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So... I was watching this video made by Psi Prime Productions (if you don't know who that is, I recommend checking him out, he makes some great videos for Pathfinder/Starfinder 2e, including build and setting idea guides): It's basically him summarizing the Paizo Live! for September.
A Sandwich Artisan Background and
Anyone else want to take a crack at homebrewing this? If so, I'll go first: Sandwich Artisan:
You have dedicated yourself to the art of Sandwich making. From baking the bread that will hold it all together, concocting the perfect combination of sauces, finding the most delicious vegetables, to sourcing the most scrumptious cuts of meat (or faux meat, for the vegetarians). Some might see this as a making you a one-note chef, but your deep dive into sandwich making has given a more diverse set of culinary skills then most would expect.
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
Sandwich Paradox:
You've realized that reality is much like a sandwich: a layered complex combination of mineral, chemical, vegetable, and animal forms. Now, the reality itself has become your kitchen. Tradition: Primal Paradox Skill: Cooking Lore ...Not sure what to do regarding Paradox Spells, Warp Spells, and Quantum Field though.
Feedback appreciated.
I was reading this thread and that got me thinking:
So, I was replying on a different thread when a thought occurred to me:
Like I said, just a random thought.
So I was thinking about the trait limit on Solarian Weapon (how you only get two, and two-hand d10, and reach count as two), and I had an odd idea:
I know there that revamping the website (especially the store and forums) is in the works, but I have one question about it: Will there be more options for Avatars on the forums?
...Or is there a way to create a new Avatar that I just don't know about (I admit, not very proficient with forums).
So, been reading through Solarian's feats, and a question formed in my mind. How does Homing Mote interact with Distant Flare, Star Brand, and Propulsive Shield? To help, I'll explain what each feat does, from lowest level to highest: The feats in question:
Distant Flare: Level 2 feat, adds 15 ft to the range increments of the Solar Flare. Star Brand: Level 6 feat. For one action, after hitting a foe with either Solar Weapon or Solar Flare, brand the foe with a mark that makes them concealed if invisible... and more importantly to this, adds 60 ft to the solar flare's ranged increments! Propulsive Shield: Level 8 feat. Requires Solar Shield. As long as your Solar Shield is raised, you add 10 ft to your flare's range increments, add +1 damage to the flare per # of weapon die (same type as attunement), and gain an additional benefit depending on attunement (graviton gets +2 to trip if you crit, photon gets an extra 1d8 persistent fire damage when you crit). Homing Mote: Level 18 feat. Triple the range increments of Solar Flare, and ignore concealment and cover of targets within first increment.
Basically, what I'm asking is: how does this stack? Should I:
I'm probably over thinking it, but I am also curious what other people think.
So... yeah.
This led me to think of the following: Goblin Avdol. So yeah, anyone want to help with this idea? So far, I have the following setup: * Ancestry: Goblin, either Charhide (for resistance) or Dokkaebi (for Dokkaebi Fire)
* Background: Fortune Teller * Class: Summoner (making Magician's Red an eidolon)
Let me start by saying the following:
Professor Primula's Portfolio of Palaeontology Currently, the Kickstarter has amassed over $190,000.
So, I know we've still got about a month and a third before the Technomancer and Mechanic playtest will be released... Anyone else what to pass some of that time by speculating what kind of features they'll have? Here are my thoughts: Technomancer:
So, back in SF1e, the technomancer's whole shtick was "I'm a wizard... in space!" Not the most interesting thing compared to the other classes, and unlikely to be the case since SF2e and PF2e are meant to be compatible, so "Space Wizard" can be handled with... the Wizard class.
So, I'm guessing (or hoping) that the Technomancer will lean in more with the technology aspect than it did back in SF1e. Perhaps they'll get various means of incorporating technology into their spell casting? Like, casting spells through the internet, hacking with magic, use computers to speed up summoning rituals (Yes, like the Demon Summoning Program from SMT), or even create an AI hologram familiar? I'm sure there are all sorts of inventive ways to combine magic and technology. Mechanic: Now, the main issue facing the Mechanic, to me, is that PF2e already gave us the Inventor class, and a lot of ideas I have for what the Mechanic could be, the Inventor could cover.
Right now, though, I'm guessing they'll have features regarding hacking, tech item creation, their drone, and augmenting themselves (like the cortex feature from SF1e. Perhaps so feats/abilities for people wanting to make themselves into a customizable cyborg?
So, this question goes out to my fellow owners of Lost Omens Rival Academies:
Do you think it's an awesome addition to the Magus's line up of subclass options? Do you think it's stupid garbage that should be forgotten and tossed in the trash? Do you just not care that much, because the book featured other, far more interesting options? Just indifferent?
Me though? I love it!
And yeah, I know there was already an archetype for improvised weapons, but I honestly find the Resurgent Maelstrom interesting regardless.
So yeah, what Pathfinder products are you guys wanting to see in the future? Note, when I say future, the don't necessarily mean within this same year. I'm hoping for some of the following: An update/replacement for the World Guide
Subject says it pretty much. How do Class Archetypes interact with the Free Archetype rule? Does that mean you can get a regular class feat alongside the dedication at level 2? Or could you pick up (if you so choose) a different archetype while still getting the dedication? I ask partially because it feels like Class Archetypes and Non-class Archetypes are very different things, even if their Dedications have the dedication trait.
I admit, I'm a bit of a sucker for Cane Fu as a concept, and while Pathfinder has more cane-based weapons than most TTRPGs, I feel it could still do with more. So, I'm going to design one! Self-Defense Cane
While appearing to be a simple cane, the Self-Defense Cane has received strengthen treatments similar to the Probing Cane, making it an effective, non-threatening accessory that can be used to defend oneself in combat. The hooked handle can even be used for tripping up opponents.
First off, apologies if this is in the wrong discussion thread. And with that, on to the main topic: Should staff weapons (staff, bo staff, bow staff, khakkara, gaff, whipstaff, fighting stick, cane, sword cane sheath, and any other staff weapon Paizo might come up with/release) get their shared weapon group, rather than be lumped together with clubs? Because I think they should! I will admit, some of this is personal bias: when I think of someone fighting with a club, I think a hulking brute smashing in skulls with their clubs using overhead swings. Meanwhile, I imagine someone deftly striking with their staff, taking advantage of the many ways, they can hit the opponent with their staff. Force vs Finesse, as it were. However, I also feel this way as help a great deal with clarifying rules in the cases where a staff would apply, but a club DOES NOT. Exhibit A, the prerequisite for the Staff Acrobat archetype:
Archives of Nethys wrote: trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as “your staff”) Quite the mouthful, isn't it? The rules even have to give it a shorthand in order to not overload the archetype with text. Now, you may feel the need to point out 'This is from Premaster material'. You are correct, but I have another example of this problem from Remastered material:
War of Immortals wrote:
Again, notice how they needed to SPECIFICALLY include staff weapons by their names!? It's almost like Paizo knowns on some level that a staff is so much more than a club?!? And notice how, by having to name the specific staff weapons... the leave out other weapons with 'staff' in the name that should quality!?!? (Oh, and for anyone who wants to know why I didn't include the halfling sling staff in my staff weapons grouping, it's simple. There are no rules for using halfling sling staff as a melee weapon in 2e... FOR SOME REASON...)Now sure, you can just talk to your GM and get the unmentioned staff weapons included... but what about in PFS (which I've never played but seems to operate on a strict 'rules as written' policy, based on what others have posted). So yeah, making staves into their own weapon group could smooth over some mechanical issues too. The TLDR version? "While all staves may be clubs, not all clubs are staves. Paizo seems to be aware of this too. And by forcing staves to be considered clubs, we leave them out of what makes them staves."
As the subject pretty much states, these are ideas I had regarding ways to buff up/improve the wizard class. I'll put each idea in a spoiler so this isn't a massive wall of text that will have everyone wanting the TL,DR version.
Counterspell:
For my first idea, Wizards automatically gain Counterspell at level 1, and it gets better as they level up, letting them counter spells they know (not just prepared) at level 7 and any spell at level 15. Granted, I'm not fully sure this is a very good one, especially given the complex counteracting rules, so I'm not overly attached to the idea as opposed to some others. Spell Substitution:
Instead of Spell substitution being a thesis, it would be an ability all Wizards have, and instead of letting them prepare two spells in a single slot, it would let a Wizard swap out their prepared spells after refocusing. This way, you don't need to worry as much about whether they've screwed up their preparations. Granted, I'd honestly prefer such a thing be extended to ALL prepared casters. But, except for the Magus, I feel like the other prepared caster classes have something that gives them a fallback if you mess up the preparation.
Arcane Thesis
In General:
I feel like the problem with Arcane Thesis, in general, is that, aside from Spell Substitution and Spell Blending, they really don't give that much even though they make it sound like your Arcane Thesis is supposed to be an important part of your build. So, I've got ideas for each Thesis (except spell substitution, obviously) as well as an idea for a NEW thesis. Experimental Spellshaping:
Yeah... This is probably the WEAKEST thesis of them all. It gives you a first level Spellshaping feat and then you can have one Spellshaping feat of your choice everyday... provided its half your level. For this, I'd have it give you two extra Spellshaping feats as you get a higher levels, and once every 10 minutes, let's you use a Spellshaping feat as a free action. Improved Familiar Attunement:
Currently, the only reason I can think that someone would that this (outside of roleplaying, obviously) is to get a specific familiar. That's not bad, but familiars in general feel like they've been nerfed hard. So, in addition to its existing benefits, IFA would also give your familiar the Independent trait for free, and at level 4, as a free action, you can use your familiar as the origin of your spell ([i]Yes, this is pretty much Familiar Master's Familiar Conduit as a free action. Would it be that broken?) Spell Blending:
I've got nothing for this one. Really, it's only problem is that it's more useful at later levels than starting (which, honestly, feels like the problem with the Wizard Class in general) Magic Flow Alignment:
So yeah, this is my idea for a new Arcane Thesis. Magic Flow Realignment You've developed a theory regarding the nature of magic: namely that, like air, magic flows around everything, unnoticed but ever present, and that spellcraft is dependent on harnessing this unseen flow, regardless of tradition. Furthermore, you believe, by aligning how the magic flows in an area, you can enhance the magic of your allies or inhibit the spells of your enemies. You gain the Realign Flow action: Realign Flow (Two Actions) Frequency: Once per 10 minutes You make minor adjustments in your immediate surroundings that change the alignment of magic flow for 1 minute. Choose either Attune or Inhibit: Attune: You cause the magic around you and your allies to flow more freely, granting you all a +1 circumstance bonus to Spell Attack rolls and DCs. Inhibit: You restrict the flow of magic around your enemies giving them a -1 circumstance penalty to Spell Attack rolls and DCs. At 5th level and every 5 levels after, the circumstance bonus/penalty increases by 1, for a total of 4 at 20th level. Spellbook Runes:
This is my last idea: Runes for spellbooks that grant an item bonus to spells that were prepared from the inscribed book. There could also be property runes that might give certain types of spells extra effects. Those are my ideas, let me know what you all think.
Yeah, as the subject line states, these are ideas for improving the Solarian I thought of, and I wanted feedback on them.
Mobility:
Solarian, as is, is clearly meant to be the 'melee guy' of the Starfinder 2e initial classes, which wouldn't be a problem except the development team have frequently mentioned the desire for a 'Ranged Meta', which means that the melee guy has to be able to get into melee range to do any damage, and it feels like Solarian does not have enough means to close the gap. So, my idea for this issue is to give Solarian an ability called Stellar Celerity. Stellar Celerity:
At 5th level, the Solarian gains a Fly speed equal to their speed while Attuned. At 9th level, the Solarian applies the circumstance bonus from 1st level to their Fly speed. Obviously, this would require replacing the Defy Gravity and Solar Wind revelations with something else.
Solar Shot:
Okay, this is just me copy and pasting my post from the Solar Flare/Solar Shot thread: 1) Double the range of the initial ability! I get that Paizo wants the Solarian to be a 'solar knight' (to quote 'Playtesting the Solarian'), but in a game where the average Simple ranged weapon can be fired from at least 30ft away, I really don't get why you'd give a class an ability that has a MAXIMUM range of 15ft. So, make the initial range 30/60ft for graviton/proton Solar Shot. 2) Either give the ability range increments or lower Homing Mote (which triples the range of Solar Shot alongside allowing Solar Shot to ignore concealment and cover in the original range) from a Level 18th feat to a Level 6th feat! If that sounds too overpowered for a 6th level feat, then how about this:
3) Either have it gain an item bonus with each level it scales or make Solarian Weapon Crystals affect it too. And maybe have it count as a ranged version of the Solarian Weapon for the purposes of proficiency while you're at it. As for the idea of 'Make a ranged Solarian Weapon'... I'm guessing that might happen as a Class Archetype for Solarian. Could be interesting.
Solar Weapon:
I feel like, as you level up, you should be able to add additional traits to your Solar Weapon as well as get additional 'trait slots' as it were. As an example: at 5th lvl and every 4 after, you get one more trait to add to your solar weapon when re-forging. As another: at 9th lvl, you can give your Solar weapon the Two-Hand d10 or Deadly d8 traits. Solar Nimbus and Shield:
Okay, this one is more of a person headscratcher, but I feel like Solar Nimbus and Shield should be integrated together, with the Nimbus granting a +1 AC circumstance bonus in addition to the Nimbus Surge reaction. Obviously, this is the least thought-out idea. So yeah, these are my ideas for ways to improve Solarian. Let me know what you think, everyone.
So, I was re-looking over the War of Immortals playtest, and I had an idea on how to potential buff the Wizard's remastered Spell Schools. Namely by taking a page out of the Animist: A Wizard gets an extra spell slot per spell rank for School Curriculum spells, right? Well, what if, instead of using that extra slot to prepare the curriculum spells, Wizards could use it to spontaneously cast them? The idea would be that, since those spells are favored by the Wizard's school, they've developed a sort of 'magical muscle memory' for them and can cast those spells without needing to spend time memorizing them. Does this sound interesting at all, or does it just sound dumb? And, of course, keep in mind I'm going off the playtest Animist, not the official version.
Apologies if this is something that has long been resolved, but why do some Monk Stances restrict your strikes to only the Unarmed Strike granted by the stance (i.e. Crane, Mountain, Stumbling, Cobra, Gorilla, Sky and Heaven Stance) while some don't (Dragon, Tiger, Wolf, Clinging Shadows, Ironblood, Tangled Forest, Wild Winds, Reflective Ripple, Stoked Flame). I'm just curious why there is that restriction. Is it meant to balance Fuse Stance? But you don't get that until 16th level...
So... I know alchemical foods are a thing (which makes perfect sense, as alchemy was pretty much a primitive form of chemistry and cooking involves plenty of chemistry). But how do Magical Morsels work? Like, can someone explain the rules regarding how they are created? I tried looking on Archives of Nethys, but they didn't have anything about them. And while some new ones show up in Tian Xia Character Guide, they don't get a sidebar the way Alchemical Foods do. So, can anyone give an easy summary of the rules regarding Magical Morsels?
As the title states, just what kind of archetypes are you hoping with get ported from Starfinder 1e to 2e? I know, this question is pretty premature (since the 2e Core is still in playtest, and odds are the finished release will only have the multiclass archetypes, so probably not until whatever core book for players will come after the first), but I thought it might be nice to think about. Me? I'm hoping one of the first we'll get is the Doshko specialist. People are complaining about a desire for melee options. What about you?
So, yeah, this is just something that's been bugging me for ages now:
Also, apologies if there is already a thread dedicated to this. I thought about searching and posting in such a thread, but I didn't want to accidentally become a thread necromancer.
So yeah, as the subject sort of suggests, I'm wondering how Psychic Spellcasting interacts with the Manipulate trait.
Really, this is more me wanting so kind of clarification, since the Remaster Errata for Dark Archives doesn't mention anything about it, so if my Psychic finds themself in Reactive Strike range, I want to know where or not I need to Step if I don't want to get beat up for trying to cast a spell.
So, I was just looking over my recently purchased copy of Player Core, when I stumbled upon Bard's "Signature Spell" feature. That made me look up Spell Heightening and Spontaneous Heightening, and I have to ask: WHY IS THIS A THING??? Why are spontaneous casters penalized like this? Their spell repertoires are already on the low side, so why should they have to clog it up with multiple copies of the same spell??? *Takes a deep breath and exhales* Sorry. I'm just trying to understand why this rule exists and why I shouldn't just pretend it doesn't exist. Can someone help me understand how this rule does not simply penalize spontaneous spellcasters? |
