
Midnightoker |

I wonder if there will be any multiple actions added to existing spells to spice up some staples.
I just hope they’re interesting if they do go that route, because metamagic is sort of filling that role (heal 2 action is basically heal with reach spell but better).
Though I suppose combining downgraded action spells with another metamagic manipulator is pretty cool. Makes magic much more fluid.

Staffan Johansson |
2 people marked this as a favorite. |
as much as I like one action spells, they are hard to balance so I could see the developers avoiding them unless they have a really good concept.
As I recall, one of the issues during the playtest was that clerics strongly gravitated to the one-action version of Heal, because being able to cast it three times per round offered so much more through-put even if it came at the expense of endurance. This is something I feel would be a danger for all one-action spells unless they are spells intended to boost something else you're doing or, maybe, if they're focus spells (which limits their use in the short term).
For example, I could see a one-action spell that doubled your speed and made your moves not provoke reactions for the rest of the turn. This would be a good "GTFO!" spell, but it's generally not something you'd want to combine with other spellcasting because every action not spent moving wastes a significant portion of the spell's effect.

Phntm888 |
For example, I could see a one-action spell that doubled your speed and made your moves not provoke reactions for the rest of the turn. This would be a good "GTFO!" spell, but it's generally not something you'd want to combine with other spellcasting because every action not spent moving wastes a significant portion of the spell's effect.
A nice way to bring back Expeditious Retreat, I'd say. Maybe the "avoid AoOs" ability comes from heightening it?

Salamileg |

Staffan Johansson wrote:A nice way to bring back Expeditious Retreat, I'd say. Maybe the "avoid AoOs" ability comes from heightening it?
For example, I could see a one-action spell that doubled your speed and made your moves not provoke reactions for the rest of the turn. This would be a good "GTFO!" spell, but it's generally not something you'd want to combine with other spellcasting because every action not spent moving wastes a significant portion of the spell's effect.
In the APG stream someone (might have been Lyz?) mentioned that there's a Potion of Expeditious Retreat, it increases your speed but also gives you the fleeing condition (plus maybe makes you harder to hit? I'm not taking in-depth notes).

Salamileg |
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On the topic of the APG panel, here's a list of all archetypes in the book.
Acrobat
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Investigator (Multiclass)
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Oracle (Multiclass)
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Swashbuckler (Multiclass)
Talisman Dabbler
Vigilante
Viking
Weapon Improviser
Witch (Multiclass)

Salamileg |
2 people marked this as a favorite. |

Did anyone jot down the list of subclasses or specific class options coming? I know they talked about evil champions, specific monk stances, poisoner alchemists, and a few more. What did they offer for wizards, clerics, druids, and so forth?
Wizards got a thesis related to staves, clerics got something regarding precognition. I missed druid, but I remember bard got a Warrior Muse, that gives better martial proficiencies and allows allies to make an attack as a reaction. Barbarians get the superstition subclass from the playtest, which I'm very excited about.

Salamileg |
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I think I recall from a magazine preview in the last couple of weeks that there are three sorcerer bloodlines: shadow (occult), genie (primal or arcane?) and another I don't remember, probably primal/arcane, whichever genie isn't, given how many divine we already have.
Anyone know what they are?
We're also getting nymph and psychopomp.

TheGoofyGE3K |
9 people marked this as a favorite. |

Alchemist: Toxicology research field
Barbarian: Superstition Instinct
Bard: Battle Muse
Champion: Evil Tennants, Tyrant, Antipaladin, and Desecrator (Presumably LE, CE, NE)
Cleric: Premonitions?
Druid: Sow seeds into weapons and spells (whatever that means lol)
Fighter: New Martial Techniques, Flourishes, presses, reactions, and a new stance
Monk: New stances for Monastic Archers and "clever scrappers" (i think they mentioned shooting three times at once, likely using less than 3 actions)
Ranger: Warden spells, Martial and wilderness techniques
Rogue: Nw rackets, Mastermind and Eldrich Trickster
Sorcerer: Genie Nymph, psychopomp, and shadow
Wizard: Staff Nexus theory
That's what I got from the slide and what they'd said

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Alchemists will be the toxicologist field, the barbarian got the superstition instinct, bards got the battle muse, champions get evil tenets, clerics got defensive boosts via precog, druids got weapon and spell seeds, fighter get a bunch of feats, monk get the monastic archer as well as a bunch of new stances, rangers getting warden (Focus) spells, rogues are getting the mastermind racket and the eldritch trickster (wasn't clear if it's a racket or not?), sorcerers get the genie (arcane), nymph (primal), psychopomp (divine), and shadow (occult) bloodlines, and wizards are getting the staff nexus thesis.

Bomberbros1011 |

On the topic of the APG panel, here's a list of all archetypes in the book.
Acrobat
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Investigator (Multiclass)
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Oracle (Multiclass)
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Swashbuckler (Multiclass)
Talisman Dabbler
Vigilante
Viking
Weapon Improviser
Witch (Multiclass)
What about the shield-bearing iron wall archetype mentioned in the product description? Did it get cut or something?

Mark Seifter Design Manager |
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TheGoofyGE3K wrote:I'm glad to see Paizo reverse the trope of evil landlords.
Champion: Evil Tennants
No, that would be evil tenants. This is an evil Tennant

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Kaboogy wrote:I’m seeing a lot of cool archetypes, though I can’t say I’m not disappointed there isn’t a two-handed weapon archetype for my great pick wielding wizard (who of course casts true strike almost exclusively).Mauler?...
Mauler is indeed the two-handed weapon archetype, confirmed on the Know Direction interview with Mark Seifter right after the APG panel.

Kaboogy |

rainzax wrote:Mauler is indeed the two-handed weapon archetype, confirmed on the Know Direction interview with Mark Seifter right after the APG panel.Kaboogy wrote:I’m seeing a lot of cool archetypes, though I can’t say I’m not disappointed there isn’t a two-handed weapon archetype for my great pick wielding wizard (who of course casts true strike almost exclusively).Mauler?...
Oh cool! I was thinking that was a bullrusher for some reason.

Joe Hex |
1 person marked this as a favorite. |

Archaeologist, herbalist, and ritualist have my attention.
Archaeologist in 1e was my favorite bard archetype that let you not be performance based. That was awesome...For me at least, it made the most silly, and convoluted class fun. In 2e, it could better explain why the bard is somehow the new occultist.

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My top 5 looking forward to:
Acrobat
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Talisman Dabbler
Vigilante
Viking
Weapon Improviser

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2 people marked this as a favorite. |

Oooo, my top 5 is
Acrobat
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Talisman Dabbler
Vigilante
Viking
Weapon Improviser

Salamileg |
2 people marked this as a favorite. |

If this is a thing we're doing now, then mine is
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Investigator (Multiclass)
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Oracle (Multiclass)
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Swashbuckler (Multiclass)
Talisman Dabbler
Vigilante
Viking
Weapon Improviser
Witch (Multiclass)

Midnightoker |
1 person marked this as a favorite. |

All aboard!
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Investigator (Multiclass)
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Oracle (Multiclass)
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Swashbuckler (Multiclass)
Talisman Dabbler
Vigilante
Viking
Weapon Improviser
Witch (Multiclass)

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My top 5:
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Talisman Dabbler
Vigilante
Viking
Weapon Improviser
I'm very interested in Skill-based Archetypes and how they work and what they do. Also Ritualist, though I guess that's also skill based in some sense...

Psiphyre |
1 person marked this as a favorite. |

Oh, this looks like fun!
Let's see...
Acrobat
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Talisman Dabbler
Vigilante
Viking
Weapon Improviser
Next! :D
Carry on,
--C.

caps |
2 people marked this as a favorite. |

My top 5
Archaeologist
Archer *
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple *
Dual Weapon Warrior
Duelist
Eldritch Archer *
Familiar Master
Gladiator
Herbalist
Horizon Walker
Linguist
Loremaster
Marshal *
Martial Artist
Mauler
Medic
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Talisman Dabbler *
Vigilante
Viking
Weapon Improviser
I'm big into Archer characters of any class, I love the idea of a Marshal/Warlord type, and I like being able to add utility to my characters as well.

Charon Onozuka |
2 people marked this as a favorite. |

Top 5 eh?
Acrobat
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Talisman Dabbler
Vigilante
Viking
Weapon Improviser
Ritualist are probably the one which I'm most interested to see, since I like the idea of rituals - but have yet to see them in play considering there are no common rituals or other content linked to them. Here's hoping the archetype will help spark some more interest in them.

Temperans |
2 people marked this as a favorite. |
Not quite exited but curious/worried on their implementation
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Talisman Dabbler
Vigilante
Viking
Weapon Improviser

The-Magic-Sword |
3 people marked this as a favorite. |

Acrobat
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Investigator (Multiclass)
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Oracle (Multiclass)
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Swashbuckler (Multiclass)
Talisman Dabbler
Vigilante
Viking
Weapon Improviser
Witch (Multiclass)

Cyrad RPG Superstar Season 9 Top 16 |
1 person marked this as a favorite. |

The Weapon Improviser sounds like a lot of fun.
However, I am very concerned it will become the only option to negate improvised weapon penalties.
Losing a class feat and the opportunity to select an archetype is a steep price to pay when I just want my alchemist/barbarian to use a barrel of ale as a greatclub.

Midnightoker |
4 people marked this as a favorite. |

The Weapon Improviser sounds like a lot of fun.
However, I am very concerned it will become the only option to negate improvised weapon penalties.
Losing a class feat and the opportunity to select an archetype is a steep price to pay when I just want my alchemist/barbarian to use a barrel of ale as a greatclub.
You can always play a Shoony! As if you needed another reason :)

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Alchemist: Toxicology research field
Barbarian: Superstition Instinct
Bard: Battle Muse
Champion: Evil Tennants, Tyrant, Antipaladin, and Desecrator (Presumably LE, CE, NE)
Cleric: Premonitions?
Druid: Sow seeds into weapons and spells (whatever that means lol)
Fighter: New Martial Techniques, Flourishes, presses, reactions, and a new stance
Monk: New stances for Monastic Archers and "clever scrappers" (i think they mentioned shooting three times at once, likely using less than 3 actions)
Ranger: Warden spells, Martial and wilderness techniques
Rogue: Nw rackets, Mastermind and Eldrich Trickster
Sorcerer: Genie Nymph, psychopomp, and shadow
Wizard: Staff Nexus theoryThat's what I got from the slide and what they'd said
I'm very interested in some of these.
Is the Staff Nexus Thesis for the Wizard going to provide a staff at first level? We haven't seen a lot any "You get an item" class options in PF2, as far as I can recall.

Cyrad RPG Superstar Season 9 Top 16 |

Cyrad wrote:You can always play a Shoony! As if you needed another reason :)The Weapon Improviser sounds like a lot of fun.
However, I am very concerned it will become the only option to negate improvised weapon penalties.
Losing a class feat and the opportunity to select an archetype is a steep price to pay when I just want my alchemist/barbarian to use a barrel of ale as a greatclub.
Shoony is not always an option for a concept.
(And that is a tragedy).

Midnightoker |
1 person marked this as a favorite. |

Midnightoker wrote:Cyrad wrote:You can always play a Shoony! As if you needed another reason :)The Weapon Improviser sounds like a lot of fun.
However, I am very concerned it will become the only option to negate improvised weapon penalties.
Losing a class feat and the opportunity to select an archetype is a steep price to pay when I just want my alchemist/barbarian to use a barrel of ale as a greatclub.
Shoony is not always an option for a concept.
(And that is a tragedy).
There's always Adopted Ancestry! But fair enough

Elorebaen |

The Weapon Improviser sounds like a lot of fun.
However, I am very concerned it will become the only option to negate improvised weapon penalties.
Losing a class feat and the opportunity to select an archetype is a steep price to pay when I just want my alchemist/barbarian to use a barrel of ale as a greatclub.
I don't think a -2 on attack should stop you from playing that character. I cannot imagine you will be any less deadly.

Cyrad RPG Superstar Season 9 Top 16 |
2 people marked this as a favorite. |

Cyrad wrote:I don't think a -2 on attack should stop you from playing that character. I cannot imagine you will be any less deadly.The Weapon Improviser sounds like a lot of fun.
However, I am very concerned it will become the only option to negate improvised weapon penalties.
Losing a class feat and the opportunity to select an archetype is a steep price to pay when I just want my alchemist/barbarian to use a barrel of ale as a greatclub.
A constant -2 penalty is pretty hard to work with.