Hakon

TheSageOfHours's page

Pathfinder Lost Omens, Rulebook Subscriber. 71 posts. No reviews. No lists. No wishlists.



1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

So I really like the themes of this class and the gameplay ideas, but it is definitely being pulled in many different directions, and quite a few of those directions are more of an idea and either do not have much support mechanically or the support is weak

Currently the runesmith is subclass-less like fighter and monk, and while it works for those classes I do not think it works as well for runesmith

From my own observations, runesmith wants at least 2 subclasses as a baseline. One that leans into the martial aspect and lets the class be more viable in melee, and one that leans more into the “caster”-y aspects.

This would be somewhat like warpriest and cloistered cleric, though that worries me because those two were notoriously limiting for cleric content, however off the top of my head it seems to be the most fitting

As of now runesmith has martial combat progression (which i am a huge fan of) but its ability to fight is diluted by handedness restrictions, HP, and poor saves due to being especially MAD

Other people have noted the problems with damage output from runes, so I will not get into that here, for me the only issue with the “caster” side of things is that more utility/buff runes would be cool

Another angle of theming for this class is in the name runeSMITH. There is alot of flavor here for a character that crafts magical items and uses runes to enchant them. I will admit I am very attached to this aspect of the class and it speaks to me the most, the idea of playing a character that makes magic weapons and armor for the party and can also apply short term runic enchantments to strengthen them etc.

There are some flavor feats and abilities for it but I feel like it needs a bit more. Something like what the thaumaturge can do for magic items (investing more and applying your DC instead of the items DC) would really complete the fantasy for me. Perhaps to not step on the toes of the thaumaturge it could only apply to items you have made or something

There is also the runesinger angle, from the feat that lets you use performance and speak the rune aloud. This is super cool, but is a whole different vibe, also performance is not an INT stat, i rewlly want it to be expanded though

Now my idea to solve this may be too indulgent but hear me out:

A two layer subclass system like psychic

For The first subclass you choose between two options:

-“engraver”gives you INT as KAS, crafting, has the various feats associated with the “smith” part of the class, rune tracing is free hand or crafting tools

-“singer” gives you CHA as KAS, performance, various feats that lean into the magic words part of the class, rune tracing is free hand or instrument

Then after there would be the second layer of subclasses:

-“runewarrior” includes engraving strike type stuff and martial feats. Perhaps just straight up the ability to trace with weapons, (note on this at the end). The smithing weapons feat would be in here and make those weapons count as tools for the purpose of handedness(and would also apply to appropriate weapons for the aforementioned singer subclass) . (Same note at the end). This subclass may also care more about etched runes than “normal”. This subclass would likely not have as much potential to use runes at range, manipulate them once they are out, and potentially have more limitations on tracing/invoking

-“runespeaker” this is the more “caster”-y subclass, it cares more about traced runes than “normal” and is better at applying them at range as well as manipulating them once they are out (moving them around and such)

NOTE AT THE END: a few other adjustments to make things make more sense

Currently there is no reason to occupy a hand with an artisans kit, I propose that using the appropriate tools gives some small benefit to incentivize that
Enough of one that it is useful, but not so strong that it is mandatory

Maybe a “singer” has a sword in one hand and a horn in the other, or You could have a character that applies runes with a paintbrush etc

This would allow the smithing weapons feat (which now has those weapons count as tools) to let the “runewarrior” to get the benefit of the tool while also using those weapons, so you could have for example the dwarf in the artwork with the two handed hammer, or maybe your character wields a hammer in one hand and a sword in the other for dual wielding style etc

Thanks for reading this mess of ideas lol, was looking to see what you all thought, its probably too much extra complexity but wanted to get my ideas out there. :)


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I am glad you pointed that out

The class is odd with unarmed, it has these problems like you said but also because of hand economy issues it actually pushes people quite hard towards unarmed in a way


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I really love the flavor of this class and love that there are some options and class features that really lean into the magical craftsperson idea.

I personally think adding equivalents of Intensify Investiture and Thaumaturge's Investiture (with CHA swapped for INT) would really help let players who want to really lean into that without pushing power too much and also without stepping on Thaum's toes too much or take up too much design space.

I always thought it was a little strange that the stat that is used for crafting magic items is also not very good at using them, I feel like Runesmith being an exception with investing is a nice place for that niche (alchemist for alchemical crafting, inventor for tech, runesmith for magical crafting)

what do you all think? :D


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
R3st8 wrote:

But the real question is: what will be the capstone feat at level 20? Will it be the ability to raise a single uber undead, raise a horde that functions as a single unit, gain undead traits like resistance to disease, or perhaps self-revive in a necromancer style? There’s so much potential...

Edit: maybe raise a undead dragon

one is extra 10th level spell

one is a living graveyard thrall that has 400 hp and walks around generating thralls when you sustain

one is a perfect thrall with 200 hp that can be sustained to move and attack for 7d10 it also only loses 20hp when you expend it instead of dying so you can keep using it


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

runesmith seems super cool

though I will say that I am disappointed that there are only 2 weapon runes


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

they are on demiplane!

RUNESMITH HAS A NEW BETTER VERSION OF THE PLAYTEST STEAL SPELL THING THAT MAGUS HAD


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I am a little worried about runesmith being a martial with mental KAS though, its gonna be forced to be squishy as hell like those always are since you have to max your KAS and accuracy stat

sad squishy runesmith gonna start with 12 con every time...


3 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I am just gonna say that I am incredibly happy that runesmith is int

really didnt want it to be WIS or CHA

I am hoping it gets int versions of the thaumaturge magic item feats, (for using your DC with items and investing more items) it seems silly to me that the stat that is best for making magic items is not much good to actually use them


7 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I am just gonna jump in here again to offer my 2 cents, as it were.

I very much oppose the ideas being tossed around that the magus should lose its 9th level casting or that spellstrike should be restricted to just cantrips etc.

Both of these things would really hurt the class fantasy in a huge way. A Magus is a martial AND a caster, and taking these things away just hurts that fantasy and ironically would make the magus into an ACTUAL one trick pony. One thing I really do not like is when i see someting that is advertised as a hybrid spellcaster/martial or similar type thing is when you start using it only to find that the class/character is not actually a hybrid like that, they are just a martial with very specific, prescribed abilities. Now these can be cool, but they ARE NOT the class fantasy I am looking for, and the Magus is that more than anything else I have played.

Limiting spellstrike to cantrips would just remove options, and adding weird extra rules to get slots and focus spells available again is just a pointless exercise to make the class less complicated but also weaker and less versatile. I like how freeform it is with how you can even use focus spells, it feels like an ability your character has that they can apply how they wish instead of being a thing the devs begrudgingly let you do.

Is the lack of attack spells in the remaster a problem? yes. However "throw a few attack spells into future book" is a far more elegant solution than "completely rework entire class"

on the topic of limiting casting level, no thank you! I think it is super cool that magus gets up to 9th level spells. Yes your saves will never be as good as a full caster, but even if you never use ANY spells that require a save or check, there are so many other sorts of spells you can use. While my current game has been on an unfortunate hiatus, my magus actually provided the party with plenty of utility casting thanks to doing what he could to learn a wide range of spells and acquire scrolls
need a key for a heist? scouting eye and creation let me make a perfect copy.
yeah that is some intense spell ranks, but thats what being a wizard-type caster is for, you can grab utility spells, and being able to do that freely is so much fun. Yeah our meteor probably wont hit the big bad, but you could still wipe out a small army with it, so i say its still useful. Being able to actually be a caster is so much fun.

Like, I have a 5e eldritch knight I have played all the way to 20, the FIRST thing my DM did upon seeing me play it was remove the spell school restrictions because they were pointless railroading.

------

Earlier I briefly popped in to say that I think its fine that the magus often needs to use spells to perform at peak efficiency in combat. I stand by this once again. I do not think it is strange or bad. It confuses me how much the idea is resisted. Saying that the Magus should not have to cast spells to perform well in combat is like saying it shouldn't have to hit things to deliver a spellstrike.

People on reddit and forums are very quick to pretend that spellcasting is a singular monolithic class feature and not a collection of a wide variety of different abilities. Will all of them be useful to you? no. but more of them will than people realize. Yes, haste is incredibly good on a magus. almost like it is a combat buff spell and the magus cares about using magic to enhance its martial ability or something. Finding ways around the limitations using spells is part of the fun for me. That doesn't mean I think the class is flawless, but too many write it off as janky when they are maybe just not looking at it holistically

Is another casting archetype hugely important for a magus to get? yes, but archetypes are part of the core systems of the game, so instead of the class being made weaker to accomodate more slots I can just throw out a few feats I do not care as much about (and if its free archetype I don't have to, or could even take TWO casting archetypes, which I have wanted to try)

In that currently hiatused campaign, I play a STR laughing shadow magus. He has been far away the MVP of almost every combat encounter except for the druid, who is always an essential figure for her own wide array of abilities). we have a fighter, but he just kinda hits things and gets a decent amount of crits, but those crits tend to be pretty weak. LS Magus though? zipping around the battlefield, spellstriking, becoming invisible, doing all kinds of shit. One of the last combat encounters we had before hiatus was a big arena fight and due to some bad offensive rolls from the other characters I basically did all of the damage myself

I have also used its mobility and mobility spells to catch up to escaping villains for example

The magus can really sing once you get into the right mindset, at least that has been my experience

thank you for reading this awful ramble


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

would love to incorporate a warhorn


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
PossibleCabbage wrote:

Another thing-

What if I don't want to taunt? Like what if my character concept is stoic and chivalrous and doesn't really want to disrespect their enemies but is in every other way a guardian?

Like why is "you can annoy your enemies" a core thematic element of this class?

You could frame it as an Honorable Challenge right?


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I really love the class so far, my main problem is I do feel like there needs to be more ways to support casters, ready aim fire is good but seems to largely be it. I do not wsnt my caster party members to feel left out of the fun game


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I do hope that there are options for how a dragonblooded looks, considering it is a versatile heritage it would be kinda boring if it just totally overrides the original ancestry. Maybe a lineage feat that can do that, like it makes you look really dragon-y like the picture and you get claws and a bite or something.

Obviously aesthetics are easy to handwave but still

Very excited regardless, one of my friends loves dragonborn so this is an important step in bringing him over to PF haha


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I am so happy that epithets are becoming more important!


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I will say that my excitement has been kinda gutted if thunderstrike is indeed new shocking grasp, Magus is my favorite class and that would just be a pointless kick in the teeth for no reason. Also I was excited for the thematic wizard schools but it seems like wizards are getting bizarrely nerfed unless there is something they are not showing.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

elemental barbarian instinct feels sorta unfinished

the actual chassis is fine and it gives any impulses you happen to have the rage trait. But it only has 2 feats, one of which is just extra damage types and the other is a once per rage AOE thing. feels like a page is missing


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I find myself in the "medium armor does not have a niche and should have one" camp.

its like this, A fighter has access to all three armor types, and there are reasons for a fighter to choose heavy (STR builds) and reasons to choose light (DEX builds) but never a reason to have medium outside of a transitional period until you have the stats for one of the other ones. Some have said that is its niche and I find that argument baffling. Medium Armor is an entire class of armor that is presented as equal to the others. It is not the simple weapons to martial weapons, nor is it some form of training wheels. It should have something that makes it actually special and worth taking on its own merits.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

So I am gonna post most of the ideas I had, they are not coherent yet, but I want to share them and also prove that there is enough in this idea to more than justify a whole class
Firstly I think skald could potentially be a dual-subclass thing, like psychic. First subclass could be about their chosen kind of mythic thing or epic poem, like other users have said, the second would be fighting style, because this is a gish class and there needs to be something to support various fighting styles lest skalds all end up fighting the same way. They should have martial weapon proficiency progression like a magus of course, but like the magus, when you have a class that is meant to attack and cast, you need something to help even out the action economy (though the focus should be on Ragesong of course)
So fighting styles I feel should be supported
Weapon and shield – I feel like this is needed because it is cool and also action economy intensive, also the fighting style used by any historical skalds who were also fighters.

Dual wielding – skald Iconic dual wields and its cool,

Two-handed weapon – not as compelling as others in terms of skaldiness, but I think it should be supported

Unarmed – this could be a sort of dance based fighting style maybe? I know some cultures have dances associated with warriors, though tapping into that might be culturally insensitive, I am not sure.

Guns – mostly joking here but like, what if you went full Tchaikovsky here though? Full on gunshots as notes

Ranged/instrument and weapon (I have some ideas here that might be too much for a subclass)
So for this last one its weird but here me out I need to explain it. I was trying to think of a skaldic equivalent of the staff magus, and I think I have something here. You could choose an instrument and it could work like a staff for you, so you can give it extra spells or something, making this a more castery subclass. The instrument would be able to be wielded in one or two hands, like a magus staff but instead of melee it does a special ranged attack of musical magic. One action version would just be a strike, but maybe a two action version could be like a cone shaped thing with cantrip damage. And holding it in two hands would increase the damage. (strike damage would stay in line with normal ranged weapons). So like you could have a Skald with a sword in one hand and a warhorn in the other, which they use to blast people. Or like the other inspiration for this idea: Lang Wu Yao from Thunderbolt Fantasy. This subclass idea could potentially be a normal bard thing, but I feel turning your weapon into a weapon itself would fit the skald better,
Maybe there could be a feat for this subclass that lets you smack people in melee with your instrument.

In terms of the magic part, there are so many cool things we could have as subclass focuses, though i am conflicted over how specific they should be, as I feel the “poet of war” flavor should be a throughline,
Epic of Heroes – I have some ideas for this one that I will talk about after finishing the list, but it revolves around giving your party members epithets like a character in the illiad or many other epic poems
Epic of beasts – pretty straightforward, ragesong gives animal themed abilities
Epic of Dragons – others mentioned this one

Ok so Epic of Heroes: there is a 3rd party campaign for D&D 5e called Odyssey of the Dragonlords, it was themed around ancient Greece, and it had a bard subclass called the Epic Poetry Bard where you could give your party members epithets that gave them powers. I want to take that core idea and give it to the skald, as I feel its focus works well as a skald thing. You could have a list of epithets (keen-eyed, swift-footed, etc.) that you could assign to your party members, either at daily preparation or maybe longer, as I feel like they should be semi-permanent. While Ragesong is active, party members (possibly incuding you? I don’t thing the skald should miss out too much on the ability to fight well) gain the benefit of their epithet in addition to whatever the normal ragesong bonuses are, and since it is something that you need to prepare and cannot change on a whim, they can have a bit more oomph.

I think it would be cool if they had an “Oral History” feature that lets them use CHA instead of INT for certain knowledge skills, maybe society and lore skills? A special lore skill like Thaumaturge would probably make more sense. Maybe with a ribbon feature that makes the good and remembering spoken words or something. I feel this plays well into the class thematically. They need to be good at remembering stories but not have to invest into int since they are already MAD.
I think there could be a lot of cool ragesong ablities
Other random thoughts
definitely spontaneous caster, CHA obviously
I am perplexed over the power distribution of ragesong, I feel like it should give the Skald itself a good enough buff to be a decent martial, not as big damage as magus or fighter, but enough where they do in fact feel like a fighter and not just a bard with weapon proficiencies. Not a frontrunner, but able to hold their own on the front line if they end up in a situation where they are the main martial on the field
I also do really like it as a bard/barbarian class and I hope the barbarian part would not be gutted the thing that drew me towards wanting it was the cool idea having a magical support barbarian

I also have concerns over all the bonuses that would get thrown around and making sure they don’t end up in a situation where the Skalds abilities don’t do anything because everyone already has status bonuses to everything

What do people think about primary stat? just STR? STR/DEX? STR/CHA?

I know these ideas are all over the place but here they are.

also sorry for essay post lmao, very excited about this topic


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

sorry for double post, I will post other ideas I had when i get the chance, life is sorta throwing everything at me all at once


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Just gonna pop in here to say I am glad some other folks are interested in the Skald returning in some form in P2E, I never got to play first edition so I never got to play one, but I would love love love to see a second eidtion version.

I have created a janky as hell skald build that has not yet seen any testing, it misses out on actual spellcasting, but it has some of the flavor. Essentially build a Barbarian with the Folklorist and marshal archetypes (focusing on folklorist), the buffs you give out with folklorist can be used while raging so it will not get in the way.

really hope we get a real skald though. I think it would fit in very well as a bounded/wave caster. Have been putting some thought into what the mechanics might be but I do not have anything definitive, thinking about basing it off magus as the closest thing, but putting more emphasis on the "arcane cascade" type feature that would be their rage that they share, with the "spellstrike" equivalent being more of a simple action saver that does not allow attack roll spells. If my brain cooperates I might be able to develop something out of it.
I want a proper full class, but I could settle for class archetype,


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I already want to play a samsaran, they seem so awesome


14 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

"a new magus hybrid study that lets you leap weightlessly through the air with your cultivated magic, before your sword strikes home."

AAHVOUAVHVOUDBAVIHDBVOUNEVLINEIBILA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHH


3 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Themetricsystem wrote:

TECHNOLOGY OPTIONS for the Metal Kineticist. There doesn't need to be a lot of them but I'd like to see at least 1 or two things grounded in Golarion-based tech (Firearms, Gears, Mechanics, etc) and another few for more exotic Metal from the stars and interesting ways to interface with said Sky/Star-Metal.

Bah, who am I kidding, I hope they somehow find an extra 20 pages to cram in a whole section on Numeria in general into it.

I really want a kineticist with metal and fire to be able to attack by like, spontaneously generating and firing a little cannon. I think that would be cool.

And metal users should totally have feats to use different types of metal.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
keftiu wrote:
TheSageOfHours wrote:
keftiu wrote:

I’m definitely crossing my fingers for the ability to be a cold or lightning Kineticist from level 1. Not having that would be really disappointing.

Acid would be the cherry on top, both those two really feel essential.

Acid would be super cool, I am thinking it might be the hybrid for metal and earth. I really hope the hybrid elements are available at level 1

Very exited to see what they all are!

Acid excites me because of the prospect of reflavoring it on something like a Nagaji or Vishkanya. Imagine a Kineticist whose "element" is their own corrosive venom... it's so cool!

Oh thats a great idea! Gonna write that down for later.


10 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

"DO NOT CITE THE DEEP MAGIC TO ME, WITCH. I WAS THERE WHEN IT WAS WRITTEN"


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
The-Magic-Sword wrote:


A weapon draw archetype for my Iado fantasies, to incentivize weapon switch and draw slashing.

Same here, I want a weapon draw archetype so badly


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I have been playing a Magus and have found that in at least my experience (which is rather limited compared to most of the people on this forum to be fair) self-buffing has been immensely useful, but something you need to be very smart about.

Most buffs do not last more than a minute, so in most fights you will have time to cast like one impactful buff in the first round. The important thing is having good scouting and planning so that your party can create situations where, for example, you KNOW that the boss is in the next room and you are clear to go fight them. Then you can quickly cast a bunch of things on yourself and really go at it. I feel the Magus is especially well suited to self-buffing, as it has the martial proficiencies needed to actually fight in direct combat while being enough of a caster that they can use buff spells that specifically target themselves that a normal caster could not grant to an ally. (I actually feel self-buffing is an underappreciated and very significant aspect of how the Magus is supposed to function but I don't post very often so won't go on about it)

you can also get some buffs from non spell sources like the soulforger archetype.

But for example, self buffing can let you go into a bossfight with a huge movement speed increase (which is alot more useful than one might think), Haste, mirror-image, off-brand heroism (from soulforger), and two different sources of extra damage for my weapon from spells (flame wisp and call the lightning).

a fellow caster buffing me could have supplied most of that, but doing it for myself frees them up to either buff other party members or cast other spells, removing a wee bit of "tax" from their turns.


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Novem wrote:

- A Swashbuckler Style that focuses on Ranged Weapons. There are a lot of iconic fictional Swashbuckler-style characters that you can't play because there is no ranged support, like The Green Arrow.

- A Summoner Class Archetype that doesn't have a set Eidolon, but actually actively switches between weaker Eidolons depending on current circumstances.

- A Nature-based Investigator Methodology that leverages the senses of an an animal companion or familiar along with a connection to animals and plants to solve cases.

- A Hybrid Study for Magus that focuses on conjuring weapons.

A magus hybrid study focusing on conjuring weapons would be so great!


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

What an awesome thread idea!

Everyone has put forth such cool ideas I feel I could easily fill all my wishes twice over and more with just them, but here we go.

I want to just say something like APG2 with options for both core and later classes and also all the classes I want, but I will try to make a couple in the SoM and G&G style.

I couldn't fit bloodrager in here but please paizo.

SAGA OF LEGENDS
Classes: Skald and Medium
This book is about stories and the truth behind stories, about the power of legends to inspire, as well as magic based on stories (I really like the folklorist archetype). There is some DM content with some advice on different kinds of legends and stories adventurers might encounter and how to craft them to enhance the background of your world. Also more DM content about how to show the effects of how their growing fame turns to stories that inspire people and how their fame can spread. How the telephone effect may cause tall tales to grow about the party, with some optional rules about gaining power from the legendary deeds you have accomplished. (A friend of mine got me to read the novel Omniscient Reader's Viewpoint and there are alot of interesting ideas in there about gaining actual power from stories, though this would obviously not be on that scale). Think something like manipulating a situation so it in some way resembles a deed from earlier, so if you can convince reality a la the thaumaturge, you get buffs or something.
Skald is an obvious choice for this book (this whole idea is mostly me wanting Skald) and I think medium is relevant because you are literally channeling the heroes and villains of the past,

THE ARTIFACT VAULT
Classes: Runeknight and (INSERT APPROPRIATE CLASS IDEA HERE)
This book is all about magic items, as well as archetypes, spells, systems, and optional rules related to them.
I feel like Runeknight is a good pick because (I want it really bad) it essentially involves temporarily enchanting equipment. There would be a focus in this book on the aspects of the Enchantment school related to actually enchanting things rather than the charm person side of the school.

(INSERT COOL NAME FOR A BOOK ABOUT PLAYER RUN ORGANIZATIONS)
Classes: Warlord and Inquisitor
This one is all about player run organizations, as well as player owned buildings and land. So here you would have rules for running adventuring guilds, mercenary companies, magic schools, churches, as well as some stuff on player run settlements, either home bases (castles, wizard towers, taverns, etc) or stuff like villages and towns. Additional rules would include stuff like the demesne effects from Matt Colville's Strongholds & Followers 5e book, which are basically effects that your characters presence has on the land, and possible abilities related to that. An idea for this kind of thing being that land ruled by a sorcerer is effected by the magic of their bloodline, causing a higher than normal percentage of sorcerers (or bloodragers haha) born in the area, all of the ruler's bloodline. lots of fisher king type things, where the ruler has an effect on the place, even for nonmagical classes.
Warlord and Inquisitor are great picks for this because they both are deeply entwined with organizations as an idea.

Also people have been talking about possible Inquisitor renames, and I was thinking "Harbinger" might be a good one. It is not perfectly on point definitionally, but in terms of feel "I AM AN INQUISITOR OF PHARASMA" has a similar energy to "I AM PHARASMA"S HARBINGER" very menacing, goes with the "serves higher purpose" thing. not exactly on point, but I figured I would throw it out there.

One final bonus book idea: TOME OF THE FORBIDDEN.
no classes
This book is something that they would never print because it would probably cause conflict and is too niche to sell well, BUT here it is
A book filled entirely with Rare (super rare?) optional rules, spells, feats, etc, specifically all the sorts of stuff that Paizo has decided to reduce or get rid of to make P2E so wonderfully balanced, or just other stuff they think of, I haven't played 1e or 3.5 so I don't really know. A place for the designers to go crazy without as many limits. SO here we would get stuff like summoning a ton of creatures at once, permanent spells, 11th level spells, things that break the economy like weapon summoning (please give more non rare weapon summoning options). etc etc
I know one of my friends would love this one, he is a crazy DM who tells us to make characters using any option regardless or rarity or lore.

wow this post was way longer than I intended, sorry friends


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Michael Sayre wrote:
Gaulin wrote:
Opsylum wrote:
Rude_ wrote:

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.

I'm not sure how much the ideas in this post contributed to the current Starfinder class, but a little bit before Evolutionist was announced for Starfinder, Michael Sayre posted this in a previous thread about new 2e classes people would like to see.

** spoiler omitted **...

lol I wonder if he knew about evolutionist. That third class he posted, even the examples of what it can do, is almost 100% what the class is about and things it can do.

Legitimately a coincidence and something I probably wouldn't have said publicly had I realized another department was about to drop it, lol!

One of the realities of a new edition, or an edition with very measured growth like Starfinder, is asking "What kind of concepts are actually 1pp class material? What is something that a large enough group of people want to see in the game, that you don't have a clear path to currently?"

It's not surprising that my very talented peers (some of whom I worked closely with for a couple years when I was doing PFS development) would identify the same niches I did. SRM used to say that "fantasy is a language" and it's true; there's a lot of stuff that just exists in the zeitgeist and it's inevitable that people with shared training and experiences will come to similar conclusions.

The Runeknight description sounds absolutely incredible and is at the very top of my most wanted classes now. It could probably be reduced to a magus class archetype, but it has so much more potential as a full class, there are so many cool ideas it could play with. I have not really posted anything on the forums yet but I just had to comment on this because it is so cool.

also here's hoping I didn't mess up the formatting too badly.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

It was mentioned in the other thread that Thaumaturge can get a familiar, I hope they can choose objects like a Baba Yaga witch

It would just be super cool to have a skull familiar or whatever