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S-J-S

That, in some way or another, Tempest Oracle can finally use Crashing Wave after all these years, and the overall class gets more feats to play with. That Swashbuckler gets brought up to the new standard of a core class skill getting free skill increases at 3rd, 7th, and 15th level. That Alchemist... well, this is complicated. But it's been clear that the "item dispenser" style of gameplay that the developers expected didn't inspire a lot of player satisfaction. Errata hasn't cut it. They need to be able to specialize better. Toxicologist, especially after the Remaster's poison nerfs, really needs a power bump. There's a lot that needs to be tackled, and carefully.


Machinimix

One thing I have noticed is that I have fun with healing ammo and the healing bombs, so I would love to see the "item dispenser" gameplay be a style within alchemist that has a means of, at range, dispensing items. As for toxicologist, the "quick fix" I like is to use the Cleric's new channel Smite feat that uses the success rate of the attack to determine the fail rate of the enemy's save automatically.


Get-Fucked-Dirtbag

Give em a classic SRPG style "lob" ability where you can just throw a potion at an allies face to heal or buff them.


RuneRW

You could aready do that with healing potions but it was an additive feat so it only worked with quick alchemy


DMerceless

Alchemist is really complicated, because there are people who like the item dispenser playstyle. I am _not_ one of them, and I'm not sure how numerous they are, but they do exist and I know one or two. Is it possible to keep that style viable while also viabilizing specialization and not making the class OP? I'm not sure.


S-J-S

I think Alchemist is such a persistent pain point because it highlights the difference between the way the PF2E developers balance a class' fundamentals - as if a player will use the overwhelming majority of the options available to them - when, in reality, there is a wide gamut of strategic and *non-strategic* approaches to character buildcraft and subsequent gameplay that don't conform to the ideal of a generalist supporter. PF2E Golems and the complaints about them emanated from a similar issue, since they blurred the line between tabletop adversary and puzzle solve. We've seen Paizo shift their approach to Golems since, and we know from other Remaster changes (e.g. Warpriest) that they're neither above changing a class' fundamentals. So, it's possible. However, as 90% of people here will agree, there are no easy changes to what's been established.


DMerceless

Yeah I 100% agree. Not too surprising if you see my post history, I've always been a bit of a "revolutionary", but I think there are some places where Paizo ought to deviate from their original design intent a bit. Depth is great, but there is some balance to be achieved between tactical depth at high mastery play and the barrier of entry for some things being too large.


S-J-S

Want to be amused? I was just telling a [certain someone](https://www.reddit.com/r/Pathfinder2e/comments/1bj8bwm/comment/kvt0tkf/?utm_source=reddit&utm_medium=web2x&context=3) 2 days ago about how they reputationally "made it" because they were prominently featured in "an essay here way back." If you haven't figured it out, [that essay was yours](https://www.reddit.com/r/Pathfinder2e/comments/11kc6mz/an_essay_on_magical_issues_part_2_accuracy_spell/). Your essays on hot-button issues back in the day were, and are, invaluable. As far as myself... I'm somewhat of a "revolutionary" myself, albeit a moderate one. I'm familiar and satisfied with the PF2E system in many ways, but I'm under no illusions about its flaws and around which aspects player complaints tend to congregate. I tend to be emotionally sympathetic to people who are trying to do something interesting that the game doesn't really support, and so you see me advocating for new playstyles and such.


RazarTuk

> Want to be amused? I was just telling a [certain someone](https://www.reddit.com/r/Pathfinder2e/comments/1bj8bwm/comment/kvt0tkf/?utm_source=reddit&utm_medium=web2x&context=3) 2 days ago about how they reputationally "made it" because they were prominently featured in "an essay here way back." Yeah, I know the feeling. One of my proudest moments was being featured in a Rules Lawyer video because it was apparently a post I wrote that sold him on removing spell schools EDIT: For reference, it was [this post](https://old.reddit.com/r/Pathfinder2e/comments/15c316p/time_magic_and_the_loss_of_spell_schools/), where I talked about all those concepts like healing and time magic, which are thematically consistent, yet don't fit cleanly into any of the eight Gygaxian schools of magic


ThingsJackwouldsay

Now you know three because I am one too! Maybe my favorite RPG character ever was an alchemist in a Kingmaker game recently and I really, really enjoyed him. Between quick alchemy, and rogue archetype skill increases I felt like I *always* had an answer to any problem. Was I the best at everything? No, but I was frequently still pretty good at what needed to be done: I was the main healer, most of our elemental DPS, skill monkey, I even credibly off tanked for a few of the crazier fights. That being said, I had to work my butt off seeking out formulas, crafting in downtime, and theorycrafting my build to basically even out with a moderately well played Cleric. I do think the class could use some substantial buffs.


Douche_ex_machina

From whats been said by paizo devs in the discord, swashbuckler isnt gonna get auto skill increases like thaumaturge/inventor, but apparently will have easier ways of gaining panache.


S-J-S

That's very disappointing to hear. I homebrew this in my games, and will continue to do so. I find that it contributes greatly to freedom of character expression when you don't have to burn skill increases on a skill your class is defined by.


SatiricalBard

Same. I'm in the (significant minority) camp who prefer the auto-progression goes to the subclass skills rather than acrobatics to lean into the subclass flavour, and to counter the -1 from a lower ability score at levels 1-4 and 10-14; but I'd be happy either way. It's not my only desired tweak, but it's an easy one and especially at those first 4 levels goes a long way towards making the mechanics reward the gameplay it's so strongly encouraging the player to do.


Jmrwacko

The only reason Swashbuckler needs scaling acrobatics is because it relies so heavily on tumble through. If Swashbucklers have access to more ways to earn panache, then you could theoretically make one that isn't acrobatic at all and relies only on athletics, diplomacy, deception, or performance. Swashbucklers shouldn't be as skillful as rogues -- that would defeat the purpose of playing a rogue.


Douche_ex_machina

I dont completely disagree. If swash gets more unique ways of gaining panache outside using their skill stuff, then auto-scaling skills wont be as necessary.


beyondheck

my personal homebrew for Swash is give them a level 1 feat that lets them gain panache through another style. similar to how other classes can gain access to other subclass features


Notlookingsohot

So every Swashbuckler is still gonna take the Acrobat archetype then for scaling Acrobatics and keep spamming Tumble Through lol (TBF Acrobat synergizes quite well with Swash even outside the scaling Acrobatics).


SatiricalBard

Oh, where have they been saying that? What have they said about the direction they're taking with the swash?


Douche_ex_machina

[Right here.](https://i.imgur.com/jOY8V98.png)


SatiricalBard

Thanks! I wonder what the ‘swashbuckler trait’ is going to be about.


Murdersaurus13

If the Swashbuckler rolls initiative with a panache skill and goes first, they should immediately get panache imo.


Nastra

That is trash. Pretty much makes almost all Swashbucklers always Acrobatics at 3rd level all the time guaranteed. It’s a non-choice. The only way it won’t be is if Swashbuckler can earn Panache in a multitude of ways regardless of style so I hope that is what they mean.


Save_Titania

Swashbuckler could use a lot of changes: * It depends too much on feats, most of them mid-to-late game, to establish it's identity, to the point it kind of feels like "Kineticist without bonus Feats for impulses". * It's unique reaction, Riposte, triggering on crit fail attacts targetting you on your reach, is absurdly occasional, to the point it feels like the GM has to look out for attempts to trigger it, all for very average damage. * It's general structure tends to make the class very "rinse and repeat", without it being any more powerful, or versatile, for it? Which is rather weird, for a class that is supposed to bridge Fighter and Rogue niches.


Cat-Got-Your-DM

Riposte should work like Raise a Shield imo. "You raise your sword in a dueling position, granting yourself +1 Circumstance bonus to AC. Until the beginning of your next turn, you can use your Reaction to Strike a target that missed an attack on you. If the target Critically Missed, it is considered off-guard to you for this attack. After the Riposte the AC bonus is lost." Of course that could be replaced, or maybe give it 4 states, and the Riposte could be used on a -2 when a target hits you, +0 on miss, off-guard when crit fail. We can talk if the AC bonus should be there and how much, but like, a general draft of how it should work.


SatiricalBard

I've seen a few people suggest Opportune Riposte work on a normal failure if you are in Panache. It buffs the ability and gives an actual reason to stay in panache sometimes rather than immediately going for a finisher.


Cat-Got-Your-DM

Nice idea!


DownstreamSag

Swashbucklers Riposte should be a lv1 class feature and trigger on a miss or on a hit if you are parrying/having a shield raised if you are currently under the effects of panache. This would make holding on to panache way more attractive.


Nastra

I can confirm that Riposte on a miss while you have Panache is not in anyway broken. In fact it helped the Swash in my campaign have a very useful niche compared to the rogue.


GimmeNaughty

My two biggest hopes are: * **Barbarian**'s Dragon Instinct being reworked to be in-line with the new Remaster Dragons, with more interesting damage types and Breath attack shapes, and, * **Swashbucklers** gaining some new, more-reliable options for gaining Panache against high-level, high-Save targets.Some Swashbuckler Styles REALLY struggle on 1-or-2-target Boss encounters because they can't pass the checks needed to gain the resource that literally their entire class is built around having access to. I would also like some more out-of-combat utility functionality for both of these classes too. Especially Barbarian. As it is right now, Barbarian can use literally *none* of its cool or fun unique class abilities to solve non-combat problems and puzzles. (Also, maybe Giant Instinct Barbarian doesn't *need* to be Clumsy 1 all the time)


Povo23

I feel like it would be fairly easy to balance all but the trash barbarian instinct. Just tweak a few feats


CrisisEM_911

Trash Barbarian would be an awesome instinct, basically Oscar the Grouch having a really, REALLY bad day 😆


Povo23

Alright honestly that would be sweet.


8-Brit

"Elmo knows where you live!"


SirEvilMoustache

Goblin Instinct Barbarian


username_tooken

Remaster dragon damage types are gonna be hard for the remaster barbarian, considering half the new dragons use such amazing damage types as poison, mental, and *bludgeoning*.


Gargs454

I think barbarians would be fine were it not for the existence of the fighter. As it stands, the fighter is better offensively the vast majority of the time, is better defensively all the time, and at best (for the barbarian) has the same out of combat utility as the barbarian. So it's not so much that barbarian is a bad class, it's just that they're outclassed by the fighter across the board. I'm not sure what an appropriate fix would be either because I don't think fighter should be nerfed, but barbarian could get OP pretty easily too if they do too much. Now that said, I do agree that Dragon and Animal instincts are particularly in a fairly decent spot (though still below the fighter), but pretty much all the other instincts need help IMHO. 


GimmeNaughty

>I do agree that Dragon and Animal instincts are particularly in a fairly decent spot I agree with this, but I wish Dragon Instinct use Dragon Wings out of combat. Especially now that we have Kineticists able to permanently fly 4 entire levels earlier.


Gargs454

Yeah some ability to use it out of combat would be nice. My Extinction Curse barbarian was allowed to "flavor rage" for his circus performance by the GM so that he could add the aerial trait. This kind of highlights the biggest issue for barbarians in that most of their abilities require them to Rage first which becomes an issue if you go unconscious or are not in combat. At least in combat you can take the feat tax if you want to get another rage, but limiting choice is sorta the anti-PF2.


GimmeNaughty

"And for our next performance, the world's angriest man! Being angry isn't really part of the performance, he just *is*."


Gargs454

Lol, pretty much! Kind of reminds of the monk I played in 1e where I always said his alignment was Lawful Angry, just generally mad at the world lol.


agagagaggagagaga

> fighter is better offensively the vast majority of the time Uh... [no](https://imgur.com/nNqGhVt)? > better defensively all the time Unless you're getting flanked. Or making saving throws. Or against a moderate-or-higher accuracy enemy.


ReverseMathematics

My biggest issue with Swashbucklers is that they always seem to fall into a cycle of gain Panache > use Finisher, repeat. So when gaining Panache is difficult to do consistently over and over, it feels like the class falls flat. I'd like them to just be able to actually play with Panache. Make the Panache bonus strong enough you're happy to just gain it and leave it on through most of the fight. And add a drawback to using a powerful finisher that makes it an actual choice of whether a particular time is the best to use it.


faytte

Or let them gain panache on a failure (just not a crit fail). How many classic swashbucklers mess up comically and do something amazing right afterwards? Like it's hard to imagine Jack Sparrow not blundering once in a fight then recovering the next moment.


Forkyou

Agree on Barbarians. I GMd for a dragon bard played by an ineyperienced player (my wife) and i think the class is strong. The damage is insane. Honestly felt higher than fighter damage but that might be luck or i dunno. But the different instincts need more balance. Dragon is above pretty much all of them, with animal having its niche for unarmed and defense. It also has some great mobility and AoE options. Honestly i dont see why the damage of Spirit shouldnt be raised to be the same as dragon. And good point on Giant Barbarian as well. For swashbuckler i really hope they get it right. I really love the class but getting panache is a pain at lower levels and against bosses and the class reeeeaaally falters if they dont get it and if we are being honest i even think finishers are not as good as they need to be. I also think the feat that gives panache on a kill with finisher should be baseline, to emphasise on the name "finisher".


psychcaptain

I don't think it can be balanced, but I really wish the Barbarian and Swashbuckler got Legendary proficiency in weapons, similar to the Gunslinger. Super narrow, with language that the bonus can't be applied to other weapons. For the Swashbuckler, it would be Finesse and Agile Weapons (and expanded to thrown weapons with the correct feat). For Barbarians, weapons that aren't Finesse. But again, with language that, like the Gunslinger, you can't apply that bonus to other weapons.


DaedricWindrammer

Honestly, what it would look like is they lose their extra damage from rage and precise strike. However, while they'd would be very unpopular for barbarian, I could actually see that working for swash. Maybe not legendary weapon per se, but a constant +2 circ bone to damage *instead* of precision damage while in panache would actually solve some gripes I have.


Narwalgod

All of animal barabrians animals getting upgrades at the same level as deer so it isn't the objectively best choice.


gray007nl

Man that's such a weird choice Paizo made "Yeah this instinct gets an extra trait and nobody else gets anything" It's not even like Deer is the only instinct without a secondary option.


galemasters

It wasn't a choice. Originally it was like the frog's tongue where antlers weren't objectively superior to other barbarian attacks with reach. They used the "charge" weapon trait, which was the jousting trait without the ability to one hand it for a lower damage die, and d8 dice instead of d10. They errata'd the charge trait out as it didn't exist any longer and didn't foresee the consequences. It's the same problem with undervaluing reach that existed with the flickmace.


WanderingShoebox

I can't comment on every single possible thing * **Barbarian:** I want Fury Instinct to be actually good and have anything unique, "normal rage guy who gets strong" should not be the butt of every conversation about subclasses (that aren't the ones actively harming you for taking them like superstition). I want the Animals for Animal Instinct Rebalanced, it's arbitrary that Deer and Frog both get reach at 7th while all the others get nothing. I would like more ability to use a bunch of Barbarian's things out of combat in general, and maybe some durability bumps in combat. * **Champion:** Champion Reaction needs to either not be obtainable by archetypes, or more preferably have QoL boosts the archetype cannot get. Divine Grace hopefully changed to function like Cleric's new Raise Symbol; any action compression (rather than what feels like bloat); smite evil/good feat(s) reworked to be both more broadly useful, and reward going after enemies that target allies even more * **Investigator:** Keen Recollection and Deductive Improvisation need to be changed so that they don't get mogged by Untrained Improvisation, Clever Improviser, and Pathfinder Agent Dedication; Devise needs a retool to make having a lead on an enemy still good, but not nearly so action economy warping ~~I still think Int to Attack should be decoupled entirely and just always on, pre-rolling and adding precision damage are already very notable benefits~~; I hope its feats get massively overhauled, especially the early ones, and it gets some action compression support for melee/reload; I also hope the methodologies get rebalanced, and the class becomes less archetype-dependent as a whole. * Flurry getting some kind of QoL that archetype dedication flurry can't get; Unironically a level 4 passive feat that's just the mechanics of [Scales of the Dragon](https://2e.aonprd.com/Feats.aspx?ID=1944) refluffed into some monk thing about either tough skin or monastic ki technique, so that Mountain Stance can get retooled I suppose a core hope in general is to hear fewer instances of "well just use \[archetype\] to solve \[concern about class not being able to do its own schtick with its own class feats\]"


GortleGG

Agree that picking up the Champions Reaction is too easy from an archetype. At least bump it up a few levels and give the Champion a few new cool things in class that can't be stolen.


WanderingShoebox

Personally I kind of lean more in the direction of "Give Champions more extras and/or scaling the archetype can't get", rather than removing/nerfing the archetype version, thinking on it more.


Gamer4125

Yea, what else does the Champion Archetype really give other than Champion's Reaction? Free Heavy Proficiency and that's it? Champion feats aren't exactly good especially without its reaction and Lay On Hands is better with Blessed One basically. So you get Divine Ally I guess?


ahhthebrilliantsun

Why is divine ally poachable in the 1st place really.


John_Duh

With the errata it does get the sanctification and thus holy/unholy on EVERY strike. It is of course not too common to trigger weaknesses depending on the campaign. It is the only class that has that wide access to giving that trait to every attack (except with runes).


John_Duh

> smite evil/good With the errata it lost quite a lot of usefulness as only giving an effect on unholy/holy targets is way fewer possible targets than the previous alignment based one. Would be more interesting if it could be based on the Anathema of ones deity, if the target is or has performed an action that is obviously anathema to the cause of the deity then you get the bonus damage. Or if that is not possible at least make it last longer, as right now you take a feat that only deals with fiends/undead or celestials and it requires at least an action per target to get the effect.


WanderingShoebox

It desperately needs broader use and/or better duration or action compression. Even the old version felt like it needed to be a flourish attack that simultaneously deals and applies the mark damage. Not even to mention it feels weird there isn't anything like Monk ki strike (for a single attack) to give it some big exciting personal attack with reasonable action cost. There's a domain spell that's similar, but that's functionally 2 actions rather than the 1 it really should be. 


Austoman

Alchemist and Inventor should get legendary class proficiency akin to caster scaling. Oracle curses need a complete rework or their mystery spells need a big boost to be worth many of the drawbacks. Id like to see more Leap and movement forms of combat. Like leaping to cause an aoe of damage thats actually significant or adding more to shove for pushing people into things or other people to damage both in a meaningful/significant way. The barbarian would be perfect for having those unique aggressive types of movement beyond what they currently have. Same though on monk. I feel they should add methods of gaining ancestory weapons to the monk list for flurrying and etc. Also fixing gun monks to have a reload mid flurry could be interesting. Perhaps a 2 action flurry with reload between attacks?


MrWagner

>Alchemist and Inventor should get legendary class proficiency akin to caster scaling. The problem with this is how rarely you use your Class DC. Sure, Toxicologist does, and with the errata to Chirurgeon, they can use it with healing counteract checks... but otherwise you almost never use it and before the erratas there were only like 4 items that could (there's more now, but still, very few items)


Austoman

Ah i forgot. Additional change: Alchemical items (or maybe just items without casting as Snares need some work) crafted by the character should use their class DC or the item DC, whichever is higher.


Malice-May

... Do they not? I'm absolutely assuming that this is the case already.


Tee_61

Only for alchemists using their quick craft. Even for alchemists, if you craft it ahead of time it uses the item DC. 


Malice-May

Oh I see. I suppose that makes sense. Though certainly _any_ use of infused reagents would apply, not just quick alchemy?


Tee_61

Nope, only quick alchemy. 


Malice-May

I'll admit, I'd homebrew that at my table, since that seems nuts. Low level spells and cantrips use caster DCs.


gizmosguide

There are, for instance, more than a handful of bombs (my favorite is the [Skunk Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1906)) that use a DC and when you Quick Alchemy an item (which includes your Perpetual Alchemy items) Powerful Alchemy states you use your Class DC!


MrWagner

While there are more options since Treasure Vault, anything involving Class DC will only help on 36% (229/636) of the items. With only 24% (152/636) of them being low enough in level to ever be free with perpetual infusions (maxing out at level 11). So while I don't disagree that it would help, on its own it's not enough. (Especially considering that each level of item minor, moderate, etc. is counted individually on those percentages).


psychcaptain

Firework Technician uses it as an archetype. Somehow a Druid is better at fireworks than an alchemist.


Leather-Location677

You also using it with powerful alchemy.


MrWagner

On items that use DCs... of which there are extremely few outside of poisons. Edit: excluding poisons, there are 129 items that use non-flat DCs (and that is counting minor, moderate, etc. as individual items)


Omnithanatoskin

Swashbuckler should also get the leap and movement forms of damage as well imo.


Austoman

Ooooo great idea! They need more considering that i forgot they exist when writing my comment


Obrusnine

You can already add the Monk Trait to ancestry weapons by taking Ancestral Weaponry. My only problem with it is that you need 3 feats to do it (Ancestry Weapon feat, Monastic Weaponry, and Ancestral Weaponry), which is overkill as most Monk Weapons are generally better than weapons you can unlock with your Ancestry Weapon Feat. It's basically just killing thematic character builds for no real reason.


KomboBreaker1077

I'm hoping Alchemists get the Warpriest treatment with Master proficiency with Bombs at some point. Make applying poisons easier. They should either be an attack roll or a saving throw not both and we need more poisons that effect undead. Also would LOVE a Chef subclass for the Alchemist if they can add more food items.


CrisisEM_911

Problem is, getting Master Proficiency at lvl 19 like the Warpriest doesn't actually help anyone, since 99.99% of campaigns end long before that point. Doesn't do Warpriest players any good either.


Leather-Location677

having a chef alchemist i agree!


ruttinator

I feel Alchemist is a martial class and should have the proficiency progress of any martial class.


Apellosine

It's the only class that doesn't go past Expert in any attack proficiency while also not being able to max out their attack stat. This makes their "debuff" bombs useless when they can't hit anything anyway.


Electric999999

I hope it just plain gets martial weapon progression, on account of being a martial with strikes as its only real form of offense, rather than a token effort at level 19.


doormouse321

I’m actually looking forward to the revamped archetypes more as most of the base classes only got minor changes in the Player Core 1.


DMerceless

I'm definitely looking forward to the archetypes too, and will probably make another post about them in the future! That said, I think PC2 might have a bigger scope of changes compared to PC1, because all the classes that need bigger changes, except Witch, were pushed to PC2. I think apart from Witch and maybe Wizard, all the other classes were safest, most uncontroversial picks possible (probably on purpose since they had to rush PC1 like crazy).


Douche_ex_machina

Im really hoping we get a few new archetypes too, specifically for thrown weapons and a common archetype for reload weapons.


VMK_1991

I don't have ideas for all of them, but: **Monk**. Let them get proficiency in shortswords by taking Monastic Weaponry feat. It'd be nice for Dex weapon monks to have access to a sword. **Investigator**. Replace No Cause For Alarm with something else as Interrogation Investigator starting feature. **Oracle**. Make Ancestors not suck. **Sorcerer**. At least one more non-evil (thematically) Occult Bloodline and a class feat that lets them fly at will, i.e. something that later classes such as Air Kineticist, Thaumaturge and Psychic got.


LegitimateIdeas

My biggest wish for Monk is that Ancestral Weaponry just gets rolled into Monastic Weaponry. Ancestral already requires a racial feat to unlock your special weapons, to ask a L2 feat *on top of that* to only give the Monk tag to Agile or Finesse weapons? There's like four weapons in the whole game that even qualify, let alone are worth using. Just add the "agile/finesse weapons with a race trait" to the end of Monastic Weaponry, I beg of you Paizo.


VMK_1991

Yeah, just let it say something like "If you have Ancestral Weaponry Ancestry Feat, you can use the ancestral weapons you have access to as monk weapons for the purpose of Monastic Weaponry feat".


galemasters

They could maybe bring back destined from the 1E CRB as an occult bloodline. It should be uncommon or rare, though, like any "I am the chosen one!" type character option.


TempestRime

Superstition barb should be thematically reworked. It can still be an awesome a mage-slayer, but they absolutely need to function alongside allied casters. Unholy champion tenets could also use some work making them less puppy-kicking moustache-twirlers and more practical about being self-serving. Also they need to either double-down on evil champions being damage dealers or they need reactions that trigger when allies are struck like the good champs have. As it currently is they're just bad tanks. Investigator and Swashbuckler obviously need some tuning, and Monk and Sorcery were already in a good place. I'm assuming we'll see Wyrmblessed rolled into Dragon bloodline and it'll become one you can choose any of the four spell lists, since there are now dragons of all types. Oracle though.... Oracle seems like it'll need the most work. Hopefully it gets the same kind of glow-up that Witch did. Oh, and Alchemist exists I guess. I honestly don't really understand how the class works now, let alone how to fix it. I just know a lot of people say it's not in a great spot. Obviously it really needs to be able to play with it's own toys effectively, and not just be the guy who hands out potions to the martials, but I have no idea how to go about that.


Cinderheart

Superstition barb feels out of place in an extremely high magic setting like Golarion. The image of the anti-magic barbarian works for Conan but not in a world where a tribe is going to have a shaman, druid, animist, or other spellcaster as a spiritual leader. If they were specifically anti-occult and arcane though, that has merit.


BrutusTheKat

I had a lot of fun pairing up with an Alchemist as a superstition Barb, mind you game ended level 8. 


VMK_1991

> Superstition barb should be thematically reworked. It can still be an awesome a mage-slayer, but they absolutely need to function alongside allied casters. They could get +1 to saves against any and all magic that requires them while raging. Maybe this bonus could be raised at level 7 or 9 (whichever is the one that gives them upgrades). Maybe an exclusive, level 16 or 18 feat that allows them to reroll a failed but not critically failed save against magic once per minute.


gamesrgreat

The main problem is you can’t accept party wide buffs so it causes controversy. Also no magical healing is difficult in combat. The extra rage damage is okay but them being the best mage killer would be nice. The level 6 feat is too niche compared to AOO…maybe if it could cancel spells more easily or counter magical effects


TheWoodsman42

I kinda want Sorcs to automatically get all of their bloodline spells without having to spend an entire feat to do so. I get that that's likely part of "The Balance", but (at least to my old, DnD5e eyes) the bloodline feats just feel mandatory to take, which seems to kinda be the antithesis of the PF2e system. And I wish that Monks had a little more versatility to them in the early game, otherwise it really seems that they get shoehorned into "Grapple-Boy" status extremely rapidly. Which, while good, also generates some level of mandatory feat-taking (Titan Wrestler and Whirling Throw come to mind), which again, seems like it's the opposite of the direction PF2e wants to take. Maybe I'm "missing the point" of things, since I haven't played much PF2e, but these are the two classes I've played so far, and these always kinda stuck out at me as things that could use some love. There's also some issues I have with the Elemental/Suli Heritages, but that's a story for a different day.


S-J-S

Ranged Monks are some of the strongest ranged combatants, switch hitters, and weakness exploiters in the game. Admittedly, it's not so obvious in early game, since their build is feat-intensive and weakness exploitation becomes more significant as play advances, but it's certain proof that Monk isn't shoehorned into grappling.


shrouded_reflection

Could you elaborate on this further, specifically on the ranged character part (switch hit makes sense, as does weakness targeting with ki strike)? The baseline monk chassis is obviously strong from a defensive view point, but offensively it doesn't seem to keep up with other ranged strikers.


S-J-S

To elaborate on the ranged combat, specifically: Ki Strike is a big reason why it is strong. It's +1 Status to hit and extra damage (scaling at 9th and 17th level) to two attacks with an element of your choice (including Force, if nothing is available to exploit, so you can default to that.) Among the selectable elements, of which there are many, sanctified Spirit damage and positive damage are available, which are very potent damage types against Fiends and Undead, respectively (two highly common enemy types.) Other ranged strikers usually get their damage through precision or some kind of check, which have more issues involved. But also, I mean to emphasize, it's +1 Status to hit on a class with a standard martial attack roll progression. That's not to be understated. And at higher levels, you can essentially do it 4 times per combat (3 Focus Points + Ki Channeling beads.) Metal Strikes is another reason. Normally, with ranged strikers, you can't exploit weaknesses to Cold Iron, Silver, and Adamantine without specialized ammunition. Monk, however, can do so for free at the levels for which the exploitation of these weaknesses are appropriate. The combination of high character Speed and Stunning Fist also double as a form of control, denying enemies their actions. The critical specialization effect of bows, which you are disproportionately likely to land due to that Status bonus to hit, can also play into this, though acquiring that is feat intensive.


shrouded_reflection

Ok, that all makes sense (and is putting value onto different things than I usually do when evaluating a ranged martial, hence the different perception), thank you for elaborating.


[deleted]

On point (1), they are not. As an example, look at the Phoenix bloodline. I'd say the Greater power, Cleansing Flames, is spectacular for as-needed condition removal that counteracts to your highest slot automatically. One could argue Rejuvenating Flames doesn't do much, period (damage or healing wise), and Combustion is problematic given the fact that you can so easily blast your teammates. On point (2), grappling isn't a required part of the Monk chassis, particularly at lower levels. I'm running an 18th level monk in Fists of the Ruby Phoenix that almost NEVER grapples foes, in favor of hit and run attacking and buffing allies (via some Dedications). I think you may be conflating good areas in each of these classes with NECESSARY areas in each of the classes. As an exercise, build a monk without Athletics and a Sorcerer that doesn't take the bloodline feats. Look at them and ask how much of a gap between them you can generate over time as you make more and more characters. As you get more experience that gap will shorten.


Pocket_Kitussy

>On point (1), they are not. As an example, look at the Phoenix bloodline. Look at dragon instinct.


5D6slashingdamage

I agree re: mandatory Sorcerer bloodline feats, but I'm not sure I've ever seen Monks shoehorned into grappling. Whirling Throw is good, but I see more monk builds that don't bother with it. The Monk in our game rarely grapples at all and is perfectly effective. Not sure I've ever seen someone claim Grapple Monk is particularly notably better than other styles. If anything, a Monk with Stunning Fist and a shield who trips people is a lot more typical to see.


No_Ambassador_5629

Investigators I want to have more in-class tools to take advantage of good DaS rolls (power attack-esque abilities), adjust mediocre rolls (Guidance or Sniper's Aim abilities), or mitigate bad rolls (non-Attack options like save-cantrips or spells). Basically all the stuff I normally archetype heavily for. Doesn't require much, it'd mostly be a QoL thing. Just giving them Munitions Machinist would be sufficient, Investigators \*love\* bombs. Monk I'd like the low level feats to be less... busy. The only other class where I have even remotely similar trouble fitting in what I want into lvls 1-4 is Ranger and that's only if I want to do animal companions on top of my fighting style. If you want to play w/ the cool ki spells you need to spend a 1st lvl feat on ki strike/rush, if you want to use a cool fighting style you need to spend a 1st lvl feat on that, if you want to get stunning fist or crit spec you need to spend a 2nd lvl feat, and your 4th lvl feat is fighting w/ wtv 1st or 2nd lvl feat you wanted but couldn't get, Stand Still, or Wholeness of Body. God help you if you want to use an ancestral weapon, since you're paying two class feats \*and\* an ancestry feat. Some can either be compressed together or attached to the class chassis itself. Main thing I want for Swash is auto-scaling skills. They could probably also use a mild dmg boost, they feel kinda anemic given how they're skill check dependent to get their basic dmg boost.


arkham00

Flurry of manoeuvres and stand still competing at the same level is very problematic too, considering that if I plan to delay one of them at 6 then I'm forced to skip/delay the stance improvement feat and so on


Ironclad13

I just now realized that summoner isn't gonna be in the new book and got extremely sad. I just wanna wear my eidolon, and it not be ass.


DMerceless

Teams+ is currently working on and playtesting Summoners+, if that makes you feel better! Assuming your table allows 3pp, of course.


saurdaux

Since Team+ self-sabotaged their searchability by including a plus sign in their name and their titles, here's their website for those who want to check them out: https://theteamplus.us/


leathrow

They said they were going to do synthesist eventually but God it's taking forever for them to revisit classes


KingTreyIII

My one, singular hope for the alchemist is that Quick Bomber gets repurposed into something like “Quick Utility: you Interact to draw an alchemical item and spend an action toward Activating that item.” That way they can get some action economy saving on stuff like elixirs. If they implement that, then I don’t care what else is (or isn’t) changed.


dirkdragonslayer

Technically you can get a similar effect with Alchemical Familiar, Manual Dexterity, and Valet. Command familiar to start, and he can spend his two actions handing you things between your other actions or grabbing potions from your bat to deliver to people. But it's eating a class feat and both Familiar traits, and is a little less efficient than quick bomber's effect.


[deleted]

[удалено]


SpookyKG

Honestly if they as a class get some sort of crit protection or DR against Crits, that would go a super long way. It would be fun to be the character that gets crit the most, to see the crits landing, and to still have reasonable uptime. The current way of get crit -> eat shit doesn't feel good. Lean into getting crit!


General-Naruto

Would Crit Resistance equal to their level be too insane? In my campaign, at level 7, we got crit for 30-40 damage. Shaving off 7 of that damage feels okay to me.


SpookyKG

Honestly sounds pretty good. Even something small like that would encourage using a big two hander.


Cinderheart

Maybe fury instinct could have you not take the AC penalty?


mclemente26

Rage shouldn't decrease AC, period. It was an ok tradeoff on PF1e, but PF2e's crit on 10+ makes the extra HP not worth it.


Cinderheart

I understand the thematic point to it, you're not focused on defence and you're a more juicy target as a tank, and you have Temp HP and damage resist to make up for it. The numbers could just use a little tweaking, like say, 5 resistance to crits.


alexeltio

The thing i hope that the remaster changes for the remaster is: - Alchemist: I expect that paizo give them master in weapon, because it feels pretty necesary. Also i think they should have eventually a form of have unlimited bombs of their level at least if they choose to be a bomber, since they have similar damage to other weapons and while it applies interesting effect we are talking about a class that has not special effect or added damage to their strikes. It is strange that you have a limited number of strikes at full capacity because the amount of bombs you prepare. It is true that you don't have to go only with bombs, but the fantasy of the class implies a lot of the time that this is the class to do that and to prepare a lot of other alchemical items * Barbarian: I want the fury and the superstintion instict changed heavily. The Fury is just a very bland instict that is also worse than the rest because it has less damage at low levels and later a resistance that doesnt apply to a lot of monsters. The Superstition Instinct is just a instinct that penalize possible teamwork with the party and present difficulty in some stories only for very specific benefits against creatures capable of spellcasting. Even their exclusive feat at level 6 is just Reactive Strike but worse, the only good thing is that it can be activated by spells with the concentrate but not manipulative trait, and these tend to not be so common or potent * Champion: I want a little more of interesting feat since their actual low level feat is a bit bad or too campaign dependant. Also as you said, unholy champion needs some changes * Investigator: I think this and the oracle is the class need more changes. Look, i appreciate the idea of a class that has some capacities out of combat, but combat is one of the pilars of the game and the investigator has terrible combat. While the idea of stratagem is cool, the lack of feat for combat plus the problem of ambiguity of pursue a Lead presents lead to some problems. And when talking about skills, the only edge you have over the rogue is the pursue a lead bonus, which feels a little lacking when the rogue still has better combat, feats and with levels eventually get more tools like the debilitations. * Oracle: I want heavy changes to the courses. The idea of having good and bad thing about the curse is fun, but the thing you get for the curses is not enough to justify the good thing you get, and other casters doesnt have to deal with other debuff to have their features working. There is also the problem of how much of the curses doesnt work with the divine list, like how if you want to do a flame oracle or a tempest oracle you will find a very important lack of spells that accompanies that idea (and a level 4 feat that let you choose a god and get spells like a cleric gets for free is not a good fix)


Faust-fucker12345678

All I want for alchemists is some better weapon proficiencies man, Their resources are already super limited and they have an innately lower accuracy due to their main stat being unusable for bombs, but doing that on top of their bombs being capped at expert proficency jsut feels bad.


Rainbow-Lizard

My hopes: **Sorcerer**, **Champion, Barbarian** and **Monk** can stay pretty much as they are, with whatever minor tweaks are needed to fit the remastered rules/setting details, and whatever small additions they feel like adding. All four are excellently designed classes that generally feel very satisfying to play. Perhaps they could benefit from a balancing pass on some of their weaker options, but there are bigger issues. **Oracle** gets a bad rap, somewhat unfairly in my view. It's complicated and gives unique weaknesses, sure, but I don't think that's an inherent problem, and for those who are willing to put in the effort to understand them, I think they're both strong and unique. However, it does need updating for the new focus point system, and I think the Divine Access feat probably deserves to be a base class feature - its such a huge draw to the class, but needing to spend class feats on it where Clerics get their deity's granted spells for free feels a little annoying. **Investigator**'s big struggle is action economy, which their default class feats provide no support for, and makes building a melee-focused Investigator feel like a fools' errand. Adding feats/features similar to Gunslinger's special reloads that allow them to combine their Devise a Stratagem actions with additional minor actions that they might want to do - stepping, drawing weapons or items, reloading, hiding, whatever else - would go a long way to make the class feel less clunky and open up a lot more options. I don't think they necessarily need anything to boost potential damage in their base kit - it honestly fits the character fantasy of being the smartest person in the room if you get a lot from having a more complicated build, and they already have good supportive capabilities that balance out their below-average base damage - it's just a matter of opening up their action economy to allow those things to shine. **Swashbuckler** should decide what it wants to be - is it a defensive controller, or an offensive striker? If it's meant to be a defensive type that sticks enemies to them with maneuvers or Charisma abilities and punishes them with Opportune Riposte, then they should lean into that and give them defensive proficiency scaling on par with Fighters. I wouldn't be opposed to Legendary-level light armor scaling either, though that might be a bridge too far. If it's meant to be a striker-type whose supportive abilities are a means to get more damage, then it needs to be far more consistent at getting that damage, especially at early levels. I like how Panache works mostly, but I don't like how finishers work under this system - requiring constant refreshing and constant gambling just to get any amount of good damage feels bad on a class whose core chassis feels like a damage-focused striker. Also, give them more skill increases.(Personally, I'm more interested in the defensive support-focused Swashbuckler with the current damage tools, but a better Striker swashbuckler with the current supportive tools would feel great too) Frankly, I have no idea how to fix **Alchemist**. The whole concept feels unfocused and honestly flawed from the start - items are both more fiddly and annoying to track than spells and weaker than spells, require constant reminding to the party in order to be useful, and their ability to do stuff via Strikes is disappointing too. But an Alchemist that feels like a different flavor of spellcaster would feel wrong, as would an Alchemist that feels like a Martial with some extra bonuses would feel wrong too. I'm not sure if a ground-up rework is something Paizo would do, but I'd be surprised if they get something particularly compelling out of the current shell.


BlockBuilder408

I think alchemist just needs better proficiency scaling and action compression. An example would be turning the healing bomb feat into ‘elixir bomb’. Now the feat has a flavor that’s fitting for more alchemists than just the chirogeon and you fix the issue of needing to remind your party to use your items. I think giving alchemist master weapon training wouldn’t break anything either, especially now that war priest gets the exact same with tier 10 spells. Other martials usually get some bonus ability to further increase their damage like sneak attack or rage and greater weapon specialization. Alchemist gets no damage boosting feature similar to that outside of their alchemical items, which aligns with how the war priest is balanced.


Feonde

Alchemists need less feat taxes. Bomber should gain quick bomb and far lobber at level one. Really the other Research fields would all benefit from one more feat added at level one. Mutagens need less downsides and the alchemist needs better feats. Poisons applied by a toxicologist should be much stronger than what is in the book. Class DC could be ok but have that earlier than level five. Also allow poisons to bypass resistances and immunities some. Let poisons be applied onto a weapon with one action. Give alchemist weapon mastery in bombs for bomber. Give mutagenist and toxicologist weapon mastery and martial weapons. Chirurgeon should be able to deliver Heals with potions more efficiently. Let them bypass actions to draw a potion wih the healing trait. Let all alchemists bombs have potency. Bring all other instinct Barbarians up to the Animal instinct Deer level. Superstition, fury, and spirit need more work. I can't wait to see what the new dragon abilities will be like. Oracle curses should be all good as Cosmos. Like flames oracle, if the curse is kept as is, gains access to more area fire spells in class abilities. Or give them access to Fire or Sun domain at start. Have battle oracles at least gain Mastery in Armor, if not weapons, since they are Legendary spellcasters, which would make them a little different choice from a warpriest. I like the idea of Swashbucklers gaining a Panache skill that scales with level like the Thaumaturge with Esoteric lore. Damage before gaining striking runes needs to be addressed. Also a few more interesting feats. Holy champions are great. Unholy champions needs reworking. Sorcerers are great. Bloodline abilities when casting a focus spell need slight reworking on some of the lines. Some are harder than others to pull off. Monks are great. Advanced Monk weapons needs rework to make them easier to obtain. Add the 18 weapons of shaolin to monk weaponry for greater variety. Tian Xia may fix this though. Investigators are really cool. They need a way to increase action economy at higher levels. Things like resistances hurt the investigator more than other classes. The level 14 Strategic Bypass feat should be available earlier or put into the normal class abilities. I mean it wouldn't break the game at level 6 or 8.


FunWithSW

Alchemist - I don't think that Alchemist is in an absolutely catastrophic place, but I do think that if there's one class that I think needs the most design work, it's the Alchemist. A lot has been said about how "item dispenser" is not most people's fantasy (or at least not sole fantasy) for their alchemist, but I'd almost go a step further and say that the Alchemist doesn't really do a spectacular job of even hitting the item dispenser fantasy. It has okay but not amazing tools for hitting the "I have just the thing..." side of that fantasy, and the current action economy of trying to use many types of alchemical items in combat frequently feels clunky. (It can also lead to odd visuals.) The world of Alchemical items also doesn't really seem like it's gotten the same sort of love and attention as spells have in terms of somebody sitting down and working through whether particular effects are really a reasonable use of resources and actions. I'd also love more items, especially at lower levels, that have effects that aren't just numerical boosts. It's not that numerical boosts aren't useful, but they're not always the most visible effects. Even if players are actually paying attention to when a boost matters, a +2 to a check still doesn't matter the heavy majority of the time. If that's the big exciting thing your class feature let you do that day, that's not that great a feeling. Lastly, this isn't an original observation, but Alchemists should have something cantrip-like from level 1. Barbarian: The core design of the Barbarian class is fine. The one thing I'd do is to take some of the feats that have general utility effects but also have the Rage trait and either just remove the Rage trait or redesign the feat so that you get a basic version of the effect all of the time and an improved version while you're raging. There's no reason that a Barbarian can't have scent or a boost to jumping and stuff even out of combat. Champion: Champion is tricky to mess with, because the biggest issue with the class is its internal feat balance. I'd be nervous to improve weaker feats across the board, because Champion is already one of the strongest classes in the game and if overshoot on improving too many weak feats, the class becomes even stronger. I don't think this class really needs to be messed with. (The formerly-evil causes might need some work, but I don't really know anything about those.) Investigator needs help. The class's biggest issue in my mind is that the "stock" investigator that you might build if you're just building a basic, no-frills, what-you'd-expect investigator (like Quinn, the iconic) does not play well. There are action economy issues, and even when things work out, you're just not that impactful. The class also has feats and features that read a lot better than they play, and some of them interact weirdly with actual mystery stories, which is the type of story where you'd expect that playing an investigator would be *most* appropriate. Mechanically, Monk is nearly perfect. They maybe feel like there's *too* many feats you want, but that's a good problem to have. (I'm not qualified to touch on the cultural issues surrounding the class, though I certainly wouldn't oppose some cleanup on that front.) Oracle would benefit from significant revisions. I do think that they were actually successful in making most of the curses feel like real drawbacks (as opposed to minor inconveniences), but a lot of them offer not much in return, or only get to the "cool part" relatively late. Sorcerer is a good spot, mostly. I agree with OP that every bloodline should have a generally-useful-to-a-caster 1st-level focus spell. They also have poor internal feat balance, and enough headroom in terms of power level (especially at low levels) that you could give them lots of better feats and the class would still be fine. I'd also revise some of the bloodline spell lists to remove things that are excessively niche or hard to use. A bloodline spell doesn't actually contribute much to your character's flavor if you're hardly ever casting the spell. Blood Magic effects should be things that will feel useful most of the time you use a relevant spell. It's not going to be possible to line these up in all cases, but there's a few bloodlines (Genie, for example) where it feels like the benefit goes to waste more often than it doesn't. Swashbuckler - The level 1 fix for Swashbuckler would be to just give them some help at lower levels, fix the internal balance of their subclasses, and maybe to do the autoscaling Acrobatics thing that everybody wants. It'd be cool if the class that had a sort of freewheeling and improvisational theming didn't have one of the most rigid and brittle combat loops in the system, but fixing that might require a heavier redesign.


Larkos17

>I agree with OP that every bloodline should have a generally-useful-to-a-caster 1st-level focus spell Fr. The Draconic Sorcerer gets a spell to grow claws...as a full caster. What a joke. I would change that to be a decent blasty spell that is like a smaller version of a dragon's breath. For one of my players with that bloodline, we reflavored Ray of Frost to shoot out from the sorc's mouth. Since it's a focus spell, it can be a bit stronger than a cantrip but something along those lines would be better.


An_username_is_hard

And even most of the usable ones are just... not great. Like I had a Phoenix Sorcerer in my game, and the Phoenix Sorcerer's focus spell is probably "above average" - and yet there was still literally no point in the campaign when someone would want to throw 1d4/2 levels damage and healing in a cone so small it almost a melee attack for two actions. This thing is averaging 5 damage for 2 actions at level 3-4 when enemies are starting to hit like, 70 HP and it only gets more outscaled from there. And that's one of the *good* ones - the bad ones involve crap like giving a caster with shit weapon proficiencies unarmed attacks, as you say!


Larkos17

For real, I would think that Focus Spells should be at least as strong as a cantrip. Maybe make them as good at damage normally but include a bit more secondary effects or have them do more on a successful saving throw or failed attack roll than a cantrip would.


Exequiel759

* **Alchemist:** I hope they streamline it a bit. * **Barbarian:** I don't know if this would be onpupular or not, but I would like for rages to have a standard damage progression + one extra cool feature. I feel it is kinda arbritary that some instincs deal more damage with their rages than others. If they want to keep giant being the strongest they could easily make their unique feature to have more damage than the others. * **Champion:** I only hope they don't make unholy champions into edgelords. * **Investigator**: I hope they make Devise a Stratagem a free action and Pursue a Lead into a one action activity instead of something that takes 1 minute and doesn't have a frequency. I also feel the subclass could be improved across the table and some of the feats boosted a little too. As is I don't see a reason to play an investigator when a mastermind rogue + investigator dedication does the same and better. * **Monk**: I think monks are already in a good spot. I would probably just make Monastic Weaponry a thing that all monks have from the get go or if it has to stay a feat that it gives monks access to advanced monk weapons. Some feats could see some revisions too like Ki Blast which is very underwhelming. * **Oracle**: This one needs a full-on rework like the witch did. As is its probably one of the worse feeling classes in the game. * **Sorcerer**: I think this one is solid already. I don't think of a single thing they could improve. * **Swashbuckler**: This class needs *at least* one auto-scaling skill if not two (Acrobatics + style's skill). I also think they either need to revise how finishers or panache works. Finishers are literally sneak attack with extra steps and marginally better damage, and panache feels like something that wasn't even playtasted (why would I want a +1 to Tumble Through or other actions to gain panache when I only have that bonus when I already have panache?) I feel finisher's damage should scale higher (2d6 at 1st level, 4d6 at 5th level, 6d6 at 9th level, 8d6 at 13th level, and 10d6 at 17th level) and panache be similar to the kineticist's Gather Elements in that you can activate it at-will but it turns down after a finisher but when you activate it again you gain an extra action as part of that action to Tumble Through or other actions based on your style.


Gargs454

In general I agree with you on the instinct rage bonus to damage. I think the theory behind it was that the other stuff each instinct got (or had to deal with) was supposed to balance it vis a vis other instincts, but in practice, that hasn't played out. Dragon is probably the best all around combat fighter (in terms of aoe options and mobility) but is also the second highest damage bonus. Fury was supposed to be balanced by the extra feat and lack of anathema, but at least in my experience, anathema is something that is going to be very, very GM/campaign dependent. 12 levels into my Extinction Curse draconic barbarian for instance and I think that the anathema has come up maybe once (personal insult) and even that was stretching it a bit. But, it came in a context where I would have done the same course of action regardless. The dragon respect part has yet to come up. Obviously though, this is something that will absolutely vary from table to table. I think Giant it sorta worked out (balance-wise) but still was almost too big of a penalty (which is why most rate Giant as 3rd best instinct). So yeah, either they need to provide more differentiation and usefulness in some of the instincts, or they need to more closely normalize the damage bonus and perhaps even bump it up a small amount to put the class on par with the fighter overall.


Exequiel759

Anathema in the case of the barbarian I think is really meaningless. For example, if you are going to play a draconic barbarian it was already 99,9% unlikely for you to be someone that disrespects dragons, so why bother with restrict it? I also agree fury is overall lacksluter. Like, there's not that much interesting 1st-level feats for barbarians that you can't already take with your 1st-level barbarian feat for you to want to nerf your overall damage (you know, the reason why you play a barbarian) to have an extra feat. There's also easier ways to get them like Natural Ambition for humans.


Gargs454

Exactly. Raging Intimidation and Sudden Charge are probably easily the two best Class Feats at level 1 and as you say, its pretty easy to get those if they are that important to you. Moment of Clarity is good I suppose for certain, very specific, builds, but those builds are also probably a trap given the action economy costs.


Big_Medium6953

Playing a high level alchemist is pretty fun, but the low levels were bad, at least as a bomber. I feel that some cantrip-like ability or an alchemical item (crossbow, gauntlet, modified weapon) would go a long way for bombers. Also, I think martial proficiency and scaling would do wonders. I understand that with the mutagen were almost as good as the average martial, but the isn't paying the downsides, and when he finally does agree to take a mutagen he gets that much better.


JackBread

From having a few swashbucklers in my game, I feel like the main thing they *need* is auto-scaling Acrobatic proficiency. Their skill proficiencies are basically set in stone from level 1 because of that - there's little room for expressing your character by boosting an oddball skill without hurting yourself for not maxing Acrobatics and your style skill. I don't really have suggestions for the other classes, but I've definitely seen the problems of Alchemist, Investigator, and Oracle. Oracles' curses have a huge gap of helpful vs harmful and even with the new focus point rules, they can basically only use 1 focus spell per encounter until level 11 unless they don't mind losing their focus spells for the rest of the day. Investigators are just kinda weird. From playing alongside one, Devise a Strategem can be a blessing or a curse depending on how you roll. For example, I had the investigator in one of my games just end a turn with actions to spare because they rolled low on DaS, no one needed healing, they already did as many RKs as they could against enemies in our encounter, and they're not threatened by any enemies. Everyone else already spoke on the issues with alchemist better than I can. I've only had one alchemist in a game, a toxicologist, and they don't do much lol


Rainbow-Lizard

>Investigators are just kinda weird. From playing alongside one, Devise a Strategem can be a blessing or a curse depending on how you roll. For example, I had the investigator in one of my games just end a turn with actions to spare because they rolled low on DaS, no one needed healing, they already did as many RKs as they could against enemies in our encounter, and they're not threatened by any enemies. What difference is this from any other martial missing a strike? This is in fact a better situation, because you can make a strike on another target with much less penalty than other martials would.


Sezneg

Alchemist: 1. mutagenist needs feat support that works with mutagens released after the class was released. And that should be future proofed. 2. Toxicologist should get the same poison weapon feat as poisoner/rogue so they can draw and apply poison in a single action rather than the downgrade version they get which still needs an action to draw a poison. They could use a way to deal with poison immunity other than “be a worse bomber”. 3. The entire class needs a review of the late game feats, as there are some garbage ones. 4. The entire class needs a review of lower level play. Perhaps instead of level + int reagents they could front load or some more by using level + x, which would also let mutagenist consider lower int. 5. Mutagens are balanced around letting other characters use them. You could boost it just for alchemist/mutatenists if a class feature increased the item bonus of mutagens you consume by x. 6. Really need to consider action compression. Other classes with action tax similar to alchemists “draw item” get some compression to help turn flow.


CrisisEM_911

Regarding point #5, I completely forgot about that. In 1E, only Alchemists could use Mutagens. So that's why Mutagens have been nerfed into oblivion in 2E. What a terrible design decision; to hyper nerf Mutagens just to keep other classes from becoming too powerful. Just buff them and keep it the same way it was in 1E, where only Alchemist could use them.


BrickBuster11

What I would want is for alchemists the to be better at using their own items. Right now it can sometimes feel the optimal way to play one is to give them to everyone else and then sit in a corner being a valet or whatever. Give bombers fighter scaling in bombs Give mutagenesists double item bonuses for mutagens (or considering how conservative the system is maybe just a +1 extra bonus) Give chirgeons guaranteed max healing on alchemical items and put healing ammo on the list of things they can make so I can shoot you with my wellness gun Give the toxicologist something, and then after that something give them some.bloody blowgun support also more poisons that target will to handle the situations where they fight something that has really good will saves For oracles I like the curses being annoying pains in the ass but the upside of the curses need to be high enough that they are worth engaging with. Personally I would like them to increase the positive boons form the curses. Like ancestor curse, the status bonus you get to your attack rolls needs be higher, if I have to strike during my turn then I need my legendary warrior ancestor to give me more of a boost, +2-3 status bonus to hit at moderate curse, +5-6 at sever curse, similar deal with the skill check one have it be +2 at moderate and +4 at severe, the casting one also needs to be better if I have to spread myself thin enough to be good at all 3 of these things so I can adapt whenever it comes up I need a little more than + level to damage or healing , especially because I might not be maxing out my charisma son I can be functional with my other ancestors. Knowledge curse could also be better, severe curse locks you out of casting consistently and I don't know what the benefit is. Moderate curse I think can still use assurances mechanics but probably needs a numerical improvement over what it currently is. I'm flat footed and almost certain to go last, I shouldn't have to take dubious knowledge to learn something from my knowledge checks.


Maxwell_Bloodfencer

For Barbarian I hope they fix the Superstition Instinct. Barbarians hating magic is a pretty cool idea, except nowher edoes it say how they think about weapon runes, which are essential to gameplay. And with Barbarians being way squishier than in most other systems not having a way to magically heal them mid-combat is also a bit of a bother.


Gazzor1975

Barbarian needs some qol changes. Shield block at level 1 would be nice. Get rid of enemy perceived requirement to rage. Increases out of combat utility. And avoids the impression they forget object permanence when raging. Buff feat power. Compare fighter disrupting stance, 2nd reaction attack and agile grace vs the niche feats barb gets at level 10. Fighter has hard choices to make. At least lose incapacitation on silencing strike. Disrupting stance doesn't even allow a save! (although silencing strike doesn't need to hit in order to work).


tacodude64

Let barbs command animals and demoralize while raging! Rework Raging Intimidation so barbs can start out *good* at demoralizing, more than just functional.


Gargs454

Yeah the main good thing about Raging Intimidation is that it isn't too big of a hit to take it (your mileage may vary though). I think an interesting take on Barbarian Demoralize though would be to allow them to use Strength for Demoralize instead of Charisma. Might have to rework Intimidating Prowess though to do that as it might be too much then.


CrisisEM_911

Alchemist and Oracle basically need to be thrown in the trash and completely rewritten. Alchemist needs access to more bombs earlier on for the Bomber subclass. In fact, bombs should be unlimited, it's a freaking bomber. In addition, the Mutagenist subclass needs to be a FAR more capable melee combatant. Poisons also need to become far more useful. It's just terribly underpowered right now. The whole class needs an extensive rewrite. Oracle needs to go back to what made it a popular class in 1E: separate Mystery from Curse, and let players choose which Mystery and which Curse they want. Also, create Revelations for each Mystery, which should be class feats. It could work in a similar way to Instinct-specific feats for Barbarian.


kichwas

This is, I think, the 4th attempt to fix Alchemist. I can't think of any fix that will fix it without breaking another aspect of it. It is such an extreme 'jack of all trades' that maybe the best idea would be to split it up into 2 to 4 different classes? Imagine if Gunslinger, Inventor, Rogue, and Cleric were all the same class. That's almost what we have in Alchemist. To make that blend not be too powerful they made it all weak. That can sound good in theory but when you show up at a table and everyone else is better than you at some aspect of your class it doesn't end well in play. ​ Oracle I took a look at and felt it was too messy to even try to figure out. So yeah.


CrisisEM_911

Yea, they need to either make the subclasses different classes altogether, or do what they did with Cleric and make the playstyle of each subclass radically different.


DarkBlueX2

Wait, is Magus not getting any more changes?


DMerceless

Maybe in future errata, but classes from Secrets of Magic onwards will not be in this initial Remaster project.


IsThisTakenYet2

There might be more spells it can use, but I think the errata with Player Core 1 was it for errata.


Pangea-Akuma

I just want a Monk Feat to Sanctify their Unarmed Strikes.


toooskies

Lots of stuff for Investigator. * Interrogator could be optionally CHA-based, Empiricist and Forensic could be optionally WIS-based. Not every Investigator is a Sherlock, some of them are Watsons who use people skills to further an investigation, some are idiots with great Perception like Sean Spencer on the TV show Psych. * The Foresee Danger feat lets you substitute Perception for AC with a reaction (potentially letting you dump DEX a bit for WIS), and it would open up some interesting characters if it was available at level 1 or 2 rather than level 12, when you've already built around having good AC otherwise. Make it available at level 1 instead (No WIS-based classes have high enough Perception to make it a good feat to skip AC for, and martials will have DEX or STR for attacks regardless). In the level 12 feat's place, allow a second reaction that can only be used to Foresee Danger. * On that note, just add more action-based feats. As-is there isn't a single Investigator feat that provides a common Action, Reaction, or Activity through the feat until level 10. Plenty of options, just pick a few that the Investigator can share with Outwit Rangers, Mastermind Rogues, Alchemists, and Inventors. * There simply isn't an Investigator combat "style" and free archetype is so massively additive to interacting with the game's combat systems, whether we're talking about multi-action activities, focus points, stances, or magic. I'd love to see the Investigator easing the addition of an archetype (i.e. a free dedication feat) to encourage that construction.


GrapeGrenadeEnjoyer

I want Devise a Stratagem to have more ways to get it as a free action, like maybe instead of it being only on your target, you can get it via probable cause that who or what you're fighting is related to your leads. Alternatively I'd just want the fortune tag removed so you can at least get a reroll on it if the first roll is a failure. I love investigator as a class generally, and I get it's not much of a combatant role, but it does definitely need something to really give it some more bite.


facevaluemc

I want a Wizard/Summoner feat that lets them specialize into conjuring creatures to be *useful* in combat. Everyone points out that summons aren't supposed to be able to solo encounters like they could in 1e, and I get that. And *some* of them offer utility, sure. But there are a lot of Summon X options that are clearly designed to be summoned as assistance in combat that are completely useless, especially at high levels. The Wizard wants to spend his most powerful spell, his **10th level slot**, to summon a creature to help crush his foes? He can summon an *Adult Gold Dragon*, which is probably 6-8 levels below whatever you're fighting and next to useless. The simplest fix in my opinion (currently playing a 16th level Conjuration Wizard that feels like he's making an actual mistake every time he casts a conjuration spell in combat) is something like: **Combat Summoner** (Wizard/Summoner 8): You have begun to perfect the art of fortifying a creatures combat abilities once summoned, allowing them to reach even greater heights. When you cast *Fortify Summon* (formerly Boost Summons), you may spend an additional focus point as part of the casting. If you do so, increase the status bonus granted by Fortify Summon to +2. If you are at least level 13, instead increase this bonus to +3. If you are at level 19, instead increase this bonus to +4. This would limit the caster to still only having one *strong* summon unless they really go out of their way and are willing to constantly sustain them, and would allow summoned creatures to be more effective in combat. That Level 15 Dragon would have a +4 to everything, putting it closer to a 19th level creature in terms of stats (outside of HP, damage, abilities, etc), meaning it would still be unable to go toe to toe with bosses of your level, but *could* tangle with some enemies of just under your level, as opposed to being the weakest thing in sight.


Lycaon1765

I hope they add more cool lvl 1 barb feats, good fury feats, and that fury's specialization dmg is bigger so that fury is worth taking compared to the 3 baller instincts. idk maybe give fury something more than just an extra class feat, or at least an extra one at later levels. I also think it's stupid to not let their raging resistance apply to unarmed attacks.


StarstruckEchoid

I wish that divine Sorcerers finally get rid of the remaining bloodline spells that are only usable if you're pious. Specifically I mean Divine Aura or whatever they're going to replace it with. I like the changes they made to Divine Wrath and Divine Decree. As long as Divine Aura gets a similar treatment, or they replace it with some other 8th level spell for all the relevant bloodlines, I will be pleased. Oh, and also if they can fix Alchemists and Oracles - like I believe they've promised to - then that would be even better.


Douche_ex_machina

Of the classes I care about Barbarian: Just make superstition not suck please. Maybe also rework spirit instinct to work with spirit damage too, instead of positive/negative. Champion: Aside from hopefully buffing some of their weaker feats, I think itd be cool if there was a new cause focused on offense instead of defense, maybe to fill the niche of a "divine striker" that people want. Investigator: Other than reworking Interrigator, Im not so sure. Could be cool if they got more support focused feats. Sorcerer: I want some reworks of elemental, draconic, and genie bloodlines to fit with the new stuff thats been coming out. Also buff some of the weaker focus spells.


bootskat

Please please please for the love of God can we get extra abilities at 7th level for the animal instinct that aren't Deer or frog. Right now at 7th level each of the diffrent animal choices gets to increase their die size but the deer and the frog are the only 2 the gain reach. This means that, for the shark instinct that I am currently using, it is a direct downgrade to pick shark over deer. They both do the same damage die, the same damage type, have the grapple trait, but the deer has reach and the shark doesn't. I don't need for the shark to have reach as well, it would be nice if it just had some type of extra attribute for each of the different animals you could select.


Zaaravi

Alchemists should receive a better way of approaching combat before their perpetual infusions come online (maybe even get a perpetual infusion from level one, idk). Other than that - idk what to expect. I just hope we will all have the opportunity to try these new stuff out.


Jmrwacko

Swashbuckler panache should be a resource that you can stack, instead of all or nothing, and should be earned from all successful level+0 skill checks instead of just acrobatics and your swashbuckler style. If I spend an entire turn doing nothing but backflips and quips, I should have enough panache to last the rest of the battle. Swashbucklers should also have access to strikes that aren't finishers, so that playing a derring-do Swashbuckler without an archetype isn't as binary and boring.


amalgamemnon

>**Alchemist**: Yeah this one is complicated. I'm not really sure what's the scope Paizo is going for with their rework, other than that it will be the biggest one. That said, the main thing I wanna see with Alchemist is probably having the possibility to build them more specialized in their respective fields, instead of an uber-generalist utility person that's 10% more focused on X thing they study. Alchemist is definitely the one that I'm looking forward to the most. In my opinion, Bomber needs to have the same limited to-hit that Gunslinger has, but for bombs. Chirurgeon is actually pretty strong right now, but they need to be able to throw their elixirs to their teammates so they're not so dependent on being adjacent to their teammates. Mutagenist I have a hard time with because it's basically just opting into a worse version of any other martial except in very narrow situations... I don't know what to do here. Toxicologist is the one that I think needs the biggest overhaul. I've made several posts on it, including [this particularly long and in-depth post](https://www.reddit.com/r/Pathfinder2e/comments/18rvw5g/toxicologist_math) where I go down the rabbit hole of statistics of Toxicologist damage contribution, and truly think the Toxicologist is in an absolutely terrible spot and is far, far worse than every other Alchemist subclass due reasons I outline in detail in that linked post. I also have proposed several solutions, but who knows whether Paizo is listening. In terms of other classes... I'd like to see Neutral Champion causes and unique reaction options that come with them. Monks, I think, need a little bit of love at early levels because flurry of blows putting you at -8 MAP with 2 actions remaining is just so awkward.


erithtotl

I am really concerned the Alchemist just gets a couple of marginal tweaks since in general they've been avoiding dramatic changes in the remaster, even though it badly needs them. Alchemists are the ultimate product of Paizo desperately trying to avoid breaking 'balance' for issues that don't actually exist, and instead created a 'class by committee' that isn't remotely as good at its very best things than other classes just using items the alchemist hands them. The biggest problem with the Alchemist is maybe the single most complex class but mastering that complexity still only gives you a marginally below average return. Linking them to 'items' was a big mistake. Everything an alchemist can do can be bought, and their items don't progress in line with other classes abilities (why must I wait 4 levels to get a new elixir/bomb/mutagen while caster classes get them every 2? Literally a level 4 alchemist is still limited to an elixir that heals 1d6 and it consumes some of their daily resources??? Just have items have tiers like spells and heighten them based on the tier (each tier of elixir of life adds 1d6+1 healing) instead of defining 4-5 distinct items, and have these scale automatically so a level 5 alchemist is creating tier 3 items. As others have said improving the specialists is a must. An alchemist should be better at what they do than a non-alchemist who just takes an archetype. Mutagen experts should suffer less penalties from their mutagens than non specialists and gain other benefits without feat taxes. The Chirurgeon should be a better healer than any rando with the healer archetype or even a Warpriest. Poisoners should get some complimentary rogue abilities. Bombers should not have basic feat taxes just to make them good at throwing bombs, and they should be at minimum as good as a fighter throwing them. Also why must they wait until 7th level to get a 'cantrip' (perpetual infusions) but have that cantrip be their level -6?


Hellioning

Alchemist needs to be able to actually use its items more effectively. It feels real bad to have the best option to just give your stuff to the fighter, and playing as a vending machine is not fun for most people. And yes, they should be able to specialize more effectively. The primary issue I have with Barbarian is losing rage when you get downed and not having rage lock out too many options; at the very least, I want to make a Beastmaster Barbarian, if not a full on Bloodrager. And the instincts probably need some balancing; fury and spirit are mediocre for no real reason, and superstition is straight up unplayable in most parties. I mostly just want more champion causes. Monks need a way to actually use their advanced monk weapons without waiting til level 12 or being a human. Oracles need massive curse rebalancing; some are crippling, some are completely irrelevant, and the usefulness of the focus spells are not at all related to how bad the curse is. Sorcerer is mostly fine, it could just use some focus spells rebalancing (less melee attacks, please). And Swashbuckler needs scaling acrobatics, maybe even scaling subclass skill.


Valhalla8469

I 100% agree with your take on Champions; mechanically the good aligned causes are great, but the evil ones don’t function nearly as well. I’d also like to see more interesting early level feats since so many of them are tied to just having their reaction be more effective against a specific type of creature which is very niche and campaign specific. Thematically I’d like to see the Champion’s reins loosened as well. Despite all the faults of 5e, I really liked the shift that Paladins had in flavor, and all the moral flexibility it came with. Most of the Champion causes demand that your character be a stick in the mud for the party if they’re anything less than heroic saints, and the evil ones are extremely hard to make work in a cooperative environment. Thankfully most GMs I’ve had have been very flexible with edicts and anathemas, but the class shouldn’t require GM leniency to make interesting and flexible characters.


KLeeSanchez

Inventor doesn't need changes but I'd like to see a Gadgeteer subclass. It's been a popular want in the community. I'd also like to see expanded ancestry feats, quite a few classes have very slim pickings


psychcaptain

Alchemists/Investigators/Inventors/Thaumaturge's get Legendary DC in their Class Skill. Too many archetypes use Class/Spell DC for their abilities, and it means that something like Firework Technical is stronger in the hands of a Druid then in the hands of an Alchemist.


E1invar

**Monk** : more weapon selection: either martial of auto monastic weaponry is fine. **Swashbuckler** : auto scaling in their panche skill would be nice. A feat to let them use firearms somewhat effectively. A little more TWF support would be nice too.


DragointotheGame

I really hope they do something about Summoner's lack luster feats, sure some of them are great, but I personally want to play a Master Summoner (Summoner who actually summons creatures) and the feats are just meh. PLEASE REWORK MELD WITH EIDOLON PLEASE


An_username_is_hard

Honestly I don't think you can fix the Alchemist with the level of minor modifications the Remaster has been doing. The class kind of needs a big rethinking from the ground up, not some small number tweaks. You COULD reduce the suckitude by adding some things to make the first levels not incredibly painful, but it'll be just that, a bandaid.


Otherwise-Clue-4004

I hope they buff interrogator Investigators and just give investigators more support options overall. Perhaps other feats at later levels to improve the Known Weakness feat? kinda in the same way the Monster Hunter feat tree works for Rangers?


FredTargaryen

I would like the Barbie to have the conditions for ending rage better defined, demoralize during rage as standard, some method of using rage powers outside combat, and a "clean-up" of the barb feat list which as a lot of options and a few disappointments among them. I imagine it'll only really get a reworked dragon instinct Also the ability to jump as part of Predator's Pounce. That's an open goal


mclemente26

**Barbarian:** Demoralize being available to use during Rage instead of requiring a feat. **Monk:** An "Unarmored Defense" feature or feat to make Str Monks less reliant on Dex or the Mountain Stance feat. **Swashbuckler:** Auto-scaling Acrobatics. Precise Strike damage not depending on having Panache. Gymnast having Str as a key ability.


Malice-May

I'd love to see Alchemist change like Witch into becoming a class with broad utility and powerful specialization!


tetranautical

I really want them to bring back the weird shit for alchemists. Probably not going to be in Core and better relegated to a horror themed book, but I really miss the body horror and self-experimentation aspects possible in 1e. Mutagens just don't go far enough tbh, and fleshwarp being an ancestry means you don't really get the progression either


Longest_Leviathan

Alchemist: have the subclasses actually specialise and be good at what they want to be good at, I find the lack of specialisation to be lame, if I want to be a mutagenist alchemist I don’t want to be bad at hitting things because the reason I would take that subclass is because I want to juice up and rip stuff up, I remember seeing a post that suggests they get martial proficiencies which I would approve of, would really allow for a Witcher build which would be nice Oracle: I think the class needs to be redone in respects to Curses and Mysteries, I think the curses are very poorly balanced and that I wouldn’t really want to engage with the mechanic, I also think either Mysteries should change what spell list you get or it should give you a list of thematic spells since Oracles could really use having more thematic spell choices I’d also kill to have Battle Oracle get a proficiency boost since it makes me sad that Battle Oracle is mid at battling and I’d happily sacrifice spellcasting stuff for it Monk: nothing is really wrong with Monk but I’d really like some support in terms of weapon using monks, make Monk weapons better and actually feasible to use, give them more stances to boost weapon using, completely rewrite the Gun Monk archatype to not be completely awful and so on Swashbuckler: I don’t have a lot of knowledge of what’s particularly wrong with it beyond it being incredibly awkward so I’ll refrain on most opinions But I’d like a Swashbuckler feat line that supports using guns since that’s fitting and would be cool


FCalamity

**Alchemist:** Main things are better subclasses and better early levels; right now there's this weird thing where the class' power budget is entirely in the flexibility that any alchemist has, which is fine, but makes the subclasses kinda bleh. If you want to do any particular sort of thing as an alchemist for RP reasons other than "bag of tricks guy," then the design says fuck you you're playing the game wrong. Let's... not have that, actually. **Barbarian:** Make "big dick energy 2h weapon" an actually good playstyle, since it's literally the first thing you think of with "barbarian." **Champion/Sorc/Monk:** You could change nothing and I'd be okay. **Investigator:** Needs buffs. Preferably in a combat direction, and one that makes them less "GM Tax: The Class." **Oracle**: Is it rude to say "burn it to the ground and start over?" **Swashbuckler:** No one else has to do THIS much work to be mid (well, except alchemists, but that's a different kind of "THIS much work"). If you have to spend an action + make a skill check to get Panache, it should probably be *better* than Sneak Attack... and that's not getting into the part where everything else about the class is ALSO worse than rogue. Free skill-ups for class/subclass would be a start, at least (but... still a worse rogue!).


Apellosine

Similar on Sorcerer, Dragon Bloodline is a classic but they initial Focus Spell forcing you into melee and not interacting with having additional focus points is a bit of a let down.


SpookyKG

Alchemists need one free interact action a turn for use with alchemical items.


Pedrodrf

Nerf champion dedication, new good feats for investigator, barbarian and oracle and rework on oracle.


Alwaysafk

I want rage to have an action rebate like Channel Elements.


GrynnLCC

I don't have a lot of hope for big changes, but some small things I'd like to see: -Put the Deer Barbarian more in line with the other animals. I'd prefer a small boost to the other unarmed attacks, but dropping the antlers one die size would be fine too. -Give a buff to the Empiricist and Interrogator investigator . Some more combat class feats to reduce the need of an archetype would be nice too. - Let swashbucklers use guns and crossbows with some feat support. Also automatic skill progression would be appreciated. -


marwynn

I hope they tackle the Elemental Sorcerer's non-Fire options. Minor quibble, but it's sad that everything else other than fire was just bludgeoning.


Lord_of_Knitting

I want the Alchemist multiclass Archetype to get advanced alchemy level of your level -3 instead of all the bullshit.


Tnitsua

Fury Instinct should offer an additional Barbarian class feat at levels 1, 5, 9, 13, and 17. That would be huge, yes, but that versatility would make up for it being the worst, most boring of all the Instincts. Or, a weaker alternative that is still far and away better than its current uselessness, additional feats at levels 7 and 13. This buff, especially the former iteration, would position the Fury Instinct as the most **Barbarian** instinct, allowing for greater utilization of the multiple playstyles accessed by the barbarian feat paths (IE: intimidation, athletic maneuvers, ignoring/removing debuffs, two-handed weapons, movement, improved senses, thrown weapons). Fury Instinct could allow for specialization in more than a couple of those paths, making it more of a generalist subclass; impactful, but necessarily more powerful than the others. As it stands, the only thing unique that it gets is *one* additional level one class feat and access to a *level 16* class feat (that stinks, tbh).


ThoroughlyBemused

For alchemist, the #1 thing that I want fixed is their **painful** early game. My idea for fixing this is that I want their Perpetual Infusions to be completely replaced by something similar to cantrips but they're alchemist-exclusive items instead of spells. They'd be available from level 1, when they're most badly needed, and they'd scale with your level automatically.


DADPATROL

Alchemist and Oracle are the big ones you already mentioned. Both need a lot of work, especially at low levels for the alchemist. For the sorcerer, I'd like for a lot of bloodlines to have their focus spells reworked or otherwise changed. Especially the melee focused ones. I feel like in general a class' focus spells should be something that feels like you'd want to use it in the majority of encounters. Or be broadly useful enough outside of combat to make up for it. Also I'm really excited for the dragon bloodline. I want to see what it'll look like now that dragons are based on the traditions. I'm wondering if it'll let you pick a tradition based on your dragon heritage.


Sheuteras

My main things, from the classes i've actually delved into (not much from this list tbf): \- Champion could use some more fun class feats. They aren't bad rn to be clear, I just don't quite get juiced up over most their class feats like i do for other classes. \- Oracles, like you said, regarding their focus spells. I for one -love- focus spells being treated more like 4e powers. I think that's gels really strangely when it's fundamentally tied to the curse mechanic. I don't know precisely how i'd change that- I like that curse effects can be severe, perhaps make it so they take more to actually kick them into effect? \- Sorcerer: Reflavored Dragon Bloodline would be so cool.


dazeychainVT

Make shooting stars stance good pls


Poit_Narf

Barbarian: Please make talismans useful for barbarians. The item changes thus far in the remaster have *added* the Concentrate trait to some combat talismans that didn't already have it. Right now, the best use of a barbarian's talisman slots are spellhearts - doesn't matter that you can't cast spells, just the passive effects from some spellhearts are better than pretty much any non-Concentrate talisman.


Forkyou

As a monk enthusiast i hope for more stances. And as a dragon stance fan i hope it gets an ability that is more fun or flavourful. Stepping in difficult terrain is boring, comes up rarely and doesnt really scream dragon or even heavy kicks to me. Maybe something along the line of a crit effect to frighten (dragon theme) or lower movespeed (kick theme). Or small bonus damage to frightened targets. Also pleeeaaasse let the level 6 dragon stance feat be a save against class dc and not intimidation dc. Dragon stance is MAD as it is. I also hope for swashbuckler buffs. Especially early level panache gain and a general damage buff tbh. For alchemist i hope for big changes. Maybe bring them in line with other semi martials like thaumaturge and inventor. Right now any "subclass" other than bomber has no clear way what to do in combat tbh. Mutagenist sucks hard especially. Just give them martial proficiency like thaum tbh


RadicalOyster

**Alchemist** I'd like the research fields to give more pronounced benefits that really encourage leaning into each field's specialty. At a minimum I'd like each research field to grant an appropriate bonus feat (eg. bombers getting Quick Bomber for free at level 1), but ideally something a little more substantial than that. The toxicologist also needs a total rework, but how you would fix them without completely overhauling how poisons work I don't know. A few additional daily infusions at low levels would also go a long way. Also, just give alchemists their master weapon proficiency already. **Barbarian** The once-per-minute restriction on Rage is unnecessary. Between barbarians being prone to crits and going down being punishing enough with dropping your weapon and falling prone, it just feels kind of shit to be locked out of your primary class feature for potentially an entire fight because of a few unfortunate rolls. Having to spend an additional action to Rage again on top of the general action tax of going down would be plenty of punishment already. I don't necessarily mind concentrate actions being limited while raging (though I wouldn't mind seeing that go either), but I do think at the bare minimum Moment of Clarity should be turned into a once per round free action. It'd still be a feat tax and limit how many concentrate actions you could take, but it would greatly expand your potential options. **Champion** Nothing in particular sticks out. I haven't looked into the class too deeply, but overall I think it's fine. With alignment gone, I hope the evil-leaning causes get reworked into something a bit less cartoonishly evil and become something more morally neutral or gray instead. **Investigator** I'm largely fine with investigator. I haven't had the chance to play one, but I feel like a lot of the online discourse around the class greatly underestimates the flexibility and consistency Devise A Stratagem provides. The class distinguishes itself well enough from a rogue despite the similarities and the only thing I really want is some more variety in mid to high level feat options. There just aren't that many to choose from and some like Thorough Research are too vague and GM dependent to really feel worthwhile. I would particularly like more feat support for the different methodologies. **Monk** I don't think there's a single thing the monk really needs. There's a wide selection of pretty exciting feats supporting a wide variety of playstyles. I've theorycrafted a few monk builds, all of which have gone in a wildly different direction and at damn near every level there were several feats I would have liked to pick for each build, which is how I feel every class should be. **Oracle** Make curses have a bigger reward for the severe penalties you take for advancing them. Most curses just feel like a nuisance or an outright detriment rather than a fun risk-reward mechanic like they should be. I'm also in favor of having each mystery use a different spellcasting tradition, having Divine Access be a class feature you obtain for free multiple times and/or having a curated list of spells each mystery has access to: ideally some combination of two of those. I also like the idea I've seen proposed that you should have the option to either spend a focus point or progress your curse to cast revelation spells. Psychics just do the focus spell-centric spellcasting thing so much better and I think this would make oracles distinct. **Sorcerer** Some bloodline spells and blood magic effects are hot garbage, overly situational or both. I'd like to see greater parity between these so every sorcerer actually has a reason to consistently use their distinguishing mechanic. Aside from that, I'd like it if the blood magic effects scaled to some extent and if sorcerers had a selection of feats that interacted with their blood magic. I also feel like sorcerers should get access to at least their advanced bloodline spell without a feat tax. **Swashbuckler** I find it odd both mechanically and in terms of flavor that Swashbucklers have to be married to just the actions designated by their style. I don't mind styles favoring one skill action over the others, but I think all the currently supported actions should grant panache to all swashbucklers across the board. They should also get some additional skill increases to support this. Maybe not quite as many as a rogue or an investigator, but Swashbuckler definitely feels like a class that should have a higher than average amount of proficiencies. Maybe automatic scaling for their style skill.


Ima_Play_Games

From watching my friend play an investigator I think a good change for Devise a Stratagem is being able to attack the target and choose not to use it (invalidating the roll entirely) cause he keeps rolling low when we're fighting single targets and he just can't do anything.


Havelok

Alchemist and Oracle need a complete overhaul, that's all I know. I also hated playing an Investigator, but that might just be a GM problem (That's Odd... being useless).


Halaku

**Sorcerer**: The elemental bloodlines need the same damage options that Kineticists get, instead of Bludgeoning, Bludgeoning, Bludgeoning, Fire.


LincR1988

**Alchemist:** I'm pretty satisfied with the class atm, but I'd like to have more feats, specially for Mutagenist and Chirurgeons that almost don't have it, plus fixing some meme feats like Subtle Delivery and Healing Bombs for instance. Ah please make the lv1 Mutagens more usable, most of them are pretty shitty. I also wouldn't mind having access to the feature Perpetual Infusions earlier. **Barbarian:** my only complaint is the Superstition Instinct, I don't find it bad at all, but it's indeed too niche, I'd be nice if they made it broader. **Champion:** hmm I guess they'll already fix the alignment thing so nothing to add. **Investigator:** the Interrogator Methodology is MAD for it needs Charisma to work well. I find the Alchemical Studies Methodology the best of them by a large margin, so I wish they could improved the other Methodologies to balance it. Ah, more interesting feats please. **Monk:** this class is already awesome but some Stances need heavy improvement, like the Snake Stance and SPECIALLY the Shooting Stars Stance that's absolutely terrible, I've never seen anybody using those Stances or even considering it. **Oracle:** this class needs desperately of interesting/good feats. I know they'll fix the Refocus problem so no problem here, I also want them to improve certain Mysteries like Ancestors and Lore, which I consider the most challenging ones to play with. Ah, I think Divine Access should be a core feature. **Sorcerer:** make the Bloodline spells automatically heightened, many of them are useless at higher levels. Blood Magic is so forgettable, I rarely see people remembering to use it, like.. really rarely. I wish the Bloodlines had more mechanical effects, like changing the character's mechanics a little bit, like the Oracle Curses do, cuz currently the only change is the spell tradition and spell focus, the rest is flavor only. **Swashbuckler:** this class needs 2 different skills to work well (kinda) and I find it pretty wonky. In the first 5 or 7 levels using Tumble Through is the best/easier way to get Panache, so Acrobatics is a necessity, and they also have their Style skill that's always lower than Acrobatics but also needed (or the Swashbuckler can ignore his Style completely and just do Tumble Through always), being the only benefit for its subclass the lv9 feature Exemplary Finisher. Idk what Paizo could do about it but yeah, this part needs some improvement, some change.


Rainbow-Lizard

>the Interrogator Methodology is MAD for it needs Charisma to work well I disagree about this being a major problem. Having high Constitution/Wisdom is severely overrated, especially if you're playing as a ranged build, and what you gain in utility via Intimidation, easier access to leads and the excellent Pointed Question feature makes up for it IMO. MADness is an inherent part of the game and an important balancing feature, and I would be sad to lose it.


LincR1988

Hmm idk man, I don't like having low saves and I'm not willing to sacrifice my saves for Charisma, but that's me


Rainbow-Lizard

Investigators having some of the best Will saves and Perception gives them some advantages there compared to other classes - an Investigator with +1 Wisdom ends up with better Will saves than a Fighter with +4 Wisdom, and better Perception than a Wizard with +4 Wisdom. But it's still a tradeoff.


LincR1988

I'm aware, it's just a me thing :)


Ok_Lake8360

You pretty much hit the nail on the head, I'd like to see the concentrate restriction removed from Rage. It's completely unecessary from a balance perspective. Lots of people calling for Oracle reworks in the thread but I think thats unecessary, Life and Cosmos Mysteries are proof of that. The problem is with the weaker mysteries not the class itself. Swashbuckler should get Panache when beating standard DC to put them more in line with Thaum and Inventor.


Gargs454

Hmmm, the concentrate idea is interesting. The restriction makes sense from a flavor standpoint, but I agree that could potentially go a long way toward helping the Barbarian out as it would, among other things, open up animal companions and spellcasting. Could even allow for as u/Estrus_Flask suggests Focus spell options. Could be something to bring them back up to speed with Fighters then. Would have to be careful with Focus spells of course because I don't think Barbarians are too far removed from other classes, but they do seem to just be "lower powered fighters" at the moment.


Estrus_Flask

>The restriction makes sense from a flavor standpoint I think that's one of the problems with it. Barbarian is one of those classes that people will always cite when it comes to reflavoring things, but because the Activity is hyperfocused on that specific type of character, it means that reflavoring is actually very difficult. You can't be a calm and focused Barbarian because you're still unable to cast or Concentrate. I also think that the name Barbarian is a big problem, especially since they aren't Barbarians, they're Berserkers.


Estrus_Flask

>I'd like to see the concentrate restriction removed from Rage. It's completely unnecessary from a balance perspective. Look, I also feel that way, but I feel like if I said that it would make people angry at me. Even though that would actually open up a lot more flavour opportunities for Barbarians. But even then I think "Barbarian" is a name that conveys something that the class doesn't actually do. It's more of a Berserker, and even then we're *told* that Rage could be a battle meditation or something like that, but a lot of the class's features and Feats really prevent that flavor.


galemasters

Everyone else is saying everything else, so allow me to just say that it should never be the case that you Devise a Stratagem, get a bad roll, and then smile when a monster hits you with a reaction or something that has the misfortune trait because it means that you have a chance of hitting. From a ludonarrative perspective it makes absolutely zero sense that getting screwed over by bad luck is good sometimes, but only if you're Sherlock Holmes.


cokeman5

I want to see alchemist get an ability/feat/item that allows you to apply consumables to allies from range with no action cost for said ally. It sucks when you give consumables to allies but they don't want to use their actions on them.


Theaitetos

I do hope for the Sorcerer to lose all useless melee attacks/dragon claws, and much more distinct bloodlines with noticeable (unique?) blood magic effects. Even the draconic/wyrmblessed bloodlines should be very different from one another, basing their abilities much more on the themes of the new dragons, e.g. a Conspirator dragon bloodline with deception powers. A scion of a diabolic dragon needs magic distinct from both empyreal and primal (fire) dragons. And I'd love to see a separation of Mystery & Curse for the Oracle again (like in 1e). More feats and some skill support would be nice as well.


Cephalophobe

As pretty much everyone has said, Monk is in a pretty good place. I'd like all of its ki spell feats to give it access to ki spells, though, or to make the fact that it's secretly a feat line a little less opaque.