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Good to know... Now I see why it's kinda OP...


1) Why do I feel like there's a target limit missing there? I mean, a "spray" feels like a "cone". Is it really ruling that in 2 actions, I can shoot 3 times on the same target?

2) Would this work with the Gauntlet Bow?

Quote:
Feats and abilities from this archetype that normally work with a gauntlet bow also work with your crescent cross, treating the melee form of the crescent cross as a gauntlet where appropriate. You gain the Crescent Spray action.


Can you switch barrels as a free action, allowing you to Strike 3 times on the same target and thus emptying your crossbow in one round?

No?

Then it's not overpowered...

Seriously, there's currently NOTHING that allows users to switch Capacity weapons' barrels as free actions as many times they would like...

I could see someone wielding a Crescent Cross or a Pepperbox in one hand and rotating/switching the barrels with the other hand in one quick motion.


Well, I can rant on how the Kineticist should get both Aether and Void elements, as well as abilities to treat Blasts as either Strikes or Spells, but... everyone knows that :p

In short, my personal opinion is "no more NEW class, more existing class OPTIONS". Same with ancestries.

There's a good frame now, so Paizo should focus on reinforcing it :)


Claxon wrote:
JiCi wrote:

If I may add, those can be 1) feats and 2) advanced ones as well.

We don't need to give them to the Magus right away, but to offer them a choice would be welcomed.

I agree. I would make them higher level feats. At low levels you have your conflux spell, the single action recharge, and a generic ability (I'm going to keep saying a 10ft stride).

Then at some higher level, you get a study specific way to do it. And probably an upgrade to the generic 10ft stride, to make it your movement speed.

Exactly

The biggest problem I have with the Magus is that I must spend either one action to recharge, which is basically "standing still", OR spend 2 actions to cast a Conflux spell, which may or may not be useful, depending on the situation.

A Magus, as they level up, should logically be able to recharge Spellstrike by Striding, Hiding, Leaping, Reloading, Taking Aim and so much more. I mentioned Critical Striking, but like I said, if I roll a Natural 20 on a normal Strike or Casting (not with an actual Spellstrike), that should be "my reward". Considering that Critical Hits are like 10 times more frequent in P2E, a Natural 20 would be the best alternative. At best, slap such a feat with the Luck trait :p

I keep hearing that crossbow- and firearm-using Magi are almost non-existent, because reloading eats up so many actions. Recharging Spellstrike and Reloading your weapon would be a sweeter deal, provided it's an advanced feat that demonstrates how muscle memory can benefit a Magus.

I know you can use a Repeating weapon, but still, bows don't need to reload... so something equivalent is needed.


If I may add, those can be 1) feats and 2) advanced ones as well.

We don't need to give them to the Magus right away, but to offer them a choice would be welcomed.


Claxon wrote:
I think magus could probably benefit from some sort of option to enhance the single action recharge mechanic by letting you couple it with something. Even if its somewhat limited, again like a half speed stride. Mostly because the idea of spending a single action to recharge spellstrike in the middle of combat just comes off as very unappealing.

a.k.a. "study-exclusive ways"


Deriven Firelion wrote:
JiCi wrote:

The magus would be cooler if it had more ways to recharge its Spellstrike.

I fail to understand why Hybrid Studies don't come with a unique way to recharge Spellstrike, similar to a Gunslinger's Reload.

That's on top of obtaining feats that could recharge Spellstrike, like when activating Arcane Cascade, scoring a Critical Hit and such.

They do each get a conflux focus spell. They are of varying quality.

But those are Focus Spells, which aren't unlimited per encounter.

Ryangwy wrote:
As well as feats that recharge spellstrike while, say, recalling knowledge (they won't make a feat that recharges spellstrike on crit, that's too feast-or-famine for an already feast-or-famine class)

Then go for Study-exclusive ways to recharge Spellstrike...

or rolling a Natural 20...


The magus would be cooler if it had more ways to recharge its Spellstrike.

I fail to understand why Hybrid Studies don't come with a unique way to recharge Spellstrike, similar to a Gunslinger's Reload.

That's on top of obtaining feats that could recharge Spellstrike, like when activating Arcane Cascade, scoring a Critical Hit and such.


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An archetype feels to be the better solution.

I mean, any class could be a marketing expert, sniff out good deals, bargain and craft good items.


Don't we have a Merchant archetype of some sort?


Deriven Firelion wrote:
They may want to make blasts work with haste as well. They don't do enough damage where letting a blast work with haste would break anything. Just let them do a blast with a 3 action overflow impulse.

They... already kinda did.

Kinetic Pinnacle is "Haste for Kineticists", with the extra action to Channel Elements, 1-action Blast and 1-action Stance Impulse.

The major reason why everyone wants Blasts to be Strikes or Spells is mostly due to archetyping.


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It needs more work and options, but nothing Paizo can't fix...

Adaptability for mutliple elements
You guys talk about AoEs, but those areas are often locked behind specific elements. If you have multiple elements, you "should" be able to mix and match, such as dealing Fire damage with Aerial Boomerang.

Strike and Spell
As the big one, there should be a feat that treats blasts as Strikes and AoE Impulses as Spells.

More elements
Void and Aether are missing from P1E. One more "element" I'd like them to add is Light, because there's no impulse replicating illusion-based spells and effects. That was also no talents in P1E.

Feat expansions
Weapon Infusion could use advanced feats with more traits, while Versatile Blasts could use advanced feats with more damage types.


The Raven Black wrote:
JiCi wrote:

Then what would you want out of a TWF Magus?

Be able to use 2 Spellstrikes per round as a 3-action option?

Kinda OP IMO ^^;

I could see storing one Spellstrike per weapon, lasting 1 round per level (or similar).

Maybe 3-action option to double Strike and, if both hits, a penalty for save spells.

or vice-versa...

If you spellstrike first, any regular Strike gets a bonus, imposes a penalty... or on a critical success, recharge your Spellstrike.


Then what would you want out of a TWF Magus?

Be able to use 2 Spellstrikes per round as a 3-action option?

Kinda OP IMO ^^;

I could see storing one Spellstrike per weapon, lasting 1 round per level (or similar).


Then how would you cast spells with both hands full?

Psychic spellcasting allowed you just that PLUS being fully armored.

Maybe have some resistance to emotion effects so you don't cower everytime?


BotBrain wrote:
Deriven Firelion wrote:

What classes could they add stuff too?

Wizard. Wizard could always use some upgraded schools. An unchained wizard divorced from the current paradigm would be great too with spontaneous casting and any school-type attachment. More Thesis would be nice as well. Some that give some bang for the buck.

Champion: Champion base chassis is great. Feats could use some punching up. They have some boring, useless feats.

Magus: Add some magus feat options.

Sorc: Could use some more cool feats using the bloodline. Explosion of power is the main useful one right now.

Psychic: Really needs some better feats. They probably need a full rework.

Animist: This class looks very feat lite. They could use more feats.

Witch: Maybe witch could use some feats.

Oracle: Could use some more feats and mysteries. Maybe rework some of the weaker focus spells.

What other classes have weak or limited feat options?

Magus NEEDS duel wielding support. Come on, it'd be so cool.

What we need is "emotional spellcasting", exactly how psychic spellcasting worked in Occult Adventures.

Basically, some spellcasters substituted both verbal AND somatic compenents with emotions, removing the need to gesture and/or speak. The drawback is how any emotion-based and mind-affecting effects neutralized those spells, IIRC.


Deriven Firelion wrote:

What classes could they add stuff too?

What other classes have weak or limited feat options?

Kineticists would use 6 more feats/impulses per element, ways to treat their blasts as Strikes or Spells and more composite feats, in addition of the Void and Aether elements.

Inventors really need more innovations for ranged weapons. Seriously, have a tier 1 innovation to add Double Barrel, tier 2 with Capacity 2 and tier 3 with Repeating.


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Honestly, no more classes...

More options for the existing classes...


Finoan wrote:
JiCi wrote:
You're... gonna have to convince your GM to "have encountered a Kaiju and survived" though, unless a Mightyfall Kobold could count :p

What that should be is that the feat is Uncommon, so you will need to talk to your GM about getting access to it.

The mechanics can be re-themed. It doesn't necessarily have to be centered around Kaiju lore and flavor.

Or... just have a Kaiju encounter during your childhood in your backstory before picking your class.

You'd still need to talk with your GM, but that's one solution, especially if encountering that same Kaiju triggers trauma.


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You're... gonna have to convince your GM to "have encountered a Kaiju and survived" though, unless a Mightyfall Kobold could count :p


Oni Shogun wrote:
What sort of names do Gargoyles have in Pathfinder? I'm playing a Strix who, flavorwise, is a Gargoyle.

Oread-blooded :) ?

Could you tell us what type of stone and bird your character look like?


Won't Battlecry have a battle shovel?


Agreed

- A feat or impulse that treats Blasts as Strikes or Spells;

- The ability to swap damage types if you know more than one element; (ex: Aerial Boomerang dealing Fire damage)

- Expanded elemental damage types;
* FEAT: Expanded Versatile Blasts
* EFFECT: add "air = sonic, earth = acid, fire = electricity, metal = poison, water = fire, wood = acid."

- Expanded weapon traits;
* FEAT: Expanded Weapon Infusion
* EFFECT: add more traits, like Razing, Backstabber, Disarm, Trip, etc...

- More composite impulses;
* 3-element impulses, if doable
* 6-element impulse

- Aether Element

- Void Element

- Spiritual Element, or "Light", with impulses related to illusion spells


Easl wrote:
JiCi wrote:
Ok, do you guys want the Fighter to use multiple weapons or just one?

I'm fine with fighter weapon mastery affecting just one category.

I disagree with the implication that this is needed for "use" though.

Fighters use multiple weapons as proficiently as any other martial, with many of the classes' features and feats not dependent on weapon category. Switch hitting (i.e. switching between sword and board, 2-H, ranged) when your primary go-to weapon just won't do is reasonably viable. The main issue being 'gp, at high levels'. I do not agree with your position that the class as currently written is insufficient to realize the 'fighter' vision - to me, that conclusion rests on a premise of "give me everything or it's worth nothing" that I don't share.

Combat Flexibility is VERY situational, THAT's the problem.

I don't need a "specific situation" to Rage except that "I'm angry", or Hunter's Edge except for "I'm tracking", or Panache except for "I'm showing off".

Combat Flexibility feels like they couldn't come up with something so they said "Let's just give them even MORE feats".

If Combat Flexibility allowed me to "pick 3 feats and apply them to my chosen weapon group, regardless of requirements and prerequisites", THAT would be true Flexibility.

Imagine if I could use Shield-related feats with weapons with the Parry traits.


Ryangwy wrote:
NorrKnekten wrote:
I was just thinking that I wouldn't mind an option for fighter that gave them the bumped up proficiency in a secondary weapon group and a related dedication ontop. Essentially picking bow and gaining the archer dedication as a bonus.
It's a lot of power, though. Fighter already gets the most 'always on' damage boost, restricted only by the fact you kind of lock yourself into a playstyle with the weapon group (and even then not always, some weapon groups have a lot of flex). If you let them get their booster on, essentially, every weapon they will ever need, that's going to be awkward.

Ok, do you guys want the Fighter to use multiple weapons or just one?


exequiel759 wrote:
I find really fun that JiCi finds rage and sneak attack as "unique features of that class" but can't accept legendary proficiencies as the same thing but for fighters. I honestly won't bother answering that last comment because its useless as this point and he will make a strawman of whatever I say anyways so there's no point in doing that really. If anything I'm kinda happy he isn't on the design team.

"Gunslingers also get Legendary Proficiency, that's also a class feature!" - no one ever, these boards

That's why I don't consider Legendary Proficiency a class feature, because some people defend it like crazy, unlike what they could say for the Gunslinger...

LinnormSurface wrote:

As far as some of your other ideas for Fighter abilities, I don't dislike them, and a lot of them do sound usable as possible feats. For example, the "give a sword the knife crit-spec" sounds like it could be reworked into a lowish-level feat to have a slashing or piercing weapon(rather than just swords) inflict bleed on a hit(cumulative with crit-spec bleed damage, perhaps, so that then it becomes especially useful for dagger wielders as well). This would be rather similar to how Swipe emulates much of the axe crit-spec effect. I imagine you wanted them as class features instead, but I wouldn't really expect that at this point

I do have to agree about weapon group-specific feats being less than ideal as well, since in my mind the goal should be to focus on specific features of a weapon such as damage types, number of hands, or traits, so that often even weapons in the same group will have partially different arrays of feats available to use with them(And, also, for the hypothetical strike with additional bleed feat, so that I could use it with a macuahuitl, even though it's not in the sword group).
I do also like Bluemagetim's suggestion for a class archetype or similar option that does focus on taking a single weapon and doing increasingly improbable things with it, though I probably shouldn't talk about that more extensively since it'd be quite off-topic, plus this post is already a bit overly long.

Ok...

- Fighter defenders always talk about damage per round, as if it's the ONLY thing the Fighter is good for. To me, the Figter is supposed the better martial class, because they excel in combat more than the others. I agree that they can crit often, but they don't crit better. If a Fighter's critical success was deadlier, such as rolling a Nat 20, NOW it would be more interesting.

- Those same Fighter defenders again always emphasize on how they can use multiple weapons, as if every single encounter pushes them to rotate their armory like a Swiss Army Knife in every single round. It's fine if you carry a polearm, a sword, a shield, a bow, arrows, a mace and a dagger, but do NOT make be believe that you rotate between them.

- Combat Flexibility feels like a plaster in case you need more feats. 2 feats on average to use for that one specific weapon you found earlier isn't gonna change your way of fighting that much. On the other hand, if you could apply all of your existing feats to that new weapon you've found, that would be a sweeter deal. It doesn't help that many of the Fighter's feats have very specific requirements that CANNOT be overwritten.

- Many Fighter feats have been given to other classes as of late, and Reactive Strike has been granted as well. That uniqueness has fallen off. Aside from Tactical Reflexes, I have yet to see a feat to allow Ranged Reactive Strikes and/or an advanced feat to grant a 3rd reaction.

- Fighters cannot Shove, Trip and Disarm in one Strike, or use up to 3 maneuvers, which you expect them to be able to do, since they are trained for that. For instance, I would expect one clean Hammer Strike to knock someone off their feet for a short distance (Shove), fall on the back (Trip) and drop their weapons (Disarm). I don't think you can combine maneuvers from Flourishes, Presses or regular traits.


Ravingdork wrote:
If a fighter could treat one weapon as many, then I think fighters would be far more bland, with less identity to differentiate one fighter from another.

I disagree, because the other classes can't do so in the first place.

It should be part of the Fighter's "specialisation" aspect.

Ravingdork wrote:
I also think it steps on some of the toes of the inventor which, by many accounts, doesn't have a lot going for it already.

The inventor crafts a custom item that only they can use, and of course, there is still no crafting rule to add and remove traits on existing weapons.

The Apocalypse Rider can take a feat that treats all two-handed weapons as if they had the Jousting trait while mounted.

Give me THAT for other traits, but only for the Fighter.


Ryangwy wrote:
I should point out we've had this conversation before - the fighter can do many of these, you just dislike they're in stances or bespoke actions (because you want to combine a bunch of feat-based benefits in a single attack, something PF2e design is against in general).

I shouldn't be restricted to a stance, a press and/or a flourish to use abilities that I was able to use normally in P1E.

Why do I need a stance to use "Point Blank Shot"?

Why do I need a flourish to use "a one-handed weapon in two hands"?

Why are there so many restrictions to prevent the Fighter to Strike 3 times in the same round, without suffering the same penalties as other martials?


Easl wrote:
They can use one weapon in multiple ways. Agile shield grip lets you use a shield in a different way. Snagging strike. Blade break. Brutish shove. Haft striker stance. The fighter feat selection is choc full of "you use your weapon to [insert new way here]".

Not enough, if that's the case...

- No option to use any one-handed weapon in two hands outside of the Two-Hand trait and Dual-Handed Assault, which is a Flourish move. That rule has been removed from P2E, because of what exactly?

- No option to substitute a critical specialisation effect from one group to another, such as using the Knife's effect with swords.

- No option to remove "awful traits" like Volley from bows

- No option to reduce reload times for crossbows, firearms and other projectile weapons

- No option to add the Versatile trait on weapons in which you're Master or Legendary. Please note that some archetypes grant similar features, so no, it's not "an inventor's thing".

- No option for double weapons, such as treating a staff as "two separate weapons/heads" when it comes to runes

- No option to apply weapon group-specific feats to other weapon groups, which I think Combat Flexibility should be all about and what the Fighter should be able to do if they must use a dagger instead of a sword, and not say "I could use this dagger to defend myself, but 99% of my feats won't work with it".


exequiel759 wrote:
The only real "upgrade" bravery could have is master proficiency which would be probably too much since you effectively have master benefits against fear effects already, plus the frightened reduction which is IMO the actual benefit of the feature. It really doesn't need an upgrade.

Or, y'know, reduce the frightened condition's value even more until the Fighter is outright immune to being scared?

Quote:
Tactical Reflexes isn't needed lol. As I said, RS on its own is so good that all martials want to poach it. Tactical Reflexes is the option that allows the fighter to do it better if they want to focus on it. This is literally the thing you are asking for and you don't like it lol.

Tactical Reflexes feels like the "Weapon Specialization". They could have given the Figter a "free class feature upgrade" at Level 9 with a 2nd reaction, and a 3rd action at Level 18.

Quote:
I don't know why you have a problem with combat flexibility being a backup. The only class I remember having a high level feature thats a game changer for the class is the thaumaturge with intensify vulnerability. Other classes like the barbarian get minor stuff at high levels like resistances and such, so why would the fighter be any different? Arguably, combat flexibility is a much preferable option than those since its customizable and lets you poach something you could need that day if needed.

You make it sound like the Fighter is required to carry a golf bag of weapons or a Shifting Rune, when that should be the case of the OTHER martial classes.

If the Fighter is supposed to be this "weapon master", then why can't be either use one weapon in multiple ways, or multiple weapons in the same way?

Quote:
If your whole argument is that "paizo could errata legendary to everyone" then I can say that Paizo could errata rage, sneak attack, and 10th-level spellcasting with 10 spell slots per rank from the four traditions to fighters too and I would automatically claim I'm right because "it could happen, right?".

Rage is the Barbarian's identity, just like Sneak Attack is the Rogue's identity and Ways are the Gunslinger's identity...

Relegating a proficiency bonus for the Fighter's identity makes the class uninspired. Pretty sure that if you remove the Fighter entirely, the other martials won't suffer at all.

At least sorceres and wizards are different enough to warrant being separate...


exequiel759 wrote:
Fear effects and auras that make those within frightened are kinda common with monsters in PF2e and bravery effectively allows you to easily ignore their effects.

Then why doesn't Bravery get any better as you level up?

Quote:
Reactive Strike is one of the most busted feats in the whole game, to the point that most martials auto-pick Reactive Strike at 6th level if they have it in their class feat list (which I believe its all martials except for rogues, investigators, inventors, and thaumaturges, which have their own equivalent). Fighters in particular can do multiple RSs at high levels and proc it with concentrate actions too, which allows them entirely shut down foes by literally not allowing them to play the game at all.

Then why does Tactical Reflexes feel necessary, or why doesn't the Fighter get a feat to use Reactive Strike with ranged weapons, or get a 3rd reaction?

Quote:
Combat Flexibility isn't a deal breaker but its a nice option to have some easily retrainable backup option. The funny thing here is that you want to sound smart by comparing combat flexibility with rage when one is a 9th-level side feature while rage is the main shtick of its class.

It's a "backup" option... THAT's the problem... It's not made to be "activated" on whim during an encounter for extra benefits.

Quote:
Oh, and ignoring the actual main feature fighters have which is their legendary weapon proficiencies.

Because Paizo could errata the entire class system and add Legendary Proficiency to them, such as Monks with unarmed strikes or Alchemists with bombs and alchemical items.


Squiggit wrote:
JiCi wrote:
You cannot say that Combat Flexibility is so much better than a Barbarian's Rage, a Rogue's Sneak Attack or a Magus's Spellstrike.

No, but you can say legendary proficiency does... because that's their equivalent feature.

You don't get to unilaterally decide something doesn't count just because it's inconvenient for you.

Proficiency is separate from class features.

If Legendary Proficiency was given to all classes in their respective aspects, or that Proficiency capped at Master, what would the Fighter have left?

Funny that the Gunslinger's Legendary Proficiency doesn't come up in conversation compared to Ways and feats, huh...


RPG-Geek wrote:
JiCi wrote:

Look, either give me feats so the Fighter can use his sword in the same ways as other weapons, or give me feats so that the Fighter can apply to multiple weapons and not a specific one.

It's either "a feat to bludgeon with a sword like a hammer" or "a sword feat that I can apply to a knife".

It's either "give the Fighter a reason to use more weapons with the same feat" or "give the Fighter a reason to use more feats with the same weapon".

It's not that hard to fix.

If your fighter is skilled in a school that teaches half-swording and the mordhau, they should be able to use their sword in a vast number of situations, only being badly disadvantaged by a skilled user with great reach and footwork to keep them at bay.

People have been defending for Fighter for "having Legendary Proficiency", yet their ACTUAL class features (Bravery, Reactive Strike, Combat Flexibility) outright suck!

You cannot say that Combat Flexibility is so much better than a Barbarian's Rage, a Rogue's Sneak Attack or a Magus's Spellstrike.

Combat Flexibility just gives you even MORE feats, instead of, I don't know, ignore item requirements or, get this, apply specific feats to non-eligible weapons.

Like I keep saying, give the Fighter to apply weapon group specific feats to other weapons, or give it the ability to apply the same feats to multiple weapons.


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RPG-Geek wrote:
Tridus wrote:

Or maybe they just want a game where the optimal solution to literally every problem isn't "just use the same weapon I always use."

It's not like the Fighter hitting something with a greatsword in every situation is going to be ineffective even if they could get a weakness by switching to another weapon. It's still going to do damage. It's just not optimal to ignore the weakness.

This is not a realistic game, and it's not trying to be.

That shouldn't be the case, even if we make as many weapons as possible able to deal all three types of physical damage. Reach should be important with spears, polearms, arming swords, and daggers (at the minimum), each being advantaged at some ranged and disadvantaged at others. Dropping one's poleaxe and pulling out a dagger to meet a foe in a grapple can and should be rewarded, and turning one's hand-and-a-half sword upside down to use as a brutal club should also be rewarded.

Look, either give me feats so the Fighter can use his sword in the same ways as other weapons, or give me feats so that the Fighter can apply to multiple weapons and not a specific one.

It's either "a feat to bludgeon with a sword like a hammer" or "a sword feat that I can apply to a knife".

It's either "give the Fighter a reason to use more weapons with the same feat" or "give the Fighter a reason to use more feats with the same weapon".

It's not that hard to fix.


Bluemagetim wrote:

Thats the same as the argument that a specialized lightning spellcaster should be able to use lightning magic in every situation equally cause they should have feats to make it work even when it an enemy has resistance or is immune or just has absurd reflex saves.

Thats just not this game and niether is the fighter that specializes in a signature weapon.

Maybe I got it wrong then... because the way I see your "lightning spellcaster", it would be about "casting Ignition or Fireball, because dealing electricity damage instead of fire damage".

In my case, I'd be down for a sword-using Fighter being able to use Axe-exclusive feats and abilities, becasue "he's a Fighter".

BTW, since not all swords are Versatile, that would be a good way to add that trait, since the sword-using Fighter can wield his sword in more advanced ways.


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Since I can't edit my comment...

JiCi wrote:
The Raven Black wrote:
JiCi wrote:
Before saying that the Fighter's main feature is the Legendary Proficiency, stop it... The Fighter's class features are Bravery, Reactive Strike and Combat Flexibility; proficiency isn't a "feature".
Actually "Initial Proficiencies" appears just before "Reactive Strike" in the "Class Features" part of the Fighter class' description on AoN.

Let's say that every class obtain Legendary Proficiency or that Proficiency caps at Master for every class...

What does the Fighter have left?

The Barbarian stills has Rage, the Rogue Sneak Attack, spellcasters spells, etc...

The Fighter has Bravery, Reactive Strike and Combat Flexibility, but those are jokes compared to other class features...

What I'd love to see as Combat Flexibility is "Hey, you know these cool tricks you can do with that big axe of yours? Yeah, I can now use them with my big sword! I can use your AXE training with my SWORD, just like I could use your POLEARM training with my SPEAR!".

THAT's Flexibility... It's not just about use multiple weapons, it should be about using the same weapon in multiple ways...

I feel like the idea of "the Fighter can use any weapon" is a very ill-conceived idea, because unless you're juggling weapons as a gimmick, you're... never going to use multiple weapons in long runs.

Sure, it helps to have "the right tool for the job", but the Fighter should be able to "use his favorite for multiple jobs".

That enemy is resistant to this damage type? No problem, I can counter it with my signature weapon, because I have this Fighter-exclusive feat that allows it.


PathMaster wrote:
JiCi wrote:
PathMaster wrote:
It's because they wanted to make Crossbow using and Gun using Gunslinger different
Then let them rapid reload their weapons fatser than any class...
I uh... don't understand what you are trying to say.

I misread your comment. What you're asking to make crossbow gunslingers feel different from firearm gunslingers... and I read as if you wanted gunslingers as a whole to feel different from other classes ^^;

My point still stands that I wished Gunslingers could reload their weapons much faster.

For instance, if they're using a Capacity weapon, they should access a feat that allow them to switch barrels as a free action after each shot and maybe cut the reload time by one action.

My other gripe is how the Repeating trait has so far NOT being properly applied to a specific weapon, the Repeating Heavy Crossbow. For an "automatic" weapon, it shouldn't have a Reload of 1 action. Gunslingers, again, should be able to cut down on Reload times on any weapon, and in the case of Repeating weapons, to cut the Reload time from 3 to 2 actions.

Before saying that "you shouldn't Strike 3 times in a round", well, if the option is given, then it should be available at all time.


PathMaster wrote:
It's because they wanted to make Crossbow using and Gun using Gunslinger different

Then let them rapid reload their weapons fatser than any class...


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I'd love to know why the Gunslinger who wielding a Capacity firearm or crossbow in one hand and nothing in the other, cannot "fan" the weapon and essentially shoot, then switch barrels as a free action.


Squark wrote:
JiCi wrote:

That's cool and all, but... are we gonna get an iconic Leshy?

It's the only core ancestry not having an iconic class right now :O

I wonder if it'll be in the Impossible! book? A Fungus Leshy could be a very thematic Necromancer

Considering the recent The Last of Us craze, that would be cool :p

I mean, Ulka looks pretty cool and she's "the new orcish female iconic" ever since they "relegated" the Inquisitor to the archetype section.

However, leshies became so popular that they became a core ancestry... and we got a Tengu iconic before them O_o


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That's cool and all, but... are we gonna get an iconic Leshy?

It's the only core ancestry not having an iconic class right now :O


exequiel759 wrote:
JiCi wrote:
exequiel759 wrote:

To me its the inventor.

Ranged combat is the only saving grace of the class.

Excuse me? With that? Most innovations apply ONLY to melee weapons.

Come back to me when you can slap the Double Barrel, Capacity and/or Repeating traits on any crossbow and firearm :p

Overdrive applies to ranged weapons and so does Megaton Strike, which I believe are probably the best damage steroids ranged characters have available (except for the obvious imaginary weapon starlit span magus). That's it. You need FA to have access to ranged actions, but your damage is probably the highest for ranged.

The idea of innovations is to enhance an existing weapon though.

Out of the 10 initial innovations, 4 can be applied on a ranged weapon and 1 of those is exclusive.

Out of the 7 breakthrough innovations, 3 can be applied to ranged weapons, 2 of those are exclusive and 1 applies to thrown weapons, which could be melee weapons.

Out of the 8 revolutionary innovations, 7 can be applied to ranged weapons and 1 is exclusive to ranged weapons. However, Enhanced Damage doesn't stack with Complex Simplicity.

What's more to add is that you cannot add more innovations with feats. It's always "2 initial, 1 breakthrough, 1 revolutionary".


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The Raven Black wrote:
JiCi wrote:
Before saying that the Fighter's main feature is the Legendary Proficiency, stop it... The Fighter's class features are Bravery, Reactive Strike and Combat Flexibility; proficiency isn't a "feature".
Actually "Initial Proficiencies" appears just before "Reactive Strike" in the "Class Features" part of the Fighter class' description on AoN.

Let's say that every class obtain Legendary Proficiency or that Proficiency caps at Master for every class...

What does the Fighter have left?

The Barbarian stills has Rage, the Rogue Sneak Attack, spellcasters spells, etc...

The Fighter has Bravery, Reactive Strike and Combat Flexibility, but those are jokes compared to other class features...

What I'd love to see as Combat Flexibility is "Hey, you know these cool tricks you can do with that big axe of yours? Yeah, I can now use them with my big sword! I can use your AXE training with my SWORD, just like I could use your POLEARM training with my SPEAR!".

THAT's Flexibility... It's not just about use multiple weapons, it should be about using the same weapon in multiple ways...


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For me, it's the Fighter... and boils down to a lack of versatility within a specialization.

In short, the Fighter should be the ONLY martial class that treats weapons from a group with Legendary Proficiency BETTER than other classes, excluding gunslingers with crossbows and firearms.

Imagine the following adjustment with Legendary Proficiency with the Sword group:

- On a Natural 20, you also add the Critical Specialization Effect from the Knife, Spear or Axe group, in addition of the Sword's effect.

- You can take a feat that treats all weapons as if they had the Two-Hand trait, with two-handed weapons increasing damage by one die. This would be similar to the Apocalypse Rider's Jousting Mount feat. I mention the Two-Hand trait, but MORE traits would be welcomed.

- You can take a feat that allows you use TWO Flourishes per round, if you use a weapon with Legendary Proficiency.

- You can use Combat Flexibility to apply feats to weapons in which you have Legendary Proficiency, disregarding requirements/prerequisites.

Y'know, a "Everything you can do, I can do it better" kinda deal...
--------------
Before saying that the Fighter's main feature is the Legendary Proficiency, stop it... The Fighter's class features are Bravery, Reactive Strike and Combat Flexibility; proficiency isn't a "feature".


exequiel759 wrote:

To me its the inventor.

Ranged combat is the only saving grace of the class.

Excuse me? With that? Most innovations apply ONLY to melee weapons.

Come back to me when you can slap the Double Barrel, Capacity and/or Repeating traits on any crossbow and firearm :p


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If I had to guess, a Kinetic Knight would like Starfinder's Solarian, including with a Solarian Crystal allowing your Blasts to be enhanced with runes.


For the Inventor...

INITIAL WEAPON INNOVATION
(for crossbows and firearms only)
Your innovation gains the Double Barrel trait.

BREAKTHROUGH WEAPON INNOVATION
(for crossbows and firearms only)
Your innovation gains the Capacity 3 trait.

REVOLUTIONARY WEAPON INNOVATION
(for crossbows and firearms only)
Your innovation gains the Repeating trait.


keftiu wrote:
JiCi wrote:

Oh wow, really?

At this point, they should just make it a Kobold heritage with its own feats.

Mentioned at PaizoCon that Dragonets got their spot instead.

Yup, heard the same thing...

Guess, we'll have to wait for the next regional book for them.


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Here's an early preview list going forward, from Reddit:

Spoiler:
Returning 8
- Adamantine
- Diabolical
- Empyrial
- Conspirator
- Mirage
- Fortune
- Horned (previously Green)
- Omen

NEW
- Requiem
- Barrage
- Mocking (previously Copper)
- Delight (previously Havoc)
- Time
- Despair
- Rune
- Magma
- Sage (previously Bronze)
- Cinder (previously Red)
- Rime (previously White)
- Bog (previously Black)
- 2 unidentified dragons

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