Stuff That You Wish Paizo Had Done For Pathfinder 1E?


Pathfinder First Edition General Discussion

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Sources don't agree with each other, it seems.
Dead eyes berserkers are described as being in a trance-like state showing no emotion, while later berserkers took inspiration from Hida Amoro and are more traditional angry berserkers.

Matsu bushi, at least as time went one, are often considered berserkers and the Matsu school is called the Matsu Berserker school in 3e and 4e, and the description of the school and techniques are very berserkerish, even if they never use that word in 1e.


Dead eyes berserkers literally enter a berserk rage that exhausts them. Matsu berserkers are just samurai who focus entirely on the full attack stance

edit: Dead eyes berserkers also suffer from sudden berserker death syndrome, where their resilience while berserking causes them to drop dead when they calm down.

In the card game, matsu "deathseekers" regularly had mechanics that were blow themselves up to do a thing, Hida berserkers regularly had 2X the force of other characters and were usually destroyed if they did not win the battle by a large enough margin.

In the RPG matsu berserkers gain benefits from being in full attack, which is a mechanic similar to every other bushi school. Dead eyes berserkers, literally enter a rage that gives them +2k1 to attack and damage rolls and increases their earth ring (hp) for the duration of the rage, which they cannot die during without taking something like double their total number of wounds, but post rage they drop dead if tehy're low enough.


Then again in 5e, the main schtick of Matsus is Enraging (read: going berserk) in response to either getting critted or while unmasking so its not like this sort of thing doesn't change based on the whims of the devs/edition at work.


Set wrote:
Some examples of alien animals for Druids, Rangers, etc. on the Distant Worlds, with some abilities (balanced!) that aren't typically available to Golarion critters and high-light the out-there nature of alien animal life. Ditto, at least one alien animal 'mount' option for Distant Worlds paladins, cavaliers, etc.

There's a PFS boon that tries to do this

PFS Boon:
Iron Gods Book One wrote:
Otherworldly Beasts: Not all of the habitation pods that you found were broken; one contained a exceedingly rare desert-dwelling species from another world. You may select a petromin, pilo, or sorico (Pathfinder #85: Fires of Creation) as a familiar or animal companion. If you make this bond with the creature, you must provide a copy of Fires of Creation as though it appeared on the Additional Resources page. This is a unique creature, and if it dies, you must return it to life by the end of the adventure or cross this boon off your Chronicle sheet. Alternatively, you may cross this boon off your Chronicle sheet before making an attack against any creature not native to Golarion (including many outsiders and alien species) to gain a +2 bonus on the attack roll and increase the critical threat range for the attack by 1.

Apparently whoever wrote this didn't realize animal companions changed in the 3.5 to PF transition. Also none of them are big enough to be useful as animal companions anyways


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Tarik Blackhands wrote:
Then again in 5e, the main schtick of Matsus is Enraging (read: going berserk) in response to either getting critted or while unmasking so its not like this sort of thing doesn't change based on the whims of the devs/edition at work.

Yeah but you've got 20 years of history and consistent mechanics on one hand, and then fantasy flight games version in 5e.


The game was hardly consistent while under AEG, as this very discussion has proved, with its inconsistent portrayal of the Crab berserkers, or how the Matsu bushi have been described as berserkers since 3e. Not to mention the originally mostly strict gender roles of 1e which basically disappeared over the course of the game, or the original Shadowlands (which was scary) versus the Lost and the Spider (which were not).

Sure 5e is bad, but John Wick's vision of Rokugan did not last past 1e.

Now, if someone wants to continue this discussion in a dedicated thread in the appropriate forum, I'll be happy to join, but I won't derail this thread any further.


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I wish they had made more multi element utility talents for kineticists.


A playable Frankenstein type monster race(+2Str +2Cha -2Int), it would have similar immunities/resistances that the android has except they would be vulnerable to emotion effects, maybe a phobia(fire, water, heights, etc.) drawback as well, also options of +1 natural armor, cold res. 5, elec. res. 5, slam attack, etc. would be nice as well. Especially since we have playable vampire, lycanthrope, and creature from the black lagoon.

Also an android variant so you can have a full body cyborg playable race.

If you could have a corporeal undead playable race, what type would you like(full skeleton, zombie/corpse, mummified, etc.)?

Ryan Freire, I wish they made more wild talents in general;)


Dragon78 wrote:
If you could have a corporeal undead playable race, what type would you like(full skeleton, zombie/corpse, mummified, etc.)?

Skeleton: if I don't need flesh then I don't want any of it.


I really liked that the Aether kineticist got a wild talent to improved it's basic kinesis ability, I wish all the other elements got that as well.

I also wish that there were a lot of different elemental defenses to choose from for each element.

Aether
1)Force Resistance
2)Spell Resistance
3)Force Armor
4)Telekinetic Deflection(Deflection bonus to AC)

Air
1)Elec. Resistance
2)Elec. Field
3)Bonuses to AC, dex skills, adn ref saves.
4)Cloak of Mist(miss chance vs melee attacks)

Earth
1)Crystal Skin(deflect ray attacks)
2)Earth/Rock Armor
3)Magnetic Field(hit penalty with metal weapons vs you)
4)Shroud of Sand(miss chance vs ranged attacks)

Fire
1)Fire Resistance
2)Shining Radiance(save bonuses vs blindness, dazzle, light based effects, a chance to counter magical darkness and illusions)
3)Burning Mirage(miss chance vs melee attacks)
4)Cloak of Ash(miss chance vs ranged attacks)

Void
1)Negative Energy Affinity
2)DR Silver
3)Positive Energy Resistance
4)Shadow Blend(miss chance that increases in dim light)

Water
1)Cold Resistance
2)Freezing flesh(cold damage vs attackers)
3)AC and saves while in or near water.
4)Veil of Water(grants bonuses vs gaze attacks, blindness, dazzle, visual illusion spells and effects)

Wood
1)DR Cold Iron or Slashing
2)Positive Energy Barrier/Field(dmg vs undead)
3)Verdant Armor
4)Life Infused(limited fast healing, maybe 1HP/minute)


air fire and water have resistances associated with them. They're just hidden in other wild talents.

You get resistance equal to double your burn


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I wish Paizo had shown more finesse and moderation on their FAQ/errata practices.


Yes, I know, very little resistance... that should have stacked with any resistance you already have by race or class. But I want a defense power that grants resistance(maxing out at 30).


Not only wild talents that improve your basic kinesis but also add additional utility abilities such as stabilize and purify food and drink to wood, mage hand effect(like aether and earth) for water/ice, for the water element, create smoke/steam in a 5' cube for fire, etc.


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More FAQ's, errata's.

More unique items available in interactives.

Retained or replicated the LG system for local / regional / national game play.

Better Organized Play environment. (not criticizing anything but the premise. Pathfinder society centralized control - but it also prevented richer and faster development of the game world.)


What is the LG system?

I assume you're not talking about paladins, but not sure what that means otherwise.


I'm betting LG = Living Greyhawk. I've heard from one guy who liked it, though it didn't sound of interest to me personally.


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Yes, LG = Living Greyhawk.

The thing that was cool about LG was there were mods composed on the local level, the regional level, and then at the national level.

Meant there were a lot of cool plot lines, a lot of personality. Some regions were evil - and it was hard to play a paladin. Others focused on dwarves or elves.

Generally, I would say the writing was better than current, and there were hundreds of mods released every year.


Was never a fan of the D&D settings, I always had more fun in home brews. Though for the most part I have enjoyed the Pathfinder setting. As for things I wish Paizo did for the setting in 1st Ed... that would be too much to list all of them.


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I wish they had done an unchained updating all the archetypes from the advanced players guide through ultimate magic/combat to bring them in line with other options.

Specifically I wish the fighter archetypes that gave up weapon training for something basically identical to weapon training but focused on one weapon group were adjusted to have the language of the dragoons spear training and the monk/barbarian/rogue archetypes that don't work with their unchained versions were updated to port directly across.

edit: I also wish there was a feat that linked off whirlwind attack that gave pounce.


I would love to fix archetypes that replace good class abilities for weaker or downright useless options.


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Dragon78 wrote:

I would love to fix archetypes that replace good class abilities for weaker or downright useless options.

aka about everything with a -2 Power rating here. Yes, there are a lot of those.


With that many you would need a archetype unchained hardcover book;)


Dragon78 wrote:
With that many you would need a archetype unchained hardcover book;)

I'm fine with that.

You do archetypes, and then maybe like shifter unchained, and include five or six other medium spirits, which i think they intended to do eventually.


More medium spirits would have been cool.


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An alternate class of the Medium that had them become possessed by powerful outsiders such that they transform.

Could also fit the Summoner, Spiritualist, or Shifter.

Just give me a He-Man/She-Ra class, damnit!

(I think there's an veryman Games class called the Vessel that may do this.)


I wish the kineticist wood element(maybe aether and/or water) got positive energy channeling and lay on hands options that are usable 3+cha mod/day and no burn cost. Also void getting negative energy channeling options.

Dark Archive

Dragon78 wrote:
I wish the kineticist wood element(maybe aether and/or water) got positive energy channeling and lay on hands options that are usable 3+cha mod/day and no burn cost. Also void getting negative energy channeling options.

More to do with the 'eastern' elements of wood, metal and void, in particular. Elemental planes of wood, metal and void, or genies, elementals or mephits of those elements, in particular. I'd have loved a conscious uncoupling of cultural elements with the genies, specifically, so that *some* djinn, ifrit, etc. might adapt a Persian style, while others could be mesoamerican, or asian, or babylonian, or egyptian, in 'style,' or represent utterly unrecognizable 'alien to us' cultures of their own, rather than ones drawn from real-world history/mythology.

An 'asian' style wood mephit, for instance, might breathe a spray of choking pollen, or spray of shard wooden splinters, and resemble a twisted bonsai person, possibly being mistaken for a kami or leshy, while a mesoamerican 'marid' could look like the monster-headed rain god Tlaloc, and wear thick jewelry, a short skirt of jade and carry a staff in Aztec styles.

Limiting outsider races to culturally resemble an ethnic group that might not even exist on any particular fantasy world, always seemed a little weird, to me, and limiting the elemental planes to the four 'classical' western elements, and not allowing for either of the five element models (earth, fire, metal, water and wood or air, earth, fire, water and void) seemed like it was missing some fun possibilities.

Tying the 'elemental plane of wood' or 'elemental plane of void' to the positive energy plane or first world, or negative energy plane or ethereal plane, seems like it could also be interesting (either folding them together somehow, or just having them cosmologically 'adjacent' or sharing a border / transitional boundary).

Shadow Lodge

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Oh, got another one. Not destroyed the Jingasa of the Fortunate Soldier instead of fixing Fortune's Favored to not be a broken trait.


Dragon78 wrote:
With that many you would need a archetype unchained hardcover book;)

In that same vein, since my newest character is an unchained monk...

They released him incompatible with any of the regular monk archetypes and then only made a handful of the monk archetypes compatible. Some of the cooler Monk archetypes are forever on the underwhelmingly weak regular monk.


Yeah, I like the unchained monk better(in most ways) then the original.

I agree Dragonborn3, I would have "fixed" the trait over the Jingasa of the Fortunate Soldier.

I agree Set, I would have also liked wood, metal, and void elementals and element themed creatures.


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D-vid wrote:
They released him incompatible with any of the regular monk archetypes and then only made a handful of the monk archetypes compatible. Some of the cooler Monk archetypes are forever on the underwhelmingly weak regular monk.

If you're interested, there are 3rd-party products for that:

Everyman Unchained: Monk Archetypes
Everyman Unchained: Monk Archetypes II
Unchained Monk Archetypes


I might be repeating myself here...

"Dragon Disciple" PrCs for all of the "monstrous" Sorcerer bloodlines.

More Shifter archetypes in general, but in particular more "monster type" Shifter archetypes, like the existing ones for fiends, dragons, and plants.

More "multige" classes and multiclassing feats like Monastic Legacy.

Jon Brazer Enterprises

FaerieGodfather wrote:
More "multige" classes and multiclassing feats like Monastic Legacy.

I'm not familiar with this.


I'm sitting here staring at "multige" and trying to figure out what that could possibly mean.

For some reason it's reminding me of Doctor Strange, but I don't think that was the intention.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

A combo of multiclass and Prestige Class? Meaning a Prestige Class that requires multiclassing I'm guessing?


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A Prestige Class that acts to support a multiclass character archetype by advancing (some of) the features of two classes simultaneously-- like Mystic Theurge.

Jon Brazer Enterprises

FaerieGodfather wrote:
A Prestige Class that acts to support a multiclass character archetype by advancing (some of) the features of two classes simultaneously-- like Mystic Theurge.

Ahh, gotcha. Thanks.


Yeah, I was wondering what that meant.

I wish we didn't get limited options like rogue talents, witch hexes, etc. that are only available to a single race, archetype, etc. I can understand race specific feats and magic items but not spells and other class/character features/options.

Jon Brazer Enterprises

Dragon78 wrote:
but not spells and other class/character features/options.

I always felt racial spells as racial themed. So a member outside the race can cast it, but it is just outside of theme.

For class options and archetypes, I asked my writers to have the class options build off of the race. Like the Blood Scion Archetype we shared earlier this week. It makes a dhampir mesmerist more vampiric.


I kind of wish that they also re did the Mystic Theurge so that it would have 9/9 level casting for a Wizard/Cleric. This would have made it live up to the description.


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Personally, prestige classes should have been reworked into archetypes. How? By replacing higher-level abilities starting at 10th level.

It,s already pretty dampening to get into a prestige class, might as well convert it into an archetype. I get that many of them are representing some sort of membership, but come on, they don't make your character any better...


JiCi wrote:

Personally, prestige classes should have been reworked into archetypes. How? By replacing higher-level abilities starting at 10th level.

It,s already pretty dampening to get into a prestige class, might as well convert it into an archetype. I get that many of them are representing some sort of membership, but come on, they don't make your character any better...

More 3rd-party recommends:

Caster Prestige Archetypes
Prestige Archetypes
Warrior Prestige Archetypes


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Make official Psionic rules (no, occult doesn't count, not even close).


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Well, now that I have more time, here's my list:

- Another revision for the shifter, mostly to give it more options with multiple natural weapons, better wild shape and the ability to combine its major aspects.

- Archetypes based on prestige classes.

- Many, many... many revisions to archetypes... too long to list.

- Ability to get a bigger companion outside of the Mammoth Rider, such as a feat taken at 11th or 13th level to make it larger, beyond Large.

- More racial weapons
* A Dwarven Warhammer (Exotic One-Handed B weapon, 1d10, X3); the Ram Hammer should have been this.
* A Gnomish Warpick (Exotic One-Handed P weapon, 1d10, X4)
* An Elven longsword (Exotic One-Handed P & S weapon, 1d10, 19-20/X2)
* An Elven longbow (Exotic Ranged P weapon, 1d10, X3, 200 ft.)
* An Orcish axe; the Butchering axe should have been this

- A dragonlike race, or a Medium variant of kobolds; just because Paizo doesn't like dragons doesn't it should leave the fans empty-handed.

- More information about Tian Xian and Azlanti deities.

- A bestiary which is actually a compilation of creatures taken from APs and Modules. I have once compiled all creatures in a list and it would have been big enough for 2 or even 3 books.

- 2 more NPC Codices to cover the rest of the classes.

Jon Brazer Enterprises

JiCi wrote:
2 more NPC Codices to cover the rest of the classes.

I'm working on that as I type this. Follow this thread for details.


Dale McCoy Jr wrote:
JiCi wrote:
2 more NPC Codices to cover the rest of the classes.
I'm working on that as I type this. Follow this thread for details.

I'll check it out ^_^

The point is that people were expecting a series of books with NPCs, but that never happened, and people might have wanted to get specific classes that are not any of the 11 base classes presented in the first codex.

I am fully aware that 3rd-party publishers can pick up any missing supplement, but it is kinda sad that Paizo themselves didn't go through.


JiCi wrote:

Personally, prestige classes should have been reworked into archetypes. How? By replacing higher-level abilities starting at 10th level.

It,s already pretty dampening to get into a prestige class, might as well convert it into an archetype. I get that many of them are representing some sort of membership, but come on, they don't make your character any better...

The trouble with archetypes for high levels is that a lot of classes don't have much in the way of class features to swap at high levels. The trouble with using archetypes to replace prestige classes is that it makes a prestigious organisation something associated with one specific class only, and removes the multiclass-supporting prestige classes too.


avr wrote:
JiCi wrote:

Personally, prestige classes should have been reworked into archetypes. How? By replacing higher-level abilities starting at 10th level.

It,s already pretty dampening to get into a prestige class, might as well convert it into an archetype. I get that many of them are representing some sort of membership, but come on, they don't make your character any better...

The trouble with archetypes for high levels is that a lot of classes don't have much in the way of class features to swap at high levels. The trouble with using archetypes to replace prestige classes is that it makes a prestigious organisation something associated with one specific class only, and removes the multiclass-supporting prestige classes too.

The problem I see is that a good chunk of PrCs aren't part of organisations, but specializations: Battle Herald (Bard), Arcane Trickster (Magus), Horizon Walker (Ranger), Holy Vindicator (Bloodrager), Assassin (Slayer), Eldritch Knight (Fighter), Mammoth Rider (Cavalier), Pathfinder Chronicler (Bard), Winter Witch (Witch), and so on.

My major issue with PrCs is that they halt 99% of your progress for your base class(es). Most of them add one level in a spellcasting class, but I haven't seen a SINGLE one with "+1 level of fighter/rogue/monk class".


JiCi wrote:
avr wrote:
JiCi wrote:

Personally, prestige classes should have been reworked into archetypes. How? By replacing higher-level abilities starting at 10th level.

It,s already pretty dampening to get into a prestige class, might as well convert it into an archetype. I get that many of them are representing some sort of membership, but come on, they don't make your character any better...

The trouble with archetypes for high levels is that a lot of classes don't have much in the way of class features to swap at high levels. The trouble with using archetypes to replace prestige classes is that it makes a prestigious organisation something associated with one specific class only, and removes the multiclass-supporting prestige classes too.

The problem I see is that a good chunk of PrCs aren't part of organisations, but specializations: Battle Herald (Bard), Arcane Trickster (Magus), Horizon Walker (Ranger), Holy Vindicator (Bloodrager), Assassin (Slayer), Eldritch Knight (Fighter), Mammoth Rider (Cavalier), Pathfinder Chronicler (Bard), Winter Witch (Witch), and so on.

My major issue with PrCs is that they halt 99% of your progress for your base class(es). Most of them add one level in a spellcasting class, but I haven't seen a SINGLE one with "+1 level of fighter/rogue/monk class".

Mortal Usher

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