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<blockquote data-quote="Cadence" data-source="post: 6222087" data-attributes="member: 6701124"><p>As announced before, the book is going to have ten new classes that are each mixtures of two existing classes. In the playtest, these two are the new class's "alternate classes". You can't multi-class with a class and one of its alternates or a class with the same alternate. Following that logic, it seems like they should errata the Magus so it has Fighter and Wizard as its alternates.</p><p></p><p>Here are some initial thoughts on five of the ten classes based on their presentation in the playtest rules. I'm looking forward to hearing y'alls views on these and the others.</p><p></p><p></p><p>Two I particularly liked:</p><p></p><p>Arcanist - Sorc/Wiz - A Sorcerer who can change their list of spells each day by studying them like a Wizard. One fewer spell per day per level, and ties with a school and a bloodline. Or alternatively, a Wizard who can flexibly reuse their memorized spells like a Sorcerer. I didn't have much hope for this one in advance because I couldn't imagine how they were going to do it, but now I can imagine it becoming the default to lots of people who can't decide which of the two core arcane classes they want. That they all have bloodlines could tie it nicely to the background of some campaign worlds and explain why not just everyone can learn magic (in a world where that wasn't the case, everyone could just choose the Arcane Bloodline and ignore the idea of it being in the blood).</p><p></p><p>Shaman - Oracle/Witch - Clerics worship gods, Druids worship nature and natural powers... Shamans worship spirits. Get some bonus sponstaneous spells, hexes, and a familiar to go along with the standard cleric/druid type hp/BAB/spells per day. Comfortably feels like it fills a thematic gap even if it isn't all that different and I like it a lot better than either the Oracle or Witch. A lot of NPC ideas immediately come to mind, and I can see it fitting in as the go-to divine PC class in some campaign settings. (If they separated stone and metal, would it do all of the worlds classic elemental systems?)</p><p></p><p></p><p>One I need to think about more:</p><p></p><p>Swashbuckler - Fighter/Gunslinger - Light-armored stabby Fighter. Use Panache to accomplish deeds. Panache (like Grit) equals the Chr mod to start day, and then regain for crits or killing blows with light or one-handed piercing weapons. Deeds give bonuses on actions, initiative, etc.. Another I wasn't expecting much from... I'm going to ponder this one some more though and try to imagine how it would work in play (haven't played a Gunslinger, I imagine if I had I wouldn't need to ponder much.) Are these the kinds of abilities that appeal to those who want the players to have more narrative control of combat or like some of the powers in 4e? If this is used, shouldn't there also be a variant of the Rogue with a panache/grit equivalent? Or maybe an Amateur Swashbuckler feat (like Amateur Gunslinger) and maybe variants for other types of weapons too (Archers? Dwarves with Hammers?)?</p><p></p><p></p><p>And two I was particularly disappointed in:</p><p></p><p>Skald - Barbarian/Bard - d8, 3/4 BAB. Sing to let your allies rage. I had higher hopes for this one... I don't no what I was expecting, but this one isn't exciting me now.</p><p></p><p>Warpriest - Cleric/Fighter - d8, 3/4 BAB. Bard-rate of spell advancement with orisons. Combination of Cleric and Paladin abilities. Bah! I wanted d10-full BAB Paladin equivalents.</p><p></p><p></p><p>I didn't really have expectations of the other five... and they didn't really surprise me one way or the other. Would it be cooler to call the Slayer a Bounty Hunter instead? Is it the first d8/full BAB class? (Edit: Apparently it was announced as a typo and should be d10).</p></blockquote><p></p>
[QUOTE="Cadence, post: 6222087, member: 6701124"] As announced before, the book is going to have ten new classes that are each mixtures of two existing classes. In the playtest, these two are the new class's "alternate classes". You can't multi-class with a class and one of its alternates or a class with the same alternate. Following that logic, it seems like they should errata the Magus so it has Fighter and Wizard as its alternates. Here are some initial thoughts on five of the ten classes based on their presentation in the playtest rules. I'm looking forward to hearing y'alls views on these and the others. Two I particularly liked: Arcanist - Sorc/Wiz - A Sorcerer who can change their list of spells each day by studying them like a Wizard. One fewer spell per day per level, and ties with a school and a bloodline. Or alternatively, a Wizard who can flexibly reuse their memorized spells like a Sorcerer. I didn't have much hope for this one in advance because I couldn't imagine how they were going to do it, but now I can imagine it becoming the default to lots of people who can't decide which of the two core arcane classes they want. That they all have bloodlines could tie it nicely to the background of some campaign worlds and explain why not just everyone can learn magic (in a world where that wasn't the case, everyone could just choose the Arcane Bloodline and ignore the idea of it being in the blood). Shaman - Oracle/Witch - Clerics worship gods, Druids worship nature and natural powers... Shamans worship spirits. Get some bonus sponstaneous spells, hexes, and a familiar to go along with the standard cleric/druid type hp/BAB/spells per day. Comfortably feels like it fills a thematic gap even if it isn't all that different and I like it a lot better than either the Oracle or Witch. A lot of NPC ideas immediately come to mind, and I can see it fitting in as the go-to divine PC class in some campaign settings. (If they separated stone and metal, would it do all of the worlds classic elemental systems?) One I need to think about more: Swashbuckler - Fighter/Gunslinger - Light-armored stabby Fighter. Use Panache to accomplish deeds. Panache (like Grit) equals the Chr mod to start day, and then regain for crits or killing blows with light or one-handed piercing weapons. Deeds give bonuses on actions, initiative, etc.. Another I wasn't expecting much from... I'm going to ponder this one some more though and try to imagine how it would work in play (haven't played a Gunslinger, I imagine if I had I wouldn't need to ponder much.) Are these the kinds of abilities that appeal to those who want the players to have more narrative control of combat or like some of the powers in 4e? If this is used, shouldn't there also be a variant of the Rogue with a panache/grit equivalent? Or maybe an Amateur Swashbuckler feat (like Amateur Gunslinger) and maybe variants for other types of weapons too (Archers? Dwarves with Hammers?)? And two I was particularly disappointed in: Skald - Barbarian/Bard - d8, 3/4 BAB. Sing to let your allies rage. I had higher hopes for this one... I don't no what I was expecting, but this one isn't exciting me now. Warpriest - Cleric/Fighter - d8, 3/4 BAB. Bard-rate of spell advancement with orisons. Combination of Cleric and Paladin abilities. Bah! I wanted d10-full BAB Paladin equivalents. I didn't really have expectations of the other five... and they didn't really surprise me one way or the other. Would it be cooler to call the Slayer a Bounty Hunter instead? Is it the first d8/full BAB class? (Edit: Apparently it was announced as a typo and should be d10). [/QUOTE]
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