Taurinus's page

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LricRyuu.....IIRC, you can rebuild your character in PFS UNTIL you play him at 2nd level, so you should be able to re-stat him before your 4th scenario.


STR Ranger, without meaning to discourage re-writes, I don't think this is exactly what is being looked for. If so, Paizo would be looking at about 75-100 entries....or more if peopple knew they were looking for pre-made classes and selecting them to field in a new book. I like the class ideas, but sacred fire is too powerful btw.

A look at what is working, what isn't, how the class feels, what roles are trying to be filled and how, along with how successful they are is all valuable input that the developers can use.

Again, not trying to shoot you down, attack, or discourage you.


No no no, we just need to think outside the box! The dagger wielding Warpriest CAN be a two-handed fighter.....just use a Large sized dagger at -2 attack, it becomes a one-handed weapon and now power attack is available!


cuatroespada wrote:
Taurinus wrote:
I understand that, but it can still be mitigated by spending the regular bonus feat if you choose to start specializing in a weapon. Two bonus feats, a 1st level spell, and, suppose darknesss and trickery are chosen, spending a swift and move action in one round to get a mirror image and 20% concealment is a POWERFUL level dip. Oh, orisons too.
true... but i'm also a proponent of pushing the first bonus feat back at least one level so you have a +1 BAB when you get it which would help with the dip issue some.

I agree with this a lot as well, but it does take us back to the only tjing new that the class brings in are blessings. Personally, when I heard about a Warpriest class, I was excited and expected to see more group buffing, not more of a soloing fighter. I see a warpriest as someone leading a group into battle, and buffing the entire group. I would have designed the class differently, instead of a holy kensai.


cuatroespada wrote:
Taurinus wrote:

Why not drop the weapon focus bonus feat at 1st level, and expand the sacred bond with weapons to any weapon wielded by the warpriest? This solves two "problems":

1) Warpriest being to powerful for a single level dip for many characters.

2) Now we don't feel penalized for deity choice and favored weapon.

If you want weapon focus, spend your own feat on a weapon of choice!

well, i assume the goal was to give the free weapon focus to help slightly mitigate the 3/4 base attack bonus.

I understand that, but it can still be mitigated by spending the regular bonus feat if you choose to start specializing in a weapon. Two bonus feats, a 1st level spell, and, suppose darknesss and trickery are chosen, spending a swift and move action in one round to get a mirror image and 20% concealment is a POWERFUL level dip. Oh, orisons too.


Why not drop the weapon focus bonus feat at 1st level, and expand the sacred bond with weapons to any weapon wielded by the warpriest? This solves two "problems":

1) Warpriest being to powerful for a single level dip for many characters.

2) Now we don't feel penalized for deity choice and favored weapon.

If you want weapon focus, spend your own feat on a weapon of choice!


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It seems that there are a couple origins to feelings here:

1) PFS
2) Homebrew campaigns

While I have never played in PFS, I used to DM a lot for the RPGA, so I'm rather sure I understand the general play style.

The biggest argument that I see here is that:

a) Fighters have little to no utility out of combat

and

b) Fighters, while having good DPR are outclassed by several other class choices, one of which(barbarian) is mentioned rather frequently.

I understand that feats aren't QUITE as much of a bonus as they were in 3.5, since there are a few more, and I understand that there are mixed thoughts on the armor and weapon training powers.

Coming from a homebrew background, I have to say that fighters are not outclassed by anyone else, mainly because of spell and rage use limitations. Any good DM runs the players through a grueling gauntlet here and there. The other classes have to pick and choose their limited use abilities, whilst the fighter retains his feats happily. Anyone remember dungeon exploring and random encounters? Camping in the wilderness or dungeon and crossing your fingers while the DM grinned evilly and rolled dice as you were praying for some relief? THAT is an integral part of the game to me.

What I'm questioning is the adventure/module structure. Apparently, in PFS modules there is CONSISTENTLY ample time to rejuvenate abilities in between an encounter or two. Perhaps a structure change is in order?