I like resonance for the most part. It helps keep the casters a tad more in check & gives Clerics a reason to heal outside of wands.
1) Yes with minor gripes (c/MD)
2) Some of the rules needed to keep older classes on par with those introduced in Advanced Players Guide & beyond are spread out over multiple books (fighter & rogue mostly) & the revamping of Summoner as well as drastic reediting of a couple of the splat book classes (shifter)
3) 4th ed at first yes but as more books came out everything blended together into one big pile of blah, 5th I enjoy but the options still feel kind of limiting.
4) Class & high level game balance are my main concerns with going from 1e to 2e.
5) I'm cool with it.
7) So long as those options were also play tested yes
8) I think what is presented is done pretty well, aside from minor gripes about certain Marshall feats (especially style fleets) being locked behind a specific class, some spells feeling blah, the alchemist needing more resonance, the ranger feeling lack luster, & ancestry feats seeming weirdly placed during leveling I'm enjoying the system. Unsure what can be productively improved upon beyond minor tweaks.
Not terribly excited at the way the ranger is being handled
I found 3 Shaman archetypes that trade out familiars for something else.
Name Keeper goes the bonded object route plus some other random goodies that are open to a various builds.
Speaker of the Past swaps in some limited Oracle options. This seems to have a very specific idea in mind for it which may be limiting.
True Silvered Throne goes the Spell book route. This may need some reflavoring but still allows for customization.
The Gravewalker witch gets a spell poppet that is similar to a familiar without actually being one. It could work for you. Possessed doll made of dead parts would be great as a vessel for various disembodied outsiders. http://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo-witch-a rchetypes/gravewalker/
I've played with 4 groups, 2 of which had 1 female player, 1 had 2.
From 3.5 Dragon magazine #110 there is an article "Champions of the Divine Paladins of other alignments" by none other than James Jacobs which has a true neutral pally known as the Incarnate.Instead of detect magic they can detect creatures with an alignment subtype.
they get some basic elemental attack abilities rather than healing
they get to smite any extreme alignment
they can rebuke outsiders
they get an elemental companion rather than a mount
they get commune with nature as a spell like ability
& they get a more Druid like spell list
At higher levels you will need wounding & penetrating trap so you can bypass damage reduction. I had issues with the archetype until after they were released, mostly because of the cost of special arrows.
Cha is only necessary for your wild empathy &/or handle animal checks so it could be dumped if you choose to bond with your party instead.
If you are switch hitting or ranged focused I'd go for vital strike, power attack is more for your 2 handed melee weapon builds.
You can pour certain alchemical items on your weapons, alchemical silver comes to mind.
Personally I enjoy the Trapper archetype, once you can attach the traps to your ranged attacks it becomes really fun.
I enjoy the insane amount of options presented.
Archetypes while not perfect do a gteat job of opening up otherwise unavailable concepts (outside of homebrew). I find them more agreeable than Prestige Classes.
Alternate racial traits & options help open up stuff too. It is easy to come up with a relatively balanced sub-race without starting from scratch.
The sheer number of spells, feats & traits almost guarantees that you always have an option for any setting or concept.
The scope of Galorian is great in it's variety of cultures and topography.
I enjoy the way skills were simplified from 3.0.
I like CMB & CMD a hell of alot better than 3.5 rules.
I like that Drow got poison use.
I have enjoyed most of the new class concepts introduced, those I don't I have chalked up to not understanding how to build (original Summoner & fighter)
I like how Paizo takes just enough risk within reason to keep the game fresh Unchained offered a great boost fo my group.
I'm sure given time I'd come up with more.
The Spell Killer Inquisition is thematic.
There are 2 archetypes that would help out here, the first is goblin only fire bomber from the Advanced Races Guide, this tweeks your bombs, mutagen, poison resistance & discoveries allowing you to focus on fire damage. You can swap some discoveries out for a few feats here so that can be fairly handy.
The second option would be Grenadier. This
Unfortunately you cant use both at once.
With traits Firebug will give you a small boost & is themeatic.
As far as Discoveries Precise Bomb is a must with any bomb based build so you can safely chuck into melee. Explosive Bomb will boost your fire damage. Delayed Bomb allows you to set traps/landmines which can have some fun applications.
With Feats Point Blank Shot is needed for Precise Shot, from here you can go into Rapid Shot or Improved Precise Shot. If you go Rapid you will need Extra Bombs. Splash Weapon Mastery is good, counts as Far Shot feat if you want to build on long range.
Hopefully that helps.
If 3rd party rules & psionics are allowed Ultimate Psionics from Dreamscarred Press has the Aegis class which lets you create ectoplasmic custom body armor that has a ton of interesting options.
Occult Adventures has a couple options also. The Battle Host lets you bond with & cast spells through armor.
The Ectoplasmatist Spiritualist archetype allows you to create armor &/or weapons instead of having a spirit. You have to wait til 4th lvl to get armor though.
Yes these would all need some minor reflavoring (nanites instead of ectoplasim) but still...
Baldur s Gate: Dark Alliance I & II
They gave him some spells, Repulsion & Icey Sphere but yeah he seems like a Fighter with a dip of Ranger.
Heroes of Horror from 3.5 had a d6 divine caster named the Archivist. He was a prepared caster who could use both Cleric & Druid spells & kept a prayer book simular to the Wizards spell book. He also got some nice bonuses to knowledge skills. & enough skill points to make a decent monkey. One of my favorite classes.
Other skill relevant skill boosting feats could include:
Stealthy: +2/4 Escape Artist & Stealth
Decietful: +2/4 Bluff & Disguise
Persuasive: +2/4 Diplomacy & Intimidate
Signature Skill: adds extra abilities to a skill, this feat can only be taken once per character
Skill Focus: +3/6 any skill
Cosmopolitan: add any 2 mental based skills as class skills
In what way are you looking to rogue out? Both the Ranger & Slayer have d10 hp, 6+Int skills, but miss out on having Disable Device as a defult class skill.
The Urban Ranger archetype adds Disable Device & Knowledge (local) to your class skills but reflavors most of your abilities
The Trapper Ranger archetype also adds Disable Device & gives some nifty trap related options (you can shoot a trapped arrow) in exchange for spells
The Skirmisher Ranger archetype gives some hunters tricks which are simular to rogue talents, this also swaps out spells though
The Slayer has some great potential, he's more focused on messing up 1 enemy at a time than the Ranger (very assassin). They can choose trap finding, Ranger Combat style feats & favoured terrain with his talents. Later they can access some Ninja Talents.
As both a GM & a player I'm going to go at this one class at a time & try to give an opinion on both sides.
Barbarian: It all comes down to the math here. My players are casual and don't always keep track of things like I feel they should but I let them focus more on the Role they want to play so if I have to keep tabs on what they are doing because they got too into being the badass they wanted to a simple pool of temporary Hp is more manageable than keeping track of multiple seperate stat increases.
Monk: The GM side could not care less about it.
Rogue: As a GM it's good to see the rogue having its own place again. Last couple core rogues that were ran with my group ended up dead before they had a chance to shine. Yes you could go a little more specialized with the Ninja, Slayer Investigator or Bard but having a true Rogue to fill out the party again is nice.
Summoner: As a GM this class was monstrous, even when not optimized it could hold it's own in an encounter, The spell list was weird, & it forced higher level encounters on the party. Now with some reigning in it seems more balanced all around though I have yet to see it in action.
I can see how the Monk can be interpreted that way. Don't have much experience with the Brawler but a quick comparison does show some overlap.
Honestly if you are looking for a melee buff I might suggest Inner Sea Combat for some great variety (rangers especially).
One of my players used the Fire Gods Blessing feat (heal hp for fire damage you do to enemy) for his half-orc sorcerer, worked out pretty well at low-mid levels. That's probably sub optimal but it kept him alive & helped out our Druid. (The Druid was the party healer in this case BC new players got overwhelmed by cleric options) Don't seem to have notes on his bloodline... It may have been Orc.
As discussed in other threads the Unchained Monk has some archetype compatibility issues.
I enjoy a ranged trapper ranger kobold build, go cross bow & you don't have to worry about the penalty to strength you would get with a composite bow. Kobold Sniper feat works pretty awesome with this also. There is an old 3.5 article called Kobolds: Playing To Their Strengths that add some minor buffs to the race that my group use for their players (natural weapons, sleight build, weapon proficiency with picks) & a couple more cross bow choices. Classic Monsters Revisited also has minor buffs based on colour that are paizo official (red scaled fire based sorcerer is pretty awesome).
Jeremy Smith wrote:
I for one appreciate all the hard work Jeremy, the quality of the books you have released has been excellent & judging by the free PDF I got with my pre-order Ultimate seems the cream of the crop! The effort & passion your whole group has put into bringing psonics into Pathfinder in a fair & balanced way is nothing short of amazing especially for a small business! I am sure many others feel the same as I do, Thank you.
You could find "useless" magic items you could drain or items that were good at the beginning of the game that become kinda meh later or situational items for this to work. A wand, scroll, or staff that casts feather fall, water breathing, sleep, owls wisdom etc. they can be awesome in the right situations but most of the time they would be useless. The DM could work with you allowing you to find said items in treasure cashes.
I tried to make a few home brew Changeling traits myself tell me what you think:
*Foggy Vision (Mute Hag): +1 racial bonus vs. gaze attacks, visual effects, illusions, & other attack forms that rely on sight.
*Restless Sleep (Night Hag): The changeling gains a +2 racial bonus on saving throws against sleep spells & effects.
Winter Casting (Winter Hag): The changeling casts all spells with the [cold] descriptor at +1 caster level. (thanks to Berselius)