I think that Starship-related archetypes should be free archetypes with automatic or free costing progression so they don't get in the way of your class progression. With a non-free version available for Pathfinder characters.
Lightning Raven wrote:
Starship-related themes/archetypes should be tied to a character progression that happens besides normal class progression, so that every type of character can perform their roles properly in any kind of starship combat they come up with in SF2e.
I disagree. I don't believe this is the role of the archetype, if players want to be competent at something they should invest in skill progression and skill feats. Archetypes are for characters who want to stand out and be able to do something that only they can.
Assuming there is a "Piloting" skill, players will invest in that skill at different degrees (just like medicine in Pathfinder). Some will select "Piloting skill feats". However, the one who takes the Ace Pilot archetype will be "The Guy!" Piloting is going to be a big part of this character's identity.
Positive damage/energy is now Vitality damage/energy, negative damage/energy is now Void damage/energy.
I'm sad that they have abandoned both positive and negative energies. Now I'm interested in knowing how Vitality and Void will be presented and how these two energies will be related to the spells that deal with necromancy and the lore in Golarion like Book of the Dead.
I was wondering, I understand that clerics and champions will have the option of being sanctified to align with Holy or Unholy. But what about the other characters? Is there going to be some way for them to access that power without being a worshiper of a god?
Let's say I wanted to create a character with powers that have evil roots but will be used for good. As a Witch (Divine Spell tradition) Nephilim (Hell origin). Will I have the option either through the class or through Heritage to sanctify myself to gain access to Unhloy powers?
Lurker in Insomnia wrote:
Do we know if or when we might be able to expect regular teaser information? We are getting some here and there, but something to look forward to would be nice, like Fridays Remastered or something.
Jason has promised us more information, including what's inside the player core 1 in the coming months.
I just saw a post on facebook mentioning that Ancient Red Dragons are huge instead of gargantuan, never noticed that until now.
Funny that their description says they are the largest, but an Ancient Green Dragon is gargantuan.
Are the dragons sizes from bestiary 1 correct or is this content for errata?
It's amazing how this "conversation" between the community and the developers goes so smoothly through the playtest. It makes me feel that it was worth taking the time to participate in this with everyone! I'm very happy with this blog and reassured to know that amazing people are working hard to deliver the best for the community!
About the problem of the class being too big, don't worry hahaha an APG 2 is always welcome hahahaha!!!
Now I need to reread this entire blog again.
This is a copy and paste of a post I made on Reddit just so maybe people who only use this forum can help answer my question, thanks!
According to LO: World Guide, Highhelm was the first and greatest Sky Citadel. But in LO: Legends it says that Koldukar was the first Sky Citadel and it was where Taargick saw the sky for the first time.
LO: Legends "The first Sky Citadel to be designed was Koldukar, built at one of the sites where the dwarves emerged onto the surface of Golarion. Taargick himself surfaced and saw the sky for the first time at this location, and he intended to make it the center of the kingdom of Tar Taargadth. It was from here Taargick ruled over the nation that bore his name during the height of its success." (p. 103)
LO: World Guide "Thus they built Highhelm, the first and greatest of their Sky Citadels, finding safety and familiarity in its stone halls and clever fortifications. From here, the kingdom of Tar Taargadth spread across the surface of Avistan, growing powerful and fruitful during the Age of Anguish." (p. 125)
Which of the books should I consider as the true origin of the dwarves?
This was taken from the timeline of the Eye of Dread and Shining Kingdoms regions respectively: (Source LO: World Guide)
–3708 ar The orc warlord Belkzen conquers the Sky Citadel of Koldukar and renames it Urgir.
–318 ar The dwarves of Tar Taargadth establish Highhelm, the first Sky Citadel.
Just to make sure I understand this correctly.
From level 5 and every odd level after that, Can Summoner replace two old spells for two new spells of the same level?
And Does this happen in parallel and regardless of the process of losing low level slots and two spells from the repertoire to receive 2 high level slots and two new spells or stronger versions of the old ones?
Today I had these same questions about Glide Action in general (Glider Form, Leshy Glide, Iruxi Glide etc). One of the alternatives I came up with was to use the rule from the Gamemastery Guide book: Splitting and Combining Movement. Taking a stride/leap action (move trait) off a cliff + Glide Action (Another Move trait).Combining these two moves into a two-action activity.
The only problem with this is that while all feats have the same description, only Glider Form has a Move Trait according to Archives of Nethys. But I wouldn't say it's a big problem, it would just need an errata adding Move trait.
I made a post on reddit but I still don't understand what fatal aim does that would be better than using a dedicated one-handed weapon or a dedicated two-handed weapon?
I saw in old posts people saying "Shove, trip and disarm actions", but it makes no difference because after leaving a hand free to perform these skills actions it would have to use an interact action to use the weapon again anyway, regardless of choose it as a one-handed or two-handed weapon this time. And that goes for other things like using a potion or opening a door. As far as I know riding a horse doesn't require a free hand. And I can't shoot or reload while holding other objects (Weapons, shields and I don't know what the others would be).
It's weird for me. Fatal aim at first glance appears to be a type of Two-hand trait, but it is not.
I'm not getting into the discussion of being a weak weapon, because it's not (1d8 dmg with fatal d12 o.o). But I can't understand what the Fatal Aim trait is for with so many restrictions?
It's an ugly habit of mine to look for meaning in everything, but I just can't stop until I find an answer hahaha.
You can correct me if I missed something!
There are a few things that make Impulses have little damage to offer compared to Cantrips, right?
When you compare the damage potential of Tremor vs Electric Arc, for example. Electric Arc damages two targets and that's it. Tremor deals damage to multiple targets and potentially knocks them down. Prone enemies are flat-footed and take a –2 circumstance to attack rolls. Tremor even causes the area to become difficult terrain. all this effects potentially helping other party members both in offense and defense. Affected enemies will need to spend 1 action to stand lowering their threat for that turn and being able to trigger an allied reaction.
I haven't played with Kineticist to know if this is a quirk of the earth element and doesn't apply to other elements or if even with all these effects in a two-action activity it's worth the little damage.
I just thought it was important to take it into account.
I've been thinking about something ever since I saw people complaining about Kineticist's Class DC being just master. Considering that Impulses aren't really spells or Elemental Blast isn't really an unarmed attack, isn't there an opportunity for potency runes to affect the class DC? it would be interesting.
I saw some comments that make me go "wow". What's the point in reducing the Kneticist's utility to make it a Blaster-type?
If you reduce the Kneticist's versatility in manipulating the elements just so he can fireball out of his hands, why not play a spellcaster then? (There are many options available to support this style from classes, archetypes, familiars, spells, items... And many more in the upcoming rage of elements i hope).
Changing the subject I feel, not all of them, but most of the negative comments I've seen so far are from people who literally want a transcript from Kineticist 1e to 2e and end up influenced by this thought when criticizing the class. Even before the PDF was available, the designers said that the Kineticist would not follow this path. (Live from Saturday gencon).
My fear is that at the time of reporting our playtest results, people will talk more about mechanics that don't exist in the playtest and less about the playtest itself.
What i think about burn:
"Elemental magic surges from you without limit."
If they happen to come back with this mechanic at the cost of nerfing some aspects of the class just for the kineticist to turn into a poor version of a spellcaster who loses life to gain more damage dice I would be quite disappointed.
It is better to leave the theme of great power at great cost to the Oracle. The unique theme of the Kineticist class is that it doesn't spend resources. Elements are everywhere and the kineticist is the one who can manipulate them all (even in the absence of elements).
I'd like to see something like Dark Archive's format, but instead of the mini-adventures just seed of adventures to make room for elemental creatures, just like we had in book of the dead.
I want to see more about living and surviving on other planes, creatures, traps, items and Elemental lords plot and much more!
Captain Morgan wrote:
Truth be told I'm a little unsure how this was even a question.
Idk It was a weird feeling for me to start with strength 14 and/or HP 15/16 that made me doubt if it was even a martial class haha. It gave me the Warpriest vibe lol. But these are just my first impressions doing level 1 characters.
I'll wait for an opportunity to actually play it.
It's important to ask this this first, as I may have gotten the wrong impression about the class.
I hadn't the opportunity to play as a Thaumaturge yet, but making some characters with the Dwarf, Elf, and Human ancestry I usually end up with very low physical stats. Choosing a character's Background for the attribute it provides rather Than prioritizing my character's origin usually improves a bit by doing, for example, strength 14 becomes strength 16.
Making these Level 1 characters left me with this weird feeling. And now I'm here asking you What is the role of this class and where does it fit?
Should I trust that Max Charisma is the way to go?
So I can't understand the purpose of this item. I'm sure I missed a lot of things.
Reading the item description I understood that I can put an alchemical bomb in the dragon's mouth and use the shield to make an attack (Shield Bash?). However by doing this I would be taking a -1 attack penalty, I would be affected by the effects of my own bomb and my shield would take full damage from the alchemical bomb.
With all these cons I can't see the usefulness of this item. Could someone enlighten me?