| MightyJim |
So far, in RotR, we've seen (by my count) 6 classes with access to magic - the Cleric, the Wizard, the Sorceror, the Paladin, the Bard, and the Druid (I'll ignore the Ranger for now, as he can only get it at the end of Adventure 3).
Cleric, Paladin and Druid are Divine.
Wizard and Sorceror are Arcane.
Bard does both.
Bard and Sorceror use their charisma for their magic skill, whereas others use wisdom or intelligence.
- are all of these things generic to the class?
beyond these things, I'm trying to figure out what the distinctive features of the various classes are - I know we've also got a Witch and an Orcale to come in Skulls and shackles.
I'm just trying to get my head around which elements are features common to the class, and which are specific to the individual? - i.e. I'm assuming Lem has strength D4 because he's a halfling, not because he's a bard.
For people more familiar with the Pathfinder world (RPG etc) what would you say are the key features of the magical classes (as opposed to the personality of the iconic) - what can we expect to see from the new classes in S&S?
| Zoltán Mészáros |
Cleric, Paladin and Druid are Divine.
Wizard and Sorceror are Arcane.
Bard does both.
Bard and Sorceror use their charisma for their magic skill, whereas others use wisdom or intelligence.- are all of these things generic to the class?
Yes, based on the RPG these thing are generic.
The Oracle is a Divine caster, while the Witch is Arcane.
No counting the above, we are yet to see how much "class identity" we get in the future releases (S&S, Class Decks etc...)
For example in RotR the designers nicely portrayed the difference between the wizard and the sorceress :
- wizard has a bigger spell selection, and arcane knowledge
- sorceress has less spells, but she can use them more readily
| Zoltán Mészáros |
The main Witch speciality as I recall are hexes, which are not spells but character abilities. Some of those are similar to curses, while others are support abilities - like Water Lung which enables breathing underwater for a time.
BTW, because witches has access to cure spells in the RPG, in PACG they maybe get both Arcane and Divine. On the other hand, in the RPG they have a limited spell selection, so I have no idea how it will be modelled.
Theryon Stormrune
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We had a witch in one of our adventures a year back. The character was more of a support caster that debuffed our opponents with curses and hexes. Our wizard was more direct damage than support. Though he had better utility (invisibility, sleep, etc) spells. But the witch was able to disable portions of opponent groups which made the fighting more concentrated.
I'm not sure how the witch will be implemented in PACG but it should be interesting. I'm thinking it'll remind us of the bard.
ryric
RPG Superstar 2011 Top 32
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In the RPG, each casting class has a stat that goes with its casting. There are a few ways to change this but in general Cleric=Wis, Druid=Wis, Wizard=Int, Bard=Cha, Sorcerer=Cha.
RPG Bards are arcane, but their spell list has spells that straddle the arcane/divine line. Witches in the RPG have a spell list that is similar, and they cast based off of Int(usually).
Oracles cast divine spells and use Cha.
I say usually because there are ways to make a sorcerer cast off of Wis or Int, and a way to make a witch that casts off Con. I highly doubt the iconic witch would use that, but maybe in a future witch class deck - who knows?
That actual stats (d4, d6, etc) are much more specific to the characters. There are a few guidelines (I doubt you'll see a d4 Int Wizard, for example; they would be terrible at casting) but a high-Str bard is certainly doable.
Edit: You didn't ask about the magus, but the RPG magus is an Int-based arcane caster.