New class options you're really hoping to see?


Pathfinder Second Edition General Discussion

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I didn't have a lot of interest in shifter until I saw the adaptive shifter archetype in 1e. I hope, if we do get shifter, that we get something closer to morphs like that then full battle forms.

Cognates

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Zoken44 wrote:
See, that's where we differ. I want less Beastboy and more Mystique. why make it about just animals?

I think there's space for that, but to me the base fantasy of shifter has always been them being more... feral... druids. It's something class archtypes could do a really good job with, especially since you then wouldn't need to try and make shifter feats super generalised to fit almost every form possible.

It could also just be done through subclasses, and like kinetisict you can stick with a subclass, or pick another one.

Grand Lodge

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Zoken44 wrote:
See, that's where we differ. I want less Beastboy and more Mystique. why make it about just animals?

I really want something closer to the changeling from Eberron. I think that may be better as a versatile ancestry though.


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There's a general need for the whole spectrum of body mod options, including the ranges of permanency and consistency. Shapeshifting and permanent transformations are both very popular fantasies, and it would be good to tick as many boxes in one go as possible to create a robust design space instead if the current hodgepodge.


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I was thinking the other day about a body modification style book. Would be right up my alley.

Some brainstorm ideas;

Class - shifter (with subclasses for beasts, mutant, and machine stuff)

Class archetypes - prosthetic innovation inventor, synthesist summoner

Archetypes - mutagenist, polymorph/morph archetype (a là captivator), graftcrafter, mutant, tattoo master, experimental pet (comes with aberration pet subject)

Pets - mutants and aberrations

Items - grafts, mutagens, tattoos, nectografts, elemental grafts, prosthetics,

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

So I agree that there is a large, open design space for shapeshifting/body mods.

To some extent they seem to have done this on purpose. The whole concept of battleforms shuts down a wide swath of concepts, which I believe started off as a balance concern, but which really shouldn't be any more. Like, I understand the balance concerns that keep my Beastkin Psychic from casting spells in her Tiny baby crocodile form (she could be hidden somewhere where she couldn't really be noticed or targeted), but those all went out the window as soon as Awakened Animals became a thing.

So there may be an opportunity to backtrack on that a bit, but they may very well not want to.

The other thing about body mods, though is that they don't play well at all tables. For some people there is an inherent squick factor -- body horror is a content warning for a reason. (I'll cop to being one of these -- I have never played an alchemist in any version of the game because bombs bore me and almost every other class feature freaks me out.) So building an entire class around it is problematic. Archetypes, subclasses, and feats are a more likely way to go.


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StarMartyr365 wrote:
Zoken44 wrote:
See, that's where we differ. I want less Beastboy and more Mystique. why make it about just animals?
I really want something closer to the changeling from Eberron. I think that may be better as a versatile ancestry though.

You can sort of get there, eventually, with the kitsune ancestry by taking Shifting Faces. Only once per day for 1 hour, however.

Starfinder 2, which is 100% compatible with PF2, is going to release a new version of the astrazoan even before the Core Rulebook(s) next year. That might scratch your Eberron changeling itch (without stepping on WotC IP).


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Some option that make using sling better, or at least more interesting, would be nice. I don't care what class get it, ranger, fighter, rogue, it could even be druid or some "slinger" archetype, but crossbows and guns get loads of specially made feats to compensate for the "reload 1" while slings get a single ancestry feat, and that's it. I like the aestetic of slings, I wished I had a reason to use them.

Other than that, I'd really like a blight/decay druid option, Warden of Wildwood introduced a "musrhoom order", which was nice, but most of the flavor (and uniqueness) of the druidic orders come from feats, and it had none, so we still need either a new blight order or to get some new feats for this mushroom order to fit the fantasy.

Speaking of druids, most of what make one druid different from another come from their order and the way they can "cross" multiple of them through order explorer, as most of their non order feat are kinda bland. But despite order explorer being such a big part of what make a druid unique, there isn't actually any option that reward you for having multiple orders (the one exception being that being in the plant order allow an animal order druid to take a plant companion instead of an animal one), so I think having some "multiple order feat" would be nice. Something like an animal/untamed order feat that allow you to transform into a double of your companion, or to keep the ability to command them even once transformed. Or an animal/plant order feat that allow your companion to ignore your persistant AOE spell with the plant or mushroom trait. Not every single order combinaison need to be covered like that, but having some options like that would be really nice.


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I want an intelligence KAS divine caster. Aka, a necromancer in all senses of the term. Including the literal translation of "dead prophecy", speaking to the dead

Was playing the new Dragon Age, and the mourn watch have captured my imagination


The Raven Black wrote:
Ryangwy wrote:

Nobody is allowed to complain that Paizo hates their favourite class unless it's wizard or oracle.

Also, please find some way to glue the cool premaster oracle benefits back.

On a more positive train of thought, there really is a lot of desire for some kind of 'smite' that is usable by martials with divine influence. I wonder if an archetype that would provide a 'smite' focus spell could be added, that requires divine casting and a focus point pool, that would be suited for Champions and monks but also be usable by other martials who acquire divine focus spellcasting somehow. The feats would give bonuses vs various thematic enemies and/or expand the list of bad things you can inflict.

Isn't sanctification to Holy an appropriate 'smite' vs foes with weakness to Holy ?

I think the 'smite' most people imagine looks more like... uh... oh, it's now called inner upheaval. That, except meant to work more generally with any weapon (or even not making a Strike subordinate action and making it apply to your next Strike, but that benefits Fighters more than Champions)

Grand Lodge

AestheticDialectic wrote:

I want an intelligence KAS divine caster. Aka, a necromancer in all senses of the term. Including the literal translation of "dead prophecy", speaking to the dead

Was playing the new Dragon Age, and the mourn watch have captured my imagination

That could be interesting.

I'd personally like to see a group of necromancers who aren't part of the Whispering Way or Urgathoa. A sort of 'Hallowed' necromancer option, for those who want to create undead for goodness and send the restless dead to the afterlife.
Kind of like Lizard Priest from Goblin Slayer.

Also, wouldn't mind a caster archetype that focuses on magic used in funerary rites (that is also effective against undead, abominations, and possibly spirits).
I'm thinking something inspired by the Thaumaturges (which eventually upgrade to Black Mages) in Final Fantasy 14.

Envoy's Alliance

Pathfinder Rulebook Subscriber
Dragonchess Player wrote:
StarMartyr365 wrote:
Zoken44 wrote:
See, that's where we differ. I want less Beastboy and more Mystique. why make it about just animals?
I really want something closer to the changeling from Eberron. I think that may be better as a versatile ancestry though.

You can sort of get there, eventually, with the kitsune ancestry by taking Shifting Faces. Only once per day for 1 hour, however.

Starfinder 2, which is 100% compatible with PF2, is going to release a new version of the astrazoan even before the Core Rulebook(s) next year. That might scratch your Eberron changeling itch (without stepping on WotC IP).

More than just changing into someone else, but also shapeshifting for multiple types of physical damage, and altering proportions to gain reach. altering your size not just like the spell, but also shrinking breifly as a reaction to help dodge.


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Mangaholic13 wrote:
AestheticDialectic wrote:

I want an intelligence KAS divine caster. Aka, a necromancer in all senses of the term. Including the literal translation of "dead prophecy", speaking to the dead

Was playing the new Dragon Age, and the mourn watch have captured my imagination

That could be interesting.

I'd personally like to see a group of necromancers who aren't part of the Whispering Way or Urgathoa. A sort of 'Hallowed' necromancer option, for those who want to create undead for goodness and send the restless dead to the afterlife.
Kind of like Lizard Priest from Goblin Slayer.

Also, wouldn't mind a caster archetype that focuses on magic used in funerary rites (that is also effective against undead, abominations, and possibly spirits).
I'm thinking something inspired by the Thaumaturges (which eventually upgrade to Black Mages) in Final Fantasy 14.

Yeah, I think this could be one class and I'd like all of that specifically for the class. I would also like some world changing something or other so we can abandon the inherent evil essence of the negative energy plane and what it does to undead. Just yeet out that d&d baggage

Envoy's Alliance

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Pathfinder Rulebook Subscriber

Alternatively, a class archetype for the Inventor who replaces their Innovation with an alchemist-like ability but for consumable gadgets.


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Darksol the Painbringer wrote:
Better feats, proficiencies, scaling, and flavor compared to those classes.

See? FLAVORING is a huge problem for the Fighter, because the "adventuring" aspect doesn't mesh well unless you're a sellsword or a freed gladiator, which are probably the most boring backgrounds you can get.

Wanna play a soldier? Commander or Guardian
Wanna be devout? Champion or Examplar
Wanna be in the wild? Barbarian, Druid or Ranger
Wanna be a specialist? Swashbuckler, Monk or Gunslinger
Wanna be mystical? Thaumatheurge, Magus or Kineticist
Wanna be a scientist? Alchemist, Investigator or Inventor

Even back in P1E, there was this problem:
Wanna ride? Paladin, Cavalier or Samurai

Wanna be bland? Fighter

Going back to P1E once more, the Fighter FINALLY got some love with teh Weapon Master Handbook. However, due to how archetypes were built, you couldn't get both advanced training AND archetypes, because most of them REPLACED Weapon or Armor Training.

Where's THAT in P2E?

Critical hits? Critting more often isn't a feature, it's a circumstance. The Fighter should be the ONLY class that makes critical hits a real threat, not just in frequency. Imagine if Legendary Proficiency granted the Fighter one extra damage die to ONE weapon of their choice.

Customization? Every class can be customized, as you see fit. Again, that's not a feature. There's no built-in customization like the Advanced Training options in P1E. I agree that it can retrain feats on the fly with Combat Flexibility, but you cannot apply feats to more weapons, as some effects must be done with specific weapons. THAT alone would make the Fighter more versatile, and that's why I initially asked for two critical specialisation effects.

Bravery? Guess what there's no upgrade that reduces the Frightened Condition's value by more than 1, possibly rendering the Fighter outright IMMUNE to fear.


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AestheticDialectic wrote:

I want an intelligence KAS divine caster. Aka, a necromancer in all senses of the term. Including the literal translation of "dead prophecy", speaking to the dead

Was playing the new Dragon Age, and the mourn watch have captured my imagination

I do agree that the current state of necromancy is terrible for wizardry/arcane casters. Even though it is often touted in the story that necromancers are powerful mages, the mechanics just don't match that concept, meaning the only truly viable necromancers are NPCs.


Darksol the Painbringer wrote:
AestheticDialectic wrote:

I want an intelligence KAS divine caster. Aka, a necromancer in all senses of the term. Including the literal translation of "dead prophecy", speaking to the dead

Was playing the new Dragon Age, and the mourn watch have captured my imagination

I do agree that the current state of necromancy is terrible for wizardry/arcane casters. Even though it is often touted in the story that necromancers are powerful mages, the mechanics just don't match that concept, meaning the only truly viable necromancers are NPCs.

I like it thematically better as coming from the divine list, and I think squaring the circle here for people like me is int key ability score with the divine list. This makes it so they can be a learned esotericist. Someone studying divine mysteries and such


JiCi wrote:
Darksol the Painbringer wrote:
Better feats, proficiencies, scaling, and flavor compared to those classes.
See? FLAVORING is a huge problem for the Fighter, because the "adventuring" aspect doesn't mesh well unless you're a sellsword or a freed gladiator, which are probably the most boring backgrounds you can get.

I certainly subscribe to this train of thought, and "Fighter = Knight" creates a lot of issues with the power budget in general.

I think Starfinder delivers the Soldier much better with its flavored subclasses.


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I've never had any issues with Fighter flavor or anything like that when it comes to adventuring, or anything else, really. In fact, the Fighter to me is one of the easiest classes to justify being just about anywhere, anytime, in any place.

Shadow Lodge

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Mangaholic13 wrote:
AestheticDialectic wrote:

I want an intelligence KAS divine caster. Aka, a necromancer in all senses of the term. Including the literal translation of "dead prophecy", speaking to the dead

Was playing the new Dragon Age, and the mourn watch have captured my imagination

That could be interesting.

I'd personally like to see a group of necromancers who aren't part of the Whispering Way or Urgathoa. A sort of 'Hallowed' necromancer option, for those who want to create undead for goodness and send the restless dead to the afterlife.
Kind of like Lizard Priest from Goblin Slayer.

Also, wouldn't mind a caster archetype that focuses on magic used in funerary rites (that is also effective against undead, abominations, and possibly spirits).
I'm thinking something inspired by the Thaumaturges (which eventually upgrade to Black Mages) in Final Fantasy 14.

Hallowed Necromancer is an existing archetype. It most definitely needs a Remaster update (and a gentle errata on the dedication which is currently impossible to take at Level 2), but it does still work if you go with the PFS ruling for grandfathered Wizards that spells retain their school for purposes of what you can prepare in your school slot. (And HN is interesting in that several feats say "you may consider spells you gain from this feat to be Necromancy spells even if they aren't").

You can build it as a Wizard that gains some Divine spells and Domain powers, so you might find it hits what you are trying to do. (Except Hallowed Necromancers never create undead -- so maybe not. You'll never get an official Paizo option that lets you "create undead for good" though; that is very much not how it works on Golarion.)


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GameDesignerDM wrote:
I've never had any issues with Fighter flavor or anything like that when it comes to adventuring, or anything else, really. In fact, the Fighter to me is one of the easiest classes to justify being just about anywhere, anytime, in any place.

Exactly. The whole thing about the fighter is being vanilla, precisely to fit everywhere.


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AestheticDialectic wrote:

I want an intelligence KAS divine caster. Aka, a necromancer in all senses of the term. Including the literal translation of "dead prophecy", speaking to the dead

Was playing the new Dragon Age, and the mourn watch have captured my imagination

That's basically just a new witch patron. The Faith's Flamekeeper grants divine spells, but the themes don't match your concept; possibly a patron inspired by the PF1 gravewalker witch archetype and/or some of the PF1 patrons (Ancestors, Death, Ethereal).


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Dragonchess Player wrote:
AestheticDialectic wrote:

I want an intelligence KAS divine caster. Aka, a necromancer in all senses of the term. Including the literal translation of "dead prophecy", speaking to the dead

Was playing the new Dragon Age, and the mourn watch have captured my imagination

That's basically just a new witch patron. The Faith's Flamekeeper grants divine spells, but the themes don't match your concept; possibly a patron inspired by the PF1 gravewalker witch archetype and/or some of the PF1 patrons (Ancestors, Death, Ethereal).

I think the concept is big enough for a full class. One which hadn't existed because the wizard had a necromancy school, but now it can exist, so I'm asking for it


Does it really though? Necromancer is already a narrow concept so I can't really conceptualize it as a full class. Which subclasses would it have? Why it can't be just an archetype? An undead eidolon summoner kinda tackles most of the prerequisites except for being Int-based.


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exequiel759 wrote:
Does it really though? Necromancer is already a narrow concept so I can't really conceptualize it as a full class. Which subclasses would it have? Why it can't be just an archetype? An undead eidolon summoner kinda tackles most of the prerequisites except for being Int-based.

Everything the life essence covers is in the domain. The class would likely combine things from archetypes like hallowed necromancer, reanimator, a tiny bit of what the animist does with one of it's subclasses, and so on. It's actually extremely huge if we aren't narrowly focused on the least interesting aspect of "makes undead"


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AestheticDialectic wrote:
Everything the life essence covers is in the domain. The class would likely combine things from archetypes like hallowed necromancer, reanimator, a tiny bit of what the animist does with one of it's subclasses, and so on. It's actually extremely huge if we aren't narrowly focused on the least interesting aspect of "makes undead"

I suppose the issue is that everything outside of 'make undead' already exists on the Divine/Occult list, or us very specific anti undead/haunt niche stuff. We just had a speak-with-spirit Animist subclass and it's not, like, popular or anything. The only thing not already enabled by the pile of BotD archetypes is precisely the 'make a lot of undead' thong which is why most people think of that when you ask for a full class.


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Ryangwy wrote:
AestheticDialectic wrote:
Everything the life essence covers is in the domain. The class would likely combine things from archetypes like hallowed necromancer, reanimator, a tiny bit of what the animist does with one of it's subclasses, and so on. It's actually extremely huge if we aren't narrowly focused on the least interesting aspect of "makes undead"
I suppose the issue is that everything outside of 'make undead' already exists on the Divine/Occult list, or us very specific anti undead/haunt niche stuff. We just had a speak-with-spirit Animist subclass and it's not, like, popular or anything. The only thing not already enabled by the pile of BotD archetypes is precisely the 'make a lot of undead' thong which is why most people think of that when you ask for a full class.

Technically speaking occult does not get access to the life essence. I actually have been an advocate for a while that arcane and occult should not get the animate dead spell but that's neither here nor there. Yeah animist speak with dead subclass I think should be a huge part of this class. I bring up the portrayal of the mourn watch in the newest dragon age for a reason

Quote:
The Mourn Watch serve as the elite guardians and keepers of the Grand Necropolis and its sacred repository of the dead. They also deal with magic that has gone awry, especially as related to Nevarran funerary rights and corpse possession. The Mourn Watchers have absolute authority over funerary dead.

In a similar vein I would like a class that is sort of a divine "death magic" wizard. An intelligence prepared caster with fewer slots, medium armor proficiency and strong feats and focus spells. Some cross section between animist, summoner, thaumaturge, cleric and wizard

We had Eldritch Archer before Magus and we still got Starlit Span as one of it's subclasses, and I think something like reanimator and hallowed necromancer could be two of the subclasses

Part of this though, and maybe this is a big ask, but I'd like Paizo to consider a big world shake up like War of Immortals in a few years time in order to break us away from the d&d baggage of always evil undead and at that point introduce this class. I am fairly certain we'll get a necromancer class in some form eventually but I would like it to be a more versatile concept like this and not just an evil guy making evil undead


exequiel759 wrote:
GameDesignerDM wrote:
I've never had any issues with Fighter flavor or anything like that when it comes to adventuring, or anything else, really. In fact, the Fighter to me is one of the easiest classes to justify being just about anywhere, anytime, in any place.
Exactly. The whole thing about the fighter is being vanilla, precisely to fit everywhere.

That's the problem, it doesn't excel at being unique.

For the only class to obtain Legendary Proficiency for weapons, NOTHING capitalizes on this. The whole "weapon master" aspect is non-existant.

You want something unique for the Fighter compared to other classes? Here are some suggestion:
- Adding the Deadly or Fatal trait to ONE weapon of their choice
- Adding the Agile trait to ONE weapon of their choice
- Adding ANY trait to ONE weapon of their choice

These ALONE would be more interesting, because it would show how the Fighter can use one weapon WAY better than other classes.


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Legendary Proficiency alone is how they use one weapon way better than any other class. That's it - that's how it's done.


I don't think we need to go again into another rant on why the fighter is supposedly not a good class when the fighter is quite literally the highest damage dealer in the system. If there's a class that doesn't need changes is the fighter, leave that to the classes that need them.

(I'm looking at you outwit ranger).

Cognates

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exequiel759 wrote:

I don't think we need to go again into another rant on why the fighter is supposedly not a good class when the fighter is quite literally the highest damage dealer in the system. If there's a class that doesn't need changes is the fighter, leave that to the classes that need them.

(I'm looking at you outwit ranger).

I misread that as nitwit ranger and thought you were being mean for no reason

Liberty's Edge

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JiCi wrote:
exequiel759 wrote:
GameDesignerDM wrote:
I've never had any issues with Fighter flavor or anything like that when it comes to adventuring, or anything else, really. In fact, the Fighter to me is one of the easiest classes to justify being just about anywhere, anytime, in any place.
Exactly. The whole thing about the fighter is being vanilla, precisely to fit everywhere.

That's the problem, it doesn't excel at being unique.

For the only class to obtain Legendary Proficiency for weapons, NOTHING capitalizes on this. The whole "weapon master" aspect is non-existant.

You want something unique for the Fighter compared to other classes? Here are some suggestion:
- Adding the Deadly or Fatal trait to ONE weapon of their choice
- Adding the Agile trait to ONE weapon of their choice
- Adding ANY trait to ONE weapon of their choice

These ALONE would be more interesting, because it would show how the Fighter can use one weapon WAY better than other classes.

That could actually be an interesting Class archetype for the Fighter. They gain their early proficiency with a single weapon rather than a group and it can be an advanced one or they get to add a trait to it if it is not. And they might add other traits later (a bit like the Blessed Armament of the Champion, but with traits). And they lose Shield Block.

A Weapon Saint like the Kensai / Sword Saint of old.

Envoy's Alliance

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Pathfinder Rulebook Subscriber
GameDesignerDM wrote:
Legendary Proficiency alone is how they use one weapon way better than any other class. That's it - that's how it's done.

This was my first thought too but... Disarm, trip, anything that involves using the weapon to do something other than inflict damage, that requires athletics, which, yeah, can get up there... unless you're using a finesse weapon

Maybe a class archetype that sacrifices proficiency in other weapons, forcing you to hyper specialize, but allowing you to pick up feats that let you grant your weapon extra traits. And use your weapon's attack roll in places of athletic checks.


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Sacrificing your other proficiency is kind of a fake downside though. Most characters tend to use their preferred weapon all the time to begin with.

If I'm building a greatsword fighter, going from all swords to just greatswords has zero impact on the build, and if I get something for that trade it's free power.


exequiel759 wrote:

I don't think we need to go again into another rant on why the fighter is supposedly not a good class when the fighter is quite literally the highest damage dealer in the system. If there's a class that doesn't need changes is the fighter, leave that to the classes that need them.

(I'm looking at you outwit ranger).

This is about new class options, get with the program. The Fighter is just as eligible to get some like the other classes.

Unless you guys build fighters carrying a "golf sack", you'll be good with only 1 or 2 weapons. I can live with all Simple Weapons, but for Martial and Advanced ones? One melee, one ranged and you're set.

Dude, the Fighter doesn't get "Deadly Simplicity" when using a Simple Weapon, which come to think of it, would make sense, with the idea of "any weapon in a Fighter's hands is deadlier than usual".

As much as you can defend Legendary Proficiency, this is not "unique". Dealing more critical hits isn't unique... unless those specific hits are more appealing to the Fighter than other classes.

I'll gladly take less bonus feats for Ways, similar to the Gunslinger, but for various weapon styles...

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
JiCi wrote:
Unless you guys build fighters carrying a "golf sack", you'll be good with only 1 or 2 weapons. I can live with all Simple Weapons, but for Martial and Advanced ones? One melee, one ranged and you're set.

I guess I'm the only one who uses a Shifting Rune, so that I can have the right tool for the job while only carrying one weapon. No golf sack necessary.


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JiCi wrote:
exequiel759 wrote:
GameDesignerDM wrote:
I've never had any issues with Fighter flavor or anything like that when it comes to adventuring, or anything else, really. In fact, the Fighter to me is one of the easiest classes to justify being just about anywhere, anytime, in any place.
Exactly. The whole thing about the fighter is being vanilla, precisely to fit everywhere.

That's the problem, it doesn't excel at being unique.

For the only class to obtain Legendary Proficiency for weapons, NOTHING capitalizes on this. The whole "weapon master" aspect is non-existant.

You want something unique for the Fighter compared to other classes? Here are some suggestion:
- Adding the Deadly or Fatal trait to ONE weapon of their choice
- Adding the Agile trait to ONE weapon of their choice
- Adding ANY trait to ONE weapon of their choice

These ALONE would be more interesting, because it would show how the Fighter can use one weapon WAY better than other classes.

That's the Inventor, though. Like, seriously, customising a single weapon is the Inventor, I'm not sure why you think it's a fighter. The fighter can already 'add' the trip and shove trait to two handed weapons, the parry trait to one handed weapons, super agile, isn't that a better demonstration of their weapon mastery?

Shadow Lodge

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pH unbalanced wrote:
JiCi wrote:
Unless you guys build fighters carrying a "golf sack", you'll be good with only 1 or 2 weapons. I can live with all Simple Weapons, but for Martial and Advanced ones? One melee, one ranged and you're set.
I guess I'm the only one who uses a Shifting Rune, so that I can have the right tool for the job while only carrying one weapon. No golf sack necessary.

Which literally saved a TPK tonight when we were engulfed by a creature that was immune to slashing and piercing, so my Swashbuckler transformed her rapier into a mace.


Pathfinder Rulebook Subscriber

The fighter needs more feats for two handed weapon fighters,
like two handed parry, feat to increase hardness of two-handed weapons for blocking attacks.


More unique wizard feats, the current ones are horrible and if you don't want to take an archetype you end up always taking the same ones, making the class boring and lacking variety


Ryangwy wrote:
The fighter can already 'add' the trip and shove trait to two handed weapons, the parry trait to one handed weapons, super agile, isn't that a better demonstration of their weapon mastery?

Why do I need a two-handed weapon to add Trip or Shove, or a one-handed weapon to add Parry? There are feats to ENHANCE Agile weapons, but nothing to ADD Agile to a weapon or two.

Sure, I can get bonus feats with Flexibility, but if nothing meshes together, I don't see a point in using this. One problem I noticed is that most Fighter feats are not "general", but exclusive to specific weapons, hence why I mentioned the "golf sack", leading to the Shifting Rune.

Someone mentioned the Soldier class from Starfinder. That class's Fighting Style... is exactly what the Fighter should receive. As a reminder, the Soldier can select styles based on small arms, heavy weapons, grenades, power armors, mechs, melee weapons, unwieldy weapons, magic weapons, hit-and-run tactics, "guns blazing" and so much more.

Give THIS to the Fighter as abilities, NOT feats, exactly like the Gunslinger's Ways. Sure, a Fighter can take Firearms and even Legendary Procifiency with them, but only the Gunslinger can access special features.

Dude, replace Shield Block, Combat Flexibility and Improved Flexibility with 3 exclusive abilities, each representing a fighting style, and that would make it more interesting.

As of now, the Fighter gets a LOT of feats related to shields... except that it goes back to my argument of "if I'm not using a shield, Shield Block is useless".

Cognates

pH unbalanced wrote:
pH unbalanced wrote:
JiCi wrote:
Unless you guys build fighters carrying a "golf sack", you'll be good with only 1 or 2 weapons. I can live with all Simple Weapons, but for Martial and Advanced ones? One melee, one ranged and you're set.
I guess I'm the only one who uses a Shifting Rune, so that I can have the right tool for the job while only carrying one weapon. No golf sack necessary.
Which literally saved a TPK tonight when we were engulfed by a creature that was immune to slashing and piercing, so my Swashbuckler transformed her rapier into a mace.

Shifting runes are great fun, I love always having the perfect tool for the job.


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Extremely late to this party, but this topic intrigued me.

pH unbalanced wrote:

So I agree that there is a large, open design space for shapeshifting/body mods.

To some extent they seem to have done this on purpose. The whole concept of battleforms shuts down a wide swath of concepts, which I believe started off as a balance concern, but which really shouldn't be any more. Like, I understand the balance concerns that keep my Beastkin Psychic from casting spells in her Tiny baby crocodile form (she could be hidden somewhere where she couldn't really be noticed or targeted), but those all went out the window as soon as Awakened Animals became a thing.

So there may be an opportunity to backtrack on that a bit, but they may very well not want to.

The other thing about body mods, though is that they don't play well at all tables. For some people there is an inherent squick factor -- body horror is a content warning for a reason. (I'll cop to being one of these -- I have never played an alchemist in any version of the game because bombs bore me and almost every other class feature freaks me out.) So building an entire class around it is problematic. Archetypes, subclasses, and feats are a more likely way to go.

Building an entire class around guns and steampunk is also extremely not what some DMs want at their tables. That's why they're in Guns and Gears, and to the extent possible self-contained in that book; for easy banning or allowing.

So the fact that not every table wants body horror/modification makes, I think, that topic more likely to spin an entire book around than less. Best to jam as much of it as possible into a single sourcebook, including an entire class or two that indulges the heck out of it, so that it can easily be dropped in or out as the DM and table deems appropriate.

Having said that, it suddenly occurs to me that more than most topics, this book would work as a bridge between PF2 and SF2, as both games previously had classes that went there. Have both teams develop part of it (and each get a class), and have options that are for either game and at least a few that work well as written for both.

Off the cuff that strikes me as a bad, overly complicated idea, but I'll be the first to admit the developers frequently see opportunities where I see problems. At the very least, a web supplement written by the other team suggesting how to adapt it into whichever game did not ultimately write the book would be welcome I think, so that the concepts are readily made available to the widest audience possible.

Also, kudos to Gaulin for bringing this up in the first place. Really cool idea.


AnimatedPaper wrote:

Extremely late to this party, but this topic intrigued me.

Having said that, it suddenly occurs to me that more than most topics, this book would work as a bridge between PF2 and SF2, as both games previously had classes that went there. Have both...

Yeah, the more that time goes on, the more that I start to believe that we're more likely to see the common desire for "The Shifter" be folded into the SF2e Evolutionist.

The Solarian is the only primary melee combatant of SF2E, so making a class who primarily fights by altering their body to make unarmed strikes would be a bit more of a protected niche.

EvolutionShifter abilities could easily be formatted like the "passive + activate a stronger option" abilities of the Kineticist, Ikon, and Runesmith. We have MANY of those in PF2e, so I think they're inevitable in SF2E.

This would be a way to bridge the kind of two disparate halves of the EvolutionShifter fantasy- "I'm a living chimera who changes my body on the fly" and "I have a specific different form I transform into".


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I'm with AnimatedPaper on this, there's a lot of potential design space for a Pathfinder/Starfinder crossover source now that they're using the same rules "engine" as it were. I've always thought the perfect spot for it would be a Numeria book but it could be anything! And body mods are pretty Starfinder-coded so whatever it is a shapeshifter class would fit in well.


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DMurnett wrote:
I'm with AnimatedPaper on this, there's a lot of potential design space for a Pathfinder/Starfinder crossover source now that they're using the same rules "engine" as it were. I've always thought the perfect spot for it would be a Numeria book but it could be anything! And body mods are pretty Starfinder-coded so whatever it is a shapeshifter class would fit in well.

Split the difference, make a modern-esque setting, and call it Streetfinder.


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I'd like to see an expansion of the "variant druidic orders" included in Warden of Wildwood, the spore and cultivation order were really interesting, but with only a single feat and two focus spell (one for the cultivation one), it kinda limit the theme. In general, I think druid is in need of expansion because most of it's feat are order locked, leaving the player narrower choice of feat than the other class once they pick their starting order, unless they pick order explorer to unlock more option, which works fine but is a bit underwhelming when the orders don't actually interact with one another.

So having each order be expanded a bit, or given some "payoff" for crossing orders would go a long way. Also, while plant order get lots of great and flavorful plant-related feats beyond simply growing the order central feature (the leshy familiar), the animal and untamed order feats are entirely dedicated to their special feature, which make them feel even narrower. Having a few more animal orders feat that interact with animal in general, not just your companion, would be nice.

Beyond merely expanding what's already here, I'd be interested by some kind of "spooky druid" option. Something like a special order or class archetype adding a bit of primal necromancy to the druid, maybe even letting the player go down the path of a Siabrae. If not for the druid, then for some other primal caster at least, as "natural undeath" is a whole great aestetic that's rather lacking for the moment. Maybe with an animist or necromancer class archetype that swap their spell list for the primal one?

And finally, beyond just the druid class, we need more insects. And more fungus. Swarmkeeper wasn't enough, spore order (as is) wasn't enought. More bug companion, more insect and mushroom themed spells and feats. There isn't enough of them, there will never be enough of them.


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Perpdepog wrote:
DMurnett wrote:
I'm with AnimatedPaper on this, there's a lot of potential design space for a Pathfinder/Starfinder crossover source now that they're using the same rules "engine" as it were. I've always thought the perfect spot for it would be a Numeria book but it could be anything! And body mods are pretty Starfinder-coded so whatever it is a shapeshifter class would fit in well.
Split the difference, make a modern-esque setting, and call it Streetfinder.

Funnily enough, I been working on and off on a Treasure Planet / Spelljammer-esque to use when SF2e releases to mix content from both systems. The basics (not like I have much more than that to be honest) is that it takes place in a new galaxy far from both Earth and Golarion (until now I was using Golarion as a setting so its kind of relevant to mention that, which also allows me to skip having to make up stuff like the outer planes, the deities, some basic fundamental rules on how stuff works, etc.) whose black hole at its center is a massive portal to the Ethereal Plane. This means that, summarizing it a bit, that space in this galaxy works closer to how the Ethereal Plane works rather than how normal space does, allowing people to breathe in space and move with ease since, much like the Ethereal Plane, the galaxy itself has the subjective gravity trait. Also people at some point discovered how to use the transitive properties of the Ethereal Plane to essentialy achieve FTL, which is way easier in this particular galaxy to achieve because, well, the Ethereal Plane is easier to access due to how it effectively permeates the whole thing.

Sorry I went on a rant about my own homebrew setting but I really would want to go back working on it when I have some time and inspiration to do so, though recently both time and inspiration have been lacking lol. I get the feeling the closer we get to SF2e release I would get more hyped about working on it.


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I'd like to see a universal black blade archetype, one that can be taken by people who aren't arcane casters. (Or failing that, one that's simply available for characters in PF2E.)


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Now that I got necro, what I want is a martial answer to the summoner. Specifically I want to have a martial class which puts the main damage output/power budget into the animal companion rather than the PC. So a reverse ranger more or less. I want to play an archer who does tandem attacks and maneuvers with a big Utahraptor buddy, and the raptor can do ambushing attacks and grapples where it can kick the prey it has grappled. Ranger does get kind of close with dromeosaur companion and being able to get large sized is quite literally a Utahraptor(which is a horse sized dromeosaur), but it's the weaker half of the equation and isn't built for the stocky muscular nature of Utahraptor and more so the nimble nature of a troodon(a VERY closely related clade of animals) or smaller dromeosaur(like deinonychus)

Also summoner beast eidolon is pretty much designed for some kind of rhino-like animal, and not really a raptor-like animal

Also down for a shapeshifter class so I can do more dinosaur crap and continue to annoy my friends with dinosaur facts (t-rex had the most bite force of any terrestrial animal, *that we know of*, and therefore should get to hit really really hard with bite attacks)

Lastly I want a magus that can use int for attack rolls with weapons

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