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Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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keftiu wrote:
LoreMonger13 wrote:

VERY happy that this will be coming out well in advance of my planned "Chronomancer" Wizard! LOVED all of the fun time-themed spells from Secrets of Magic, but was disappointed that there weren't any similarly flavored Archetypes or class feats to really go with them.

Naturally, I'm quite excited that it sounds like temporal shenaniganating will have it's very own chapter, and hope these new "time-skimming" Archetypes really helps to dial things in for my character =3 Failing that, I'd probably still have fun multiclassing him with Inventor, which is the present blueprint ;P

If you're fiending for time stuff, check out the store page for the second book of Outlaws of Alkenstar.

Thanks! I'll take a look at that =] Granted, the GM is a bit of a stickler for keeping area-specific or AP-specific stuff strictly in line to said qualifiers, and this character I'm planning will be for our run of Shattered Star converted to 2E.

...Yes, yes we ARE very far behind XP

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VERY happy that this will be coming out well in advance of my planned "Chronomancer" Wizard! LOVED all of the fun time-themed spells from Secrets of Magic, but was disappointed that there weren't any similarly flavored Archetypes or class feats to really go with them.

Naturally, I'm quite excited that it sounds like temporal shenaniganating will have it's very own chapter, and hope these new "time-skimming" Archetypes really helps to dial things in for my character =3 Failing that, I'd probably still have fun multiclassing him with Inventor, which is the present blueprint ;P

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Blave wrote:
LoreMonger13 wrote:
hoping to get the gang back together for a multiplayer playthrough =D
I'm like 99,9% sure there is no multi-player in this game.

Aw heck, for some reason I thought there was T_T

Well, one more not-as-small disappointment then =[

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I've been MEGA-HYPED ever since backing this =3

Ran the tabletop AP online some years ago, and hoping to get the gang back together for a multiplayer playthrough =D [EDIT: Oh, young and naïve past-self, so full of hope and excitement...]

I think the most intriguing bit thus far has been the complete change-up of the Mythic Paths, in now being very distinct and transformative as opposed to the more traditional but generic versions from tabletop. If we ever get something akin to a Mythic system in 2E (Wink-Wink, Nudge-Nudge), I think it'd be super cool to do something more akin to the CRPG take!

Only one minor disappointment thus far: I was REALLY hoping that the Kineticist would get the Elysiokineticist archetype, given that in its writeup they're -specifically- mentioned as frequenting areas such as the Worldwound to fight off evil =[

BUT, I recognize that would involve adding in an entire new Element (Wood) to the core class itself and so would be a lot of extra work for one archetype. Maybe in a DLC, with perhaps a new Mythic Path like Green Man? ;)

Any road... REALLY looking forward to going through it as a player this time, thinking of rolling up an Exploiter Wizard and going the Aeon path!

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I'm really excited that the Mwangi is being further fleshed out in 2E, I've loved the setting and mythos and have played three characters from the region thus far (Ekujae Elf, Zenj Half-Elf, and Bonuwat Human). My local group is wrapping up Serpent's Skull (in 1E) in probably three more sessions, and while it's a bummer I won't get to utilize anything on Magaambya in the game for my Magaambyan Initiate Arcanist, I'm absolutely going to pull in the new details and background to set up his post-campaign epilogue =3

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Arachnofiend wrote:
graystone wrote:
GrimmDichotomy wrote:
Gotta say, I'm really not crazy about the formerly pure-breeding half-races being relegated to Human Ancestry Feats.
1/2 elves and 1/2 orcs have gotten me thinking... Does that mean I can retrain and overnight become a new race?
I... assume you probably can't retrain out of heritage feats? Right? Right???

I suppose that's a classic RAW and RAI debate in the making XD

As it stands, unless they add that specific stipulation, there's no mechanical basis to say "no, you can't retrain an Ancestry/Heritage feat", only good sense.

Which, as we all know, can often be lacking XP

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Gotta say, I'm really not crazy about the formerly pure-breeding half-races being relegated to Human Ancestry Feats. Personally, I feel that turning what used to be two distinct races with their own identities into a 1st level feat tax completely cheapens them, and moreover it makes me wonder why anyone would play a straight Human if they can just upgrade into another race.

Now, that being said, I -do- like the concept when applied to more exotic ancestries, like the various planes-touched, Dhampyr, Shifter, maybe even Changeling, so long as it's something open to -all- races and not just Humans. A Dwarven Oread? A Gnomish Sylph? An Elven Aasimar? It not only makes for more flavorful and memorable player characters, but can really make for some unique NPC's!

We'll see when the material drops next week and we can all get a much closer look at how it all works. Overall I like many of the changes for 2E, but certain things have really stuck in my craw and I hope they get addressed through the feedback.

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MerlinCross wrote:
Cyouni wrote:
GrimmDichotomy wrote:


And having ANY ability score tied to Resonance is a TERRIBLE idea, I don't care if it reads like UMD or "inherent magic" or whatever tripe excuse can be provided. It gives Charisma-based characters an edge over others in what should be a UNIVERSAL system, and it's going to completely turn away people who may have considered playing a race with a Charisma hit (Dwarves, anyone?) and instead they'll just pick one that gives them the best mechanical edge.

If the dumpster-fire that is Resonance is going to be kept, at least get rid of anything that would give certain races/classes an arbitrary edge while others incur an equally pointless penalty.

Why should Charisma be the earmarked 'dump stat'?

You can't pick a race that drops Str because then it'll make it harder to hit things or carry stuff.
You can't pick a race that drops Dex because then you'll get hit more.
You can't pick a race that drops Con because then you'll die easier.
You can't pick a race that drops Int because you'll have less trained skills.
You can't pick a race that drops Wis because then you'll be mind-controlled easier.

These are all somewhat valid arguments for all the other stats. Why should Cha be different?

Lower STR - It's harder to hit and carry stuff..., but you can go DEX or spells for combat, and find ways of carrying stuff from mules to magic bags.

Lower DEX - You get hit more and deal with Reflex..., but you can go for better armor to help with defense and possibly work around Reflex with feats/Traits/items.
Lower CON - Less HP. Again, Feat(Hello Toughness) and if you build for not getting hit, it doesn't matter AS much.
Lower Int - Less skills and spellcasting..., but you have others that can do some skills you don't, find items to help, and if you don't scale of INT for abilites well...
Lower WIS - Once again, built/worked with items/feats/spells. At worst you can figure out something proactive like giving them a mind control before they get mind...

I personally don't think a system which should be as universally useful and sought after as Magic Items should be come with advantages/disadvantages built right in for certain races/classes. Not specific Magic Items, mind you, but ALL Magic Items.

And I think anyone who tanks their Charisma is a complete tool, honestly, and UMD is by far and away one of THE BEST skills in the game, and should continue to be (another thing Resonance would devalue, I might add). BUT, I don't think, AGAIN, that a UNIVERSAL SYSTEM should be affected so drastically and in such bias to certain race/class builds.

Just make it 3 + Level and call it good, and get consumables off of the Resonance list.

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Gotta say, thus far the idea of Resonance has been a MAJOR turn-off for myself and multiple of my Pathfinder buddies. It's a needless system that just reads like it requires more, not less, book-keeping in the long run, especially when items with Charges STILL require Investment/Activation costs, etc.

Consumables should be removed from Resonance entirely, it's asinine to force players to burn an additional resource just to use what is already a finite option itself.

And having ANY ability score tied to Resonance is a TERRIBLE idea, I don't care if it reads like UMD or "inherent magic" or whatever tripe excuse can be provided. It gives Charisma-based characters an edge over others in what should be a UNIVERSAL system, and it's going to completely turn away people who may have considered playing a race with a Charisma hit (Dwarves, anyone?) and instead they'll just pick one that gives them the best mechanical edge.

If the dumpster-fire that is Resonance is going to be kept, at least get rid of anything that would give certain races/classes an arbitrary edge while others incur an equally pointless penalty.

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Matthew Morris wrote:
GrimmDichotomy wrote:


So we get a placeholder ability until they can get the actual official write up handled, and that still doesn't answer as to why Wood doesn't get it's own Composite Blast for focusing on it for Expanded element, which ALL OTHER Elements (including the new Void Element!) do, ie Metal Blast, Blue Flame Blast, Force Blast, etc.

GRimmDichotomy,

This was addressed here. Might I suggest you read the thread, as was previously suggested?

Thank you for the correct link to the Composite Blast quandary. All in all, it's still a mess. I appreciate that they're working on it, but it would've been very nice if this wasn't a problem to begin with. This, at least to me, comes across not as a small oversight.

That being said, I do wish them all luck and speed with patching that up. I'm very fond of Pathfinder, which is part of why I'm keen to see their content handled well. Thanks for the help, everyone.

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Garrett Guillotte wrote:
Kalindlara wrote:


(I tried using search to link you directly, but I couldn't find a good link that way.)

Basic Phytokinesis is in Mark Seifter's post on page 5 of the thread, and Mark points out the location of the blasts on page 7 of the thread.

As for "what's going to be done for this", Owen K.C. Stephens says a revision is under discussion on page 6 of the thread.

So we get a placeholder ability until they can get the actual official write up handled, and that still doesn't answer as to why Wood doesn't get it's own Composite Blast for focusing on it for Expanded element, which ALL OTHER Elements (including the new Void Element!) do, ie Metal Blast, Blue Flame Blast, Force Blast, etc.

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Kalindlara wrote:
GrimmDichotomy wrote:

Alright, I noticed a -major- discrepancy in this book, and I hope I'm not repeating anything already said by someone else.

For the Phytokineticist/Wood Element entry to the Kineticist class, there is no listing for what the Basic Phytokinesis ability actually does among the Wild Talents, nor does there appear to be a Composite Blast that exists for further specializing in Wood via Expanded Element. The latter could've just been deliberate I suppose (though really, why would you not have that?), but the former is not just a small error, since any character starting with Wood as their Element -automatically gains Basic Phytokinesis, just like any other Element with their respective basic kinesis ability.

What's going to be done for this?

Please read the last two to three pages - the answers are there, along with the rules text of basic phytokinesis.

(I tried using search to link you directly, but I couldn't find a good link that way.)

I'm looking at the PDF, can you list the page number? I've actually used the 'Find' tool multiple times, and the only time it pops up are the two names drops, but with no ability writeup.

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Alright, I noticed a -major- discrepancy in this book, and I hope I'm not repeating anything already said by someone else.

For the Phytokineticist/Wood Element entry to the Kineticist class, there is no listing for what the Basic Phytokinesis ability actually does among the Wild Talents, nor does there appear to be a Composite Blast that exists for further specializing in Wood via Expanded Element. The latter could've just been deliberate I suppose (though really, why would you not have that?), but the former is not just a small error, since any character starting with Wood as their Element -automatically gains Basic Phytokinesis, just like any other Element with their respective basic kinesis ability.

What's going to be done for this?