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.
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. Look: 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? Update! 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.
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.
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.
I don't have a name for this class yet, but here it goes: You are the child your people sing about in their legends. The one who even before his birth would already have an agenda to be fulfilled in the world. You are the child of ancient prophecies. The very incarnation of an aspect and it is from that aspect that you draw your powers. As an avatar of this aspect you carry a great mission, whether you like it or not, linked to your own existence and the mysteries behind your birth. - This is a martial class with Focus Spells mechanics similar to Champion, Ranger and Monk. - Your powers are linked to an aspect or theme. - Along with this theme there are agendas that need to be fulfilled. (Something like Anathemas) - Example of Aspects: Sun, Moon, Apocalypse, Nature, Darkness... (Must be names covering a range of descriptors) Example: Sun (Day, Light, Dawn, Fire, Good, Positive, Leadership, Strength). - Along with your Aspect you end up receiving an "Antithesis". An Antithesis would be a category of creatures in which they become your main enemy. Example: Aspect of the Sun its antithesis would be creatures with Shadow Trait or undead. The feats of this class would be related to Abilities with the Furtune and Misfortune trait, Divination, combat against your main enemy, aspect feat tree, Intelligent Animal Companion to guide you and so on. - Committing Anathemas Make creatures attached to your aspects more lethal against you. That's basically it.
Dude this sucks. My book lists animal skin completely different from AoN and this errata is not listed here on Paizo. Someone commented that there were changes regarding Stealth, but I couldn't identify it. That's Funny I just opened a thread one or two days ago to talk about Terrain Stalker vs. Feather Step which seems to me to be pretty inconsistent, but I may just have got it wrong. If there are new erratas somewhere i'd like to know.
With the announcement of Knights of Lastwall and Book of the Dead I wonder what kind of book will be the new core that will bring two new classes. Book of the dead will feature new ancestry, lots of monsters, description of themed places, items.... and Knights of Last Wall will complete with more about Golarion and his brave knights. What will the new book add to that?
With all the discussion that has been going on in the last few weeks I ended up deciding to take a break from my reading to revisit the class. My experience with it was only 1 adventure up to level 6 and after that I didn't have the opportunity to play because my group and I decided to switch to Cabalist. I'm still reading the class, but I'd like to say that so far a lot of what I thought about this class has positively changed. Firstly, the Hexes Cantrips that I previously thought were "weak" or "would never be used" proved the complete opposite. And I say this because despite not having played with Witch I still play pathfinder and in many situations during my sessions cantrips like Discern Secrets and especially Wilding Word would be very useful. Pathfinder is still a new game for me and I'm gradually maturing my ideas. About these Cantrips, it's just a matter of the player's expectations and the GM's consideration. If you're going to play an adventure that involves encounters against megafauna, wild animals and carnivorous plants, perhaps as we'll see in Quest for the Frozen Flame, applying -2 stat penalty on an enemy with only 1 cantrip that costs 1 action and can be sustained is very strong and leaving him sickened in a saving throw failure is even better. Now, if you play an adventure like Malevolence maybe this isn't the best cantrip for you and then you have Dicern Secrets! Maybe what I said is obvious, but I only realized these things when I decided to reread this class. As I said I keep reading and as it happened with Haxes Cantrips little by little I'm changing my mind about this class. At least if I thought of a rework before, today I see that this "solution" (maybe in a few days there will be nothing left to solve) would be too radical and extreme. Even feats like Living Hair show me that with 14 Strength and expert in Athletics you can handle enemies of 1 level lower than yours pretty well. Well, that was my comment to say that most of the opinions I gave previously have changed and with that I look forward to playing with this class again, now with new eyes.
For those of you who didn't like Witch's design in PF2e I would recommend taking a look at the Legendary Cabalist. This class became the official Witch of my group. I'm not getting anything out of it, but all the problems I have with the current class are solved by Cabalist. For example: Thematic gain more focus being part of the core of the class instead of just a feat like the brewmasters’ society that allows your familiar learns alchemical formulas when it levels up. Speaking of feats this class is packed with awesome feats! for example: Hair Travel which allows the Cabalist with 1 action to move using her hair gaining a +10 status bonus to speed and the hair gains the spider climb effects. Plus, all the new feats paizo releases for Witch i just add to Cabalist list.
I love powerful characters who at the same time are emotionally unstable and need to control their emotions and face their past before they can think about helping their friends when they need it. In this Mwangi + Secrets of Magic vibe I'm thinking of a young sorcerer who is afraid of his power to produce the intense flames coming from the elemental plane of fire. To overcome challenges he will first need to face his fear (Cathartic Magic). I still don't know where he's from specifically but I can't wait to see the places in Mwangi and decide.
"I disagree that witches are bad. I think their feats are mostly bad, but their core chassis is fine." I think the Witch core chassis is fine just because it follows the same formula as all the other prepared spellcasters. But I disagree that the class isn't bad just because its "core chassis is fine". This class as everyone said has so many issues and needs to be revisited.
Salamileg wrote:
I can understand why she thinks that way. Swashbucklers have panache, oracles have their mysteries and curses, investigator has an arsenal of investigative mechanics that only he has, and even the basic classes like wizard and sorcerer have things like Arcane Thesis and Blood Magic. what is unique about Witch? Focus spell? Familiar? Cantrip Focus Spell? Aside from the flavor of having a familiar eat pages and scrolls the familar and focus spells are the only things witches get from their patron and these things are easily accessible to other classes. This lack of something unique that only Witches can do is one of the problems with the class. Some might even say that witches have Cackle, but that's not a class mechanic, it's a talent option. It's a case very similar to what they did with Magus adding Arcane Cascade (I think that's the name) as class core mechanic that is accessible to any Magus subclass.
I'm on the side of those who prefer a rework because I think just giving the class more options or giving it an archetype isn't going to fix the current design of patrons. However, if there really are any changes coming up for the class it will probably only be announced after book of the dead. Then we will have to wait a little longer. We've all had time to play as a Witch and so discussions like this are starting to pop up. Maybe there won't be any change and that's it! rock n Roll! haha ha. I think it will depend on how many are bothered by how the class currently stands. I wonder if any member of the Paizo team is also bothered with the Witch class?
I wouldn't mind see a rework in this class. I'm not familiar with how paizo handles these issues and if there's ever been a rework on classes before. I've said it before, but the Witch class structure works Ok and it certainly has flavor in it, but that's just it Ok compared to any other preparer class it's easily overshadow. My fear is that with the arrival of SoM the distance between Witch and the other classes will only increase. The feats of this class are really nice in the roleplay part, but they drop a lot when you need to use them mechanically. With the trend towards new classes balancing between mechanical and flavor aspects like the new magus recharge mechanics or the future gunsliger reload the Witch class would need a boost to compete for attention against any other class. is this something to worry about or am i just being paranoid? hahaha to be rework, or not to be rework? That is the question!
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