"The galaxy is a stage, and WE are the actors!" It's a literal content creator that decides to go on an adventure for views, likes and exposure XD We laugh, but... how many times have we seen sci-fi stories where a musician/artist was an important character?
griefninja wrote: -some kind of han solo class. Non magically supporting allies and sneaking under the radar. Operative with scroundrel-like archetype and/or background? griefninja wrote: -some kind of vtuber/idol class that buffs allies and debuffs enemies with tech instead of spells. Envoy or Mystic with a new style or connection tied with the Infosphere? griefninja wrote: -I feel like a mecha pilot class could be interesting. Building your own unique mech suit like something out of Armored Core That should definitely be an archetype and not a class. I could see anyone piloting a mech even if they're not from a martial background. The only thing I can think of is a Charisma-based spellcaster focused on pre-Gap stuff...
Mechanic - Intelligence
Ok, cool, but... we're gonna need more classes that use other attributes... Biohacker - Intelligence or Wisdom
What else? I'm legit surprised that we don't have another possible class with only Wisdom or Charisma. Aside from that, I fail to see what other classes they can come up with...
The Fonqugons are the new ooze ancestry in SF2. Funny enough, we have Aakriti (The Evershifting), an ooze deity somewhat related to life and creation, as well as insects.
Kavlor wrote: Again, I don't think we shouldn't strive to create cool and awesome things. It's just that I think a professional company like Paizo shouldn't create content impulsively, but rather with a mindset of "how will this expansion improve the player experience?" I agree. Those new alien races are part of the player experience, since they are exploring those planets. That's what I said :)keftiu wrote:
It's... a... pug :O ! If it was a Corgi, Terrier or a Shiba Inu, it would have flown much better :P
That makes sense... Still cannot believe that a pug was made into an ancestry though... Kavlor wrote: That said, I certainly don't think original races are a bad thing. I fully support the vast diversity of species in Starfinder. In this case, the local, alien, strange, and extremely diverse Galaxy is precisely what perfectly meets the requirement that Starfinder strives to fulfill. Especially since, unlike the single planet in the case of Golarion, which isn't really all that large, the Galaxy is vast enough that races exist in the background, and we barely consider interactions with them. IIRC, many alien races were introduced in S1E with the APs and standalone adventures. Those planets still exist, so as a convertion, most of them are simply updated for S2E.
Kavlor wrote:
More like they have all the framework to make them playable. Kavlor wrote: By the way, as another possibility, I'd love to be able to play as the Large Amurruns. Something akin to the race of tigers, lions, and other large cats. That would be... a separate ancestry, similar to how Hobgoblins are separate from Goblins. ornathopter wrote: I think you're being too pessimistic about harpies - in Monster Core, where the wind spirit change happened, there's still this sidebar Huge shot in the dark, but could they merge the harpy and the siren, making one single ancestry based on "two female-based avian creatures" ? Sirens aren't cruel IIRC. SilvercatMoonpaw wrote: I mean, I support as many anthropomorphic options as possible. Look no further than Starfinder :P They got starfishes, squids, corals, crabs, otters, cats, wolves, birds, camels, moles, monkeys, ants, lizards, slugs and beetles.That,s ON TOP of what Pathfinder already have XD
Kavlor wrote: Medusas - in many ways similar to harpies, but I've just seen fewer interesting examples of their character development and am therefore less eager to see them in the game. You mean the Stheno? It's ready for playable status, so ;) SilvercatMoonpaw wrote: Is this thread only about asking for 1e remakes, or can we just say any old thing? Both :P Basically, many of us just want Paizo to bring back old material ASAP so they can move on to new stuff.Rougarous, Wyrwoods, Gathlains, Yaddithians, Syrinxes, Shabtis, Orang-Pendaks, Munavris, Kurus, Calignis, Boggards, Astomois, Wyvarans, Bugbears, Ogres and Trolls are still missing... Half-Giant, as a versatile heritage with the various species as lineages, would be nice. Multiple new heritages for existing ancestries could be welcomed:
Finally, Celedons, human-sized animated statues created by deities, would be a great addition as a new ancestry. Just like some ancestries are tied to Occult or Primal (to the point of replacing spells), those could be tied to Divine. That's just for "returning races" though :p
moosher12 wrote: Glad I'm not the only one who wants fetchlings to be a heritage, but I think they were already confirmed to be an ancestry in an upcoming Lost Omens book. Though, Starfinder side, they made an alien android heritage alongside the android class, to bring android principals to other races, so I suppose thanks to Starfinder setting the precedent, there is room for a separate fetchling heritage. See it like this: we have elves and orcs, alongside half-elves and half-orcs (too lazy to look up their official names). Paizo could add half-fetchling, half-fleshwarp and so on, later down the line.
ornathopter wrote: I hope the nymphs have (the option to get) the melee and ranged unarmed attacks their NPC versions have. Like Sprite's Spark?
I'll add this: In Pathfinder, there's no such thing as "lineage feat" for the Awakened Animal ancestry anyway. All you have is this:
Quote: There are many mysterious ways for animals to awaken, but the most well-known path is through the ritual awaken animal. Still, so far, in Pathfinder only, IIRC, only the Awakened Animal, Yaoguai and Dragonet have a Level 5 feat that allow them to pick a regular heritage if they picked a versatile one before. You don't have this with any other ancestry.
TheTownsend wrote: For your own example, why couldn't an awakened animal "engineered by science" later die and become a corpsefolk? And why then, should retaining the benefits of their scientific awakening be mutually exclusive with lineages that just represent the physical condition of their carcass? Oh... yeah... You're right...
Squark wrote:
You're correct. Ancestries don't have lineage feats, but... what prevents Paizo from adding them as well? A character can have a Versatile Heritage instead of an ancestral one, but versatile heritages come with lineage feats. So why can't regular ancestries have lineage feats again? I could see those that sub-heritages for one thing. Quote: Though a character can have only one heritage and one lineage feat, the possible permutations of a character’s background and family tree are virtually unlimited. Right now, no core ancestry has lineage feats. Those only exist for versatile heritages. There's a... gap here.
HolyFlamingo! wrote: Blending awakened animal and entu colony is pretty easy, and the game gives you and your GM permission to do so via custom mixed ancestries. Won't fly for Society, sadly, but it's a good option for everyone else. This one is... a special case... because how your animal was awakened can be greatly expanded. Were you awakened by magic? Uplifted by technology? Engineered by science? Bonded with an entu colony or another lifeform? All of these can be lineage feats for the Starfinder version of the Awakened Animal ancestry, each leading to more feats upgrading that source over time.
Justnobodyfqwl wrote: I feel as if the Entu choices are very broadly archetypical. When it says "Squox", it's a stand-in for all sorts of tiny skittering animals. Same with the "large + swim speed" one, etc. Then again, what prevents Paizo from porting over the Awakened Animal ancestry into Starfinder and giving them a lineage feat that make them entu colony hosts?
Milo v3 wrote:
Yeah... this should have been like the Awakened Animal ancestry... on many aspects... - You choose your size from Tiny to Large, if you have a host.- These hosts can move fast, climb, swim, fly or burrow. - You select a natural weapon, since... Starfinder fauna is infinitely more varied :p
ElementalofCuteness wrote:
I'd also take some alternate or extra rules to bring back some of P1E's stuff, like "your character gains access to 3 Level 1 feats at Level 0", to replicate skill bonuses and starting weapon proficiencies. I mean this in the same manner as the Free Archetype rule.
Dubious Scholar wrote:
Except a Repeating Heavy Crossbow... Seriously, how do you work with a Repeating weapon with a Reload of 1 action? The point of Repeating is to NOT have Reload times. This should have been an Advanced weapon with Reload 0. Right now, you need to reload after every shot and after 5 shots, you need to spend 3 actions (or 2 with a bandolier) to change the magazine... and then ANOTHER action to Reload. Aside from that, just have a Level 8 feat that allows a Gunslinger to switch barrels of a Capacity weapon as a free action (like in P1E) and a Level 14 feat that allows the slinger to reload one weapon as a free action once per round, or to treat 1 action to Reload as free. Your Gunslinger should be able to shoot bullets as fast as a Ranger or Fighter can with a bow and arrows by Level 20.
gesalt wrote: A free reload each turn wouldn't change this, but it'd improve their quality of life a little bit. It'd basically replace the otherwise mandatory risky reload by guaranteeing you a second attack each round without risky reload's fail effect. It would also make dual wielding more appealing... 1st Action to Strike with Pistol #1
Teridax wrote: Personally, I'm okay with the Gunslinger needing to spend two actions to make one Strike; my issue with the class and firearms in general is mainly that the Strike is generally not worth it. Even when including the fatal trait on many firearms and the bonus damage from slinger's precision, the damage isn't consistent enough to be that good. What further annoys me is that firearm Strikes still count as one attack for your MAP, meaning that if you're Striking with a firearm, turns can very easily become a repetitive loop of shooting and reloading: personally, I'd have preferred it if shooting with a reload 1 weapon counted as two Strikes for your MAP, and the massive nerf this'd represent were used to buff firearm damage accordingly. Even if this didn't buff the Gunslinger's net damage, it would give them a spare action every round to do something else alongside shoot and use their reload, which to me would make the class flow much more smoothly and let them reposition more easily as needed too. Why a nerf??? The Gunslinger needs buffs... direly... Right now, I kid you not, it's actually better you dual-wield TWO Repeating Hand Crossbows (the Gunslinger is proficient with those BTW), each with a bayonet attached, and have a Repeater Bandolier to speed things up. Yeah, gonna love that there's no one-handed Advanced firearm with the Repeating trait, when by Paizo's logic, adding that trait to a Hand Cannon, Flintlock Pistol or Flintlock Musket would be the same as the Hand and Light Crossbows.
The Raven Black wrote: TBH it feels like you just want all Gunslingers to always get a free action each round to reload. Which would just make them OP. Rapid Reload was a thing in P1E, and Gunslingers should be the class that allow you shoot firearms as fast as an archer uses a bow. That's the whole point. If it's not for firearms, it's also for crossbows, when the Repeating Light Crossbow is the best weapon for a gunslinger right now.
While the Magus can always use more feats to reduce actions, the Gunslinger really needs solutions to speed things up... 1) Most Slinger's Reload actions are situational:
2) Capacity weapons are few and far between, let alone underused.
3) Reloading makes you an easy target, because you're standing idle.
4) Repeating weapons are fewer than Capacity weapons, and there's nothing to make them easier to manage.
If the Repeating trait was slapped on an Arbalest, it would have gone from 1 Reload action to 0, and would have been the better weapon. BTW, before saying that the Inventor must be the only class who's allowed to add traits to a weapon, please show me the innovations that can add Double Barrel, Capacity and/or Repeating to a crossobw or firearm. I'll wait...
I could use a new book about enhancements and outerworldy forces... so we got get back the Biohacker and Vanguard. The Biohacker could get Evolutionist materials, while the Vanguard retains entropy manipulation, alongside both Barbarian and Guardian abilities. The Vanguard could also be the first SF class with Legendary Proficiency with "all simple and martial weapons, plus unarmed". The Operative only has Legendary... for guns, or "all one-handed melee weapons and unarmed attacks with the agile or finesse traits" if you're a Striker. The Nanocyte... feels like it would work better as an archetype, like the Mind Smith, and the Precog, well, has been folded into the Witchwarper.
Maybe it's a new species of Nymphs that doesn't have the location dependent weakness? That species still has access to regular nymph heritages, but these are not as dominant as their parents'. If anything, new magical aura or "simple biological evolution" eventually made nymphs free of their areas and allow them to travel the world, albeit they have weaker ties to nature. One HUGE feature is that nymphs... will likely come in more than just female, like changelings got. That alone is a big change. We got the Planes of Metal and Wood returning, so it's possible that the First World got "something new"... or that its ties faded...
QuidEst wrote:
A cloud? A thunderhead?A permanent eye of the storm?
TheTownsend wrote: "Sylph" is already taken by the Air Geniekin, I'm afraid, as is "Oread" which would normally be mountain nymphs (the Geniekin are half named after Paracelsus' categorization of elementals, but "Gnome" and "Salamander" were taken by other things). "Aurae" would probably be the name for air nymphs, though the singular "Aura" would be a little tricky to differentiate from rules terminology. Don't we already have an air nymph? I could have sworn we did. You're right about the name though ^^; TheTownsend wrote: So for Heritages, I'd guess: Aurad, Dryad, Hesperid, Hora (with seasonal deliniatons), Lampad, Naiad and/or Neried/Oceanid (definitely Naiad, it's just whether the other two rolled into it or rendered seperately), and Orestiad as a Mountain Nymph with a name other than Oread. Lampad and Orestiad could be folded, one for underground and the other for mountain. Hora could grant basic seasonal abilities, and a lineage feat could make you specialized in one season. Point is that we should get all Nymph variations as heritages, including wind.
Sprites were not remastered yet, so... Nymphs are kinda easy to predict:
Fauns and gremlins can be fun. Where on Golarion are Gathlains???
benwilsher18 wrote:
Fine, I can live with those as feats, like Running Reload is a feat for Gunslingers and Rangers. benwilsher18 wrote:
Recharging Spellstrike has the Concentrate trait and Casting a Conflux Spell has the Manipulate trait. Those can trigger reactions of all kind. Fortunately, Reactive Strike or similar abilities don't work at a range.
benwilsher18 wrote:
People have been asking for special ways to recharge Spellstrike in the Hybrid Studies, such as "Striding with Laughing Shadow", "Raising your shield with Sparkling Targe" and "Reloading with Starlit Span". Also, Spellstrike is only as powerful as the spells... and there are already many restrictions. The base feature had to be rewritten in the Remaster due to the diminishing amount of attack spells. Sure, you can pick Expansive Spellstrike, but still, the Arcane spell list has been getting a tiny amount of attack spells since then, as if Paizo didn't want to overpower the Magus. Finally, recharging Spellstrike paints a target on you. This isn't like Reloading where you're likely gonna be at a distance. Unless you selected Starlit Span, you're gonna need to back away from your enemy to recharge. As much as people insist that "you shouldn't use Spellstrike every round", the thing is that combat in Pathfinder is all about dealing damage. One round recharging is one opportunity for the enemy to hurt you for free.
Kalaam wrote: So weird that a lot of my impactful action with my magus were with spellstrike spells that didn't have the highest damage but other useful effects. You can use Spellstrike for non-damaging spells, but the way the feature was built, it's made primarily for damage, not status effects. Like I said, you want the Magus to be less awful? Give it feats that allows it to recharge Spellstrike faster, activate Cascade right away and make save spells of any kind harder to resist. That last one is important, because before the errata, the Magus needed a feat to even use single-target save spells, and Paizo didn't help by converting several attack spells into save spells with the remaster. The whole point of the Magus is channel a spell through a melee weapon, which is riskier than spellcasting that same spell at a distance. The fact that I need a successful attack roll on my Strike ON TOP of the target failing its save makes save spells very unforgiving.
Before saying that the Inventor is the only class who can make weapons, it can't even slap the Double Barrel, Capacity OR Repeating trait on a firearm or crossbow. The fact that in P1E you could reload as a free action with feats is sorely missed in P2E. Like I said, again, there should be a feat that allows you to swap barrels of a Capacity weapon as a free action on a Critical Hit, similar to how early revolvers used to require the user to manually cock back the weapon after every shot.
Kalaam wrote:
Because cantrips are now unlimited, but the remaster removed and replaced some of those, making them more of a pain to use. Unless you play a pacifist, you're going to want to deal as much damage per round in every round for every combat encounter. This isn't like a video game where you must either "wait for an opening" or "break the armor to expose the glowing core". Combat in Pathfinder is about "Striking multiple times until the target is defeated". Nothing less, nothing more... If you don't want to deal damage, you're trying to restrain your target, but even then, why would you do this as a Magus anyway?
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