If you're a Human, you can take the Unconventional Weaponry for the katana. Otherwise, you'll need to use Archives of Nethys for this advice. You can get to Master proficiency, but not Legendary with the Monk class. You can get weapon familiarity with katana. Choose Tengu ancestry or take Adopted Ancestry for Tengu. (if your GM gives you access to them, in Pathfinder Society everyone has access already) The ancestry feat Tengu Weapon Familiarity will get you familiarity (You have familiarity with these weapons—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.) with the katana. You won't be able to flurry with the katana, but you can with the wakizashi if you take the Monastic Weaponry monk feat. (If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat), that weapon also gains the monk trait for you.)
Kalaam wrote: I wonder how much things would change if spellstrike cantrip didn't require to recharge. It might make turns very samey still if no other options exist within the class. Kind of like Starlit Span. Maybe its too much, but I've never had a problem with the idea of Magi having "repetitive" turns. Recharging has been part of the Magus routine since its launch, so it won't ruin my day if it stays.
Teridax wrote: I'd quite like to see the Magus get a scaling class DC at the same ranks as their spell DC. Thats what I'm hoping for. Makes the most sense in comparison to other classes that have both Class & Spell DCs. JiCi wrote: Adding a feat that combines recharging Spellstrike with "any 1-action move" makes sense and will show a progression. ANOTHER advanced feat, now with "any 2-action move", would be a good addition as well. You could basically recharge your Spellstrike WHILE Casting a Spell. I like the sound of that. Even if its just moving like Running Reload. I feel like for Spellstrikes needing to be recharged in general, it could just be as simple as asking "Was it a Cantrip?"
The "No" Group is mostly slotted spells and focus spells. Normal psi-cantrip, no recharge needed. Amped psi-cantrip, thats just a focus spell, so now you recharge.
I think they should make Arcane Cascade a once per round free action with a trigger of having Cast A Spell with 1, 2, or 3-Actions or making a Spellstrike. If the Magus gets a remaster, it will have a Class DC. I think it should just use that for the target of Spellstrike saves. ONLY the ONE target. If its an Expansive Spellstrike, ONLY the Spellstrike target saves vs the Class DC, and only on the initial save. The Class DC won't out pace any casters Spell DC. Thats just my two cents on this, not trying to knock any other suggestions.
What I think they could do with it is make Solar Shot a "weapon", just like the Solar Weapon. Propulsive, deals base damage of d6 fire with a 20 or 30 foot range increment(photon) or d8 bludgeoning with 15 or 20 foot increment(graviton). The critical effects are fine. Use the crystals of the Solar Weapon, so thats where it gets potency, striking, and maybe property. The big thing for me is the range INCREMENTS.
ElementalofCuteness wrote: It feels like many people forget how classes are designed in PF-2E. The Swashbuckler is and this might sound crazy to some. NOT a skill class, it's a combat first class like Fighter, Barbarian and Ranger. It doesn't fill the skill archetype like Rogue, Investigator or Thaumaturge. That is where you guys are missing why they don't get auto-scaling skills. I see what you're saying. Now hear me out. Can Fighter do what it is known for without skill checks? What about Barb or Ranger? And yet the Thaumaturge has auto-advancing Esoteric Lore because it kinda needs it to be good at Thaumaturging.
Well, they errata'd the chairs to actually help Merfolk(and others as well). HoTW has an "Aquatic PCs" section on Page 9 that also says "just let them have Shore Gift or its equivalent as a bonus feat at Level 1" but suggests having narrative ties added. (Hoping OrgPlay allows the Shore Gift feat as a bonus feat or just as a Level 1 feat)
thistledown wrote: Sure, that's why ancestries like Sprites and Strix with wings and cultures centered around being able to fly make TOTAL sense that as soon as they become PCs their wings get clipped until level 13. I know, right? Last week, a friend asked me about running our group's 2e game since our GM right now is swamped with life stuff. I said yes. I had never really thought about running any 2e games myself, but I'll do what I must. I thought about the absolute ridiculousness of a situation where a player decides they want to play a Strix character. The character grows up flying around with their Strix friends and they eventually decide to become an adventurer. As soon as they meet the other members of their party, they completely forgot how to fly or even unfold their wings until level 9. I know there are optional rules for allowing your winged players to fly early(along with a strongly worded warning telling you not to do it). Still, the notion of "no no no, you're not allowed until..." is just so funny to me. Every NPC member of your ancestry can do this thing. This ONE thing. Its what your ancestry is known for. Its what you have giant wings for. This PC meets a whole group of their Strix people, who happily greet them in the Strix language. "Come and fly down to the shore with us friend! We fish at dawn's first light." But for some reason, this one Strix just can't manage to get their wings to unfold. If any of my players want to be Strix or anything else with flight, I'm not even using the optional rules for it. You start with 15 feet and you get faster at 5th, 9th, and eventually 13th level. No feats needed. The feats will just let you do cool things while you fly and/or give you a bonus to Maneuver in Flight checks.
Two things I think need to happen for Remastered Magus. 1. Condensing Arcane Cascade. My suggestion would be to make it flexible to where it is either a single action or a free action. If you cast a single action spell, immediately after casting you can activate Arcane Cascade as a single action. If you cast a spell that takes two or more actions, immediately after casting you can activate it as a free action. This should always be the case for Spellstrikes(regardless of how many actions the spell used has). 2. Attack of Opportunity/Reactive Strike is no longer a class feat. It becomes a class feature. This is something I think should happen for any class that has AoO as a class feat. I tire of this feat tax. After hearing that Organized Play would have Tieflings for no AcP cost, I just made two new characters. In trying to build the characters I envisioned, I was unfortunately reminded that their 6th level class feat couldn't be anything interesting or fun. It had to be Attack of Opportunity. Not the one feat that I really want from my archetype.
It should be easy enough and makes thematic sense to just add it into the weapon proficiency improvement that most martials get at 5th level or the weapon specialization they get at 7th.
Temperans wrote:
Exactly. You know what is really fun? Flying. You know what is NOT fun? Falling.(It can be fun, but not at the end) No one is ever completely safe in the air. Ranged attacks, ranged spell attacks, other flying creatures, wind/weather conditions are all problems for flyers.
Ezekieru wrote: Hey, head's up! Thurston Hillman on a podcast confirmed that Starfinder Enhanced will have some variant rules in there, including Free Archetype! They noted how popular it was in PF2E, and so decided to include it as a new variant rule for SF. I ran my last Starfinder game with free archetypes. With the swingyness of SF archetypes, it didn't really turn out like I'd hoped it would. The Double Themes did add a lot.
Quote: These “Starfinder Stay” BNB-like accommodations are the homes of Starfinders who find themselves adventuring more than they stay on the station. Who wouldn’t want to sleep in a home filled with mysterious Starfinder-obtained relics. Nothing could go wrong. Nothing!* Why would Starfinder agents have "relics" from missions in their homes? Wouldn't those be in some form of lock up? A secured place with guards and cameras.
Paizo Blog wrote: We like Pathfinder Second Edition. I would assume so since you made it. Paizo Blog wrote: You like Pathfinder Second Edition. Whoa, slow down there! I accept that Second Edition is whats being played now in PFS and that everyone loves "muh balance!", but I hope & pray for the day we get Pathfinder 2.5e.
I've used Warhorn for years now and I know that I'm not alone in this. If you enjoy the benefits of this website, think about supporting it. https://www.patreon.com/warhorn/membership Seriously, with the number of us that do PFS around the globe, theres no reason to not contribute to the site that allows us to connect with and play with so many other people.
I have to be honest. My preference for another Paizo video game is for Starfinder. But for the love of God, don't make it SF2e(PFS2e in space). SF has only been out since 2017. And by the time they make a SF2e, hopefully they'll have something that doesn't feel so hamstringed at times. Sorry, not sorry. I like PF2e, but I don't love it.
Seems like the simple solution would be for Paizo to create a Rogue class feat or two. Knife Expert: Gain proficiency with one-handed martial melee weapons in the Knife weapon group. This proficiency matches your proficiency in simple weapons and you can benefit from your Weapon Tricks class feature with these weapons. Knife Master: Choose a single one-handed advanced melee weapon in the Knife weapon group. You become proficient with that weapon. This proficiency matches your proficiency in simple weapons and you can benefit from your Weapon Tricks class feature with this weapon.
JiCi wrote: I get the other classes, but why the Solarian? What is there to fix? Solarian was hella MAD when the game released. It just never seemed(to me) like Charisma did much other than raise your Resolve Points. Not as much of a problem now with revelations that use your Charisma mod and the Soulfire fusion for melee. More options for solar manifestations like lunar weapon & solar flare have helped for high Dexterity Solarians if you don't want to wield a normal operative weapon or spend a feat to take longarm proficiency. Solarian still has 2 dead levels. I'd hope they would also take the chance to clarify many things dealing with the solar weapon(and other manifestations that are basically the same thing). Can you get a solarian weapon crystal made of a special material like adamantine alloy and get the benefit of that material on your manifestation? I'd also like the know once and for all if certain things an be used with solar weapons like Weapon Orbit. I know RAW it doesn't work, but that just feels bad to me.
Keldin wrote: That aside, it also means that healing clerics (not just Pharasmins) cannot use a three-action Heal within 30 feet of any Skeletal characters without running hard up against the no PVP rules or pretty much being required to take Selective Energy as early as possible. That seems like it's placing another restriction on the class; all the Skeleton player has to do is reject being willing to take the damage (though, granted, most would not do that, pretty much expecting to have to be self-sufficient) to prevent the most efficient use of that cleric ability. And yes, it's hardly the only thing that triggers that, but it may be the only one that triggers on a major class ability. On the other hand, it might give the Bad Touch cleric the novel experience of being the healer! Well, thats already an issue with other Negative Healing ancestries/heritages. When I made a Dhampir Rogue, I knew what to expect for healing(and possible damage from other PCs), which is why I made sure to have Oils of Unlife and now Assurance(Medicine).
Martialmasters wrote: Someone explain con to damage to me. If a spellcaster's Mental score ties to the "power" of their magic(Cantrip damage & Spell DC), then why wouldn't a Kineticist's Constitution do something similar. Constitution determines the power of your elemental control, hence it being used for Class DC. With higher Constitution, your Fire burns hotter, your Air has a higher wind speed, your Earth is larger/denser. |