Wyrm Sniper

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I would prefer to not have a new Pathfinder version seeing as how this could have negative effects just as it did with WotC. As I am a little worried about bloat, I don't feel the system needs to be completely over-hauled for this. Lord knows there are other systems that have done their own thing.

The question is, though, how does one continue to publish new material for a gaming system that is now officially 5 years old? I would prefer for them to not take the route of just publishing a whole bunch of junk to try for some kind of mass appeal with maybe one feat in there that gets you to slap down 30 to 40 dollars like the 3.5 stuff was doing, or hopefully not downplaying martial and skill areas for more magic. Stuff like PF Unchained sounds like a better way to go (though I was hoping Cavalier would have been on the list for altered classes).

It's obvious that Paizo is printing off some different avenues to take PF with things like the Technology Guide if you want some strange sci-fi/fantasy mash-up. I don't have a problem with this as it confines it more to a book so it can be completely ignored if you don't want it.

My personal hopes would be a book that would offer more for a low-magic world where you could do more mundane to experimental things with weapons and fighting styles rather then relying as much on Magi-Mart if you want to take PF to that area.


Nice. Don't know why but I love stuff about a soldier's kit and gear, but its always been an interest of mine particularly of historical armies. Wish it had a bit more details on each piece.


Isaias Craine - Human Investigator (Playtest Version), Lawful Neutral

Izzhaganatoken or 'Izzkin' - Ratfolk Alchemist (Chiurgeon/Internal/Vivisectionist), True Neutral

Jannik the Hobo - Half-Orc Oracle, Neutral Good


I wouldn't mind something that focused more on demolitions possibly with the Rogue. I was rather excited when I saw Sapper in the Dungeoneer's HB and then saw it was a Torchbearer with some rather odd peculiarities that just wouldn't work for a pc.

I, too, would like to see more archetypes that move Alchemist away from a tossing stim-junkie and looking more towards working with potions (how about going around the restriction of having to have the spell or actually being able to add wizard spells to the formula book to make into potions?).

I know this one might be rather niche, but I have wondered about something called Combat Engineer that used Fighter. Trade out Weapon Mastery (because I really hate it when most of the Figthter archetypes trade out both masteries) for some bonuses with Sunder (possibly even get around that magic restriction on weapons) but utilized more finding weak points and using INT rather then brute strength to overcome obstacles and hardness. If I do have something to trade out maybe Armor Mastery for, it could be maybe for something involving building stronger earthworks and terrain fortifications like trenches. Probably just going to have to sit down and make this one myself though since I doubt there is a high call for this.


Yes please on this kind of class.

Building magic items, making the Craft skill run smooth, modifying mundane weapons/armor, making crazy new weapons and gadgets, working on clockworks and constructs (possibly even melding with one like a synthesist <.< >.>) - I want to hear "I Want it All" in my head when I read this class with tons of builds like the Alchemist.

I know people immediately think of 'steampunk' with this kind of class, but I think a case could be made for stuff before the time more akin to Da Vinci and others. Things also get lost in time. I remember reading that some of the things that the Romans did like central heating in a house was not rediscovered until the later 1800s, and how they better used water wheels and power.


Azaelas Fayth wrote:

Is it bad that Swashbuckler is the one I am really interested in?

Well I am kinda Intrigued by the Warpriest...

You're not the only one, but then again I am more for the mundane classes then the magical ones unless there is a plan for the Alchemist/Summoner Construct Tinkerer kind of class or Engineer/Artificer. I am not sure on Slayer in having its own unique regard, but I guess I will see when it comes out. As for the Arcanist, it just feels to me to be rather redundant unless this is Paizo designing a pure 'mage' class more to what they like away from Wizard or Sorcerer.

My personal hopes for Swashbuckler:
1.) Option for unarmored bonuses - this alone to me will signify a unique feature for another martial class without armor and makes perfect sense for the high seas.
2.) Option for bonuses or Abilities using only a one-handed sword and nothing in the other hand.


Engineer/Artificer/Gadgeteer/etc. - add myself to the choir for this.

A class that builds a Construct also sounds interesting.

Another class I would like is something like the Marshal from 3.5 or a more focused Leader.

And an official archetype that lets a Rogue trade out Sneak Attack for Bomb and demolition abilities.


You know, the more I read about this game. The more I think this might be a very good system to run a Firefly setting game out of more then a Star Wars game.


Jason Nelson wrote:
FWIW, I'm surprised that people have such a strong negative opinion based primarily on the mundane equipment/weapons section. I just assumed that, since the book is mostly magic items, people would be focused more on the magic item section.

Well, I am one of the ones that bought this primarily for the mundane equipment. Why? Well, one of my DMs tends to prefer more low magic games. We have made some house rules to expand what Masterwork items can do, but we were hoping for some official support. The other DM tends to stylize more unique items to his campaign and frowns upon people surveying magic item books and trying to scrounge their own personal magic armory.

So yea, mundane equipment is what I am most interested in. *shrugs* Well, looks like I have the first few chapters and I will probably try to sit down and look through what other books we have to get what is missing in one place and slip it into the back of the book to curb my OCD some.

Anyways, I am glad the Sledge is now a freaking improvised 2d6 Earth Breaker. If you will excuse me, my railroad worker has some dirty German butchers to take care of with it.


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One thing I would like for this is an expansion of the NPC classes to add in some new flavor to make more interesting npcs like the Master Craftsman, Sages, Guard Captains with maybe some form of small teamwork benefits to town guard, and whatever else.

I don't know if it would work best as archetypes for the NPC classes, or just abilities you can tack onto Experts and Warriors, but I would like something.


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Gadgets and Clockwork gear
Weapon and Armor Properties (Extra Padding, Fluting, Quick Straps to remove certain armors quickly like Breastplate)
Expanded Improvised Weapons (like a normal razor)
Collapsible and Retractable Tools
More Alchemical Items - specifically ones I would like to see are specifically designed explosives for structural damage or ignoring hardness, satchel charges and placing mines (reading Malazan books I've been wanting to do an alchemical sapper for quite awhile)
Alchemical Weapons - I second the flamethrower or any form of weaponized sprayer. Also weapons that use alchemical items like a sword with a reservoir that can have alchemical fluids coating the weapon such as alchemical fire or silver would be nice. Alchemical ammo, bolts and arrows are also wanted.
Normal syringes for injecting prepared extracts (not just a spear or spell)


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Adding myself to the choir here but I'd like to see as well more equipment tricks (I have a friend who is dying to see one for cloaks), more mundane and alchemical items (maybe even clockwork), more equipment archetypes, more properties, some new materials and a new crafting system like has already been said before. The Weapon of Legacy addition also sounds good too.

Some things that I specifically would like to see are -

An alchemist archetype that trades out bombs and mutagens and specifically focuses on actual Craft Alchemy rolls and 'MacGuyvering' alchemical items for weapons like combining alchemical fires together to make an upgraded item instead of just having so many per days. And maybe an archetype that expands the limitations of the Brew Potion feat.

Putting in rules for some alternative uses for mundane items like what was in an old Dragon article (the one where you can make molotovs out of oil).

More feats/abilities/etc. along the lines of Master Alchemist, Field Repair, etc. that focus on creating items faster and being able to do more things with them at a more convenient non-downtime venue. Even something along the lines of fiddling with items like Tech Specialist in SW Saga by putting modifications on things like +2 critical confirmation on a sword (just to keep balance, it doesn't work with enchanted items). This could also be done by expanding the 'masterwork' items (especially for low-magic games) to go beyond +1 to attack and maybe even similar to the Master class in Dragonlance being able to make +2 MW and beyond but with more varied rules.