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:
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.
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.
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.
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.
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:
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.
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:
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
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.
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.
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:
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:
I’m new to using Kineticist, but why does every guide for Kineticist I see say to avoid weapons and dump Strength?
I see a few things:
- 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.
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.
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:
Right now, the Druid is a better natural weapon user than the Shifter :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...
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 ^^;
My issues with multiclassing:
- 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.
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
A fast conversion cycle...
- Have a second "player's handbook" with 12 converted classes and more races.
Look, that they are upgrading their rules, I'm perfectly fine with it.
I shouldn't have to wait more than one year to play an Occultist, Kineticist or Viligante...
Of the top of my head...
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.