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So... a witchwarper can transform food items?

Please tell me that's a cantrip :D

Hey, as much as you can laugh at getting sweets, you... could technically transform a poisoned or rotten stuff into an healthy one ;)


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Well, no new race considering that the new iconics are Kasatha, Lashunta and Human... It would have been fun get either 3 non-core races or have say an Elven Biohacker, a Dwarven Vanguard and a Gnome Witchwarper.

THAT BEING SAID, that means that all 3 classes will be used for new aliens in AA4 and beyond, which may leads to new alien grafts and concepts, such as a witchwarper entity for overusing its powers, and the same could be used for the other two classes.

So for my updated wishlist:
* Artificial intelligences (we... should have gotten them by now)
* Witchwarper/Vanguard/Biohacker-related aliens
* Large and bigger Drones, maybe as an extra option for mecanics
* Solarian-related aliens, such as an alien made of both photon and grativon particles (not a class, but a monster)
* Outer dragons
* Heralds for some of the new deities
* More colossi... and please, give us a Colossus monster graft already!


I don't see the necessity of a 2nd edition right now, but I would like to get more rules. For instance, the Vangard class will also introduce shields.

The only thing I'm salty about the current rules is the lack of actual multiweapon fighting...

4 arms? You can make 4 attacks as a full-attack action, but each roll has a -8 penalty. (-2 per limb)

6 arms? You can make 6 attacks as a full-attack action, but each roll has a -12 penalty.

Like, it would be pointless, but you can certainly try, and it would be at least available. I'd rather have a "discouraging" option than no option at all.


Gisher wrote:
DM_Blake wrote:
Now, if your favorite weapon is a dagger (1d4), then I'm sure you'll LOVE being able to do much more damage when you gain this ability, but you won't find it very impressive with an elven curve blade.
As you say, it is great with daggers. And it is oh so very sweet for a whip build. :)

If I may add in, any weapon with a low damage die can benefit from it. One such weapon that really deserved it was Unarmed Strike, as there are not many archetypes that grant the unarmed strike progression. For instance, not even the brawler archetype for fighters grants that progression. If you're a fan of gauntlets or similar weapons, that ability will satisfy you.

I would say that Focused Weapon can benefit any weapon that can surpass its damage die. For an elven curved blade, you can consider it as a replacement for Weapon Training 3 or 4.


Magda Luckbender wrote:
@OP: Many players new to reach weapons worry a lot about the 5' dead zone. In my experience these concerns are not justified. My first few reach fighters always had some way to also attack adjacent, such as Armor Spikes or Improved Unarmed Attack. I gradually realized that this rarely comes up in actual play. 95% of the time this issue does not matter. My more recent reach fighters no longer bother with this issue, because it's actually a nothing-burger. It's certainly not worth a feat!

Can you really blame them? You constantly need to make a 5-foot adjustment away from your target in order to strike them, and that's up for debate if that alone can trigger attacks of opportunity. Furthermore, if Reach doesn't make ti not as appealing as it may want to, Bracing isn't that useful either, because you need to ready an action. You need to telegraph your action so that your DM will somehow forget about it and have an opponent recklessly charge at you in order for you to deal double damage on the resulting opportunity.

As for the ability in question, I feel like if the club cannot get the benefits of an ability or a feat that your polearm can, the haft bash cannot receive it. It can receive Weapon Focus, but not Keen. However, if your polearm is Bludgeoning and have the Disruption enhancement, so does your haft.


I fail to understand why you can only recharge one charge regardless of the method. It should logically be "one charge per spell level", such using a 3rd-level spell to recharge 3 charges. Even better, how about recharging one charge per 2 caster levels at a physical price, such as ability damage to reflect exhaustion?

I see the Recharging ability, but 1) why only to intelligent items and 2) why not 10,000 GP per charge per day? Give a 100,000 GP enhancement that can recharge a staff completely.


Yeah TWF is kinda mandatory, but Sacred Weapon does sweeten the deal. Also, Quarterstaff Master allows you to wield it one-handed. Shielded Staff Style and Shielded Staff Master allow you to attach a buckler and benefit from it. Finally, a few ranks in Use Magic Device in order to use magic staves that might not be usable by divine spellcasters.


According to the Bestiary: "They stand apart from other constructs in the nature of their animating force — golems are granted their magical life via an elemental spirit, typically that of an earth elemental."


How about more companion options, like having some of the new aliens being available as companions?


The only problem with the Possession spells is that you cannot access a creature's special abilities. Not even Greater Possession allows you to do that.

You would think that possessing a dragon would allow you to use the breath weapon -_-;


I hope that this project leads to other similar series, such as more C1 arcs being animated or maybe some of C2 arcs.

If one thing, I kinda hope that they get the chance to re-record the theme song. I've seen the making-of video about it, and they were... kinda rushed to get it done, such as having the studio only for one hour, Laura taking care of her son during recording and Ashley providing her part late at night after a grueling session.

They should take the time to 1) get the studio for more than 21 hour and 2) take the time make it better, such as make it longer/complete and adding Marissa and the boys to the song.


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Occultist, because you are essentially a Magus with better armor options, as psychic spells aren't affected by armor.

Vigilante, because you have many talents to substitute feats with, and the number of archetypes give you a LOT of variety.

Kineticist, because it's the closest thing to DnD's warlock and its at-will blast is a better and safer alternative to damage spells.

Elementalist Shifter, because the energy damage can be quite useful... and TWFing it could make it cool.


Bayonet Holster... seems a bit pointless since there's already a bayonet, since Ultimate Equipment. What would be better is if the holster would allow you to attach a bayonet without rendering your firearm useless.

I could see it as having a bayonet without blocking the cannon, but imparting a misfire by 1 due to the increased weight.


Time to create a 4th topic :P


Well, you can convert any Fey from PF1E Bestiaries. Maybe they don't want or don't need to reprint new versions.

Alien Archives are mostly comprised of new creatures with few conversions. At this point, it's safe to assume that DMs should try to take a PF monster and convert it to a SF setting.


QuidEst wrote:
Broadly speaking, the playable races in this book are a little more goofy than the previous books. A little more '60s or '70s sci-fi on the whole.

Well, aliens come in all shape and size, so they're will be some that look odd compared to others.

I will say that some aliens... feel like they belong in the same family. Hear me out on that one:

Core:
Ysokis (rats)

AA1:
Ikeshtis (lizards)
Maraquois (monkeys)
Nuars (bulls)

AA2:
Uplifted bears (bears)
Pahtras (cats)
Vlakas (wolves)

AA3:
Brenneris (otters)
Dromadas (camels)
Espraksas (birds)
Hanakans (dinosaurs)
Morlamaws (walruses)
Telias (turtles)

All of these could have been given something akin to Humanoid (animalfolk) instead of their own individual subtypes, but that's just me... and that's just from the core books, excluding any race from APs :P


Just gonna throw these out there, in case these might be introduced/added in 2E. here are things I would have liked to see.

- Racial orc axes and falchions. I keep questioning why the Butchering Axe wasn't labelled as a racial weapon.

- "Better" racial weapons for dwarvens and elves. A 1d10 one-handed dwarven hammer and an 1d10 elven longsword/1d8 elven rapier would have been nice to get. Yes, we have the Ram and Sphinx Hammers, but one is a reskinned warhammer and the other a weaker earth breaker.

- Racial elven bows. That one is weird... Shouldn't elves have the "better" bows?

- A gauntlet/glove enhancement that allows you to bestow specific enhancements to thrown weapon, such as a +1 flaming "slinging" gauntlet that turns daggers into +1 flaming daggers when thrown.

- A wand bracer, which can get you to carry a number of wands, ready to be used all the time. That could be used for rods as well.

- A way to restore a staff via a feat, like spending a 5th-level spell recharges 5 charges. Same with wands.


The Technology Guide would be a good place to start. At best, downscale the items to make them less powerful. Also, you could take a look at what Starfinder did for items and see how you could adapt them for a steampunk setting ;)


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Anorak wrote:
Man, James, We need a Starfinder Novel.

I would like a comic book adaptation as well ;)


Deadmanwalking wrote:
JiCi wrote:

I had a similar idea for the classes (I made a topic about it), but I do have a question...

If the Investigator was designed as a hybrid class between Rogue and Alchemist, and that Paizo is suggesting Rogue with the Alchemist archetype... then why is it considered a "difficult" class to convert???

What did the Investigator have in P1E that cannot be replicated in P2E? I am aware that some classes are due to be come in October, including the Investigator, but it does beg the question.

I mean, P2E currently don't have firearms and eidolons/phantoms, but... you can play an Investigator normally in P2E with that combo... right?

Short version: Inspiration and Studied Combat. Inspiration (ie: being able to get instantaneous bonuses on skills) and Studied Combat (the ability to gain Int-related combat bonuses) were both integral to how the Class actually functioned in PF1.

There are not good replacements for either of them in PF2 as of yet, though presumably the Investigator Class in the APG will include some version of both (I already have theories).

I can see these as Class Feats, but... we will have to wait until they are released.


I had a similar idea for the classes (I made a topic about it), but I do have a question...

If the Investigator was designed as a hybrid class between Rogue and Alchemist, and that Paizo is suggesting Rogue with the Alchemist archetype... then why is it considered a "difficult" class to convert???

What did the Investigator have in P1E that cannot be replicated in P2E? I am aware that some classes are due to be come in October, including the Investigator, but it does beg the question.

I mean, P2E currently don't have firearms and eidolons/phantoms, but... you can play an Investigator normally in P2E with that combo... right?

I am also concerned about the Occultist... To me, it felt like a Fighter-Mage, or Magus with psychic magic... but as of now, it took one huge blow to its core concept. I feel like in the future, Paizo should consider releasing a 5th type of magic: psychic, and give us a way to give us a psychic-based class. Here is my take:
- Have the new class being the Psychic
- Give it specializations based on Disciplines, Stares, Implements and Spirits.
- For the Spirit specialization, make a mix between the Medium and Spiritualist. Don't go hating, a Medium could manifest one of his spirits as a Phantom.

On a sidenote, I would like to suggest that for the Vigilante, any class archetype can work with any class, considering how versatile the class was in P1E thanks to its archetypes. The main idea for the Vigilante is to have 2 identities with technically 2 sets of abilities. At this point right now, pick your class, pick your archetype and "swap" between styles by putting a mask and a hoodie :P


rooneg wrote:
JiCi wrote:
Also... I keep reading and re-reading the rules, and... I can cast Ray of Frost 3 times for 3 attacks, each dealing 5d4 points of cold damage... or Produce Flame 3 tmes for 3 attacks, each dealing 5d4 points of fire damage..., both at 10th level.
All the offensive cantrips take two actions to cast, you're not going to be casting them more than once in a round.

You're still going to be better off with a cantrip than an arrow, at least if you're a spellcaster.

Still, my point is that spellcasters downright suck with it comes to combat, or they are not suited for it. They can cast spells, but these are often dangerous and precarious to use. If you want them to rely on their spells to defend themselves, 1) give them unlimited use (which cantrips are) and 2) give them an extra punch.


Andarr wrote:
JiCi wrote:

Their cantrips are now scalable by levels... or half their levels to correspond to their heighest spell levels.

They now have some sort of unlimited ammo.

They have unlimited ammo... which costs 2 actions to activate and deals less damage than an arrow shot by an archer.

Archer : 3 strikes per round, wizard: one cantrip + one strike per round (good luck hitting that one, since your primary characteristic is not dexterity).

Yeah, thank god for unlimited ammo.

Don't you think it was a bit dumb that cantrips didn't scale according to your level?

Spellcasters will use their spells to defend themselves, so why not make them accessible and scalable?

Also... I keep reading and re-reading the rules, and... I can cast Ray of Frost 3 times for 3 attacks, each dealing 5d4 points of cold damage... or Produce Flame 3 tmes for 3 attacks, each dealing 5d4 points of fire damage..., both at 10th level.

If you guys ever wanted an Eldritch or Kinetic Blast, there you go.


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Their cantrips are now scalable by levels... or half their levels to correspond to their heighest spell levels.

They now have some sort of unlimited ammo.


Lady Funnyhat wrote:
Gunslinger - Fighter or Ranger with archery specialization, but you would need to homebrew some gun rules for now based on Bows. Guns would have the Deadly or Fatal trait, a new trait that grants you a bonus to hit at close range (probably small at first but increasing depending on your proficiency), a different critical specialization, and misfires if you roll a 1 or 2. Most notably misfires should not be based on critical failures because you will misfire more against heavily armored opponents, which makes no sense.

Has there been some talk about adapting firearms into P2E?


The Rot Grub wrote:
JiCi wrote:

P2E currently has 10 classes... compared to P1E's 40... If you're migrating, you might butt heads with players who cannot reuse some of P1E's classes.

How would you substitute the missing classes in P2E, for now?

Here is what I propose:
Arcanist = Wizard + Sorcerer multiclass
Bloodrager = Barbarian + Sorcerer multiclass
Brawler = Monk + Fighter multiclass
Cavalier = Fighter + Champion multiclass
Hunter = Ranger + Druid multiclass
Inquisitor = Cleric + Champion multiclass
Investigator = Rogue + Alchemist multiclass
Magus = Fighter + Wizard multiclass
Oracle = Cleric + Druid multiclass
Shaman = Sorcerer + Druid multiclass
Shifter = Barbarian (Animal instinct) + Monk
Skald = Bard + Barbarian multiclass
Slayer = Rogue (Ruffian racket) + Ranger multiclass
Swashbuckler = Rogue + Fighter multiclass
Vigilante = Rogue + any multiclass
Warpriest = Cleric (Warpriest doctrine) + Fighter multiclass
Witch = Sorcerer + Bard multiclass

First, I want to thank you for starting this thread, as "My favorite class is not in PF!" is often a significant stumbling block for trying to convince PF1 players to try out PF2.

That said, not everything needs to be a Multiclass. As some of the other posters are demonstrating, you can already approximate concepts while staying within one of the CRB classes.

Archetypes and hybrid classes in PF1 were a "patch" to an approach to classes that PF2 seeks to move away from, by redesigning the underlying system.

For the Swashbuckler, check out the Duelist sample build (which I think is in the CRB)

Thank you.

Please note that this... is technically a short-term solution. I wasn't aware that more classes were coming later.

I also feel like classes are trickier to convert/adapt than races/ancestries, hence why these are more "important" right now.


P2E currently has 10 classes... compared to P1E's 40... If you're migrating, you might butt heads with players who cannot reuse some of P1E's classes.

How would you substitute the missing classes in P2E, for now?

Here is what I propose:
Arcanist = Wizard + Sorcerer multiclass
Bloodrager = Barbarian + Sorcerer multiclass
Brawler = Monk + Fighter multiclass
Cavalier = Fighter + Champion multiclass
Hunter = Ranger + Druid multiclass
Inquisitor = Cleric + Champion multiclass
Investigator = Rogue + Alchemist multiclass
Magus = Fighter + Wizard multiclass
Oracle = Cleric + Druid multiclass
Shaman = Sorcerer + Druid multiclass
Shifter = Barbarian (Animal instinct) + Monk
Skald = Bard + Barbarian multiclass
Slayer = Rogue (Ruffian racket) + Ranger multiclass
Swashbuckler = Rogue + Fighter multiclass
Vigilante = Rogue + any multiclass
Warpriest = Cleric (Warpriest doctrine) + Fighter multiclass
Witch = Sorcerer + Bard multiclass


I see a few things:
- The Kineticist... doesn't rely on Strength... at all... Constitution is the key ability, and Dexterity makes Kinetic Blasts easier to it. You do have 3/4 BAB and Blasts are ranged attacks, some being touch.

- Kinetic Blade and Kinetic Whip are often a Kineticist's melee weapons of choice, dealing Blast damage in addition of taking advantage of iterative attacks, which the regular ranged Blasts don't (you cannot fire 3 fully-charged Blasts if you have +11 BAB). The catch is that your Strength bonus doesn't apply to damage, and you can Finesse them. Since Dexterity helps you with ranged attacks, you can transfer that to your melee ones. That would have been a different story if Physical blasts relied on Strength instead of Dexterity.

- Gather Power requires you to "not hold anything in your hands". That includes weapons, and there are not many abilities that allows you to Gather Power with one hand while holding a spear in the other.

- The only thing I could see Strength being used is if you want to focus on unarmed strikes and the Kinetic Fist infusions, as this one deals elemental damage, not replacing it. However, unarmed strikes don't come with scalable damage for the Kineticist... and it demands a lot of feats to optimize this build, such as TWF. Finally, unarmed strikes can be Finessed, leading to not having Strength being an issue.

- That being said, Strength shouldn't be ditched because of the class. You're going to cry if you need to Climb, Swim, Resist a Maneuver, Carrying stuff, Breaking a Door and so on. Constitution is your Key ability, as I said, and Dexterity being the second, but that's for your class features.

- Another thing to consider is that your Blast isn't going to help you everytime. That Red Dragon is going to laugh at you if you pick Fire. It's the same with Physical Blasts being resisted by creatures with damage reduction. Furthermore, Blasts, Blades and Whips cannot be enhanced like weapons. We don't have a rod that can be enchanted like a weapon, but that can apply these enhancements to Blasts, including enhancement bonuses. Finally, weapons can help if you don't want to Burn or in specific situations, such as the Wizard resisting an element due to a spell or item.


One thing I do like in P2E is the rule that cantrips can get MUCH better with levels. They scale accordingly.

Ray of Frost and Produce Flame essentially can deal 1d4/2 levels.

This is something I would have loved to get in P1E. I mean, arcane spellcasters will rarely rely on weapons to fight, so giving them better cantrips would have been a really good alternative.

I could see a feat that allows 1) to pick a cantrip and 2) to increase it a certain way based on your levels. For instance, most damaging cantrips, could increase by 1 die (1d3 to 1d4 to 1d6) per 3 levels.


To have read 2E's rules, I can say that the streamlined rules are extremely useful and less confusing.

Does it make it better? Not yet... as my major pet peeve with 2E is how they went back to square 1 instead of square 5 (out of 10 [years]).

You mean to tell me that the ONLY things worth converting to 2E for base rules were the Alchemist class, the Goblin race/ancestry and handuls of spells, feats and monsters?

Where are the planar scions as base ancestries? Where are the gunslinger, summoner, kineticist, magus, occultist and shifter? Where are the rest of the 1st Bestiary's monsters?

Right now, P2E feels more like a video game reboot with everything going back to their roots than a proper sequel in which everything you knew was carried over and optimized.

As I said, I love the new rules, but I hate the lack of options currently available.


Heather 540 wrote:
Can a tortoise use the Horseshoes? That might be up to the GM.

Oddly enough, a tortoise doesn't have the feet item slot... somehow ?_? It has a wrist slot, but not the feet.

Yeah, I would strongly believe that a tortoise can wear boots, similar to horseshoes.


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avr wrote:
A giant tortoise has a fair amount of AC so if you're sick of losing mounts they're an option I guess. Just make sure to give it all the mobility feats you can (step up etc.) and get someone to cast longstrider on it.

Here's what I have found:

- Give the Giant Tortoise the Racer archetype (+10 ft).
- Buy it the Horseshoes of Speed (+30 ft).
- Pick the Barbarian Mounted Fury archetype's Fast Rider ability (+10 ft).
- Pick the Swift Foot rage power 3 times (+15 ft.) as well as the Ferocious Mount and Greater Ferocious Mount powers

The Tortoise can now move at 75 ft while its rider is raging... and it can sprint at 750 ft once/hour, and that's without spells.


Oh, ok, if it's a Colossal tortoise, reared and trained... but as a companion, that might be trickier :P


pauljathome wrote:
swoosh wrote:
9mm wrote:
Paizo's "playtest" advertising and refusal to listen to any of the feedback of those so called playtests
This always feels a little pretentious when I read it. That Paizo didn't adopt the fix you thought was a great idea so clearly the whole thing was a sham, nevermind the many things that do always change from playtest to launch.
While I think 9mm grossly overstated things it certainly is pretty clear that Paizo's record in actually responding to playtest commentary was spotty. There absolutely were times when playtesters were collectively pretty clear that something needed change and Paizo just ignored that feedback.

They did fix the Vigilante after playtesting, but the Shifter got screwed big time...

Yes, they have fixed a few things, but the Shifter... is still lacking some features that kinda would give it more flavor:
- It currently can merge Minor Aspects, but not Major Aspects... y'know, like a chimera.
- Its own Wild Shape doesn't increase to Beast Shape III and IV.
- It cannot combine Wild Shaping and Aspects. It feels redudant to have two class features that look similar and cannot be use together.
- There is no option to add more natural attacks.
- Shifter's Fury doesn't allow the old Claw/Claw/Bite combo as an alternate option.

Right now, the Druid is a better natural weapon user than the Shifter :S


If you guys can find me an actual use for a Cavalier or Paladin to have a Giant Tortoise mount, that would take the cake.

I mean, having a mount is supposed to be a focus on mobility... so why would you want the slowest companion :P ?


The item level mecanic is clearly taken from Starfinder, and P2E uses it. Many items have levels, but it's not the case with regular mundane weapons.

Was it intended to be that way, or was it intended to add upgraded versions later on, such as say, a longsword dealing 1d12 S with a 10 item level?


For those wondering, I feel like with the end of P1E, many champions could be revisited with all the new archetypes and classes.

For instance, Ahri can now be Kitsune Sorcerer with the Nine-Tailed Heir archetype :)


Oddly enough, we don't have a single deity for roads, paths and tracks...


EltonJ wrote:
Nerdy Canuck wrote:
Honestly, some sort of "Uplifted <Creature>" template or rules for creating them would be really cool.
A template would honestly save the designers' time in making more "Uplifted <creature>"s.

Not to mention that AA2 had basic monster stats for dinosaurs and predators:

1) Pick your predator
2) Apply the Uplifted graft
3) All good :)

Speaking of this... we don't have a Colossus Creature Graft... for some reason...


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SunKing wrote:
Slim Jim wrote:

Loved: Archetypes. Best idea Paizo had.

Wanted: A Pf2 that was a natural upgrade from PF1, but depowered the OP core caster classes.
Hated: The bleeding-edge dope published from especially from 2015 onward. (I recall the overpowered 3.5e splats heralding the end of that system as well.)
Will Miss: PF1, warts and all, as it was the d20 system I love.
I too support the ‘natural upgrade’ path PF2 could have taken. I hope this forum remains a great place to support a fan-generated ‘natural upgrade.’

I keep saying multiple times: I'm perfectly fine with Paizo upgrading the aging d20 system for something better, simplier more streamlined.

I am salty that I essentially need to "get down the hill, change my gear and climb again" instead of just "getting better gear in mid-ascension and keep on climbing". In short, I kinda wished that at least 50% of P1E was converted for 2E, be races, classes, spells AND monsters, have the 50% coming shortly after and THEN getting brand new materials.

For instance, we just got the Shifter class... only to be dropped from P2E until further noticed... You would think that after so many revisions, they would have given the Druid something equivalent in 2E ^^;


Considering their alignment, they might be "monkey-pawing" their wishes...


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My issues with multiclassing:
- The requirements are rather steep and can mess up your builds.

- Some requirements are solely for lore reasons, such the Shadowdancer's Perform skill, which is never used again in the PrC itself.

- A PrC basically halts progress for your base class[es]. Since many base classes state the "per class level" rule for scaling/advancement, PrC levels don't count toward them unless specified, not to mention that several class features are even tied to specific levels.

- As a few others stated, since the addition of archetypes, PrCs have become almost useless. Sure, you trade features, but your key abilities aren't affected. Even more, the Assassin was essentially rendered useless thanks to the Slayer's class.

- Many PrCs could have been turned into archetypes, such the Battle Herald for Bards, Horizon Walker for Rangers or Rage Prophet for Warpriests.

- I understand that Prestige Classes are supposed to be a special membership card, but in many situations, you cannot simply be "part of the organization". You always had to be a "member in becoming". There also can be an issue due to how the lore has to be adapted for homebrewed campaigns... or how it will be implemented in an existing one.


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Loved
- The Kineticist, Occultist and Vigilante
- The support for 3.5 players
- The Adventure Paths and its content
- The archetypes
- The artworks
- The consistent format

Hated
- The prestige classes, mostly because after the introduction of archetypes, they felt restrictive and repetitive.
- The feat bloat, as many could have been merged into one single feat that scales with your levels.
- Lack of extra information for monsters, as some of them didn't get descriptions due to the page space.
- How they treated the Shifter, I would have loved more transparency...

Wanted
- A dragon-like PC race... or a Medium Kobold...
- An AP compendium, like 4 or 5 APs bundled into a single book. Same with modules and booklets.
- An AP Bestiary, full of reprints.

Will miss
- Pretty much everything missing from 1E... Yeah, I'm a little tired of seeing companies hitting the Reset button...


masda_gib wrote:
JiCi wrote:

Look, that they are upgrading their rules, I'm perfectly fine with it.

That they aren't upgrading everything from the start, I'm not fine with it.

I shouldn't have to wait more than one year to play an Occultist, Kineticist or Viligante...

Are you serious? There is a reason those PF1 books came over the span of years. It's work to create them.

If there should be everything available from start, PF2 would not come out in a bit more than a month but around August 1st 2024. Oo

The problem is that newcomers will not see that; veteran players will...

To a newcomer who wants to start playing PF with 2E, s/he will see that there are 12 base classes.

To a veteran who wants to play that same game, s/he will see that there are 28 missing base classes.

Ok, fine, maybe some of them could be reworked into their base classes, but still...

Also, I'm not asking to get everything from the start; I'm asking to get everything 1E ASAP.

- 14 classes next year, next 14 classes the next next year
- Bestiary 1 2E being made of B1, 2 and even 3, Bestiary 2 2E being made of the rest.


A fast conversion cycle...

- Have a second "player's handbook" with 12 converted classes and more races.
- Have a second bestiary with 90% of B2, 3 and 4.
- Have a second rulebook with 90% of the Adventures and Ultimate books.
- Have a release schedule similar to Starfinder, with smaller or more booklets.

Look, that they are upgrading their rules, I'm perfectly fine with it.
That they aren't upgrading everything from the start, I'm not fine with it.

I shouldn't have to wait more than one year to play an Occultist, Kineticist or Viligante...


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I get that the Monk and Rogue got unchained, but... were there serious issues with the Summoner and Barbarian?

The Fighter should have been unchained prior to those two...


Of the top of my head...
- Dragons can have minions of any kind, so it's possible to exhaust PCs with them first.
- If not, dragons often set traps in their lairs. Missing a Disable Device check can be costly. Scrying/spying on a dragon is also as risky.
- Dragons are terrifying in wide open spaces. They can fly, rain down with their breath weapons and spells.
- You can always capture your PCs, strip them of their gears... and then escape the dragon :P


#7 Deep into the jungle used to strive a settlement of vanaras. However, a few years ago, a tribe of charau-kas stormed over and conquered the settlement, now leading it with their iron fists. Furthermore, the charau-kas are led by an awakened ape... and its megaprimatus pet.


Golems and Clockworks are two different kinds of constructs: one is a humanoid-shaped statue animated via magic, and the other is an actual machine that requires mechanical tuning.

Clockworks are partially magical and that's why they need winding. Golems don't have mechanical parts that keep them running.

A Clockwork Golem is a simply a Golem made of clockwork parts, so no winding is necessary.


Edward the Necromancer wrote:
With all of the Campaign Supplement and Player Companion books that have been published I would like to see everything put into combined volumes every once in a while to consolidate everything.

That would be great :)

I wonder why they haven't compiled APs into single books, aside from Runelords. I get that APs are sold similar to a subscription service, but at some point, they could merge all booklets into a single book for easier use.

At best, they could offer PDF-only products, but it would be a good thing to get multiple APs in one single place.

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