late to the party here, but off the top of my head i'd say anything bard or bard-esque (bard, skald, evangelist cleric, oath of the people's council paladin...)
voodistmonk lists a lot of really helpful numeric increases, but another i'd toss in to consider might be:
also iirc the Lingering Performance feat and Memorable trait (quests and campaigns) allow you to triple your song duration in an encounter (if you're not keeping a performance up constantly for allegro or a finale spell)
a week late, but a stream of consciousness for you: you could make it as powerful or as weak as you want, just due to whatever mishap caused his material form to be consumed in the ritual may have stunted his previous phenominal cosmic powers. so, he'd have lots of knowledge but no way to really use it--or seek it, since he's a book, and books dont have eyes to read with (blindsense would show pages as just a flat plane, no?). or perhaps since it was a "bonded" spellbook, he cant use his full power unless he's likewise bonded to someone, so perhaps he's seeking a suitable host to either dominate (intelligent/cursed item has rules for that) or lure into servitude in exchange for his limited powers and expansive knowledge. likely in exchange for [something], such as helping him restore a physical body for himself, possibly involving some grand and needlessly specific ritual with hard-to-find reagents that you'll have to quest for . or in exchange for letting him read new spells or sources of knowledge via the bonded players' senses, because he's just that bored.
on the player side, you could sort of treat it like an advanced familiar of sorts (diminutive animated object statblock as a base? idk), with SLAs (maybe use the spell mastery feat as a basis for picking spells as SLAs for him based on his int stat when he was 'alive', perhaps capped by the 'bonded' players' maximum spell level. perhaps have him pick a spell per slot from the spells stored in the book itself? or both?) and a telepathic link to whoever he's working with. or instead of feats, something like the lore oracle power (iirc) to consult with him on a subject for X amount of time for a bonus on the next appropriate lore check you make.
rather than flight, maybe he just has an 'unseen servant' carry him around? perhaps being a sort-of-weak (if rather hard to destroy) book is kind of a huge indignity.
MrCharisma wrote:
after taking the time to look more closely at it, this is pretty much everything I was looking for with solid defenses and passable personal offense out of the box as well! provided the DM isn't incredibly restrictive with paladin oaths, I think i'll be settling on this one going forward.
@avr: I'll admit my initial reaction to that suggestion was "what the hell's an omdura", since i've been out of the game for several years at this point. that's a very interesting class though--some sort of quasi-divine-sorcerer with bits and pieces from many of the divine classes. the archetypes make me ask why you arent just playing a cavalier or magus (respectively) though MrCharisma wrote:
glancing it over now that I'm awake, that's pretty darn close to what I was looking for yeah, i'll have to examine more closely in a bit. @neriathale: I should clarify (having found out a short while ago) that I'll be joining the group on their /ongoing/ campaign, which was described to me as "we're level 3, we just dealt with an underground dungeon" and "we're in a shoddy made goblin fortress" when I texted to get more info on that, so I'm sort of puzzled there (and we might actually be ahead of the curve in terms of level if not wealth? I'm unsure at this point to be honest) @coidzor: the first example--you would be a fighter 3/-- until the end of 4th level, at which point you'd become a fighter 3/ranger 2 once you hit 5th.
Java Man wrote: Spell warrior skald to enchant all of the party's weapons? i'll give that a once-over alongside my d20pfsrd diving *Khan* wrote:
those are sort of my worries for the group (and why i'm trying to support them), yeah. and that's true, now would be the time to consider dipping safely.
I've been invited to an irl game for rise of the runelords, starting at level 3.
Since every other player I've spoken to or spitballed character ideas on is some manner of melee-oriented character (and a necro wizard), which tend to require gear bonuses to continue hitting and surviving hits and effects, I'm thinking of something along the lines of a bard or paladin--basically just providing as many party buffs in as many fields as possible at once, to try and cover for the defecits. I'm wondering if there's some sort of bard-ish paladin or paladin-ish bard or other similar setup (evangelist cleric?) available to pick up and just slap as many group buffs as possible at once for the group. I want to make the entire party into supersaiyans, whether they or the GM want them to or not. Being able to heal would also be a bonus.
general feat at level 1 for everyone, to allow SOME means of player customization outside of the preset class roles (be it branching out or further specializing) from the get-go, rather than waiting till level 4.
one of the better d20-based ttrpgs my group has played, with a deep level of flexibility and granularity to build exactly the character you envision while keeping them mechanically viable (many systems have the problem that flavorful or unorthodox characters are mechanically weak). you want to play a human fighter who just graduated from fighter college, greatsword in hand? you can do that. you want to play a merfolk inquisitor with a shotgun who cooks and eats everything he kills (and some things he doesn't)? then godspeed to you, fishman! it lets you bring wild and fantastical ideas to the table and enjoy them in a fantasy world, and do so with your friends without feeling like you're not contributing to the physical or narrative challenges presented. which is my biggest issue with 2E--they seem to have largely sucked all the customization and fantasy from the game mechanically, between tight numbers, taking so long for any level of deviation from cookie-cutters, and an overall lowered ceiling in things you can do or attempt. everything just seems less heroic and more grindy.
Elleth wrote:
im going to have a phone soundboard with link's rolling shouts from zelda, personally.
MER-c wrote: I think people are mistaking freedom with a lack of accountability, people are free to make their choices as far as the Paladin is concerned, but once they have made their choices they also have to accept the consequence of them. Simply put, you cannot have freedom without accountability. you certainly can! you just need to be rich and/or well-connected.
ArenCordial wrote:
i really dig the idea of a personal "build-a-caster" class like they're setting the sorcerer up to be this edition--it's just so lackluster in comparison (probably to avoid the possibility of it outshining the base class). the simplest way would be like with the paladin change: sorc casting types compare to their other spell list peers by simply taking on a different approach/niche with a similar toolkit (though with druid and bard being spontaneous casters as well, there's a bit more difficulty there since theres more direct points of comparison). things like more heightening, more metamagic-ing, things to show their deeper connection with that type of magic in lieu of their peer's tertiary abilities like performances or channelling energy, etc. etc.
MaxAstro wrote:
by being a paladin and telling a necromancer to stop messing with the dead, you are inherently threatening him with punishment or death should he continue, because it is literally your job to do so.
so wait, the wizard is supposed to be the flexible one, and the sorcerer the rigid? i could have sworn it was supposed to be the other way around, between the wizard needing to choose strict school limits, pre-prepare their spells for the day, and requiring a lengthy process to change that, while the sorcerer can cast what they need as they need it (previously balanced by narrower list and more per day). i still need to look over the sorcerer changes, but boy, having the other arcane class have equal spells/day, free heightening as they please, a much wider spell base and a fast swapping process, i'm not particularly seeing much incentive to actually choose a sorcerer over a wizard (to say nothing of however it compares to druids/clerics/bards now). it doesn't even seem like a competition. EDIT: having read the changes now, i stick by my initial statement RE: sorcerers: still pretty much entirely worse than it's peers in almost every field. great job. that said: digging the alchemist changes pending further investigation, and VERY hopeful about the paladin changes--i can definitely see the flavor you want for the three paths, and LG/defender paladins are the most iconic/"real" paladins of the bunch with smite evil and whatnot, the others also look pretty solid in their approaches. i also appreciate that you took steps to mitigate the reaction bottleneck on paladins as well (though not till 1/3-1/2 through their career... but thats a systemic problem of the edition, not just for that class specifically)
Vic Ferrari wrote: Apparently Hit Points and DPR are what is most valued by players, not AC and To hit. to-hit DIRECTLY IMPACTS DPR, and can in fact be more valuable than more damage, especially when increasing in level and enemy defenses skyrocket even further (your DPR is 0 if you can't hit the enemy). I'd say AC takes a backseat in the endgame as most enemies tend to have powerful magics or completely devastating abilities or rider effects that require huge saves (with the penalty more often than not being death, effectively).
not sure i'm with everything you're saying, but a solid post nonetheless. especially dig the expanded ancetry feat amount at start and allowance for half-races of everything right out of the box--makes for so many interesting character designs without waiting till level 12! (some may go "oh but the powergamers will just pick the strongest--" they'll always exist and y'all need to just make peace with that). stamina i could take or leave--it makes repeated encounters less of a meatgrinder (good!), while requiring (along with the weapon damage scaling removal) a massive rework of all existing monsters, as well as complicating healing (bad!) while i agree that accuracy and crits need a major overhaul (as they're largely just "player punishment" at present), i'm not sure complicating it even further by adding more things to track for the effect gradient is the way to go.
i think that some means of guaranteeing enemy attention does seem to be in order--especially for people like the paladin, who (as of pre-1.6) has basically 0 active abilities and appear to be designed as a "tank" via covering their allies. currently this basically doesn't work, as their punishments to enemies that ignore them is nonexistent (-5% accuracy and 1 melee attack/turn against a single enemy), and their other means of trying to dissuade enemies from attacking allies in the first place are mutually exclusive and completely worthless against multiple enemies--but this is all secondary. if paizo plans to follow through with allowing a "tank" niche, they need to very seriously consider how to fit that into the game on both the enemy and player side, since without some means of guaranteeing enemy attention (such as by forced "aggro", intense penalties/debuffs for attacking targets other than the "tank", or other means--the idea of making yourself the biggest target and/or protecting your allies from harm needs to actually be backed up by the mechanics), the entire role goes out the window from the get-go. and unless the player can act on their turn (especially with their class' core gimmick) and know they're having some impact on the fight as their class, it gets boring fast (and raises questions like "if all this is good for is AoOing and positioning to try and get those, why am I not just playing a fighter?"). especially if you're trying to groom an entire class for that role.
Doktor Weasel wrote:
i actually wouldn't mind some of the longer duration buffs to be good couple-hour ritual candidates, especially for some of the lower leveled ones like mage armor. it'd really take a bit of stress off deciding those precious three (or so) spells per level for the day.
Tridus wrote: I'm not sure I could even tell you what the rituals do without looking it up, let alone how to use them. It hasn't been a topic of conversation at our table at all. well, yeah. they're tucked away in the book, and nothing's really mentioned them playtest-wise to really spark much interest.
Mats Öhrman wrote:
in the case of animal companions we were shown "lack of survey data about it must mean it's fine right" (since i expect many people have been avoiding pet classes due to their overall extreme action clunk, hard-to-find rules entry, and terrible scaling), so unless they really implement rituals into something that everyone tests so that people can properly complain to their main source of accepted feedback, it'll probably be completely unchanged.
Mats Öhrman wrote:
i mean, if they want 2E to be a 4E-style tabletop tactics game with minis, that's perfectly fine with me--it'd jsut be nice if they'd openly advertise it as such and not beat around the bush.
DM_aka_Dudemeister wrote:
especially for unseen servant itself--the devs were very unkind to our invisible friend.
Cyrad wrote:
preaching to the choir there man (contains a nested post as well), i've been talking about martials needing some Thing of their own (that MUST NOT be a feat tax or other cost, as that defeats the entire purpose) on top of class abilities/feats to push them into the same ballpark as casters since shortly after the playtest started. EDIT: it occurs to me how thunder-stealing that came across, which isnt the intention! it's just great to see someone else on the same wavelength.
JoelF847 wrote:
there were a few questions in the presentation survey that made me do a triple-take to try and understand what they were trying to ask as well, yeah.
Captain Morgan wrote:
I suppose I'm just mistrustful towards any "closed doors" devving from paizo at this point, since the last edition went seven entire years with three core classes being garbage pretty much from top to bottom. EDIT: for this edition i'm especially worried about the alchemist and paladin, but as those were specifically mentioned, i will remain hopeful for the time being on that topic. not so sure on things like druid requiring wasted stats for wildshape that don't actually apply to wildshape at all (they just determine the pool, since shapes have fixed bonuses). I dread the thought of some odd contradiction added without outside testing suddenly completely breaking a class and then being met with "nope it's already in print nothing that can be done--can we interest you in a $30+ purchase that has a character tax to skirt around that?" again (hey there shadow strike feat tax, for when we broke the rogue entirely by altering the concealment rules for light levels). that kind of neglectful marketing is exactly the kind of thing i want to be wrong in predicting
Quote: In the coming months, the playtest will draw to a close, and there will be no additional public updates to the rules while we focus on making changes to the game. and there it is, my worst fears realized. so we'll just have to hope and pray that whatever alterations they make post 1.6 aren't completely nonfunctional or over-/undertuned-and-requiring-another-book-purchase to correct, because by the time we see it to test things it'll already be set in stone.
monsters getting more deadly, players getting weaker (and there's just so few things the players can DO or BE now...), people starting to fail at previously basic everyday tasks with alarming regularity, previously ubiquitous magics and constructs being suddenly lost to the ages in the span of a years rather than millenia... we really do look like we're going from morrowind to skyrim.
personally i expected multiclassing with the current system to be more like 4e's (i mean we've got the level-striped sets of 'powers' to choose from), where it just wholesale trades out some class feats from the base class for some class feats from the multiclass/archetype (say, losing the animal companion ranger abilities but gaining some paladin mount ones instead), and perhaps swapping a core class feature for one from the other source. by making hybrids/VMCs/archetypes more modular like that, you could just print one set and have multiple classes access that (the class simply listing what class feats/ability they trade when archetyping/multiclassing), and really double down on 2E's whole "build your own class" angle. EDIT: which, thinking on it, is already the case really--just on a one-for-one basis rather than a package deal upfront. i just feels sort of... clunky? lackluster? presently.
my personal dislike is how late you get to actually interact with it, since if you want to play some odd variant of say, ranger, or a combo-class with multiclassing (something that pathfinder as a brand prided itself on allowing), you're not actually playing anything different than the generic base class (and therefore the unique character you thought up and sat down to play) until level 2-4 which can be a hefty real-life time investment. i've discussed the topic at length before, so i'll avoid just dumping a repeat here on the topic.
KyleS wrote:
i think a more fair comparison would be being reminded that you're trading a beat-up volkswagen for a horse-and-buggy advertised as a car. i mean, it's technically also a wheeled vehicle, and it'll get you there, but certainly not any faster or more comfortably. and i mean hey, you can see them building some sort of chassis around the horse, so there's promise there for later, even if you can see them getting tangled in the rigging right now.
(late to the party here) @OP:
And with the official adventures set in the PF1E world, and stated as supposed to be able to tell the roughly same stories (the runelords are in some dire straits atm, hoo boy), people are going to compare the two, just as people are going to compare it with DnD 5E, because both are recent and popular and a great many people enjoy them. 2E doesn't (and shouldn't) exist in a vacuum, and that can't really be ignored.
short answer: no long answer: noooooooooooooooo--
MaxAstro wrote:
i dunno, assuming any level of wealth/gear is nebulous at best--particularly when someone gets the words "low magic" into their heads (not realizing the entire system is built off that assumption).
Gallyck wrote: The new system is bad and the timeline of 1 year is nonsense when its really 8 months unless they extend the release. I cant get my group get characters down because the system is so watered down. try starting at level 4: -your ancestry has some small pool of unique abilities now-you get a small selection of class abilities and means to make your character/build less cookiecutter -you get your first general feat to start branching out (or specializing) -you can actually interact with the archetype/multiclass system at all -your skills are now stat+4 (see: 1 rank+3 class bonus from PF1) -enemies now have room to downscale, so you can now actually fight things at the new "intended" monster CR of APL-2 rather than APL+0 so the game isn't quite such a meatgrinder it comes off as from players/GMs previous experiences in balancing it's like you're really playing a level 1 PF1 character/adventure now! |