Manijin's page

Organized Play Member. 8 posts (2,413 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 7 aliases.


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I sent an e-mail to customer service and haven't had a response yet, but I'm currently unable to download any of my PDF files under My Downloads. They were working about a week ago, but I haven't been able to download any since. Of specific importance is the Pathfinder Society Guide, so if this issue could be addressed, I would appreciate it.

Many thanks.


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Hm... let's see...

Warchanter was, by far, one of my favorite bard PRC's. Period. Perhaps something that allows at least bardic music to continue advancing while multiclassing, or a way for bardic music to be good while doing so.

More caster feats would be nice, too. Arcane Strike and the Arcane Spell Failure reduction feats were a start, but I NEVER like Metamagics (save for the low-cost ones). Maybe something that allows arcane spellcasters a greater variety, say... Giving a Wizard a feat that lets him get an extra spellbook that would be stored in an extra-dimensional space and can only be summoned when the previous spellbook is lost or destroyed, or something that grants the Still Spell feat to all bonus spells a Witch gets from her familiar without increasing spell level.

Some +0 LA templates would be nice. Things that make a race aquatic, or subterranean, etc., would really allow for some interesting concepts without having to introduce dozens of new races.

Along the previously mentioned Warchanter line, perhaps a way for Bards and maybe Summoners (When Published), as an alternative class feature, to get rid of spellcasting capabilities (or inhibit them to, say, Paladin/Ranger levels) in order to gain an increase to combat capability? Say... trade the spells for full BAB and maybe... a bonus feat every 6 levels, starting at level 2? It definitely wouldn't put the fighter out of business, just make the classes more feasible for melee combat, especially considering that Bard is as versatile as it is.

Food for thought, I'll keep thinking about some of these things.


I'm currently running a Witch in an adventure right now, and it's really fun. I find the witch to be quite versatile, especially when my party is in close quarters, or when enemies are close. Evil-eye, especially, is helping my melee characters get the hits in when they need to, and has, on more than one occasion, prevented one of my party members from being hit, or critically hit. At later levels, I can see the Retribution hex being unbelievable, and some of the earlier hexes will be nice as well. I've found that I can either A) use my enchantment spells to stop a fight before it starts, B) Use a combination of healing spells, buffs, and hexes to keep my buddies happy and my enemies miserable, or C) Debuff, and save up the few damage spells I have for a close-combat situation [Shocking Grasp recently saved my Witch]. All-in-all, I love the class more than any Wizard I've ever played or seen played, and I feel like the differences are distinct and enjoyable. Witch and Cavalier, I think, are the most ready for the Advanced Player's Guide.


As many of the other players have said, you are doing a GREAT job as a new player, and I don't just mean as a girl. It took me AGES to get to where you are, and I mean that sincerely.

Additionally, it takes a brave, brave soul to play druid on the first go at this game. I'm not pushing you away from it, because you seem to be catching on remarkably quickly. I guess, more than advice, this is congratulatory, and I'm sure your group will be more than happy to have you aboard.