Favorite after-release additions to a class?


Pathfinder Second Edition General Discussion


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I've seen people asking for more of these, and it'd certainly be nice, but I haven't seen as much talking about the ones we have gotten.

My personal favorite is pretty solidly Drowning Mist, a new Kineticist feat added with Hell's Destiny. My first Kineticist was very focused on the suffocation ability that air got in PF1, and I was sad we didn't get anything like that in PF2. Drowning Mist is just perfect for her, especially because it has extra punishment for speaking while in the area, on top of the already harsh drowning rules. (Would that entail forcing conversations into encounter mode a lot? Yeah, probably.)

We also got an excellent addition for my Commander, the Shadows in the Moonlight tactic that lets a wily-but-strength-focused Commander be surprisingly sneaky and help his allies get around stealthily too. That one is another Hell's Destiny addition.


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Can't lie and say the VERY few Kineticist Impulses added weren't good but it loops back to my point in a thread about Kineticist not getting new options as often as what they should. Yet Spellcasters get new stuff nearly every boo.

Do spells count as Favorite After-release additions to a class? If so then you just get to see how insane Casters are compared to Kineticist or what not but I got to say. Favorite option from a different book....For any class, that one is very hard.

Does Remastered Way of the Spellshot count?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The School of Magical Technologies for the wizard. A wizard with a starting multi-purpose focus spell that scales; and a decent or better curriculum.

Cognates

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We counting the new subclasses magus got? I wanted both of those for so long and I'm glad we have them.

Elemental instinct barbarian is also great and I kinda wish we'd see more options that play with the multiclass system where it'd enhance the option.


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Pathfinder Adventure Subscriber

I absolutely love the Palatine Detective class archetype for the investigator. It gives you a few cantrips to use when you fail your stratagem, a good smattering of skill feats and tangibly useful class feats for dealing with Occult and Divine opponents. Its not perfect but it might be one of the best upgrades to a base class ever.


Stuff from APs don't always count since they are suggested to be only available in those APs, not as general options.

My favorite things so far are spear dancer, make the already top tier slam down pole arm fighter even better, and the flood of options for Beast master to make companions more interesting and suck less at higher level. Beast master isn't a class, but has gotten a good number of things added to it.

Liberty's Edge

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The Scorpion Animal instinct for the Remastered Barbarian. Reach Unarmed is back.


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I'm excluding errata and rework (Remaster or otherwise).

I would mention the elemental Druid Orders added in Secrets of Magic.


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The Raven Black wrote:
The Scorpion Animal instinct for the Remastered Barbarian. Reach Unarmed is back.

I'd lump in the entire glut of new options for Animal Instinct barbarians we got in Howl of the Wild, for that matter. I'm so glad I can now make my dandy animal instinct barb afflicted with the curse of the werecrab without having to reach for rejiggered ape stats.

In terms of other classes I've also got to give it to the Warrior of Legend and Runelord class archetypes. I haven't found a game where they fit yet, but I wanna. I wanna real bad.


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I think it's probably fair to include things that were added in a remaster, since "adding new things to existing classes" is the spirit of the matter.

In which case, I'd definitely add aberrant and ooze eidolons to the list. Excellent additions! Swarm was another I had been wanting and we did get.

Liberty's Edge

Finoan wrote:

I'm excluding errata and rework (Remaster or otherwise).

I would mention the elemental Druid Orders added in Secrets of Magic.

The Scorpion came from Howl of the Wild and thus is an addition to the Remastered Barbarian. Sorry for not being clearer with my earlier post.

Before Remaster, the Deer instinct provided Reach but not after. Hence why I welcomed the Scorpion instinct.


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I really like the second wave of class archetypes: blood rager, vindicator, avenger, and battle harbinger (fingers crossed for an errata to it's slots) we're all very cool additions to core classes. Heck, war mage from Battlecry gave us a wizard with access to a third focus point and some interesting identity that wasn't solely tied to spell slots; just make sure to slap a shield on that squishy boi!


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

Definitely the War Mage archetype for me. Whether it's good or not is irrelevant: it's fun. Battle wizards are some of my favorite guys ever. Like, of course a fantasy army would have wizards in it! Don't get me wrong, the toys it gets are cool, too, but it finally made me eager to play a wizard again after I'd banished that thing to the bottom of my personal tier list.

I'm also always happy whenever new deities are added. It stinks that champions and clerics are the only two classes that really interact with them, but they're such neat little packages of flair for your characters. I feel like wizard spell schools could do the same, but those haven't rolled out as quickly, it seems.


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

Getting new Kineticist impulses, even if it only were a few. More, please! Also more new elements!


magnuskn wrote:
Getting new Kineticist impulses, even if it only were a few. More, please! Also more new elements!

This thread is about the specifics of what we've gotten, since I see a lot more places asking for more of something than I do talking about what we've gotten! Any favorites from the post-RoE impulses?


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Thaumaturge Shield Implement. It was a thing people wanted and were trying to figure out how to make work.

Can get tricky to juggle implements when you have 3 unless one is weapon (or you have some other strike like a Ratfolk jaws attack), but it's a strong addition to the class.

It was also nice to see it added in a book like Battlecry where it thematically fit.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
QuidEst wrote:
magnuskn wrote:
Getting new Kineticist impulses, even if it only were a few. More, please! Also more new elements!
This thread is about the specifics of what we've gotten, since I see a lot more places asking for more of something than I do talking about what we've gotten! Any favorites from the post-RoE impulses?

Burning Demand adds a fire impulse which targets Fortitude and essentially copies Command, with a damage component if the command is not obeyed.

Liberating Drive is a composite Air/Metal impulse which serves as a movement ability, a tool to help allies escape several conditions and a one-action elemental blast. Pretty nice combination, although a level 12 impulse is a steep price.

Vigilant Seal

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Everything for Rangers in Howl of the Wild and also expansion of the Beastmaster Archetype.

Also objectively Rival Academies Runelord wizard archetype. I love this archetype.


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Trixleby wrote:

Everything for Rangers in Howl of the Wild and also expansion of the Beastmaster Archetype.

Also objectively Rival Academies Runelord wizard archetype. I love this archetype.

It's ironic how much cooler Runelord got with the removal of the magic schools given that sin/rune magic was originally made to map onto those schools back in PF1.


I loved it when Unearthed Arcana added Acrobat to the Thief.

Liberty's Edge

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Perpdepog wrote:
Trixleby wrote:

Everything for Rangers in Howl of the Wild and also expansion of the Beastmaster Archetype.

Also objectively Rival Academies Runelord wizard archetype. I love this archetype.

It's ironic how much cooler Runelord got with the removal of the magic schools given that sin/rune magic was originally made to map onto those schools back in PF1.

Much easier to design great things when yoy're not shackled by another game's concepts anymore.


Perpdepog wrote:
The Raven Black wrote:
The Scorpion Animal instinct for the Remastered Barbarian. Reach Unarmed is back.

I'd lump in the entire glut of new options for Animal Instinct barbarians we got in Howl of the Wild, for that matter. I'm so glad I can now make my dandy animal instinct barb afflicted with the curse of the werecrab without having to reach for rejiggered ape stats.

In terms of other classes I've also got to give it to the Warrior of Legend and Runelord class archetypes. I haven't found a game where they fit yet, but I wanna. I wanna real bad.

Is your war cry I PINCH!

Dark Archive

I'm seconding Elemental Instinct Barbarian, after it got the errata to make its impulses functional outside of Rage.

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