Captain Sir Hexen Ineptus wrote: Personally with the quality of the ACG was released as; I think it is past due to calm and reduce the amount of releases. Once is an anomaly, twice is a pattern. I think it's too early to judge if the rate of class-books is actually degrading. They deserve a chance to learn from the mistakes in the last book.
Pendagast wrote:
I'm amused by people who will judge an entire gender based on the sensibilities of a few.
Blackwaltzomega wrote:
Well, with weird feats like that I always keep in mind that those feats can also be given to monsters. You're fighting some Hobgobbos then suddenly they start tumbling around all the heroes, last thing they'd expect and the baddies only need to use that gimmick once.
JoeJ wrote:
You can make those characters in the CRB, but if a new player knows that kind of character they want and they'd be better off using a class from outside the CRB then great, they should use that. In no way is it mandatory for someone to learn about all the classes and their mechanics, if they're eager for just one certain type of playstyle then let them play with that and learn about the rest as the game goes on. You should tell them that the GM has final say on what can and can't be in the game. If the GM is only willing to do a pure CRB game then that's fine, nothing wrong with that. I think it's more that it's new GMs that get overwhelmed by all the options. A new player should be guided to build what they want so they can learn the system, and if they want to learn about what the other players are using then they can study that themselves. In the game I'm in a newbie to Pathfinder just told the GM "I want to be a fighting guy with fighting magic" and so we taught him about the Magus and how to be one, and voila he is a Magus now. For a new GM it can be perplexing to see all these books and misleadingly cause them to think that they must learn everything in them and their capabilities, but thankfully there're messageboards like these to help them out and tell them that they get the final say on what is an isn't in their game.
I think maybe something like an Ultimate Nature book might be interesting, and like the Ultimate Combat book rather than making new base classes it offers alternate versions of already existing ones. And an rp subsystem for divination through different methods, like animal entrails, stargazing, tarot, bird flying patterns ect, with different systems having different effectiveness depending on what the diviner is using. Maybe there could even be an anti-Druid, an evil class who is devoted to destroying the environment and debasing all forms of life or to a domain that is the anti-thesis to life like radioactivity or nothingness(essentially a Captain Planet villain class).
I was reading through the first page and wondering why people were talking about with class bloat only in Ultimate Combat, then I saw that this thread had started three years ago. That's somewhat mindblowing. Just goes to show that no matter how FEW extra classes have been added in there'll always be someone declaring "Bloat", regardless of how justified it is. In Paizo's case I don't believe that it's justified in the slightest, and clearly a lot of people above this post seem to agree with that assessment. I just think it's great that if someone wanted to do an all-magic, all-divine, all-sneaky or all-warrior game then the players don't all have to choose from the same one or two classes, they'd have stacks of options so even games like those can have some variety.
Currently i'm playing a game as a Jojo-ish Cleric/Summoner/Mystic Theurge, and most of the healing i have to do is either actually for the eidolon or getting within channel energy range of someone below zero and selectively channeling for them to get back above zero. My guy has pretty good wisdom so most of the time i try to sling around as many spells as a can just willy nilly To be fair though my group has a paladin in it and he usually takes the time to lay his hands on people.
The brambles caught on Farizas hair and she'd swipe and snip at the branches with her long nails. As the sunlight above her was blocked by the thick canopy she'd notice a faint glow illuminating the leaves. She'd stop and look for its source, finding it emanating from one of her coats breast pockets. She'd gasp as she realized what it was and the changeling would take the small, precious pearl-like object and gaze upon it. One side of it was alight from within, shining always back the way she came. She would smile and wicked words would spill from her lips 'Thank you, Bloody Master,'. She held the pearl in her fingers as she turned around and began heading back to the clearing. When she returned she would stand upon the stump, but she would turn her head to the side as she was surprised the light was not shining towards the burned icon of the Mantis God. It continued lighting a path out from the clearing. 'I see your path, Master, i will follow.' She could taste the faint hint of blood in her mouth, the dark tongue tearing at her feeble mortal throat. She would follow the path that her gods gift showed her. SW 1d100: 1d100 ⇒ 69
With a start Fariza would jolt awake upon the wooden stump. Her eyes opened and she began pulling herself up, her long dark hair spilling across her shoulders and onto the wood. Her head swam with memories, and as she looked around her she saw the gruesome icon of the Mantis God burned into the stump beneath her. A smile would creep onto her lips. 'My Master Who Walks In Blood,' she whispered in the Infernal tongue 'I see your path, and I shall follow it.' She looked down at her hands and saw the long, wicked nails that curled from the ends of them. Memories of lives taken for her god, young lives, flowed through her mind and she would swear that she still felt that they were slick with their rich blood. She stood up upon the stump and even with her considerable height of six foot and two inches was too short to see over the thick bushes surrounding the clearing. Shading her eyes with her hands she'd look up and see the sun beating upon her pale skin. 'Find others, hmmm?' she'd mutter in the common language, her voice still hoarse from the dark language she spoke moments before. She'd sigh and step off of the stump, heading towards one of the wider gaps in the bush that she would see. NE d100: 1d100 ⇒ 13
Hopefully it's not too late to finalize sheets ^^; here's my characters stuff, i'm almost sure it's all there. Sheet Info: Abilities:
STR/14 DEX/14 CON/10 INT/13 WIS/10 CHA/18 (Racial bonus applied to CON (12-2=10) WIS (8+2=10) and CHA (16+2=18).) Defense:
Offense:
Class Features:
Revelations:
Languages:
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35gp Remaining Spells:
@Max_Sterling: Thanks for the advice, i think i'll go with Changeling, that sounds pretty fun. Here's my updated character info and her backstory. It's a little "Meh" but i think it gives her a reason to be in this campaign. She pretty much believes that the tongues she speaks is Achaekek telling her to assassinate certain people. I'll have my stats and crunch here soon. (new)Name: Fariza "Dark Speaker" Nareez
Character Backstory: Fariza was raised by a soldiers family, sired by her father whilst he was fighting abroad then brought to her mother before he returned, allowing her mother to pretend that Fariza was given birth while he was away. She had an estranged prepubescence, always staying far from the towns other children who would think her ghostly complexion strange, and often spending days away from her parents, wandering the forests around the township almost instinctually.
When she reached puberty she finally recieved "The Call", leaving her adopted family for good and attempting to find her true mother. She began to speak a strange language she had never heard before, her body becoming wracked with seizure and the words spilling from her lips without her control, thought she understood every word of it. A phrase that would be repeated over and over is "He who walks in blood", and the hidden name of a creature god known as "Achaekek". When she had at last found her mothers residence she discovered an old, fungus covered hut nestled within a valley atop dozens and dozens of ancient graves. Within the hut she found the decayed corpse of an immense hag, rotting as it sat before an immense tome written with evil scribblings that Fariza recognized to be in the foul language that she speaks. Each side of the hut was covered with the dark letters, repeating mentions of the bloodwalker and of a time when she would be called for serve him. Shoving the corpse of her mother out hte front of the hut Fariza took up her place in the hut and became its new resident. For years she studied her mothers insane writings, trying to decipher the meaning from its ramblings as well as becoming more used to her changing and near monstrous form. Occasionally travelers would visit her, and she allowed them to believe that she was the same valley witch that the visitors were there to see, using them to learn about the happenings in the world around them. During the nights the dark tongue would come forth from her lips again, though she had gained a level of control over it as she grew older. She is now 26 years of age. She now understands more of her diety and its purpose, believing that He who walks in blood speaks through her and gives her the instructions she requires. Already she has performed tasks that have been given to her through her ravings and enacted bloody assaults on those that the mantis god want dead before they become a threat, usually targeting children whom had possible destinies of greatness.
Woo, sorry for the delay about these details. Work stuff, yadda yadda. Here's my character info: Group: Order
Mystery: Bones
I'll start writing up the backstory later tonight then post it when I'm done. I'm still not sure what race to go with, so I'm open to any suggestions.
I'll go with Achekek, for order Ability: 4d6 ⇒ (5, 2, 1, 5) = 13 12 Ability: 4d6 ⇒ (2, 2, 4, 1) = 9 8 Ability: 4d6 ⇒ (1, 2, 3, 3) = 9 8 Ability: 4d6 ⇒ (6, 1, 5, 5) = 17 16 Ability: 4d6 ⇒ (5, 4, 1, 4) = 14 13 Ability: 4d6 ⇒ (2, 4, 6, 4) = 16 14 Ability: 4d6 ⇒ (3, 1, 3, 2) = 9 8 Ability: 4d6 ⇒ (6, 2, 2, 6) = 16 14 13, 16, 14, 14, 12, 8 Damn, that's so many eights
If they did do a movie then they could probably base the characters off of the class iconics. That way it remains true to at least that part of its source material and would make it more recognizable to any newcomers the movie had brought in. "Hey, that's that barbarian women from the movie, she's awesome! I'd like to play a game as her!" |