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Owlbear

Balabanto's page

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber. 252 posts. 10 reviews. No lists. No wishlists.

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(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

As a side note to this, the revised Wu Jen is BLOODY USELESS. This is up there with Sorcerer. :)

There is no reason to EVER take more than six levels of this class. Spell secrets stink, and the taboos are actually crippling when you get more than two or three of them.

Furthermore, NONE OF THE BOOKS list which spells in those books are actually Wu Jen spells also.

A list of spells in all existing texts which are also Wu Jen spells would be much appreciated, o folks at Paizo. :)

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, GameMastery Maps Subscriber)

I hate to say this, but Favored Soul is probably, overall, the best one, IF you can qualify for it. Monk Saves, Cleric Spells, weapon specialization? It's easy to take Divine Power, Righteous Might, a god whose favored weapon is a longspear, a greataxe, or a spiked chain, and kick butt.

For this class, Power Attack and Divine Might are awesome feats, because you have to boost your charisma anyway. Consider also a couple levels of Paladin to get a saving throw boost, even though you don't really need it.

As soon as you get weapon specialization, you hop into a PRC, because the spell improvements are way better than the class abilities. Divine Oracle and, if you play in FR, Divine Disciple are GREAT choices for you.

Spirit Shaman is also particularly ridiculous, as there's a cracked combo in it that rules. You take Spontaneous Healer AND Spontaneous Summoner, and memorize any other spells you want.

Warlock is VERY powerful, but I hate it. I hate it for the same reason I hate Marshall. These mechanics are really stupid and do not function like anything else in the game. If all the other classes have spells, why the heck do we need THIS stuff? It adds new SETS of rules, and doesn't modify existing ones. I consider the Warlock and the Marshall mechanically unnecessary, though I have (Somewhat miserably) allowed them in my games.

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