| Davic The Grey Contributor |
Yeah, wood is getting a full reprint in UW, but we still don't know if there will be any new wild talents.
I'm guessing that due to space, we won't, but that won't stop them from making good wood element material for classes that are not the kineticist.
At any rate, this companion expressly is about the "big four", as per the description. Wouldn't expect much wood, metal or void content in this one.
| Dragon78 |
I am also hoping for...
New kineticist wild talents for air, earth, fire, and water. Especially some good utility ones for fire.
Elemental themed bardic masterpieces.
New bloodrager bloodlines(boreal, deepearth, stormborn, etc.)
A racial feat that improves the energy resistance of the elemental/genie-kin races or any race with energy resistance. Maybe a feat that grants anyone energy resistance 5 vs one energy type.
Some elemental themed oracle curses.
Some elemental based witch hexes.
Would love to see a new sorcerer bloodline but not sure what could do that elemental themed that hasn't been done.
Set
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Some elemental themed oracle curses.
Some elemental based witch hexes.
Ooh, like these two in particular.
Oracle curses like Burned, or Storm-Tossed, or Lightly on This Earth could be fun.
Hexes that set someone on fire, or made them more susceptible to a particular element (either elemental damage, or even environmental effects like extreme heat or cold), or a living 'lightning rod' that was more easily hit by lightning (so much so that lightning in a certain range of them would arc out and hit them too) could be mean. Hexes that caused someone to be treated as smaller for the effects of strong winds (so that even a Small or Medium sized creature might find themselves checked or blown back by a gust of wind), or more susceptible to drowning(!) or treat all earth and stone as difficult terrain as natural earth turns under their feet, could be cruel.
| Davic The Grey Contributor |
Dragon78 wrote:Some elemental themed oracle curses.
Some elemental based witch hexes.Ooh, like these two in particular.
Hexes that set someone on fire, or made them more susceptible to a particular element (either elemental damage, or even environmental effects like extreme heat or cold), or a living 'lightning rod' that was more easily hit by lightning (so much so that lightning in a certain range of them would arc out and hit them too) could be mean. Hexes that caused someone to be treated as smaller for the effects of strong winds (so that even a Small or Medium sized creature might find themselves checked or blown back by a gust of wind), or more susceptible to drowning(!) or treat all earth and stone as difficult terrain as natural earth turns under their feet, could be cruel.
I'm playing a winter witch in Reign of Winter soon. Really want these.
| Luthorne |
I'd like a hex that would remove or reduce one or more kinds of energy resistance, and a major hex that would either remove one or more kinds of energy immunity or reduce them to energy resistance, probably either Fortitude or Will to resist, and the usual once per day per creature. Of course, I would also like something like that to be an infusion.
That said, we'll just have to wait to see what we actually get...looking forward to this one.
Dean HS Jones
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Dragon78 wrote:Some elemental themed oracle curses.
Some elemental based witch hexes.Ooh, like these two in particular.
Oracle curses like Burned, or Storm-Tossed, or Lightly on This Earth could be fun.
Hexes that set someone on fire, or made them more susceptible to a particular element (either elemental damage, or even environmental effects like extreme heat or cold), or a living 'lightning rod' that was more easily hit by lightning (so much so that lightning in a certain range of them would arc out and hit them too) could be mean. Hexes that caused someone to be treated as smaller for the effects of strong winds (so that even a Small or Medium sized creature might find themselves checked or blown back by a gust of wind), or more susceptible to drowning(!) or treat all earth and stone as difficult terrain as natural earth turns under their feet, could be cruel.
Curses are definitely things we need more of and these are really great!
| doc roc |
It gives up armour & shield (thus increasing pressure on DEX and CON), domain spells (and therefore an extra spell per day) and restricts alignment = massive hit
It gains = more uses of a terrible class ability, some sub-par channel add ons, including one that for most clerics they will never actually use.
IMO its one of the worst cleric archetypes out there...
If its 'Badass' then I'm the Pope's secret lovechild...
DM Beckett
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At what levels...
The AoE healing I dont mind much, but it gets weak pretty quickly.
Its the "nuke" part thats not appealing. The Angelfire Adept does not help this.
Their Cleansing Flames ability starts at 9th level, which is far to late.
Versitile Channeling is good, but starts at 5th level and os nice for Lesser Restoration, but does little else until 11th, in my opinion.
Also, dont forget you dazzle all non-good party member you heal every time you channel, no save. All this for reduced spellcasting and light armor only.
The Blossoming Light is not too bad, (but I wouldn't call it good). Extra Channels, and an enhanced type of harm to include a lot of CE creatures to, (why not just Evil???, or an option for LE or NE instead), BUT, it also comes online just as Channel Energy used to harm begins to become less effective very quickly.
Versitile Channeling will not help here, (can only apply to positive energy healing).
For this you loose all armor and shields, and the ability to even use them at all, Domain Spells, and Paladin-like Alignment restrictions.
I cant remember who said it or when, but one of the ideas behind balancing Archrtypes was to not make restrictions that played into options that a player of this Archetype was likely to do anyway, and that seems to be the case with this one, dipping Monk, and giving options that they are likely to take already.
| shaventalz |
Groups tend to like AoE healing. Larger groups moreso.
And this archetype lets you heal AND nuke bad guys that aren't undead :3
It lets you heal OR nuke CERTAIN bad guys that aren't undead. The archetype basically gives you Alignment Channel but with more restrictions, plus a side of anti-Drow. That, 1 + 1/4levels copies of Extra Channel, and a few flavorful-but-not-useful abilities.
DM Beckett
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Its actually very relevent as its based off of my request for Elemental Cleric Archetypes, especially after how poorly many past Archetypes have been handled.
If yhis book has one thing from this entire thread, Cleric Archetypes for the four Elements (that don't suck) is the thing the game needs to most. Elemental Oracles are good, in my opinion. Nothing needed there. Druids, likewise, are good, nothing needed there.
Following that, Elemental Spells that actually use that Element. Lots of them.
| Luthorne |
Its actually very relevent as its based off of my request for Elemental Cleric Archetypes, especially after how poorly many past Archetypes have been handled.
If yhis book has one thing from this entire thread, Cleric Archetypes for the four Elements (that don't suck) is the thing the game needs to most. Elemental Oracles are good, in my opinion. Nothing needed there. Druids, likewise, are good, nothing needed there.
Following that, Elemental Spells that actually use that Element. Lots of them.
Well, honestly, at this point, I imagine that most of the work has already been submitted, and it's down to editing, copyfitting, art, layout, that kind of stuff, so I think it's probably not going to make a difference whether or not you think recent cleric archetypes have been poorly handled or if you think that clerics need elemental archetypes. We have no idea if there's even going to be any cleric material or not, after all, though I imagine there might be a few new spells on the cleric/oracle spell list...
DM Beckett
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Sure. I'd originally brought this up back on page one, but the way I figure it, the more it's talked about the more likely it is to happen. If not here, then somewhere else.
It seems really strange to me, even in Golarion's material, that there are never any Elemental Clerics/priests when we see the Elemental planes. It makes sense in a mechanical sense, because the rules simply don't allow it well. A fire Cleric on the Plane of fire is sort of powerless, well towards the vast majority of the population that is either resistant or immune to Fire stuff. Planes of Power gave us Druid Domains to help, but then kind of left it there.
Like I said, it's an area of the game that's been pretty lacking, which is kind of odd as it's a common trope for the genre.
Part of me wishes that this would be a full on hardcover book, still focused on being a Player's Guide, but with enough room to actually handled all of the things a book like this should for the game.
| Luthorne |
Hmm, couldn't a cleric live indefinitely on an elemental plane with the aid of planar adaptation, perhaps with Extended Spell? Though honestly, I would expect most of the clerics or priests on another plane to simply be natives and not need any special preparations for survive on their home plane...
I would like it if we eventually got an updated, hardcover version of the The Great Beyond: A Guide to the Multiverse, though.
Edit: The chaos cutter from Heaven Unleashed could allow indefinite survival on another plane as well, I imagine?
DM Beckett
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I was referring more to NPCs here, both antagonists and protagonists, and less about surviving, but rather about being effective at all. If we went to the Plane of Fire and encountered a native Fire Cleric, they effectively blow bubbles at their enemies, because nothing is really harmed by Fire.
That seems very contrary to the point to me. Sure, they have some healing and negative energy abilities, some buffing, and all the other stuff that any other Cleric can do, but that's kind of the issue, any other can do that. So mechanically, the best Fire Cleric (or whatever element) are those that don't do anything at all with fire most of the time on their own Plane.
Secondarily, they get . . . additional Fire Resistance that doesn't stack. This is ok for most characters not on a Fire Plane, but again, is pretty irrelevant for natives there.
Planes of Power gave us something that helps fix this issue, but was short sighted and made them DRUID ONLY. (Why?)
Granted Powers: You embrace the destructive flames and ever-roaring volcanoes of the Plane of Fire, having proven yourself impervious to its heat.
Fire Hardened (Ex): You ignore fire damage from the fire dominant planar trait, and you gain fire resistance 5. If you have natural fire resistance, it increases by 5 instead, and if you are naturally immune to fire, you heal hit points and ability damage at twice the normal rate when resting on a fire-dominant plane. You can touch a willing creature to grant these benefits for 1 hour. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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All-Consuming Flames (Su): At 8th level, you can channel the extraplanar heat into your allies’ weapons within 30 feet as a standard action. For 1 minute, the affected weapons gain the cold-outsider-bane, fire-outsider-bane, or flaming weapon special abilities. You must grant each weapon the same ability, and this ability affects no more than two of any ally’s weapons. You can use this ability once per day, plus an additional time per day for every four levels beyond 8th.
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Domain Spells: 1st—obscuring mist (creates smoke), 2nd—elemental speechAPG, 3rd—ash stormUM, 4th—planar adaptationAPG, 5th—scorching ash formARG, 6th—mass planar adaptationAPG, 7th—delayed blast fireball, 8th—destruction, 9th—fiery bodyAPG.
| Luthorne |
Isn't that because clerics are traditionally associated with the outer planes, while druids are traditionally associated with the inner planes, the First World, and the material plane?
As for the contrary nature, I suppose that depends on your perspective...it could be argued that it would be strange for someone who merely harnesses the power of a plane to be able to use the power of that plane against a native of that plane...like attempting to drown a shark by holding it underwater. Similarly, good-aligned spells are usually more effective against evil creatures, rather than granting you extra power over good-aligned creatures.
I'm Hiding In Your Closet
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Luthorne wrote:Saint Bernard wrote:More love for elemental wizards. At the very least, an updated elemental wizard spell list.Did you want more than the updated elemental wizard spell list from Planes of Power? Or did you not know about that one?Was not aware of that.
Thanks
It's something (and looking at what they did for Wood, I strongly suspect I had a direct influence!), but given how many spells have been published since the Advanced Player's Guide, and how that has been the only update of their lists to date, I think it's reasonable to want more, and this would be the perfect book for it.
I'd also like a near-total rewrite of the Void School.
| Luthorne |
I was never terribly enthused with the Kineticist, for a variety of reasons...but oh well, it's here now. I just hope we'll get more Archetypes that replace Omnikinesis (Omnicide doesn't count, as far as I'm concerned).
That's okay, I have pretty much no interest in wizards, but I can still think having elemental schools is kind of cool as a setting element. And I guess it's useful for sha'ir occultists...
I'm Hiding In Your Closet
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That's okay, I have pretty much no interest in wizards, but I can still think having elemental schools is kind of cool as a setting element. And I guess it's useful for sha'ir occultists...
I like Occultists, but the "Sha'ir" Occultist is just kind of an insult to those of us at all familiar with the original AL-QADIM Sha'ir. For all that it needed troubleshooting and refining, it was special and unique and innovative. It felt like magic. The Occultist Archetype just doesn't cut it.
| Distant Scholar |
>>hurricane-punching windstep master monk
>>hurricane-punching monk
>>hurricane-punching
>>The ability to punch hurricanesIs this a dream? Can such a beautiful thing actually exist?
It may be a dream. The windstep master monk may be able to punch hurricanes into existence, rather than out of existence.
| stormcrow27 |
Luthorne wrote:I like Occultists, but the "Sha'ir" Occultist is just kind of an insult to those of us at all familiar with the original AL-QADIM Sha'ir. For all that it needed troubleshooting and refining, it was special and unique and innovative. It felt like magic. The Occultist Archetype just doesn't cut it.
That's okay, I have pretty much no interest in wizards, but I can still think having elemental schools is kind of cool as a setting element. And I guess it's useful for sha'ir occultists...
This sentiment times infinity. The sha'ir occultist is a poor shadow of the sha'ir at best. The 3.5 Dragon sha'ir was much closer to the original idea.