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OP, I also tend to agree with the majority of replies here that the Witch is a great class as is, not to mention VERY powerful (seriously, it is a Tier 1 class, if you know what that means).
Although I wanted to give some help so that maybe you will find something closer to what you envision.
A few months back a Kickstarter ran for a Pathfinder supplement called Strange Brew, giving a bevy of new options to play a Witch in Pathfinder, it might provide what you are looking for. The Kickstarter is over, however I'm sure the product will be available for sale sometime soon (probably here on Paizo too). Here are the links you will find useful.
Hope this helps.
Better question is... Why play a Swashbuckler when you can play a Daring Champion Cavalier?
This is the winner right here. Swashbucklers are just not that great.
For me the question is, if I want a charismatic warrior, why would I ever play a Swashbuckler when I can play a Warlord instead?
On another note I was watching a random youtube video about honor in martial arts (or rather the lack of it in real life history), and he mentioned a style for bodyguards... This reminded me of the devoted defender from the old 3rd Ed, and I thought to myself "how much support for this type of character is there in POW?"... I quickly skimmed through the styles and while I did see the odd move here and there, no one style seemed to make its self the go to style for protecting someone. There is of course the Sworn Protector whos Shared Counter ability really helps build this character type but no style. Anyway its an Idea for a future style if you haven't already made one... I’m sure many a Wiz/Soc would love to have a cohort with such a style.
Awesome, got it, thanks for the reply Chris.
While I have your attention, can I maybe get an answer to another question that got skipped over in the massive OotS thread?
Are there any plans in PoW2 to do a Solar Wind/archery focused prestige class in the vein of the the Dragon Fury and Umbral Blade?
I have a kazoo, do you think that will work?
Anyway, I am actually 32. I spent 6 years in the Air Force where I lived for 2 years in Japan, 2 years in England, and a year in Norway. Im once again a civilian and back in the states working for my stepdads business. I love college football with a passion (you probably wont be seeing many posts from me on Saturdays for the next 3-4 months), and while I especially love my particular team (the Georgia Bulldogs), I just enjoy the sport as a whole.
I started RPGs with 2nd Edition AD&D when I was 19, it became another passion of mine (I can still fondly remember a couple 18-24 hour sessions we had back then), and have loved all things D&D ever since (sans 4E). I played EQ back in the day, and then WoW for a few years, but haven't really touched an MMO in the last 4 years (although I do sporadically hop on Project 1999, a free classic EQ emulation server). The Baldurs Gate series is probably my all time favorite computer RPG, and Final Fantasy 3/6 is my favorite in that series (followed closely by 2/4 and 7).
I think that about covers my bio and geek attributes. ;)
Cross posting from the OotS forums in the hopes that Jeremy sees and it can hopefully be remedied before the book goes to print.
In the book it says that the Zweihander Sentinel trades Broken Blade for Scarlet Throne, and loses Bluff (aka, the Iron Tortoise skill) but gains Sense Motive. Shouldn't it lose Acrobatics (the Broken Blade skill), not Bluff.
Also in the Dervish Defender, it says you gain Thrashing Dragon and lose Iron Tortoise. It then says that you lose Bluff as a class skill and gain Acrobatics as a class skill...except the Warder already has Acrobatics as one of his base class skills (seeing how its also the skill for Broken Blade). So does he just lose Bluff and gain nothing?
Im thinking possibly a Moon Elven Wizard or Arcanist from Myth Drannor, he has been displaced since it was overrun again and he has been staying with distant family in Silverymoon ever since.
Elton, I think I missed it if you previously disclosed, but where in FR will this primarily be located? Will it be in the classical locations, the Sword Coast, Waterdeep, Cormyr, the Dales, etc? Or is it going to be in some out of the way location like Damara or the Shaar?
We usually have 6 in our parties, so Im gonna go with that.
Warder (from Path of War) - melee badass and a true tank (substitute for Paladin if maneuvers offend you)
Ranger - giant slayer and the warders flanking buddy (Slayer also works here)
Wizard - this campaign screams for a wizard, provides all the normal wizard awesomeness (can also be Arcanist)
Oracle - life mystery, your general divine caster, the ultimate healer in the game (with the exception of maybe a Vitalist), can also act as secondary face
Investigator - empiricist archetype, the trapfinder and skill monkey extraordinaire, loads of utility, decent combatant too
Bard - arcane duelist archetype, the true party face, buff/inspire, goes archery for combat effectiveness
Lets see, the movie Avengers:
Iron Man: Aegis
Captain America: Shield Champion Brawler
Thor: Thors more difficult, especially since he is something of a demigod, I think I would probably go with a high level Warlord from Path of War, focused on Primal Fury (for melee) and Solar Wind (for thrown).
Hulk: The Hulk is an interesting one, I would say the best way to handle him is he is an Alchemist/Wild Rager Barbarian, not multiclassed persay, rather both of those simultaneously, but with access to only one at a time. In human form he is an Alchemist, but when his mutation takes over he becomes a Wild Rager Barbarian, with completely different statistics, losing access to his Alchemist abilities, but gaining his Barbarian features (I would actually use two separate character sheets).
Hawkeye: Archer Fighter
Black Widow: Probably also a Brawler, multiclassed with either Rogue or Slayer.
Of coarse none of them would be less than 10th level.
If it is Pathfinder, is Dreamscarred material allowed? I really want to play a Vhaerun worshiping Drow Stalker (possibly going into the Umbral Blade prestige class). His favorite pastime is killing priestesses of Lolth.
Or, another fun character with that material, a Warlord that takes the Dragon Fury prestige class, focusing on the dual-wielding (not of scimitars) that drow find second nature. He would of coarse be a House Weaponmaster.
I already have a name picked out too, Darkadius Duthrax
Would this campaign be PG-13, R, or NC-17?
His ambition isnt backed or driven by a superior intellect or pure logic. It was faith that sent him west.
And anyone, even a guy with a 10 Int, can put a point into Linguistics to learn a new language.
I dont want you to think I was trying to say that he is stupid or unintelligent, hes not. What I am saying though is that his mental scores go in the order of Int<Wis<Cha.
Regarding charisma, I dislike Obama, but even I will admit that the man is charismatic. Ragnar rubs people the wrong way because he is a radical, because he upsets the status quo.
Our main DM has been using the same homebrew setting for about 15 years now, since we were playing 2E. it is a fully fleshed out world (he could write a fully detailed 300+ page campaign setting book if he wanted to).
For races he pretty much keeps it to core, with maybe an Aasimar here or a Tiefling there if a character comes up with a good story. Even gnomes weren't playable characters until he did a specific gnome only side campaign a couple of years ago that ended up bringing the race to the main continent. You will never see a party consisting of a Catfolk, Dhampir, Samsarans, Suli, and Vanara running around the world together in one of our campaigns.
For classes, so far the only one that is banned is Gunslinger (and firearms in general), for thematic purposes. Although no one in either of his groups has ever played a Summoner or does any ridiculous shenanigans, hell, I am pretty much the only one who regularly surfs online forums or has any serious optimization skills (though I usually tone it down).
All in all, our games tend to be pretty "classical".
Ok for Melee DPS there are two real options, rogue and monk.
Rogue: The king of DPS, though they are gear dependent and group dependent (i.e. cant solo well). They have "mundane invis" (sneak+hide), which can be quite handy for getting around the world.
Monk: Good DPS, less than a rogue, but a solid #2. Monks are also one of the best "pullers" in the game (meaning you go get the mob and bring it back to the tank). More solo friendly (they can level up their Intimidation skill to do what is called "fear kiting"). They are also less gear dependent than rogues (though still more gear dependent than casters/healers). And monks get one of the most useful abilities in the game, Feign Death, it doesnt always work, but it will save you from dying most of the time.
Rangers are a 3rd option, but are generally less effective than the above two, they have a lot of utility abilities, but they suffer from being a jack of all trades, master of none (which sucks, because I personally have always loved rangers, going back to AD&D). They are super awesome at in game tracking though. ;)
Oh, also for rogues, when you make your character ignore the "recommended" stats to use your point to increase at character creation, put 25 in Str and 5 in Stam. For monks, put it all in Str.
There is definitely less hand-holding than modern MMO's. There are "quests", but not in the form that you know them (no exclamtion points over NPC's heads and whatnot), and the main form of getting XP comes from slaying monsters, not turning in quests (although there are some good repeatable XP quests, one example being collecting a bunch of gnoll fangs in Blackburrow and then turning them in back in the city of Qeynos).
Regarding UI's, its definitaly not as "pretty" as modern ones, but its not super hard to learn either.
But make no mistake about it, the world is dangerous and when you are out in the wilds you should constantly be on your guard. Death is nothing to sneeze at in this game, it should be avoided at all costs.
What kind of character do you usually play in MMO's? Tank, Healer, Melee DPS, Caster DPS, Utility?
I consider this a pretty much perfect representation of Cap. About the only thing I can think to add would be proficiency in firearms, for the occasions when he decides to rock a gun.
Dark Immortal wrote:
Without the challenge, without the danger, without the unexpected twists and turns, whats the point?
I might as well go play God of War on easy mode.
The Arcanist might be slightly better than the Sorcerer, but I will say I have a mage character upcoming and I am agonizing whether I want to play a specialist wizard vs an exploiter wizard vs an arcanist, each one has their strengths over the other...so I consider that good class design. I dont consider the Arcanist any more superior over the sorcerer than the core wizard was already though.
Which is funny, because in 5E this isnt even a feat, just a natural property attached to some weapons.
Regarding optimization, in my experience there are two kinds of optimizers.
The first kind are people who come up with a characters concept/goals/background, and then optimize their character to fit said concept.
Then there's the other kind, the ones who make crazy/silly/OP character builds and then attempt to shoehorn a background in there to fit it. This is usually the type of player who tries to play a pen and paper RPG the same way they would a video game.
I have absolutely no problem with the first type of optimizer, whilst the second type irks me to no end.
One character I'm planning in my PF campaign is a bar-room brawler. Human Fighter with Improved Unarmed Strike, Catch Off Guard and Throw Anything at 1st level. Improvised Weapon Mastery when he can take it. No other weapons. No armour heavier than a Chain Shirt. Yes, he'll be at a disadvantage anywhere there isn't a weapon for him to use, but that's part of his character.
I get the point you're making here, but I have to ask, why the heck wouldn't you play a barroom brawler character as one of these?
I promise to play in this only if you maniacally laugh like Kefka at random intervals throughout the game.
4d6 ⇒ (6, 2, 5, 4) = 17
4d6 ⇒ (4, 2, 4, 4) = 14
4d6 ⇒ (1, 3, 2, 1) = 7
4d6 ⇒ (1, 4, 5, 4) = 14
4d6 ⇒ (5, 2, 3, 6) = 16
4d6 ⇒ (1, 5, 6, 5) = 17
Well there is no 6 in point buy, so I guess that means reroll
4d6 ⇒ (3, 1, 4, 4) = 12
4d6 ⇒ (5, 5, 6, 3) = 19
Hmm...maybe a Kender something *twirls mustache*