New class options you're really hoping to see?


Pathfinder Second Edition General Discussion

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moosher12 wrote:
Many of Fan Dancer's effects require one Fan in each hand.

Indeed five of fourteen do. These feats produce stuns, blocks, attacks, debuffs, and special moves. So this is an ask for Paizo to allow a 2-H no-manipulate often powerful combat action with a free hand no-manipulate core class attack combat action, for no action cost. That doesn't necessarily mean it's unbalanced, but I think you are somewhat downplaying the mechanical value of what you're asking for when you refer to it as just flitting about with fans.

Quote:
which is why I question what a Kineticist has that makes their Impulses starkly more dangerous than a Wizard's (or any other spellcaster's) entire repertoire of spells.

Kineticist impulses aren't more dangerous, they are in fact less dangerous; a [Level] impulse typically does about as much damage as a [L-2, i.e. Max rank-1] spell.

Outside of monk most powerful offensive combat actions require either dedicated use of hands or the manipulate trait. Martials, alchemists, and kineticists got the former, casters got the latter. I think kineticists got the hand use instead of the manipulate trait because Paizo wanted to include a lot of impulses clearly designed for use while standing next to an enemy. So it made more sense to give the kineticist hand use.

Quote:
it is a bit disappointing to say "Yeah, I'm imagining a character that likes to dance and perform on stage, flitting around the battlefield with their two fans obscuring their form, and with a swish of their fan, can blow gusts of air at folks to knock them away."

But you're not asking for that. You're asking to blow gusts that knock enemies away while forcing them to reroll their attack. or blow gusts that knock enemies away while making a ranged strike against them. Or blow gusts of wind that knock enemies away while stunning and dazzling them. The fan dancer feats that require a fan in each hand are powerful combat actions in and of themselves, they are not just "flitting around the battlefield." If you want "flitting about," fan dancer feats can give you a bonus to stride, give bonuses to allies in your aura, and do several tumble through special actions with a fan in one hand and the other hand free to cast impulses. A fan in each hand is not needed for the 'flitting about' feats in the archetype.

But, having said all that, you are absolutely right that as a "what do you hope to see" thread, this is certainly a valid hope to see. No-hand kineticist impulses are one thing, or maybe a cool fan dancer feat that lets you do things with the Air trait without needing a hand, or maybe a general "improved swap" feat that lets the character swap hand sets as a free action under certain circumstances (maybe limited use or something).


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I want a Wisdom Psychic.


This might be better as an errata to Kinetic Activation rather than an additional feat or something, but something to allow it to work with spells that have other traits/damage types that your blasts can create would be neat(like letting air kineticists use it to cast electricity spells(or cold spells if they have Versatile Blasts)).
Additionally, a high-level feat that lets you pick a spell(with presumably rather specific requirements) and make it an impulse would be pretty cool too.

As far as larger options I'd also be into a class with similar design to the kineticist, but a more arcane/occult flavor. This could be potentially represented with alternate elements such as void, aether, and spirit, but I don't think that's the only way to do it, and I'd somewhat prefer if it used a mental stat instead of Constitution as well.


Azoriel wrote:
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.)

I'd like to see a Gunslinger archetype that works with non-arcane casters, like Kurumi Tokisaki: Gunslinger + Time Oracle.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Theaitetos wrote:
Azoriel wrote:
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.)
I'd like to see a Gunslinger archetype that works with non-arcane casters, like Kurumi Tokisaki: Gunslinger + Time Oracle.

The beast gunner archetype allows either arcane or primal spellcasting. And you can add time mage to any character with a spellcasting class (or archetype) feature.

Also, guns aren't restricted to the gunslinger class (this is mentioned explicitly, BTW).

Cognates

Dragonchess Player wrote:
Theaitetos wrote:
Azoriel wrote:
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.)
I'd like to see a Gunslinger archetype that works with non-arcane casters, like Kurumi Tokisaki: Gunslinger + Time Oracle.

The beast gunner archetype allows either arcane or primal spellcasting. And you can add time mage to any character with a spellcasting class (or archetype) feature.

Also, guns aren't restricted to the gunslinger class (this is mentioned explicitly, BTW).

Being a gunslinger does make them significantly more usable though. Reload is a really debilitating mechanic.


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Speaking of guns (or well, reload weapons).

I had a player show up wanting to build a crossbow wielding exemplar, only for us to realize that there are only two weapon ikons that work on ranged weapons, one of which is designed for AoE use and the other which is incompatible with reload weapons. Felt kinda bad (I also don't super love how you can min-max starshot by playing a small or tiny race but that's another topic).

Would love for more consideration to be given to 'bad' or weird weapon choices when designing options like these! More options that play friendly with characters using reload weapons or other gimmick mechanics. They're already downsides by design, so some accommodations so players don't feel even more restricted would be nice.

Extends to other classes too, like... a crossbow/gun wielding magus or whatever feels thematically cool but the way reload interacts with their action economy is extra crippling.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I don't think we'll ever get it at this point but I would love, LOVE, to see a way to stand tower shields up so you can take cover behind them without holding them while you reload your crossbow in true Genoese fashion. I don't when care if it'd be unoptimal! I just wanna play something like this and look like the cool historical character for once!

(Only thing wr have now is the shielded tripod from Guns & Gears, which only works with things that have the Kickback trait, which crossbows naturally don't have!)


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I still think we need Shifter class as class Archetype for Druids that would make them decent martials.

Cognates

Now I've had a chance to fiddle with the remastered inventor on pathbuilder, i'd really like new innovations. Inventor got some new feats in the Tian Xia character guide, but innovations were sorely missed. (By me, anyway).

Cognates

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Archpaladin Zousha wrote:

I don't think we'll ever get it at this point but I would love, LOVE, to see a way to stand tower shields up so you can take cover behind them without holding them while you reload your crossbow in true Genoese fashion. I don't when care if it'd be unoptimal! I just wanna play something like this and look like the cool historical character for once!

(Only thing wr have now is the shielded tripod from Guns & Gears, which only works with things that have the Kickback trait, which crossbows naturally don't have!)

There is Deployable Cover. But that's still not really want you're after.

I don't think it'd be too hard to add to the game though. A tower shield with slightly worse stats but you can spend 1A to slap it in the ground - or perhaps an adjustment for shields that lets you do the same thing.


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Literally only want Synthesist.


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More Divine Archetypes, like one for each class to be fair there. Especially Magus and Barbarian.

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
ElementalofCuteness wrote:
More Divine Archetypes, like one for each class to be fair there. Especially Magus and Barbarian.

Bloodrager DOES let you pick divine as your spell list (arcane is the other option).


Let me restate, DEITY Classes.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
ElementalofCuteness wrote:
Let me restate, DEITY Classes.

Oh, I see! My mistake, carry on!

Lantern Lodge

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The return of the Occultist.

I like the versatile caster with neat Focus powers and a wide spell pool that can help the party or carry it as need be.

The Thaumaturge (disclosure never played one) is melee focus and doesn't have the versatility of the Occultist. Or the cool name. Making a Witcher doesn't appeal to me.

I'm looking at the Animist but it's not clicking with me just yet. Nice array of swappable abilities but nothing seems strong enough to be decisive when needed.

So bring back the proper Occultist, please and thank you.


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One way to do so would be to give the Thaumatheurge a single implement that grants it the Occult spell list, as an archetype.


Not quite sure if it should be a class option or an archetype update, but SOMETHING needs to be done to bring back a shadow mage that isn't what we got with the pre remaster shadowcaster archetype.

We do technically have a few spells and feats that have been updated to the remaster... but even then, there's some serious issues. Shadow blast targeting the higher of two saves even though it already was balanced out with smaller AOE than similar level blasting spells (and not getting it until 5th rank) and slightly lower average damage; Shadow illusion not actually having any changes from illusory creature or illusory object other than being a focus spell with slightly lower damage than the upcast illusory object would have, even though the whole point of shadow spells being that they're more than illusions but less than reality.

The particular class fantasy of the illusionist who becomes so skilled at lying that they can briefly trick reality itself, so long as they embrace the uncertainty of the shadows... just really doesn't exist yet in pathfinder 2e. And it's a honestly a shame. What's worse is that I don't really expect it to get fixed up properly anytime soon, in part specifically because shadow blast and shadow illusion are already part of the remaster, and thus unlikely to be revisited again despite their clear flaws.

I'd love to be wrong and see an actual shadowcaster class that goes all in though, or at least an archetype cleanup that both fits the flavor and gives a solid toolkit to use. Being able to use uncertainty and presentation to weaponize fear and belief to make your illusions as good as real. Priming enemies with lies, boasts and intimidation to leave them that much more vulnerable to your spells.


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New class options? I just thought of one just now that I think be fun. When you take in the fact Battle Harbringer has a feat at every level but level 14 and then at 18 you got to ask yourself something. Has any other sub-class/class option received so many custom feats to go along side it? They also have multiple feat choices at certain levels as well, increasing this as I feel Battle Harbinger might be the only Sub-Class/Class chassis which has multiple feats dedicated to them at the same level, where is the love for all the other doctrines or sub-classes. I want to see Flurry ranger get almost 10 exclusive feats, maybe we can do this to Barbarian!?

More unique feats less general feats, to make it feel like your level 1 choice matters waaaay more outside of spell-casters wit multiple traditions to choose from./


Squiggit wrote:

Speaking of guns (or well, reload weapons).

I had a player show up wanting to build a crossbow wielding exemplar, only for us to realize that there are only two weapon ikons that work on ranged weapons, one of which is designed for AoE use and the other which is incompatible with reload weapons. Felt kinda bad (I also don't super love how you can min-max starshot by playing a small or tiny race but that's another topic).

Would love for more consideration to be given to 'bad' or weird weapon choices when designing options like these! More options that play friendly with characters using reload weapons or other gimmick mechanics. They're already downsides by design, so some accommodations so players don't feel even more restricted would be nice.

Extends to other classes too, like... a crossbow/gun wielding magus or whatever feels thematically cool but the way reload interacts with their action economy is extra crippling.

The Deft epithet goes a long way towards making reload weapons work, and I think exemplar at 3+ becomes quite good at using them, but definitely an issue without it.

RPG Superstar 2009 Top 32

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What Pathfinder 2nd really needs is a conversion/update of the Technology Guide (including feats!)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Lord Fyre wrote:
What Pathfinder 2nd really needs is a conversion/update of the Technology Guide (including feats!)

We are. Didn't you hear? :D

RPG Superstar 2009 Top 32

Ravingdork wrote:
Lord Fyre wrote:
What Pathfinder 2nd really needs is a conversion/update of the Technology Guide (including feats!)
We are. Didn't you hear? :D

I did. However, the feats from the Technology Guide, specifically

* - Robot's Bane (Technology Guide, p6)
* - Scavenger's Luck (Technology Guide, p7)
* - Technologist (Technology Guide, p7)
* - Technology Adept (Technology Guide, p7)
* - Technophobe (Technology Guide, p7)
* - Wrest Charge (Technology Guide, p7)

Have no equivalence in Starfinder 2nd Edition. So, yes, some conversion information is still going to be needed.

Perhaps a 3PP could step up?


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ElementalofCuteness wrote:
New class options? I just thought of one just now that I think be fun. When you take in the fact Battle Harbringer has a feat at every level but level 14 and then at 18 you got to ask yourself something. Has any other sub-class/class option received so many custom feats to go along side it? They also have multiple feat choices at certain levels as well, increasing this as I feel Battle Harbinger might be the only Sub-Class/Class chassis which has multiple feats dedicated to them at the same level, where is the love for all the other doctrines or sub-classes. I want to see Flurry ranger get almost 10 exclusive feats, maybe we can do this to Barbarian!?

For a cleric, your deity is your subclass. If you compare what your deity gives you and what, say, a sorcerer bloodline gives them, they're pretty comparable.

Doctrines are functionally a class archetype, and of course BH literally is one. I've mentioned multiple times, including probably in this thread, that I wished they'd designed warpriest as "warmage", and made it the first class archetype, applicable to any caster class. Would have addressed multiple pain points, not least of which would be this frequent (and perfectly understandable) misclassification.

Now that we have BH as the blueprint, if I want anything, I think I'd like to see what a class archetype that turns any caster class into a wave caster, as BH does for clerics, would look like (if possible at all, of course). And if It can't be a single CA, then at least 1 or two that could hopefully cover multiple classes.

Finally getting a warmage CA would be cool too, but I think that's less critical now, and also something that PU could probably handle pretty well.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Lord Fyre wrote:

I did. However, the feats from the Technology Guide, specifically

* - Robot's Bane (Technology Guide, p6)
* - Scavenger's Luck (Technology Guide, p7)
* - Technologist (Technology Guide, p7)
* - Technology Adept (Technology Guide, p7)
* - Technophobe (Technology Guide, p7)
* - Wrest Charge (Technology Guide, p7)

It would be neat to see some reworked version of those in 2nd Edition, but as they stand they neither fit 2nd Edition's rule paradigm nor are they all that necessary.

There are plenty of existing feats and abilities that can be used to represent a construct hunter so we don't really need Robot's Bane. Specialization that results in strictly superior numbers isn't something commonly done in 2e either so such an addition to the game would prove detrimental if not heavily curtailed.

For scavenging, that can be represented by the Scavenger archetype and/or by similar feats and abilities. There isn't even a Timeworn rule in 2e yet, so feats like Technologist are not really needed. If such a rule were to come to 2e, it would more likely follow precedent, and act similarly to firearm restrictions.

Technology Adept is just numerical bonus increases and thus has the same balancing problems as Robot's Bane.

Technophobe has the same problems as Robot's Bane and Technology Adept, and is also ripe for abuse by carrying around a bag of easily destroyed robot rats.

Wrest Charge could simply be a trained Craft or Technology Lore skill check. Not sure why you would need a feat for that.

Becoming proficient in technology could be as simple as taking a Starfinder class or multiclass dedication feat.

Everything you described can either already be conceptually represented in 2e, would blow out the careful number balancing of 2e, or is not necessary based on what we currently know about the game.

Cognates

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I disagree, I think there is very much space for feats in the vein of "Fantasy person learns to interact with technology". That's the whole fantasy of numeria.

Yes, starfinder rules can be used to approximate it, but having a proper set of feats and items that represent the cobbled together nature of numeria would be preferable.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
BotBrain wrote:

I think there is very much space for feats in the vein of "Fantasy person learns to interact with technology". That's the whole fantasy of numeria.

Yes, starfinder rules can be used to approximate it, but having a proper set of feats and items that represent the cobbled together nature of numeria would be preferable.

Provided the developers bother creating a technological "barrier to entry" at all, then yes, I agree.

However, I don't believe such feats should behave anything like their 1e predecessors, for many of the reasons I mentioned above. Such mechanics are ill-suited to the way the pf2e modern mechanics operate.


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Lord Fyre is right, but I want to go a step further to include Stasian Technology. I want a book that specifically talks about Numerian and Stasian technology. Give me some 1920s-30s tech alongside the hybrid inventions that were invented from Numerian artifacts, along with lists of which Starfinder equipment is most common in Numeria (guess the more apt would be Uncommon, etc.) As for Stasian technology, it could also be a way to explore other artifacts from Earth such as smuggled European and American goods. Valash Raj would also be a pretty good place to focus on as they've also had to deal with alien tech a lot.

It's also a good place to add Starfinder class feats for Pathfinder classes without having to add them in Starfinder itself. I remember it was a question asked in the early stages of the playtest whether Pathfinder classes might get support content to make them work better in the Starfinder paradigm, and the response was along the lines of "if interest was sufficient." but giving some Numeria/Stasia-tuned gun and tech focused feats to Pathfinder classes would really be neat.

The fun news is James Jacobs has voiced interest in making a return to Numeria, so an AP seems like it's likely to be pitched for development. And who knows, if we get an AP, a Lost Omens or Core book might follow.

Rue Dickey and James Jacobs wrote:

Rue: I wanted to open the floor to James talking about crossovers with Pathfinder and Starfinder in terms of like, what does that look like from the Pathfinder side of things as well.

James: Well that's kind of where it all started back with the Iron Gods adventure path and the Technology Guide. That was kind of the birth of a lot of Starfinder stuff cause people liked it. And from there we took a lot of that content and kind of exploded it up into the heavens into the future post beyond the Gap etc. We haven't been able to go back to Numeria because we didn't have Second Edition rules for that content. And so once those rules are available and once you know, we don't wanna jump right in immediately, because Starfinder getting a new edition is a big deal and it needs to be front and center awesome. That is something that I am personally really excited about. I've been talking here and there with people about Iron Gods for ages. And an adventure path I've had in the back of my head since the previous edition. But it's not on the schedule yet, so... But it can be now.


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I would quite like to see a few generic class archetypes (like Elementalist) that are clearly intended for spellcasters, but don't just add more spell slots or miscellaneous cleric domain spells, and instead radically change how you build and play your character.

Maybe a "mage assassin" archetype that lets you cast spells with certain traits without losing Hidden, feats to add precision damage and minor debuffs to attack roll spells, and some action compression with casting and Stealth actions/taking cover.

Maybe a "pacifist" style archetype which lowers your spell attack bonus and spell save DC, in exchange for significantly improved defenses and optional armor proficiencies, action compression with moving/raising shields/spellshapes when casting buffs and healing, and numerical bonuses to healing and buff durations.

Maybe a "fundamentalist" style archetype which continues to gain higher rank spell slots as they level, but can only learn and slot a small custom list of low rank spells into them. In exchange they would be better at casting those spells in various ways; not necessarily improved DCs or accuracy, but maybe being able to combine lower level slots into higher ones if they contain the same spells, or increasing the number of targets, or shaping areas to exclude their allies more easily, or misfortune effects on saves if they burn extra slots and their reaction.

Etc.

I feel Elementalist could be great if it had a lot more feats, so I would like see it expanded upon as well. Realistically if it had at least four feat options at every step (4, 6, 8, etc.) with each feat at these steps representing different elements then it could actually be a lot of fun; but as it is at level 4 you either get a familiar or you get a water-element spellshape and that's it, and that kills a lot of elemental mage character fantasies instantly without even touching on the lack of feats at later levels.


On the note of Elementalist class archetype, I'd like to see new Kineticist impulses. I noticed when I tried to make a pure air kineticist (no electricity) that the pickings were a bit slim.

Not to say there isn't enough to make a complete class, just more choices would be nice.


It's not directly a class option, but a weapon choice for a class. I used to play a lot of For Honor, and one of my favorite classes was the Gladiator. It maps onto Battledancer or Gymnast Swashbuckler so perfectly, except the Trident isn't a finesse weapon. There's the Filcher's Fork, but I'm always weird about D4 weapons on martial classes that aren't offhand.

So my suggestion would be a light trident for swashbucklers and rogues. Damage die reduced to D6, but gains the finesse trait.


moosher12 wrote:

On the note of Elementalist class archetype, I'd like to see new Kineticist impulses. I noticed when I tried to make a pure air kineticist (no electricity) that the pickings were a bit slim.

Not to say there isn't enough to make a complete class, just more choices would be nice.

At least Paizo can build upon the Kineticist and add more impulses and feats. The class is playable, and fortunately, it's not unusable.

If an element feels underwhelming, they can add more stuff, but if the class itself is underwhelming, no amount of feat can fix it.


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moosher12 wrote:

On the note of Elementalist class archetype, I'd like to see new Kineticist impulses. I noticed when I tried to make a pure air kineticist (no electricity) that the pickings were a bit slim.

Not to say there isn't enough to make a complete class, just more choices would be nice.

I never really dug into the final version of the kinetics, but is there a way to repurpose existing impulses so that they work for multiple elements?

Seems like that would be a straightforward way of expanding options without eating up page space.

Like, say, Deflecting Wave. I could see that being an Air or Metal impulse pretty readily, with almost no change to the description even.

And no, I'm not saying "just house rule it". I'd appreciate it if Paizo made it so every non-overflow impulse had 2 or 3 possible elements, to give elements a wider pool to choose from without increasing page count. Having it done on Paizo's end would allow them to reinforce the strengths and weaknesses of each element.

But as I said, I'm not fully up to speed on the release version of kineticists, so I may well be asking for something that already exists. If so, ignore me.

Cognates

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AnimatedPaper wrote:
moosher12 wrote:

On the note of Elementalist class archetype, I'd like to see new Kineticist impulses. I noticed when I tried to make a pure air kineticist (no electricity) that the pickings were a bit slim.

Not to say there isn't enough to make a complete class, just more choices would be nice.

I never really dug into the final version of the kinetics, but is there a way to repurpose existing impulses so that they work for multiple elements?

Seems like that would be a straightforward way of expanding options without eating up page space.

Like, say, Deflecting Wave. I could see that being an Air or Metal impulse pretty readily, with almost no change to the description even.

And no, I'm not saying "just house rule it". I'd appreciate it if Paizo made it so every non-overflow impulse had 2 or 3 possible elements, to give elements a wider pool to choose from without increasing page count. Having it done on Paizo's end would allow them to reinforce the strengths and weaknesses of each element.

But as I said, I'm not fully up to speed on the release version of kineticists, so I may well be asking for something that already exists. If so, ignore me.

Single element kineticts can take a feat to take composite impluses that matches their one element, instead of needing both elemenst as usual. Otherwise, no. You need to have that element to take its impulses.


JiCi wrote:
moosher12 wrote:

On the note of Elementalist class archetype, I'd like to see new Kineticist impulses. I noticed when I tried to make a pure air kineticist (no electricity) that the pickings were a bit slim.

Not to say there isn't enough to make a complete class, just more choices would be nice.

At least Paizo can build upon the Kineticist and add more impulses and feats. The class is playable, and fortunately, it's not unusable.

If an element feels underwhelming, they can add more stuff, but if the class itself is underwhelming, no amount of feat can fix it.

Oh class is by no means underwhelming. It's pretty strong at what it does, and they are doing all they can with the page count clearly. I'm aware Paizo can make more content for it in future books, which is why I'd like for them to do just that. Basically, I just want Kineticist expansion in the future.


moosher12 wrote:
JiCi wrote:
moosher12 wrote:

On the note of Elementalist class archetype, I'd like to see new Kineticist impulses. I noticed when I tried to make a pure air kineticist (no electricity) that the pickings were a bit slim.

Not to say there isn't enough to make a complete class, just more choices would be nice.

At least Paizo can build upon the Kineticist and add more impulses and feats. The class is playable, and fortunately, it's not unusable.

If an element feels underwhelming, they can add more stuff, but if the class itself is underwhelming, no amount of feat can fix it.

Oh class is by no means underwhelming. It's pretty strong at what it does, and they are doing all they can with the page count clearly. I'm aware Paizo can make more content for it in future books, which is why I'd like for them to do just that. Basically, I just want Kineticist expansion in the future.

In "Golarion's lore", void users have been reported, so there's that. Also, aether... didn't return at all :O

Then again, if your basic blast is "Modular B/S/P or Mental", balancing can be an issue ^^;


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I envision aether's elemental blast dealing bludgeoning and slashing (I think that's the only non-elemental combination that the current kineticist lacks), gaining access to force damage if they take the Versatile Blast feats. It would also likely be a d6 / 60 feet range thing.

I don't know what most of the junctions would do, but Thievery would certainly be its skill junction. In 1e I think there were aether impulses to use mage hand, so I wouldn't be surprised if much like earth has a grapple impulse aether would have a steal impulse that eventually got a range version too.

Grand Lodge

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So... I was watching the Paizo LIVE for Rival Academies, and when they were talking about Remaster Runelord, a thought occurred to me:

Considering the Runelords are associated with Polearms as a weapon... shouldn't there be a Polearm/Spear Hybrid Study for the Magus? The basic idea would be 'if the Runelords had Magus bodyguards'.
 

ElementalofCuteness wrote:
I want a Wisdom Psychic.

Agreed. I even have ideas for Wisdom-based Unconscious Minds:

Faith
Instinct

I also want more Unconscious Minds. Particularly something based on summoning, mind blasts, or speaking with the dead.

I also want to see an Astral Kineticist...


While something more polearm related would be neat, Inexorable Iron does cover polearms as it works with any two-handed weapon.


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Class Option? No just give us a Ninja class which specializes in throwing weapons or weapons with the Thrown trait, it is about time to be fair. I am surprised we don't have a throw first, melee second class yet. I know we got archetypes/subclass/options/whateever-you-want-to-call-it like Shooting Stars Stance Monk and Shadow Sheath Ikon for Exemplar and the stance on Fighter.

Cognates

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ElementalofCuteness wrote:
Class Option? No just give us a Ninja class which specializes in throwing weapons or weapons with the Thrown trait, it is about time to be fair. I am surprised we don't have a throw first, melee second class yet. I know we got archetypes/subclass/options/whateever-you-want-to-call-it like Shooting Stars Stance Monk and Shadow Sheath Ikon for Exemplar and the stance on Fighter.

We already know the Ninja (and Samurai) classes won't be returning, at least with those names.

That being said a throwing class isn't the worst idea given the amount of stuff you need to have to make throwing weapons worthwhile.


exequiel759 wrote:
I envision aether's elemental blast dealing bludgeoning and slashing (I think that's the only non-elemental combination that the current kineticist lacks), gaining access to force damage if they take the Versatile Blast feats. It would also likely be a d6 / 60 feet range thing.

I would pick Mental over Force. Aether is often connected to psychic forces, which are what would fuel a Mental Blast.

Force is for "powerful and pure magical energy". That would be better for a Warlock... which I'm surprised Paizo hasn't done yet.


JiCi wrote:
exequiel759 wrote:
I envision aether's elemental blast dealing bludgeoning and slashing (I think that's the only non-elemental combination that the current kineticist lacks), gaining access to force damage if they take the Versatile Blast feats. It would also likely be a d6 / 60 feet range thing.

I would pick Mental over Force. Aether is often connected to psychic forces, which are what would fuel a Mental Blast.

Force is for "powerful and pure magical energy". That would be better for a Warlock... which I'm surprised Paizo hasn't done yet.

Not really? The only real connection with aether and minds stuff is that the Akashic Record is in the Ethereal Plane. Aether is the "matter" of the Ethereal Plane. There's spells related to the Ethereal Plane that have the force trait. This is the description of aether in Rage of Elements:

Rage of Elements wrote:
Aether is the spiritual made to resemble the physical through elemental energies. Occult scholars dub it an element. In the form of “quintessence,” its name even means “fifth element”! But this force is no more an element than salt or bone. Elemental energy allows aether to act in the ways it does, but the presence of an elemental influence does not an element make. Aether is the spiritual, or ethereal, essence found on the Ethereal Plane, transfigured via elemental energies into a form that allows it to act upon physical objects, impart physical forces, or even mimic matter itself to form the body of a metaphysical being. It’s the reason force can act at a distance through so-called “telekinesis,” as well as the answer to what makes “force” magic different than magic that bludgeons, affects gravity, or otherwise acts upon fundamental forces.


To elaborate to ElementalofCuteness, we're not getting ninja because it's considered too culturally coded.

I still want a ninja equivalent though. I suppose giving Operator access to Qi spells via a class archetype might be a good approach, though.

Grand Lodge

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I do admit, we could use more options for "Throwing", "Sling", and "Flail" weapon users.

I'd also love a bit more options for a weapon using Monk.

JiCi wrote:
exequiel759 wrote:
I envision aether's elemental blast dealing bludgeoning and slashing (I think that's the only non-elemental combination that the current kineticist lacks), gaining access to force damage if they take the Versatile Blast feats. It would also likely be a d6 / 60 feet range thing.

I would pick Mental over Force. Aether is often connected to psychic forces, which are what would fuel a Mental Blast.

Force is for "powerful and pure magical energy". That would be better for a Warlock... which I'm surprised Paizo hasn't done yet.

PF 2e already has these "Warlocks", of which you speak:

They're called Witches and Kineticists.

moosher12 wrote:

To elaborate to ElementalofCuteness, we're not getting ninja because it's considered too culturally coded.

I still want a ninja equivalent though. I suppose giving Operator access to Qi spells via a class archetype might be a good approach, though.

...We already have ninjas though. It all depends on your preferred flavor of 'Ninja'.

Mundane ninja: Rogue.
Magical ninja: Laughing Shadow Magus.
Poisoning ninja: Stealthy Alchemist.
Naruto ninja: Stealthy Kineticist.
Martial Arts ninja: Stealthy Monk.

You don't necessarily need a "Ninja" class to play a ninja.


We can emulate a ninja, but when some of us ask for a ninja, we're asking for something closer to the 1E ninja, which had the following: Full sneak attack and full ki spell access.

Basically I'd imagine a proper ninja as a monk-themed class archetype on the rogue, that gave it access to most ki spells (and some select monk feats) with a faster track than the monk archetype would grant. Perhaps a little slower than dedicated monk, but definitely faster than with a monk archetype.

The biggest element would be Stealth, infiltration, and of course the ambush, so Rogue of course would be a great starting point. But what rogue lacks is the mystical aspect And Monk archetype is an option, but it just does not give enough to give the proper ninja feel.


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Mangaholic13 wrote:
Considering the Runelords are associated with Polearms as a weapon... shouldn't there be a Polearm/Spear Hybrid Study for the Magus? The basic idea would be 'if the Runelords had Magus bodyguards'.

Polearms already work just fine with Inexorable Iron.


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Mangaholic13 wrote:

PF 2e already has these "Warlocks", of which you speak:

They're called Witches and Kineticists.

Yeah, the Aether Marbles (a type of bomb) should have rung a bell about aether's possible damage type.

A kineticist using aether would indeed resemble the Warlock, since force damage is pure magical power, similar to an eldritch blast.

What Exequiel759 explained makes sense and would be the best course of action.
- Base blast is Bludgeonig or Slashing
- Versatile blast is Force
- If a 2nd advanced is considered, as I suggested, Mental would be nice.

BTW, a historical ninja was simply a spy with exceptional stealth and recon skills. If your Rogue or Monk is a beast in Stealth and other similar skills, it's a ninja. It was also about traveling very light and not causing casualties to tip targets off. Yeah, most ninjas weren't assassins.

The key feature of fantasy ninjas is the myriad of supernatural abilities, but those can be achieved with archetypes.

A Rogue with the Alchemist archetype is plenty to be a ninja, since in ancient times, ninjas used concoctions to help in their missions, including firebombs to deter pursuers.


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Oh look, it's the ninja debate again. That's always a fun time.

I think it's equally fair and true to say that taking the Rogue chassis, renaming it "Ninja" to give it an exotic flair, and giving it a few stock ninjutsu tricks would be a disservice to the diversity that the Tian Xia books just gave us, and also that there are a number of fun character concepts which we tend to group under the name 'ninja', especially in the higher fantasy depictions of that trope, which are not quite adequately covered under the published character options yet.

I am absolutely in the boat that the Rogue either does or should cover everything you could want out of a historically-minded ninja character concept, but there seems to me to be a design space that would allow for more supernaturally focused spies and assassins which would be equally befitting to build a host of stock ninja characters, but not be limited to that one expression. I feel like such things like the Lion Blades of Taldor, the Red Mantis Assassins, and the Masks of the Living God (Razmiri shadow enforcers) all could benefit from such a class if done right.

Certainly, several supernatural abilities can be obtained through archetypes, but "Rogue with two or three wizard spells" or "Rogue with some alchemical tools" makes for a disappointing substitute for what could be a diverse and exciting new class fantasy.

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