Similar to Razata, I think most of the choices have mechanically not been distinct enough to warrant translation to a new class in Pathfinder Second Edition. Thematically, perhaps, but mechanically most have been nearly identical. I am going to talk about how other classes can or likely will be accomplished by the 11 base classes before I talk about my choice. Antipaladin is really just an evil Paladin, and I don't think any class should exist on the premise of "basically class but minor difference". Instead I would like to just see the Paladin remove it's alignment restriction and be written more as a champion empowered by her deity. Maybe even have a few more elements from the Sentinel and Evangalist prestige classes worked in to the Paladin. Arcanist isn't distinct enough to warrant a class in my opinion. It can mostly be accomplished by multiclassing Wizard and Sorcerer in some combination. Currently Sorcerer multiclassed with Wizard, but we know we will be getting a Sorcerer multiclass option. I actually think if you are going pure caster that this is a strong option. The only thing mechanically distinct for the Arcanist was how they cast spells, using a combination of prepared and spontaneous. Rather than make a whole class for just this thing, I personally would like to just see our prepared casters changed to cast this way, but admittedly this is because I hate vancian spellcasting. Bloodrager, a much as I love the class, can be accomplished with multiclassing a spellcasting class as a Barbarian. Basically Barbarian, but minor spellcasting. Brawler seems to have been spread across Fighter and Monk, which I am fine with. The only thing distinct about the class was Martial Flexibility, which I think could exist in this system but less effectively than in Pathfinder First Edition. If they were to decide to implement this I think I would like to see it as an archetype that allows you to temporarily get some feats from a non-spellcasting class. It would allow people to build characters like Taskmaster from Marvel comics. Cavalier is already an archetype, and I think a good example of how some classes are better suited as archetypes. Now my options when building a Cavalier are much more broad than First Edition as I can use several different classes as the base chassis of my build. Gunslinger was a class everyone talked about but few people stuck with for more than a dip, or 5 levels to get Dex to damage, which speaks volumes for the poor class design in my opinion. If they decide to implement guns in Second Edition, I don't think a class should accompany them. Some feats working them in to each class, allowing spellcasters to use them like the Spellslinger Wizard or martial classes to use them as the Gunslinger did in the previous edition. Otherwise just make guns an exotic weapon that anyone could get proficiency in. Basically Fighter, but with guns. Hunter never seemed distinct enough from the Ranger or Druid, so just speeding them back across those classes would be fine by me. Basically Druid, but spontaneous casting. Inquisitor can be accomplished by multiclassing a Cleric or Paladin and I don't really think anything would be lost. Basically Cleric, but mean. Investigator was in my opinion one of the few hybrid classes that seemed distinct enough in it's identity to warrant a class, but I don't want to see it in Second Edition, instead I would like to see Inspiration given to the Alchemist to remove their reliance on burning through resonance. I would also like to see something in line with Studied Strike to given to Alchemist. Basically I want Alchemist to be less reliant on bombs and mutagen, and more in line with a Batman type character that uses alchemical items and gadgets to greater effect than any other class. Kineticist is interesting. I feel like they could probably be implemented without a whole class though. Maybe an archetype who's first feat gave you a cantrip that could further be modified, and further feats that let you do various things for spell points. That way you could build your Aang or Korra or Goku able to do more than just blast and blast but different. Magus is entirely unnecessary with the class system as they are trying to establish it. It can easily be replaced with an archetype, or quite honestly a single feat. Basically Wizard, but with scimitar magic. Medium is, kind of a nightmare. I honestly really enjoyed the Medium in PFS for it's ability to fill multiple roles, and for their versatility in crafting ability for home games. Could it be it's own class in Second Edition? Probably, because it absolutely couldn't be an archetype. But I think it needs a lot of polish to keep players from needing multiple character sheets. I think it is mechanically different enough to warrant it's own class, I just don't know it is worth the effort. The easiest way to pull this off would be to make a Druid or Bard and give them something like Martial Flexibility and Spell Kenning, but that wouldn't mechanically capture the Medium of First Edition. I feel like I could go on and on about the Medium so I am gonna stop before I get ahead of myself. Mesmerist always seemed so much like a Bard but for debuffs, and there were several archetypes in First Edition that further blurred this line (I'm looking at you Negotiator). Some class feats for the Bard could entirely replace this class as far as I am concerned. Ninja should have never existed. Basically Rogue, but with ki. Oracle had proto-class feats in First Edition and were otherwise only distinct because they were spontaneous 9th level divine casters and for those curses. Since class feats are a thing everyone gets now, all spellcasters are 9th level casters, and the Sorcerer is able to get the divine list through bloodlines there is simply no reason for this class to exist in it's current mechanical concept. Only a small number of curses ever saw play in my experience, which just comes off as poor design. One thing I think is great about Angelic or Abyssal Sorcerers replacing Oracles, besides trimming the bloat of First Edition, is that the name is opened up for something more in line with the historical and mythological namesake. Maybe an archetype that gains some foresight and aoothsaying abilities. I think that would be awesome. Psychic can be replaced by a Sorcerer with an occult spell list. Basically Sorcerer, but psychic magic. Samurai shouldn't exist, it and Ninja are both a result of fetishization and mystification of east Asian culture. Basically Cavaliers, but with katanas. Shaman never stood out to me as a class, and everything it has could be replicated with class feats, so it doesn't really need to make it's way to Second Edition in it's current form. I also have never really cared for new classes who's names are synonyms of existing classes. Basically Witch, but with chanting instead of laughing. Shifter was just, not a well designed classes. It was championed as being for Druid what Paladin was for Cleric, but we already had that and it was called a Ranger. If they were to implement a class like this in Second Edition I would like it to be not tied to the Druid in any way. Make it capable of shapeshifting in to more than just animals. The ability to change in to other humanoids, objects, etc. would give the class a niche that was not already able to be done with other classes. A Shifter being able to change her arm in to a sword to fight with would allow people to build their Edward Elric types, which is something this game needs. It doesn't need another class that used Wild Shape. Skald was a Bard by another name. Basically Bard, but angry. Slayer seems to have been mostly absorbed by Ranger, which I am cool with. I think his Hunt Target class feature needs to be brought closer to the Studied Target class feature of the Slayer to help the Ranger stay competitive with the other martial classes of Second Edition. Spiritualist was a class I preferred to the Summoner, but in design it really just seemed to polish what the Summoner had. Basically Summoner, but ghosts. Summoner was an unnecessary class in First Edition, it took a single aspect of magic and made it an entire class. A conjuration Wizard should fill this niche, not an entire class. I also took issue with the standard action Summon Monster SLA being such a force multiplier. People who just built pounce eidolons probably missed out on this, but this made the Summoner able to out-Wizard the Wizard if they familiarized themselves with the summon monster lists and the SLAs of the monsters contained within. All that being said, I could see the Summoner having a place in Second Edition filling the niche of the class entirely about having a companion. Either fighting simultaneously with his creature, giving it the minion trait, or the option to have their creature appear temporarily in his place in a style like Final Fantasy. I think the ability to customize their companion would be very important, but Paizo would have to take care in the design process to avoid every eidolon becoming a pounce machine. Swashbuckler was a poorly designed class for the same reason a Gunslinger was, a class should never be designed around using a single weapon because it stifles creativity. I also seldom saw Swashbuckler levels taken beyond a dip, or the 5 levels to get Dex to damage. Basically Gunslinger, but with a rapier. Vigilante is perfect archetype material for Second Edition. You will be able to emulate almost every First Edition archetype by selecting the base class you want and gaining the disguise of a Vigilante from the archetype feat. Witch always seemed like a Wizard with a more narrow focus, which I don't like. Their unique class feature could be accomplished in this edition by just using class feats. Basically Wizard, but hexes. The observant may have noticed I skipped one class, and it is the class I see as being most suitable for a full class entry in Second Edition. And that class is the Occultist. They are all about investing magical energy in to objects, which sounds a lot like a system that is a major part of Second Edition. A class that could play off of the new resonance system would be fantastic, and possibly help make the system a little more palatable to the people against it as a whole (I personally think it could be cool and helpful, but it needs some changes from it's current state). I think some elements from Investigator could help enrich the class even further as well. Tl;Dr: Occultist, make it have unique interactions with resonance and splash some Investigator in there and it will be a great class for Second Edition.
What is the point of playing if there is no risk of failure? Half of your grievances are just wanting to always have a way back from death. If you want a level 20 character sheet and don't want to risk permanent death along the way, just write up a few level 20 character sheets. You get what you want, and you avoid all of the risk you are so worried about.
"Torch", the Peridot Sage Information Contains Several Storyline Spoilers: Name: "Torch"
Alignment: Neutral Race: Human Class: Negotiator Bard 8 Description: "Torch" began his journey with the Pathfinder Society as a body double for Grandmaster Torch when he was leading the Shadow Lodge due to his rather striking resemblance to the faction leader. At the time he was a traveling minstrel with few connections, so the opportunity this career option afforded him was a rather lucrative one. He spent his first year learning the mannerisms and speech patterns of the faction leader, and even became conversational in all of the same languages so he could be a more convoncing decoy. He would also would regularly undergo brandings to leave his skin looking freshly burned in appearance, like that of the faction leader's. The guise proved to be rather convincing, as one of his first tests was to give several field agents briefings, or notes in Grandmaster Torch's handwriting without raising any suspicion. All the effort was finally paying off when something rather unusual happened. The faction leader betrayed the Pathfinder Society and evaded capture ("Torch" may or may not have inadvertently played a part in his avoiding apprehension), leaving "Torch" without a job or purpose. He took some time to lay low, as he looked exactly like a man being hunted by many. But the Society had helped mold him in to the image he was now, they spent a lot of resources on him and knew he was out there, so eventually he was found and offered something he never expected. A job offer as a field agent. He accepted, as the Society did offer him protections that he would not be able to get anywhere else. Having spent so long training to look like the man, he decided to keep the moniker, though he does now clarify this with statements such as "no, not that one" or "I am certainly no Grandmaster". With his knowledge in Osirionology he began work as a Scarab Sage agent, his resemblance to the old faction head falling more in to the uncanny region as his burns had naturally healed and scarred. Over his time with the Scarab Sages he earned multiple accolades, his skill set being surprisingly effective as a field agent when the Society would send a group out due to many other agents lacking people skills. After the Scarab Sages found that they were able to create new sage stones, "Torch" was offered the opportunity to become a jeweled sage himself for the unique knowledge and insight he could bring on Grandmaster Torch, having a better understanding of his motives or intentions than any of the other jeweled sages. The sages held a dialog to decide what gemstone would be given to "Torch" and peridot was decided upon, the emerald sage was smirking slyly as if he had a part to play in this decision.
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Ravingdork wrote:
I bring up running cold because it is absolutely relevant, my focus was divided.
And as I said before between Greater Feint's function, and the wording from the feint entry in bluff being worded as it is, I was under the impression that it was "your next attack on (this turn) or before your next turn" The only reason I brought another person in to the conversation was because the player was being confrontational and would not let it go. And even after the the only VO present agreed with my ruling the player still refused to back down. And again, I don't know why the VO ruled with me if my reading was incorrect, but even after that the player continued to argue and eat up table time. I was just trying to keep things moving. I was not trying to ruin a person's fun, if that were the case when I found out that the table probably wouldn't make if I didnt GM it instead of play it, I would have just gone home. I was making a call on what I thought was a correct reading of the rules, I was wrong.
Clarification on the incident, as I was the GM who made the ruling.
Sorry for the incorrect ruling. Enjoy your time here at our lodge.
Here are some monsters from bestiary 1-3 that have 2 charisma, hope they are helpful: Shark-Eating Crab, Garden Oooze, Cannon Golem, Deadfall Scorpion, Ghost Scorpion, Giant Sea Anemone, Snake Swarm, Venomous Snake Swarm, Giant Crab Spider, Ogre Spider
From a majority of the examples I would deduce that creatures with a charisma of 2 seldom interact with their own kind or others outside of hunting or breeding. Perhaps play your character incredibly withdrawn, maybe even paranoid. Spend your down time away from the party in a private room at the inn, have the staff bring your meals and leave them outside the door before knocking so that you can take it without having to interact with them, and maybe even make a point to check it for poison afterwards.
Ifrit Void Kineticist His backstory is that his mother was a field agent for the Pathfinder Society 60 some odd years ago and in one of her missions she encountered and efreet who in exchange for allowing the efreet to escape she was granted a single wish. The wish was "I wish for nothing to be able to harm me." In typical efreet fashion this wish was twisted, and nine month later she gave birth to an ifrit.
Claxon wrote:
I actually disagree, I think the wording of that ability specifically calling out only applying to the first attack further goes to support that all of the attacks on the charge would get sneak attack since it lacks such wording.
You sit down before the table starts and one player is explaining to two other players how he built their characters and all of the cool things they can do.
Or when there is a witch or gunslinger at the table.
I have a Halfling Abberant Bloodrager that dual wields kukris. His damage output would be higher if he had a two handed weapon, but he gets more chances to get his Staggering Strike to trigger. It's a fun fighting style, just keep in mind that your damage output will always be better with a two handed weapon. |
