Seltyiel

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Well, we've seen what they new character sheets look like, and each Attribute has a little tick box for partial boost under them, which is the most straightforward approach in formatting they could take. I don't like it, and hope there's some alt rule in the GMC for +5 at 10th, +6 at 20th that most of us have seen/mentioned, but it seems like its here to stay now, so cest la vie.


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I wonder how they'll handle the Ability Points variant rule, since "score" is going away, buying 14 -> 15 isn't a thing to keep track of.

Also, I am 100% for the "no +5 until 10th, no +6 until 20th" because it would work just like skill increases which is an already fine system in the game engine. So what if its leaning against the tight math? It isn't that big a deal if my players have +1 more than their current will save/perception if it means yeeting jank math that just looks bad all around.


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Mammoth Daddy wrote:
Sanityfaerie wrote:
Mammoth Daddy wrote:
Does the planes of wood or metal have elemental lords?
Yep. Freeing them was a big part of what made those planes visible and available again.
Who are they? What are their personalities? Is there two per wood and metal or are they singular lords?

Two per, Metal has Ferrumnestra and Laudinmo. Ferrumnestra: The Lady of Rust is a giant Rust Monster ore louse queen, running around causing decay and eating up the metal of the land; vaguely Nurgle in edicts and anathema. Laudinmo: Sovereign of Alchemy is a thing? obsessed with chemistry and invention, vague Tzeentch feels in edicts and anathema, has a giant lab called Castle Amalgam guarded by terrain and traps, all about the MAD SCIENCE and stuff! No sanctification for either, new metal domain for both. Laudinmo's divine weapon is alchemical bombs, which is really cool!


NECR0G1ANT wrote:
Did they say actually that everyone starts with 3 Focus Points? I also wouldn't count on tempest surge remaining the same as it is no. They might also make Focus Pools harder to expand.

Maximum focus point pool seems to work the exact same, but you can chain refocus 1-1-1 over 30 minutes if you have a maximum of 3, OR take a higher level feat that gives you your entire pool after a single refocus activity. Seems like starting with 1 and gaining 1 with a class feat that bestows a spell seems to be sticking around.


After reading some more of the spoilers, I feel like Rudeus Greyrat could be made as a kineticist, along with a lot of My Hero Academia characters. This class has so many character import opportunities that I'm probably going to spend a week just making a list of different media characters that can be emulated with this class!


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Sanityfaerie wrote:
Archpaladin Zousha wrote:
To be honest, I'm not sure of a way to roleplay the bugbear's love of inducing fear as a PC ancestry in ways other than the "serial killer" vibe they're mostly known for in their villainous roles a la Ironfang Invasion or by being the obnoxious prankster who spooks their fellow party members for giggles.

A heavy focus on intimidation checks, and causing fear in your enemies as a dominance display and demonstration of your own superiority? Maybe even make it quasi-religious... when you inflict fear on someone, you are taking something from them at an ineffable level. It is thus rude and selfish to do it to your friends and allies, acceptable against unfriendly neutrals, and laudable against foes.

Alternately, a sort of Halloween/horror movie vibe where they spook little kids in ways that said little kids find entertaining as much as actually terrifying. "I'm a big, scary monster coming to eat you up!" and all that.

So like the Monsters Inc. crew more or less? I can get behind that as a player facing suite of RP opportunity and featurettes.


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I want light armor to get specializations, and give more classes armor spec due to this. Even if it's a measly 1+potency DR, it's still something that makes your choice in armor mean something compared to other pieces of armor with the same AC/Dex cap stats. Also more thrown weapons, they're too cool for us to have so few!


Making my charhide goblin fire kineticist wrestler Marshmallow for a tournament arc the PCs are in the middle of is the first thing I'm doing, second will probs be rebuilding an old PC from a former party. I'm also interested in the cosmology stuff for GM reasons, although it's a homebrew setting so some stuff I'll most likely leave on the wayside (like the planes of wood and metal, they'll probs just be locals in fae/shadow instead of full on planes). I cannot wait to get the PDF next week(?) and spend several hours reading it like crazy!


I'm curious if Wood/Water are the only healing elements now, and how well I can remake my ex-girlfiend's old Undine Water-type kine who was a walking pressure washer of pain and decimation. Do we know any of the aura junctions aside from fire? I'm mostly curious about Metal, since it's all rot and DOOOOOOOM.


I wonder if the sense good/evil feats (and other feats) will just be "detect sanctification" and you must be sanctified to take the feat, and/or if there are feats that do X, but if sanctified they also do Y; might be a good way to keep those Oaths interesting and a little spicier.


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I really like the idea of picking betwix Lege AC and Lege To Hit, on top of FoB scaling like Flurry Ranger. Another thing that could be done, that no one else seems to be mentioning, is giving a mid and high level feat tree (or make it a feature) to spend multiple action to ORA ORA ORA like Impossible Flurry, since "many small hits" is an area the Monk lacks mechanically, that seems very on point for it's thematic potential, but is totally vacant for some reason. We have OIP/mmP for "one big hit" so that's a done deal, but tiny smacks is also something I want.

Additionally, I feel like Monks could use a Style specific version of Flexibility, but that's not really needed if other thematic/mechanical holes are patched.


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Captain Morgan wrote:
Tactical Drongo wrote:

No comment from anybody on the fact that ability scores are gone?

I wonder how the (former) 18+ increasing of the scores will work now

.

We have known that for a long time and no one really cares that much because scores were useless, and Paizo has already told us the 18+ will work through same but hasn't given us specifics.

I think it would be simpler to treat it like skill boosts: "Give a stat +1, you can't have a total of +5 until level 10, and +6 at level 20." Makes it a little more forgiving that anything past +5 being worth 0.5 instead of 1 but not enough extra sauce to make a PC OP. At least that's what I would do if I were the design team...


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Prince Setehrael wrote:

The Positive Energy Plane—also called the Furnace,the Cosmic Fire, Creation's Forge,or The Fires of Creation.

The Negative Energy Plane—also known as the Void,Entropy's Heart, the Nothing, and the Final End.

Here are the other names used for the Eneregy planes.

Feel like The Furnace would be Plane of Fire, but Creation's Forge sounds so good.

I do wonder if we'll get endonyms for the elemental planes for their denizens, like "Raq'Thahar" for the Plane of Earth as per what the Terraen speaking earth elementals call it. Paizo fabricating endonyms is one of my favorite parts of PF2e, makes the world feel so much more 'lived in' if that makes sense.

(also hi other guy who uses Mythic Seltyiel as a pfp!)


I think a good Witch that uses their familiar in both casting and RP-esc stuff is Swain from League of Legends, both old and new.

  • Old swain used Beatrice as a casting focus for his Q and E: the Q was a laser turret thing that was DoT and slowed, which was Beatrice vomiting a beam out of her beak while Swain still walked about to bonk people. The E was a copy of Beatrice that would cling to an enemy and make them take extra damage from other sources (giving them a Weakness, in PF2 terms).
  • New Swain uses Beatrice as a focus for his W, which is a big magic eyeball that reveals a part of the map before it explodes.
  • Both version's ultimate is the "angry bird god" super form where he borrows the form of his patron Raum, getting Huge and dealing damage in an area around him and healing at the same time, and both's passive were based on Beatrice scavenging the corpses' to heal Swain.

    So I think a Witch who can use their familiar as an origin point for their magic to increase the amount of space they can threaten with magic, and/or specific spells that can only originate from the familiar would be pretty cool.


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    I'm excited for the nails and hair to be combined into one feat, but I hope it does a little more than just mush those together and nothing else. I want some sort of scaling with int or more interplay with hexes and natural attacks; attacking someone with nails and afflicting them with a hex sounds awesome, but in practice it's a derpier version of Spellstrike.


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    Well, I weep for thee, denizens of the Darklands, who names shall not be uttered; mystery cultists who once worshipped the spider mother. Teal and lilac you then became, a false history for which you were blamed. I weep for thee, you redacted drow, exit stage left, after a bow.

    On a more pointed note, the homebrewed world I run is unaffected by this, but it's sad we won't get a proper ancestry entry for Drow that have cha+ in place of int+ and a feat tree for minor magical shenanigans dealing with darkness and dusk. Guess I (or people on infinite) can just write their own, but it still would have been lovely for 'official' stuff. No idea what 'sekmin' is, but if they're the new tyrannical Darkland doods, I guess I'll familiarize myself with them at some point; any good spot to read about them?


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    QuidEst wrote:
    nick1wasd wrote:
    Bard and Druid seem to probably be subject to the least amount of work, but what minor stuff do y'all think they'll get? Bards are probably also getting nominal weapon proficiencies, muses made to be more iconic from each other; Druids might get some more interesting focus spells in their core Orders like Leaf and Animal.
    I'd actually be surprised if Bards got expanded weapon proficiencies, since there's a subclass focused around that. Why would Bard be the only full caster with martial weapon proficiency baked in when they're already so good? Rogue being brought up to the level of other martials makes sense, as does Wizard being brought up to the level of other casters.

    I should have specified, when I said "nominal" I was intending to mean "Simple only" instead of "Simple + Martial" but I guess that was not clear.

    Old_man_robot wrote:

    Drop their starting perception to trained, drop their starting number of trained skills to 2+int to match other full casters.

    Every other full casters has a total of 4+int (except Wizards who are 3+Int for some dumb reason, and Oracles who mystery gives them an additional one), where as the bard is 6+int.

    I mean, they were more skilly in PF1e compared to other casters, so I can see them maintaining that in PF2e; but I 100% agree on perception getting tanked, expert perception on a caster is a liiiiiiitle much. I could see 5+Int skills with Trained in perc/light armor/saves that aren't Will as starter proficiencies and that'd be pretty reasonable from my standpoint, although them keeping 8+Con HP is also a little outlier I think could use looking at


    Half-necroing a 5 day old thread to spill my thoughts.

    • Alchemist -> Concoctor, since they mix stuff together to make The Thing!
    • Barbarian -> BAZAKAH! Reminds me of the Fate/ Servant class, filled with iconic heroes such as Heracles, Lancelot, and Paul Bunyan!
    • Bard -> Storyteller, as songs of old here meant to take historical information and condense it, and make it easier to pass on; plus stories are how Occult magic function best, according to the SoM document.
    • Champion -> Oath Keeper, as the Oath class feature is the thing now, it should be right in the name, no?
    • Cleric -> Priest(?) honest Cleric is fine, and there's so many synonyms for it that you can pick pretty much anything.
    • Druid -> Warden, since they look over and protect nature, and keep destructive forces out (or try to.)
    • Fighter -> Blade Master, although that name sorta precludes bludgeoning weapons, it's not that meaningful since it still implies they can kick butt with anything they swing.
    • Gunsliger -> Marksmen, since they're all about that accuracy (and it's the LoL term for ADCs.)
    • Inventor -> Machinist, since they're mechanically inclined, and strictly technologic, plus machinist has been a term since antiquity.
    • Investigator -> Seeker, or Detective; honestly, Investigator is fine but Seeker adds some spice to it.
    • Magus -> Spellblade, since it's more to the point about their gimmick and a semi-iconic term nowadays.
    • Monk -> Ascetic is honestly a really good name someone else came up with, but for my own entry, Savant.
    • Oracle -> Honestly can't find a name for them, the fantasy so so niche while also being pretty wide, nothing captures the idea quite like 'Oracle' does.
    • Psychic -> Esper/Psyker/Mentalist, all of them get the idea across of mind-brain super powers, so have at the gamut of terms that mean that.
    • Ranger -> Hunter, as that fits the slightly new direction of "screw that guy" the Ranger has carved for itself.
    • Rogue -> Trickster, since they're a more underhanded "smoke and mirrors" class.
    • Sorcerer -> Gremory, one of the goetic demons and the peak caster class in Fire Emblem: Three Houses, it honestly sounds pretty rad.
    • Summoner -> Pact Binder, since it's more evocative of the "I have one super strong buddy" compared to the archetypal 'summoner' being a guy who makes lots of mooks.
    • Swashbuckler -> Myrmidon, pulling from Fire Emblem again (and history), the myrmidons were a cluster of rather fast hit-and-run combatants in the Iliad, and a high speed/dex class in FE, seems to line up with Swash in PF2e.
    • Thaumaturge -> Esoteric, or Occultist (although that was a spell caster in PF1e, so maaayyyybe not that one) due to them being all oogabooga dangly bits do magic n' stuff.
    • Witch -> Warlock if you wanna be historically accurate, even though it's now a loaded term in the TTRPG space; Cultist if you want some pejorative in your class name; Heretic is also pejorativey but is a lot more concise with what the class fantasy is about, so eh?
    • Wizard -> Arcanist/Magician/Invoker due to them being the magical dood above all magical doods in theory, albeit not so much in execution. The name should fit "I DO THE MAGIC THING!" harder than any other class, and I think those fit pretty good imo.

    Seems like with the remaster, Paizo may come up with some subclasses that might share names with stuff people have posted thus far, wouldn't that be neat?


    Bard and Druid seem to probably be subject to the least amount of work, but what minor stuff do y'all think they'll get? Bards are probably also getting nominal weapon proficiencies, muses made to be more iconic from each other; Druids might get some more interesting focus spells in their core Orders like Leaf and Animal.


    I feel like yoinking one of 5e's only solidly good moves of making finesse weapons dex to atk/dmg from level 1 with no investment is something Remastered could yoink with little to no fanfare and it would work pretty well. I mean, if you're aiming a rapier with dex in order to strike a vital spot, why is your dex also not doing work to make that strike do more damage?

    I think Thief could use dex-to-maneuver to let them disarm and steal things mid combat could be a cool fantasy to fulfil. Let me be Baan from SDS/NnT or Kazuma from Konosuba and STEAAALLLLL the healing potion my opponent has so I can use it instead of him; it's a rather niche ability set, but one that is much beloved by those interested in it.


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    shroudb wrote:
    Squiggit wrote:

    While I agree that MAPless finishers would be an extreme change, it's also kind of telling to look at SuperBidi's math and notice that even such a dramatic change barely pushes the needle into problematic territory, even on ideal turns.

    It says a lot about where we're starting from.

    But that's only when you account using them as second attack.

    When you make them 3rd attacks the math breaks out the gazoo.

    ---

    For the math to work out it would need to be "finishers don't advance map" rather than them being unaffected, since the only thing that his math is based upon is a single increase in MAP which is effectively the same as an attack not advancing MAP

    Two issues with that, A. they can't swing 3 times unless they got panache last round, which makes them a 2 cycle attack class like Magus, who are still better at burst; B. Finishers lock you out of further Strikes, so them not advancing MAP is moot since you can't swing afterwards, unless you're saying to remove that little quirk in order to make them more functional, which sounds fine to me but seems like a core misunderstanding of your argument's starting point.


    I skimmed some, so I don't know if this was mentioned already, but would a Haitian/Louisiana Hoodoo practitioner also be something that could be within the scope of a Shaman? It seems like a neat, often unexplored well set of beliefs and practices that seems in line with the design fantasy of what's been talked about thus far.
    I really just want to make a Miko, Hoodoo practitioner, and/or Navajo 'singer' that feel distinct and separate from a Cleric or Witch. I feel like with all the herbal remedies often associated with this stuff, Primal magic and the Nature skill seem right at home, maybe even bake in and expand upon the Herbal Medicine skill feat and stuff like that; chat up the spirit of the apple tree to make particularly tasty apples, snark at the weeds to make them leave the garden alone, that sorta thing.

    As far as mechanics, spont-Wis seems the combo I've seen the most by a wide margin, and I'm all for it as well, since Primal is missing a dedicated spont caster and it can totally use one (Occult not getting a prep caster is slowly growing on my after the little article in SoM about what casting Occult magic feels like, same with Arcane lacking a spont).
    Having a pet sounds neat but not integral, so I can see it having an optional familiar/AC feat tree; I can see it having a Colony Stand type eidolon-esc thingy like Harvest or Bad Company from DiU that it can call up and shoot stuff by proxy in place of traditional blasting with spells.
    I'd honestly like them to be a focus spell centric caster to reflect their more "from the land/people" style of magic where they're more 'short rest' based than 'long rest' based, but I'm also not SUPER tied to that idea, just thought I'd throw it out.
    Good will save, cloth/maybe light armor, simple weapons, probs fort > ref for "okay" and "bad" saves.


    I presume one of the first, big thing about metal druid is wearing metal armor, and probably a slightly switched up spell list that may borrow a tinge of arcane magic to get some of the magnetic spells here or there, mayhaps? Probably quite a few different edicts and anathema compared to the typical universal Druid ones


    I'd like more lineage feats for the aasimar, damphir, the law/chaos bros whos names I can't remember, and a few more "half-basic ancestry" heritages, just so we can have more chimeric not-pure-X characters running around


    Kobold Catgirl wrote:

    I like to run "drow" as more of a social term and decouple it from species altogether. An elf becomes a drow/dark elf because they do something so bad the rest of elf society casts them out. Purple/blue skin is just something some elves are born with sometimes, unrelated to dark elves. Maybe you can have a society founded by dark elves under the earth, but that's more a situation of a civilization having been built on evil ideologies, not a magical/genetic predilection towards evil.

    That's just me, though. Not the best fit for canon Golarion. :P

    Similar to my homebrew world's drow/elves:
    Drow are failed super-soldier experiments from 5000+ years ago, and the blue/lilac/purple skin is just one of the MANY side effects of the process that make them Elves+(tm). Drow are considered evil because a small handful had psychotic breaks from the pain/trauma and went on a ransacking run, but the majority of them just took the changes in stride and peace'd out underground because topside world evil starfall-esc thingy they weren't strong enough to fight. Come about to current story era, they're venturing topside again and explaining all the alt-history misconceptions they've dealt with since reappearing.

    Golarian can't really pull that off, but it does seem as if they're doing something similar with branching cultures that are slowly more divergent, and more friendly than what most people think of when they see a drow.


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    Me and my friend wrote up a templative character for when Rage of Elements comes out: Marshmallow, the goblin kineticist. He's a charhide goblin, with a mono-fire Gate, with the wrestler archetype, who specializes in setting himself on fire and then going in to "hug" his opponent; minicanal laughter highly suggested, but not necessary.


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    If only Monk had a way of picking a specific weapon and saying "this is a Monk weapon now." Then I could stick a nodachi on a STR Monk with Mountain and Wild Winds stance and viola, Vergil from DMC!

    Also, we got dakka now for the gren boyz? YAY!

    Is there a compiled list of leaks yet, like on reddit or something? I WANT TO READ THE THINGS BEFORE I PICK UP MY PREORDER, FOR ADDED HYPE!!!


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    I am so excited for this book, I'm curious when we'll get more concrete information about what's within it beyond Kineticist and the geniekin, elemental barbs and potentially eidolons(?), and GM stuff with the new planes.

    When does that sort of stuff happen, typically?


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    insert Donald Glover with a pizza box gif

    What seems to be the problem I can tell is that... Paizo seems to have gotten accidental foot-in-mouth with their blog post, with people accusing them of "pandering" in some way or another, much like an incident from last year involving something getting off-screened. We've all been more or less doubled baited in the past by topics like this, so we should in theory know how to handle ourselves at this point, no?

    As a mechanical vantage point of "now all classes are viable for every race ancestry" is cool, but it does seem odd to yeet into the mix 3 years into the lifespan of the system, and does feel like a watering down of some of the more interesting nuances of character creation, but I don't explicitly hate it, just find it dull (glad it's optional!)

    The blog post itself, and why they said they felt the need to do this did seem a little dubious and PRy, but I can chalk that up to a very averse to inflammation writing staff trying to preemptively quell the pitchfork and torch crowd (that were not quelled at all, it seems.) I think if they gave a different reasoning to why, it'd be a little less... contentious than it is now, but hopefully everyone can learn from this: paizo learning their fanbase is passionate and eager to jump at things that concern them, and the fanbase learning to not jump at the first sight of something nebulously inane like "hey, everyone should have fun doing The Thing, so math gets bonked to make The Thing more betterer."


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    keftiu wrote:
    Praying for some spooky radiation stuff on the Plane of Metal.

    Pitchblend bullets! Pitchblend elementals! PITCHBLEND EVERYWHERE!

    Or, as Golarian calls it, Abysium :P


    Sanityfaerie wrote:
    nick1wasd wrote:
    I would love Words of Power returned via the variable action system letting me play build-a-bear spellshop like Ars Magica 5th, using range words, effect words, meta effect words, and wackiness like that to weave a custom made thundery-fireball or acidic shocking grasp, conal healing and sniper rays of harm; I wanna go weird with my spells, and making my own on the fly is the best way to do it!

    To my understanding, Words of Power was pretty much the exemplar of "this didn't actually work out well." Was it not so?

    I'm also thinking that that level of free-form would be especially hard to fit into any sort of balance.

    Part of the reason it fell flat was because there where dozens of "this thing, but again, and with more dice!" like, the fire effects (there were five, a cantrip, 1st level, 3d level, 5th level, 7th level, and 9th level.) This would be remedied by the heightening system saying "every extra spell level, add X extra dice/make the die type go up" making the amount of redundancy go down, and thus letting more flexible words be made. It was also wonk because of multi words spells like "touch attack with fire AND acid!" that had a very strange method of scaling the spell slot they ate to do so. I think if Paizo (or a 3pp) put their minds to reducing clutter, it wouldn't be that hard to balance given how dice amounts scale linearly across all spell levels now (with seldom few outliers)


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    I know elves had the elemental terrain heritages/feats, but is there any other Eevee-esc dynamic evolution ancestries that can diverge in manifested features while still being the same base species? Some of those would be fascinating to play


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    I would love Words of Power returned via the variable action system letting me play build-a-bear spellshop like Ars Magica 5th, using range words, effect words, meta effect words, and wackiness like that to weave a custom made thundery-fireball or acidic shocking grasp, conal healing and sniper rays of harm; I wanna go weird with my spells, and making my own on the fly is the best way to do it!


    An adventure path against Tar sounds a lot like the Ruined King event League of Legends had last year.

    Riot's world of Runeterra is actually a pretty good template of a Mythic setting, you have Swain, a level 20+ Witch of the demon of secrets Raum; Viego and his crew, level 20+ undead monstrosities that eat souls on the regular; all of Targon, people imbued with the concept of a thing like the sun, or violence, or the ocean; the Ascended of Shurima, people who yoinked sky radiation and made themselves super-mega-death-stompy things, with the Darkin being that but EEEEEEEEVILLLL!!!!!!!

    I have a homebrew campaign that I wish to run that requires Mythic to run, as it's heavily inspired by the Fate/ series, and in order to make a Heroic Spirit as a PC sorta needs Mythic rules in order to make them tick properly.


    Sanityfaerie wrote:

    Okay. Cool.

    That... sounds like about one class's worth of stuff, maybe? Or most of one? Something that would, say, let you draw a weapon, sheathe a weapon, or enter a stance (while swapping out of the old stance if necessary) as a free action once per turn, plus access to a number of stances that one might wish to switch between for various reasons. At least one of the stances would open a single-action flourish maneuver that would draw a weapon and strike for additional damage (starting from empty hands). Possibly a built-in damage bonus for the class that would require you to have first drawn a weapon, sheathed a weapon, or changed stance, so you're always thinking forward from where you are to where you need to go. Possibly even have multiple stances that are designed to chain into one another in interesting ways.

    Another character with that gimmick is Raphtalia from Rising of the Shield Hero, during/after the events of season 2.

    LN vol. 8+:
    After she becomes the Katana Hero of Fantasy World #2/Glass's World, she acquires a lot of "on draw" abilities that are EXTREMELY powerful, but only last for 5 seconds after the Katana Vassal Weapon leaves it's sheath; in order to use them again, she has to sheath the weapon and keep it sheathed for 5-10 seconds before she can draw it again. These abilities include wind blades, speed boosts, true damage, defense up, counter damage, and resource regen.

    There's also Vergil from Devil May Cry, who uses On Sheath timing to activate Judgement Cut, his only ranged attack that isn't tiny sucky throwing knives that do barely anything at all.

    My guess is you'd make a 2 action, draw-cut-sheath Strike, add some extra spice like damage or a status, or make a stance that you can only make draw-cut-sheath attacks for 1 action in.


    This thread is a little TL;DR for me to see if anyone else has said what I'm about to say without spend almost an hour reading.

    I want a build-a-bear spell caster a la Words of Power from 1e, or Invoker from DotA2. I think the 3 action system is perfect for this kind of thing, and it hasn't happened yet and I'm a little sad about it; also the current heightening system also the cutting out of redundant Word effects that are "this thing but stronger."

    A telekinetic blade dancer/swinger like Irelia from LoL or Penny from RWBY, swinging specific weapons at mid range (not telekinetic projectile, because that overrides weapon effects like runes and traits. I want something that keeps those in tact but trades off a little accuracy or damage.)

    A fighting game/spectacle fighter style combo character, with move routes and status effect piling, conditional triggers and set-ups; I want move A -> B -> C round 1, C -> D -> E round 2, and E -> F and they're dead round 3. The press action could totally be complimented by an "end" or "finish" (that's not a Swashbuckler's Finisher) tag for something like that. I want a spreadsheet and flowchart that actually means something, and I don't care if it takes 15 pages of rules and a master's degree in strategy to play properly, I WANT IT GOSH DARNIT!


    Archpaladin Zousha wrote:
    Ravingdork wrote:
    Archpaladin Zousha wrote:

    You're right, it is very specific. I don't think there's another way I'll be able to do "Ever since I was a child I had horrible nightmares of fire and dragons...as I grew, the nightmares started manifesting in the waking world. My parents, a dwarf and am elf who fell in love, taught me how to control the fire through the forge and use it to create rather than destroy, how to fight with precision and finesse, to dance as flames do, learned the ways of both my parents' peoples and found comfort in them. It was then that I stumbled upon an ancient icon, and the visions flared up again, like having a nightmare even though I was awake! And with the flames came a name: Dahak. I now knew...it was from this god...this MONSTER, that my visions were coming, and I swore on Torag, on Yuelral, that whatever foul "gift" Dahak had granted me, I would not grant him the satisfaction of seeing me use it in his name. Years have passed. I'm now a man, but I still see fire...the visions have only gotten more specific, as if Dahak is taunting me with what he will destroy...and I have seen a town far away...The name was easy enough to learn: Breachill. I've made preparations to go there soon. I won't let whatever curse I've been given set that lonely town and the innocents within ablaze, even if it means I have to look Dahak himself in the eye, smash a hammer into it and then burn him with his own power!"

    Dwarven heritage? Childhood forge? Fascination with fire? After reading all that I can't help but think some sort of hammer--perhaps one with a spike--would be more appropriate.

    I don't see anything at all holding you to a sword in that writeup save the final sentence, which could just as easily read as any other weapon, as I've shown.

    The catch is there's elven heritage on the other side, so since the dwarven weapon is naturally covered by the clan dagger, I feel an elfy one would strike a good balance. The only reason I was looking into finesse swords that slash as well as pierce is because while rapiers ARE included in Elven Weapon Familiarity, they ONLY do piercing damage, so that would leave this character with a physical damage blind-spot. Every adventurer carries at least one blunt weapon to deal with skeletons, I don't wanna be stuck in a situation where I need a slashing weapon to be most effective and don't have one...Otherwise I'd just take the rapier and be happy with it. The elven curve blade, despite its swagger, is useless to a swashbuckler...

    Elven curve blade isn't useless on a swashbuckler, there isn't any handedness requirements for Finishers or Riposte, so I don't see any issues wielding one.

    You can also do a STR/DEX hybrid build and do scimitar/clan dagger, which gets the ascetics you're looking for.
    Also, the asp coil from Grand Bazaar is a p/s + reach whip sword thingy like the Blade of the Creator from Fire Emblem: Three Houses, that could also fit the bill.


    _shredder_ wrote:

    Heaving to make weapon strikes would really ruin this class concept for me, being a useful party member just through your great wisdom, charisma and intelligence without any direct combat abilities is the whole appeal to me. The class should be able to reliably support everyone, but being able to turn your partys caster from a decent to a great damage dealer would just be the coolest thing ever.

    What could be done instead, if have strikes be a party of it, but instead of damage they focus on maneuvers and other thing like that. Instead of aiming for the torso to do more damage, they aim for the kneecap to inflict flat-footed, or feinting on behalf of their party members. Maybe hey smacky smack, find a loose joint in the armor/scales/whatever and you get the Infinite Eye precision damage buff.

    You can make great sage advice a feature, but part of that is "watch and replicate", like the coat rack in the Karate Kid reboot


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    CorvusMask wrote:
    I'm on otherhand kinda baffled that we don't have shadow planar scion heritage

    Yeah, I was expecting Fetchlings to be VH, not fixed ancestry; the second closest is tiefling with the Velstrac lineage feat. It's kinda weird, because shadow plane radiation is sort of a HUGE deal out of all of the inner planes


    Perpdepog wrote:
    Guntermench wrote:
    The-Magic-Sword wrote:
    Have I mentioned I want an Odachi? I do in fact, want an Odachi
    Where do you think they'd go for an odachi that can't just be done with two handing a katana?
    Bumping the damage die to a d12, for starters.

    Advanced Weapon; 2h; d12; Reach, Versatile P, Deadly d12(?), MAAAYYYYBBBEEEEE Forceful if not Deadly d12. And obviously Sword weapon group for critspec


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    Sanityfaerie wrote:

    The more common concern with making them standard strikes would be tying into other attack types. Like, if blasts were unarmed attacks then you could MC into monk for Flurry of Blows on them, or other thigns of like nature. As soon as they open up the door to something like that, they *have* to balance them against every other weapon out there, at which point they suddenly get a lot more samey, while also requiring archetypes to use to full potential.

    So... I admit that I'm not a huge fan of that.

    At the same time, there really ought to be a way to throw around melee-range Elemental Blasts without taking opportunity attacks.

    The simplest way to do that is just remove the 'Manipulate' trait of the basic Blast. That's the outstanding issue, if that trait went away everything would be smooth sailing. You can still have it on the bigger Impulses, but the most fundamental version, it could honestly stand without that trait and nothing would happen other than not provoking AoO anymore (maybe being usable with bound hands..? but that's not the hugest of concerns imo)


    When I hear 'Avenger' all I can think of is Edmond Dantes, who does in fact see himself acting in God's will by royally screwing the people who screwed him in the first place. Plus, the root words "ad" -> "with regard to"; "venge" -> "vindicate" -> "to proclaim with authority/proof" line up nicely with what an Inquisitor does: show off/expose and deal with heresy within their church. Count me +1'd for Avenger


    I don't see why they can't have Master to attack and Legendary to DC, since that seems the 'easiest' proficiency bump you could give the class to make it mathematically compete with other martials on accuracy. Give it upside down Fighter scaling, starts Expert in DC/Trained in rolls, ends Legendary in DC/Master in rolls; seems to be a decent way of potentially going about it, because then you can just control how strong the DC based mechanics are, independent from the roll based mechanics. I, personally, don't really want/care for Legendary in attack rolls, because that just seems overkill. But Legendary in DC? Heck yeah, seems to fit the bill of how the class should work just fine imo


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    As far as popular media goes, I think the most iconic Inquisitor that comes to mind is Alexander Anderson from Hellsing. He has one job, and one job only... KILL THE PROTE-I MEAN VAMPIRE-N$#!S SO HARD THEY STAY DEAD THIS TIME! Knives for days? Knives for days. Can skulk in the shadows, but prefers not to, decked out in blessed equipment he's practically radioactive, and can quote scripture from memory like a lexicon (and doing so gives him supermode).

    There's also Leliana from Dragon Age, she's sorta the more covert member of the church compared to Cassandra Pentaghast, so I guess she fits the bill as well.


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    My presently working concept for Burn that I've posted on Reddit a few times is just a free action Gather that hurts you for either your level or 1/2 your level.

    I feel like action compression or action saving is a much better means of going about utilizing the concept of Burn, while also making it 100% opt in, and simple and straight forward enough to not cause a frick ton of math needing to be done.


    YuriP wrote:
    nick1wasd wrote:

    I've been seeing some discussion around here about DPR and scale of ability and all that, but that's mechanical number tweaking and not much else. I want to have a different discussion, a discussion about the DNA (Design, Narrative, Art. Thanks Rito!) of this class; more specifically, in a game about making characters, what kind of characters can we make? What sort of pop culture beings can we import with the Kineticist that the other classes don't quite fit the bill for, or otherwise don't do JUST what we need them to do!

      DEVIL FRUIT USERS (One Piece): Fire Fist Ace, Admiral Akainu (Sakazuki), Admiral Aokiji (Kuzan)[not quiiiiite there yet, need more cold damage support], Admiral Ryokyugu (Aramaki) [when Wood Element comes out, of course], Vice-Admiral Smoker, Pika, Senor Pink, Sir Crocodile, Eustas Kidd [when Metal Element comes out].
    • ELEMENTAL MUTANS (X-Men): Magneto [same as Kidd], Iceman, Storm [although Storm Druid is a better fit at the moment, Air Element looks like a better fit once we get more lightening damage support], more that I can't think of at the moment.
    • AtlA (need I say more?)
    • LoL Champs: Nilah, Qiyana (apparently, not super familiar with her), Vladimir [if we get blood bending as an option], Rell [same as Kidd], Annie [if you don't want to use Summoner for Tibbers], Ezreal [if you stretch what his gauntlet shoots], Janna [similar to Storm], Zeri.

    That's a pretty wide net, but I'm curious what you other people of the forums think. I'm curious what pop culture characters you see the Kineticist delivering on that a Monk or Druid just can't do, and what characters you'd like it to support, but the playtest just DOESN'T (not counting the lack of Wood/Metal Elements not being released yet) for one reason or the other.

    Basically all "Avatar: The Last Airbender" bender characters. Many Kineticists abilities falls in their concepts. Unfortunately don't have abilities to replies the sub-skills like Bloodbending (similar to control...

    I mentioned AtlA, I just didn't expound because it was so obvious. Lavabending would be AWESOME! I do hope that's one of the hybrid blasts that will be in the full tome upon release


    I've been seeing some discussion around here about DPR and scale of ability and all that, but that's mechanical number tweaking and not much else. I want to have a different discussion, a discussion about the DNA (Design, Narrative, Art. Thanks Rito!) of this class; more specifically, in a game about making characters, what kind of characters can we make? What sort of pop culture beings can we import with the Kineticist that the other classes don't quite fit the bill for, or otherwise don't do JUST what we need them to do!

      DEVIL FRUIT USERS (One Piece): Fire Fist Ace, Admiral Akainu (Sakazuki), Admiral Aokiji (Kuzan)[not quiiiiite there yet, need more cold damage support], Admiral Ryokyugu (Aramaki) [when Wood Element comes out, of course], Vice-Admiral Smoker, Pika, Senor Pink, Sir Crocodile, Eustas Kidd [when Metal Element comes out].
    • ELEMENTAL MUTANS (X-Men): Magneto [same as Kidd], Iceman, Storm [although Storm Druid is a better fit at the moment, Air Element looks like a better fit once we get more lightening damage support], more that I can't think of at the moment.
    • AtlA (need I say more?)
    • LoL Champs: Nilah, Qiyana (apparently, not super familiar with her), Vladimir [if we get blood bending as an option], Rell [same as Kidd], Annie [if you don't want to use Summoner for Tibbers], Ezreal [if you stretch what his gauntlet shoots], Janna [similar to Storm], Zeri.

    That's a pretty wide net, but I'm curious what you other people of the forums think. I'm curious what pop culture characters you see the Kineticist delivering on that a Monk or Druid just can't do, and what characters you'd like it to support, but the playtest just DOESN'T (not counting the lack of Wood/Metal Elements not being released yet) for one reason or the other.


    Laclale♪ wrote:
    ...Sounds like Metal Kinetesist can be valid.

    That is one of the options that will exist in the final book, yes.

    Darksol wrote:
    It's possible that the technology for it got lost/destroyed over time, which would explain why we haven't seen anything like the Starfall since its occurrence.

    Pretty sure Starfall was the Aboleths collectively telekinetically dragging a huge meteor down to Golarian to make everything go splat, and accidentally harmed themselves in the process, and everyone went 'nah, shouldn't do that again' and thus we carry on.


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    _shredder_ wrote:
    Martialmasters wrote:


    There is a single feat you can get at first level that let's you use finesse with earth/water attacks.
    Thanks, I missed this. But I don't like having CON and DEX as my highest stats either - for me, the whole kineticist flavor screams WIS based to me, literally all kineticist PCs I imagine have high mental and low physical stats. In my fantasy they are the mental equivalent to the physical monk, and if they attacked with a mental stat it would make them so much cooler to me. I also can't stand the focus on versatility and AoE, I would prefer it if I could play a kineticist as a glass cannon magical archer, who can make powerful and accurate(!) single target ranged attacks and nothing else. There currently isn't a class in pf2e that can fulfill this fantasy, meanwhile we already have many different versatile casters who can heal, control and deal AoE elemental damage.

    They were THE AoE class in PF1, if they lost that, it would be a war crime to the legacy of Kineticist and what most people love about them. If you want single target ranged attacks, Bow Magus or Precision longbow Ranger are what you want. Mental stats for attack I don't see happening, nor would I (or a decent number of people, as per the playtest forums have shown) appreciate that unless it was a Class Archetype or something.

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