Commissar's page

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Since I saw the list for the play test I have been most looking forward to these two classes to take a look at. My first impressions is that both are well balance mechanically.

The biggest problem every RPG has had was making a traveling Alchemist that made some sense. This version has come the closest. I have no problem with the personal aura infusion explanation for the Alchemist powers. I think it dose give a tinge of mysticism to the pseudo-science of the class.

I do not agree that the Alchemist will be a weak adventurer. They have plenty to do between their Extracts, Mutagens and bombs. In fact the mechanics of the Discoveries even encourages the player to specialize their Alchemist e.g. as a mad bomber, a potion master or a mad scientist.

As to the Alchemist being a bit MMO, well again it is necessary in order to get the class out of the dark boring lab and onto the high road to adventure.

Most on this board thus far seem to be confounded as to what the focus is of the Inquisitor. It is really very simple. Inquisitors are monster hunters in the truest tradition of a Von Helsing or as some one has already mention Solomon Kane. The class is even comparable to a divine version of Harry Dresden of the Dresden files. I could easy add both movie or literary references to this list. So much fore class focus.

Overall I like the abilities I do agree that the blending could be tweaked a tad. I do not think that a Inquisitor will out shine a well played Ranger, Paladin or cleric but instead will be a fine complement to a party with those classes in it. We shall see how the run.


I have read both classes several times. My first impressions are that the Summoner is a well written min/max players wet dream. The class however lacks any built in role-playing flavor.

The witch is the exact opposite in this regard it oozes flavor. Examples like the familiar being the witch's spellbook or the diversity of the hexes and spells to choose from are easy guides for a player needing help for a "concept" to play.

Concepts from a Voodoo witch doctor to a western potion brewer are made easy by the powers and style that are written into this class.

The only thing that I see that needs some tweaking in the witch is further work on clarifying the rules on the Witch's familiar. So good question have been asked on this board about the Improved familiar feat and question on a multi-classed witch/wizard.

Also a Witch's familiar helps define their spell list expansion. It would be nice to see it a DM or player wanted a familiar that is not on the starter list of how they would go about assigning spells to that familiar.

The Summoner rule wise is find not every class has to have a roleplaying flavor written into it. The only thing I disagree with on the Summoner is the hit point bump up. Why they have a super charged pet and spell list they don't need it keep at wizard standard.