What the title says. This is all of course completely wild speculation, but hey, why not.
Firstly, ancestries and heritages
So, the first thing I wanted to consider is the way the planetouched/geniekin/changelings, dhampir, and skinwalkers could work. Namely, in addition to the standard stuff I'd like to give them some kind of feature that lets them pick an ancestry/heritage that they count as for the purposes of taking ancestry feats, since I've always felt like they never got anything from their parentage or upbringing, I feel like an elven aasimar should have the option to draw on the elf part as well, for example.
Another invariable topic is playing as more powerful creatures, minotaurs for instance. The way I see it, this could be gone about in a number of ways. Givning out ancestry feats that are way more powerful than those given to others seems really wrong, but I could see giving them the option to take special "paragon feats" in place of standard class feats or as a kind of multiclass path.
Now to some thoughts on classes
The champion has potential for lots of cool stuff, I know one of the devs (I'm sorry I can't remember who) said they feel its likely all alignments will get an order eventually, but I would pose that we could also see multiple orders per alignment. Kind of obvious, but just spitballing.
The hunter, inquisitor, kineticist, magus, medium, mesmerist, occultist, oracle, psychic, shaman, spiritualist, summoner, and witch all feel like they should be their own thing(s)
The next idea I had for at least some of the hybrids is some kind of feat that you would take after multiclassing to bring together features of your base class and whatever you've multi'd into, which I feel covers the arcanist, bloodrager, brawler, and skald
The slayer and ninja can just be wrapped into rogue paths. much less confusion than 1e
I know that some people feel like the investigator should just be a rogue path or something but I'd really like to see it be its own thing, what with the Int based combat, and I'd personally like to see them as the class who's picked up lots of little tricks here and there, a little alchemy, a little magic, some fighting skills, any combo really.
So another one where I've seen a little discussion is the vigilante and gunslinger. While I agree that they both got archetyped into most other classes, or vice versa, I have to disagree with the idea of them being just a generic archetype, since, unless something changed since the playtest you couldn't have an archetype at level 1, which both classes feel to me like concepts you should be able to start as.
Another shot at the shifter would be appreciated, beyond just a more appealing kit, I'd also like to see an expansion of fluff, mainly make the druidic paladin idea an option, but also have the option to be mad science, lycanthropic blood etc.
I'd like to see cavalier stuff broken into two, one part mounted stuff, most likely a general archetype, and then the teamwork/banner/combat leader thing which could be an archetype it could be a class, I really don't know, similar thing with the samurai (alt classes and all)
I'd don't really know what to make of the swashbuckler, the grit/panache/luck thing feels like it could be an archetype or a class, or just a path for some classes.
With the champion existing and a warpriest cleric path confirmed, I feel as though the warpriest is pretty much dead
Some extraneous stuff
First, I've never really understood why the archaeologist was a bard archetype, but I feel like it could go general in 2e
more/better dragon/monstrous mount/companion stuff. Feels like class feats for classes that get an AC
Yeah, I got a little long winded, but if you made it all the way here, thanks for reading, and I look forward to your wild speculations as well.
Okay, I've largely avoided paladin alignment threads because frankly nothing of value ever seems to get done. This is one of the most contentious this community has ever gone to war over. I frankly don't give a crap about what alignment paladins wind up with. I do have two issues with the current set up however, Firstly the mechanical roles of heavy armor dude and divinely powered non-spellcaster( spell points/powers, i don't really know how to word that one, but lay on hands, domains, you get the idea) are locked to one alignment, unless you want to kind of put the monk in that second, but that's iffy at best. I feel like that's bad design, those are both kind of wide concepts that I feel like should be pretty open to anyone from the start. The second is more to do with the way the decision has been handled. I went back and read the paladin blog again, and yes, I understand paizo claims to have listened to both sides of the argument. I really have trouble believing that. At this point I would love to see something from the devs at least discussing what considerations each side was given, because at present it kind of reads like they looked to the LG only crowd and kissed their boots, then turned to the people advocating for more openness, to varying degrees and said, eh, maybe someday we'll throw you a bone. That seems, disrespectful. It doesn't help that neither side of the whole mess has really acted all that paladin like through the whole thing. Frankly at this point I'd almost like to see the paladin not just removed from core, but from the game in general. The community just isn't mature enough to handle it. Sorry that the whole post went a little bit long and blocky, but hey, my 3 cents
David knott 242 wrote:
kind of makes me wonder what happens if a changeling (or other gender specific species) is affected by something that changes the gender/sex, does it create an otherwise impossible male changeling or female satyr (I think they're only male anyway) or does it fail or what?
to be fair, thats not being an @$$hat as much as an idiot, since they stand to lose more from it, but your point stands
Well, samurai was printed in a paizo book, specifically ultimate combat, so yes, it is first party. that said samurai are a bit rare outside of the dragon kingdoms, but s traveler or wandering ronin could work fairly well. Since they are an alternate cavalier, they work fairly well for an urban/intrigue game, which CotCT is. Of course, the best advice I can offer is take the question directly to your GM, and if need be work with them to create a character that does fit
no, firstly, the hybrid classes are their own thing, what their parent classes can or can't do have no bearing on what they can. secondly, rangers are also divine casters. you can't cast arcane spells, so you can't become an arcane archer, without taking a one level dip, or some other means of picking up a way to cast 1st level arcane spells. that all said, you could ask your GM if they'd allow it (assuming you aren't playing pfs)
I'd bet it means something along the lines of requiring the ability to detect the user by some means and to be able to kind of tell what they're doing in some fashion, since a staple of space opera settings is creatures that sense the world with different senses than a standard human-ish character might, so it can kind of cover a wide variety of possible targets without having to take a bunch of options for a sense you might encounter once or twice.
This is of course, all complete speculation with no knowledge. Basically a wild guess
So there is no LA in pathfinder? I've always noticed no entry in the races obviously and nothing I read in ARG, not that I have read every word. So do Drow players get to play at the same level as everyone else in a normal raced party then? They just raise its CR?
Yep, the ARG, as mentioned above has guidelines for how much more challenging encounters should be for parties including more powerful races, since the extra power does drop off after a while, and it is honestly a less fiddly system than LA anyway
So, first, sorry if this is the wrong place to put this, but I was wondering, because of an idea I had for an upcoming adventure involving the players getting stuck in a sort of limbo between two planes with qualities of both, but I'm not really sure where to go from there, or what sort of things to populate it with, I'm thinking between material and astral. Any help would be neat and appreciated
I can see where Hell's Vengeance could include just about anyone seeing as Inner Sea Gods said Asmodeus has/will work with any other god save for lamashthu and rovagug. I'd guess that its focused on a party heavily tied to Asmodeus, but open to most characters. I could even see a good character covertly working for good ends in the party (What, good characters are allowed to use deception too)
I'm liking the Devi name, we'll go with that for now, removing slap is a good idea too. I put the bonus to strength because it felt more right to me, kinda the first thing to come to mind when you think elephant. Scent seems like a good choice, dunno why I didn't think of that. I'm thinking a good flavor trait would be something like Survival and Knowledge (Religion) are always class skills. Paragraph/blurb to come later, once I clean up the details a bit
So over in the product discussion for Inner Sea Races (I believe) there was talk of elephant folk, I couldn't resist that idea, so without further ado
(Need a better name than elephantfolk)
Yeah, I know, RP is an imperfect system, and I do feel like there needs to be some fleshing out, and perhaps a flavor trait thrown in there, but its not a bad start, if I do say so myself