Advanced Classes: are they awesome?


Pathfinder First Edition General Discussion

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Why do Brawlers get the ability to bypass damage reduction. Makes no sense, they are not magical or mystical driven characters or have some mystical bloodline. Don't like the class.

Grand Lodge

Arnwolf wrote:
Why do Brawlers get the ability to bypass damage reduction. Makes no sense, they are not magical or mystical driven characters or have some mystical bloodline. Don't like the class.

Same reason fighters do - since they pretty much can only do damage, the least that can be done is to make them good at it.


Arnwolf wrote:
Why do Brawlers get the ability to bypass damage reduction. Makes no sense, they are not magical or mystical driven characters or have some mystical bloodline. Don't like the class.

I don't understand this comment. Does this mean that you think that you must have magic in order to bypass DR?

I mean, the Fighter can even just take a feat to ignore some DR. They are not magical or mystically driven. They are the plainest of the plain, in fact.


Frerezar wrote:
Googleshng wrote:
Marcus Robert Hosler wrote:

Obviously the poor fort is there to preserve the fighter's niche :P

Good fort and ref would just make him another "fighter but better" class for combat, which the game does not need IMHO.

A good fort save is not the fighter's niche. Retaining their mobility, and not being married to a particular weapon group or fighting style are where the fighter excels, and they have nothing to worry about on either front from a swashbuckler.

If you want to argue based on theme, there are only three existing classes with poor fort saves who don't also have 1/2 BAB progression and d6 HD. Rogue, oracle, summoner. The class which, in theory, is specialized in avoiding combat and dealing with all the other problems a party will face, the class which is explicitly frail or crippled due to their curses, and the wizard variant which only has 3/4 BAB and d8 HD as an odd quirk of design symmetry thanks to their odd spell list.

Arguing that a good fort save "doesn't make sense" for a swashbuckler is arguing that people specifically trained as experts in a style of swordplay should be less capable of shrugging off injury than clergy, entertainers, scientists, ranged combat specialists, wizards who also know how to use a sword on the side, and magic users who use summoned monsters to fight their battles for them.

...

This right here is the best point I have seen raised regarding the SB and its lack of good fort save.

It incorrectly says that Bards have a good Fort save; they do not.


Arnwolf wrote:
Why do Brawlers get the ability to bypass damage reduction. Makes no sense, they are not magical or mystical driven characters or have some mystical bloodline. Don't like the class.

Why do you have to be magical or mystical driven to bypass damage reduction?


I like the idea that magic isnt an insurmountable barrier that martials cant hope to compete with. But i also feel martials past an undefined point should be near mystical in power anyways.


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My opinion on ACG classes:

Arcanist: So. Insanely. Broken. Definite proof that Paizo either doesn't give a f@&$ about game balance or is really bad at it (Probably a mix of both). As if being a 9th level arcane caster with access to their whole list wasn't enough to make a class tier 1, they also gave Arcanists a bunch of extremely powerful class features. Boosting CL and save DC of spells is amazing, and Magic Exploits (or whatever they are called) are interesting, but seriously overpowered.

Seeing Arcanists in the same game as CW errata makes me think Paizo sees game balance as a joke. Harsh? Probably. But still true.

Bloodrager: Possibly the best designed class in the book. Seems very fun to play and well balanced, although a bit too similar to Barbarians. I wish their class features were more different from each other. Bad news is, I think they one-up every Barbarian build other than (Beast Totem + Superstition + Spell Sunder).

Brawler: Cool class, but very one dimensional. It has some interesting abilities, and it's great to finally see another option for unarmed combatants, but I'm not sure if it'll have many valuable combat tactics other than full attacking.

Hunter: Waste of word count. Hunters are underpowered, boring and pointless. It's just a worse druid based on a terrible Ranger archetype. Doesn't fill any niche, doesn't allow for any character concept that couldn't be done much better with Druid, Ranger or even Inquisitor. Paizo could have given as a Wildshapping Ranger without FE, FT and a different spell list, but no. They decided to play it safe and created the most unnecessary of classes. If it isn't vastly reworked from the playtest version, Hunters will add nothing to the game.

Investigator: Another incredibly well designed classes. It seems all problems I had with its "Study Enemy" ability have been fixed. Love it. Finally a Rogue that works!

Shaman: Seems interesting enough. Can't make any meaningful comment, though. Barely checked the class.

Skald: No comments. Had no interest in the class. Never bothered with it.

Slayer: Another cool class! Could have done a few things differently, but I like it.

Swashbuckler: So much disappointment... This is the very definition of wasted opportunity. Such a cool character concept, that could have opened so many different options to the game. I wanted martial with real mobility, interesting class features and great flavor. Instead, all we got is yet another "stand still and full attack, don't do much of anything useful out of combat" class. Swashbucklers are incapable of living up to their class description. They are no more agile than a Fighter with weapon finesse and just slightly more useful out of combat ("Look! I have 4 skill points! That means I'm versatile, right?" ¬¬'). All Swashbucklers have is damage and AC. Just a cool concept strangled by bad mechanics. And having another class with the worst saves in the game doesn't really help either.

Warpriest: Seems pretty cool as well. Simple, but interesting. There are some fun ideas here, and allows for more (effective) character possibilities.


Lemmy wrote:

My opinion on ACG classes:

Arcanist: So. Insanely. Broken. Definite proof that Paizo either doesn't give a f*&# about game balance or is really bad at it (Probably a mix of both). As if being a 9th level arcane caster with access to their whole list wasn't enough to make a class tier 1, they also gave Arcanists a bunch of extremely powerful class features. Boosting CL and save DC of spells is amazing, and Magic Exploits (or whatever they are called) are interesting, but seriously overpowered.

Seeing Arcanists in the same game as CW errata makes me think Paizo sees game balance as a joke. Harsh? Probably. But still true.

Bloodrager: Possibly the best designed class in the book. Seems very fun to play and well balanced, although a bit too similar to Barbarians. I wish their class features were more different from each other. Bad news is, I think they one-up every Barbarian build other than (Beast Totem + Superstition + Spell Sunder).

Brawler: Cool class, but very one dimensional. It has some interesting abilities, and it's great to finally see another option for unarmed combatants, but I'm not sure if it'll have many valuable combat tactics other than full attacking.

Hunter: Waste of word count. Hunters are underpowered, boring and pointless. It's just a worse druid based on a terrible Ranger archetype. Doesn't fill any niche, doesn't allow for any character concept that couldn't be done much better with Druid, Ranger or even Inquisitor. Paizo could have given as a Wildshapping Ranger without FE, FT and a different spell list, but no. They decided to play it safe and created the most unnecessary of classes. If it isn't vastly reworked from the playtest version, Hunters will add nothing to the game.

Investigator: Another incredibly well designed classes. It seems all problems I had with its "Study Enemy" ability have been fixed. Love it. Finally a Rogue that works!

Shaman: Seems interesting enough. Can't make any meaningful comment, though....

According to the Arcanist preview it kept Quick Study. (full round action to swap spells)

Sovereign Court

From what I have read, the advanced classes seem to be very interesting but I can't help feel that they are edited and recycled concepts of the current classes. The warpreist, for example, comes across as a religious person who is better equipped to kick some backside (ie, hybridising a cleric with a fighter). So in conclusion, the advanced classes sound good but they lack imagination.


I actually like the concept of the hunter. Something actually designed to work WITH your animal companion. There is quite a bit in literature where the companion is more then just a buddy, but an integral part of a team. In the druid, the druid seriously overshadows his ac, cuz well druids are awesome. In the ranger, there isnt really alot of interaction in abilities. Its just a dude who is a ranger who also has a wolf, its not integral to the concept of the class (hence the ability for both druid and ranger to NOT have an animal companion). And even the summoner that focuses on the 'pet' still mostly has the sidekick mentality, just the other way around.

My hope for the hunter is that it will actually take the idea of someone working with an animal as a team to a better level then exists in current material. The teamwork feats thing is a great start. I just hope they get additional improvements in the final printing.


Jurassic Bard wrote:
From what I have read, the advanced classes seem to be very interesting but I can't help feel that they are edited and recycled concepts of the current classes. The warpreist, for example, comes across as a religious person who is better equipped to kick some backside (ie, hybridising a cleric with a fighter). So in conclusion, the advanced classes sound good but they lack imagination.

Eh, the Warpriest was best characterized in its own thread as being reduced to 3/4 BAB, D8 HP, Good Fort and Will save, low Skill Points and 6/9 levels of casting from the Cleric list. Compare that to a standard Cleric which gets: 3/4 BAB, D8 HP, Good Fort and Will save, low Skill Points and 9/9 levels of casting from the Cleric list. I dont see them kicking serious backside until i find the cool new ability in the book that they havent hinted at yet in any of these threads.


Torbyne wrote:
Jurassic Bard wrote:
From what I have read, the advanced classes seem to be very interesting but I can't help feel that they are edited and recycled concepts of the current classes. The warpreist, for example, comes across as a religious person who is better equipped to kick some backside (ie, hybridising a cleric with a fighter). So in conclusion, the advanced classes sound good but they lack imagination.
Eh, the Warpriest was best characterized in its own thread as being reduced to 3/4 BAB, D8 HP, Good Fort and Will save, low Skill Points and 6/9 levels of casting from the Cleric list. Compare that to a standard Cleric which gets: 3/4 BAB, D8 HP, Good Fort and Will save, low Skill Points and 9/9 levels of casting from the Cleric list. I dont see them kicking serious backside until i find the cool new ability in the book that they havent hinted at yet in any of these threads.

You mean besides having scaling damage on their weapon, the ability to swift action cast any buff spell on themselves and the ability to swift action enhance their weapon? Or the ability to swift action heal themselves OR cast any prepared healing/condition removal spells? You dont see how the warpriest might have some advantages over the cleric who has to take a standard action (read not attack) to do these things?


Kolokotroni wrote:
Torbyne wrote:
Jurassic Bard wrote:
From what I have read, the advanced classes seem to be very interesting but I can't help feel that they are edited and recycled concepts of the current classes. The warpreist, for example, comes across as a religious person who is better equipped to kick some backside (ie, hybridising a cleric with a fighter). So in conclusion, the advanced classes sound good but they lack imagination.
Eh, the Warpriest was best characterized in its own thread as being reduced to 3/4 BAB, D8 HP, Good Fort and Will save, low Skill Points and 6/9 levels of casting from the Cleric list. Compare that to a standard Cleric which gets: 3/4 BAB, D8 HP, Good Fort and Will save, low Skill Points and 9/9 levels of casting from the Cleric list. I dont see them kicking serious backside until i find the cool new ability in the book that they havent hinted at yet in any of these threads.
You mean besides having scaling damage on their weapon, the ability to swift action cast any buff spell on themselves and the ability to swift action enhance their weapon? Or the ability to swift action heal themselves OR cast any prepared healing/condition removal spells? You dont see how the warpriest might have some advantages over the cleric who has to take a standard action (read not attack) to do these things?

Yup, i see them but i disregard Sacred Weapon as anything other than flavor, it wont scale past 1D8 until way late game so you wont see it unless you specifically want to use a weird weapon. The very limited pool of fervor for those heals and buffs will bring a character up to the level of a martial class.... for brief periods per day and still limit your number of attacks below what would be expected for a front liner. From everything i have seen, yeah, i am waiting for the unmentioned abilities that would make the class shine. Fighter specific feats arent common enough or powerful enough to sweaten the deal either.


Jurassic Bard wrote:
From what I have read, the advanced classes seem to be very interesting but I can't help feel that they are edited and recycled concepts of the current classes. The warpreist, for example, comes across as a religious person who is better equipped to kick some backside (ie, hybridising a cleric with a fighter). So in conclusion, the advanced classes sound good but they lack imagination.

Um.... what...

You are aware that the ACG classes ARE HYBRIDS between two classes right?...

Contributor

Rynjin wrote:
10.) The Hunter need not exist at all. I can't figure out what new niche it fills or what edge it has on EITHER of its parent classes. The ranger only needs a single Feat to make its AC just as good. The Druid does literally everything better. Same companion, more spells (and spell levels), same BaB, Wild Shape, and a ton of other stuff. The Hunter in the incarnation shown by the second playtest was pretty much a waste of wordcount.

To me, it looks like a class that is designed to actually use the teamwork aspect of teamwork feats. For a cavalier, teamwork feats are essentially a cooldown that the character saves for niche situations. For an inquisitor, they are cool tricks that ultimately don't require any buddy assistance. The hunter, on the other hand, reliably uses all teamwork feats the way they were intended to be used and is overall less restricted than the inquisitor (some feats, like Feint Partner, do not function with solo tactics).

The real test of whether or not the Hunter is going to be an effective class will be whether or not the Advanced Class Guide produces some strong teamwork feats that are worth using, in my opinion.


K177Y C47 wrote:
Jurassic Bard wrote:
From what I have read, the advanced classes seem to be very interesting but I can't help feel that they are edited and recycled concepts of the current classes. The warpreist, for example, comes across as a religious person who is better equipped to kick some backside (ie, hybridising a cleric with a fighter). So in conclusion, the advanced classes sound good but they lack imagination.

Um.... what...

You are aware that the ACG classes ARE HYBRIDS between two classes right?...

So are some of the existing classes. Like the paladin (cleric-fighter with unique skills and abilities but limited alignment) and the inquisitor (cleric-fighter or cleric-ranger with unique skills and abilities).

One of the comments made a lot about the warpriest when it was first announced is that, really, that class kinda sounded familiar and done already...


The Paladin class is a bit of a throwback to early editions of D&D though, MagusJanus. The strict alignment and behavioural restriction mean that Combat/Divine hybrids have previously been very limited. Arguably the Warpriest could supercede or replace the Paladin from a mechanical standpoint, without these restrictions. Or they could just open up Paladins to any alignment and be done with it.


According to the latest info on Warpriests, they specifically altered the class to prevent it from displacing the paladin. So I don't really see that happening.


A pity. Holy warriors come in many flavors.

I actually like Paladins, but their morality differentiating them from a LG Cleric or Warpriest seems daft. Apart from the mechanical weakness of rogues, the roleplaying void between some players/GMs with regard to Paladins keeps these forums too busy.


While the Warpriest might thematically replace the Paladin the "holy warrior" concept, mechanically they work very differently.

The paladin relies on full BAB, high base HP, good saves and passive abilities (divine grace, fear immunity etc) to do well in combat and relies on active abilities (Smite Evil, Aura of Justice, Divine Bond) to go above and beyond only when the situation calls for it - the paladin is a perfectly viable frontliner without using his (fairly limited) spells and x/day abilities.

In comparison the Warpriest* has medium BAB, lower base HP and worse saves, and so relies more heavily on active abilities (Fervor, Blessings, Sacred Weapon)that he in turn can use more frequently in order to be competitive in combat. The Warpriest is underwhelming on the frontline if he's not actively burning resources to keep up.

It's a bit like the barbarian and the magus. Both are good melee combatants, but the barbarian has excellent damage output even when he's not in rage while the magus heavily relies on using spell combat and spell slots and/or arcane pool points to maintain a good attack bonus and output meaningful damage.

Which is a little odd, since the Warpriest blog seemed to imply that the Warpriest was an attempt to make an alignment-free paladin. From a flavor perspective that could well be a success, from a mechanical perspective I don't think they quite nailed it. An "alignment-free paladin" should ideally have full BAB and 4th level spellcasting, same as the original class.

*All based on the revised play test version of the class, taking into account the updates shown in the blog and subsequent posts from Jason.


Alexander Augunas wrote:
Rynjin wrote:
10.) The Hunter need not exist at all. I can't figure out what new niche it fills or what edge it has on EITHER of its parent classes. The ranger only needs a single Feat to make its AC just as good. The Druid does literally everything better. Same companion, more spells (and spell levels), same BaB, Wild Shape, and a ton of other stuff. The Hunter in the incarnation shown by the second playtest was pretty much a waste of wordcount.

To me, it looks like a class that is designed to actually use the teamwork aspect of teamwork feats. For a cavalier, teamwork feats are essentially a cooldown that the character saves for niche situations. For an inquisitor, they are cool tricks that ultimately don't require any buddy assistance. The hunter, on the other hand, reliably uses all teamwork feats the way they were intended to be used and is overall less restricted than the inquisitor (some feats, like Feint Partner, do not function with solo tactics).

The real test of whether or not the Hunter is going to be an effective class will be whether or not the Advanced Class Guide produces some strong teamwork feats that are worth using, in my opinion.

IMO "Can use certain kinds of Feats" is not a strong enough concept to base a class off of. Again, a Druid could also take Teamwork Feats if he wanted...and then still has Wildshape and 9 levels of casting, along with the same amount of BaB to play around with.

The Hunter just wasn't very well thought out.


I'm pretty much in agreement Kudaku, mechically they're very different but in terms of flavor they're similar. Most people would be very hard pressed to differentiate between a LG Warpriest and Paladin in a Police lineup. The gradation between Fighter and battle-oriented Cleric has yet another step in it.


Corvino wrote:
I'm pretty much in agreement Kudaku, mechically they're very different but in terms of flavor they're similar. Most people would be very hard pressed to differentiate between a LG Warpriest and Paladin in a Police lineup. The gradation between Fighter and battle-oriented Cleric has yet another step in it.

Unless you use a dtect alignment spell... Paladins pretty much radiate LG... literally.


Corvino wrote:
I'm pretty much in agreement Kudaku, mechically they're very different but in terms of flavor they're similar. Most people would be very hard pressed to differentiate between a LG Warpriest and Paladin in a Police lineup. The gradation between Fighter and battle-oriented Cleric has yet another step in it.

Well flavor wise in that line up, it would still be hard to tell the difference between a paly, a warpriest and a religious fighter or a religious ranger. It's the mechanics that differenciate the classes moreso than the flavor and look. So a line up picture I don't think I could tell the difference between quite a few things if they weren't in highly stereotyped equipment (paly big heavy armor, shield with god crest, long sword. Warpriest in my head tends ot have a mace, medium armour. fighter? anything same with ranger. so kidna hard for that in my head as well)

On the topic of replacing people/specific rolls. I kind of view these things in the positions from John Carpenter's Vampires. Now I mean their ability to fight not the personality of the characters.
James woods character fights as effecitvely as a paladin: he fights all day long agianst many things, and is durable as hell. (Though he does encapsulate the DESTROY ALL EVIL mindset some paladins play as)
the Padre (actor I don't know off hand) fights like i think a warpriest would. He' is less offensive because he is also a priest, but when he has to crack some skulls he can do pretty well as long as his supplies hold out; but he isn't the vamp killer Wood's character is.

In my head mechanics follow the flavor of them. the War priest is a less fight focus and more wordly thinking than the paladin so they don't have as much of a trained body. Granted I don't know if that is what they were going for persay


Corvino wrote:
I'm pretty much in agreement Kudaku, mechically they're very different but in terms of flavor they're similar. Most people would be very hard pressed to differentiate between a LG Warpriest and Paladin in a Police lineup. The gradation between Fighter and battle-oriented Cleric has yet another step in it.

As long as they're mechanically different I think there will still be a call for an unaligned (or at least alternate aligned) paladin.

Personally I find the class mechanics of the paladin very appealing, but I find the code of conduct limitations distinctly unappealing - I'd never play a paladin in a home game without either modifying or removing the code.

K177Y C47 wrote:
Unless you use a dtect alignment spell... Paladins pretty much radiate LG... literally.

To be fair a Lawful Good warpriest would radiate LG as well.


Kudaku wrote:
Corvino wrote:
I'm pretty much in agreement Kudaku, mechically they're very different but in terms of flavor they're similar. Most people would be very hard pressed to differentiate between a LG Warpriest and Paladin in a Police lineup. The gradation between Fighter and battle-oriented Cleric has yet another step in it.

As long as they're mechanically different I think there will still be a call for an unaligned (or at least alternate aligned) paladin.

Personally I find the class mechanics of the paladin very appealing, but I find the code of conduct limitations distinctly unappealing - I'd never play a paladin in a home game without either modifying or removing the code.

K177Y C47 wrote:
Unless you use a dtect alignment spell... Paladins pretty much radiate LG... literally.
To be fair a Lawful Good warpriest would radiate LG as well.

Not to the extent of Paladins. If I remember right, Warpriests do not have the Aura ability that Paladin's and Cleric's have. Additionally, Paladins pretty much have a supercharged version, making Detect good around a Paladin a very bad idea.


K177Y C47 wrote:
Not to the extent of Paladins. If I remember right, Warpriests do not have the Aura ability that Paladin's and Cleric's have. Additionally, Paladins pretty much have a supercharged version, making Detect good around a Paladin a very bad idea.

Clerics and paladins have the same aura radiation under detect spells, and while the play test Warpriest didn't have the note, I'll be extremely surprised if the final version doesn't have the same aura that clerics have.


All they have to do for me to like the war priest is to get it a spell list all it's own and include litany spells. Specifically LoR. Then I'll shut up about the class. I just don't like 6 levels of cleric spells on 3/4ths BAB. None of the swift actions are worth having vastly inferior spells.


Didn't playtest any of the classes, but after studying some of them I came up with some thoughts.

Swashbuckler, love the flavor of the class, but I worry about it surviving as a melee character.

Slayer, say good bye to the rogue class if you hadn't already.

Hunter, rather disappointed in the class, as I really like the AC style of play, but can't justify a hunter mechanically over a number of classes. As it stands, it is pretty much straightly inferior to an Inquisitor with an AC (seemingly the closest direct comparison), losing a ton of features for wild empathy, animal aspects, and 6 AC teamwork feats and a free boon companion. The inquisitor also functions much better if the AC is disabled. Hunters are also feat starved for a class seemingly designed for a ranged combat. The biggest issue I see after all this, is that there is no counter factor to the 3/4s bab of the class, not even the bonus damage rogues got. As it stands, the class needs something, such as a strong scaling bonus to all the AC combat stats (basically make it scale to 20 rather than 16 hd) or I just don't see a reason for using the class.

The Bloodrager, on the other hand, I love. Ive always like the Dragon Disciple as a prestige class from the flavor standpoint, and the Bloodrager is basically a Dragon Disciple scaled to a base class with different flavors. Its skewed much more towards weapon damage than casting, but I prefer that playstyle so thats a bonus to me. I can see the class stepping on the barbarians toes some, but I dont see that as a major issue. To use some comparisons, bloodrager is to barbarian/sorcerer what paladin is to fighter/cleric.


Thank you everyone for your input. I believe that my question has been answered, "Are they advanced classes awesome?" Yes. While not perfect, it's usually the flaws that make something fun and memorable. That adage may fail when applied to D&D, but it depends on the style and personality of the player. Thanks again.


im personally dissapointed with the brawler.

i think its weak...like way weaker then most of the others, and not all that flavorful.

yet...still somehow might be better then a monk in terms of DPR


Incidentally the Brawler may end up being pretty good in the final release. According to SKR it's only getting buffs.

It's already better than the fighter in a lot of ways too.

Scarab Sages

Monks can have great DPR, if you build for it. The Brawler's big issue though is that it somewhat obsoletes the Sohei. It has full BAB, can flurry with non-monk weapons from level 1, can flurry in armor, and has Unarmed Strike damage progression, not even counting it's floating feat abilities.

Especially since the hybrid multiclass restriction was removed, you can have a MoMS 2/Brawler x.


I just reread the Skald part of the ACG playtest, and as Arachnofiend says - they can hand out greater beast totem to the whole party. Stick them in a party with a 2 or more martials, a combat pet and summons and it'll be brutal.

Step 1: Skald gives the entire party pounce in round 1 as a swift action.
Step 2: ???
Step 3: Profit.

Liberty's Edge

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Corvino wrote:

I just reread the Skald part of the ACG playtest, and as Arachnofiend says - they can hand out greater beast totem to the whole party. Stick them in a party with a 2 or more martials, a combat pet and summons and it'll be brutal.

Step 1: Skald gives the entire party pounce in round 1 as a swift action.
Step 2: ???
Step 3: Profit.

This is indeed an awesome trick, though it doesn't kick in until 11th level at the earliest (12th unless you're willing to spend a Feat).

Still really cool for a melee heavy party, though.

Alternatively, giving a healing focused arty (say, a Witch, Life Oracle, and Paladin to go with the Skald) all Lesser Celestial Totem is pretty absurd, too. Especially if everyone grabs Fey Foundling, too. A 4th level Paladin with Fey Foundling and Lesser Celestial Totem can Lay on Hands for 2d6+8. At 12th, make that 6d6+24. Those numbers are also correct for Channeling Energy at those levels, for either the Paladin or an Oracle of Life (who can Channel as a Move Action with Quick Channel). 90 HP of healing per turn on the Paladin, and 45 on everyone else, at need at 12th level is nothing to sneeze at.

That requires much more coordination, and is probably still not quite as good as Pounce...but on the other hand, it's also only one Rage power and off the top of my head. And going up the tree they'd all get Invisibility Purge on adjacent creatures to boot.

Scarab Sages

Think of all the extra damage a Skald can grant with Spirit Totem. A extra d8 per round to all people adjacent to anyone in melee, and everyone gets an extra attack per round at the highest bab bonus.

It may be better in a long fight that beast totem. Of course, it's useless against undead.


Why not go with two skalds who double down for buffing/healing spells but also spirit and beast totems? Maybe paired with Zen Archers who can Ki strike and flurry with bows in melee? Things get epic pretty fast.


Corvino wrote:

I just reread the Skald part of the ACG playtest, and as Arachnofiend says - they can hand out greater beast totem to the whole party. Stick them in a party with a 2 or more martials, a combat pet and summons and it'll be brutal.

Step 1: Skald gives the entire party pounce in round 1 as a swift action.
Step 2: ???
Step 3: Profit.

Step 2 is to wince painfully at the poor monsters that just got turned Into a paste finer than that pink slime from the news a few years ago....

RPG Superstar Season 9 Top 16

Imbicatus wrote:

Monks can have great DPR, if you build for it. The Brawler's big issue though is that it somewhat obsoletes the Sohei. It has full BAB, can flurry with non-monk weapons from level 1, can flurry in armor, and has Unarmed Strike damage progression, not even counting it's floating feat abilities.

Especially since the hybrid multiclass restriction was removed, you can have a MoMS 2/Brawler x.

I always felt that the Sohei was meant to be the Mounted Monk, but everyone largely ignored the mount stuff for the fight good stuff.

Scarab Sages

Petty Alchemy wrote:
Imbicatus wrote:

Monks can have great DPR, if you build for it. The Brawler's big issue though is that it somewhat obsoletes the Sohei. It has full BAB, can flurry with non-monk weapons from level 1, can flurry in armor, and has Unarmed Strike damage progression, not even counting it's floating feat abilities.

Especially since the hybrid multiclass restriction was removed, you can have a MoMS 2/Brawler x.

I always felt that the Sohei was meant to be the Mounted Monk, but everyone largely ignored the mount stuff for the fight good stuff.

It would have helped if they actually had a mount.


The Lesser Celestial Totem Skald combined with a Life Link Oracle does indeed throw out a lot of party-wide healing, Deadmanwalking. At level 10 everyone in the party has the equivalent of fast healing 15 from Life Link alone, without considering Channels, Energy Body or casting... (And it should work, as Life Link is technically healing rather than fast healing, which is unaffected.)

Unfortunately, as Lesser Celestial totem is based on class level rather than character level Oradins won't benefit as much.

Contributor

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Rynjin wrote:

IMO "Can use certain kinds of Feats" is not a strong enough concept to base a class off of. Again, a Druid could also take Teamwork Feats if he wanted...and then still has Wildshape and 9 levels of casting, along with the same amount of BaB to play around with.

The Hunter just wasn't very well thought out.

I disagree.

The druid CAN take Teamwork Feats, but the Druid can't be guaranteed a teamwork partner who shares all of her teamwork feats for everything. Even if she could be, the druid doesn't get bonus teamwork feats, so those feats count against the feats she can normally select. Plus the druid doesn't give those feats to her animal companion for free, so she would have to spend her animal companion's feats selecting those teamwork feats as well. This is a perfect example of where the parent class CAN do something, but isn't as efficient at it as the offspring class.

I do, however, think that the Hunter's class features are too bare compared to other 6-level spellcasters (Bard, Inquisitor, Summoner, and Alchemist have cool things to look forward to at every level, for example). Hopefully we'll be seeing the final Hunter in the coming weeks.


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I just did a bit of napkin math over in the "Min-Maxing Cure Spells" Thread, and have come to the conclusion that a Life Oracle taking advantage of a Skald's Lesser Celestial Totem can put out in excess of 400HP of healing per turn in a four-man party (+ Animal Companion) at level 10. This is quite a lot, really.


hunter was not a waste of word count. Me and my friend played a set of twin hunters with very similar build only slight difference here and there. They were the strongest of the play test classes. Because there is a hidden feature in the hunter no one notices. The more hunters in a group there are the more powerful they are. 3 or more hunters in a group are the most broken thing in pathfinder I have ever seen. I hope it gets fixed in the final draft. the problem is the free teamwork feats giving to AC. it is an exponential increase in power. team work feat while weak on their own because not everyone wants to take them. if a group of 4 all took team work feats they become good, but the whole group has to do that requires people to break from their build are character concepts. not going to happen, but with hunter 2 in the group now and the ability to swap teamwork feats on the fly. you don't have that problem because you have 4 creatures using teamwork feats for free with out impeding other players. all of a sudden teamwork feats are actual useful very useful.

this is the combo we had was mounted combat builds, with large cats

Seize the Moment with high crit range weapon, this feeds a whole bunch of AOO often.

Paired Opportunists - +4 to all the Aoo we get caused by Seize the Moment

Shake It Off - constant bonus to all saves as you are always adjacent to AC

Cavalry Formation - 2 hunters and ac all in the same large square = always adjacent so other hunter making shake it off bonus constant +3

Coordinated Charge - pounce at the same time.

now lets add a 3rd and 4th hunter similar build all characters have +4 to all saves +4 to attack roll on Aoo can pounce at the same, high odd some one crits triggering off 6 to 8 Aoo. which also has a high chance of critical possible triggering it again. Not to mention buffs from spell and anything else, added shield wall and shield caster to give everyone nice bonus to AC and and concentration checks.

it can get really nasty really quick.


If a class is only useful when you have an entire party of them (and all using the exact same build repeated 4 times), it's not useful. I'm not seeing anything there that a Barbarian probably couldn't do better, or an Inquisitor if you want to compare it to another 3/4 BaB class, not to mention the Ranger and Druid.

The problem with that party is you essentially need to be hanging out in a big square, because that's the only way you're all adjacent to each other, and it still doesn't grant any huge benefits for the restricted mobility and vulnerability to AoE attacks.

Seize the Moment + Paired Opportunists is nice, but doesn't make up for the fact that the Hunter gets jack all else. Given the option between a few extra AoOs, and 9th level casting + Wild Shape, or Favored Enemy + Combat Style, I'll take the latter two every time.


I have high hopes for the ACG, both for the new classes and for options for existing classes. Somethings I hope/expect to see:

Interesting archetypes for all the new and existing classes
Options for fighters, rogues, and martials in general (I think my first post on the Paizo messageboard was in a suggestions for improving rogues thread)
Hunter archetypes in particular that will be fun to play (I suspect the Hunter will get buffed, but also suspect it will always appeal more to those who like the concept from MMOs)
A druid archetype that trades some spellcasting for earlier access to more powerful wildshape abilities

I'll buy the ACG regardless, and think it will be great even if it doesn't have things from this list. I also suspect the Technology Guide and ACG will support each other a little bit, Paizo is great about making products self-contained but I could see some synergy between the two.

Scarab Sages

What I REALLY want from the ACG is an option for Dex to damage other than "play x class", "dervish dance with a scimitar", or "agile weapon".


Imbicatus wrote:
What I REALLY want from the ACG is an option for Dex to damage other than "play x class", "dervish dance with a scimitar", or "agile weapon".

There is a pretty good chance this is going to happen, actually. There were some hints dropped in the Swashbuckler thread that we may get something similar" to dervish dance but presumably a bit more open in weapon choice.


Yeah .ike 90% chance we'll get a dex feat. I'm hoping it's something broad like light weapons or one handed weapons. I can't see them letting you dex a broadsword considering how restrictive they were on previous ways to dex it up.
Granted all the weapons I enjoy and envision for dex based are light weapon.

I also wonder if it'll be melee only or if that feat will be applicable to crossbows (well I guess bows too..). Granted crossbows don't add str in the first place, but it'd be neat if it were possible.

As for hunter it's nice to have something like that. I wonder how well they'd team up with an inquisitor who can switch out their teamworks as well.

Liberty's Edge

Yeah...Hunter's real weak at the moment. Hopefully they managed to fix that, but I'm kinda skeptical.

Finding a set of Class Features that are enough better than the Druid ones (Wild Shape included) to make up for being 6 level casters instead of 9 level ones is really difficult and tricky.

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