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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() would rather see a class that reflects a magical theme and uses new mechanics to do so like the mentioned Necromancer, or a Conjurer type class that expands on using temporary summoned minions or pacts with demons or something, tons of possibilities and new classes are fun ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Glass Cannon, pretty much from the beginning. Only interested in their PF2 content now, glad they're running Gatewalkers, should be fun. I heard they were going with a homebrew world with PF2 which seemed like it would be interesting but I guess that's later. I've also seen some talk of creating their own system for it which I guess is because of royalties or something. Probably bail at that point ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() It would be great to have an option to remove the demi-god baggage. A character who gets their abilities from a story the person playing it creates is infinitely more interesting to me than a "fragment of divinity" is in your character along with the heavy narrative toward being a demi-god among mortals. Some of the media characters they mention aren't actually harboring divine energy exactly. ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Necromancy as a 5th tradition sounds interesting but not sure how that would be implemented but I'd be all for new necromantic spells to fill a 5th tradition of magic. Probably easier to create a list like the Elementalism and expand on it, that way any caster could easily take an archetype to fulfil the necromancer flavor. If something came out that had a necromancer list, maybe whatever Blood Magic was could somehow relate to or even be expanded on to create a Necromancer archetype. Would be nice to see a melee option for those who want that death knight fantasy as well. ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Always an eternal GM but love making characters I rarely play Human Summoner with Demonic Eidolon/Fire Kineticist Dedication - attempt at warcraft destro warlock. This character got the ability to throw "hellfire" when she bound this demon. Half Elf Druid/Wood Kineticist - I keep making this same druid in every system I play since my first character was a premade copied from the back of an old DnD 1e module I can't remember or find. He achieves great power through his life and then hibernates to later be reincarnated to serve the forces of nature, remembering very little of his previous existences. Curious to see what cool stuff the wood kineticist dedication might add. Human (undine) Winter Witch/Water Kineticst - really hoping a cold option for water kineticist can grant some interesting cold attack options. This witch is the daughter of a frost giant who was polymorphed into human form to live among them. Having no magical abilities like her siblings, she made a pact with the forces of primal winter to grant her cold abilities which she feels are her birthright. ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Do we know how the digital partners such as Herolab are going to implement these changes so they are compatible?
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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Impossible Lands has a sidebar regarding Aether, which got me thinking.
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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() keftiu wrote:
Yes indeed. I only skimmed it but there are a few Numerian references as well as art. ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() There is a sidebar mentions some NPCs and activities in Goka, Iblydos, Nar-Voth, Quain, Segada, Western Ghats. Trying to compare the info in Lastwall to this one but couldn't find the exact Lastwall info you're referencing A section also gives a bit more on activities in the Eye of Dread, New Thassilon, Nex, Numeria, Osiria, Qadira, River Kingdoms and Taldor ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() its all how you present it in your descriptions and game. In the end, tech and magic are basically going to do the same type of stuff mechanically to fit PF2E balance except with a tech trait and maybe need for electricity. To really make it truly unfamiliar I think you could try converting weapon and armor properties from Starfinder that just dont exist in PF2e ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() They'd probably equate robots to weird, intricate looking golems or clockwork creatures with eerie lights, or an automaton ancestry if they're familiar with Guns and Gears stuff at all. cybernetics/biomods? Mechanical limbs are featured in Guns and Gears artwork already and other products but may be construed as a curse slowly transforming a person if they've never been exposed to material from those sources Consciousness transfer? Magic or some magic item which facilitates possession or soul stealing like a hag's gem or something. Advanced weapons? Probably magic items or a weird looking ray gun shaped wand Computers? Most likely wouldn't comprehend what it is unless it started responding to verbal commands, then they may think its some sort of spirit or planar being. Mostly I think tech items would probably be mistaken for wonderous magic items though they wouldn't respond as such to Detect Magic, unless you go for a magic tech vibe. There are some Numenara products for 5e that I got for inspiration. These ancient tech wonders are inventive but if you start converting them you realize they do pretty much the same thing as spells and existing magic items so basically they are just fancy gadgets and alchemical consumables. It all comes down to tech like a Mi-Go lightning gun doing basically the same thing as a lightning bolt. The thing that would be strange to the adv group is if they figured out how the tech is powered, like by battery or being plugged in and realized the technology can be used without limit so long as its connected to this power source (electricity, batteries, all generated from some exotic tech power generator). It depends of your group has any run ins with Guns and Gears type stuff or are just old school adventuring types that see crazy things that are explained by being magical ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() I really just want an archetype built around using cold magic.
The minion necromancer sounds great. Maybe a summoner archetype who's eidolon is a swarm? Probably better if its some kind of swarm class. It would hit the minion necromancer but an option might allow for fiend minions and fit the demonic minion summoner. Shaman that uses spirits in some fashion, hope that's what it turns out to be if we see it ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Shaman class Was not into inquisitor but the idea of a divine striker class is pretty cool Darklands book Tech Guide. Not just Numeria but I'd take it as a LO book. Tech Guide hopefully covering different types and levels of tech. Maybe not Golarion and would touch on levels of tech on other planets like the Akiton write up did in the AP. ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() I'd like to see something based on shadows. Like a better attempt at the old Tome of Magic Shadow Caster. Bulmahn's Penumbrist from Eventide is a pretty cool shadow themed caster but perhaps a shadow based class doesn't necessarily have to cast spells.
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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() 100% more school archetypes More archetypes like the playable undead options, oozemorph and pact bound initiate. You could create characters transformed by demonic pacts, fey pacts, mutants, technological grafting, dark tapestry experiments, divine powers, expand fleshwarping, possibilities are endless with taking a character and changing them with these type of archetypes ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() wegrata wrote: Anyone else half expecting to see kineticist as a class archetype for psychic? Burn for brain drain, primal for occult, different amps? I know everyone wants it to be it’s own class but I got the feeling it was going to be a Conscious Mind choice for Psychics or class archetype. ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Hoping necrografts show up in Book of the Dead but maybe we'll see some sort of alchemy or crafting book that has them. I think last time they were introduced in the Black Market 1e book The Evolutionist seems like an interesting interpretation of the Shifter, hoping something similar winds up in PF2, seems really cool. ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Saedar wrote:
Yep I thought the Battlezoo did great with with these archetypes, especially the Monster Mage but I wondered what more could be added to create an entire class. My though was sort of a combination of the theme of LO Monsters of Myths Pact Bound Initiate for a class which either takes from or makes bargains with monsters to get their abilities. A shifter would probably be similar but would probably wind up very much like Starfinders Evolutionist![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() I think some sort of class that takes from monsters, either after slaying or bargaining. Maybe grafts are an option for taking a physical attack or to be able to siphon the spells or magical abilities from them.
Not much of a designer so I'd probably just take from Starfinder. Could make a Solarion more related to positive/negative energy perhaps? Maybe Ether and Shadow? Could fulfill the Gloomblade theme but maybe with feats or paths that tie to the First World and Shadow Plane I love the Nanocyte, maybe nanites as astral energy or shadowstuff or something There was some discussion of a Diplomancer type class awhile back that solves combat with talking but I think in the end that's just an Envoy of some sort. Still sounds like an interesting role play experience but might be too niche and other skill heavy classes can probably do this already ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Just from the few I got to play and more so what I've seen what my groups seem to enjoy The Witch.
I got to play a playtest inventor which was great and look forward to playing in that campaign with the official build. Probably play Magus in an upcoming game as I loved the 1E version though I miss the Black Blade.
Witch
From what my players seem to dig Monks
Champion got dumped in favor of rogue. Champion just didnt seem to deliver on any real level ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Fey themed book would be great. I'd like to see more on non divine fey and their courts, realms and how they recruit and interact with mortals for their political games over the centuries. Maybe they could roll in the Plane of Shadow along with the First World and give us shadow monsters. Really just want a gloomblade archtype and Shae ancestry ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Perpdepog wrote:
I have two campaigns running where they are building a trade empire and the other where they are building up an abandoned town they claimed. I desperately want rules that would facilitate this. Kind of winging it with Leadership and Trade Points/rep for 1st one and hoping Kingmaker helps with second. ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Lost Omens Broken Lands Technology Guide Book of First World (fey monsters, First World backgrounds or ancestry choices. Hopefully thematically dark fairy tale and strange fey court stuff) Lost Omens Planets (really interested in details should PCs wind up on another planet in Golarion's solar system since reading up on Akiton from the AP) Lost Omens NPC Gallery or rogues gallery - I know making NPCs is easy but its so boring. It would be great to have a few stat blocks at various levels and a list of generic abilities that could applied or especially some regional or group flavored ones like we've seen already.
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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() REALLY looking forward to this one for pretty much everything in it -Skeletons and archetypes for playing undead. I had been looking over Ghostwalk and was trying think of an archetype or way to play a manifested ghost. Also really thought the Mortics were a cool idea back in 1e -Necromancer and melee necromancer type archetypes as I feel those have been really missing. That Exorcist archetype as I've always wanted to somehow have "spirits" whether they're ghosts, haunts or something else act as a spooky resource and flavor for players and NPCs -Using this and Dark Archive to capture the feel of Occult Adventures and Horror Adventures for a more haunting campaign ![]()
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
![]() Hopefully something that revolves around the Planes and how characters and Gms can use them. I wonder, planar books are interesting and cool but I wonder how many people are running actual Planescape like campaigns? I think we'd need a Planefinder setting though Monte Cook's kickstarter seems to indicate that there is an interest. Guess we'll see
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