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I was looking at the bard class, and from level 12 -> 13, you get access to 1 level 5 spell, no BAB,saves,specials, just a single spell. Are there other classes that get as little 'stuff' for a level?


So in the past I allowed a player to pick up a bow used by a Solar Angel
https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/angel/solar/

They then were able to use slaying arrow for each shot, which really made them overpowered.

So a year later, we discussing if that should have been even possible. Does the slaying arrow ability come from the Solar or the Solar bow? It is described as a supernatural ability...

Curious what you guys think.


Since the character might be constantly grabbing weapons, you might want to have a similar guide for weapons as you have for shields.

How strong is a leg table one handed? Two handed? Thrown frying pan?

Having a guide for what the DM has to give you would make it easier to convince the DM to allow this archtype :D


This looks good imo. You would just have to run the numbers and see if anything is too out of the ordinary

Gloves of Improvise Might does seem to cover a weakness of improvised weapons, thats nice.


Is this strictly going to be a martial class? How about losing some INT or something else/more, for the possibility to start gaining spell slots/spells.

I think allowing this class to scale to 6th level spells by late game isn't too bad.


I agree with avr, if I heard of an Improvised Weapon focused fighter archtype, I would expect them to be masters of grabbing anything and using it almost on par with real weapons. I'd expect their damage to be slightly lacking (~95%) of a strictly normal fighter.
Maybe just apply the class feature feats of weapon training to anything that is considered an improvised weapon??

How does this class get magical weapons? Are you able to craft a magical table leg +1 to overcome some resistances? I'm a bit ignorant when it comes to crafting magical items. Maybe this could be another downside of this versatile class, but I could see that not scaling well in power, and if the DM doesn't give opportunities for the improvised weapon to shine, the class wouldn't feel so good.

One thing that would always be a hazard for the Improvised Weapon fighter is the hardness of their weapons. So I think giving them equivalent power is justified for the versatility of having any weapon any time.


Thanks for the replies, I think I understand this a little better.


Well this is disappointing news, thanks for the responses.


To start off, I'm not claiming Pathfinder imbalanced or balanced, I'm just asking how some of the decisions were made when it comes to how the classes are different. This comes from the desire to create a class that is balanced... I know that its up to the DM to customize the encounters to make them interesting and highlight certain class features. I suspect my answer can probably only truly be answered by the developers of the game, but I'll give the general forum a shot.

Example of differences between classes: Take Monk Vs Barbarian, Monks get all good saves, where as Barbarians get only 1 good save.
Are monks more likely to be targeted by spells that require saves? Based on what I see, monks have more immunities, so why would you give them more saving powers? Do monks have less damage potential so they should have more defense possibilities?

Another example: Sorcerer vs Wizard, Sorcerer gets spells slower but knows more spells per day, vs Wizard who gets spells faster and have a total spell pool that is greater (albiet less per day).
Does making a sorcerer's spells known per day be higher than a Wizard's even out because every other level a Wizard can cast a spell from a higher level?

To summarize I realize the classes above are much different than the examples I brought up, but I'd like to know how the classes compare with each other, and how do those differences add up to equal a balanced situation.


I was wondering which of these spells would I use to heal (restore HP) my undead party memeber? The rules seem confusing since they both seem to refer to eachother when dealing with an undead unit.

Heal:
If used against an undead creature, heal instead acts like harm.

Harm:
If used on an undead creature, harm acts like heal.

My intuition is that the intent of the spell caster would determine which one I should use. (Heal since I'm trying to heal them)

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