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Christopher#2411504 wrote:
Todomaldomundo wrote:
The Gunslinger Pistolero should either have other actions when reloading or a way to reduce its cooldown to at least Demoralize. All other Ways have reload actions without cooldown and can use them on each reload without any problem, such as Shove, Hide, and Take Cover. If the Pistolero is clever, he can use Create a Diversion on the first turn's reload, then use Demoralize on the second, after which he would have to wait 5 rounds to have a reload action, while in other Ways it would be possible to do it repeatedly (I'm talking about a single target; I know that alternating targets is possible). I agree that Demoralize could never be done every round because its debuff is too strong, but reducing it to at least 1 minute would be a huge buff for the Pistolero, which ends up being one of the weakest subclasses.
Create a Diversion has no Cooldown. And the penalty for re-use can be avoided with the Skill Feat Confabulator.

Oficially no but "+4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute." that means 40% chance of a critical success, every +1 matters and etc. so its almost like a cooldown. If the subclass needs a skill feat to properly work it should be a part of the features gained by this subclass, like the Inventor feature that gives the Inventor skill feat. That was the premise of the remaster, like the Swashbuckler who got free skill boosts for Acrobatics because the class *needs* it. If the only way to avoid a huge chance of failing a skill check or reloading without doing anything else is by taking a skill feat, it should come for free.


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The Gunslinger Pistolero should either have other actions when reloading or a way to reduce its cooldown to at least Demoralize. All other Ways have reload actions without cooldown and can use them on each reload without any problem, such as Shove, Hide, and Take Cover. If the Pistolero is clever, he can use Create a Diversion on the first turn's reload, then use Demoralize on the second, after which he would have to wait 5 rounds to have a reload action, while in other Ways it would be possible to do it repeatedly (I'm talking about a single target; I know that alternating targets is possible). I agree that Demoralize could never be done every round because its debuff is too strong, but reducing it to at least 1 minute would be a huge buff for the Pistolero, which ends up being one of the weakest subclasses.


I think that gadgets should become a Inventor class feature instead of a feat, the objective behind this is to make Gadgets the Inventor "focus spells" and give to it more versatility per encounter. this would also means that the gadgets should be a little buffed to be more interesting, but this would add more personality to the class, similar with the Alchemist Versatile Vials, both classes are in a niche of "crafters" but only the Alchemist can craft a few things per day outside the crafting rules and the inventor should get this for free as class feature.


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Overdrive should let the Inventor Strike with Intelligence like Divise a Stratagem for Investigator

And Blast Boots should be more clear about how many actions it takes to properly use it. If you use 1 action to activate and another to do High or Long Jump shouldn't it be tagged with 2 actions one for activate and another to jump? Or just make the activation and the Jump with 1 action...


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The Raven Black wrote:
Todomaldomundo wrote:
I'd even like the bloodlust and the amount he drank to have some mechanical impact, like water ancestries that have problems away from water, or gaining advantages from blood like the sanguimancer or bloodrager, something like points perhaps... Anyway, I know this isn't a vampire game, but it would be nice to better utilize them in adventures like Shades of Blood or Blood Lords, which have such a strong vampire presence. My point is more about making it more interesting than buffing it; I don't think going out in the sun is interesting, I actually want to feel that playing a vampire is a risky decision, with good ancestry benefits, and that the thirst is as present as being away from water is for an Azarketi.
This depends so much on what the party and the GM want that it will never make it into any errata.

And I couldn't disagree more. Ultimately, the game has optional mechanics and rules that never see the light of day at many tables. These archetypes already have the "Rare" tag, so having sub-mechanics that make the gameplay more interesting is especially important, given that vampires are so beloved by Paizo and their adventures, and by players. There's no way to say that just because it's optional it wouldn't be worthwhile.


Todomaldomundo wrote:
ScooterScoots wrote:

Vampire will always be hard to balance because it’s main thematic thing is getting screwed by sunlight, which is really bad and demands massive benefits - but if you’re in a full dungeon crawl campaign the drawback doesn’t matter.

That said, it is really terrible even if you are guaranteed not to face sunlight (why the hell do the incap spells scale at -1???), and it’s daywalker feat doesn’t actually let you day walk which is a good joke I guess.

Making it take ancestry feats is honestly a pretty decent idea though, a lot of it’s feats feel like they could be ancestry feats (i.e. the climb speed)

Actually, I even like the limitation regarding the sun, I even understand how ridiculously time-consuming it is to avoid one-shots because I particularly like the fantasy of playing a vampire, but I believe that a condition like vampirism, or being a mummy, doesn't fit very well into the fantasy of a class feat. Even with the free archetype, archetype feats are still much more interesting in comparison, while I feel that vampire feats end up competing better with ancestry feats. Especially because several ancestries have few feats, so if they gain more feats in the near future, transforming the vampire and other Book of the Dead archetypes into feats that are selectable in the ancestry choice would even make it viable to bring in other Legacy variant rules like Ancestry Paragon.

I'd even like the bloodlust and the amount he drank to have some mechanical impact, like water ancestries that have problems away from water, or gaining advantages from blood like the sanguimancer or bloodrager, something like points perhaps... Anyway, I know this isn't a vampire game, but it would be nice to better utilize them in adventures like Shades of Blood or Blood Lords, which have such a strong vampire presence. My point is more about making it more interesting than buffing it; I don't think going out in the sun is interesting, I actually want to feel that playing a vampire is a risky decision, with good ancestry benefits, and that the thirst is as present as being away from water is for an Azarketi.


ScooterScoots wrote:

Vampire will always be hard to balance because it’s main thematic thing is getting screwed by sunlight, which is really bad and demands massive benefits - but if you’re in a full dungeon crawl campaign the drawback doesn’t matter.

That said, it is really terrible even if you are guaranteed not to face sunlight (why the hell do the incap spells scale at -1???), and it’s daywalker feat doesn’t actually let you day walk which is a good joke I guess.

Making it take ancestry feats is honestly a pretty decent idea though, a lot of it’s feats feel like they could be ancestry feats (i.e. the climb speed)

Actually, I even like the limitation regarding the sun, I even understand how ridiculously time-consuming it is to avoid one-shots because I particularly like the fantasy of playing a vampire, but I believe that a condition like vampirism, or being a mummy, doesn't fit very well into the fantasy of a class feat. Even with the free archetype, archetype feats are still much more interesting in comparison, while I feel that vampire feats end up competing better with ancestry feats. Especially because several ancestries have few feats, so if they gain more feats in the near future, transforming the vampire and other Book of the Dead archetypes into feats that are selectable in the ancestry choice would even make it viable to bring in other Legacy variant rules like Ancestry Paragon.


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I would like to see the Vampire archetype in Book of the Dead revised. Some of its feats are interesting, but they have to compete with the class feats or the free archetype when it's being used. Some of these feats are very good and useful, but they are rarely more interesting than the options of the chosen class or archetype, so playing a vampire becomes almost like choosing to lose several feats in exchange for little gain. My suggestion is that the Vampire, and perhaps even other archetypes in BOTD, still need attention for balancing purposes, but that their feats gain an "ancestry" trait and can be selected in place of the feats of their ancestry, as a demonstration of the vampiric curse that removes some of its original characteristics. Mechanically, archetypes that allow feats to be selected in other slots are not new, like the Medic archetype.