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#2 - Alchemist: I just don't get this class. You hurl bombs at stuff. Okay, that's cool. And you maybe cast some primarily self-only buffs on the side. Yeah, you might make some helpful infusions for the party, but this class mostly buffs itself and blows things up. Mostly I see people taking a dip in this class for the extra tentacle attack it allows and then being a fighter and/or barbarian the rest of the way... which is a ridiculous visual, IMO.
This is a GM problem, not a player one. The GM has a final say over what a player can and cannot do. As a GM I would not have allowed it unless certain concessions where made by the player: such as not allowing that discovery till Alchemist 3 or higher, have the player look into finding the discovery, and/or try and find a 'reason' for that new 'arm'.
As for least favorite classes:
1. Summoner - I do not like the class because it could have been worked into some kind of archetype of the wizard instead of being its own.
2. Bard - I think the bard just needs to be reworked. Instead of the basic performances, it should have been a system like the alchemist discovery or rogue feats.
3. Prestige Classes - Yes, I know that it is not really a class but I feel that the 'basic' prestiage classes in the Core Rulebook and APG should be removed completely. Instead the current notion that prestige classes being determined within an individual campaign or focus (like the Living Monolith, etc.) should be embraced.