First of all I have to say that I was really anticipating the release of this class in some form since PF2E first came out. I think the class idea/concept combines really well with the core mechanics of the game.
Secondly, it seems the Commander combines elements from the Cavalier and the Marshal archetypes. Given that, my question is - Would make it sense to give the Commander something similar to the Cavalier’s Pledges?
It seems that members of this class would be military officials or knights (vaguely speaking) and they would have to pledge themselves to some order or organization they represent. If they use a banner, the banner has to represent some organization or ideal (and in that way you can also add specific edicts and anathemas to your character).
Another suggestion in the form of a question is - Would it make sense to add the option to choose between a banner and a tabard? You can already combine your banner with your weapon in the playtest, why not combine your “banner” with your armor (which in practice is a tabard)? Maybe there can be advantages and disadvantages of using one over the other?
Page 138:
Shield Block
"You gain the Shield Block general feat (found on page 266)"
Should be "page 262".
Page 141:
Aggressive Block is listed as a Reaction. Probably should be a Free Action, just as it was before in CRB (4th printing).
The trigger is another reaction (Shield Block) and we can only use 1 reaction per turn.
Will the other six non-core classes (Magus, Summoner, Inventor, Gunslinger, Psychic, and Thaumaturge) get a remastered version down the road, in a possible "Players Core 3"?
I understand that the Kineticist will be released with the remastered rules in mind in Rage of Elements.
(I apologize in advance if this has already been answered.)
About Me:
I've been playing TTRPGs for about a decade now (PF1e, 5e and now PF2e), I've only played PbP games a couple of times a long time ago, but I pretty much share your thoughts on how they should played - Interaction with the environment and with other players as key point.
I haven't played with you before (so I'm at a disadvantage there), but still I'm very much interested.
My Play style:
I usually like to define my characters personalities first and then figure out how they interact with their ancestry, background, class, skills, feats and all other mechanical stuff.
You can expect a lot of interaction with the other characters and NPCs, relationship building, personal quirks and catchphrases.
I'm usually able to post 2+ times per day.
My Initial idea:
My initial idea for a character was a human wizard named Roderick with the bibliophile background (from the Abomination Vaults Player's Guide).
"Roderick works at the local bookstore under Morlibint and shares his love for books and fiction, he learned the secrets of the arcane arts with the old bookstore owner. Now and then, the old man gives Roderick a hard time for having his head on the clouds, but he knows that's just part of Roderick's nature - always thinking of something else. He also is an acquittance of Wrin Sivinxi, who shares with Roderick a passion for the unusual and the occult. Roderick often tries to meet up with the elven tiefling whenever he finds a strange reference to some rare occult secret in the books he finds."
This is just an initial idea, and I'm pretty much ok with playing something else, or expanding on this.
Hello. I'm also very much interested. :)
Haven't played a PbP for a long time, but I have some experience with PF2e.
This is my (tentative) character submission:
Name: Roderick Crestreaver
Bio:
Roderick works at the local bookstore under Morlibint and shares his love for books and fiction, he learned the secrets of the arcane arts with the old bookstore owner. He also is an acquittance of Wrin Sivinxi who shares with Roderick a passion for the unusual and the occult. Roderick often tries to meet up with the elven tiefling whenever he finds a strange reference to some rare occult secret in the books he sells.
Class Feats & Features:
Arcane Thesis: Spell Substitution, Arcane Bond (Spellbook), Drain Bonded Item, Arcane Sense, Counterspell, Hand of the Apprentice
In my opinion, the Marshal is a good candidate for eventual conversion into an all up class. You even have the beginnings of class paths with being able to choose either Diplomacy or Intimidate. You could expand on that with Perception, a Lore Skill, or any of the Magic skills for an Eldritch Commander class path.
Actually that might be an interesting homebrew project over the next couple of weeks while I wait for the playtest to come out, heh.
Yeah, I agree with that. I really wish something like the Marshal would be a full class, along the same lines as the Warlord in 4e or the Commander in 13th Age.
On the other hand, concepts like the Cavalier and the Vigilante do work well as archetypes.
I wonder if that is even a possibility that might cross the designer's minds - For an archetype to be "promoted" to full class?
I honestly don't know. My character asked without knowing what tricks his companions might have in their pockets, his intention was more to try to find a solution with the rest of the party.
But, gust of wind sounds nice, but it's lvl 2 right? If you have anything similar. Also it doesn't need to be a spell, some kind of out-of-the-box trick might work.
I have genuine newbie question about Eli's attack roll, he attacked with both weapons (dual-wielding) - shouldn't he take a penalty for the dual-wield, even with the feat "two-weapon fighting", it will not make much difference in this case, but I want to know if I missed something :)
I'm not only in for part 2, but also in for part 3, which when complete will get us to 2nd level. And if I could make a bold suggestion, I would love to continue forward with other PFS adventures beyond First Steps - unless you get tired of us of course ;)
As for the vacancies for part 2, I would suggest avoiding the classes that are already in play, maybe getting someone who is from a different alignment and faction so we can get more variety, if possible.
As a side note (unrelated) - I noticed that we are only supposed to choose our faction at the end of part 3, however when we create this PFS pbp characters we are forced to choose one before hand, I only noticed this after we started playing and I think it's kinda of important.
I'm curious about your campaign.
I would love to know more details, character creation guidelines, are firearms allowed, what books are allowed (CRB, APG, ARG, UM, UC..), are all races from ARG allowed, etc..
On a side note and still regarding my archetype question, I found the information I was looking for in the PFS Guide:
"If you wish to apply a legal archetype to your character, you may do so at 1st level as normal. Additionally, you may apply an archetype to an existing class any time you level up as long as the first alternate ability does not replace an ability granted at a previous level."
- Guide to Pathfinder Society Organized Play
I can't believe I missed it the first time.
So, for example, I am a core Ranger and I want specialize into Trapper, I can do so until 4th level, because at 4th level the core Ranger learns the Spell feature which directly replaces the Trap feature (5th level) from the Trapper archetype.
Although I'm still unsure if I'm changing or not..
As for the holidays, I myself am traveling, but it will not be a problem, since I'm bringing with me my laptop and I will probably have internet connection. But I completely understand if things get slower or even if someone becomes unable to post.
And since we are speaking of holidays, I would like to wish the happiest holidays to everyone. :)
Well, if you were not sure about the subject I was completely in the dark, so I tried my luck and used some common sense on what an heroic figure would do (a ranger in this case), even if disregarding his own safety.
Even being new to the game I know that rules are only guidelines and we have a certain amount of freedom (I guess depending on the GM), and that's why I tried my luck. I guess it worked. :)
But can I take/substitute abilities from a archetype/alternate class to customize my own character as I level up?
Taken from the Adavanced Player's Guide:
"Typically, the best time for a player to adopt alternate class features and significantly revise his character is when leveling up between adventures, though he should always check with the GM before doing so, as she may wish to work significant changes to a character into the campaign."
Is it possible to change class archetypes between campaigns, or add one if you are using the basic class settings? I still don't understand how the archetype system works.
Quick question for the newbie here:
Is it worth making a Knowledge (Dungeoneering) check to see if I can get any info on Vaults? Do the Vaults even count as a dungeon?
Hey Eli, I didn't understand your statement: "Keeping myself unseen hopefully to ensure my feelings nodding to the Elf and Archmoon's are just that". I'm confused. :)
Hi there. I'm new to Pathfinder and to pen-and-paper RPGs in general, and I would love to join your adventure, I have already made my first character.
I'm not sure if all details are correct, if you could give a look and see if everything is ok I would be very grateful. Thank You.