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Races & Classes

Scarab Sages

A few thoughts about what I see so far (and I like it):

General Comments: (Races, Alpha Release, p. 4-7)

I love how each racial ability has a name now! I always have to come up with names for things when making characters or describing them. Now I can just write "Hatred" on my dwarfs character sheet and be done. Not sure how the Racial Favored Class (p.7) works, is it within your hit die, or a bonus on top like Con? For example, can a dwarf fighter with 10 Con get 11 hp per fighter level?

I would perhaps standardize base speed as 30ft and only put this line in if it is relevant.

Overall, like the new ability modifiers and weapon proficiencies.

Dwarf:

Like grouping related abilities together.

Elf:

Not sure about the "instant attitude adjustment". Perhaps a bonus to diplomacy/bluff checks would be more reasonable?

Gnome:

Yay, Charisma bonus! It makes sense for this race. Not sure if the Hatred really fits with the new gnome anymore.

Half-Elf:

Nice balance between human/elf, very close to a house rule I once used. I think choosing any ability bonus diminishes the special feel of humans. Maybe limit to anything but Str or Con?

Half-Orc:

Good minor addition in the Ferocity and weapon usage. A much stronger outing. I would suggest +2 Str and +2 Con. I know, too awesome for a fighter-type, but isn't the halfling is too awesome for rogues?

Humans:

Tweaked the skill bonus, but this is balanced by more ability bonus. If anyone wants the old human+, just take +2 Int!

Classes (Alpha Release, p. 8-19)

HD changes (p.18): Wasn't sure at first, but I like the tie to BAB. However, rather than create an exception for barbarians, why not just give them d10 HD and a class ability:

Barbarian Vigor: Barbarians are tougher than most folks due to their harsh lifestyle and environment. They gain +1 hp/level in addition to all other bonuses. At fourth level, and every 3 levels thereafter (7th, 10th, 13th, 16th, 19th) this bonus increases by +1 hp, so that at 13th level that barbarian now gains +5 hp/level.

Cleric:

Hurray! Clerics know how to use their deities favored weapon! Also enjoy the increasing domain powers. At-will orisons, not overpowered, but game enhancing. PLEASE PUT TURN UNDEAD RULES IN THE CLERIC SECTION!

Fighter:

Not just trained to attack, but avoids the class defense bonus. Nice work. Weapon groups are my favorite house rule, and now fighters don't have to waste a feat on Weapon Focus...and it scales! At 20th level, it would be nice to have the option of either increased threat range or multiplier.

Rogue:

Changing sneak attack is nice, but how does the awesome crit-master-fighter feel about this? May want to have different DCs for Master Strike. But I do like the talents (even the magic ones).

Wizard:

Bonded objects are a nice change for those who dislike familiars. Again, at-will 0th level is great (unlike 4th edition at-will magic missile, which is just...world breaking). YES! Love the new powers for specialization, no "penalty" but good benefits compared to a paltry +2 to learn spells.

Thanks for the chance to provide feedback! I will be making the switch to Pathfinder!


It would be nice to see a rogue talent or two that has something to do with diplomacy or pulling a con.
He can already take Charm Person as a spell like ability so that is pretty good, but there is room for more.

Overall, I think it is great.

Maybe a rogue talent for gathering info and/or tailing someone in a city or town.

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