And the god roll is...: 1d100 ⇒ 47 Asmodeus. Asmodeus wrote:
Guess it's time to start a career in politics, huh? "negotiate contracts to your best advantage" : I'll be the face of the party and always negotiate to our advantage, for the good of my followers. Because they are followers, let's not forget about that. "rule tyrannically and torture weaker beings" : Yes I *will* whip up to shape slackers in the group, but trust me it's for your own good, because I know you can do more. "show subservience to your betters" : Always respect authority. Easy enough. Of course, I will negotiate with them so that we may gain an advantage on every occasion. "break a contract" : Easy enough, never break a promise. "free a slave" : Slaves will not be freed, but relocated under new management. Which is to say, mine. But don't worry, I will treat you humanely. It's a promise. "insult Asmodeus by showing mercy to your enemies" : Unfortunately, my dear PAladin friend, mercy rarely, if ever, works. The foes you spare today will most likely come back to haunt you or those close to you. It is therefore better to get rid of them or, if the occasion presents itself, have them switch to your side. Do not worry, I have already a new contract for them to sign.
Realistically I'd be a level 1 commoner. Ideally : please gods make me a kineticist. Any element is fine.
Since I'm a scaredy cat i'll probably try and hide and live peacefully in a big city without too much trouble, but since I'll lack practical skills i'll probably try and sell magic services to get by. I'll learn something better along the way hopefully. Definitely gonna find the nearest Kurgess enthusiast and ask them about joining, though.
WWHsmackdown wrote: I weave character narratives into the AP so that all the players have a vested interest in the story but beyond that I don't change all that much of the APs (ill change up loot too) . For me, the benefit of published adventures is not having to do mechanical work. Homebrewing combats and encounters to better utilize the spells prepared by one player kind of erases the benefits (the reason) for witch I'm playing a published adventure in the first place. I love me some homebrew and it has a lot of benefits: complete control over every little thing being one of them. Published adventures, however, are for me to do less work and have more fun PLAYING the game with my friends. Different strokes though, there's no one way to play There isn't only one way to play for sure. But mine is definitely the correct one. But, sarcasm aside, I also like to run APs quote unquote "as written" just with some player character integration to make it more personal. I don't have enough willpower to change how the story goes. Heck, I tried two times and both times right afterwards I just completely gave up on the AP because I got bored of running right afterwards.
If it were me making my first ttrpg character I'd most likely go for class first because I think that's where most of the concept of a character lies. Sure, you can easily equate a character's class with how they fight and that would be most definitely true but it's not just about the fighting it's also about how the character interacts with their environment.
Last time I helped a new player make their character, with them being entirely unaware of how PF2e works, it went CABFI : Class, Ancestry, Background, Feats, Inventory. Which seemed to work fine (but it's not as good looking as ABC).
You dare mispell the name Kineticist. I shall smite you with the power of three wet mice. But yes, I do personally think spontaneous casters are more fun to play than prepared ones, for the same reasons that I don't enjoy playing "Make X amount of bane arrows each day" types of characters. The reasons being that A: I don't like running out of ammo, B: I especially don't like being out of specific ammo that i needed while having other specific ammo i don't need, and C: I am all hindsight and no foresight. Have I told you guys about the Kineticist yet.
keftiu wrote: I think the conversation around Torag, his intended will versus how it was interpreted versus his inaction, and what to do going forward will all be much more interesting without the argument being "is he magically, cosmically Good or not?" Unfortunately, as much as I agree, it will likely only give way to "But should he be sanctified or not?"
Cylerist wrote: Unless the 8 schools are going away because of OGL and not lack or creativity; but if that is the case I wish they would just tell us that. That is the reason quoted, yes. James Case wrote: it was also a class that interacts very heavily with one of the larger changes we’re making in the Remaster, which is the removal of the eight schools of magic that were deeply tied to rules we were using via the OGL.
Sibelius Eos Owm wrote: These options obviously run into the issue of specific immunities, but if a fire kineticist can punch the fire out of elementals and create freezing attacks by manipulating heat, surely the Mentalist could find a way to rewrite a mindless creature's AI to achieve their ends. I do recall ways for the old mesmerist to be able to affect normaly-immune-to-mental creatures with mental effects, so it wouldn't be entirely unprecedented. You could probably slap that on a Psychic subconcious mind, too. "You can only ever learn spells with the mental or mindshift traits" and then your psyche action allows you to target normally immune creatures with such spells.
JiCi wrote:
What if we yoinked the advanced weapon and armor training straight out of pf1 and slapped it directly on the pf2 fighter? Okay well. Maybe not Wholesale. I'm being very slightly hyperbolic. But I really liked things like warrior spirit, abundant tactics or focused weapon. Now, a lot of the advanced trainings would either not work, are already just feats, or would easily just become new feats in pf2, but I feel that's where the fighter's identity is/would be. A lot of feats about fighting styles that you stuff together to come up with your own thing (Or whatever it is you saw on the S+ tier of the latest tier list you saw, that also works)
nephandys wrote:
Eh. I don't know, sitting on my ass for three proverbial hours because i can't get heads a single time on three consecutive coinflips isn't that interesting to me.
It certainly *is* quite hard coming up with three elements impulses that can't already very reasonably be made with just two elements, but a challenge is a challenge.
"Ravenous quagmire" (Earth, Water, Wood) : A quagmire sprouting aggressive roots and thorns appears in the designated area. Creatures who start their turn in or enter the quagmire must attempt a reflex save to avoid being damaged and immobilized. Every time you sustain the impulse the roots attempt to pull ennemies around the quagmire into it with an athletics check. "Flying dutchman" (Metal, Water, Wood) : Summon a ship under your command within range. Summoning the ship on land creates a pool of water in place of the ground underneath for it to land, but it cannot move outside of this area if there is not enough water for it to maneuver. When you sustain the impulse you can command the ship to move, fire cannons, or dive underwater. You and any ally in a 60 feet radius around the ship can breathe water and gains a swim speed equal to its normal land speed. When the impulse ends, the water dissipates and the ground returns to its normal regular form. "The Twenty-first of Rova" (Earth, Air, Fire): The ground in the area shakes and splits open, spouting fire and scalding, foul air from the depths. Creatures starting their turn or entering the area take fire damage, and must then attempt a reflex check to not fall prone and a fortitude check to not be Sickened. Subsequent failed fortitude checks increase the sickened condition up to a maximum of 3.
CorvusMask wrote:
I remember Vildeis. They give blind fight at level 1. Then it's blinded blade style all the way to the top. Good stuff. Oh, you mean doctrine-wise? Yeah, no clue here.
Yeah, as Ectar I also hope that some core options get raised a little bit. I don't think I'm qualified to be talking about balance and the ongoing playtest because I only very briefly glanced over the animist to see both the healing focus spell and the fire damage focus spell and I then went to compare it against goodberry/song of healing and wildfire, and that was the extent of my research. I do think the difference between the two is too big though.
TriOmegaZero wrote: Man, I'll be glad when the remaster gets here and we can stop having alignment arguments for good. HahahahaHAHAAAH you WISH that were the case The french discord was on fire for a solid 45 minutes discussing how this and that god should/shouldn't have sanctification or not because something something portfolio something something free will something paragon something subjectivityI honestly don't think "aLigNeMeNt" debates are going anywhere.
I've been spending every single moment of my existence on this very forum talking about either hom hyped I am for Kineticists's release, how hyped I am to play a Kineticist whenever I actually get the chance, how sad I am that I still have not found a group to play Kineticist, or what I am gonna do whenever I actually get to play a Kineticist.
When I was playing Kineticist in 1e it was blast first and then maybe do some stuff on the side, and my ability to blast good was ultimately limited by burn which is a daily ressource.
Also I mean. Come on. I'm the avatar. How cool is that?
I'm gonna go with "Eh." for now.
As for implementation, I'd wager it's probably going to be either a new "Free-archetype", or a select number of bonus feats depending on your rank like you're leveling another class on the side.
"I have the power of the gods!" said the Exemplar.
Personally, I think it's an interesting idea. Can't say I will be playing it much, but I still appreciate the idea. Out of the two, animist is probably the one I'm most interested in though.
Sibelius Eos Owm wrote:
Nipple and lord are in the dictionary, looks like we have a winner ladies and gentlemen. Calpal wrote:
Applied_People wrote: I hope the two classes being revealed tomorrow will ultimately be able to muster as much excitement. Worst case scenario, the two new classes are mediocre and I still have my kineticist. Best case scenario, the two new classes are actually very fun and I still have my kineticist.
JiCi wrote:
There is a point where you just become a very confused wild order druid.
Very big, and biased, yay.
Now, like a lot of people, my main problem is that I cannot for the life of me get an actual game where I can play it...
Oh shoot, wait, new NEW mystery classes mean I get to cross my fingers very hard and hope we get a Bloodmage of some kind because it's an archetype I have been craving since I played Secret world years back. Nothing ever did scratch that itch.
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