One thing I feel gives Daredevil more credence to the name is that it did get at least one feet to establish it as a capable stunt driver. Which is frankly, stuntwork is not really something I'd associate with a brawler. Plus, Brawler existed in 1E, and was very much not what this class is trying to be. As the brawler was more of a hybrid fighter/monk, with very little closeness to the swashbuckler that the daredevil gets compared to. Brawler was a pugilist with lethal unarmed strikes. And daredevil doesn't even get lethal unarmed strikes.
Can't say I have any wisdom running it, but I'll admit, the boost property has been a worry for me. But I'm waiting to run Guilt of the Grave World to see if any of my players notice it. It's certainly not reassuring to see my worries are seemingly well-founded. I'd reason if a change could be made, there are many approaches. Firstly, you could use breath rules. Perhaps you can only boost once every 1d4 rounds? Another thing to note is Boost does theoretical damage comparable, and occasionally slightly less than two successive hits with a weapon. Considering MAP goes into play, another balance point could be that using Boost imposes a -5 item penalty to the attack roll. And makes the strike count as two attacks for the purpose of MAP. If a numerical decrease is needed. Other approaches could be instead of adding damage dice, it simply increased the damage dice by one or two steps. If a 1d6 becomes a 1d8, that's +1 average per die, instead of +3. And even if a 1d6 becomes a 1d10, that'd be a +2 average, instead of +3. Another approach is letting it grant you an effective Strength Score that might override your current Strength Score for a melee weapon, or grant a ranged weapon an "effective" strength score giving it the extra punch to be more along the lines of a damage from a thrown weapon. Say what if Commercial gave you a +4 to damage, then a Superior Weapon would increase it to +5, and a Paragon would increase it to +6. (Alternatively, Commercial could be +2, while Advanced was +4.) There is also the option for melee weapons to let the bonus be addative with a strength score, or instead of giving an effective strength score to melee weapons, it might just pull a 1E, and let you apply 1.5x your Strength Score to the attack.
Protactile sounds like it can fit the description of Vlakan touch-based sign language. "Vlakan sign language has two variants, visual and tactile, with the touch-based variant dominating within close circles and other intimate settings." Especially since it's described in the book as "intimate" I was musing. What if you had various prodding nodes installed in armor. Small solenoids with rubber prods built in an array around your back and shoulders. It prods you as your communication partner would prod you when conversing naturally. And the best part is, since it's direct, it requires no need to dedicate a hand to a touch screen which might be hard to read through an air-tight glove, and alike prods you directly, instead of outside touches being blunted by your armor.
You forgot to read the Special segment, the special with Consecrated Panoply only lets you load the spike into a crossbow. Not a hand crossbow, not a heavy crossbow, not an arbalest, not a crossbolter. Only a crossbow. The special effect, if Sagiam's interpretation was right, it'd have to say ranged weapon here, not crossbow. Crossbow Slayer wrote: If you have a consecrated panoply signature tool, you can load a hunting spike into a crossbow when you reload it. The next time you use Hunting Spike, its thrown trait uses the crossbow’s range increment.
My thought sum at as follows: I had the most gripes with the daredevil. As was said by OP, making many of the feats Press feats while trying to fish for crits will mean those rewards are even rarer, and I'm not quite sure if in practice the critical hits are high-enough reward for an effective -20% chance of success. Alike, for maneuvers to provoke Stunt Damage, I feel it should be considered doubling the damage in the rare event you do get a critical success on a maneuver to move an enemy into a prop. Though on the upside, I do highly appreciate that the Daredevil had some base Vehicle support, and I hope it gets a bit more of that, even if it's just one or two more feats. Like incorporating some more abilities with the run over action, or perhaps being able to treat a vehicle as one size larger than normal for the purpose of what it affects when running someone over. I know this is a Starfinder example, but say pulling a stunt to treat a hover board as a large vehicle so you could run over a medium creature. I suppose the Automated cycle is another example, treating large as huge. Or perhaps having the option to trade collision damage with stunt damage. As for the Slayer, I mostly liked it. I appreciate that it threaded the gamut between Belmont and Witcher and Monster Hunter and Bounty Hunter so well. On the Hunt feels like it's a bit too restricting to get much use of, and the feats that grant reactions and free actions to use On the Hunt don't necessarily seem to get rid of the trigger. My one complaint with it is I felt its crossbow slayer ability should apply to the crossbow weapon group in general, rather than the base crossbow. I'm a GM and none of my players have shown much interest in the classes, so it's not likely I'd be able to personally test the classes, though. All these impressions are just based on a brief readthrough. But as a whole, there's a skateboarder I can realize on Daredevil, especially if they get some extra vehicle stuff. And I am surprised how well I can make a Jaethal bounty hunter with Slayer.
Megistone wrote:
Fortunately it gets just such an ability! And it only requires you to pick 3 weaker enemies of similar kind.
Not necessarily. Specific overrides general. A dedicated shapeshifting class can simply override and do better than normal battle forms if it wanted to. Or not even use battle forms in favor of a more bespoke effect. A class, especially a martial class, is not necessarily obligated to follow the logic of magical battle forms if the devs don't want it to. Here's examples of what I mean.
and other stuff like that. Another thing to note is that wild shape isn't even a starting feature for a shifter. Their main thing is more morph effects rather than polymorph effects. The Wild shape doesn't even kick in until level 4.
Well if the GM has not considered it, that's why the player can do homework, approach them at an early stage, and explain what is out there to use. If you're sitting down. If it's not well known, just refer them to the document. You can find it on the Vlaka race entry in the Starfinder 1E Archives of Nethys as your cited source. https://www.aonsrd.com/Races.aspx?ItemName=Vlaka If navigating the cite manually, it'd be races>vlaka>vlakan communication All you need to say is that their comm unit covers these sorts of things. It would take all of five minutes to say, "Hey, I'm using a deafblind vlaka. An Archives of Nethys passage says that their comm units cover a lot of transcription roles." if they want proof, just open your phone and find the link. Mild other note. Noses are stereoscopic. Or at least have the theoretical capacity to be with enough sense precision. You have two nostrils, not one. They'd only be completely incapable of stereoscopic sense if you only had one nostril. For us being human, it's hard to picture scent being so precise because it's simply an alien thought to us, but bare in mind, a deafblind vlaka has a sense so precise it makes a bloodhound's sense of smell seem dull in comparison. Another approach I suppose could be using their touch sign language to prod their body when their comm unit receives orders. As for me, I haven't run for a deafblind vlaka, nor have my players chosen to run a vlaka, let alone a deathblind vlaka. But I am a GM, and my interpretations are roughly how I'd allow a player to run one in my games, at least.
I don't feel that buffing untamed order is the answer. Shifter/Evolutionist feels like it's better addressed either as a martial with supernatural abilities, or a bounded caster. At the very least, if shifter capability was applied to druid, it'd probably be more appropriate to add as a class archetype to the tune of the battle harbinger cleric, vastly reducing spellcasting capability with the exchange of more martial capability, than as a buff to Untamed Order, as it cannot be made to be better than the other orders, without buffing the other orders in turn. It Shifter definitely feels like it would do well as it's own class though. Here's hoping for 2028. Or who knows. It might get rolled into the Evolutionist Starfinder side, which can be brought over to Pathfinder. We still have two more classes (well at the very least I hope it's 2 and not just 1) to be announced for Starfinder 2027. So it might have some hope there.
Found some stuff Vlaka use haptic touchscreens to interpret text. So a comm unit app that transcribes scanned text and spoken word to their comm unit while they have a finger on the screen would do well to get the idea across. This is a tidbit from Interstellar Species; Someone said wrote:
So essentially, sounds like all a vlaka needs is a comm unit application that can transcribe text and speech. The entire vlakan alphabet is basically braille. Basically, they won't need any special equipment or anything, that's just be part of the benefits of having armor that comes with a comm unit installed. And to hope that any transcription apps, Starfinder's equivalent to Google Translate, are free apps. I remember having to work with a deaf person before. Google Translate was a useful tool for just that reason.
Actually hearing aids do remove natural blindness and deafness. Just probably not the effect from a field effect. GM Core pg. 22 wrote:
But as the passage HolyFlamingo! had posted: HolyFlamingo! wrote: if they somehow do, they lose these benefits. I believe this clause would alike apply to the vlaka. Which is to say, if a deafblind vlaka lost their blindness via an eye implant, they'd be treated as a blind vlaka, if they lost their deafness via an ear implant, they'd be treated as a deaf vlaka, and if they lost both their deafness and blindness, they'd be treated as a hearing/sighted vlaka. So as a result, hearing aids and eye augmentations, such as with even Pathfinder's magical hearing aid and magical prosthetic eye, which both of which definitely can cure the effect, would not fix the problem, as they'd just remove the benefits of being deafblind, along with the penalty, anyway. But, vlakas have precise scent. This isn't a vague sense like a human's scent, or an imprecise sense like a bloodhound's scent. This is a precise sense, like a human's eyesight. A deafblind vlaka operative can shoot someone in the head with the same ease as anyone else, within sense range of course. This scent's accuracy is strong enough to tell exactly where something is, and likely, to determine the shape of something. I don't think it is a stretch to say a vlaka might be able to "smell the shape" of sign language within range. But as for support items, I think if Paizo was to release a support item uniquely for deafblind vlaka, it might be a specialized nebulizer that can translate text and words to a smell that can be interpreted as a scent aspect of the vlaka language. But sadly there isn't yet a 2e item to address this. I'm currently checking if 1E had anything.
QuidEst wrote:
Well there goes my Dale Gribble character idea.
Justnobodyfqwl wrote:
Just make sure she has her walker!
Tridus wrote: (It's worth noting that Starfinder lore doesn't canonically apply to Pathfinder as The Gap exists specifically so the two teams don't step on each others toes, but I think this example works really well despite that.) Yeah in many cases that's right. Fortunately, specifically for Zon-Kuthon's case, his portfolio was very similar between Starfinder 1E and Pathfinder. So he is at least consistent. Though Chk Chk being a worshipper of him combined with his sister Shelyn does make for a softening of his ideals toward a more friendly side of pain. The grander question would be if Zon-Kuthon 2 years ago in Starfinder would allow a similar approach. As Zon Kuthon from AG 1 to 325 has been pretty consistent to Pathfinder.
Tridus wrote:
Considering all Monster Core offers is two weapons and four things to worship (of which 3 out of those four things are banned from worship in PFS), it does not feel like much. I sort of have doubts that Paizo will be willing to put a non-player core class for free. Make exceptions like that and you start to ask questions why the other class books don't count. Especially for more established and older classes like Gunslinger, Kineticist, Magus, Psychic, and Summoner. Versus what was the newest class in the 1E lineup. I think a case can be made that the magus (2011) and summoner (2010) have more right to being considered core than a class that wasn't released until 2017. And even within 2E, classes that existed in PF2E Legacy have more right to be made core than a brand new class. Can they make it core? They can do whatever they want. They run the show. But I have doubts they would put a class in a place where it could be core unless it was player core 3.
I somewhat agree. Paragon I feel is a bit vague, personally. Shifter seems well demanded, and I'm looking forward to reading both the shifter and the evolutionist, as at a glance, I'd bet a good class can be made from the greatest hits of the two classes in either Pathfinder or Starfinder. Architect I somehow feel would probably be more at home with Starfinder. Augur I really like. Seperating more of the old wizard school specializations into their own distinct fields. I know I for one really want the mesmerist for the mix of enchantment and illusion, as I want someone who specializes in occult manipulations like such, but without being a performer like a bard, and while envoy is also close, envoys just don't have magic without an archetype.
QuidEst wrote:
So it's a case of a name that sounds anachronistic, but actually isn't. Like with Tiffany. Pathfinder's technology year by my calculations would be around 1844. So Daredevil is very much relevant if it was around in the 1680s.
exequiel759 wrote:
I like that you mention Castlevania and Bloodborne, because Castlevania and Bloodborne are more urban than natural, which is sort of what I mean. And that's what Slayer invokes to me, urban monster fighting. Going into castles, or through dingy urban sprawls. Maya Coleman wrote: You designate a single creature, spending 10 minutes listening to rumors about it, researching it in a library, or taking note of its tracks. After you finish gathering details, the GM tells you whether or not the creature's level is equal to or higher than yours. If it is, you can mark that creature as your quarry, preparing your tools to hunt it. You gain a +2 circumstance bonus to Survival checks when you Track your quarry and to Monster Lore checks to Recall Knowledge (monster-lore) about your quarry. You also gain additional benefits based on your slayer's arsenal. You can have only one creature designated as your quarry at a time, and the designation lasts until you use Mark Quarry again or until your level exceeds your quarry's. If you already had a creature designated as your quarry when you used Mark Quarry, the first creature can't be your quarry again for 24 hours. Slayer is against any one creature that is a threat (level = PL and up), which includes humanoids. They seem to focus on the big fish, it seems. Though I guess we'll see what the exact parameters of Monster Lore are on Tuesday. Though now that I read it again, Slayer feels like it'd make for a good bounty hunter, depending on whether monster lore applies to humanoid targets. Which would be rad if I ever run Kingmaker again. Would make for a good Jaethal.
exequiel759 wrote:
I think the problem with hunter versus slayer name-wise is hunter has a more outdoorsy connotation, like the ranger. Considering one of the ranger's problems is the ranger COULD have been a slayer if only urban ranger was better supported (like, imagine if base ranger had the choice between nature or society, and urban was available as a favored terrain), but it does not. Slayer is a neutral theme between natural and urban environments. It can encompass the hunter aspect of tracking a beast through the wilderness, but it can also encompass a more urban aspect, like trying to ferret out a vampire cult in the big city. It can sort of do it, but it does not exceed in doing it as well as if it would a wild beast. Slayer at a glance feels it works equally between urban and natural settings.
I'm in the same camp. I like it when a class does a niche thing where I don't have to reflavor it from another class. Reminds me of the ninja threads where people always said, "Just be a reflavored kineticist," or "just be a rogue with the monk archetype or vice versa" where the archetype will be nerfed below the desired capabilities and things like that. Slayer feels like it takes elements from the investigator, the ranger, and the thaumaturge, making a ven diagram between the classes while filling a niche neither can fully fill, but lacking elements the other three will shine in with their respective scopes. Sometimes venn diagrams are fine.
Helvellyn wrote:
Considering my GM uses my home rules, I should be safe, fun to know though.
Ajaxius wrote: ...why? No, seriously. This sounds like some PF1e design of having random unnecessary classes in already-occupied niches, and a marketing tie-in with Monster Hunter. Paizo, is everything okay? What's wrong? Slayer feels like it'd be closer to the Witcher or Castlevania than Monster Hunter to me, though if it can also do Monster Hunter, that'd be sweet.
NoxiousMiasma wrote:
Megafauna can be found in the Southern Tian Xia, the Realm of the Mammoth Lords, and some areas in the Darklands. Also Megafauna can be found on the planet Castrovel.
I agree with you Scarablob. Part of me feels like the book might be an urban adventures book. Like, big-city intrigues. Urban would fit well for daredevils. And while slayer can work anywhere, it kind of gives that belmont vibe of tracking down intelligent boss undead. Which fits the sort you'd see running Ustalavic houses or settling big cities and running their corrupt companies from the shadows. So urban/intrigue seems the ideal theme. It could also be a good source of mundane non-military-use items. More the stuff you'd see thieves' guilds issuing.
As another approach, considering the Witchwarper combined elements of the 1E witchwarper and precog, taking the witchwarper's zones and the precog's anchors, I wonder if a shifter can be built from the bones of Pathfinder's shifter and Starfinder's Evolutionist to make a class that takes the best ideas from both classes. Though I know neither class well enough to describe what those classes would be. Still need to read their respective books.
Guilt of the Grave World Player's Guide pg. 17, Perks of Undeath wrote: Corpsfolk don't need to eat, drink, or breathe, but they do need 4 hours of rest every day. Most corpsefolk spend this time in a state mimicking meditation or death. At the moment, this side bar only exists in the Player's Guide and the Guilt of the Grave World AP, not in AoN.
LoreMonger13 wrote: I'll voice a likely unpopular opinion that I don't think the Shifter needs to be its own class, at least not as it was presented in 1E in being someone who transforms parts of themselves into more animalistic forms. If anything it can be a Druid Class Archetype that makes them more martial-focused as opposed to caster-focused like the Battle Herald does for Cleric. Shifter can also reasonably go the way of the Nanocyte and the Vigilante and become an archetype. It has capabilities that would slot well into many magic casters, like Protean Form wizards, nature deity clerics, druids of course, some witches, mystics, witchwarpers, and who knows how many potential future classes. I can see it doing as Nanocyte and Vigilante did that instead of being its own class, it just helps other classes that share its theme do that theme better. (Assuming that Nanocyte will actually do that job well when it comes out in Tech Core)
With the Hellfire Crisis, I think a book on the outer planes might be worth exploring. Plus it'd open up room to finally do a chapter on Planes as they are in Starfinder, once Pathfinder 2E has all of its planes covered in detail. Though I'm not sure what classes would be thematic for that. Though I do have one brief idea for a new class idea. So perhaps a divine bounded caster like a magus. Except they are more dependent on an infusion of latent power like a sorcerer or oracle, something that Nephilim might gravitate to. Yet neither would they be godlike like an exemplar. And while Battle Harbinger Cleric does exist, that still requires you to worship a god, whereas in this case, you don't need to follow a god. Limited spell capability, but their powers are in harnessing fiendish, celestial, or other outer powers. Say a celestial nephilim could take the class to basically become like a warrior angel, or warrior fiend. Perhaps it could even be a way for a cambion to fully embrace becoming devil-like while not necessarily becoming unholy sanctified, whereas an empyrean can become full-on angel while remaining a prick. Though, that can also just be an archetype, where something else can be the proper class. just putting out ideas as they come.
I feel like we'd sooner get a dedicated Planar Book for Pathfinder given the planes' more fantasy tone, than for Starfinder, since the systems are shared, as Pathfinder does not yet have its equivalent to Planar Adventures (Technically its closest equivalent would be Rage of Elements, but that just covers the elemental planes) If anything, I feel planar knowledge for Starfinder would just be talking about how the Pathfinder planar knowledge changed in Starfinder terms, rather than talking about the planes themselves. Which honestly would put them more in a page space of being a chapter within a larger book, than the book itself. Basically, for the 2E system, I feel it would be easier both dev side and customer side to build a planar book within Pathfinder, where all of its lore applies to Starfinder with only the need to make additions that are clearly defined as scifi in the fact they are additions, than for the book to be based in Starfinder, where you have to instead subtract content when applying it to Pathfinder, especially when such a book is not likely to contain clear guidelines of what content should be removed when applied to Pathfinder, leaving the assumptions to GMs. A Pathfinder book can have Starfinder have an expanding chapter. But for a Starfinder book to be accompanied with a Pathfinder book with a subtracting chapter would just be weird.
Driftbourne wrote: Maybe in a book like Galactic Magic, but unless there's a lot of updating to do from the SF1e Galactic Magic, I don't see it happening anytime soon, kind of like how there's only a few big changess to the Pact Worlds, so no Pact Worlds book to start, instead we are getting a book on Absalom Station which we never got in SF1e. Another book SF1e never got was a book on the planes, so that might be a better chance for something sooner on fiendish things, although not limited to just fiends. Pathfinder side is certainly willing: D&D3.5E Gods and Magic (2008), PF1E Inner Sea Gods (2014), PF2EL Gods & Magic (2020), PF2ER Divine Mysteries (2024) A change in edition has been enough of a reason before, least for Pathfinder Though all honesty, I don't think Starfinder would get a dedicated divinity book... Mostly because it still has to grapple with keeping Pathfinder continuity dubious so as not to lock out decisions Pathfinder-side. But it can at least use what was established in Starfinder. So I think the best place to incorporate it in SF2E is in a Tech Revolution-Galactic Magic tempo, which is to say, Tech Core, and Magi(tech?) Core. Which could reasonably be a 2027 core book. This is a wild guess, so I am certainly not putting down any money on this one. But they already confirmed the next two classes won't be any SF1E classes, so I have a hope that a book to exemplify the fantasy in the science fantasy genre would follow the tech core, giving us classes that are largely magical, but not in a way that is necessarily Pathfinder, which would be a good place to drop in a lot of magitech items, as well as deity dossiers to talk more about the specific churches and functions and ideologies. Basically, if Tech Core is SF2E's Tech Revolution equivalent, perhaps a Galactic Magic equivalent can follow.
I love the idea, though at that point, I'd just want to go a step further and get a Starfinder equivalent of Gods and Magic or Divine Mysteries. I mean really. I'm on Tech Revolution (great book btw) in my chronological 1E reading, and Galactic Magic is one book away, almost 5 years after Core Rulebook. I feel like I know very little about Starfinder gods beyond the most basic of notes, and getting that sense of comprehension that Gods and Magic and Divine Mysteries granted within 1 year of PF Core Rulebook and PF player core was simply very convenient for understanding.
Though if a wizard could already cast everything a technomancer could cast, it's already stepping on Technomancer's toes before it's even released. So I suppose making it an option for a wizard, while the Technomancer automatically gets it, while more pure classical wizards can choose not to do it, would actually give the Technomancer its own niche that a wizard has to buy into to participate in, instead of automatically getting the full benefits of. For example, for a wizard this could be an arcane thesis or a class archetype.
Considering that Player Core 2 didn't get any updates, it could be that Wolf Drag could be due the same sort of update. Like how man Player Core 2 feats with mature animal companions would be entitled to the enhanced movement opportunities, I'd recommend compiling your findings as a potential errata in the Fall 2026 errata thread for easier dev consideration.
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