. By the Rough Beast I hate that in 5e!
Rolling your stats is an optional rule in the Playtest book. Because we want to get the playtest results from a more stable dataset, we prefer people use the default ability system for characters they'll be giving playtest feedback on, but we did want to show how it could work.

What you really need is my randomized stats with static average ability score "rolling" method:

Grab a deck of playing cards and make a mini-deck of 12 cards consisting two of each of these values: 4, 5, 6, 7, 8, 9. Shuffle and deal two cards for each ability score. All scores will be random in the range 8 and 18, but each character's average score will be 13.

By varying the card values in the mini-deck, you can skew the average ability score up or down as you like.

The nice thing about this method is it keeps the "I like random stats" crowd happy and everyone at the table starts off with similarly powered ability scores.


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Deadmanwalking wrote:
Spiral_Ninja wrote:

OK, so there's also this from Unchained:

Consolidated Skills:
Finesse - Disable Device, Sleight of Hand

or

Grouped Skills:
Thieving - Disable Device, Disguise, Sleight of Hand, Stealth, Use Magic Device

Of the two, I prefer Finesse.

Well, name aside, we know it's not actually the second one because Stealth is still a separate skill.

I like the split skill concept with these names:

Legerdemain covering Sleight of Hand, Palm Item, Pick Pockets, Stage Magic, Juggling and Dosing Someone's Food or Drink with extra "Spices".

Finesse Device covering Pick Locks, Disable Traps, Set Traps, Escape Artist, Use Rope and "Grabbin' the gaol cell keys off the sleeping Sheriff's belt with a bent spoon on a string" sort of Shenanigans.


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Pexx wrote:
Simple Solution James Jacobs.......Clones!

Bad idea, Cloning a T-Rex. Have you not seen Jurassic Park? :)


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Liz Courts wrote:
Announced! Product image and description are not final.

This is great news. One of the few drawbacks to the Pathfinder setting is that the kitchen sink world building approach used for the Inner Sea region results in a maelstrom of cultures and micro-settings washing up on the shore like so much driftwood. An opportunity to create an official Pathfinder setting with a more cohesive style should not be squandered.

I.e. it would be nice if the Arcadia, Iblydos, Southern Garund, and Vudra aren't created by stuffing every fictional genre, TV trope, Human culture and societal more into a Blend-tec and hitting frappe'.

Please make the micro-regions in new regions internally consistent with regards to each other from a setting style point of view. Furthermore, please apply this philosophy of setting cohesiveness the Pantheon of Deities for the new regions, because the list of Inner Sea Gods look like it was generated by stuffing all the Deities from the Paizo's founders' homebrew campaigns into a bucket and drawing lots.

If this proposed setting cohesiveness results in particular creative itches remaining unscratched, then apply those unrealized creative ideas to the currently undiscovered parts of Golarion!


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Chris Lambertz wrote:
Original post goes here.

I find it hard to believe that Paizo and Tor could not successfully negotiate e-book availability on both Paizo's and Tor's websites, allowing Paizo to continue bundling a physical copy and an electronic copy in a single subscription option.

Note, I'm not expecting a same price as before deal, even if the physical books were not changed to a more expensive format, as access to Tor's market and the Kindlespace has an opportunity cost. Still, I'm seriously surprised that electronic format Pathfinder Tales will no longer available from Paizo, at least initially.

This smells of marketing/sales deliberately destroying the existing purchasing options, forcing electronic format Pathfinder Tales readers to look elsewhere for their e-books so they see new products sidebar advertised in parallel with the desired products.

This kinda galls.


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An Onispawn Tiefling Brawler follower of Sun Wukong seems a fun choice.

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