Prism Dragon

Gaulin's page

Organized Play Member. 1,563 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


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I understand the move away from a gishy necromancer, but osteo armaments is one of my favorite feats ever. Having a scaling, disposable weapon you can create with an action is extremely cool and I really hope it finds a home somewhere. It is what I hoped for in things like mindsmith, soulforger, etc.


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I say this in every thread like this that comes up, but a kind of body modification book would be great. Paizo has been knocking it out of the park with the more focused caster (or at least casterish) classes like psychic, necromancer, and kineticist if it qualifies as such. To me, a transmutation/polymorph specialist makes perfect sense to be made at some point soon. Throw in more prosthetics, mutagens, tattoos, etc and it's plenty of content to fill a book and be awesome.

I would also take anything that gets us more kineticist impulses, hopefully for existing elements, but I don't really have a whole book idea for that to fit in.


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I feel kineticist power level is mostly in line with most of the game considering the at will nature of the class. The stronger damage options (~1d10 per level impulses) are around the power level of a spell 2 levels lower than a characters current rank. Ish. More of those options across the board would be welcome.

I also think that since so much of the caster discourse seems to take into account being able to target multiple defenses of an opponent, some impulses should get variety in targeting different defenses as well. Not that every element should be able to target ref/fort/will and AC, but having strong options for at least two of them is fair, I think.


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I imagine (/hope?) we'll get a good chunk of variety in the jotunborn heritages to represent many takes on a giant ancestry. Who knows though, maybe they will be only slight variations on what we see, for the record I love the way they look from all the art in the article.


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Definitely hope for more impulses. I understand that each element is supposed to have its strengths and weaknesses, but some more variety for each element would help.

Water would appreciate a damage impulse or two that isn't dependent on a reflex save. Sooo many early game monsters have high reflex and it sucks. Something that targets fortitude (maybe that deals cold damage? Makes sense to me, some sort of cold snap) or even an attack roll would help a lot. Otherwise water is probably the most balanced element? I have seen people wanting to be more of a cryomancer than hydromancer so maybe more cold impulses than water.

Wood is also in a pretty good spot. A decent damage option or two to deal with creatures that don't bleed would be nice, since hail of splinters and sanguivolent roots are the best damage options for kineticist. Support wise I think wood is pretty good, maybe if protector tree gets a cool down there might be room for more good support impulses but as it is the element is very strong support wise, imo.

Air has a ton of good utility, again just needs some variety in their damage options, anything but reflex saves. I've seen that people want more electricity options, maybe a 1st level damage option there and a utility option or two? Otherwise wind only has a single damage option in boomerang so could use a couple more.

Metal is probably my favorite element. Damage wise they can target reflex, fort and AC with impulses that scale well, they have good defensive options, and some control. A lot of their power does come in later in the game, so spicing up their early options would be nice (maybe their armor doesn't break plz?).

Fire is great at what it does. More damage types for it's impulses would be great though, even if they don't benefit from the impulse junction or aura. Just for those times you can't get around a fire immunity. Something like a pure bludgeoning explosion.

Earth is thematically my favorite element but maybe my least favorite mechanically. Only three damaging impulses really, tremor can only be used on the ground against grounded enemies (I've always hated tremor like earth abilities, how is shaking ground supposed to hurt, short of a building collapsing), and all of them are overflow. A reliable set of impulses that can be used anywhere, with competitive damage, would be great.


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Very cool to get an answer, no matter how we get it imo. Thank you, Maya.

Man I'm so worried about you already haha, people are going to be hounding you non stop I think. But I love your vibe so far!


1 person marked this as a favorite.

Just wanted to say that I really, really hope osteo armaments makes the cut into the final game. It's exactly what I've wanted for options like mind smith.

Not only do I hope it stays in the game, but that this kind of feat (easier access to backup weapons) becomes the norm. It's not going to be superior to a fully runed up weapon, but when it comes up you'll be so happy you have the option to create a new weapon right then and there.


13 people marked this as a favorite.

It's a slippery slope for developers to start answering questions, I don't blame them in the least for not being active. Answering one question (especially in a text format where meaning doesn't always go through perfectly) can lead to the same tantrum throwers wanting further explanation or just outrage at the answer.

The mindset of throwing tantrums every time you can't get an answer to a specific question is crazy to me, especially when it's directed at the people who make the game we love. We've already had developers quit (I don't know for sure but being underpaid and overworked is probably part of why), adding extra workload and stress to the equation is a formula for a revolving door of developers.

I hope people take it easy on Maya too. If they do answer a question or two, floodgates are going to open and they might get hounded by people non-stop.


3 people marked this as a favorite.

Personally I hope not, I might be in the vocal minority (that's not a thing) but I like kineticist the way it is. Changing kinetic blasts to act as strikes or other impulses to act as spells would be messy in the way it interacts with other feats. I'm glad we haven't gotten any promises to that effect, sounds like just wishful thinking from people as of now.


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ElementalofCuteness wrote:

I don't remember the original wording for Arcwn Cascade and now I do just to see if this is right, the only thing I want is a Meld into Eidolon Class Archetype for Summonert that allows them to cast magic still while being their Eidolon...But that is just me.

My biggest hope is they actually nerf Rogue from critical succeeding all 3 saves starting level 17 and they hold onto their promise for Kineticist .

I probably shouldn't open this can of worms but you keep mentioning this kineticist errata. What errata are you expecting? As far as I know, there isn't really anything that needs errata


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I definitely understand (and like) the class as it is now, with different traditions mixed with runes. But yeah I can't help but feel like arcane needs it, needs more niches. And as others have noted, previous rune stuff has arcanes fingerprints all over it.


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I didn't even think about runelords, that's another really good point.


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Anyone else get the feeling the damage scaling is supposed to be every 2 spell ranks, not levels? Like there was maybe some mixup when developing the class. Honestly each rune doing 10d6 at level 20 seems sort of okay, to me


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So immediately getting into the class (which is wicked) I was picturing a tattoo laden runesmith. But upon reading some of the feats, there are some issues.

It might be intended, but there's no action compression feats for unarmed. It might be intentional, but I would love some kind of compression there. Also there are a few things that are specific to weapons that probably shouldn't be. Runic optimization specifies it only works with weapons (the main reason for this post, really), and elemental revision only works on an unattended item or held by a willing creature, not worn like hand wraps.


2 people marked this as a favorite.

I was thinking the other day about a body modification style book. Would be right up my alley.

Some brainstorm ideas;

Class - shifter (with subclasses for beasts, mutant, and machine stuff)

Class archetypes - prosthetic innovation inventor, synthesist summoner

Archetypes - mutagenist, polymorph/morph archetype (a là captivator), graftcrafter, mutant, tattoo master, experimental pet (comes with aberration pet subject)

Pets - mutants and aberrations

Items - grafts, mutagens, tattoos, nectografts, elemental grafts, prosthetics,


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I didn't have a lot of interest in shifter until I saw the adaptive shifter archetype in 1e. I hope, if we do get shifter, that we get something closer to morphs like that then full battle forms.


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Damn, all of these sound wicked. I'm especially happy for my good friend who's favorite 1e class is Inquisitor, both the vindicator and avenger sound right up his alley. And bloodrager sounds perfect; can cast spells while raging and get to add damage to them?! Sign me up.

Would anyone remind me (if it's been teased already) what other class archetypes are to come in this book?


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I feel like there are a ton of people taking remaster to mean a PC/PC2 style rework of the book. Those people are going to be disappointed I think. I hope people aren't upset when it comes out and few things changed.


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Main thing I hope for for inventor is to be able to change the material your innovation is. For an inventory to not be able to make their weapon adamantium is so silly to me, for example.


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I do hope that there's a clarification on deadly working with bestial mutagen. Raw you still need hand wraps to increase the number of extra damage dice you deal on a crit since it's dependent on striking runes.


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A big part of why people want pc3 is because paizo has done such a good job not only with adapting classes for the remaster, but touching up classes to make them more enjoyable to play. In my mind, that is why people want pc3. Lots of people have their favorite class not in the core/core 2 list, and the idea that the issues they have with their class could possibly be fixed (or they just straight up get new toys) is a big reason to want them updated.


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Intercept strike getting a bit of movement was my biggest hope! That's awesome. Very excited for the final version! Thanks you Jason


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I could see shifter as a mix between the build a bear-ness of an eidolon and the branching out and picking of themes (and ideally at will-ness) of kineticist. A shifter could pick the type of creature they can change their body into, then at later levels add in more creature types. At the beginning of the game you might pick aberration and be able to grow tentacles or turn into ooze, then at level 5 or what have you, you branch out into angels and can grow wings or a halo. Just full on chimera in the craziest ways.


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While I would love the geniekin consolidated into one versatile heritage, talos and ardande being published in RoE makes that a little wonky since RoE is ORC ready already. Otherwise I would love a single heritage for them all.

Personally I would like to eventually have most major types of creatures depicted with an ancestry and a versatile heritage.

Animal - Awakened animal for ancestry, beastkin for heritage.

Plant - leshy, conrasu, ghoran for ancestry, maybe an argument could be make for ardande for heritage but I think it could use its own.

Undead - Skele (and a bunch of options from book of the dead but not sure where to put those) for ancestry and dhampir for heritage.

Elemental - I would love a straight up elemental ancestry, and we have all the geniekin for heritages.

Dragon - A dragon ancestry would be cool (an official, 1st party), and we have dragon blood heritage on the way.

Divine - I'm not super sure if we have a pure divine ancestry really? Maybe something upcoming, not sure. But we have nephilim for heritage, as well as ghanzi, aphorite, and duskwalker.

Giant - Now that large ancestries are a thing, yeah it would be cool to have both an ancestry and heritage for this category.

Aberration - Fleshwarps for ancestry, and count me in for wanting a heritage for Fleshwarp as well.

Construct - Android, automaton, and poppet for ancestries. I kind of feel like android would have been better as a heritage but oh well, yeah we need a heritage here.

Fey - Gnomes and sprites for ancestry, no real heritages.

Shadow - we have kayal, but would be cool to have a shadow heritage.

I feel like that's most of them, though arguments could be made for other creature types. But those are my main hopes.


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I think most who want pc3 want it because every class will always have (at least) small nitpicky things people want fixed. Some people may hope for a way to avoid reactive strike on spell strike, a way to have your inventor innovation be made of a precious metal, or a touch up to fey eidolons (maybe even synthesist summoner).

I don't know what I'm talking about with this point but I imagine there are some benefits to having all classes under the orc licence as well.


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WWHsmackdown wrote:
Gaulin wrote:

A little boring, but I would love a 'player core 2' for starfinder. Get the most wanted starfinder 1e stuff done, and then go hog wild with new options after. PC 2 could have another 6 classes (mechanic, technomancer, biohacker, vanguard, nanocyte, evolutionist) which doesn't seem too crazy. I also think only 6 classes for core might get old fast, even if they're designed well.

Also I really love vanguard and evolutionist so am biased

After my lukewarm reception of the APG classes, I dont fancy the idea of play testing more than two classes at a time after the release of the core book. That could have just been conservative design but I'd rather be on the safe side bc fewer classes in a book should mean less rush and more work hours on those classes.

That's a very good point. I do like to think that the devs have learned a lot since the apg playtest and that doing 6 classes at once is doable (I mean they're doing it with core, in *addition* to a ton of other rules to figure out), but yeah you are right that doing a couple classes at a time is much safer.

It is hard to be patient when none of your favorite sf classes made it into core, and releases beyond that are sooo far away T.T


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A little boring, but I would love a 'player core 2' for starfinder. Get the most wanted starfinder 1e stuff done, and then go hog wild with new options after. PC 2 could have another 6 classes (mechanic, technomancer, biohacker, vanguard, nanocyte, evolutionist) which doesn't seem too crazy. I also think only 6 classes for core might get old fast, even if they're designed well.

Also I really love vanguard and evolutionist so am biased


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Logan Bonner wrote:
Hey, folks! We missed adding a couple of items to the FAQ page initially that should be in there now. Didn't realize it until seeing some of the responses like "Rain of Rust still doesn't have a duration?" Adding errata is a complex process involving changing and tracking text across multiple internal tools and I missed a step on these two items! We've now updated the Rage of Elements FAQ section with entries for Winter Sleet (page 32) and Rain of Rust (page 36).

Oooh I really like the winter sleet change. I never felt like picking it up before just cause of the extra rolling and fiddlyness, now it looks super usable and fun. Thanks team!


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Yessss. I know you have all been working super hard lately pumping out content, so thank you for managing to get this done. Especially happy about some of the kineticist errata! Stance being taken out of rebirth in living stone is awesome (and what I assumed was supposed to happen!), the scaling on conductive sphere is unexpected and awesome, and we have ranges and areas on all impulses!

My one and only (unrealistic probably) hope left is to get a faq that tremor can be used even on aerial enemies (actually everything in a 10ft burst) and not only on grounded enemies, especially is the damage is confirmed to be d8 scaling and not d10. Even then it's not a big deal (maybe the intention is for enemies to be on solid earth) but again that's just my hope.


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I was also hoping for some sort of built in armor feat (or even graft) but I definitely understand that you can't fit every cool animal thing into a single ancestry.


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Be careful what you wish for. Some may want a pf3e, thinking it will fix everything they want fixed. It could easily (in my mind, likely) not go the way those people want it to go. Ttrpgs are getting less crunchy and more gm fiat, narrative type games. I don't think the next Pathfinder edition would go full narrative style but I do think it would mean more that way.


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Some have! Shipping has begun


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Count me in the 'taunt should be optional and not a class defining feature' camp. I do see the value of taunt (still think it's not amazing) but it is, imo, not a tool that makes the class stand out as it should.

My reasons for making taunt an optional feature (most of these have been said in this thread, just summarized):

- It's not something that should be used often. Guardian really doesn't have that many base class features that make it stand out especially at early levels.

- Taunt being a base feature is going to raise the skill floor of the class by a lot. Many veteran players may like that and consider non core classes should be harder to play, but I think it's unnecessary. It will likely end up with players playing the class 'wrong' and getting frustrated.

- The class is already pretty one dimensional with not too many build variations; one main option to have an extra effect from taunt (threat technique), when taunt is already seldom used, feels bad.

- I have yet to see anyone say that intercept strike feels against the class fantasy. On the other hand there are definitely some (not a huge amount but some) that dislike the flavour of taunt.

- Personally I don't see a reason other classes shouldn't be able to get their hands on taunt through feats. It's really not that good of an ability that it can't be a feat, imo.

- Lastly I would want something else. The class feels like it's missing a lot. I feel there's not enough choice or build variation on this class compared to others. Not every class needs a subclass but there has to be variation between builds. A class feature, that comes up often, that fundamentally changes playstyle would be very welcome in my eyes. The class also needs more survivability in my opinion.


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Not that it matters all that much, I'm just excited, but has anyone gotten their authorization email yet?


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Personally if armor specialization is supposed to be a big part of the reason guardian is supposed to be so tough, I would rather it changed to a different defensive tool. It's not reliable - nice when it happens but otherwise a nothingburger. Another part is that so many enemies have multiple damage types, like a bite and a claw, and if one dealt less damage I think it would be silly for them to not switch to their other option.


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GameDesignerDM wrote:
Gaulin wrote:

I like a lot about the guardian but a little confused on how to play one. Being in the thick of melee seems like you aren't getting much out of the class with base class features - you can't intercept strike allies you're flanking with and if you taunt you're just as squishy (or squishier) as your melee buddies. You don't hit as hard as your allies, you don't have any damage boosters and your hit chance will be lower some levels.

I think the best way to play a guardian is with a ranged weapon on the backline, taunting far away enemies who would have to waste actions to get to you and you're next to squishy allies if they're in danger?

Taunting + DR + Armor Specialization + Raise a Shield/Parry Trait + Diehard + Greater Armor Specialization + Feats implies to me you are meant to be up there taking hits, and either reducing what damage you are actually taking or being incredibly tough to kill.

All those things that imply you're supposed to be up there taking hits don't really synergize in my eyes, especially at low level. The tools you have to be 'incredibly tough' are your shield (anyone can get), regular martial HP, armor spec (really small amount of resistance against a single physical damage type). And if you taunt your AC is going to be as low as a caster the first 4 levels.

Maybe it's that I recently played an AP with a champion, but as hard as enemies hit in this game, a guardian who taunts feels like it's going to go down fast. The champion in my game managed to hold their own against some enemies but with 2 less AC I don't think they would've been able to. They also had lay on hands and such. Staying away from the action and taunting makes a lot more sense to me.

I definitely could be wrong and it's what playtesting is for, but at first glance I am very skeptical.


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I like a lot about the guardian but a little confused on how to play one. Being in the thick of melee seems like you aren't getting much out of the class with base class features - you can't intercept strike allies you're flanking with and if you taunt you're just as squishy (or squishier) as your melee buddies. You don't hit as hard as your allies, you don't have any damage boosters and your hit chance will be lower some levels.

I think the best way to play a guardian is with a ranged weapon on the backline, taunting far away enemies who would have to waste actions to get to you and you're next to squishy allies if they're in danger?


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From Ezekieru's reddit write up; The shapeshifting feats and options will be towards the Druid and the Animal Instinct Barbarian, to give them a few more animal-like choices!

Sounds to me like not an archetype, but feats that can be taken. Which, I like better as you don't have to spend an extra feat to gain access and be locked out of other possible archetype choices.


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Gisher wrote:
Gaulin wrote:
They both sound so interesting! Surki sound like they have a lot in common with the way remastered kobolds are described, at least in the sense that their eggs absorb magic.
Where can I find this information about the remastered kobolds?

It's in the kobold page of monster core! Very cool stuff, excited to see how (if) they change in player core 2.

But I really do like surki from what we've seen in this article. Love the idea of evolving powers, becoming stronger, and the variety shown. Getting to pick your magical tradition is so cool for instance.


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Couldn't that sentence be read as

As such, it has no effect on (nonliving creatures or living creatures) that don’t need blood to live.

If every undead has bleed immunity listen except vampire, that's how I'd read that sentence.


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Might be a bit of a tangent for the monster core thread here, but damn I cannot wait to see how kobold ancestry looks after this new information. They were already a very cool ancestry so I'm a little worried about changing them, but their new shtick has so much potential.


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Mellored wrote:
Burntgerb wrote:
arcady wrote:


But this costs an action to declare who's effected.
I don't see how it does. I've re-read Safe Elements three times - and I'm sure I'm missing something - but as long as you're not using Pacifying Infusion, I don't see any additional action requirement to designate targets safe.

you declare your allies when you use Channel Elements. That makes them safe from Winter Sleet.

But you need to spend the action to make Tidal Hands safe for them.

Also, all the Aura's, except water, already gave ally or enemy.

Safe Elements with a water Aura is a bit of a trap. As you want to declare your enemy to not get fire resistant, but then also exclude them from Winters Grasp.

You really want it with Sea Glass Guardian though. That will heal any creature.

Reading sea glass guardians, I think it will only heal allies? From the book;

Eerily beautiful elemental water beings race around you, eager to protect and heal you and your allies. Their forms vary and might include eels formed of undulating water or ice crystals whirling in the shape of a jellyfish. The
guardians flow around combatants and don’t occupy a space. They attempt to intercept all dangers, granting you and your allies within your kinetic aura a +1 status bonus to AC and saving throws. If any creature affected is critically hit or critically fails at a saving throw against an attack, effect from an enemy, or hazard and remains above 0 HP, the guardians reach out to heal that creature. The creature regains 4d8+8 Hit Points, and the impulse ends. If the creature is in water, the healing dice are d10s instead of d8s.


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One thing to note about rebirth in living stone (aside from it being a stance and needing concentration on an element with no non overflow damage impulses) is that crit immunity doesn't protect you from critical hit effects. So if you were to get crit by something that also has you make a save or x happens, you wouldn't take extra damage but you would have to save like everyone else, your manipulate actions would still be disrupted on a reactive strike, etc. At high levels a lot of the scary stuff isn't so much damage, it's more the death effects or stuns or all of that stuff.


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Not going to get my hopes up but seconded on more kineticist impulses! Wouldn't be surprised if we only got more druid feats though, feel like the last few rulebooks haven't had too many player options not listed in the product description


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From the initial animist/exemplar play test comments from Jason Buhlman;

Mythic rules are categorically NOT an extension of the game past 20th level.

Which makes me think the mythic rules will be more akin to a set of archetypes that somehow let you fight more mythical battles. Personally I hope they're not crazy overpowered.


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Thank you so much. Really didn't expect a reply from you that so perfectly solves my problem haha. You're the best.

(Also long live Shensen)


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(C-c-combo breaker)

Ended up putting in a request to opt out of remaster. Not much point paying for a ton in shipping when in a couple days I could go local and have a chance at a special edish. Not to mention from what I've seen so far there was a lot more stuff I wish was touched up.


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Captain Morgan wrote:

No time for requests, but here's some stuff:

Divine Lance is 2d4, but also gets a range of 60 feet. So pack Needle Darts for your main damage and Divine Lance

Weapon Surge is now a scaling amount of spirit damage.

Electric arc is indeed 2d4 as expected, otherwise it is pretty much the same.

Chain Lightning is unchanged (oh hey Calliope5431)

Lots of nice little hex buffs, but I haven't caught them all. Shroud of Darkness now works on anything without greater darkvision.

Pretty sure the reflavored tattoo familiar lets your patron abilities still work, if not the higher level feats, so there's an easy way to keep it alive if you don't mind keeping close to the fray yourself. There might be a viable melee witch build for fortune and night that stack penalties on adjacent enemies.

You can use familiar abilities to add a variety of traits like plant or dragon. Construct looks like the only one with inherit benefits because of the huge immunity list. Also seems like you can use that to do the object familiar.

Inventor is now a second level feat, which is fine because formulas don't really matter anymore for common item. Though with GM permission this lets you invent uncommon or rare formulas.

New 7th level break curse skill feat lets you use Occultism or Religion to counteract curses as an 8 hour activity. Nice caster replacement.

Oh my God, I love that skill feat so damn much. Holy s$*#. Thank you for sharing


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Sigh, looks like witches armaments doesn't have the bit eldritch nails had about putting runes directly on your body anymore. I loved that about it, was unique and flavorful, runes becoming part of your character.


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Welp I definitely disagree. There's a ton of spells and such that deal damage and have the death trait and only a single save for both. As I said earlier death ward has been huge for my character against some threats with crazy breath weapons that turn characters to ashes and such. If you're telling me death ward only applies to saves that literally only kill character or not (no damage involved), then I'll just have to agree to disagree. It really sounds to me like you're cherry picking what you want to happen. I think that RAI all shall end in flames is probably meant to damage undead. But saying that even RAW it does is a little fishy.

If anything all this discourse also proves that the death trait should be further clarified, or as op wants, less things should have the death effect. Even if you are right, breithauptclan, it's not clear that your view is what's intended.

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