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![]() Apologies we were unable to get the descriptions updated in time but Clerics+ and Impossible Lands+ have Foundry Modules, Pathbuilder2e, and Wanderer's Guide support (authors page). Anyone looking to try a free adventure, I highly encourage The Longnight Before Krampus which also has a foundry module included! Great job everyone! ![]()
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![]() Hello all! I'm super happy to announce that we were able to comeback with another installment in the Classes+ series and thanks to all the awesome support, it looks like we will probably not only continue the line but expand it. If you want to check out the latest release, please visit the reddit post where you can get the link and an option to join the Classes+ discord I also want to say there is a hugely value bundle on Infinite right now that you all can pick up over $200 worth of some of the best writers for only $25 bucks (or even less if you got the PaizoCon bundle). Until next time Happy Gaming ![]()
![]() This mailing list goes out every week with information on new offerings, Pathfinder Infinite updates, and discounts on select products from a number of creators! If you are a Pathfinder Infinite author and want to advertise your product on our mailing list, check out the #mailing-list channel on the Infinite Possibilities discord server! ![]()
![]() For those looking to tune up their Witches a bit, a friend and I just launched this bad witch this weekend! Foundry support is supposed to drop in the next couple of weeks too. Discount ending for this soon!
Thanks for all the support during the launch so far. We're just south of silver right now and couldn't be more blown away. The discount link automatically puts you in your cart, so if you want to read the product first check it here! ![]()
![]() Pathfinder Infinite Creators have joined forces to put out a really awesome mega bundle of great content for only $25 that has ~$100 total value of products (including Kitsune of Golarion and Luis Loza's Dragonkin!). There are also other new releases at discounted rates for PaizoCon https://www.reddit.com/r/Pathfinder2eCreations/comments/uyyjps/pathfinder_i nfinite_paizocon_sale_megathread/?utm_source=reddit&utm_medium=usertext &utm_name=Pathfinder2e&utm_content=t1_ia1fka8 I think if you were waiting to dip your toes into the Pathfinder Infinite space, this is a great place to get those feet wet! ![]()
![]() As some of you were aware, the homebrew I made a year ago has become something more! Legendary Wanderer is officially released! Best wishes! ![]()
![]() Hey all, the Pathfinder 2E subreddit is hosting a competition for homebrewers. The basic premise is a series of 5 contests, the first of which is already underway, that will undergo private submissions, public discussion, and then judging by some prominent names in the community. The winner and next 4 runner ups for each competition will be placed in the Brewmaster's Compendium, a supplement for Pathfinder Infinite where the proceeds will go to a designated charity. The top winner will have art commissioned for their entry by us mods, and the book will be curated by Dustin Knight! No compensation, but a writing credit, likely a sub flair, and getting to benefit a charity seems like a fun way to engage with the community and Pathfinder Infinite. I figured people here might want to compete. For a better breakdown of the project, you can enter and view the full post here Happy gaming! ![]()
![]() I actually helped work on this product, and am willing to give little tidbits as teasers. Dustin Knight dropped a few things here and there as well in a separate thread. Legendary Games is already known for its really great take on the Kineticist for PF2 (among many other things!), so I hope the Shaman can find its own place among the PF2 community. Check it out here and check out all things Legendary as well! (especially the new Boricubos release) ![]()
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![]() Hey all, I was thinking about famous Thaumaturge's in popular culture, and one of the ones I was thinking about was Dean Winchester. And one of the issues I was having with seeing Dean as a Thaumaturge was that the only Implement that really made sense for him was the Weapon Implement. But then I had an epiphany! Dean's Implement is of course his 1967 Cheverolet Impala (or even more specifically the Radio/music). So that got me thinking: "What other types of implements do you want to see out of the Thaumaturge?" ![]()
![]() The Scenario:
A group of misfits is collected to solve a series of murders that involve victims being burned severely, but then drowning in the bay of Featherfalls (homebrew). The city of Featherfalls gets the Rook's to put their best detective on it (Fighter) but forces them to look at the wrong suspect (Sorcerer). The Rook's are approached by an ex-OWL who believes something more is going on, as the most recent murder is likely connected to others in the area (Thaumaturge). Then a foreign PI hears about the strange circumstances of the murder and dreams about the victim (Psychic), so he pulls his partner along to solve one last case before she can go into retirement (Rogue). This dream is what ultimately gives them the clue to search the decommissioned prison on the Eytasha Island in the bay called Cliff's Keep AKA 'The Sheer'.
The Other Party Members:
The party consistency: - Cathartic Caster Elemental Fire Sorcerer Tiefling (super flavorful btw, nice job Paizo on SoM!) - Half-Elf Rogue Ruffian with Demoralize Focus - Kitsun Guisarme Fighter Shoony Chalice Thaumaturge with 5th level Implement being Weapon. Grabbed Drawing Circle and the ability to merge two deific symbols to cause repulsion. The character's flavor was on point, and there ability to work with the party was great for this scenario. Went Medicine Feats so they could function as primary healer. INT Ancient Elf Distnat Grasp Psychic with the Investigator MCD. Grabbed Strain Mind and the ability to target from a separate square (Warp). Very interesting character themes going on, and more use of Mage Hand than I've ever seen in a game ever. Encounter 1 - Warded Room Haunt:
This encounter revolved around using any detect magic to find a particular item hidden in the room (the office of the warden of the old prison). Eventually, they found a strange-looking knife attached to the bottom of a drawer on the warden's desk. Once removed, the haunt ended, though the dagger still deals mental damage to creatures that attempt to identify it using magical means Encounter 2 - Tendriculos (part 1):
The Psychic and the Thaumaturge split up from the other party members to investigate the showers, where of course they were ambushed by a Tendriculos. Psychic took considerable damage from an AoO but was healed up by the Thaumaturge after. They ultimately did not attempt to fight and fled into the hallway where the creature was too large to follow. The Sorcerer chucked a fireball into the room, which caused the creature to withdraw it's tentacles from the door, but only in wait until later.
Encounter 3 - Card Game Haunt :
The Rogue, Fighter, and Sorcerer sat down to play Rook's Corner, a version of blackjack in my homebrew except there is no dealer and one of your cards is dealt to you facedown and you cannot look. The players took mental damage if they did not follow the rules of the game (betting in the right order, hitting in the right order, etc.) Players ended up winning the first round, which granted them a dose of the drug called 'The Sap' which is common in the area. They also discovered clues in the Inventory logs of the Warden earlier that leads them to believe that there might be something amiss in the prison. Completing the game ends the haunt, no rolls needed.
Encounter 4 - Tendriculous (part 2):
This time they all had to actually fight the Tendriculos in order to progress in the prison. Overall, because they had a Fire Elemental Sorcerer, this encounter was sort of "in the bag" from the beginning even though it was a CL+2. That said there were notable moments: - Thaumaturge was able to use Find Flaws and EA to get the Weakness 5 Fire on their attacks, which made them hit pretty dang hard even if only for two rounds. - Psychic got off two amped Telekinetic Projectiles which did an impressive amount of damage on just a regular success. They did not miss this encounter, which probably contributed to them feeling good about the damage. They avoided using Rend due to the knowledge of the damage being resistant and went with their normal Marbles (which I had already previously ruled as Bludgeoning). - Fighter did a lot of damage and was in the fray quickly. - Sorcerer critically hit a Produce Flame due to the Rogues Demoralize. Nice moment for both of them. Persistent damage with the Thaumaturge attack killed the creature. Psychic Observations The use of marbles as Telekinetic Projectiles was fun. The psychic also used a light cast marble as essentially a floating torch they could move. Psychic was also able to dive and retrieve clues using Mage Hand from the ocean where the cliffs meet the water, to further their investigation. Psychic ultimately used Cantrips the entirety of their travels, but the amped cantrips were decently on par with others in the group. Unleash Psyche never got used, which is both a good and a bad thing. With how infrequently combats go to 3 rounds, I think it might make more sense to be a triggerable state or even a Focus Spell or Stance of some kind. There's also the "how do I deal with this" of if an encounter "starts" but the PCs choose to prolong the engagement (running away in Part 1 Tendriculos) that they could realistically trigger this repeatedly from safety. Something that's more limited in use but able to be turned on seems like a better way to approach Psyche Unleashed (though thematically, I do like that). Perhaps even triggering it under certain conditions (Will Save, mental damage, etc). Thaumaturge Observations
Both the player and I do not care at all for the mechanics around Find Flaws or that the Class is Charisma-based as a standard. The knowledge checks get extremely clunky out of combat and the fact that they lack Society means they can't really roll on any organizations that would be creepy or even specific humanoids that are associated with those types of things. I offered other roll options where it felt appropriate (mainly Occultism) but it felt really empty. The entire class to both of us was screaming WISDOM, but then had this CHA Find Flaws stapled on top of it. One thing that was extremely frustrating was the player wanted to play a Dwarf, but without making drastic efforts to adjust the ability scores to get that much needed 18 in CHA, it just didn't work. I really think the Class should just have an innate "Bardic Lore" for Monsters-only that uses a different ability other than CHA. The need to stack CHA for the Class is a self-created problem and it makes things really clunky. I also think there's something "better" in terms of action rotations that can be done for their routine. It's extremely rigid in what you can and cannot do in a turn, to the point where we noticed it almost immediately after the limited amount of time we spent in combat. Conclusions Both classes are dripping with flavor. The Psychic IMO seems to need a lot less work than the Thaumaturge in terms of actual mechanics. Narrative-wise, both classes feel pretty solid, but then I had a creative player that really leaned into their Distant Grasp mechanics. I think Psychic could almost be printed as is. Thaumaturge I would really like to see get some refinement on the mechanics and totally scrap the CHA dependency entirely. This was two sessions, but probably my last playtest in the window. Been preparing for the birth of my child which will be before the Playtest even ends, so I was lucky to even get these sessions. Happy Gaming! ![]()
![]() Hey all, So there was some discussion in a recent Witch thread about familiars and what they are lacking from some people's perspective. One of the things that I think held the most weight was that Specific Familiars, while they may have powerful abilities, are not always appropriate for a character concept, or might not be powerful for certain builds/styles/etc. And I thought some more options on the Specific Familiar front, and even just Familiars in general could not only allow people more options to get the most out of their familiars (something that actually works with your concept) but maybe also some rules about how GMs can let familiars participate/interact with the game without putting the rest of the players in "timeout" during those scenarios. Anyways, I've been working on putting together a list of specific familiars that are not currently available that I think should be (Heck, the quasit literally mentions being used as a Familiar and didn't have a stat block for one!). I put together a list of Familiars that I converted from the Bestiary in a similar capacity as the Faerie Dragon, Dweomercat Cub, and Imp. For SoS, I modeled power off Faeria, for Damage I modeled off Dweomercat Cub's damage, and for buffs/utility and general Outsider based implementations, I went with Imp. The following are my first list of Specific Familiars that are not currently in the game (at least to my knowledge). They are all tiny creatures, equal or below CL 2 (same power range as Faerie/Imp). Goal - The goal was simple. Measure the abilities appropriately, try to incorporate enough of the original creature to make for a meaningful Familiar, and apply ability cost accordingly. There were a few occasions where I could have included "more" of the based Bestiary creature, but like the Imp/Faerie Dragon do not carry all of the original power/abilities of their Bestiary version, so is true for most of these (as should be expected). TL;DR Here you go __________________________________________________ The next thing I am going to add to this are "Familiar Archetypes", since all of these require more abilities than a standard familiar master will have without additional feat investment. Familiar Archetypes are effectively going to be packages of Familiar abilities that cost 2 ability points but grant an added benefit as a bonus (similar to specific familiars, but on a smaller scale). There will also be additional Familiar ability in an Archetype that can be taken as the Familiar gains more abilities (either by Witch class progression, Wizard Thesis, or Enhanced Familiar).
The list and their ability cost:
- Air Wisp - 5
_________________________________________________________ As always, this community is generally great with feedback, and that's why I posted it here first. Happy Gaming and thanks if you took the time! Side Note: The above was built with the same level assumptions of currently printed Familiars. This was not an opportunity to "juice them up", my intent was to grant more options so that focused could be applied to character concept. ![]()
![]() Others have stated this, but I wanted to talk about the fact that a Gunslinger is largely the exact same class/role as a Fighter that doesn't have the same firepower: 1. They lack anything above Light Armor, which should add some diversity, but with their main schtick being DEX based attacks, it largely plays the same as an Archer with PBS on Fighter. No real change to the Class. 2. Lack of AoO, which also doesn't make as much of a difference to Gunslingers with Guns (since it has to be a melee attack). You gain a "way" benefit instead, but I don't know that I would put an encounter opening move on the same level as the one of the most powerful martial reactions in the game. 3. Lack of choice on weapons pidgeon holes you into smaller combat versatility. This is supposed to be alleviated by Class Feats that accentuate Firearms, but the reality is that some of those Feats end up just being "buy backs" for powers that Fighter already got. Being the best at guns when guns are the same as any other weapon just means you have less options to choose from than the fighter. 4. Feats aren't the only thing that make up a Class, generally, when it is a Class Path based Class. The current Class paths don't really serve to change the playstyle of the Class so much as they enforce them with restricted access in some cases (and in others, they don't really change/enforce anything at all). Ways in general are rather flimsy as a defining choice. The Sniper can't always be sniping even with heavy focus on it, the Drifter can't always be using melee and in some cases shouldn't be, and the pistolero (the most flexible IMO) doesn't really have an identity at all, it's just the "default" gunslinger to me (as pretty much either of the other two styles can be done by this one as well). 5. Thematically, if you said Fighters can take any of the Gunslinger Feat options, the two Classes would play identical. Now personally to me, I think if you can't compare two Classes and see immediate and distinct differences before feats, then you have a real problem. The truth of the matter is that a Fighter "swallows" the Gunslinger in terms of proficiency. It has all the proficiencies the Gunslinger has and then some. So what to do right? Now personally, I had seen the Class coming to PF2 in a totally different light, but I think that expectation is likely not to be a thing. Thus the next best route I think would make sense to explore is making the Ways a lot more distinct as Class choices. Instead of making each way Initiative/first round based, just give every Gunslinger Improved Initiative for free and then grant them something else that gives the Gunslinger something distinct. In addition, I think all Gunslingers absolutely 100% need a "secondary weapons" option that allows you to carry Proficiency (at least in part) to your other weapons. These weapons can be weaker, simple, or some other restricting metric so as to keep them from overpowering the Fighter's niche (too many weapon group proficiencies is basically "all of them"). What do you all think? At this point, I've submitted my surveys and finished out my playtest and I'm just left feeling "Why wouldn't I just play Fighter and give him a gun?" Where are you all? How do you feel about the Gunslinger as it compares to the other Classes in the game? ![]()
![]() The Party:
Sadly, this was supposed to be 3 Inventors + Gunslinger party, but the other Inventor Player (who was going Construct) was not able to make it due to some pretty awful tragedies. The party consistency: - Universalist Human Wizard with a Familiar Master archetype - Weapon Inventor with a giant scalpel Ancient Elf Witch with one feat on Dedication - Armor Inventor with a stealth focus for Jungle (where the scenario takes place) with a Sword cane as main combat and Rogue MCD with 2 Feats - Gunslinger Drifter Catfolk with MCD into Martial Artist and then taking Tiger Stance
Weapon Inventor Build Code Name: The Surgeon:
Okay, so this build involved the following: - Ancient Elf MCD into Witch, grabbing Basic Casting at 4th level - Built-in Tools for Medicine Tools - Dual Form Weapon to a ranged heavy crossbow - Vallet Familiar with Manual Dexterity (Aiden the monkey) - Searing Restoration - Every single Medicine feat I could afford with Skill Feats and General Feats This was basically SCP-049 (The Plague Doctor) as close as I could come and is one of the most fun builds I've ever had the pleasure of making. It was effectively supposed to be the party healer, and not going to lie it was difficult to pull off with Inventor alone but Divine Witch made it absolutely possible with the extra Heal spells in my pocket (as well as the familiar). Armor Inventor Build Code Name: The Gentleman:
Build revolved around the following: - Terrain Stalker, Wild Elf Ancestry Feats for hiding/taking cover, and maxed Stealth and Stealth feats. This allowed Take Cover in the right environment as a single action ability to gain stealth. Overly focused to the environment sure, but considering the circumstances, lots of fun. - Rogue MCD for Sneak Attack and general benefits (Surprise Attack) as well bonus Skill Feats - Swordcane + Suit made for a really flavorful character and Megaton Strike made for really big singular hits once setup
Drifter Gunslinger Code Name: Mr. Flakes:
Build revolved around the following: - Skill Feats and General Feats basically all went to Intimidation and acrobatics, with the exception of Toughness (this one was played by my wife, and she said she'd have preferred Fleet in hindsight) - Offense was basically pretty consistent: Tiger Stance, Shoot, Reloading Strike with Sword and Pistol was a SOLID first turn if they could pull it off (sometimes they'd use stance on turn 2) The Scenario:
This scenario actually didn't finish unfortunately, as it was rather long, but we're unlikely to pick the session back up again during the playtest window. It went 3 encounters, so I felt it was worth a report. There were more difficult encounters in the zone, but ultimately, those were not encountered. Operation H45-h4 Operatives: OWL squad H007 code named ‘Twisted Metal’ Mission Briefing: “Suto Raikan government officials have accepted proposal for Eastwing operatives to enter the Yeong Canton with strict drop off procedures to zone-1337 for entry into known Childland ‘Hasha’.” Primary Objective: “Retrieve known asset ‘Jutai Parrot’. Bird is believed to be harmless but highly elusive. Species native to the Hasha are known to defend the bird as if compelled. Treat all species when in sight of the bird as hostile.” Secondary Objective: “Document landscape of zone-1337 and retrieve biomedical information on species present in the Hasha.” Assets: “Twisted Metal is afforded all assets of the EWO up to and in accordance of level 7 clearance. This includes any and all known entities of the common classification with the exception of the noted requirements for TMs respective standard hardware. Additional classifications can be provided based on clearance of General Military approval.” Civilian Engagement: “Operatives are to avoid civilian engagement unless forced. In the event that the Primary Objective is compromised, retreat to the extraction point in zone-C0 site-W4R25.” Encounter 1 - 2 OwlBears:
This encounter I expected to go smoother, but the Drifter Cat got absolutely WALLOPED on turn 1 by 3 attacks and was grabbed (took 3/4 HP). That said the rest of the encounter did go better. Catfolk escaped Grapple, and basically solo'd one of the Owlbears, with the exception of the Weapon Inventor running up and using a quick Searing Restoration on the Drifter to get them some breathing room. The other one was taken down by the Wizard (who got a failure/critical failure on Electric Arc across both) and the Armor Inventor who was able to get a solid Megaton Strike Sneak Attack off. Overall, this fight actually (despite being a CL-2) was pretty tough in terms of resources. After battle, the Surgeon managed to Treat Wounds across the whole party (maxed Medicine and Medic Ward) but left the Catfolk about 20ish HP down off their max (with everyone else at full). Lasted about 4 rounds.
Encounter 2 - Megalania Lizard:
This encounter the party rolled really low with Quiet Allies on the Gentleman (lowest stealth was +12 at this level) which allowed them to open with a pretty formiddable turn. Overall, this encounter opened with a decent amount of damage, but the creature was still fine. I had thought it might become way more challenging since the Lizard landed a Bite/Grab on the Armor Inventor (who failed the first poison save), but then the creature rolled a 1 on its Swallow Whole attempt. I made a call here, since Swallow Whole is an Athletics check and requires a Grabbed opponent, that rolling a 1 is the same as rolling a 1 on any Athletics check with a grappled opponent (and the Gentleman got free). From there, the Lizard had a terrible next turn and the party was able to bring it down before it got another turn (3 rounds)
Encounter 3 - Elephant:
The party played this encounter perfectly, as they all rolled not only well on initiative (lowest one was actually healer) and they immediately spread out to avoid getting trampled by the rampaging elephant. The Wizard actually managed to get a Grease spell off on the Elephant (who critically failed, but apaprently that doesn't do anything special, still just prone) which took Trample off the table. From there this is where the Drifter finally got a couple of big moments. On round 2, they got a critical (39 damage on a Dueling Pistol felt nice. The turn after that the Catfolk had Haste, and while they didn't get any criticals they did manage to hit 3 attacks (Fire, Reloading Strike Tiger Claw, Fire, Miss) which despite not being "a lot of damage" per strike, collectively, it amounted to a pretty great turn. Armor Inventor finished the Elephant off with a Critical Sneak Attack, which was where we decided to end the session (not enough time/gas to go for another).
Conclusions:
Weapon Inventor - This one is the one I ran as a GM PC, and it played exactly as I wanted it to play and I had a lot of fun. Wasn't trying to be the star of the show, but was effective at being the party healer. Dripping in flavor and one of my favorite builds, so personally was happy. Armor Inventor - My buddy and I actually build characters together for this stuff usually, and we tried to make "Stealth Armor" operative work as well as we could. A little disappointing we had to go into STR to cover the heavier version of the armor, and we went out of Class for Rogue-like options. Ultimatley the Class played really well with Rogue despite this, but if there were in class options for light armor that would have probably have helped a lot. Drifter Gunslinger - My Wife loved her character and whooped butt. Her rotation, despite being slightly more complicated than I guess a normal Gunslinegr, was pretty intuitive and she got the hang of it really quick. Reloading Strike felt absolutely essential and easily the highest value Feat she had. Criticals felt great, but low damage pistol shots weren't exactly cutting the mustard (funnily her unarmed strikes sometimes did more), but her overall damage with her Unarmed strikes and firearm (since they shared proficiency with Martial Artist) were decent. Unstable - Still no bites on Unstable even with my house rule, so Unstable was effectively a "one and done" ability use. Into the Fray - This did actually get used in the Owlbear encounter, which was both a good and bad thing (action wise great, but also got walloped). Reloading Strike - Gold standard of Gunslinger Feats right now. Can't be beat. MCDs Galore - Both Classes we ended up taking a LOT of MCDs. The original 3rd Inventor in the party was full Inventor (Companion), but that may have been a product of the fact that they had a Companion (the most feat intensive path). For the weapon Inventor, I needed more healing as the main healing person (even with Searing Restoration and all the medicine feats I didn't feel like I had us covered at 7 without it). The Gentleman was one of those "we stumbled down this path and it rocks" type builds, so not intentional. The Gunslinger naturally gravitated to Martial Artist on Drifter and the Tiger Stance Catfolk was juicy so we went that way. This may or may not be a testament to the options of Feats in the class, but I wouldn't necessarily say that's a guarantee. Gunslinger damage - Gunslingers turn-to-turn damage with no criticals is not exactly earth shattering. They do deal consistent damage, so that is nice, but considering that all of the creatures they fought were CL or below, I would have expected more criticals (Gunslinger only had 1 Firearm critical) during the fights. The proficiency was great since you were basically always hitting, but when your average damage on hit is 10 at level 7, you're not exactly hooting and hollering. Overdrive - I did try to use this and then after that the Armor Inventor (who had forgotten the ability entirely) also used it. Not a particularly engaging ability and it doesn't feel cool at all to use IMO (same feelings as last playtest). Rules I allowed - Doubling Rings do not by RAW work with Unarmed Strikes and a Firearm, but I allowed it for the Catfolk (though I actually think they still had the wealth to just outright buy +1 Striking for both). I ran Unstable with +INT to Flat check but no one did it so it was moot. I also allowed the Wizard a special small phoenix familiar (since they had an insanely high amount of points) but this ultimately didn't factor in to many of the encounters. I, probably shouldn't have, but allowed Tamper to work on Animals. The ability if only against Armor/Weapons feels pretty constrained, but the benefits are indeed too good if they can be done on anyone (IMO). This was a fun session and I think all the characters had moments to shine, but in hindsight, the way things played out was a tad "milquetoast". Now that's mostly on me as the GM (and a little on luck since they could have encountered less "meh" encounters in other portions of the map) but overall as a baseline the Classes I think played fine. Probably my last playtest in the window, but might get to squeeze in another (honestly I ran two different sessions this weekend so I'm GMd out for a bit LOL). Happy Gaming! ![]()
![]() After reading Overdrive, I had a thought. Since Unstable is in such a rough place right now and INT as a Primary is struggling so much, I got to thinking that maybe adding a Crafting DC akin to Overdrive as a mechanic for Unstable might be able to address the Proficiency issue (INT not being addressed but required as Primary) and the Unstable mechanic. Unstable changed: Quote:
Then you change Overdrive to read: Quote: You gadgets whir with overwhelming power. Whenever you successfully use an action with the Unstable trait, you gain a +1 circumstance bonus to your Strikes and they deal additional damage equal to your Intelligence modifier until the end of your next turn. This would do a few things (In my mind): 1. Now that Unstable is on the table more often, it prompts playstyles that revolve around using Unstable actions, which is thematic (using Explosive Leap and then punching someone sounds pretty on point). And unstable actions, while good, are not altogether broken to the point IMO. Using them two times in an encounter isn't earth shattering, and 3 times in an encounter (while rare) would be possible with this setup (which I think is okay in the right circumstances). 2. With Crafting DC being factored into Unstable, there is HIGH incentive to go INT now because INT gives you more reliability on your best types of actions and your damage access in Overdrive. 3. Overdrive's mechanic is good in theory, but it's basically flat damage and doesn't solve the to hit problem. You can't just give it to hit, because it's already decent as a damage booster and the buff lasts too long (plus INT to hit is already done). It's also a bit disconnected from the rest of the Class, like an action-tax Rage that's not altogether needed for other things (no Overdrive feats really). 4. Overdrive, the idea of "pushing your innovations past their limits" and tethering that to Unstable actions (by definition dangerous moves/unstable) makes a lot of thematic sense. You're rewarding people using Unstable actions with benefits (almost like an action triggered "rage" of sorts). __________________________ It was just an idea I had, that maybe bring Overdrive and the Unstable trait together under Crafting DC as a governing mechanic can foster the choice of INT in an organic way as well as encourage Inventors to be using their Unstable actions more often. Since we already know Unstable is changing, I figured I'd see how this one "tastes" to some people. Will get to play more inventors tomorrow, so maybe I'll have more insights/thoughts then (heck maybe I'll dislike this tomorrow), but I like how the above isn't just "Give them INT to hit" while also greatly incentivizing INT as a class Primary and binding together some stuff. Happy Gaming! ![]()
![]() The Scenario:
Okay, so I ran a small game for 3 players all at level 1 with a GM PC Gunslinger Way of the Drifter and an Armor Innovation Inventor The party was tasked with investigating a recently inherited estate called "Haffnowe Manor" by the heir of the estate. None of the townsfolk will enter because they believe it to still be haunted by the late William Haffnowe. The party consisted:
Versatile Human Gunslinger Way of the Drifter with Sword and Pistol, Firearm Ace (Natural Ambition) Aasimar Elf Witch of Fervor that served as main healer Ancient Elf Investigator MCD Witch that served as the "skill monkey" of the group There were 4 total combat encounters and several non-combat based interactions/encounters.
2 Giant Rats:
Encounter 1 was simply two giant rats. It occurred in the pantry when the house caretaker (recently fired, but with no memory of being fired) was attacked by the rats. The party raced to help, and the Inventor and Gunslinger both slayed a rat each. Nothing particularly eventful about the encounter, as it was a basic. Summoning Rune: Bandit:
Encounter 2 was actually a "Haunt" of sorts, as I took the Summoning Rune Hazard and repurposed it as a Ghostly manifestation. But in essence, I simply used a Bandit for this encounter with the exception of allowing things like the Disrupt Undead of the Witch to work against the entity (since it was themed as a ghost). During this encounter, the Inventor used a Maul to make decent impact against the enemy, but nothing particularly "Inventor-y" occurred. Gunslinger did land a critical, which did really solid damage. In this encounter, both the Gunslinger and Inventor did the most damage, as would be expected of a party with this consistency
2 Humonculai:
Encounter 3 was 2 Humonculous enemies that were discovered in the concealed lab of the late William Haffnowe. The Inventor, who went first, was able to position himself so that both Humonculai were on opposite sides and was finally able to use Explode. Both enemies critically failed the saving throw, but unfortunately the Inventor rolled minimum damage. One of the Homonculous flew to the ceiling in an attempt to escape, while the other was destroyed by the Gunslinger/Investigator with follow up attacks. At one point the Inventor wanted to use Exploding Leap to reach the Humonculous on the ceiling, but decided not to for fear of the consequences (the Feat itself states "30ft" without option of up to 30ft and for that reason decided against). I did offer a "call" on this that I thought was more than fair, but the player decided to try drawing their loaded Heavy Crossbow to try to finish it off (and ultimately missed). The Humonculous then chose to flee, where it made it pretty extensively from the party, but within range of a move, reload, and fire from the Gunslinger. The Gunslinger downed the Humonculous with the blow, which was really satisfying.
Brute Zombie:
This encounter almost didn't happen, but the party grabbed it at the tail end. Originally, the party was going to attempt to flee, as most of their healing resources were expunged at this point, so the Witch cast Animate Dead in hopes to slow the creature down for a turn. The Gunslinger then moved in to attempt an attack, the Inventor moved in to fire with their Heavy Crossbow once more (and considered Exploding Leap away, but then committed to the fight). The Investigator did manage to Trip the Zombie, which prolonged the encounter and lead to favorable outcomes for the Inventor and Gunslinger (as well as an action tax). The Inventor landed a few strikes with their Maul, but was taken down by a critical from the Zombie. The Gunslinger crit with the Dueling pistol twice during this encounter, and then I believe the Witch dealt the killing blow with Disrupt Undead.
Non-encounter Interactions:
Overall, outside of combat, the Inventor felt like an Inventor of sorts in what Skills it was able to bring to the table, but outside its level of expertise on Skills, didn't offer much else in terms of "Inventor" feel. Gunslinger felt almost identical to how I'd expect a Fighter to play outside of combat. The high perception was nice, but ultimately with an Investigator in the party, did not amount to much difference in total contribution. Both felt okay, but definitely not distinct in terms of their Class. This is level 1, so not altogether surprising on that front (Skills/background take most of this), but it felt like there could be more there
Inventor Impressions from Player:
The Player said the following things: - Exploding Leap - cool and great, but the 30ft or else restriction was not liked and felt "less than ideal". - Tamper - "A miss, but I like the attempt" for the Player. They understood the premise, but felt like it was "too complicated" and in the encounters we ran (albeit kinda my fault) not altogether applicable. It didn't feel like a good use of a turn and the player stated it "feels like something I should be doing outside of combat". - Overdrive - Player did not like this ability at all. Never got used and they felt it was lacking in terms of feel and with clear direction on why they would want to use it. - Explode - Player liked this a lot and the tactical use of it during a combat that paid off well felt really good to them. - Unstable - Not a fan (who would be) and ultimately kinda confusing to the point where the player never attempted another Unstable action once they attempted one. I even houseruled this to add INT to the Flat check, but they still wouldn't even bite on the attempt. My personal takes on the above are: Unstable needs work both for flatcheck and incentive to attempt Unstable actions. Explode is great. Overdrive is absolutely falling flat on its desired outcome. Tamper could use an outside of combat application or even a direct tie in to an action that already exists. Exploding Leap should, IMO, work like the Jump spell (and allow the next action stipulation that Jump does as well) so that players can reliably use it in encounters to better effect. My Thoughts on Gunslinger as the GM PC:
I went ham on the flavor of this character, as they were primarily a "hired gun/guide" for the group going to the mansion. The Class, IMO, plays identically to a weaker fighter at level 1 IMO. The Way of the Drifter didn't make much of a difference (as I was playing an Unarmed Drifter and I always had my weapon out). I also felt the "free stride" was almost never what I wanted to do. There were multiple times in combat where I landed a Strike with the Dueling Pistol as my first action and instead of making a Melee Strike or moving to attempt one, I just decided to reload and fire again. That's with having Sword and Pistol as an incentive. I was like "well I could attack with a melee weapon, but I'd do less damage, my hit is effectively the same, and then I'm in melee where I don't really have any incentives to be anyways". Now maybe that's because, once again, I was level 1 and I hadn't built up enough incentives to do that, but I digress. It was a fun Class to play and critting with guns is insanely strong (at times I honestly felt bad since I was the GM doing the most damage when I did) but I think the "fun part" was critting and not exactly the Gunslinger portion. I didn't feel like a Gunslinger other than I was using a Gun. If I was a Fighter that happened to have a Dueling Pistol, I think there's a high chance I would have felt exactly the same because neither the Way of the Drifter or Sword and Pistol changed the way I ultimately played (and they felt inferior to just attacking with my gun again). Also the lower HP made me feel more reserved (the Inventor was the tankiest of us, and like I said, they went down in the 4th Encounter), so as a Drifter it almost felt like a bad idea to even attempt melee with so little protection (no armor or shield to fall back on).
Overall Conclusion Both Classes are certainly effective. They had some logistical issues both in combat and out of combat in terms of "exemplifying" their Class IMO, but they were definitely capable of filling their roles. Both were also extremely fun to actuall play, despite their issues. There were rewarding moments (Gunslinger pop-shotting a fleeing enemy and crits, Explode crit failure on two enemies) that really made them the "stars" but they didn't invalidate other roles at the table. Most importantly, the scenario I ran was an absolute blast for all involved. They ended up solving (90% at least) the adventure and reaching a satisfying conclusion (they want to maybe go at it again in March when we can all get together again). Thanks again Paizo for putting these two together. Some touchups and maybe a little more nuance being added to them would go a long way. It was a fun game and the Classes contributed to that even in their current form. ![]()
![]() Hey all, Cozzymandias did a bang-up job the first time, but there were some issues with the "treadmill" feel of the Drifter and Grit. This pass was an attempt to right some of the issues I personally saw with the Grit system. If you loved Cozzymandias' version or want to reference it (I didn't completely reinvent the wheel), please visit that here. I am also using the same Firearm table as listed in the back of Cozzymandias' version. I went ahead and reworked the initial package of the Drifter, even adding a new Class Path called "Pacifist" which I think is iconic considering notable Drifter's like Vash the Stampede and Kenshin Himura who were pacifists. I do plan to go back and rework most of the Class Feats to align with this new structure, but figured I'd share what I have so far (the plan is to convert most of the old Class Feats as is). Mostly looking for feedback on this initial "foundation" that's being set, since getting those right first are IMO important for setting the tone of what Class Feats can and should look like. Happy Gaming everyone! ![]()
![]() Hey all, I did another go with a completely separate group at the level 7 mark so that way I could see how things functioned. I felt this was a good level for testing for a couple of reasons: 1. Good damage level for Magus
Party Consistency - I was only able to run a single GM PC and these two other team members, so this was a 3 person party playtest: The GM PC:
was a Human Champion (Paladin) Medic with a Shortbow and a focus on healing. The idea was that if there were 3 of them, they would need a little bit of ranged support damage, another body to take hits, and some healing, so I did my best to provide that. The Hold-Scarred Orc Sustaining Steel Mauler Magus:
went the Archetype for 2 of their 3 Class Feats to get Knockdown and Weapon Specialization on their Scythe. They also grabbed General Feat for Heavy Armor proficiency, so they were basically a death machine. The 6th level Class Feat was spent on Martial Caster. The spells they ran were Haste x 2, Sudden Bolt(H+2), and Vampiric Touch (H+1). This build was (IMO) actually NUTS powerful. At times, I honestly think it felt almost too good. The Aasimar Gnome Angel Summoner:
went General Feat for light armor, Grabbed the Vikin Dedication for movement/shield use (and because they didn't like their Summoner Feat choices), Magical Evolution, and Shield Summoner. Their spells were Vampiric Touch, Heal(H+2), Blood Vendetta and Vampiric Maiden. They wanted to be able to use Vampiric Touch/Vampiric Maiden to prevent damage to Summoner/Eidolon, which was a pretty good idea with a shared HP pool (I assumed Temp HP applied to each). Wealth:
They had WBL for their level (just slightly under). Mostly spent on Armor/Weapons for their level, but the Summoner grabbed a Scroll of Searing Light (which ended up missing and being a total waste) and Prayer Beads (which did come in handy). They found potions/items consumables between fights, including 3 minor health potions which were all spent before the 3rd encounter (I felt this was fair considering party of 3). They also received 2 alchemist fire, which was relevant to their final fight. I did the same format as last time, Point A mandatory fight and pretty weak, Point B/C was a choice between two paths, and the last encounter was another choice between D/E. Between each, the party had opportunities to use exploration activities and Treat Wounds (not to full, but Champion had Ward Medic and Master Medicine, so enough to get everyone once). The journey into The Ümberbüug (shadow bog in my homebrew) consisted of lots of difficult terrain, water, reeds (concealed), and rocks/cliff at the edge of one zone: 3 Bog Mummies and a Grodair:
This fight was actually really cool. What I had happen was the classic "rise from the dead" out of the ground attack with the Mummies, the Grodair made an appearance when the group moved within 5ft of the water just to the left of where the mummies were. The Grodair expanded the water zone two of its 5 turns and the Mummies just wacked away Giant Slug:
The Giant Slug was hanging around a sheer cliff up (huge drop off into the bog which resides in a valley), there were also lots of pillar-like rocks which it could squeeze through despite being Huge. It used Trample as long as there were 3 members to hit in one move, otherwise attacked. Two-headed Troll:
This fight was REALLY tough because of how it started, and I will say the Two-headed Troll is SUPER interesting to run against an Eidolon since it also has a weird action economy IMO. It rolled an insane initiative which made huge difference with AoO. It took the first AoO it was legally allowed to take on each of its heads (it didn't save them if one was provoked). Encounter 1 This fight was pretty much fine. Even though there were 4 enemies against the party of 3, because they were CL-2, it was pretty advantageous for the Angel, who could not be flanked by them and also did bonus damage to the Mummy. The one highlight was the Magus critically failed the Bog Rot disease, and took 6 damage which they were not able to recover (although I did allow the Medic to Treat Clumsy 1 because I felt like -6 to max HP was enough of a downside). Empathetic Plea was extremely good for the Gnome considering I treated the two entities separately, and it actually prevented an attack from the Grodair. It was hilarious to have a Gnome be all "don't hurt me" while the Eidolon was smashing things to bits. Overall there were good moments here, including an Electric Arc Striking Spell for enough damage to drop the first Mummy from half HP. The Summoner used an AoE Heal which damaged the Mummies and healed them for solid value. Outside that there were no spells used. Nothing particularly notable outside seeing what I would have hoped to be a standard conclusion (and it was). Encounter 2 This fight was actually pretty devastating. The Giant Slug got two Tramples on all 4 targets, and the Eidolon/Summoner got hit pretty hard here due to AoE being a factor. I had left a bag of salt hidden in the first encounter, which they did not find, so it was nothing but swinging for the fences here. The Summoner did not spend any spells this encounter, as it was focused on flanking and dealing damage with the Eidolon. Overall, not much of a showing if we're being honest, and the Champion outdamaged them. The Magus on the other hand showed the insane power of rolls. A Critical Hit on the Scythe is actually pretty nuts since they had Critical Specialization, Deadly 1d10, and in general Crits are good for Magus. They critically hit with their Heightened Sudden Bolt for just over 80 damage on a swing (Critical hit + "downgraded" Failure). In addition, they also SOMEHOW got a hit and then a critical failure on their Daze as the Slug was attempting to climb the sheer Cliff using its slug-like climb speed for more advantageous attacking position. On the flip side, the Magus striking spelled their Vampiric Touch and the creature Critically Succeeded the save (natural 20 and it had insane fortitude anyways), which was a total loss of a slot. The Magus used Haste at the start of this fight and they were now down to a single Haste (3rd level) and two True Strikes from Martial Caster. I was worried they wouldn't have the DPS to drop the creature until the Magus walloped them that hard, and from there the fight got a lot more manageable. After, they had to spend Prayer Beads heals, they had spent a Lay on Hands in combat since the Summoner had taken a LOT of damage from the two tramples, drank all three less healing potions, used Ward Medic, and used one of the Battle Medicines for each person due to the time constraints. They were not at full after this fight, but they were pretty close (above 90%). Encounter 3 At the start of this, I was sure they were going to TPK because it went very poorly at first. They fought the creature near its mud hut, which it bashed through to start the encounter with everyone within reach. AoO was very punishing to them. This was also a first for me these players are new to TTRPGs and were unaware of Troll's weaknesses and regeneration powers. I know that sounds hard to believe, but it was the first time in like a decade where a player didn't "metagame" how to beat the troll at least a little bit. They legitimately had no idea. Unfortunately, the Magus did not have Produce Flame, so the only reliable way ANYONE could deal Fire damage was using the Alchemist's Fires they had been provided with prior (2 of these) and a scroll of Searing Light (both of which were interacts to draw, and provoked). The Summoner got punished HARD in this fight. Two AoOs and two parties that could trigger AoOs was a big punishment. They ended up having the Champion fish AoOs with using their Bow to help mitigate this a bit. They repositioned to across the water bridge the trolls house was across which gave the fight a little more even positioning. The Magus actually had Society, so it rolled Recall Knowledge on the Troll and critically succeeded, so I gave them the Weakness 10 Fire and the Regeneration value. Unfortunately, this was after the Troll had already healed 100 HP. Summoner eventually got Blood Vendetta off due to the AoO, and the Persistent Bleed came at a turn that was really important. They also triggered by drawing Searing Light, which fizzled. Next turn, they triggered BOTH AoOs and nearly died drawing the Alchemists Fire. The Summoner was awful at ranged Martial weapon attacks, so it missed, but thankfully, I ruled (correctly I think?) that Splash damage of the Alchemist Fire still applied, and thus "11 damage" was done and Regen stopped. They then used their last action, since both AoOs were triggered to draw the second AF for next time. Vampiric Touch kept them in the fight, since the shared temp HP helped a lot. Once again to save the day, the Magus had two True Strikes left and Haste active, which by the way is NUTS powerful turns for a Sustaining Steel IMO, and got critical hits off of both of them. One of which was just a standard attack, and the other was a Striking Spell Electric Arc. The Striking Spell Electric Arc Critically Hit and to top it off, the Troll Failed the save naturally, so it got a Critical failure. This dropped the Troll the same turn as the second alchemist fire had been applied, thus winning the fight. Conclusions Magus when they are hitting/critting is a lot of fun for players and helped turn fights from hopeless to winnable. I'm not sure I love how feast/famine it can be but I will say this both Sustaining Steel Magus players I've had have said this is their new favorite Class and they preferred it to their Druid (funny enough both were Druids in the separate campaigns). Martial Caster is just absolute value. Both True Strikes were critical hits. Haste on Sustaining Steel feels like a "must" as soon as it was available. It opened up the Magus turn A LOT and allowed the Knockdown attacks to fit into the attack routine. Summoner encouraged a lot more tactical play, and I think the Summoner player played the "smartest" but was ultimately probably the weakest of the 3 in terms of combat contribution. Now I will say they were going for more of a support role and their spells certainly helped that role, so not altogether surprising. With that said, the Eidolon literally felt like a ranged melee attack roll. Had almost no identity and did not feel unique to me in combat outside of it being another body. Overall, I expected to be more concerned with the Magus, but the opposite is true. Magus seems to be fun, work, and be SUPER good. I would call the Magus (min-maxed to heck though) one of the stronger characters I've seen (though I haven't seen a level 7 Fighter alongside it) in terms of big hits. Either way, the combats were exciting, my players had a lot of fun, and it was a good time had. My Magus player was one of the "lukewarm" on TTRPG players in my other group, so seeing him get excited playing his hulking scythe BAMF and hitting big was a nice treat. ___________ If you have any specific questions or anything, happy to answer! Thanks for the Playtest Paizo, hopefully get these guys to submit surveys shortly and then fill mine out at some point too. ![]()
![]() Hey all, I ran a set of encounters in a homebrew setting over the weekend. I deliberately chose level 4 because I believe it is the level that both these classes will feel "whole" the most (due to having maxed spells of all available levels and 2 Class Feats a piece at least). It consisted of 3 encounters total, each getting progressively harder with a binary path in the middle of two paths. They were allowed exploration mode tactics to determine which of the paths to take. * I did play with Mark's suggested change to Act Together. I think action economy would have slowed down considerably and been more clunky without that fix, even though in some cases it would have been possible to "puzzle piece" the round together to work. Party Consistency: Battle Oracle Orc with a focus on healing, Baba Yaga Witch as accompaniment. The Battle Oracle Orc was a GM PC that that I rarely used to attack other than trip attempts. The Witch help setup and assisted with Needle of Vengeance and spells. Human Sustaining Steel Magus with Meteor Hammer, Familiar, Enhanced Familiar and Bespell Strikes - Sudden Bolt, Blur, True Strike, and Shocking Grasp Tengu Beast Summoner Beastmaster (Bird) with Mature Animal Companion, Heal, Summon Fey The path they chose had the following encounters in order: 2 Nuglubs CL2 and 2 Violent Fungus CL3:
all of which were to attempt to ambush the PCs but they did not roll well on their Stealth checks. There were a few difficult terrain obstructions from the environment and the Nuglubs were in trees to start. A Basidirond CL5:
which did successfully ambush the PCs from across a small creek. There were rocks in the creek to athletics across (it was 15 wide at the widest). I did not know exactly how to rule the Basidirond's spores, so I ruled that if you succeeded the save while inside the area, that you were not under the effects of the spores for that turn. The PCs on round 3 attempted to hold their breath to avoid the save, which I allowed (but still treated it as "leaving the area" if they were already under the effect). Sea Drake CL6:
which started in a waterfall cave from the creek. The Waterfall served as a curtain of concealment, and the cave was of course dark, but the battle took place both inside and outside the cave. General Magus results:
Overall, contributed a lot of damage despite not using Striking Spell terribly often to actually deliver a Spell. Message + Attack for temp HP was a primary move and cantrips were used well. The sad truth is that if the last combat encounter hadn't been immune to electricity (pure coincidence they chose the path with the Sea Drake and packed Sudden Bolt and Shocking Grasp) it would have been less abbrasive but Blur came in handy. The damage output was surprisingly consistent, especially when factoring in for really poorly saved spells. The first encounter the Magus did really well but did not spend any slotted spells. In the second encounter, the Magus is the one who told everyone to hold their breath and ended up critically hitting with a standard attack against the Basilirond to kill it at the end with Bespell Strikes. The Magus had the athletics to move across the river using the rocks in the stream which felt very thematic. In the final encounter with the Sea Drake only crit failing on a natural 1 for some of the saves, it ended up creating some significant opportunities for the Magus by extension of the teammates helping (with trips and debuffs). There was only one moment where the Magus chose to Striking Spell with an actual spell and that was Produce Flame. The Strike hit and the Spell fizzled (this was against the CR 6 Sea Drake). The Temp HP was a nice consolation prize though. Blur and Message were good in the final encounter, and the Magus just tried to get the Sea Drake down as quickly as it could. The Witch helped the Magus operate a lot and the AC helped flank, so ultimately this helped the Magus operate as the main person. The Battle Oracle did do some damage in this fight, but the Magus and Witch still did the majority (Sea Drake critically failed a sound burst to start the fight from the Witch, which helped a LOT). It played a lot better than I originally anticipated it would, but I wonder how much of that was due to party cohesion allowing decent flanking opportunities, debuffs, and buffs. There were moments where the Magus thought they should have been benefiting from synthesis just for casting a spell in the turn, which I had to correct in the case of Blur for instance, or with the Electric Arc uses. Tracking synthesis on Sustaining Steel felt a little weird at times to both the player and myself.
General Summoner results:
Its hard to say if the Summoner would have been super useful without Beastmaster. The bird itself did a LOT of damage and the mobility on it really helped get into positions to flank for both the Magus and the Eidolon. In the first encounter, the Eidolon was kicking some butt, which felt really strong and formiddable. This was a pretty cut and dry encounter and everyone rolled really well against the Fortitude saves from the Fungi, so this was pretty formulaic. In the second encounter, the Eidolon was hit by the Basilirond's spores, which was pretty freaking devastating since it rolled the "Stunned 3", which applied to both the Summoner and the Eidolon. It also rolled the "You drop whatever you're holding, which turns into a viper and you spend all your actions fleeing". I did not know how to rule this, as the Eidolon was holding nothing. What I ended up ruling was that the Eidolon, if it were given any actions, would flee, but the Summoner did not have to flee. This put the Summoner in a pretty restrictive turn, and given the creature was mindless it couldn't suffer from Demoralize. They used Recall Knowledge and gained the knowledge of the conditions of the spores (20ft emanation and 1d4 rounds after). In encounter 3, the Summoner and the Eidolon both rolled saves against the Sea Drakes opening Electric ball, which they critically failed and immediately went unconscious. This put the Eidolon unmanifested, which ultimately meant that the Summoner did not bring it back for the entire encounter and opted to use the AC to operate along with its spells. The 3 action summon cost to manifest the Eidolon is pricey and the player never felt that they had a "good opportunity" to try to bring the Eidolon back after it went down. I did ask them if the Eidolon got the "Summon treatment", where it gains to actions on Manifesting if that would have helped, and they said that it would have.
Magus Positive Feedback:
- Lot of fun to play, and using Message interaction for free HP with a Meteor Hammer as a reach weapon made for an interesting battle - Had some incredibly good rolls. An Electric Arc critical failure and failure along with a regular Strike was a pretty powerful turn. The big win moments felt really good, but not enough to make others feel "bad". Summoner Positive Feedback:
- Felt strong to have a lot of actions with Eidolon, Animal Companion, and then attempting to Demoralize all in the same turns - The suggestion of "Act Together with activities" was extremely nice especially for Beast Charge
Magus Negative Feedback:
- Not a fan of the two rolls on Striking Spell, both because it didn't make sense that imbuing your weapon didn't mean the spell hit and also because it was punishing
Summoner Negative Feedback:
- If they didn't have Beastmaster, they felt like they wouldn't have had much to do with their actions, as Commanding the AC was one of their consistent actions performed - Since we were level 4, it was not so much a problem, but they said at higher level they thought the spellcasting would have been "harsh" without more spells, and they were concerned that they didn't know very many spells at all as a Spontaneous - Low level feats did not feel worth picking over archtypes, so they just went Beastmaster feats - Not sure Beast felt that much different than Dragon in practice, but would have to play more to know
Overall impressions from the GM:
This "playtest" was a lot of fun. It basically turned into a really cohesive and fun group to play, and they all performed really well. I think that both of the Playtest classes are actually mostly good, but I do wonder how much worse off the team/Summoner would have been without Beastmaster. The final encounter was literally 1 turn from a TPK because the Sea Drake's next turn would have used its Electricity Ball again which would have certainly killed everyone, so it made for a really exciting game. The opening turn being a critical failure on the Summoner was devastating, considering that was one of their primary damage dealers. Thankfully, the Battle Oracle Orc had Ferocity, which they used to not die to the final portion of the encounter and heal everyone who was under at the end (two members were wounded 3, one was wounded 2 by the end of the encounter). The Basilirond encounter was interesting, as the spores made it mostly a comedic like encounter (the Battle Oracle thought he was tiny and the Magus at one point thought they were melting) but certainly difficult one for all parties. The Witch was outside the range, so it got to land some support from there, which in hindsight I could have paired a few Nuglubs to make the encounter more "interesting". The first encounter was all things considered, really fun. Everyone felt like they should. No real complaints. This playtest let me appreciate the classes a lot more, because not only did it end up being a really cool playtest of a LOT of different aspects of each of the classes but it felt like an actual game (the group Magus wrote a dope RP of the aftermath). They are certainly not as far from "finalized" IMO now that I've seen them in play (though not perfect I'll say). I will say, I had hoped level 4 would feel this way, as it (IMO) is the "best" level for both of these classes in terms of Power spikes early on. Considering the Summoner Player was brand new to this edition (as well as the Witch) and the Magus player was relatively new (only one other campaign), they were relatively well received.
If you have any questions, I'll be happy to answer. I recorded the session, but I lost one of the recordings, so all I have now is discord rolls to go through for hard numbers. Majority of the damage was done by the Magus and the Summoner and they did successfully conserve their resources and move through an adventuring day that I would consider standard (albeit almost dying in encounter 3 due to some horrendous rolls). ![]()
![]() Hey all, this was just a neat thing my player was toying with while trying to make a character last night (they ended up going a different direction), and I'm sure it's been said before in another context but nonetheless wanted to share: Them: I want to get a level 1 Class Feat since I'm human Me: Alright, you're Sustaining Steel, so your choices are kinda limited to Familiar or Combat Assessment Them: Why can't I take Raise a Tome? Me: Raise a Tome requires you to hold a book, and since it's a two-han... Them: Can I just hit people with a really BIG book? Me: Uh, well, actually yeah maybe you can?! I couldn't remember the actual build to make this work until later this evening, but you could go Versatile Human -> Adopted Ancestry -> Shoony and then at level 3 pick up Ancestral Paragon -> Improvised Weaponry (Shoony). And wallah, you can beat people down with a great big book. And a book that size might have a lot of relevant information on your enemies! Now I imagine it works like a shield, so you probably can't attack while it's open, but I thought it was funny to imagine. _______ It's cool that the game allows for crazy ideas like this, even in Playtesting :) ![]()
![]() I know a lot of us are pushing for a better Class, but not all of us see the changes in the same way. Of all the portions of the Magus you want to see changed, what are your "top 3" must fix items. I expect most people will have Striking Spell in their top 3, but curious where. What do you think is the "must change" portions of the Class? Even if you don't want specific mechanics changed, you can express a feeling or overall shift you'd like to see. Just thought it might be interesting to see what people have prioritize when they imagine the final version of the Class. My 3 would be: 1. More even 50/50 of the Martial/Magic power distribution 2. More access to Spells 3. Striking Spell to lose critical mechanic and gain consistency mechanic ![]()
![]() Hey All, Not sure if this has been punted around before, but I got to thinking about something. In PF1, the Magus got Spellcombat, which was an exceptional ability that combined a strike and a spell. One thing about that ability that I personally loved was this: You can cast or strike in either order ___________________ Now, one of the things that I was hoping to see in the Magus is a nice "ebb and flow" of casting and striking, and there is a lot of that in the game. But Striking Spell, which is sort of the stand-in for Spellstrike + Spell Combat, has to be Cast Spell into Weapon -> Strike -> Deliver Spell And while there is discussion about the value of Striking Spell, I think the concept of the ability of course works, but maybe it's lacking in consistency and landing abilities. So I got to thinking, what if there was a reverse option that changed things up. That is to say: "What if you cast the spell first, and then if the spell lands, you get a Strike in response?" AKA Something to this effect STRIKING SPELL
If you choose to Cast a Spell normally and the target of your spell fails or critically fails its save, or you critically succeed or succeed on the Spell Attack Roll you gain a free melee Strike as part of the casting but you do not increase your multiple attack penalty until after your Strike. If you choose to place the spell in a receptacle, the next melee Strike using the receptacle for the spell, the spell is discharged, affecting only the target you hit. The spell still requires its normal spell attack roll or saving
If you don’t expend the stored spell, you lose the spell at the end of your next turn.The same thing happens if you take the Striking Spell action again or if the weapon is used for a non-melee Strike (such as a thrown weapon Strike). A spell stored with Striking Spell can’t be discharged by anyone but the caster. _____________________________________ The former is now something that opens up their action economy. Need to move this turn? Better cast first and go for the free strike. Already toe to toe? Strike with weapon spell! Thoughts? Just throwing and seeing what sticks :) ![]()
![]() I brought this up in another thread, but wanted to make a separate one because I see a lot of problems that are systemic with the spell progression: 1. Staffs debacle 2. Summoners forget spells they previously knew 3. Summoners can't Summon at every level 4. Magus doesn't have room for utility spells without getting Martial Caster 5. Magus will struggle with longer adventuring days, and non-Eidolon focused Summoners would as well ________________________________________________ Now, I actually like the casting progression to some degree. It's a really smart way to keep them relevant in combats of their level without making them go full Focus casters or strictly Martial. You can't change the early Magus/Summoner progressions very much at all, because as it stands, they have a really formidable first few levels when it comes to spell capacity considering they are both getting the standard Martial progression (albeit Magus doesn't get critical spec effects). What is "Wave" Spell Progression? Wave spell progression is modeled like the below
ugly version:
___________________________________________ lvl Can 1st 2nd 3rd 4th 5th 6th 7th 8th 9th ___________________________________________ 1 | 5 | 1 | - | - | - | - | - | - | - | - ___________________________________________ 2 | 5 | 2 | - | - | - | - | - | - | - | - ___________________________________________ 3 | 5 | 2 | 1 | - | - | - | - | - | - | - ___________________________________________ 4 | 5 | 2 | 2 | - | - | - | - | - | - | - ___________________________________________ 5 | 5 | 1 | 2 | 1 | - | - | - | - | - | - ___________________________________________ 6 | 5 | 1 | 2 | 2 | - | - | - | - | - | - ___________________________________________ 7 | 5 | 1 | 1 | 2 | 1 | - | - | - | - | - ___________________________________________ 8 | 5 | 1 | 1 | 2 | 2 | - | - | - | - | - ___________________________________________ 9 | 5 | 1 | 1 | 1 | 2 | 1 | - | - | - | - ___________________________________________ 10 | 5 | 1 | 1 | 1 | 2 | 2 | - | - | - | - ___________________________________________ 11 | 5 | 1 | 1 | 1 | 1 | 2 | 1 | - | - | - ___________________________________________ 12 | 5 | 1 | 1 | 1 | 1 | 2 | 2 | - | - | - ___________________________________________ 13 | 5 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | - | - ___________________________________________ 14 | 5 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | - | - ___________________________________________ 15 | 5 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | - ___________________________________________ 16 | 5 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | - ___________________________________________ 17 | 5 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 1 ___________________________________________ 18 | 5 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 ___________________________________________ 19 | 5 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 ___________________________________________ 20 | 5 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 ___________________________________________ In summary, the basic concept is as you level, you retain 1 spell slot of each level as you pass it, you always have 2 spell slots of your 2nd highest spell slot, and you have 1 spell slot of your highest level spell on odd levels, and 2 on the even levels. Notable Changes From the Original 1. For starters, you have more lower level spells, but the first 4 levels of each Class is basically exactly the same. 2. On every odd level past 4 (5,7,9,etc.) you have one less of your highest level spell. This was the trade off I felt was worth it to grant the remaining spells (since higher level spells are considered more powerful and are the main damage for the Magus). __________________________________________ Problems I think it Solves 1. You can have utility Spells on a Magus - Now you don't have to take Martial Caster, you don't have to hold Truestrike in your highest slots, and most importantly you still retain abilities that you have built over your character career. If you want your "defensive staple" to be Mirror Image, that's now an option for you. If you wanted Enlarge, that's now an option for you. Fly doesn't cost you a precious slot or force you into a Class Feat for a single spell. 2. It is actually a slight but direct power decrease while adding a lot of versatility in return - Lower level slots operate most efficiently with buffs, utility, and other generally non-offensive options. For a Magus, these slots can function as potential slight boosts to backup damage (though almost always they will be behind Cantrips) with potentially a novel debuff unique to that spell. Save spells will be quite weak in these slots, and damage spells will be behind cantrips in most cases. This could open up Critical Specializations to come back into the power budget (or some other comparable concession). It may not require any power changes, it's close to a wash for me personally. 3. Summoner doesn't have to forget their spells anymore - This may require the removal of free heightening (which only applied to their 2nd lowest level slots, so not a huge hit). Overall, a Summoner losing spells in the repertoire is a bit awkward, even more so than the situation with the Magus (who at least remembers them, but has trouble preparing them). 4. You can customize the style of Magus/Summoner you want to be further without overpowering the class itself - Spells add a lot of flavor to casters, and the more spells you have, the more flavorful combinations of "concept" you can make. A Sustaining Steel Magus with two hands that uses Enlarge and his slots to be a formidable opponent feels way different than a speedy Slide Magus with Blur or a Shooting Star with Mirror Image. 5. They no longer run out of gas - Now both classes have some versatility for the adventuring day and Magus gets a nice little boon by having "back up" slots the longer he goes (he runs out of gas slower, not immediately after using his top slots). 6. Staves work - They might work anyway, but this guarantees it. ____________________________________________________ What do you think? Open to thoughts on this, but I would feel far less starved for spells past about level 6. I am looking to get a group to try to playtest the current Magus as is, but I fear I won't be able to test at the levels where this "wave" format would come online to see if it's necessary. One of the Playtest experiences recently posted by manbearscientist was a level 7 Magus, and interestingly, they had taken the Wizard MCD to gain spells, and even then they struggled. It would be nice if Magus didn't have such paralyzing choices in their spell slots to force their hand into choosing Feats that help make up for their loss. Is it needed? Does this work for you? Why or Why not? ![]()
![]() I posted this in the Arcanist thread, but figured I'd see what others thought here in the appropriate one. This is just the basics of the Class, as I figure progression heavily depends on what you use as a foundation. So we have initial Class Paths, basic concepts for Exploits and a new mechanic I've dubbed "Overcharge", and the effects of these as a Spontaneous Caster of the Arcane Spell list. I tried to borrow what I could from the old Arcanist to make something new (Elemental Master, Flame Control, Blood Arcanist, Bladebound, Dimensional Slide, Metamagic Mixing, etc.) and sprinkled in some others I thought really worked well with this over existing locations (Wild Mage and Tattooist). Eager to hear opinions! ______________________________ Arcanist
Overcharge Arcanists gain power by extending magic through their bodies via their Magical Discipline. Whenever an enemy critically fails a save against one of your Arcanist spells or you critically succeeded a spell attack roll with your Arcanist spells, you gain Overcharge. If the spell cast would affect multiple targets, the Arcanist must choose one of the targets of the spell for the purposes of triggering Overcharge. While you have Overcharge, you gain the passive benefits associated with your Magical Discipline and a +1 circumstance bonus to AC. You also gain access to special spells called Exploits, which can only be used while you have Overcharge and cause you to lose your Overcharge. Arcanist Exploits are special spells that can only be cast while the Arcanist has Overcharge. These exploits are automatically heightened to the highest level spell an Arcanist can cast.
Sanguinist - You wield the properties of blood, which contains innate magical power. Whenever you cast a spell on a target that is bleeding or a spell that has the Death trait and the target fails the save or you succeeded at the spell attack roll, you gain Overcharge. In addition, while you have Overcharge you gain a +1 circumstance bonus to Fortitude saves. You gain the Arcanist Exploit Exsanguinate. Elemancer - You derive your magical power from the elements. Whenever you cast a spell with the Fire, Earth, Air, or Water traits and the target fails the save or you succeeded at the spell attack roll, you gain Overcharge. In addition, while you have Overcharge you gain a +1 circumstance bonus to Reflex saves. You gain the Arcanist Exploit Bend Elements Tattooist - You wield ancient symbols to propogate your magical powers. Select two spell traits that are school traits, you tattoo symbols of these traits onto your body. Once you have made this selection, it cannot be changed and the tattoos cannot be removed by any means. Whenever you cast a spell with the chosen traits and the target fails the save or you succeeded at the spell attack roll, you gain Overcharge. In addition, while you have Overcharge you gain a number temporary hitpoints equal twice the highest level Arcanist spell you can cast. You gain the Arcanist Exploit Magicmixing Bladebound - You are bound to a weapon that grants you magical powers. This weapon is magical, but does not contain any innate Potency or Runes. You are trained in Martial Weapons and whenever your proficiency with Simple Weapons increases, you also gain that proficiency with Martial Weapons. Whenever you succeed at a strike or cast a spell with the Transmutation School trait and the target fails the save or you succeeded at the spell attack roll, you gain Overcharge. In addition, while you have Overcharge your Bladebound weapon gains the benefits of a +1 potency rune. You gain the Arcanist Exploit Dimensional Slide. Wild Mage - You derive your power from the innate chaos of the world. Your proficiency bonus to Saves and Spell Attack rolls receives a -2 Status penalty which cannot be overcome. When you cast a spell, roll 1d4 and add the result to your Proficiency for that spell instance. Whenever you cast a spell and the target fails the save or you succeed at the spell attack roll, you gain Overcharge. In addition, while you have Overcharge you gain a +1 circumstance bonus to Will Saves. You gain the Arcanist Exploit Wild Surge
Exsanguinate - "As a single action, you can morph the blood in yourself and enemies to your whims. You deal 1 bleed damage to the target that triggered Overcharge, if that target was already bleeding, increase the amount by 1. In addition, you gain fast healing equal to the same amount dealt by this exploit until the target stops bleeding. Heightened +1: +1 Bleed Damage and Fast Healing" Bend Elements - (range 5ft) "If your last action was to cast a spell with an elemental trait that dealt damage, you may spend an additional action to move the effects of that spell to another target within range of the target that triggered Overcharge. This new target takes half damage after all effects of the original spell are applied. Heightened +1: +5ft range
Magicmixing - "As a single action, you can trigger the effects of your other tattoo, blending the magic together. The target who triggered overcharge takes damage equal to 1d6 and you also take 1 damage as the tattoo magic burns your skin. The damage type is based on the school of your second tattoo: Abjuration force damage
Heightened +1: The damage to your opponent increases by 1d6 and the damage to you increases by 1" Dimensional Slide - "As a single action, you can teleport 10ft to a location you can plainly see that is not occupied. If you end your square next to an enemy, you may make a Strike as part of this movement. Heightened +1: The distance you can teleport increases by 5ft" Wild Surge - "As a single action, if your next action is to cast a spell, you can forgo your Wild Magic roll and instead gain a +3 bonus to your Arcane Spell Proficiency. Heightened 5th: The casting time is reduced to a Free action." ![]()
![]() Hey everyone! In a thread recently the conversation of Golarion Olympics got discussed, and I thought it might be fun to think of events that would be thematically appropriate given the context of Pathfinder 2E as a system. I kind of imagined each "event" being supernatural in some regard, and more than likely, each one sponsored by a specific member of the primary Pantheon of Golarion's Inner Sea Region: Abadar - ??? Asmodeus - ??? Calistria - Hide the Queen on steroids? Some kind of Feint trial? Cayden Cailean - Drinking Contest Desna - Falling with Style/High Jump/"Reach for the stars" Erastil - Archery! Gorum - Boulder Smashing competition Gozreh - A swim across dangerous tides? Iomedae - Climbing out of a pit with slicked sides to represent her climb out
Irori - A task of to test both mental and physical perfection Lamashtu - ??? Nethys - Casting trial? Where a simple tasks are given that must be accomplished with only the spells you have (more than one way to "beat" the trial). Norgorber - A fierce game of hide and seek! Pharasma - Some kind of trial based on how well you can "predict" outcomes or use predictions to win? Rovagug - Banned for being uncool Sarenrae - ??? Shelyn - Music/Art show! Torag - Random weapon/armor forging contest? Urgathoa - Poison drinking contest! Zon-Kuthon - Wild Boar catching contest with the Boar labeled "Rovagug" ____________________________________________________ I'm sure there are better or more appropriate versions for each deity, I'm actually a bit of a noob on Golarion lore in some regards. What about you? What do you think would be fun at the "Golarion Olympics" deity based or otherwise? How would you structure rules for the challenges? ![]()
![]() Maybe this has been answered before, but currently as written the Thief Racket Dex to Damage is immune to Enfeebled because Enfeebled specifies "Strength-based damage rolls" and Thief Dex to damage says "instead of Strength". It is also immune to Clumsy, because Clumsy specifically states "checks and DCs" and damage rolls are not a check or a DC. I would imagine that the Thief Racket is good enough as it is and this RAW immunity is probably not intended. Has anyone dealt with this at the table and if so how did you handle it? ![]()
![]() Hey everyone, There was some discussion about Darkvision in the APG thread that got a lot of response and I didn't want to clutter the other thread so I agreed to make one here for those of us that were intrigued by the discussion. Now to me personally, I hate Darkvision. It creates horrible problems for me as a GM in terms of mismatched agency. I want to preface this by saying that I think Pathfinder 2E has done a lot to fix this where other editions haven't, so credit where it is due, but nonetheless here are my personal grievances: 1. Removes Player Agency - I love that Paizo made Perception an everyone skill. It was the best Skill in PF1 by a mile. It directly translates to agency. You can't act against what you can't see. What I hate about Darkvision, is that it takes this very AWESOME change and sort of invalidates it. By extension, this removes player agency for those that can't see in the dark but in a way that doesn't apply to everyone. 2. Darkvision is too good, but doesn't feel good - Those that have Darkvision should always want to be in the dark, because it's an inherent advantage over anything that cannot see in the dark. However, the number of times I have seen a party where everyone actually has Darkvision I can count on one hand. 3. Everything has it - I hate that everything has Darkvision. Why does a Gnoll have it but a Hyena doesn't? Dwarves "see in the dark" based on Lore, but how well? Why do creatures that live above the earth so often see in the dark so well? The number of creatures on our planet that can see perfectly in the dark with their actual eyes is extremely low (most of them have other forms of perception). 4. Light should be a common ally of the player - I said this in the other thread and it seemed to strike a chord: "The Light should be an ally of the player and the Dark should be an ally of the GM". I really believe that statement, metaphorically and intrinsically to TTRPG games. Dark is associated with secrets and the unknown, and the GM controls that. Light is associated with knowledge and revealing the truth, and the PCs do that. 5. Darkvision is a club - It's inherently a divisive mechanic because it is a binary one. You either see, or you don't see. That means even those with Low Light vision need light and those like humans definitely need it. It feels like a club within parties that ultimately results in "punish the human with blindness" or "the dwarf doesn't get to use his ability". 6. Vision Spells Deserve to be HUGE buffs - Darkvision and potions from your friendly Alchemist should be huge deals but instead they're more like band-aids for certain party members. That makes the player feel like a burden, since it's more of "patching a hole" than "this makes everyone better". 7. Vision isn't fun - Kinda wishful, but I wish vision was fun. There are games that do this really well, and I wish TTRPGs (who intrinsically deal with similar themes) had a "fun" mechanic to Light. Instead it always just feels like something I forget to keep track of or is bookkeeping work. Sidebar:
My proposed personal house-rule (tentatively considering) is to say Darkvision treats everything in total dark as Concealed instead of Hidden. This does a few things:
1. It makes Light matter even for Darkvision people, so they do want to actually have a torch out, but they can still perceive others (albeit not perfectly) in the Dark. This is rewarding to the player with Darkvision, but overall allows for more party cohesion. 2. In this scenario, I would allow spells like Darkvision to ignore the concealment as well, thus granting even a bonus to those with Darkvision that use it. 3. It's a net buff to the players simply because of how many freaking monsters have Darkvision. This also allows you to attempt Stealth checks against creatures with Darkvision which to me makes a lot of sense (as a colorblind person, black and white sounds SUPER tough to see everything perfectly). I would also downgrade Greater Darkvision to removing concealment, but not able to see in Magical Darkness (but higher level spells of Darkvision still can). 4. It unifies the players with light as an Ally and dark as my ally. They know the dark is risky and the light is safe, which has a "good" feeling to me. 5. It doesn't break lore rules. Dwarves can still operate mines in the dark, Drow are still fine underground, they just need less light than others. It all still "works" for me narratively.
So that's my piece. How do you all feel? Do you like it? Do you hate it? Do you like parts? What would you change? What have you changed? What has your group done because of Darkvision? ![]()
![]() Hey all, I want to draw attention to something that I heard on the stream: That a lot of us thought the Alchemical Sciences Methodology was "powerful" but not picked very often by a lot of the playtest feedback givers. Which got me thinking on the "why", which to be honest, is rather simple. The concept didn't enhance the ability for an Investigator to being an Investigator. I would also say that the Forensics methodology fits this mold a little, but gains the Forensic Acumen Skill Feat which helps fill that concept a lot. The big reason for that I think is that Methodology does not really interact with your Investigator Abilities directly (although it can be done tangentially). Now, one of the big things I think the Alchemical Sciences should allow is the ability for an Investigator to ascertain "scene evidence" and analyze it for data. That's sort of one of their big things (Sherlock testing soot, Batman testing for gun powder residue, etc.). Either directly on scene if it's a rather easy deducation, or at a laboratory. Alchemical Sciences makes having the Alchemical Crafting Skill Feat essential as a boiler plate feat for the concept, and because of that and Quick Tincture, I think the methodology is trying to "do too much" and thus the power budget can't expand to include any directly Investigator tied benefits. The issue is Quick Tincture is quite strong, but not directly necessary for the Class to convey those concepts. Personally, I would like to see an Alchemical Science Investigator taking out a vial and dropping in blood from the scene, soot from the scene, etc. into a vial and making a deduction from that (much the way the Forensic works) in order to gain standing in their case. But having that ability along side the ability to spontaneously create items, seems like too much. Controversial Argument Incoming: I actually think they should remove Quick Tincture (free Alchemical items on the fly) as a default to the Methodology, and instead, move it to a Class Feat that requires Alchemical Crafting in order to grant this other ability of "alchemical investigation work". This would allow them to expand the methodology to foster the Alchemical concept, without directly enabling it. My reasoning is actually three fold:
Thoughts? ![]()
![]() I am the GM of two groups, and currently am running two of them both set in the same town of my homebrew world. There are multiple plotlines I have established, and funny enough they went totally different directions. I created an Investigator at level 3 that was an NPC in this city, she is a Halfling that's got a background as a criminal and is a bit on the rugged side. I found her dripping with flavor, and given she is investigating dock disappearances in the port town, she didn't engage in much fighting. She also didn't engage in much fighting by choice, I felt she would lose a lot of engagements unless she was forced into an exchange, so she kept to tactics of hiding and observing to better build her case. Overall, I loved how much the Class added to her concept. A rogue would not have done the trick at all, and that means the class is 100% doing it's job in making my character Class feel distinct and awesome. Basic Stats:
Most of the basic stats are perfect as is, to me, relatively on point. There is one minor exception and one major exception:
The Major issue is a big one: Now, my NPC ended up going high WIS and INT (halfling helped) with a decent DEX and okay CON. That solution while effective for giving her great perception, was not something I think most Ancestries could accomplish. Methodology:
Here, there were three choices to be made, Alchemical, Empiricism, and Forensics. Nadia (the investigator I created) was not so much the Forensics or Alchemical type, so Empiricism was the right choice for her character. With that said, I found that the other two Methodologies were much stronger by comparison, as not only did they provide thematic feels but also impactful benefits in Combat as well that just aren't fostered by the Empiricism class itself. Observe Expeditiously can of course be used for a free Recall Knowledge once per combat, which is nice, but feels "flat" especially in circumstances where Recall Knowledge/Sense Motive simply isn't going to provide much benefit. Generally, I like active benefits that can be triggered by the player, such as Alchemical concoctions or using Battle Medicine more effectively. Empiricism lacks that feel for me, and as one of the most "active" Methodologies in its nature (engaging and establishing facts that can be acted upon) it feels more passive than the other two. In addition to these notes, I felt that one of the Methodologies held a distinct difference: Alchemical Methodology does not enhance a concept, like you would normally expect a Racket, but completely enables/excludes it. That is to say, the only way an Investigator can get Alchemical concoctions without Multiclassing in a reliable fashion is to select Alchemical Methodology out right. While not the biggest deal, it would have been nice for an Empiricism Investigator to find some way to "dabble" without going strictly for the Alchemist MCD. Lastly, to me, there was a "missing" Methodology in the Sleuth/Underworld Investigator, which seems like it had some concept for the Underworld Investigator (whether it be Intimidate or what have you). This "missing methodology" would be great for Detectives like Rustin Kohl, Batman, and the like. Study Suspect:
Is a good concept, but IMO, poor execution.
*** Scapel's Point is a great example of what I'd like to see with Study Suspect in general, where the methodology exemplifies how you take advantage of the Study Suspect in more than just the Studied Strike itself and the +1 Others have mentioned issues, but these to me are the main ones. Take the Case/Clue In:
These are thematically inclined abilities, but Take the Case is really muddy. IMO, instead of saying it "has to do with the case", it should just be that the person is on a case in general, and that the benefits that apply to any Intelligence, Charisma, or Wisdom based rolls. My reasoning is from the perspective of the GM:
Skillfull Lessons Perfect as is to me. Investigator Feats:
My only gripe with these is they are wide when it comes to power, at least to me.
Skill Feats:
Proposed Fixes I Personally Liked:
[list] Overall I loved playing Nadia. She felt amazing, and while I did avoid combat with her, I still felt able to contribute monumentally to the narrative and in her role in the campaign. Despite some of the gripes I have, because I stayed relatively low level (3) I didn't have to experience any of the issues I have with the higher level Feats or low Wisdom (since she was a halfling). _____________________________________________________________ Out of combat, basically close to perfect outside of the wonky ways of Take The Case gumming up at some points. Thematic, fitting, awesome. In combat, feat wise and action wise feels like I should be doing literally anything else. I do not expect them to be power houses, but certainly able to do more than they can now. In terms of thematics, freaking nailed it. In terms of niche in a party, completely freaking nailed it. And since those two things are the most hard to get right, I must say Bravo Paizo! Out of all the Classes, I'd say they were the third from the top in terms of "close to complete" for me (behind Swashbuckler the dead leader, and the arguable close second being Oracle). ![]()
![]() hey all, I recently had a discussion on this and I am curious how others read the feat: https://2e.aonprd.com/Feats.aspx?ID=272 Quote: "Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents." So my question is this: Can you Emblazon Armament on multiple armaments? The way I read it is that if you emblazon an armament, that armament itself cannot have more than one symbol, which is dictated by the "on that item" text. However, another has read the text to say that you can only have one shield Emblazoned at any given time where the first clause dictates that anything you have emblazoned would be "removed" and you can only emblazon one shield. Given the benefit is rather small for those that share the deity (damage +1 or +1 hardness) that it seems reasonably read either way (since the focus casting benefit only applies to the Cleric themselves). Also, has there been clarification on the "casting while wielding a weapon during somatic components"? that's what lead to this discussion in the first place. Happy gaming and thanks for any feedback! ![]()
![]() I am an overly critical person. Forgive me: When I heard Fighter was taking AoO's and they were going to make it truly it's own Class, I was skeptical, for various reasons. It's too generic, right? It can't have that many concepts surrounding it. Then we got to see Class Paths during the playtest, and I thought, ah a Fighter with a Class Path is a cool way to divide up the different kinds of Fighters! With the new Skill Feats and diverse Class Feat styles in the mix, that gives a lot of concepts for Fighting teeth right out of the gate! Now, Fighters didn't really get Class Paths (by intention it seems), but that doesn't mean you can't play a lot of characters without one. In fact, nothing says that the current "Fighter" couldn't just become a Class Path, I thought, and then introduce new ones that change AoO to another move and change Armor/Weapon proficiency intervals. And then, I heard the dreaded news of the APG playtest: Swashbuckler is getting its own Class. So I went back to the Fighter to make sure I hadn't missed something. Dueling Parry, Dueling Riposte, Dex as a choice for Primary, Skill Feats for Kip Up, Sudden Charge for a double move and attack. Can a Fighter afford Charisma? It seems they could, even if they couldn't dump strength. Do the weapons support it with finesse well enough? Deadly is a nice compensation and the free hand feats offer a lot of tactics. I looked at PF1 Swashbuckler, and I see almost no unique mechanics that aren't present in some form in PF2 (the difference being Panache, which you pretty much only spend to do the Class Feats Fighters get or things like Kip Up which Skill Feats offer). So I thought: Why? Why does the game need a whole Class dedicated to do a concept that a Fighter can already do? By "creating" a new Class, all that's really occurred is a reduction of space for the Fighter to operate as a "Swashbuckler". If the true point of the class was to encompass those that Fight, why is moving one of the clearly intended playstyles of the Fighter to a completely separate Class necessary? What did adding the Swashbuckler back to the game (which IMO was only created to circumvent these issues PF1 had with Fighter) actually add to the game? I'll preamble some rebuttals I've heard: "What if the Swashbuckler does something different from PF2? We don't know what it looks like yet." Creating a Class with the name Swashbuckler has consequences. For starters, new players will hear that and think "this must be how to play a Swashbuckler." Secondly, it directly correlates confusion in the name if it's not meant to fill that same role that a Fighter can already do within his class. Example: If there was a "Thief" class or a "Charlatan" class, that dampens the Rogues day. It doesn't matter that the Thief/Charlatan has an entirely different mantra, it inherently encroaches on the Rogues role because the Rogue is meant to be the Thief/Charlatan Class. "We don't have a person with Panache yet, that's entirely unique!" If you actually go back and look at PF1 Panache, you'd see it doesn't actually offer anything that doesn't exist in the game currently. Panache allows you to Kip, Parry, and other actions that already exist as all day Class Feats. And Panache is pretty much the only iconic thing they get that isn't possible already. And then, Panache/Grit/etc. are all not so far removed from each other that an Archetype that anyone could take wouldn't be able to scratch a lot of itches in one go. "Why not just roll the Ranger/Champion into Fighter then with that attitude?" Well, to some degree, I can see that argument. But I will say, that Ranger and Champion have been in DND for a long time. I'm not saying grandfathering in exceptions is a great idea, but that is some of it. Another part is that those two have very clear flavors attached to them that are apart of the larger parts of the game: The Primal/Divine spell lists. Now even though they don't have spells anymore, they still fit those themes and operate as the effective martial counterpart to the Caster: Barbarian - Sorcerer
So in that sense, to me, it seems to work. "It doesn't invalidate the Fighter to introduce Classes that Fight a specific way" Except, it sort of does. The Fighter is finally able to replicate a lot of different styles of play all in one roof. This was apparently a huge design goal, and I think they did a good job. By adding new Classes that fulfill this role of "Swashbuckler" you've now just told every Fighter player "don't try to be a Swashbuckler as a Fighter", even if you want to argue that's not true, the sheer name is going to impact that. If they leave the Fighter in tact, it will likely be the Rogue who suffers (A Rogue with no Sneak Attack, less skills, but better armor/weapon training). You've now told the Rogue that if he wants to wield a Rapier and be a Swashbuckler that he's "doing it wrong". And lets say that maybe there is some tiny area that a Swashbuckler can live in that resides somewhere between their two niches. Maybe. But you know what you've done even if you find one? You've limited the Fighter/Rogue from expanding into those spaces organically with Archetypes/Class Feats/Class Archetypes, which are one of the stronger parts of the systems for adding "flair" to a build. Isn't a Swashbuckler "flair"? Is that really full class material? I know it's got a fond spot in some peoples hearts, but all I can think to say "fear not, the Swashbuckler you loved is alive and well!" Now, I'm sure people disagree, but that's why I posted. What does everyone think about Swashbuckler? What does everyone think about this type of thing in general? You could make the same argument for other Classes as well. Maybe the better question is: "When does it make sense to make a stand alone Class vs. Archetype vs. Class Feats?" ![]()
![]() The great words of Admiral Ackbar come to mind when I think about certain Feats (particularly Skill Feats) in the current playtest. Now, there were definitely Feat Traps in PF1 and really they go all the way back to 3.0/3.5. In some way, with a system like this, there are always going to be some "trap" Feats, but minimizing those is something I feel is critical to this edition. The more solid choices there are, the more customization and diversity among the characters we can make. Quality in this case will truly breed Quantity, as if more options are no longer traps, then those options widen your choices. Now, on to the game: List a Feat (or choice in general) that you believe to be a "Trap", explain why it's a trap, and then propose either a revised version or an approach that may develop greater results. Here's mine: Experienced Smuggler - This Skill Feat is extremely situational and the DCs against it are abysmally low. While they do scale, they scale on a weird interval (Expert is skipped entirely and the next increase is at Master to 15). This is actually worse than just taking Assurance, with the only upside being that you do get to attempt a roll. The last piece relative to Underworld Lore and practicing a trade doesn't have any numerical benefit and Smuggling isn't necessarily gated if you already have this Lore trained. It also only works on Small concealed items. Proposed change: Grant the same increase levels as Assurance, but also with the roll, since this is a very specific activity you are trying to perform. Also increase the bulk of the item at Master and Legendary to allow something more difficult to conceal on your person. Allow the person to use the roll and "minimum" for Underworld Lore - Practice a Trade checks as well. Thanks, and Happy gaming ![]()
![]() I know a lot of people have discussed the problems with Ancestry especially how it feels sparse, and once again another definition of "Feats" which can be a bit daunting. One of the commonly proposed solutions is to simply add an additional Feat at first level for Ancestry, which would definitely curve the "feel" of an Ancestry up, however, I think there may be a better solution: Divide Ancestry Feats into three categories, and drop them down to something "less" than a traditional feat. Culture - Culture based feats, things that your Ancestry would have based on their upbringing. Weapon Familiarity, Ancestral Hatred, Demon Skirmisher, etc. fall under this category Heritage (Physical) - Literal physical representations of Ancestry, these are physical attributes that you manifest as part of your Ancestry. Keen Hearing, Nimble, Ancient's Blood, Discerning Smell, etc. fall under this category Aptitude - This covers things your Ancestry excels at, but aren't necessarily culturally related or physical manifestations. First World Magic, Rough Rider, Very Sneaky, Clever Improviser, etc. fall under this category. Then at Ancestry selection, you pick one of each or potentially a combination based on Ancestry (i.e. Humans might just get 2 Innates and 1 Culture) Lastly, a slight re-balancing would need to occur where each category is balanced against each other respectively instead of against ALL Ancestry feats. This gives a stronger background to the character as you can't just select the strongest category of Feats multiple times (unless of course that Ancestry allows it) but gives your Ancestry a feeling of "depth". Final Thought - A more restrictive approach to the above could be pre-defining the selections into groups of 3. I felt this was a little too close to how Ancestry (races) used to work in PF1, but it could be employed as an option. In a less restrictive way, you could advise "sub-types" of Ancestries through groupings, i.e.: If you are playing a Wood Elf, the suggested kit could be a predefined group to ease players that want to play a specific type of Elf but don't want to bother reading through every selection to build that elf. Would be extremely useful for newer players and easy to spin up new suggested kits based on homebrews or new areas introduced to Golarion. I realize this might not be revolutionary, but I thought it was worth discussing. Happy Gaming :) ![]()
![]() I think one of the solutions to potentially making those with higher level proficiency feeling more meaningful compared to those without requiring them to create more Skill Feats could be to add more "Only" options that extend outside the "Trained Only". I.E. Expert Only could provide a series of abilities that are only accessible to those that have achieved that proficiency, and cannot even realistically be attempted by those without it. Some would argue that Skill Feats are supposed to fill this niche, which I would agree is the intended purpose, but to me that doesn't provide the satisfaction of achieving a new proficiency and suffers from choice limitation and is dependent on GM's presenting those opportunities regularly enough that they seem like meaningful choices. Proposal: Move some of the Skill Feats that currently exist to automatic options for Skills for that respective tier (I.E. Expert/Master/Legendary Only actions) where those show progression in ability (Swift Sneak for instance could be one of these, where it simply becomes available to anyone who gains that level of proficiency) But what about Skill Feats? Skill Feats could then take on new aspects that are powerful, but perhaps limited. Some could remain as they are (Fascinating Performance could remain largely the same) and others could be added: I.E. Perfect Eclipse
Now I wrote the above off the cuff, but it semi-fills the types of niche scenarios that I am talking about. I think a lot of the issues with level bonus and proficiency feeling "empty" kind of live very close to the way Skills operate. AC/To Hit/etc. seem to be relatively tailored to a reasonable point, but it seems like even Paizo felt that Skills would need a slightly different treatment (which is where Skill Feats and Trained Only I imagine were created to compensate). I think isolating Skills from the Level Bonus discussion and what exactly can be done to resolve them specifically would be a better focus perhaps. Happy gaming! ![]()
![]() I'm sure this might have been discussed or suggested at some point, but I wanted to bring up the ramifications of changing proficiency to be a function of level instead of a direct modifier. This addresses a lot of concerns surrounding the perceived value of being Trained vs Untrained and the value of being Expert vs Master/Legendary I.E. something like the below: Untrained = 1/2 level
Now I realize the math doesn't work out as pretty as a simple +/- but I feel that it puts a lot more gravity on the proficiency system tiers. What would the ramifications and outcomes for an above system be? At it's widest point a change in proficiency only causes a +5 swing in bonus (at 20th) Comments/Questions/Concerns welcomed! PS: I don't hate what currently is there, but I do feel that heightening my proficiency does not feel impactful at all and it does seem a bit weird that level 5 NPCs are effectively better than ANY level 1 PC at anything (even their specialties). ![]()
![]() Hey all so I was wondering if we could get an FAQ or a general ruling on something related to the Warlock Mystic Bolts: I'll list the description here and note the parts I find most important: Quote:
So basically the follow up: Can I deliver a held charge of a Touch Spell during a Mystic Bolt Melee delivery? It specifically calls the ability a touch, says that it is treated as a light weapon for attacks (though it is not a weapon), and it specifically only does this to allow feats/abilities to work with Mystic Bolts. Basically, I am trying to see if I need a 1 level dip in Magus for Spellcombat or if I have to spring for the second level for Spellstrike as well. On top of the above: Does the level 3 ability of the Warlock Piercing Bolts allow delivery of touch spells? Quote:
In this case it explicitly calls them Melee touch attacks, but mostly for the purposes of removing the need to go past armor. I will argue that Unarmed Strikes and Natural Weapons are still subject to armor but are allowed for Touch Spell Deliveries: Quote:
So there's the whole schtick. Remember that it specifically isn't a weapon, it is only used that way for attacks the Warlock makes and feats and abilities (so that it works with TWF). Overall I find Mystic Bolts to be pretty weak, but I am curious what the thoughts are on this subject. I think everyone can agree that either way there should probably be some clarification, given the very specifically different reading of the ability from standard abilities that replicate it's behavior (for instance like the MindBlades weapon creation). Thank you in advance! ![]()
![]() So here is the shimmy: After one thread erupted in the Gunslinger discussion about what people expected from the Ultimate Combat, it was said that comments on it should be placed in the products section so I am continuing that. Here is what came up: -- Spells in Ultimate Combat -- Skills needing bump -- Casters getting combat viability while Non-casters stay in the non-magical or special ability zone Professor Cirno hit the nail right on the head for me basically when he said the following:
Quote:
So I ask this: What do you expect from the Ultimate Combat? What did you hope or expect to see? (PS keep the ninja, samurai, and gunslinger stuff out of here there are other forums for that)
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