New idea, a holy spirit necromancer, likely a reaper, who worships Ragathiel and whose thralls are the spiritual remains of the victims of whatever baddies they're fighting that day. Roadlocator wrote: Teeth are basically bones right? Sprite with the Bone fascination. The tooth fairy ain't giving out coins no more Ooooooh, that's a fun one! I'm imagining them being a reaper; hopefully there are plenty of feats to let you debuff enemies by "pulling their teeth out" and ways to consume thralls to empower yourself; Golarion's tooth fairies eat teeth to become more powerful. Also, just to get the "well, actually" out of the way, no. Teeth are not technically bones.
I haven't got a name yet, but I've been thinking of an Ustalavic necromancer from the University of Lepidstadt or the Sincomakti School of Sciences interested in studying vitae. They've got absolutely no facility with nature spirits or druidry, or indeed primal magic, of any kind, so they instead study "the seat of life": the blood. They have yet to achieve life ex nihilo, or really any life at all, but with their various elixirs and command over blood they are planning on changing that. I'm imagining some combination of necromancer and alchemist, likely one who hands out mutagens to the rest of the party and then supports them with blood thralls, or maybe who collects samples with a massive syringe on the frontlines to study later.
QuidEst wrote:
I don't know why but I didn't click with the runesmith during the playtest. I think it's because necromancers have become one of my favorite 'mancers out there and that excitement overshadowed me looking into runesmith much. Really looking forward to the revised version getting me hyped for the class. I also hope that they keep the ability to chain runes together to form larger effects. I think they were called diacritics in the playtest? I'd love to make a character all about that kind of combining and augmenting of runes who sneers at all the lazybones wizards in the Ars Grammatica school because they don't even bother breaking their spell components down into semantic thaumophemes to learn how they work.
moosher12 wrote: Sure! Most of the information can be found in Guns and Gears from pages 213-215. Though curiously, I don't quite remember where the tidbit about celestials being experimented on was mentioned, as that aspect alone does not seem to be in Guns and Gears. So I'll need some time to track that down, or see if that was a simple misremembering. I don't recall any talk of celestials being bowned into constructs, though I do remember the fiendish ones. The Fiend-Infused Golem template comes from PF1's Cheliax, the Infernal Empire, and talks about the difficulties in binding fiends into golems.
Mathmuse wrote: Pallemi seems an interesting character, a person displaced in time and unusual in species. However, I am perplexed that iconic runesmith's backstory mentions runes only secondarily. It's less perplexing if you also incorporate Pallemi's dabbling in the different traditions of magic and the focus on the essential underpinnings rather than specific spells. That's also pretty core to the runesmith; crossing the boundaries of a singular tradition of magic through the use of multiple runes is how they stand out as a class when spellcasters can already make runes of their own.
TheTownsend wrote:
Just to clarify, you mean Grimmyr was the first rare iconic by virtue of ancestry, yeah? Just double-checking because War of Immortals came out before Battlecry!. TheTownsend wrote: Love Pallemi! Robots so often get used for allegory for neurodivergence, it's fun to see a character who's clearly implied to actually as much going back to when he was still human! Yeah that was a concern of mine when I heard we were getting a mechanical iconic, and so learning that's just how Pallemi gonna Pallemi was a nice touch.
Finoan wrote: However, you will absolutely want to replace any Golem enemies with their equivalent Remaster counterpart. Golem Antimagic is not all that much fun to play with, and the Clay Golem's curse is pretty unmanageable (the Clay Effigy curse is much more reasonable). This especially. AoA's got a couple encounters, and they can be brutal if you haven't lucked into prepping the right damage type.
Teridax wrote:
Tough call. On the one hand I live in a desert, and eating something really bready and thick can be absolute Hell if it's hot out. On the other hand... I'm having genuine difficulty thinking of circumstances when I would say no to a chicken pot pie or a Yorkshire pudding, or maybe a Yorkshire pudding filled with pot pie filling.
This sucks, and I'm sorry for all the folks at Paizo. I'm glad to hear there's stuff you guys can do to push forward, and hopefully these layoffs will all be more like a high-stress vacation and everyone can come back throughout those eighteen months. the David wrote: So what is the best way to support Paizo right now? Where do I have to spend my money? My first guess is getting anything over the Paizo store; I believe they make the largest cut of profit from direct sales. My second guess would be to buy PDFs of lines like the Lost Omens books or Adventure Paths. Purchasing RPG PDFs also likely helps some, but IIRC those are loss-leaders to help onboard people to the game. And you can of course always buy Paizo books in print that you're looking for from your local game stores. That supports your store, which is good, and also signals to them that there is enough demand to keep ordering shipments from Paizo, which helps them as well.
Gisher wrote:
Assuming they do make anything new and the familiar section isn't just a remastering of the older familiars. I'm hoping that in addition to specific familiars we get a couple more familiar abilities that let us customize our familiars more. Things akin to the new Construct ability, but for different forms of undead, like skeletal familiars or mummified familiars.
Ascalaphus wrote: 3) You could rule that it just doesn't work that way. It's not real armor and doesn't get damage that way. Sometimes, a PC just happens to have the perfect ability to deal with that kind of enemy. You don't have to block that. Especially for an ability that is so uncommon. I'd say just let them have their cool moment in the spotlight tanking for their friends with more breakable armors, like you'd let someone spam a cantrip with the right descriptors to take down an otherwise terrifying golem. Not to mention that, while it does really, really suck to lose your gold investment if your equipment is destroyed, the player with natural armor spent a much more precious resource, a feat pick, on that armor. GMs can fix issues of equipment destruction with convenient gold piles, chests stuffed with goodies, or dead adventurers to loot, while making someone bummed over their feat pick granting them an extra-special weakness they weren't aware of beforehand isn't as easy to fix once it's out there.
The Dragon Reborn wrote:
The irony of someone whose username is "The Dragon Reborn" saying this is not lost on me. Edit: Just wanted to clarify that this isn't a criticism, just an observation.
Loreguard wrote:
In future a handy question to ask is, "Can/Would Paizo pay the licensing fees to be able to integrate Star Wars/[insert intellectual property here] into their own setting?" Since using the word sith as part of a creature wouldn't just be touching on Disney's trademark but also borrowing their canon.
Oh, Deer Lord wrote:
I can't speak to the earlier posts, but I believe this one is arguing that Pathfinder Infinite isn't what they want to post their ideas on because Pathfinder Infinite is primarily a site where people sell their ideas, and they are writing these posts because they want to share those ideas freely. There also appears to be a bit in there about the disconnect between Paizo as a company and the independent author, too. At least that's what I'm assuming from the hypothetical discussion between Logan Bonner and Jason Bulmhan in the beginning, and the bit in the end about authors being left out of the loop and a request to speak through email. Not sure about that couplet there in the middle.
I really dig the direction for this iconic. I especially dig their reluctance and distaste with the thing they're apparently really good at; that's a cool angle to take the character in. I was expecting they'd be someone who fully understood the dead and that communing with them would be an unqualified good, so the fact the blog makes a point of highlighting how messy, stinky, and unpleasant the work is makes him feel more like a person to me.
BotBrain wrote:
I believe the color of the books is also different from Legacy to Remaster, but I'm not sure there since I can't see them. BotBrain's summary was excellent, but I did want to add that Revenge of the Runelords also uses the mythic subsystem. Also, you should have even fewer issues with legacy adventures if you look up monsters or the like on AoN. Searching the legacy name will often link you to the remastered option, should one exist.
LoreMonger13 wrote:
Sounds like a more generalized and permanent form of spell catalysts to me, and now I'm surprised that there isn't a way to get a non-consumable spell catalyst and hope they're in the book. If they're not it seems like an easy item to implement, though I'm not super sure on cost.
Justnobodyfqwl wrote:
Same. It's also why the luminary feels a lot like the 2e engine's take on the mesmerist from 1e, swapping out the stare options for the luminary's spotlights.
Teridax wrote: I agree, not every condition is created equal, though I don't think anyone is actually suggesting to make a role apply the frightened condition here. Actually, now that you mention it, a feat that leans real hard into "stage fright" puns, which I know some feats already reference, that gives enemies the Frightened condition would be pretty peak.
Prince Maleus wrote:
I hope that the spells are either more narratively-themed than mechanically powerful, or come with some method of recharging/regaining the spell, even if the thing is difficult or "impossible" to do. Otherwise the spell will essentially be a consumable, i.e., prone to never being used because the party worry they'll need it more later. I mean, the issue should be less of a concern because, if an impossible spell is like an artifact, then the spell needs to be placed in relationship to the story the party are running through, but it's still a concern I'll have if the spells are both something that can totally turn the tide of a combat and have no way of regaining its effect at all.
ornathopter wrote: I really hope there's some kinetecist stuff in this book. Armor, shields, utility items, suchlike. Maybe some toys for the necromancer and runesmith, if Impossible Magic doesn't come with gear especially for them. Same. Some elemental-themed armors would be cool, or rods or something that give you a spellshape-type effect on your impulses, or maybe even the ability to get an extra low-level impulse from a diadem-like item or something.
I'm expecting that DC scaling is going to involve some form of gold expenditure, implementing one of the community fixes that allows you to upgrade items as if they all had twenty versions. I also hope it's something along those lines, because that's the system I've seen that gives players the most flexibility without breaking the item system too badly. And I'm really, really looking forward to this book. The discussions around artifacts has me hoping we might see more PF1 artifacts show up in this book, maybe even as an archetype. Imagine getting an artifact archetype tied to one of the Alara'hai, for example; that'd be awesome! I'm also hoping that familiars-as-objects lets us have intelligent weapons as familiars or something, akin to how Team+ implemented the Bladebound Magus.
Errenor wrote:
And also redo their level 10-12 feats that give you monster abilities, either altering them to the old versions, or making the level lower. I'm really looking forward to impossible spells. Those sound awesome! I like artifacts that aren't physical things, and those tend to be pretty hard to make in games.
I've been thinking about the spotlight needing to do more, but also how there is a massive difference between a 1 or 2 when it comes to modifiers, and wonder if that can be solved with an investment somewhere? Not actions, luminary's already dealing with a bunch of actions, but maybe time? The spotlight can linger on a single creature for two turns, for example, perhaps having it on a creature for consecutive turns increases the bonus/malus? Giving them their full fifteen minutes (really fifteen seconds but who's counting) of fame before you swap it, and their role settling on them more strongly as a result.
Tridus wrote: Adamantine is one where I see PF1 players often surprised by just how much worse it is in PF2 in terms of function, and it got significantly more expensive on top of that. I'm still sad about what happened to adamantine armor. I'm not sure what it should have, I know things like resistances aren't handed out as lightly in PF2, but being built Tonka tough and not being easy to destroy, a rule which almost never comes into play in this edition, doesn't feel like enough.
I like the concept, but this almost feels like something you can already do through flavoring, or possibly an archetype. Granted, I'd have said the exact same thing about the luminary before the playtest came out, so I'm super open to seeing what a paintmage class might look like. I think it depends on how robust the central gimmick is, how the ability to create art that comes to life is captured in mechanics.
I'm also a fan of there only being one class here. Hopefully it'll lead to less fatigue and more focused survey information for the devs, and there being only one class does mean the earlier SF2 classes can hopefully get more love. There's also the fact that Starfinder's got to, at least nominally, try to avoid stepping on Pathfinder's toes viz classes, and Pathfinder's already made a load of them. Outside of Starfinder Society I just don't see the same need for loads of classes to come out for SF2. Heck, if the Hell's Destiny Player's Guide is anything to go by, suggesting uses for the soldier, Starfinder Society may soon do the same and incorporate some of Pathfinder's classes.
TheTownsend wrote:
Just downloaded the playtest and looking forward to digging in. From that description it sounds like the luminary is going to be filling a pretty similar mechanical niche to what folks wanted the mesmerist to fill.
D3stro 2119 wrote:
I believe it's in Galaxy Guide.
Castilliano wrote:
Not to mention that ships may be more fragile than they would at first appear. Vehicles, like everything else, have levels, and their AC, HP, and hardness are tied to those levels, even if it's more loosely tied than other items are. After a certain point vehicles just won't be able to stand up to the average damage of spells and strikes enemies can dish out.
Seconding what Finoan said. This sounds more related to setting and narrative than the rules, as such. I mean, even your suggestion that not all priests of a deity serve as clerics is already true in the universe; some NPC priests are other classes, and many have no real class at all. Clerics just get put front-and-center for a deity in the minds of players because of gaming tradition.
Out of curiosity, what would making Fleshwarp into a versatile heritage accomplish that giving them a heritage, call it Ancestral Echo Fleshwarp, wouldn't? As in, a heritage whose primary benefit is that it gives you ancestry feats from another ancestry. I suppose it might cause you to miss out on special senses or other ribbons that ancestries get at level 1, but I'm not sure what past that. I'm asking because, while I do think there needs to be an option for lesser and greater degrees of fleshwarpery on a character, that was an issue I had with the Premaster fFleshwarp ancestry, I think it could also be confusing to make an ancestry both a full ancestry and a versatile heritage. Including the versatile heritage's benefits into a heritage in the ancestry feels a bit neater, and I suspect would also take up less page space.
Swarm Lore sounds like a reasonable category of lore to me. Lores are meant to be shorthand for grabbags of knowledge anyway, like all the ancillary skills and facts required to practice a trade, so focusing on stuff like the behaviors of creatures when they swarm, how swarms move, and specific creatures known for swarming either through a hivemind or other means all sound reasonable to me. I do think it's a little funny that this character could be stumped on what to do with a single rat, but give them a bunch of rats in a sack and they're suddenly brilliant, but that's also a degree of silly I'm comfortable with in my games and fiction in general. |