
Simon Legrande |

The Terrible Zodin wrote:And Question Evasion.EvilPaladin wrote:Super Sayin'[Rogue/Bard]:A class focused on spreading rumors and manipulating people subtly with words. "It would be a good idea to do X, just sayin'".Does it get Speak Attack?
If you ask me, Question Evasion sounds more like it belongs to the Skeptic class.

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EvilPaladin wrote:If you ask me, Question Evasion sounds more like it belongs to the Skeptic class.The Terrible Zodin wrote:And Question Evasion.EvilPaladin wrote:Super Sayin'[Rogue/Bard]:A class focused on spreading rumors and manipulating people subtly with words. "It would be a good idea to do X, just sayin'".Does it get Speak Attack?
Eh, I'm not buying it. :p

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The Phantasmagorian is an expert in illusion. Let wizards putter around with their limited, feeble and inflexible prepared illusion spells. The Phantasmagorian weaves glamors, phantasms and shadows like a virtuoso. Depending on the needs of the situation, his powers reach into others' minds, weave external illusions to fool crowds and mindless monsters, or use shadow to inflict some real damage. In addition, he gets a decent load of social and knowledge skills so that he knows what to make the illusion look like, and how to sell it to people.
This class comes accompanied by a 1-2 page essay explaining the illusion rules, including when a disbelief roll is and isn't called for, so that players and GMs will be on the same page about it.
The Seer is an expert in divination. She can activate unusual senses, find clues, traps and secret doors, and query outsider forces for advice on how to proceed. In combat, she uses limited foresight to cleverly evade enemies' attacks and penetrate their defences. Using telepathy, she can also guide her party.
Also, an essay for GMs on how to write plots that doesn't get destroyed by these and already-existing divination spells/abilities from other classes.
The Warder specializes in Abjuration (and probably needs a better name). He can use magical energy to parry attacks and deflect spells, push creatures away and banish outsiders. The class doesn't just protect the party (although it does so quite well!), but can use abjuration offensively to limit the freedom of action of enemies, by hedging them in with magical traps and barriers.
The Charmer focuses on mind-control magic. Like the Phantasmagorian he's good at inconspicuous spellcasting. His specialty is charms, suggestions and dominations. At higher levels he can sway the mind of any creature that has a mind, even if it's normally quite immune; it just takes more specialized powers. The powers of this class increase as the combat goes on, so that it doesn't normally one-shot BBEGs on the first round of combat like the Slumber Hex. Even so, it'll definitely force the GM to adapt to it, because you can make many monsters your biatch. Hence the class also has a tendency to have a charmed monster in tow as a pet.
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If you hadn't noticed, I think that apart from the Summoner, all the other wizard schools could also be spun off into viable classes of their own.

Daenar |

With the news that the Advanced Class Guide is part 1 of a 6 part Adventure Path
link.I think we should help the developers come up with the classes for the remaining 5 volumes.
Here are two suggestions.
Hexagone (Witch/Wizard)
A spell caster that just casts spells with none of those unbalancing slumber hex issues.Singshot (Gunslinger/Bard)
The two most powerful classes now combined!
Finding Hexes that allow saves are highly ineffecive in later lvls against cr= opponents. This is with a 28 casting stat.

Dreaming Psion |

Simon Legrande wrote:Holy Roller (Cleric/Bard) Gets to use the new class skill Perform:Holy Spirit. Take the Faith Healer archetype for some extra healing goodness.Dwarf would be a good race for this, given their poison resistance to snake bite.
Give him a few ranks in Acrobatics and the aesthetics of a Bloat Mage and you might have a Wild Cards character reference there too.

Kudaku |

This class comes accompanied by a 1-2 page essay explaining the illusion rules, including when a disbelief roll is and isn't called for, so that players and GMs will be on the same page about it.
Bless you for including this. I've been playing and running 3.x games for over ten years and I still have no idea how to handle illusion spells at my table.