Archpaladin Zousha |
All things considered, we'll probably get some space druid in the magic book.
More space druid than the Xenodruid connection for the Mystic?
What, like some nature-based ACFs for witchwarpers and technomancers? That'd be kind of interesting! Sort of would tie in with the notion that the dichotomies between types of magic are are as much an illusion as the dichotomies between different types of lifeforms!
Zwordsman |
Hum. Might be interesting to get a class, Or add class choices for a sorta "in battle" trapper.
I dearly DEARLY would love Trap Weapons.
Basically.. I want Osamu's Wire Traps from World Trigger series.
I want more weird weapons like those that let you alter fields, set traps, or alarms and the like.
Mine Layer for instance? is really cool-but is far too limited for what I want to use it for (laying mines in advance or trapping an equipement yard etc). So most of the time it ends up being a Detenator/explosive engineering roll which takes a fair bit of time.
I would love for some sort of Weapons specific guide to come out (armory 2 i guess) that has some stuff like that. Interesting stuff.
While I am listing weapons here.. I do think some class specific options would be very suitable for this..
Subtefudge guide could come out with trap set up wweapons, rules, and a subclass (for rlack of better term) for every class that focuses on traps.
Biohacker that works on Poisons and capturing people.
Mechanic the makes auto turrets (which are sorta an optoin already).
LuisCarlos17Fe |
I like the concept of alchemy-sealer from Full-Metal-Alchemy where with a rune on the floor you can create magic effects, and with a gameplay like a mixture of tower-defense and shooter videogames (Fortnite: Save the world or Orcs Must Die).
But a good trapper needs time, and she isn't so good to improvise in an attack. And the gameplay in a videogame can be fun but in a TTRPG it may be hard for GMs without much experencie about combats with and without miniatures. Where is the trap on the wall or under the roof?
And in openfield combats traps are easier to avoid.
A trapper sounds more like an archetype for the technomancer.
thecursor |
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Thundarr the Barbarian wrote:What magic book? Has there been some sort of announcement I have not heard yet?Do they have to announce it? After the starship book it's the most obvious choice.
Just like the first Vast book and the gods books. They are inevitable.
None of those are "inevitable"
Charlesfire |
1. A biohacker archetype that focus on self-improvement via self-mutation, allowing him to become part humanoid, part monster.
2. A build-your-spells class (a.k.a. what could have been the witchwarper).
3. Some biohacker options to play a poisoner. Something like an archetype or a theorem.
4. More classes with per-stamina-rest ressources (i.e. like the biohacker).
5. A summoner class or archetype.
Thrice Great Hermes |
A Gadgeteer class: The Mechanic while a "Tech" class they are not the Tinker,Artificer, Inventor, archetype.
An Alchemist.
A Space/Futuristic Monk:Goku,The Tetragrmaton Clerics, Alita the Battle Angel, the Weirding Way and Prana-Bindu of Dune. All do not have a class the represents them.
A Psionic class.
Thrice Great Hermes |
The mechanic is the computers guy more than a mechanic.
I know and they(Paizo) have been expanding it. But what I'm seeing in my head isn't what the Mechanic is at the moment.
Thematically I see a class built around the Mad Inventor.
The character with a dodgy device for every occasion.
I see this class working almost like a wizard.
They have a certain number of MAD FORMULA known and through expenditure of time and resources things based on them.
However unlike spell anyone can use a mad device...at their peril.
Mad devices can also be stockpiled.
Dracomicron |
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BigNorseWolf wrote:The mechanic is the computers guy more than a mechanic.I know and they(Paizo) have been expanding it. But what I'm seeing in my head isn't what the Mechanic is at the moment.
Thematically I see a class built around the Mad Inventor.
The character with a dodgy device for every occasion.
I see this class working almost like a wizard.
They have a certain number of MAD FORMULA known and through expenditure of time and resources things based on them.
However unlike spell anyone can use a mad device...at their peril.
Mad devices can also be stockpiled.
So... Rick. Of Rick & Morty fame.
Thrice Great Hermes |
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Thrice Great Hermes wrote:So... Rick. Of Rick & Morty fame.BigNorseWolf wrote:The mechanic is the computers guy more than a mechanic.I know and they(Paizo) have been expanding it. But what I'm seeing in my head isn't what the Mechanic is at the moment.
Thematically I see a class built around the Mad Inventor.
The character with a dodgy device for every occasion.
I see this class working almost like a wizard.
They have a certain number of MAD FORMULA known and through expenditure of time and resources things based on them.
However unlike spell anyone can use a mad device...at their peril.
Mad devices can also be stockpiled.
Rick is the most current example.
Dock Brown, Back to the Future.
Walter Bishop, Fringe.
Every "Spark" from Girl Genius.
BigNorseWolf |
Mad devices can also be stockpiled.
Oddly enough the best way to emulate that right now is with a gadgeteer operative who can butpull 5,000 + credits worth of random items out of their ...cheekpouch that they either had prepared or you can flavor it as them cobbling it together from spare parts.
LuisCarlos17Fe |
I suggest the cofrater ( = member of a brotherhood). A mystic warrior who tries to fight like a superhero without firearms. Using a force field only fighting hand-to-hand, and a energy whip/spike chain like ranged attack, and returning throwing weapons. Its origin is tribal warriors who learnt to use primal magic against alien invaders with higher level technology.
Dracomicron |
I had a thought: What about an archetype designed around Symbiends. You get one at level one and your new little slug buddy tailors its benefits to your class.
Archetypes can't be taken at level 1, earliest you can get one is level 2.
But tell me more! Like have a high BAB-based slug, a skill expert slug, and a casting slug?
thecursor |
thecursor wrote:I had a thought: What about an archetype designed around Symbiends. You get one at level one and your new little slug buddy tailors its benefits to your class.Archetypes can't be taken at level 1, earliest you can get one is level 2.
But tell me more! Like have a high BAB-based slug, a skill expert slug, and a casting slug?
Let's say that your slug is a different species depending on your base class. One slug grants you skills to go with your operative skills, maybe one gives you a growing CHA bonus for Envoy or an extra maneuver for a Soldier. Imagine a magic friendly slug who gooses your spell casting, etc etc. The fluff could even be something fun too, with a sybiend that has a different alignment than you.
Thrice Great Hermes |
Thrice Great Hermes wrote:Oddly enough the best way to emulate that right now is with a gadgeteer operative who can butpull 5,000 + credits worth of random items out of their ...cheekpouch that they either had prepared or you can flavor it as them cobbling it together from spare parts.
Mad devices can also be stockpiled.
Thinking about it.
The Alchemists class works almost like what I'm invesioning