WIll there be a players core 3?


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moosher12 wrote:
Old_Man_Robot wrote:
...

The only minor thing I have to add is there is much more allowance to add a spell to a curriculum than to a spellschool. Adding a spell to a curriculum feels like an optional rule, except more allowed than a normal optional rule would be with the way it's phrased, while adding a spell to a spellschool is pure homebrew territory. At the very least, with the new version, it tells a GM that adding a spell is fine, whereas good luck getting a GM to mess with the spell schools if the GM is home rules light.

I'd lump this in with wider variance as well. Because, you're right, including the clause in the text does show that there is intent for this to happen, but they didn't didn't go so far as to indicate things likes permissibility, commonality, total numbers, if it works as a swap-out or pure addition, etc.

So while there will be tables where the Wizard is basically an unrestricted 4 slot caster, there will be others where they are basically 3 slot casters with a strict list of additions.

Which can dramatically impact play experience. And, given that this is meant to be the Wizard's whole thing, it means the experience gulf from player to player could be extreme.

I honestly feel like this was one of the worst possible ways to implement this ability.


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Pathfinder Rulebook Subscriber

At this point I Just assume that's the design goal. The wizard, more than any class other than maybe the investigator, is stuffed full of features that rely heavily on GM buy-in to work in a satisfying manner.

It's not a class you're supposed to just bring to a table and play like a fighter or cleric or druid or sorcerer or gunslinger.

The gap between the 'bare minimum' (highly irregular adventuring days with no foreknowledge, little to no time to learn a spell, basic curriculums with no uncommon spells) and the 'high GM buy-in' (lots of room for preparation and foreknowledge, plenty of time and money to add extra spells, flexibly curated curriculum additions) is just too significant, even before you consider the more mundane table variations everyone has to deal with.

Treat the wizard not as a normal class, but as a project between the player and the GM.


Squiggit wrote:

At this point I Just assume that's the design goal. The wizard, more than any class other than maybe the investigator, is stuffed full of features that rely heavily on GM buy-in to work in a satisfying manner.

It's not a class you're supposed to just bring to a table and play like a fighter or cleric or druid or sorcerer or gunslinger.

The gap between the 'bare minimum' (highly irregular adventuring days with no foreknowledge, little to no time to learn a spell, basic curriculums with no uncommon spells) and the 'high GM buy-in' (lots of room for preparation and foreknowledge, plenty of time and money to add extra spells, flexibly curated curriculum additions) is just too significant, even before you consider the more mundane table variations everyone has to deal with.

Treat the wizard not as a normal class, but as a project between the player and the GM.

Moreso than the Investigator, I think, because the Investigator has one big GM reliant thing (Pursue a Lead) that their effectiveness swings upon, but it's big and central and very obvious, and meanwhile the Wizard has half a dozen individual, separate levers many of which aren't even explicitly written out in the class description.

In a slight swing back towards PC3 discussion, I'm somewhat worried for the remaster Inventor, because it's the closest to the Wizard in design - the martial based around getting extra of the basic martial thing (weapon and armours) with the expectation of being able to switch those out for other options to gain incremental advantages given sufficient knowledge ahead.


A remastered Inventor should be able to add more innovations...

Right now, it's a maximum of 2 initial ones, 1 breakthrough one and 1 revolutionary one. It doesn't help that many have repeated traits...

I'll also take an Inventor who can build customed weapons for anyone else and can add, swap and remove traits when crafting.


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Gaulin wrote:
A big part of why people want pc3 is because paizo has done such a good job not only with adapting classes for the remaster, but touching up classes to make them more enjoyable to play. In my mind, that is why people want pc3. Lots of people have their favorite class not in the core/core 2 list, and the idea that the issues they have with their class could possibly be fixed (or they just straight up get new toys) is a big reason to want them updated.

Not only. After watch many videos about new PC2 content I saw many legacy things becoming incompatible, buggy, overpowered or senseless due many classes changes to (not only due the removal of alignment system or how focus spells works now but due changes of how many classes works now like many non-crb/apg witches and oracles subclasses) and a PC3 and even a PC4 bringing all supplementary content rules to remaster may help to fix this and put a mark where "starting from here is better to just use the remastered content instead of try to use legacy content that not always works seamlessly".

I know that the Paizo promessed to make erratas to fix the incompatibilities but up to now it is far from the same work that they done in the fully remastered content.


Paizo still has incompatible buggy stuff in PC1 and 2, I don't think PC3 will necessarily help on that front.


Helps because they can put the reviewed incompatible buggy stuff correct for remaster in the new books. This already will happen with PC2 spells.


Ryangwy wrote:
Paizo still has incompatible buggy stuff in PC1 and 2, I don't think PC3 will necessarily help on that front.

The only one I can think of is that Champion Dedication gives you scaling with your armor proficiencies while Fighter Dedication doesn't with weapons.


exequiel759 wrote:
Ryangwy wrote:
Paizo still has incompatible buggy stuff in PC1 and 2, I don't think PC3 will necessarily help on that front.
The only one I can think of is that Champion Dedication gives you scaling with your armor proficiencies while Fighter Dedication doesn't with weapons.

The fighter dedication might be the single worst feat in the game. Putting aside the fact that it literally gives "training in one skill" if you already have martial proficiency, if you're someone who wants to pick up a martial weapon when your class only has simple weapons the general feat "Weapon Proficiency" gives you auto-scaling to expert at level 11 but the Fighter feat leaves you at trained, something the fighter archetype lets you spend another feat on at 12th level.

Like yes, it can give you access to fighter feats, many of which are good, but the rest of the fighter archetype is rough.


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exequiel759 wrote:
Ryangwy wrote:
Paizo still has incompatible buggy stuff in PC1 and 2, I don't think PC3 will necessarily help on that front.
The only one I can think of is that Champion Dedication gives you scaling with your armor proficiencies while Fighter Dedication doesn't with weapons.

Apparently several sorcerer focus spells weren't updated to match remaster sorcerer so they flat don't work now, several oracle curses no longer enable the particular playstyle they had premaster, rogue save progression...


PossibleCabbage wrote:
exequiel759 wrote:
Ryangwy wrote:
Paizo still has incompatible buggy stuff in PC1 and 2, I don't think PC3 will necessarily help on that front.
The only one I can think of is that Champion Dedication gives you scaling with your armor proficiencies while Fighter Dedication doesn't with weapons.
The fighter dedication might be the single worst feat in the game. ...

There are two contrasting themes:

* The game is balanced and fair.
* Not everything is equal.

Mature Animal Companion feat is at a different level for Druid and Ranger. Stand Still is not the same as Reactive Strike.

Not every feat is as good as every other feat. Sometimes you have to take a second feat before you get meaningful value. Sometimes identical would be boring.

C'est la vie.


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All feats are equal.
But some are more equal than others.


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YuriP wrote:
Gaulin wrote:
A big part of why people want pc3 is because paizo has done such a good job not only with adapting classes for the remaster, but touching up classes to make them more enjoyable to play. In my mind, that is why people want pc3. Lots of people have their favorite class not in the core/core 2 list, and the idea that the issues they have with their class could possibly be fixed (or they just straight up get new toys) is a big reason to want them updated.

Not only. After watch many videos about new PC2 content I saw many legacy things becoming incompatible, buggy, overpowered or senseless due many classes changes to (not only due the removal of alignment system or how focus spells works now but due changes of how many classes works now like many non-crb/apg witches and oracles subclasses) and a PC3 and even a PC4 bringing all supplementary content rules to remaster may help to fix this and put a mark where "starting from here is better to just use the remastered content instead of try to use legacy content that not always works seamlessly".

I know that the Paizo promessed to make erratas to fix the incompatibilities but up to now it is far from the same work that they done in the fully remastered content.

Interesting enough, one my my players saw the Badluckgamer Alchemist video and raised the question in regards to the Gunslinger's Munitions Crafter feat, and it basically resulted in a question of how we should reconcile it. The Munitions Crafter feat gives lets you perform alchemy like an Alchemist for the purpose of creating bullets and bombs. But it references alchemist rules that would no longer apply. Should we, A) let it work like Advanced Alchemy, B) let it work like Versatile Vials, or C) Just keep it working like a legacy alchemist. I'm leaning on the legacy alchemist until further notice, but am also considering the Versatile Vials approach, but the fact of the matter is that the feat has been broken, because it requires GM oversight to determine whether to reference an older version of alchemist or change to use a newer version of alchemist, and determine how it should work going forward for the purposes of Remaster compatibility.

Granted, that's a small breakpoint that could be easily done with an errata pass. But the point is, toward earlier arguments by some folks that the Guns and Gears classes are completely untouched by the Remaster, here's an example of evidence against.


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I believe Player Core 1 & 2 are examples of why Paizo needs to do a Player Core 3. A lot of the classes that were specialty classes can 100% use a tune up. Magus gotten weaker with the change to Arcane Cascade. Gunslinger munition craftor makes no sense until an errata comes. Psychic might actually need to go to 3 spell slots if Oracles can go to 4 slots like a Sorcerer with 8 Hit Points. Maybe unleash Psyche could have less drawbacks? Summoner can use a dragon tune up, Inventor well I have no clue. Thaumaturge is in a SUPER good spot.

Magus might actually should be given a reason to use INT outside of Expanded Spell Strike since right now I feel the optimal way to play a Magus is either you go to +2 (14) Int and multiclass into Wizard or Witch (Doesn't really matter) for the extra spell-slots. Go to +2 (14) Int and go Imaginary Weapon Psychic.

Perhaps you simply ignore the INT and focus on STR or DEX with CON and maybe archetyping into Sentinel for Heavy armor. Unless you're a Starlit Span Magus then you go all in on DEX,CON, STR (Maybe), IWS (Will saves are awesome), Ignore Arcane Cascade because the extra damage is not worth the 1 action to enter it over a Recharge Spellstrike Action. Because Long-bow 100 ft ranged Spellstrike is superior to melee.

With the compatibility of Starfinder Second Edition using the base rule of Pathfinder Second Edition I am slightly worried that this will buff Starlit Magus is there happened to be any magazine/clip loaded Firearm or Energy based gun which has more then 100ft of Range.

Heck with the buff to Eldritch Archer at Level 10 feat which if using a Crossbow. It's basically if you Eldritch Shot for 3 actions you get to Free-action reload the crossbow. This makes me wonder if Fighter or Gunslinger will outshine the Starlit Magus for Damage just based on sheer Accuracy (Look a +2 is quite strong).

I still think on Summoner Protective Bonds should just be a class feature. If you and your Eidolon is in the same AoE and one passes and the other fails you can Reaction and choose to only take the better save is massive and a no brainer to take! Also have different Traditions of Dragons would fit Barbarian and Sorcerer themes we have now in Player Core 2.

As for Inventor just let me get a feat that lets me Change my Weapons mode for 1 action. I understand combination weapons is 2 actions to switch so combination weapons are useful but Paizo look i am willing to spend 1 feat out of 11 to reduce the Action cost from 2 Actions to 1 action!

As for Gunslinger, I actually have no idea what I would change other then giving it extra damage for Firearms, maybe their +1 Damage for Firearms could be changed to +Dex Mod of Presidion Damage which would actually make me consider the class. As Currently I feel it is very much a "Crit Fishing" class outside of Flurry Ranger with a bow. I heard sniper is the best but if that is the case then it needs flat-damage buffs for Firearms to make up for the Reload action they require.

Actually I do know what I'd change in Gunslinger. give the Trigger-brand full proficiency with Combination Weapons, none of this one step low for melee. It makes using combination weapon Gunslingers hella harder since we don't get that much benefit from it using light armor and hardly any class features to back it up.

As for Psychic and Thaumaturge, I legit got nothing other then increase the number of Spells-per-day or give Psychic 4 Focus Point cap instead of the normal 3 at level 1. As for the other class, I've planned one and I have no complaints Thaumaturge is incredible.


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ElementalofCuteness wrote:
I believe Player Core 1 & 2 are examples of why Paizo needs to do a Player Core 3. A lot of the classes that were specialty classes can 100% use a tune up. Magus gotten weaker with the change to Arcane Cascade. Gunslinger munition craftor makes no sense until an errata comes. Psychic might actually need to go to 3 spell slots if Oracles can go to 4 slots like a Sorcerer with 8 Hit Points. Maybe unleash Psyche could have less drawbacks? Summoner can use a dragon tune up, Inventor well I have no clue. Thaumaturge is in a SUPER good spot.

Inventors getting a more options and a readjustment of the Unstable trait are the biggest pain points from what I've observed. I'm currently playing around with the idea of switching the roll to being a Crafting check against your Level-based DC, probably with a hard or very hard modifier, but I still need to math it out, point being, my players often say they don't like feeling like their Crafting skill does not matter for it, so this seems a good middle ground to increase the feel, whether or not the numbers change or not.

Though as for fixing the invention complaints, that's a workload I do not want to work with, especially with the OGL/ORC/Infinite license being how it is. All I know is people say they look at Inventor and simply say it doesn't feel "Inventor-y" enough or does not sound like they imagined when they actually start reading the class.


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moosher12 wrote:

Inventors getting a more options and a readjustment of the Unstable trait are the biggest pain points from what I've observed. I'm currently playing around with the idea of switching the roll to being a Crafting check against your Level-based DC, probably with a hard or very hard modifier, but I still need to math it out, point being, my players often say they don't like feeling like their Crafting skill does not matter for it, so this seems a good middle ground to increase the feel, whether or not the numbers change or not.

Though as for fixing the invention complaints, that's a workload I do not want to work with, especially with the OGL/ORC/Infinite license being how it is. All I know is people say they look at Inventor and simply say it doesn't feel "Inventor-y" enough or does not sound like they imagined when they actually start reading the class.

I would not even know where to start with Inventor. I've heard of only one being played at my TTRPG Group. Turning out with good RNG they basically solo'd a boss with insane damage but I am unsure if this was due to the kit or just dumb R?NG being on their side.

The issues in the term Inventor is not something the class does well. If it was given bombs and other inventions it might feel better. Yeah it be stepping on Alchemist but that is fine. We have multiple spell-casters of the same tradition so multiple item craftors would be fine! It be fine to let Inventors make Gunslinger Munitions


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ElementalofCuteness wrote:

I believe Player Core 1 & 2 are examples of why Paizo needs to do a Player Core 3. A lot of the classes that were specialty classes can 100% use a tune up. Magus gotten weaker with the change to Arcane Cascade. Gunslinger munition craftor makes no sense until an errata comes. Psychic might actually need to go to 3 spell slots if Oracles can go to 4 slots like a Sorcerer with 8 Hit Points. Maybe unleash Psyche could have less drawbacks? Summoner can use a dragon tune up, Inventor well I have no clue. Thaumaturge is in a SUPER good spot.

Magus might actually should be given a reason to use INT outside of Expanded Spell Strike since right now I feel the optimal way to play a Magus is either you go to +2 (14) Int and multiclass into Wizard or Witch (Doesn't really matter) for the extra spell-slots. Go to +2 (14) Int and go Imaginary Weapon Psychic.

Perhaps you simply ignore the INT and focus on STR or DEX with CON and maybe archetyping into Sentinel for Heavy armor. Unless you're a Starlit Span Magus then you go all in on DEX,CON, STR (Maybe), IWS (Will saves are awesome), Ignore Arcane Cascade because the extra damage is not worth the 1 action to enter it over a Recharge Spellstrike Action. Because Long-bow 100 ft ranged Spellstrike is superior to melee.

With the compatibility of Starfinder Second Edition using the base rule of Pathfinder Second Edition I am slightly worried that this will buff Starlit Magus is there happened to be any magazine/clip loaded Firearm or Energy based gun which has more then 100ft of Range.

Heck with the buff to Eldritch Archer at Level 10 feat which if using a Crossbow. It's basically if you Eldritch Shot for 3 actions you get to Free-action reload the crossbow. This makes me wonder if Fighter or Gunslinger will outshine the Starlit Magus for Damage just based on sheer Accuracy (Look a +2 is quite strong).

I still think on Summoner Protective Bonds should just be a class feature. If you and your Eidolon is in the same AoE and one passes and the other fails you can...

I mean, none of these were things that were done to remasterd classes. Oracle got 1 more slot, but they're the only caster that did and also got their entire curse thing redone. Nothing suggests that Psychic's core mechanic needs serious revision or anything. Fighter got their ability to cheat a second weapon group removed, so drifters and triggerbrand aren't getting it either. Dragon eidolons are actually colour agnostic and don't need changes. Like, I do think they need to do a pass on anything that used to reference spell schools or anything, but you're not listing reasons for a PC3, you're listing buffs you want (largely to already decent classes, too)


ElementalofCuteness wrote:
Magus gotten weaker with the change to Arcane Cascade.

...what...? It's identical, more or less

Liberty's Edge

PossibleCabbage wrote:
exequiel759 wrote:
Ryangwy wrote:
Paizo still has incompatible buggy stuff in PC1 and 2, I don't think PC3 will necessarily help on that front.
The only one I can think of is that Champion Dedication gives you scaling with your armor proficiencies while Fighter Dedication doesn't with weapons.

The fighter dedication might be the single worst feat in the game. Putting aside the fact that it literally gives "training in one skill" if you already have martial proficiency, if you're someone who wants to pick up a martial weapon when your class only has simple weapons the general feat "Weapon Proficiency" gives you auto-scaling to expert at level 11 but the Fighter feat leaves you at trained, something the fighter archetype lets you spend another feat on at 12th level.

Like yes, it can give you access to fighter feats, many of which are good, but the rest of the fighter archetype is rough.

Reactive Striker at level 4 is reason enough to suffer taking the Fighter dedication.


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Okay so I will justify my reasonings from earlier.

Gunslinger - I don't see anyone wanting to play one over a Investigator or Ranger. I might not be able to see it but it's not terrible with their legendary firearmsbut the thing is melee, Sword & Gun Gunslingers need some love. Being similar to the hit points of the rogue with no long term benefits is painful.

Inventor - It can stay the same honestly. Just give us some new feats. It doesn't really invent but that's fine.

Psychic - Strong class but with the refocusing action buffed and Oracles getting more slots, this class has the second more terrible downside of all casters if you use it's full class kit. Giving it another focus point capping at 4 would help it feel like you want to play it over a Sorcerer or Oracle.

Magus - Really nothing needs to change here nothing is in a bad spot outside the fact INT is not a requirement. Nor is the fact Arcane Cascade as a core class future. People realized a bow magus is just better sicne you can simply Spellstrike every round more or less.

Summoner - Dragon Eidolon no longer feat with Monster Core dragons and the changes to Barbarian & Sorcerer, that's all really.

Thaumaturge - Yeah half of the classes don't need help but the others do. Psychics can get a change to help them feel worth something outside of their gimmick is still there with great focus spells at a greater chance to use them!

Scarab Sages

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Besides the classes, it would be nice to see some ancestries and versatile heritages also being compiled into a Player Core 3 like the different elemental versatile heritages and possibly the beastkin and reflection versatile heritages. And as far as ancestries go, seeing Shony in an actual book would be nice with some more feats and some ancestries from the Ancestry Guide being included with their errata will be nice along with the sidebar for allowing flight at first level for those ancestries that could be affected.

And for those talking about the Inventor, it could be nice they could have a feature with gadgets that functioned like the alchemist's quick alchemy or versatile vials. I think it would fit their theme more than alchemical items.

So Magus, Summoner, Inventor, Gunslinger Psychic, Thamaturge, and Kinectisit being compiled in one book with some Remastered improvements and errata along with some more ancestries and versatile heritages with Remastered improvements and errata could make for an interesting Player Core 3. Would also be nice if they add firearms, gadgets, spell hearts, and other items with some updates could make a Player Core 3 more enticing. And with that could update the Rare Witch Patrons and Time Mystery for Oracle. And could add the Undead and Elemental Eidolons too so the Eidolons are in one book. And perhaps an Arcane Cascade effect for Starlit Span hybrid study. Perhaps even get a Magus Hybrid Study that focuses on two weapon fighting.


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Seeing magus brushed up with the swashbuckler treatment of getting incentives to do things other than their big boom would be nice. It be awesome to get more feats that recharge your spellstrike but are beefy two action abilities so you can't spellstrike that turn; 3 actions rolled into two or two actions with one or both getting a bonus would conditionally have me forgoing spellstrike if it could also act as a recharge. It's not super vital, but would definitely be appreciated for magus to get that kind of QoL


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Kuroshimodo wrote:
And for those talking about the Inventor, it could be nice they could have a feature with gadgets that functioned like the alchemist's quick alchemy or versatile vials. I think it would fit their theme more than alchemical items.

They do. It's a feat you take after Gadget Specialist called Contingency Gadgets.

I'm always down for more gadget support, though. That's honestly all I'd need to make a gadgeteer-style inventor shine, a wider selection of gadgets, and maybe possibly lowering the level on some of the feats so you can feel more gadget-y earlier.

Incidentally, if anyone is looking for some helpful inventor stuff I've gotten a lot of enjoyment out of reading Inventors+.

Scarab Sages

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Perpdepog wrote:
Kuroshimodo wrote:
And for those talking about the Inventor, it could be nice they could have a feature with gadgets that functioned like the alchemist's quick alchemy or versatile vials. I think it would fit their theme more than alchemical items.

They do. It's a feat you take after Gadget Specialist called Contingency Gadgets.

I'm always down for more gadget support, though. That's honestly all I'd need to make a gadgeteer-style inventor shine, a wider selection of gadgets, and maybe possibly lowering the level on some of the feats so you can feel more gadget-y earlier.

Incidentally, if anyone is looking for some helpful inventor stuff I've gotten a lot of enjoyment out of reading Inventors+.

It could be interesting if each of the Inventors sub classes came with unique gadgets that only the Inventor has access to.

Scarab Sages

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Kuroshimodo wrote:

Besides the classes, it would be nice to see some ancestries and versatile heritages also being compiled into a Player Core 3 like the different elemental versatile heritages and possibly the beastkin and reflection versatile heritages. And as far as ancestries go, seeing Shony in an actual book would be nice with some more feats and some ancestries from the Ancestry Guide being included with their errata will be nice along with the sidebar for allowing flight at first level for those ancestries that could be affected.

And for those talking about the Inventor, it could be nice they could have a feature with gadgets that functioned like the alchemist's quick alchemy or versatile vials. I think it would fit their theme more than alchemical items.

So Magus, Summoner, Inventor, Gunslinger Psychic, Thamaturge, and Kinectisit being compiled in one book with some Remastered improvements and errata along with some more ancestries and versatile heritages with Remastered improvements and errata could make for an interesting Player Core 3. Would also be nice if they add firearms, gadgets, spell hearts, and other items with some updates could make a Player Core 3 more enticing. And with that could update the Rare Witch Patrons and Time Mystery for Oracle. And could add the Undead and Elemental Eidolons too so the Eidolons are in one book. And perhaps an Arcane Cascade effect for Starlit Span hybrid study. Perhaps even get a Magus Hybrid Study that focuses on two weapon fighting.

Also to add onto this, it would be neat to also have all the backgrounds from their respective books in Player Core 3. Or perhaps backgrounds from Secrets of Magic to Dark Archive. I feel Player Core 3 could be a lot more than just updating those classes or even just compiling those books into one book. Could be a chance to add new stuff or expand on material. Like expanding on gadgets. Getting another Eidolon would be cool too. Perhaps new weapons like the two bladed sword from Pathfinder 1st edition. Or getting a pizza alchemical food item. I highly doubt it but maybe even get advance firearms like in Pathfinder 1e but as a Rare option. Or even better, a Giant Ancestry or Giant versatile heritage.


IMO if you're looking to upgrade, rather than just errata, the gunslinger and inventor, you'll need to give them separate real estate from the spellcasters, because they need all their associated gear reprinted. Probably need a new class to be able to sell this hypothetical GnG2, or at least several high profile archetypes ala BotD, so most likely a tech book.


Kuroshimodo wrote:

Besides the classes, it would be nice to see some ancestries and versatile heritages also being compiled into a Player Core 3 like the different elemental versatile heritages and possibly the beastkin and reflection versatile heritages. And as far as ancestries go, seeing Shony in an actual book would be nice with some more feats and some ancestries from the Ancestry Guide being included with their errata will be nice along with the sidebar for allowing flight at first level for those ancestries that could be affected.

And for those talking about the Inventor, it could be nice they could have a feature with gadgets that functioned like the alchemist's quick alchemy or versatile vials. I think it would fit their theme more than alchemical items.

So Magus, Summoner, Inventor, Gunslinger Psychic, Thamaturge, and Kinectisit being compiled in one book with some Remastered improvements and errata along with some more ancestries and versatile heritages with Remastered improvements and errata could make for an interesting Player Core 3. Would also be nice if they add firearms, gadgets, spell hearts, and other items with some updates could make a Player Core 3 more enticing. And with that could update the Rare Witch Patrons and Time Mystery for Oracle. And could add the Undead and Elemental Eidolons too so the Eidolons are in one book. And perhaps an Arcane Cascade effect for Starlit Span hybrid study. Perhaps even get a Magus Hybrid Study that focuses on two weapon fighting.

It would certainly have the following added benefit: If 6 ancestries, and 3 heritages, likely from the Ancestry Guide, are added to the Player Core 3. That means that 6 ancestry slots would be opened up in an Ancestry Guide Remake, for even more Ancestries.


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Pathfinder Rulebook Subscriber

I think some people are overestimating what a PC3 would mean. Like, most of the classes in both player cores didn't change all that much, and even some of the more significant changes retain much of the class' original framework.

Expecting fundamental redesigns to the Inventor or Gunslinger or Psychic feels unrealistic. The inventor and gunslinger in particular exist so firmly in the acceptably mediocre space that it seems more likely to see the printed with virtually no changes at all outside a few clarifications.


Squiggit wrote:

I think some people are overestimating what a PC3 would mean. Like, most of the classes in both player cores didn't change all that much, and even some of the more significant changes retain much of the class' original framework.

Expecting fundamental redesigns to the Inventor or Gunslinger or Psychic feels unrealistic. The inventor and gunslinger in particular exist so firmly in the acceptably mediocre space that it seems more likely to see the printed with virtually no changes at all outside a few clarifications.

I'm not sure it would sit well with Paizo game devs that they'd be printing "acceptably mediocre" content. I'm sure they have more pride than that being acceptable.


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I think it's a bit silly to write off "fundamental redesigns" when this is exactly what we're getting from the Alchemist and Oracle in PC2, the former of which came with changes to a lot of alchemical items as well. I don't think anyone here's really asking for equally intensive overhauls of the remaining classes, particularly as they don't need them, but if there ever were to be a PC3 on the horizon, there'd definitely be room for structural changes to a class's framework, and even to the item suite designed around them.


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Squiggit wrote:
Expecting fundamental redesigns to the Inventor or Gunslinger or Psychic feels unrealistic. The inventor and gunslinger in particular exist so firmly in the acceptably mediocre space that it seems more likely to see the printed with virtually no changes at all outside a few clarifications.

I think honestly I would expect to see reworks for those classes in a Starfinder 2e book before a PF2 book.


moosher12 wrote:
Squiggit wrote:

I think some people are overestimating what a PC3 would mean. Like, most of the classes in both player cores didn't change all that much, and even some of the more significant changes retain much of the class' original framework.

Expecting fundamental redesigns to the Inventor or Gunslinger or Psychic feels unrealistic. The inventor and gunslinger in particular exist so firmly in the acceptably mediocre space that it seems more likely to see the printed with virtually no changes at all outside a few clarifications.

I'm not sure it would sit well with Paizo game devs that they'd be printing "acceptably mediocre" content. I'm sure they have more pride than that being acceptable.

Remaster Wizard waves gently (also kinda ranger). Paizo will redo classes that actively suck and will randomly buff things but post errata gunslinger and inventor aren't APG level of terrible. Frankly, neither were they pre errata. Paizo also has no issues leaving subclasses to die (battle and Ancestor oracles cry) so since pistolero, sniper and now spellshot are good, it's unlikely they will revise the lagging gunslinger ways.


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If the demand is there and profit can be made then imo Paizo will release PC3.

If not we have so many classes as is to last us many adventures.

Liberty's Edge

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The Thing From Another World wrote:

If the demand is there and profit can be made then imo Paizo will release PC3.

If not we have so many classes as is to last us many adventures.

Actually, it would be if the return on investment for this product is higher than for other products.

Much unlikely IMO, as in we would not have had the Remastered classes if the OGL-debacle never happened.

Scarab Sages

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Pathfinder Adventure, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Roleplaying Game Subscriber

Also when it comes to possible ancestries for Player Core 3, perhaps it could focus on rare ancestries instead. Could have Sprite, Skeleton, Shony, Strix, Automaton, Fleshwarp, and Poppet. For versatile hertiages, have the elemental versatile heritages for fire, water, air, and earth.


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I'm kind of expecting to get those in an Ancestry Core book (well, maybe not under that name, if it's a lot of uncommon and rare options, but you get it.) Some of them could definitely use polishing and integrating errata, and it's not as though Paizo has run out of entirely new options people want to see as full ancestries.


Yeah, PC3 ancestry wise I'd expect to have more uncommon races than rare ones. Assuming 8 ancestries and 3 versatile heritages.

My current estimate would be these:

Anadi, Bugbear, Caligni, Kitsune, Nagaji, Poppet, Sprite, plus 1 additional (leaning either Fetchling, Serpentfolk, or Vanara)

I think these would cast a wide berth while representing multiple areas. while being generally less likely to be vetoed.

As for versatile heritages...
I'd want geniekin, but it feels like it'd be too big a heritage to add in a PC3, and feels better in an ancestry guide remake. Ganzi and Aphorite are in a similar realm, where they should be expansion content in that book as well off of the Nephilim.

I'm leaning these as a result
Beastkin would be an easy answer, as werecreatures are in Howl of the Wild.

Personally, I'd like to see Fetchling and Fleshwarp converted from ancestries to versatile heritages. I've had a player who wanted to be a shadow-plane infused catfolk, for example, and don't see why it has to be human exclusive. Fleshwarp can basically happen to anyone who spends too much time living in the radioactive wastes.

Alternatively, it'd be interesting to see a half-fey versatile heritage, then we'd have both a First World heritage, and a Netherworld heritage. Also it'd make the Bhopanese a bit more mechanically interesting. For example, I'm winding up my party to meet the old beldame in Kingmaker who would probably have such a heritage.


moosher12 wrote:

Interesting enough, one my my players saw the Badluckgamer Alchemist video and raised the question in regards to the Gunslinger's Munitions Crafter feat, and it basically resulted in a question of how we should reconcile it. The Munitions Crafter feat gives lets you perform alchemy like an Alchemist for the purpose of creating bullets and bombs. But it references alchemist rules that would no longer apply. Should we, A) let it work like Advanced Alchemy, B) let it work like Versatile Vials, or C) Just keep it working like a legacy alchemist. I'm leaning on the legacy alchemist until further notice, but am also considering the Versatile Vials approach, but the fact of the matter is that the feat has been broken, because it requires GM oversight to determine whether to reference an older version of alchemist or change to use a newer version of alchemist, and determine how it should work going forward for the purposes of Remaster compatibility.

Granted, that's a small breakpoint that could be easily done with an errata pass. But the point is, toward earlier arguments by some folks that the Guns and Gears classes are completely untouched by the Remaster, here's an example of evidence against.

I'm GMing a Fists of the Ruby Phoenix game with a Gunslinger that has that feat chain, and my advice is "use the legacy Alchemist rules for this feat chain". The feat was designed for legacy reagents and Advanced Alchemy. It expects that. The next feat in the chain raises your advanced alchemy level to make better stuff for example, which with the new rules isn't really a thing you need to do.

Once you get past low level, the new version is a significant reduction in ammunition per day (you get far fewer vials at high level than you get infused reagents), and in general the feat chain just doesn't expect it to work the way it does now.

If someone wants to use the new Alchemy rules, they can still get that by taking Alchemist Dedication instead.


Do ancestries really need a lot done in order to be remastered? It seems like the Kholo and the Tripkee needed to be redone since their previous names were OGL. But if you want to just update any legacy ancestry to remaster standards, is there actually much to do besides "combine the ancestral weapon feats."

Like don't give me wrong I love some of the obscure ancestries, but I would very much prefer they print more Anadi feats than just reprint the whole ancestry.


Long term it would be better to package the ancestries from Ancestry Guide and their feats, the classes form the remaining books, as well as items into another player core or GM core or something. It would just help make the game itself less confusing to new folks and not require a GM to intervene 'remastering' a class for them or ancestry that might require some changes here and there.

But as always Paizo is only going to do it if there is interest enough to buy it as they are in a business of selling books. And considering how out of the 4 people I personally game with that had subscriptions that 3 of them have cancelled them (mostly due to the various side bar lore changes to satisfy critics of previous content that don't even buy their books) Paizo is going to have to get pickier about the books they focus on to make money on the road they've chosen.


Like the reason to remaster the core books is that "if the OGL thing blows up again, we need things like 'basic rules' and 'the classes, monsters, and items people expect' to continue to be available."

I see no reason they couldn't just continue printing various old books under the OGL and if something happens that they cannot reprint "Guns and Gears" or whatever, then they cross that bridge when they come to it.

Like "updating ancestries that do not need new names" seems like something you can do at the level of errata. Like "Remove Conrasu Weapon Understanding, add the following line to Conrasu Weapon Familiarity - 'At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect'." is easy errata to apply.


PossibleCabbage wrote:
then they cross that bridge when they come to it.

Staff have outlined the start-to-finish production process in the past, and IIRC, there is an 18-month to 2-year timeline. So staffing, writing assignments, art assignments, design assignments, edictorial workload, and all the other things that happen during the production of a book have to be scheduled and balanced far in advance.

If 'something happens that they cannot reprint*, it puts all that precariously balanced and scheduled staffing plan at risk as they suddenly have to stuff a new book into the workflow, shoving aside previously scheduled books.

If you're trying to keep a company in business and trying to keep freelancers producing a steady flow of inputs, then you don't leave your entire company's production schedule at the mercy of some other company's lawyers.

The point of the remaster project was to protect the company from that happening for a third time. The whole idea was to scrub their product line clean as a defense against putting the company in jeopardy again.

They were willing to scramble to keep new products flowing and also rewrite the rule books precisely so they don't ever have to do that again. I can't imagine working for a business that says, "Oh, our business plan is 'let's just wait and see what happens'" and work day-to-day in an anxiety-ridden, chaos-driven environment while they wait for another shoe to drop.

*IIRC they already know they can't reprint any book that contains OGL content.


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Dancing Wind wrote:
*IIRC they already know they can't reprint any book that contains OGL content.

They can. The OGL 1.1a still applies and is available for Paizo and anybody else. You can still get Print-on-Demand reprints of PF1 books, IIRC.

The work involved would be going over, say, Mwangi Expanse book with a fine-toothed comb and seeing what, if anything, requires them to reprint it under the OGL and whether they can just change a few words and avoid it completely.

But the point is that Pathfinder does not suffer that much if, for whatever reason, the rules content in the Mwangi Expanse book becomes unavailable for near-term releases. Pathfinder suffers a lot if things like "elves" and "fighters" become unavailable even for a little while.

Like if a given adventure path requires the Goloma for something, they can just reprint the ancestry in the toolbox of an AP. There's relatively little that would need to change for that. A reprint of an ancestry that was already cleared as "fine" by the rules people is the best way to get an ancestry in an AP.


PossibleCabbage wrote:

Do ancestries really need a lot done in order to be remastered? It seems like the Kholo and the Tripkee needed to be redone since their previous names were OGL. But if you want to just update any legacy ancestry to remaster standards, is there actually much to do besides "combine the ancestral weapon feats."

Like don't give me wrong I love some of the obscure ancestries, but I would very much prefer they print more Anadi feats than just reprint the whole ancestry.

Not reaally, not a lot needs to be done. But, on the 3rd party front, certainly would be nice to use older ancestries when making books.

Frankly if 3rd party was not a concern, there'd be not much to change aside mild errata.

The only tertiary reason to reprint beyond that is the convenience of new races being repackaged with the remastered classes just so if you're new, you have less reason to buy a legacy book over a new book.


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Inventor is a class that honestly baffles me. It feels like a class that was directly taken from a playtest and introduced as is in the system without tweaking anything about it. It has a feature that works almost exactly like a barbarian's rage but way worse although with less restrictions (not like that matters anymore after PC2), fairly lacksluter innovation modifications except for very specific ones, feats that aren't bad exactly but not something that I would call fantastic either (Gadget Specialist is probably the exception, to the point that I don't understand why I need to take a feat for those). They also have a a nice AoE damage, which probably is one of the better parts of their kit, but at the same time is a bit dissonant with the concept of the class because you are supposed to be a craftsman but you don't have any features that interact with crafting at all (not the skill, though besides overdrive nothing uses the skill either) and you have your invention exploding every combat. The class feels like someone faking being an inventor, as if someone stole someone else's invention but doesn't know how to craft or use that innovation properly.


exequiel759 wrote:
Inventor is a class that honestly baffles me. It feels like a class that was directly taken from a playtest and introduced as is in the system without tweaking anything about it. It has a feature that works almost exactly like a barbarian's rage but way worse although with less restrictions (not like that matters anymore after PC2), fairly lacksluter innovation modifications except for very specific ones, feats that aren't bad exactly but not something that I would call fantastic either (Gadget Specialist is probably the exception, to the point that I don't understand why I need to take a feat for those). They also have a a nice AoE damage, which probably is one of the better parts of their kit, but at the same time is a bit dissonant with the concept of the class because you are supposed to be a craftsman but you don't have any features that interact with crafting at all (not the skill, though besides overdrive nothing uses the skill either) and you have your invention exploding every combat. The class feels like someone faking being an inventor, as if someone stole someone else's invention but doesn't know how to craft or use that innovation properly.

I just quoted this one to my partner who is playing an inventor in my game. They said, "You know, they've got a decent point. It does feel like that sometimes."


moosher12 wrote:
Inventors getting a more options and a readjustment of the Unstable trait are the biggest pain points from what I've observed. I'm currently playing around with the idea of switching the roll to being a Crafting check against your Level-based DC, probably with a hard or very hard modifier, but I still need to math it out, point being, my players often say they don't like feeling like their Crafting skill does not matter for it, so this seems a good middle ground to increase the feel, whether or not the numbers change or not.

I went in and finished the math. Very Hard difficulty is probably the sweet spot on this. If a PC for some reason tanks Int, they'll be hovering around 25-35 % success rate the whole way. If the PC boosts Int to max, they can hover at a steady 40-55% zone out to level 20. Remains a respectable coin toss, and investiture in Intelligence is rewarded.

Anything less than Very Hard would be much too generous though, and Incredibly Hard requires you to take every Intelligence boost possible to approach the statistics of a DC 15 flat check Even then, it can only mimic a DC 15 flat check at levels 17 and 20 according to my math. The best they can hope for is a 15-30 percent, and it requires you to take every avenue to max out Int.


Looks like Guns & Gear will be getting Remastered, so that takes it out of discussion for the hypothetical Player's Core 3. If that means that the other books (SoM, BotD, DA) might also get similar treatment, that changes the prospects for PC3. Or maybe not.

The source was this reddit comment


Could be a placeholder title...

Guns & Gears... doesn't seem to require this much remastering, unless it's a booklet and not a chunkier book.


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JiCi wrote:

Could be a placeholder title...

Guns & Gears... doesn't seem to require this much remastering, unless it's a booklet and not a chunkier book.

I think the process goes like this:

1) They want to reprint Guns and Gears
2) They want to reprint it without the OGL.
3) There isn't that much OGL stuff in the book, but while they're at it they can apply errata and do another pass on the classes in the book.
4) That's enough to call it a remaster.

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